The Sideromancer |
The Sideromancer wrote:Why out of two? You get to pick three elements, one at 1st level, one at 7th, and one at 15th. So going earth, earth, and void (in whatever order) is feasible, albeit high level...something I'm considering for my tiefling geokineticist if I ever get to that level.Dragon78 wrote:Do you mean you want an element that combines metal and void or something else?Graduating metal to its own element would do it, as would an archetype that allowed for more mixing. Basically, metal is currently earth+earth, which means metal+anything else is a total of 3 out of 2.
*facepalm* I missed the 15th level one
Dragon78 |
I would love a metal element along with life, light, sound, mind, dream, time, magic, etc.. but only time will tell if any of these elements are ever used. I also would like more abilities for the existing elements. But both(or even one) of these would require a lot of space. Though there might be enough ideas on this list to fill a hardcover, I highly doubt that we would ever see such a product.
GeneticDrift |
1) a bleeding infusion or composite blast
2) a wild talent to pick up all composite blasts for wood. (summer, spring, autumn, and winter)
3) a wild talent similar to the bless or the heroism spell
4) wild talents that show off the first world connection for the wood element.
5) kinetic healing as a wood wild talent
Dragon78 |
I agree about kinetic healing being added to the wood element. I also agree that wood could use some actual first world/fey related abilities other then plant powers.
Bless and heroism would be interesting for wild talents but what current element(or elements) would fit?
The only ways I can see getting all four composite blasts is an archetype or an extra simple blast feat that can be taken multiple times.
GeneticDrift |
the idea was as a fix the lack of a wood/wood composite. It can have The prerequisite of wood/wood, so at lvl 8 you can actually use composite blasts. It gives a lot of damage type flexibility but it wont allow you to use draining infusion (simple blast only) and doesnt allow access to other elements talents or simple blasts.
it seems less out of place in a splat book and can be added easier. A new composite would probably be in a core book or a very specificly themed player companion. which could take forever.
Dragon78 |
1 person marked this as a favorite. |
Do you mean 7th level since that is when you gain composite blasts.
(Wood)- Surround yourself in a whirling vortex of leafs, petals, etc. in a 5-20' radius that grants you and allies concealment.
(Wood)- Ability that grants DR*/cold iron.
(Wood)- Like telekinetic haul but effects wood and plants only.
(Wood)- Ability to create barriers and walls made of plants.
(Wood)- Ability that lets you control fey and other nature spirits.
(Wood)- Can polymorph enemies into plants.
(Wood)- Gain photosynthesis, only needs sunlight and water to survive, creates breathable area around you.
(Wood)- Gain skill bonuses when dealing with fey and to survive/navigate the first world.
(Wood)- Ability to plane shift to and from the first world.
(Wood)- Ability to control seasonal changes in an area.
GeneticDrift |
8th is when you get an other wild talent. It shouldnt be gained before other elements get composites. Im thinking 4th lvl utility wild talent (prereq: element wood,expanded element wood).
(Wood) pheromones - as the charm hex with a more limited duration.
(Wood) faeriefire infusion - similar to the spell
Dragon78 |
(Wood)- Create plant themed illusions.
(Wood)- Become invisible in areas of vegetation and wooded structures.
(Wood)- Aura that prevents plants and vermin(and maybe animals) from attacking you unless you attack.
(Wood)- Pheromones that let you control vermin, even swarms.
(Wood)- Can change into fey.
(Wood)- Sleep inducing infusion.
(Wood)- Confusion inducing infusion.
(Wood)- Curse based infusion.
(Wood)- Grant natural armor bonus to allies as well.
(Wood)- Paralysis based infusion.
Dragon78 |
(All)- Utility wild talents that grants bonus feats. Though since wild talents tend to be stronger then feats maybe they grant the bonus feat in addition another effect or more then one feat based on your level.
(All)- More utility talents that grant class features. We have evasion and woodland stride, how about uncanny dodge, resist nature's lure, channeling, etc.
Bloodrealm |
1 person marked this as a favorite. |
Being able to mono-element and pick up the 4 composites for Wood instead of a Wood-Wood composite is a great idea, and fits the Four Seasons theme of those blasts. Perhaps at 7th level, if you pick Wood again, you can pick two of those instead of the free Wild Talent for pickingthe same element, and then you can gain the other two at 15th if you select Wood a third time. They could make this as an archetype if they wanted, and grant the ability to select infusions those composites are compatible with.
Dragon78 |
(All)- Ability that grants telepathy though maybe limited in someway. Some examples would be for fire must have the fire subtype, be on fire, or have a fire based on going spell effect(fire shield) or magic item(flametongue), air would be air subtype or has a natural fly speed, etc.
(Air)- Ability to break/dispel silence spells and effects.
(Fire)- Ability to dispel darkness effects.
(Earth)- Ability to hold/paralyze construct creatures made of metal, stone, earth, crystal, etc. Greater version to control them.
(Void)- Ability to dispel necromancy spells/effects.
(Water)- Ability to plant suggestions(as the spell suggestion).
(Wood)- Ability to use a plant as a scrying device but must see through another plant within a mile.
Dragon78 |
(Aether)- Ability/infusion that makes ethereal creatures non-ethereal for a number of rounds equal to your con mod.
(Air)- Ability that cancels a target's ability to fly magically or naturally. Greater version can effect more then one enemy.
(Earth)- Ability to weaken objects and creatures made of earth, rock, metal, crystal, etc., lowering their hardness/DR and giving it a penalty to attack rolls, damage rolls, and saves.
(Fire)- Ability that weakens an enemies' power with fire based spells, spell powers, supernatural abilities, and magic items. Greater version could nullify their use completely.
(Void)- Infusion that draws out negative energy from undead and dealing full damage to them with your negative energy blast.
(Water)- Infusion that draws water out of a target dealing more damage vs water subtype creatures, oozes, etc.. Greater version can use that water to attack another target ether as liquid water or ice.
(Wood)- Ability that brings plants and plant creatures back to life.
Shadow_Charlatan |
1 person marked this as a favorite. |
Ability to create demiplanes would be interesting. Maybe whatever you create has to have some influence from your element.
It would be nice to do at least half damage to creatures immune to your energy type but do not have a energy/elemental subtype.
could give a discount based on what elements you have
Aether - Structure
Air - Air Elemental dominant trait
Earth - Earth Elemental dominant trait
Fire - Fire Elemental dominant trait
Water - Water Elemental dominant trait
Void - Gravity
Wood - Bountiful
another option could be a specific bonus trait based on element while on your demiplane
or the demiplane gains additional special unique properties not covered by Create Demiplane spell
Jonas Seaborn |
1 person marked this as a favorite. |
the ability to send your familiar to enter and possess an enemy
vampire of the void - ability to drain the energy from unintelligent undead to heal or negate burn
corpse explosion - fill corpse with negative energy which bursts if disturbed
Kinetic Runes - as per Glyph of Warning but damage based on kineticist elements
Natan Linggod 327 |
A positive energy element.
A creature based element the way wood is plant based. Dealing with abilities common to living creatures but without limiting to a specific type.
i.e. the blast would be a knot or spear of bone and horn doing piercing/bludgeoning.
"grow" generic body parts or manipulate other creatures like reshaping someones face. Some healing/regenerating. Probably add in a few abilities similar to the blood bending archtype.
Dragon78 |
If there will not be a light based element then combine it with the positive energy based element. Maybe the light blast could be solid light constructs and be a physical blast since there would already be a positive energy blast. It would be a good counterpart to the void element with it's focus on negative energy, gravity, and darkness.
Rerednaw |
Been asking since beta.
Nonlethal blast. Either as a infusion, talent, feat, or even as inherent to the blast rules.
"By taking a -4 to their attack roll, a kineticist can do non-lethal damage with their blasts."
Then of course for bludgeoning blasts you could go with Bludgeoner to negate the -4 penalty.
Till then all my good-aligned kineticists takes no prisoners. Ditto for the evil and neutral ones. :)
Luthorne |
1 person marked this as a favorite. |
Been asking since beta.
Nonlethal blast. Either as a infusion, talent, feat, or even as inherent to the blast rules."By taking a -4 to their attack roll, a kineticist can do non-lethal damage with their blasts."
Then of course for bludgeoning blasts you could go with Bludgeoner to negate the -4 penalty.
Till then all my good-aligned kineticists takes no prisoners. Ditto for the evil and neutral ones. :)
You might be interested in the feat Expanded Metakinesis from Magic Tactics Toolbox.
Luthorne |
Mock Gladiator Trait from Heroes of the Streets would allow you to do that right out of the gate. With any of the blasts. Even Negative Energy. Nonlethal Death Energy...
The main problem is that you can, by default, only do that with kinetic blade.
Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.
Mind you, that's not necessarily a problem, kinetic blade is a great form infusion even for people who prefer ranged, just in case someone does manage to get up in your face.
Dragon78 |
(All)- An ability that grants a pool of points based on your con mod that can only be used to use abilities for healing, curative, restorative, and/or reviving. Each point in the pool is like a free point of burn.
A feat or wild talent that lets telekineticist use their con score instead of strength for carrying capacity/encumbrance.
Catharsis |
What I'm missing most is interesting and widely usable form and substance infusions at low levels (SL 1 or 2). The effect need not be dramatic. I'd even take «Dazzling Infusion» for Electric over the existing Thundering Infusion, for instance. Dazzling might be the weakest status effect ever, but at least it's something I'd always want to spend my Gather Energy on if I didn't need it for Blade or Extended Reach. However, Mark has informed me that my wish for a «mini-AoE» for the low levels is going to be fulfilled in an upcoming volume, so I suppose I can consider this issue solved.
On the other hand, one open issue has not been addressed as far as I know: That of the missing composite blasts. I'd like to see official rules for Permafrost Blast (Earth/Cold), Conductor Blast (Earth/Electric), Electroplasma Blast (Electric/Fire), Superconductor Blast (Electric/Cold) and perhaps even Thermocline Blast (Fire/Cold) so as to make more element combinations viable. It wouldn't take much printed space, either; mostly just a quick list of compatible infusions (e.g., Conductor Blast, Earth/Electric: like Earth Blast, plus Magnetic Infusion).
Catharsis |
earth/cold easy enough snowball (like a big one)
A snowball doesn't contain Earth. Permafrost does.
electric/fire seems like plasma to me.
Yes; too bad the name is already used for the air/fire composite.
earth/electric fire/cold are trickier.
I called earth/electric Conductor Blast, since I imagine it like a taser: fire a spike of conductive ore into the enemy and channel an electric strike through it. If that sounds too technological to you, you might as well call it Charged Ore Blast; it's hardly more of a stretch than Charged Water.
I imagine Fire/Cold would capitalize on causing structural damage through thermal gradients. Maybe freeze part of the enemy solid and then blast it to splinters by concussively vaporizing a small portion of it. If there's any combination of elements that should remain incompatible by design, it would make sense for that to be Fire/Cold, though.
Luthorne |
Vidmaster7 wrote:Aren't all conductive earth elements also metals?Really a rapid temperature shift from one extreme to the other should be more damaging then just a one way shift.
Charged earth is fair it just needs to be a conductive earth element.
Not necessarily, no. Quartz, for example, can even produce electricity if pressure is applied (see piezoelectricity).