chaoskin wrote:
It would still not allow him to follow you unless you were taking a 5 foot step specifically. The 10 ft of movement is to make it so you can tactically place yourself better to either cut them off or make them change direction if they want to keep trying to avoid being in melee.
chaoskin wrote:
Nope, none of those qualify. It is strictly to stop the 5 foot step tactic and be extra sticky to ranged characters or mages.
It is very well balanced. The archetypes included are all great thematic choices, and help fill certain roles better, but none are just a flat power upgrade. Wild talents and new elements all feel very organic and mesh well with the other elements as well. In addition to that the authors are really responsive if you have a balance concern or question regarding their material. I don't think their goal was to make the kineticists more powerful, but to give it the fun toys and abilities it should have had out of the gate to be a unique and ready to play class.
I would take a look at the Legendary Games Deadeye Hexer. http://www.makeyourgamelegendary.com/products-page/all-products/legendary-h ybrids-deadeye-hexer/ Even if 3rd party isn't a go, it could be good for inspiration. I don't own it but I do own the Shinobi in their Hybrids collection and it is fantastic.
Take a look at Kineticists of Porphyra 1 by N.Jolly, published by Purple Duck Games. Yes it is third party, but it is well balanced and it introduces new elements, one of which is light! It has a primary blast of hardened light and then a lot of illusion and other interesting utility. That book also has the Kinetic Duelist archetype, which essentially makes Kinetic blade your main focusite and changes up a few other class abilities to make you more melee focused. An excellently written book and it is even better because if you ask questions about it here the author is likely to pop in and answer!
Tengu have a feat that gives them flight once per day at 5th level. http://www.d20pfsrd.com/feats/racial-feats/tengu-wings-tengu Many characters get access to permanent or nearly permanent flight around this level, it wouldn't be too unreasonable to make a feat for your player that maybe does it 3 times per day, then another one at 11th that ups the speed and makes it all the time. Depending on their build two feats for permanent extraordinary flight is probably worth it.
All of that makes sense, and honestly makes sense balance wise, just wanted to confirm those. Regarding two questions still: 1. Skeletal earth elemental makes sense, should I ditch the earth glide ability for it? 2. Understanding the no AoO's for vital blade, but can a kinetic duelist apply it at all? And gravity absolutely makes sense as a control element. Our group actually adventures in space pretty often so it could be extra fun.
Azten wrote:
On this one I should have been clearer. I meant if I were able to use vital strike on AoO's normally, such as through some third party feats, would I be able to do so with that infusion, and can that infusion be used on a kinetic duelist blade since it's not on the approved infusion list?
Alrighty, I have been pouring over the material some more and have some questions: 1. If the above option about skeletons makes sense, should I just apply the skeletal template to anything that makes sense on the summon monster list of the same level? I thought there was a summon undead spell but I was wrong. 2. Kinetic Blade Infusion: This came out two KoP's after Kinetic Duelist, but is it reasonable to allow it to apply to that archetype's kinetic blades? And if so, would it have the same restriction as Kinetic Whip where you cannot use those feats on attacks of opportunity? 3.Is there any way to get Elemental Overflow's damage bonus to Kinetic Blade outside of the magic gauntlets? 4. Are Joint Lock and Improved Joint Lock considered two separate standard actions? It doesn't have the text "when you use your Joint Lock talent" like similar improved talents. 5. Can you pool the unnatural evolution points when picking a new form, or are you always restricted to the point amounts for each talent? 6. Telekinetic Weapon: Does it also allow any materials you are using to affect the blast, or just magical properties? 7. Basic Corpokinesis: Does this count as any skill focus for eldritch heritage, or only skill focuses in Bluff and Disguise? 8. Bone Feast: It says Fortitude half, so it would be 1/4 your bone blasts damage and 1 Con drain. Do you still get the temporary hit points if they make the save? 9. Malignant Cyst: Is the fortitude save meant for when I apply the cyst, when I use it as dominate monster, or both? 10. Not a question but on page 46 of KOP2 the Stout Deterrent title appears in the middle of the Ranged Versatility feat (right above the infusion) and not on page 47 above it's text. By the way I love love LOVE the gravity effects in Legendary Kineticist for void. That plus the oppressive atmosphere made me seriously consider a build centered around getting lots of reach, dropping yourself into the middle of enemies, and making it so no one can escape (-30 ft movement), takes bludgeoning damage, treats it as difficult terrain, can be tripped as a move action, and set up directional gravity and walls (if time) and direct non-flying opponents back to me. It doesn't fit the background or feeling of the character I am building now, but man it seems like a fun boss fight type NPC! Thank you so much for being willing to answer my (now many) questions regarding this!
N. Jolly wrote:
Oh man I hadn't even thought about that! It also fits thematically as my character is basically a sentient humanoid mass of flesh construct so a lot of my elemental powers could come from me literally ripping myself apart. I do have one question (well more like 100 that I will post when I'm not using my phone): For the Improved and greater unnatural evolution talents, can I reset those daily like the 1 point evolution? Or once chosen are those set? Also what kind of action is it to change those and when can I do it? It says at the beginning of each day, but is that considered when I wake up from resting to remove burn? Thanks for being so responsive to your fans! I absolutely plan to leave a review on all four books once I've built a few theory crafting characters.
Good day all, So as you can probably guess from the title, I am looking to make a mostly melee kineticist using the Viscera element from KoP:II. I have access to all the KoP and legendary kineticists but here is my dilema: Natural attacks, or Kinetic Duelist? Based on a lot of the utility talents it seems Viscera is keyed up to be a natural attack blender pounce machine. But, other than unnatural evolution, the only pounce it has access to is restricted to natural weapons gained from Bone Blades. Race is decided (custom from my GMs world) but we are level 11 and I am just unsure where to take this guy. Out of combat he is the diplomatic type, with a sudden transformation (Kinetic Form and Elemental Overflow) to a combat beast. I am also unsure if I should specialize, or dip into another element at 7th? Basically I am just curious of everyone's experience using the amazingly weird kineticist that N. Jolly has gifted us with. My gut says go kinetic duelist to flavor his fighting like Kimimaro from Naruto! Thanks in advance, -Aoi |