Kineticist Entangling Infusion


Rules Questions

RPG Superstar 2014 Top 32

I am a bit confused about calculating the Escape-Artist or Strength check for an Entangling Infusion.

Entangling Infusion:
Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

I don't see anywhere under the "kinetic blast" feature that references a save. In fact I thought that kinetic blasts do not have saves at all.

The "wild talents" class feature says : "Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution modifier"

So would the wording in entangling-infusion override this since it is "otherwise noted"?

In the "infusions" class feature it says: "The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion."

So even though infusions are also wild-talents I guess they do not follow the convention laid out in the 'wild-talent' section?

So if I am a level 10 kineticist with a 22 constitution, what would be the DC against my entangling infusion (and I guess also the DC to remove the entangled condition)?

Is it 10+5+6=21 ?

Another question or advice. Since it says in the 'infusion" section: " If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated"., Are these infusions even worth taking? I mean you have to roll to hit AND spend 2 burn and it all can go to waste if they make their save. Seems like a big gamble.

The Exchange

In entangling blast, it states reflex negates. So they get a save to avoid the effect. The dc is mentioned in the infusion section. 10+1/2 kineticist level +con and form infusions are +Dex instead.

entangling blast:
Element earth, water, wood; Type substance infusion; Level 2; Burn 2
Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
Saving Throw Reflex negates
Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Under infusions you missed the first part. A save only negates a substance infusion if they dodge a save negates form infusion. (No auto applying infusions with no save):

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

Also: ability focus(elemental blast), elemental focus (your element) ,greater elemental focus, and flurry of blasts can bump the dc up very high.

RPG Superstar 2014 Top 32

Are you saying they still take damage if they save versus entangling? That would be better.

The Exchange

Yes. A blast only modified by a substance infusion still does damage on a successful save.


Grumpus wrote:
Are you saying they still take damage if they save versus entangling? That would be better.

Yes. You roll to attack, if you hit you do damage and then they roll to save vs being entangled. The same goes for pushing and bowling. You roll to attack. If you hit then you do damage and then you roll your CMB (with your total attack bonus being your base CMB) vs their CMD to trip or push.

And I would definitely look at possibly getting Ability Focus(Kinetic Blast) if you want to up your DCs.

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