I'll begin by saying I was provided a review Copy for this.
Here we are, Legendary Kineticists 2. Is the ride coming to an end? well... If it truly is, this is leaving with a decent bang, ill tell you that. Although, I think the sentiment from me on this is "not what I was expecting." Lets see what we have here.
Bestial Kineticist- Right off the bat, something I didn't expect.This is new animal companion archetype! Your animal companion is infused with a level of kineticist energy and can trade tricks for limited access to wild talents and infusions. It can also enact blasts on it's own, and even pass you it's blast for use- plus if you and it own the same element of blast, it can tag-team blasts with you. I find this archetype pretty interesting. That cats a Dynamo!
Metakinetic Savant- Hrm... you can modify and manipulate metakinesis by way of using metamagics at an improved degree, including improving your internal buffer specifically to use it - it has a helpful list of what the blasts you can manipulate count as and what you can't take using this archetype. it can be taken so long as not EVERY metakinesis is replaced by another archetype, and metakinetic master or internal buffer aren't modified. not my style at all, but credit where due.
Nihilicist- Now this is an intriguing one. This one denies the use of ANY established element (if you willingly do, you lose access to this), and must be within two steps of neutral to stay in "class". In exchange you get a notable blast pair- empty and Zero, which do Nihil damage. You can fire both blasts as physical or mental, and they come with their own selection of infusions to choose, but you only get universal wild talents to pick from. Nihil Damage is nonlethal damage that can't be ignored- if you take to much of it you become outright disintegrated. Intriguingly you can convert nihil damage from nonlethal to lethal in a few ways, which allows you to turn it into a condition you can inflict based on damage dealt (wow, reminded of healing hands...), and some of these are killer effects. Defensively they can convert lethal damage taken to nonlethal, eventually become untraceable, even disappearing from peoples minds. The finale is two fold. You can do far more pain with Nihil conversion for statuses, but if you want, you can go out with a... shall we say Annihilation- tier bang. Just make sure your affairs are in order- nobody else will remember them.
Onslaught Blaster- OOH HOO HOO, I was waiting for this one. This is one of my favorite Kineticist variants, and one of the two reasons I wanted this product. It changes up the gameplay by adjusting how the blast works- instead of one big shot based on your level, you can splinter it into many smaller ones with some caveats- or essentially pool them all back up into one. damage takes some adjustments, and ill admit my brain wishes some of the additional damage written into some of these abilities stack across the board, but I know better. if you play kineticist for its ranged damage component over its melee variants, and no other archetype intrigues you, this one has some great applications for spreading debuff centric infusions around at the least. plus its the missile spam Kineticist- what's not to love about this, assuming you can take the cost?
Order of the Scion- This is a Cavalier order that turns them somewhat into Kineticists- or more apt, Knights of the elemental balance. You get a kinetic whip simple blast as a level 1 kineticist that can function as a lance on charge, you get elemental defense and an odd variant of elemental overflow. But you have to strive for elemental balance, do an 1 hour ritual each day to maintain your powers, and your challenge is limited in effectiveness by what element you chose... ill just say this isn't for me. but I DID see an opening in my Knights of Flame.
Planar Custodian- First off, love the art around this class. second of all, PARTIALLY KINETIC DRUIDS. Storm Earth and Fire, heed my call? No, not sorry- couldnt resist. This pulls power from the druid shell to add Kineticist elements into it- Bestial kineticist animal companion, a kinetic blast, some infusions, Element defenses... but to get the full effects your druid elements tinge to a specific set of element focuses and there are some as I see it major tradeoffs. I like the feel, but I don't know how many would use it, and there's things I just wouldn't give up to have this.
Planetouched Oracle- Hrm. A simple modification to the Oracle in my eyes, but a partially kinetic Oracle is the result. however, much like the Planar Custodian I do not know if this would be worth the trade off, which I see as even bigger. You trade mysteries and revelations for an element focus, a simple blast and a progression of infusions and wild talents- plus a method of reducing infusion cost and some blast modifications as you progress. I'm lost on this one- with so many kinetic elements combined with the number of mysteries and revelations, this adds a LOT of potential options overall but the stipulations involved just have me going no from what I know about oracles. But it is a functional Kineticist/Oracle hybrid, and if your looking for more "all-day" capability, it can provide a thing or two.
Telekinetic Bladeshifter- So we have an Aether Full BAB Kineticist archetype that can turn items they effect with telekinetic blast into a chosen one light melee, one handed melee, or thrown weapons, dealing damage with it as a Warpriest Sacred Weapon. In exchange, other Kinetic blasts are WAY weaker than normal, and you get no form infusions. From there they progress down a fighters route, using burn and elemental overflow to modify weaponry and shields, trading talents for bonus feats if you wish to, and progressing into two handed, dual wielding, blade and board, or throwing style. it's.. pretty cool, but it's specialized element comes into it's own a bit to late for my taste, and it's not the only class sharing this kind of space nowadays- but it is the Kineticist Fighter, and it appears to do that job pretty well.
Kineticist Talents- Some new stuff to play with here. In infusions my favorites are Water dehydration blasts, and the ability to ricochet blasts- though counterspellers will love some of these. My picks from wild talents include modifications to chain and ricochet infusions, the ability to specialize in electricity or ice blasts, Wood gets a variant of Shillelagh with some new tricks, and mind gets some new tricks (YES!, more for mind!) including wiping memories and access (along with Aether) to the oddity of Life after Undeath, which lets you become a positive energy undead if you were undead and human shaped! Oh, and also Void Kineticists can become Liches. figured id bring that up. However, i spy a reprint- improved Celerity is here from LK 1. an awesome one to reprint, but it wasn't helpfully marked at such or anything.
Kineticist feats- YUM. Some of these could be great for multiclassing, like using burn in place of Ki pools, for example. Theres some stuff in here for Dark Elementalists, but also Bestial Companion users- those with metakinesis can teach their bestial kineticists metakinesis as well, for example. But my love is the classic efficiency stuff. Enhanced Composite Boost is sweet for those who use the Boost series- it allows you to add the substance infusions of that type to the usable list with a blast you apply the boost to. Though the example is apparently illegal, oopsie! Still works with a different type of simple blast though! I'm a bit to into single elements mentally to spot them all, but there's potential here. Kinetic Disruption means you can kinetic counter ANY evocation (if mental) or Conjuration (creation) if physical- spell on top what you already could counterspell. This lets you mess with some parades. plus there's a bit more for certain other elements. but anyone who likes the Onslaught Blaster will NEED this one- Kinetic Railgun. It seems to function as the Onslaught Blasters rendition of Kinetic Acceleration from KOP 3, with a bit of difference involved. Color me a haste junky if you like but- GIMMMMMEE!
Kinetic Spells- ...Eww. Here we have spells that inflict burn on enemies, can turn burn into lethal damage, and one spell that lets you suppress the negative effects of burn in a buff form for a time. my favorite one is Burning Prohibition. once applied it forces will saves based on what you try to do and if it was prohibited by the caster. Succeed? Eat a burn. Fail? Eat a burn and waste the action. it's also a permanent duration. it's nice, but personally? I'm just not a fan of this section otherwise. this feels to me like an anti-kineticist section- and as someone who doesn't care for casting usually, and likes Kineticists not exactly what I signed up for!
Kinetic Mystic- Speaking of unexpected things. But to be fair, the books got more than a few, a arcane/psychic and kineticist prestige class. I remember this kind of thing and it's nice to see something like it again. while you miss out on some levels of spellcasting progression here, you do count as the class you got the kinetic blast you need this prestige from for all features EXCEPT spells. in play.. okay, I JUST professed I don't care for casting very much, but this is COOL. you start breaking down the lines between magic and kineticism, turning the blasts into functional touch spells (OH MAGUS!) and being able to stick blasts as the vector for hitting with casted touch spells, which progresses as you do. the capstone is intriguing as well- you can accept a certain amount of burn to cast spells, but you can reduce burn costs a few ways, AND you can sack spell slots in order to make a kinetic blast precanned in that slot that uses that much burn (with some limitations, not including specialization reductions, sadly). This is one neat capstone to me. Id like to give this one a shot someday, and perhaps I will... one thing though, there's an issue in my copy. The fraction is missing at the end in Kinetic Conduit. Based on the list, it takes some time before you can use your kinetic blast fully in this set up- it begins in fractions of 1/5th, but the text seems to have an error here.
Legendary Kineticist- The OTHER thing I wanted this book for. This is a redone kineticist that in my opinion was sorely needed. So, what's new? Well so far as I can tell, Wild Talents now autoscale in DC (YES!). Burn is changed from nonlethal damage to a penalty on all STR and DEX ability and skill checks except for Initative (well, im not half-killin' myself normally, but...). Gather power needs only one hand now. Metakinesis Maximize is gone and Metakinesis Persistent is in it's place (yay, personally!). Internal Buffer is a level earlier and naturally fills up (no more "well, ill light myself up before i go to bed for internal buffer anymore!, GOOD!). Expanded element kicks in a level earlier each, you still normally get a utility talent choice then as normal and you still get an infusion choice at its old level, PLUS YOU NO LONGER SUFFER THE PENALTY FOR THE EXPANDE- okay look. about the only negatives to this are loss of maximize, the skill burn (if that bothers you more then nonlethal damage), and expanded element chosen for the same element does NOT let you take an extra wild talent. It only allows infusions (*SHAKES FIST*). There's other class changes I didn't mention, one of which is a SWEEET buff, and the old Extra wild talent feat is also listed here, and changed to fit in with this kineticist. If your worried about archetypes not matching, there's even a piece here about helping them fit. anything replacing Metakinesis Maximize eats the Persist. adjust down the levels of expanded element and internal buffer. and War Kineticist from LK 1? STACKS. this solves a lot of those concerns, and this is my Kineticist +1 as a consequence. If you are allowed to use it, JUST DO IT. you will be glad you did.
Lastly there's a Kineticist VMC (I do not use this system, so i cannot begin to comment- but i don't care for it at a glance) and there's a sample Onslaught Blaster, who ill say I enjoy the theme of- they use a combination of air and Aether that puts both to good use.
I spied a few issues with the writing in this book- the missed fraction in the Kinetic Mystic for example, another being the lack of bolding on the Metakinesis ability in the Legendary Kineticist. not enough to take away much for me, but... still worth pointing out.
My thoughts overall on this book? well, some of it either really intrigues me (Nihilicist, Kinetic Mystic), or blows me away (Onslaught Blaster, Legendary Kineticist). Everything in here appears to work just fine as written, but a good bit of it does nothing for me at all. The last LK book had me dancing in glee by comparison. but then again, I got Bob Ross and Adagio Dazzle-esc Kineticists out of it- the arts in combat are things I ALWAYS want more of. a lot of this book feels more like an expression of the kinetic elements on the world at large, rather than the kineticists themselves- after all, 4 of the archetypes in this book aren't for the base kineticist, Kinetic Mystic is a hybrid prestige, and there's the spells. in that context it is a good book, but as a dedicated Kineticist player book, is it still worth it?
Yes. because this book still provides more kineticists abilities and feats, 4 good Kineticist archetypes that is bound to at least intrigue someone, and an amazing quality of life increase to a class that I feel could use it in the Legendary Kineticist. if this is the end, it came around pretty good, back to where it all started. It didn't light the fire under me like the last book, but it's STILL one worth picking up.
See you on the other side, folks. I have some kineticist sizing up t'do. got a Lucha Libre wrestler Gestalt to make, and some of the stuff in this book reminds me of ideas...
Before we begin, I must inform you that I was provided a Review Copy for this. That said, My impressions are as follows.
Magitech Archetypes Is something I want more of- by it's name its about technology and magic intertwined, but it also has bits about the deep dark as well as the beyond. Anything that remotely crawls me to the Lovecraft Mythos I also enjoy. as for whats inside...
Astrologer (Mesmerist)-I get my reminder of Orikan the Diviner today. This archetype is about the stars. Their unique abilities gained in place of mostly Mesmerist tricks, grant them powers they can only capitalize on fully while outdoors with a night sky, or with the stars out. they essentially stargaze for power, which i find calming and interesting at the same time. I do not know much about Mesmerists, but I can say that if you like Divination effects, and play them, this may be worth a look.
Delver (wizard)- From the stars to the deeps we have this. you trade scribe scroll, Arcane Bond, and a bonus feat for a series of boons tilted specifically towards the underground or technology, including improved divination casting underground and alternative Summon Monster abilities. much as I love anything to do with summoning, I can say I prefer Arcane bond to much to take this one.
Engram Channeler (Spiritualist)- another class I know little about, this one modifies your spell list away from undeath to technological means and provides class abilities to help manipulate technology. the big thing of note in my opinion is it also provides you an Alien AI learned personality called an Engram instead of a phantom, that resides in your mind, manifesting as an incorporeal hologram. it provides buffs on intelligence skills and allows some in combat buffs to team effectiveness. for a tech based feel, id say it does the job quite well, and the idea of drawing up a tactical map of the battlefield to provide bonuses will also gets a thumbs up in my book.
Nanotech Infuser (sorceror)- so your holding, being transformed by, and after a certain point spreading a Nanovirus in exchange for Bloodline related things? I like this, but I wish you could become even more mechanical than you can with this. That said the mental picture of people succumbing to a nanovirus and rising as zombies is... okay, REALLY cool. from a game play standpoint your mileage may vary on this one. it depends on how much you put your normal Bloodline connections to use.
Necrotech Master (Kineticist)- You can only be this as an undead or construct, but you essentially blur the line between being a construct or undead gaining parts of both worlds, not just for yourself but later undead OR construct minions you create. And now I'm seeing an undead with robotic parts and- I better move on, that kinda stuff is something I love. you are also a charisma based kineticist instead of constitution for this, which opens new roads for stats out there, but is needed for this to function. the Burn negative in replace of the basic burn is something I am NOT a fan of, but this one wins my favorite archetype out of the book for it's blending of machine and void (the elements you'll be using as it). it scratches my construct AND undead itch simultaneously. HOW DO YOU DO THAT?!
Penumbral Arcanist (Arcanist, of course!)- I like this one. its all about Darkness. you get a few new arcanist exploits to choose from. the ability to manipulate darkness with spells that normally can't, and synergistic effects tied into it. also, the ability to Summon Shadows via one of the Greater Exploit options is an immediate bump up for me. Nightmares from Below, Follow me into the Light...
Robot Fighter (Ranger)- this is the anti-Construct specific ranger. not really my style due to no animal companion... but this is Necessary for a setting like this. the Anti-Construct and robot tricks in here are more then solid for a focused combatant.
The Machine Element- ...AVE OMNISSIAH. This is the main reason I wanted the book and I am not disappointed in the slightest by it.
To explain, kineticists have a LOT of 3rd party support now, a good deal of which involved deepening the 7 first party elements. but we've also had an additional 7 elements just to my knowledge from 3rd party sources (Time, Light, Sound, Viscera, Toxin, Mind and Dream to be precise.) and a subset of kineticist books have combination abilities between the majority of these elements, to say nothing of the archetypes that further tweak specific elements. Lastly I tend look at elements from a one element only perspective of the class, and often at particular abilities within it. this means to be the 15th Element gives you big shoes to fill.
So when I say that this may be my new favorite element, dueling with Mind and kicking fire into a ditch, THAT is impressive.
Reading these abilities over, it appears to be like a counterpart to Earth on a few levels, using some Earth Element abilities and allowing Earth to tap into a few of it's as well, but it forges it's own identity primarily. depending on what expanded elements you take, you can add more infusions to its composite blasts than it's infusion list normally shows (I am concerned however that some of the cross element composites do NOT have this trait- why did some get chosen but not others? it does leave those combination out of a fair few infusions... looks towards fire)- of its unique substances, it has a specialty towards manipulating metal (one functions something like the good ol Rust Monster, for example). Fitting to the Necrotech it releases with, it has shades of the viscera element from another direction with the sheer amount of manipulation you can do to yourself via your utility talents. overclock yourself? YES! Armor? Subdermal or wanna be power armor? Firearm IN your arm? why not (Although- how do you load it? do you have to?)! cap that with evolution points from a series of Utility talents and welcome to your techpriest! a decent bit of it is based around construct support and manipulation specifically, so it's even better in the campaigns that focus on them, but even without those types id STILL give this a run. it satisfies 2/3rds of what I look for in my element hunt at LEAST. and maybe all 3 if I could keep all of my kineticist data straight. Great job!
Magitech Feats- This provides a pair of feat trees, plus a Necrotech Master specific feat and another feat. The Necrotech Feat tree seems costly for feats, but I still love it. it allows other creature types access to Necrotech Master Kineticist without being a Construct or Undead, but it may be worth taking the full series because of the eventual result. it's just a fair few feat slots. that said, if your going all in on the Necrotech master concept, Necrotech Leader is likely a necessary feat.
On the other hand the Technopath pair allows those with Technologist and some Telepathy or thought detection to tap directly into machinery, and then from longer distances. it also gives you the means to tamper with them. why am I partially reminded of the Mechanicus again?
lastly, there's Walker in Rust which is my favorite of the feats. It allows you access to summoning Junk Golems of various Strengths. and personally I love the ways and the flavor in which it does it- spontaneous golems anyone?
My impression is that this is a good book. personally I love Technology in my games, so a Magitech addition is already welcome. for the books cost it definitely has a good amount of content. my normal caveat applies to a book like this- it'll be more worth it for you if you like the theme and several of the classes content on display. as a major fan of kineticists the Machine element alone would have made it a purchase either way, and the Necrotech Master on style alone ranks highly for me. the fact both turned out so good for me in addition to the Penumbral Arcanist, and the setting of tone with the Astrologer just clinched it. Plus technology feels like a path that could use more traveling, and i liked this brush with it.
I need to go figure out how to turn an ioun stone into a mini-Servo Skull now...
Careful down those streets. You don't know whats watching them.
So here we have Intrigue Archetypes, which has a focus on City environments and/or NPC interactions. there's a particular archetype I've been waiting for in here, but we'll get to that. so, what in here interested me?
right off the bat the city feel is here with the Cityscape Hierophant. its a druid designed to function inside cities, complete with a kind of druidic graffiti, and a detachment to nature and it's oaths for some odd changes to the class. id say the end result reminds me of a stealthy stalker of the city shadows, just as the lantern of a guard passes out of reach. but that's my take on it.
Next up, the Inquisitive Detective, for the vigilante's out there. this ones short and sweet. you can take on an investigators Inspiration and investigator talents with some limits. For what you trade here it might be worth it for you, but personally ill have to dig a bit deeper to see.
The Scheming Priest however? I like this archetype. it almost reminds me in it's text of a Goge Vandire. its designed for your character to care far more about reputations and comforts than the godly duties. some spells fitting to such a character get added to the clerics spell list, along with a dash of Mesmerist abilities and a tinge of trickery to round it out. the abilities sacrificed are fitting for the story of the class, but I could still see myself playing such a build if I were to go into Cleric.
Spell Hacker is a Wizard archetype that allows some use of Arcanist exploits with a changeable choice, and a means to pay them without a reservoir if you don't have that. you also get a neat metamagic manipulation (or failing that, minor spell tampering) ability. Ill admit, I'm reading this ability in two ways. one questions the front half of it, while the other says "OOH, REALLY GOOD." I blame my lack of being able to decide on how little I play with magic.
next up we have the subtle gunsli- wait, how can they be subtle at all with the shooty bang-bang and Dakka? oh. 4 level of psychic spells in exchange for most deeds?...well, that DOES change the game play a good deal. depending on how much you value the deeds post the cutoff point, id give this is a look. its a definite change of tune.
That's followed by the Talented Tactician for Vigilante's. and...wow. This archetype brings back some memories. a little Magus-y, a LITTLE arcanist-y using vigilante talents for exploits, but most notable to me is Tactical and in-depth analysis- because it reminds me of the abilities of a certain int and wisdom based caster in another game, where literal knowledge was a kind of power. what was it called again? on the tip a my tongue... it archived knowledge. but was divine...
And here we are- Trickshot Sniper for Vigilante's. I've said it before, ill say it again. i LOVE ranged combat. so this archetype AND the item there with it were the main draw for me to this.
Quickly, the item, an abundant ammunition bag of sorts- ill just say it. this kind of item has been created many a time before, but this one is nice, if based on my reading rough around the edges (how many non shuriken throwing weapons can be put in here, 1 or 10?). I don't like some of it's details (so why exactly do ye want that much ammo in here if it does what it does and you can't mix them beyond ease of placement? meh...)but still, nice to have something like this to refer to, and i guess for what it is it is balancing due to it's restrictions.
But the Trickshot Sniper. said to be a Green Arrow-like, and that is indeed an apt description. you specialize in a type of ranged weapon, and you can gain a host of unique techniques with the majority built around designating a shot or toss as a "Special ammo". aside from that it gains benefits to shooting on the run as well as sniping to complete the picture.
While I dislike the number and time delay around the special ammo (it just feels so wrong to me. I Think I know WHY it's done like it is, but I do not like it. my first thought was "to gamey" followed by "I know another way I would have preferred this") the options you can do WITH said ammo is impressive indeed. this just adds to the sheer insane number of options a vigilante can take combined with the rest of the 3p content out there. Well done on that front, no matter how i think of it.
The Wild Card is... okay, I know people have brought up gambit before in pathfinder. This reminds me of that, but with a Swashbuckler chassis and some neat tricks. hey, a way for others to play gambit, is a way for me to play my own version of Tubalcain Alhambra.
There's enough in here I really can't give proper credit to. next is a smattering of vigilante talents, Arcanist exploits, and magus Arcana (special points to the vigilante Talents for the ranged types out there!). the feat selection in short is relatively limited- a lot of them are specifically for vigilantes (but are quite nice) or specific archetypes of classes. a few are for the Cityscape Hierophant. but these are some feats with detail, allowing different casting stats, unique Spells, and other effects, often tied to the city itself. I don't usually play the classes for these feats, so i can only say so much.
Last thing to bring up, is the Coinmage. I.. don't quite know what to make of this. one part a sneak attack or hidden strike user, one part caster. as you progress you can use money to create different effects. of which you have one heck of a nice selection. Battering Iron, shocking copper, Tricky Nickel... just make sure you have enough. I definitely like the idea- its an intriguing way to throw money at something.
Overall, this book is solid, but I have to say, the more I think on it, the less I personally enjoy it. Trickshot Sniper is not sitting well with me after thinking on this. even so, this book is solid if your looking for some city-based things and if you like a good variety of classes. with my laser focuses on specific classes and combat styles (odd classes, currently cooking related, and ranged combat), I'm probably not the target for this book. these were the things from the book that caught my interest- there's stuff i didn't talk about.
The Chaos and Fury of the Elements on one more ride!
KOP 4. this series is something special, it truly is. but were talking about this one right here. so, what do we have here?
The Archetypes make for an interesting showing. Aberrant Kineticists make for a risky line to cross dependent on the manifestation and the campaign you may be in, but a Wisdom variant kineticist intrigues me. The Energy Roper upon first read gave me some fun vibes due to your ability to whip and even grapple people with the elements. just consider playing as a Viscera Kineticist from KOP 2 or a wood kineticist. Bone or vine whips!
The Entropist to me is a beast to wrap ones head around. So far as I understand it, you pick a preset array of 4 elements at it's base, and from them your power tends to shift daily. N jolly says in the product description that this "is basically a class hack, turning the kineticist into a more castery type character." and also that it is an ambitious Archetype. i have to agree wholeheartedly. it's not my style as of yet, but very intriguing regardless. its access to wild Talents specifically is something to keep an eye on.
the surprise to me was the Kinetic lancer- it gives Final Fantasy Dragoon vibes HARDCORE. you can form your kinetic blast into a spear of sorts, gain great aerial mobility via jumps, and as you progress unlock leaping full attacks and even some impalement techs. out of the archetypes on display it is the simplest, and yet so effective in my eyes.
but we have some new stuff for the old in here- Wood and Void gain elemental saturation points, followed up with a host of composite blasts. the majority of these blasts are designed for dual or tri element kineticists, and frankly, im starting to get jealous. since KOP 1 I've been on the Elemental Scion archetype pretty hard (forced Mono element in case you don't know- i just quite prefer focusing one element)... but some of these really make me want to branch out. my pick of the litter here is Afterburn blast, a mixture of dual fire and time (or dual time and fire...). lets just say odds are they won't see it coming until they feel the heat of that one.
On the infusion train we have some great improved variants to older infusions, including a Bloody and Flurry of blasts, along with some I find scary like Light's new ColorBurst Infusion. just guess as to the effect with a name like that one. seeping into Wild Talents, ill echo a thought by an earlier reviewer to a point- Elegant Egotist said to get the most out of this, you'll need Viscera. while there's at least a few good tricks running through this book for many elements and combinations (including advanced kinesis which has a bit of a domain-based caster thing going on, and some stuff i REALLY enjoy out of Time), i have to agree- Viscera gets a LOT of new tricks in here. so, Viscera fans from KOP II, pick this up!
speaking of which, next up are combination (many dual element, one tri) wild talents, and a few of these synergize with one elements defensive abilities using another element. Fire and wood? how about gaining a kind of Photosynthesis. one high end one for Viscera-water details using shroud of Water alongside someone affected by Roiling Flesh (KOP 2) in order to Force them into being a piece of your shroud so long as they are not in a stable shape for a certain amount of time per kineticist level. if that isn't enough of a thought, they also eat some of the damage that would hit you while this is ongoing. if not effective, most definitely evocative.
moving on, we have Mutations to further customize the Kineticist, first seen to my mind in KOP 3. Arrow mutation gives you a higher crit threaten ratio and converts most physical damage types into piercing... but I feel it's Drawbacks aren't worth the shift.
Avatar and Furyshaper mutations on the other hand are essentially modifications to existing archetypes. with Avatar Mutation, you can change your core elements from the KOP 1 Archetype, Elemental Avatar (An infusion/wild talent delayed progression, but essentially quad element archetype) into two of the three arrays available to the entropist. the base archetype already went down the last array combination, so there's some serious new possibilities to go down on this path, provided the drawback of some blast restriction compared to the base archetype doesn't bother you.
Furyshaper? lets just say it involves blood. and boiling, and why is it when im otherwise Running AWAY from fire damage due to element resistance/immunity biting me enough already is this class one of the last things in the system where i want to run Screaming TOWARDS the flames? If i wasn't attached to physical damage i probably would have rolled something with this mutation already. MOVING ON.
The Utilitarian Mutation is an oddity. it makes your blast weaker, and blocks off your ability to reduce your kinetic blasts with a few avenues. however, it allows gather power to be used to reduce utility wild talent costs. Im sure someone has a plan for this, but it's not why im into the class as i am.
in the feats section you have some reprints of some feats from earlier KOPs for references sake, like my one of my top favorites, Kinetic Acceleration (and wishing i could trigger it with in class abilities as mono-fire in 3...2..), along with some archetype specific feats for the Entropist, Kinetic Lancer, and Energy Roper. some of these can provide benefits without these archetypes, so have a look. there's a few other feats, some related to Kinetic bomb (first appearing in KOP 1) or even Alchemical Bombs. but the winner of the batch by FAR for me is Mutable Composition.
Mutable composition allows you to adjust the damage of dual damage (see acid/fire, or Electric/bludgeoning for example) type blasts to better fit a situation where resistance may be a problem to one side of it. I would repeat this several times, grabbing the screen that your reading this through now for effect. Anyone out there as paranoid as me about energy immunity and resistance with certain half and half blast builds WILL WANT THIS. while you can create a similar out that also works with simple blasts using Bracers of elemental Conversion (KOP 2), that item doesn't let you use the non-universal infusions you know with the blasts it modifies, and reduces your damage a pinch more at maximum than this would to employ in the same situation. that item is at its at it's best with a raw mono-energy build to my mind. THIS is for when your up against that creature that nullifies half your composite blast damage, and you want them to FEEL the majority of that other half, where they usualy chuckle and blunt or ignore that damage easily. you can't force all to one side.. but its more than enough to make a difference in that situation. A+++ for the "EMERGENCY, NUKE GLASS" situation in my eyes. and i may well be overselling it, but i love it.
Drawing this to a close, we are provided with a Magical shield quality- Pressuring, that can sap certain per day resources like ki, rage rounds or burn from the attacking opponent with a failed save, but specifically leaves out spells, a pair of magical items, and a sample character.
of the two items, ill bring up the Ring of Condensing Explosions- this one has versions specifically for both Kinetic Bomb Kineticists, and Alchemists. you can provide concentrated splash as a feat a few times per day with this to any splash weapon, but there's an extra little detail with the variants specifically for the two mentioned classes. in both cases it drastically increases the number of uses per day of that effect, but restricts it to their specific bombs each. Worthy trade indeed in my eyes if there's that one target in particular...
KoP 4. of the series this one needs both 1 and 2 at least so you have all the elements this can add to- this is not the one to begin with. however ill say what I've always thought about KoP here- each one is a steal for the content provided. if you like Kineticists- scratch that, even if your on the fence, the series is worth it- it converted me. the Team has done it again. It doesn't blow my socks off like LK 1 did, and among the KOP list its a harsh competition between the KOP 1 and 2's new elements and KOP 2's Armory. but its a fantastic piece, especially for you multi-element Kineticist folks out there. I recommend it- and id be likely off the walls about it if i wasn't so into mono-element builds. give this one a whirl.
Yes-yes, bring me that vial. That extract makes all the difference.
looking at this from a flavor perspective, it feels as if the non mechanics parts of this were written as a tome of discovery into the application of various creature bits to not only fuel spellcasting, but also item creation in effective ways. the beginning and ending of the flavor here, as well as some of the commentary inside, made me want more of this style. it felt like a proper frame for the mechanics.
adding to that, the art in this book is wonderful. many are parchment drawings detailing some of the creatures in question. I love stuff like that, and I got some mad science style chills going over them.
as for mechanically? ooh hoo hoo. strap in!
collecting creature parts come down to proper knowledge or outright skill- handle the right checks, and you can collect the materials from living or dead targets. Materials have 1 of 3 levels with different strengths however, and separate checks may be needed to understand precisely what they can do. you can then turn around and use these pieces in crafting (in 2 major ways no less), as an additional spell component with magic, or possibly sell them. already im in glee- one of my last characters was a mad surgeon, and she would have had a field day with just this.
but why i like this book is how it sets the stage for so many creatures being harvest-able and those parts being usable in something else- i don't think Ive seen a book so simply apply a unique value to so many creatures beyond what they already are.
For example, generic devil, demon or angel blood has an effect, yes. but specific creatures in those types also have a unique thing you can harvest from them. and what pieces do what may surprise you.
Potential abuses of these elements seem well handled. while you could... 'convince' your tiefling friend to offer some blood for a spell, the actual damage of live harvesting is rather painful indeed. on the other hand, several types of creatures can feat for a way to safely harvest a certain amount of their materials per day to be used only by themselves (with limits to how much even that you can have around). while you can sell what you find, the pdf points out how it could be subjected to market issues, and warns any GM reading of controlling things should they get out of hand. as a crafting fan, you HAVE to harvest the pieces yourself for your item to gain the benefit you crave. on top of all this each material does have a cost.
though speaking of items.. some of the unique stuff in this book. hah. WOW. not only can you make items that already exist using creatures as a basis or modify cost or capability, but you can also gain an alternate value for an additional cost instead. and its quite clear there's a LOT of space to go from just here, with more than enough room to do some creation of your own.
Here's one of my favorite items from this PDF. a Barghest Stomach made into the equivalent of a trash bag that melts what goes in.
So much of this is not only cool, and incredibly well done, but as a GM you can easily make campaign hooks out of a good bit of this, and it takes almost nothing to add it to your campaign. I know for a fact I can expect a LOT of bone dust to be flying around my next one.
Due to the ease of introducing this into a game for the value it brings, the lack to my mind of things such as this existing prior, the amount of content on hand with the safeguards installed, and even a love for the flavor, art, and set up of this... this gets a 5 star rating out of me. the only issue I even have at all with this is the cost of materials I harvested myself, but the cost list is still needed anyway from a balancing perspective. I want more of this. In fact my first thought upon finishing my first read was "wow. i want more! huh. can this and Culinary Magic do a crossover?" makes you wonder what cookies with some of this stuff would taste like... oh, just me? okay...
this book is Awesome, and I think people should give this a spin, especially if you like the idea of getting more out of what you defeat. a friend of mine probably is already thinking about a magical wolf pelt after I told him about this. fun times are most definitely ahead!
After going through this book, I finally am beginning to see what this class can be about. I wasn't a fan of it before, but this is getting me to reconsider. here's a few of the things out of the book I personally enjoyed.
The Exposed vigilante is a very simple Archetype- its not even a permanent choice if you want it to be. you get a reduced list of social talents, and can't have more than one identity. however you DO get some boons to this, including ignoring needing a social identity to use the remaining social talents. for those of you who don't like the dual identity thing, but do like the vigilante side of the class, this is for you.
The Dynamic Fist is an archetype that plays in one of two ways. one way takes you down the path of a monk-like character, while the other takes a more calculated approach, maintaining the BAB of a standard vigilante in exchange for studied combat, a countering technique called Cross Guard and a move called knockout blow to go with studied combat. this archetype is a great way to play out a number of bare handed ideas, including boxers. the styles at least to me feel JUUUST close enough that each time I look at them I find myself unsure which one id try first.
the Masked Grappler is... really something. it is a Grappling specific class, and yes, if your a fan of Wrestling, then this is one of the roads to a Lucha Libre wrestler (or with exposed vigilante, forget about the mask entirely!). your unique vigilante talents consist of Techniques and Submissions, which are things you can do after maintaining a grapple. the majority of the abilities either force saves to debuff a target or wrech them for extra damage, though my preference is the submissions, allowing you to open up your enemy for further punishment by your party than normal grappling does. on the damage side both ability types still do damage as if you did damage with the grapple, and you get extra grapple damage just for being this archetype. I really need to come up with a mask for this one... with this you are set to grapple with the best of them. small warning though- if you want to play an agile wrestler as it is, keep in mind that while there is a talent to help with that, it doesn't work around the dexterity penalties for being in a grapple, at least as of yet.
In the talents you have some great selections. a personal favorite of mine is the combo of Spell Master (vigilante) and Magical Inventor (social). with this combo you can manipulate one of a certain set of spell lists as if you knew them when using spell trigger items, but you also get extra boons. Magical Inventor then allows you Master Craftsman with the added bonus of being treated as if you know the spells on the list you chose from spell master. I. LOVE. CRAFTING!
If your a fan of Vital Strike in particular, you'll love the rest of the vigilante list. these talents allow you great use of that feat tree, in addition to a fair few ways to improve your attacks and defenses if your not a fan. as a whole I'm a fan of the vigilante talents here- bigger weapons, gaining grit and deeds, Spring attack manipulation, and that's just some examples.
the new feats and magic items are good, and not just for the vigilantes out there. for feats you have the obvious feat for talent (social or vigilante) trades, although there's limits to the vigilante ones. there's also a feat to improve a particular talent you like, as well as a series that improves OR allows someone who REALLY likes disguising to gain the dual identity class feature if they aren't a vigilante, culminating in the ability to gain some vigilante talents without being one. with the way the social talent works, anyone at higher levels could get some of either set. Cross specialization lets you nab talents from a stalker or avenger type, but my favorite is Martial Bond. this little number lets you bond with a melee weapon and gain the enhancement bonus to your unarmed strikes. I immediately got the idea of a character with a +5 dagger hidden in their boot or something!
to the magic items- the winners here for me are the pugilists robe and the Martial Wrap. these allow you to bump up your unarmed strikes in a new way- if the look of the martial wrap isn't enough for you, it's ALSO slotless. that also makes 3 unarmed strike improving things in this book, albeit to different effects. the gloves of paired weapons is a nod to help the budget of those folks who love dual wielding, and I quite like these as well.
I'm not.. all positives though. there's some noticeable errors and concerns I saw in my pdf of this, most notably the sample character has a feat not yet released- the feat is set to come in what I understand as the 2nd book already in playtest. Also, maybe it's also due to my lack of understanding or focus on whats available, but this is the first time I can say it felt like there wasn't enough in here for me on first glance in a book from N jolly. I realize however im VERY much focused on range combat, and the outrageous Lyricist turned out different than I expected- despite these things i did find a lot to like in this book the more i look it over.
For those of you who like unarmed combat, id give this at least a glance. for those who like vigilante's already, id recommend this one. now I need to go work on an entrance theme... I think a Demetori track would be a good idea.
I don't care for them as much as crossbows myself. honestly the misfires and costs of ammo, plus having to play specific classes keep guns out of mind when I play.
Not anymore. This book has reinvigorated my interest.
digging straight in, this book consists of a series of alternative deeds, gun modification and construction, Archetypes, Feats, some new magical equipment, some favored class bonuses, followed up with a sample character. I'll point out what in particular sang to me.
The Deeds are quite a batch. They function as alternatives you can swap in out of the standard deeds from progression at the levels gunslingers get normal deeds. if you want a deed you might have traded away or your to far on to make the swap, don't fret. there's a feat to pick up deeds you qualify for from this list, and anything you traded out, including for an archetype your running will also show up on that feats radar. (so if you want one of the alt 1st level deeds for example, or you later want a 1st level deed you swapped out, you can get it via the feat if you didn't earlier.)
the alt deeds separate out into three types for me. deeds that quickly enable alternate paths to certain techniques, deeds that allow something entirely brand new, or improve a prior deed that sorely needed it.
do you like the idea of dual wielding guns like The Shadow, but hate prior treks to handle the troublesome loading issue? covered. on the move firing, albeit with cost? got it, combat tricks? here. one of these also improves the viability to non musket mastering gunslingers if another archetype is your style and you favor longer guns- which that one also answers one of my long time anger points with the class. if we're so good with these weapons... why didn't we get something to help with reloading sooner in class? well, got it now. you like dead shotting? this'll help.
Where before I shook my head at the class, these new deeds make me want to push a gunslinger the whole way now. I could see myself mixing and matching old and new.
But what REALLY caught my eye in this book is the Gun modifications and materials. As a Crafter I love this kind of stuff. while the modifications do add some cost to your weapons and a negative for each you add up to the respective maximums for each size of gun, the positives made me quite happy, if not from mechanical perspectives, by flavor. want to make your pistol into a magnum? want to add a silencer? if your utterly HATE misfire like me, check the improved firing mechanism. another special note to the improved reloading mechanism for you musket fans out there- an out of class way to get one handed reloads on a two handed gun. this made me gleeful. that much closer to making guns more a weapon that can be used by more classes than before, even by a little.
that said, you do need a certain craft skill and the gunsmithing feat to even attempt the weapon mod. now that i think of it, how long do these take? I can make some assumptions, but they aren't stated.
The new gun materials provide a bonus depending on their construction. while some do as you might expect (thank ya mithril), we have specials here in porphyrite (screw you misfire!) and my favorite Cold Iron, which helps me get over my issue with gun range problems a tad. its up to you if these prices are worth the dive, however. I know I liked the idea!
I'm here and there on the archetypes. Dread Sniper is wonderful for being likely one of the best sniper specialists Ive seen in a bit. Gunsmoke Phantom is likely to annoy the tar out of your enemies because of it's mobility. High Roller is for that friend of yours who LOVES a good gamble, pitting misfire odds versus top end damage. not my style, but you might like it. Bomb Slingers get a weaker variant of alchemist bombs and can fire them from their guns like grenade launchers. kind of cool if your into that. want a psuedo-gunblade or a kind of bonded weapon? could well work for you.
then there's Elemental gun. I'm... unsure on this one. you get a kineticist elemental focus and simple blast access with substance infusions in exchange for certain deeds of your choice, along with infusion specialization at certain points. any burn you'd accept instead is handled via grit. you have to pick an energy blast providing element, but only functions as ammo for your gunfire, free reloading as it goes, and dealing the simple blasts damage.
the first thing that came to mind was picking fire, and making myself into a fantasy Imperial guard soldier with a Lasgun. Enjoyed that and the free shots. however three things make me unsure. One. always resolved on touch AC. do we still get deadly aim? I assume so but ive fallen down that rabbit hole before. Two. it states an elemental gun can only use a gun that isn't loaded. this implies i can't use a normal shot, having to use the element I chose at all times. If that's true than 3- ill stay away from it because of my almost never overwritten fear of dedicating to elemental damage is still here. even with that said. I do like it. but as is I'm VERY unsure of playing it as a character. funnily enough id have a lot of Lasgun on chaos space marine armor moments... I don't want to think about SR should that apply...
the magic items are cool, but with the new deeds, my recommendation is the Slingers Bible- for those of you who want even more Deeds. I'm lukewarm to the rest.
overall, yet another success from N jolly in my eyes. I had enough to consider about range before, but now im debating testing this gunslinger stuff as well. the thing that steals this for me is the modifications and materials. yeah it makes something I often find to expensive already more so, but... now my guns MY gun. the extra deeds call out to me and the new archetypes definitely shake things up. I still need to figure a way to cheapen average ammo beyond crafting it, but im a lot more likely to play with gunpowder now.
I'll recommend it- about 6 months or so ago, id have been even more happy to see this than i am now. if you were on the fence with gunpowder, or like it already, give it a shot!
After collecting a number of kineticist books, I was made aware of this hybrid class. with a definite amount of hesitation (both mechanical and flavor wise- I prefer pirates), I decided id turn this one over as well and see what I thought.
before I go on, I have to say looking into this class was something that was well out of my normal zone. with all the ways within 3P to play a kineticist, plus the fact I usually stay away from classes like Rogue and Ninja, it made this harder for me to understand. that said, based on what I can tell, this class is quite solid, and can be flavored in a great variety of ways, much like it's parent classes.
we begin with the classes likely defining ability, owed from its Kineticist half- Elemental basics and the Jutsu. entering you have to pick an elemental focus, and you gain both it and the Kinetic blast as if you are a kineticist. however, you must form infusion the blast into a jutsu to use it. jutsu begin as a dagger-like weapon, but can be formed out of energy or physical blasts. Physicals increase damage by adding a charisma modifier, while Energy types attack on touch instead of standard AC. while they don't scale as blasts do, they are always capable of full attack, and have other means to be improved as you progress.
As it progresses both sides of the parent classes bloom. from the Ninja you gain Shinobi talents, which can not only be used to get at ninja talents, but you have your own unique batches of talents to pick from. you also gain sneak attack dice, albeit less than a ninja. what i find most important is the Ki pool you gain- which i'll get into later. from the kineticist side your blast becomes more refined- first you can form the jutsu further with Hadou techniques, which include dual wielding melee, 2 handed (or one handed 2 hand wielding) melee, or my favorite, Throwing styles. You can further improve both the blast itself and the styles available, even unlocking further ones, with talent use. you can even unlock utility talents from your elemental focus up to a certain tier using shinobi talents.
eventually you gain a kind of Gather power, ninjutsu, and even metajutsu- at this point one of my favorite points in this class is revealed. the use of Ki as an alternative to burn. until this point Ki functioned in other ways- synergies with shinobi talents (including utility talent unlocks), ninja tricks, and usable for trade 1 ki for bonuses to elemental blast damage and physical blast accuracy for a set period of time per use. at this point you now gain a limited number of substance infusions to go with your hadou and jutsu, and even some ki use reduction to go with it. the idea is genius to me. in fact it made me question why burn was created if Ki could be used in this way. this is also what makes the Kinetic Shinobi quite the hybrid- both its parents are on display and to me, weave pretty well.
as a fan of ranged combat, 2 things in particular stuck out about this class. its throwing weapon potential and the Arsenal Sniper archetype. there's plenty of solid archetype choices, including a brute type, a monk type, a noble/shinobi vigilante styled variant, and even one that brings in magus elements. but i tend down the ranged route in particular.
from what perspectives I know about ranged combat, what you can do with the throwing weapon hadou here makes this a strong, if not amazing contender among throwing weapon classes, particularly with the right talent selection. better than average range, no cost, and solid non-nova damage, between bigger throwing weapon tosses, startoss style integration, or dual wield tosses with even some extra tricks. this is one way I want to run this class for certain.
this all said, I don't like Sneak Attacks. this, along with another thing I found VERY cool, makes Arsenal Sniper QUIIITE intriguing to me.
Arsenal Sniper takes the range game the normal Shinobi can pull, and for lack of a better term that I have, transplants it into a gun or crossbow. You more or less use the throwing hadou to create infinite preloaded ammo for a gun or crossbow using your blasts damage instead of normal damage so long as you hold the weapon, but being able to steal the enhancement bonus from the host weapon as well as its range. you choose which proficiency (guns or crossbows) you want, and far as I can tell, a lot of how the throwing works can be used with either crossbow or gun. there's arsenal sniper specific talents that allow for dual crossbow or gun wielding builds, although im staring at either dual wielding hand crossbows or even hand crossbow-Buckler potentially, beyond my normal choice.
this puts another class in the corner of better than average with a crossbow or gun (if physical, Charisma damage modifiers+ potential lack of needing rapid reload for your career), but this gets further modified by replacing sneak attack with studied combat from the investigator+free ranged study added on. as you progress you also get studied strike, can unlock a few abilities to modify both, and your effective range with studied combat/strike begin increasing on their own. some of the effects that modify sneak attacks and/or range to do them at synergize here as well. this makes arsenal sniper quite fitting a name. i picture a fluffy pink sniper going "pffbt" while sighting a target, locking on, and taking a shot. Ok, an outright barrage. it makes for a lot of neat character concepts in general, but the snipers just so obvious. what, im actually drawing a bead on something!
beyond the archetypes there a few feats (one is hilarious in particular), and a batch of favored class bonuses to go with all the other things in this, so it is pretty well loaded a book when you consider the talent accesses, and definitely quite a few character concepts i didn't even think to look into.
even if you only like half of the parent class here, you may get something out of this between all the potentials, plus the class will grow in concept with any additional element/talent releases for it's parents. there's some odd complexities with the arsenal sniper, plus some errors I can see in the document, which docks my score a tad... but I can easily say if i was someone who DID like more of the mechanics and especially look of this stuff, id probably have gone nuts about it. Give it a look- it may surprise you.
Now then, wheres my grog! oh. the shinobi from the village hidden in balloons stole it...
Art to Battle! Cantikinesis! Hurray for Cantikinesis!
I was unhappy with the Kineticist on release and let it be for a long while, but thanks to N. Jolly's guide to them, I found myself intrigued by the wealth of development they have been given in the 3rd party scene.
So I told myself I would buy Kineticists of Porphyra 1 to see what I think of it. now I have this, EO:K, and all 3 KOP books in the last few days
Now this may be one of my favorite published classes since the Soulknife, but that is due to the efforts of those who wrote those books to expand the possibilities beyond the current standard.
This book once I finally got it had me reeling. particularly the Artistic Summoner, and the Soundweaver. while the other books gave me great ideas, (like using an amalgam of EO:K and KOP to make Star Butterfly-best way I've thought of for the constantly changing blasts. also Dream Narwhals.) I'll admit I enjoy the kineticist more from a flavor perspective than game play, and i wouldn't have come that far without the newer elements to use. Mind helps in that for certain but...
...you have no idea how long I've wanted to use ink or paper as a weapon. drawing creations to life in order to protect myself and my team as an actual mechanic? that is something I can't recall encountering in all my years on tabletop, definately rarely in other mediums. I'm already planning a disgruntled painter as a potential character or enemy for my campaigns.
but that's nothing on the Soundweaver and Cantikinesis. If I felt I was capable of providing a full review of all the content in the book I'd have to try hard not to still title it "Cantikinesis! hurray for Cantikinesis!" Here's the thing. I like skill checks in direct combat for gains. although I can at least understand some argument against such a thing, it often feels like in a standard game my skills are just box checks. Cantikinesis takes Perform and gives you a risk/reward to using it with your Kinetic blasts. it seems fair enough, though whether its worth it mechanically is up to you.
but this may have been the best way I've ever seen printed as of yet to directly have Music as a functional all day "weapon", which is something I have only ever seen one other time in anything tabletop. and the fact you can use the music as basis for ANY element just makes it all the sweeter. like a character composing elegies that can erode time or matter as they hit a target. or a played lullaby creating a dreamscape which then is fired at an opponent in a display of rapidly disappearing shoggoth bunnys (shogunnys?). or a Drumming session that turns thunderous as the clouds above bring lightning down on peoples heads. there a few minor gripes and concerns I need to re-read to clarify i feel (like, the instruments you make- can they be masterworked for a perform bonus (Sorry, inner optimizer talking...)? far more pressing and even more likely is how do you use things like kinetic blade with cantikinesis if at all?), but the flavor burst off the page and had me from the word go.
The Soundweaver Archetype takes what I said already about Cantikinesis, then focuses on the musical theme, by allowing perform (sing) with Cantikinesis (Hello many many more character reference options, although Adagio Dazzle came to mind first), improving its potency, and adding bardic performance and masterpieces (with some unique ones of both for itself, combined with some serious one-man-band capability). This is then blended with a design around Charisma that does a great deal of making a Charismatic Kineticist a beautiful choice, at least to me. I wish I had more than a slight idea how to play a Soundweaver well- but then I'm still learning the normal kineticist. that said I REALLY want to now. the flavor just feels so worth it and fits so many concepts I couldn't see working to my taste before.
Thank you those who wrote this one (I hear Onyx Tanuki and N jolly are among them), and the other Kineticist books I mentioned by extension- you saved this class from my no-play heap and even gave me something I feel I never see anymore with this book. Something I honestly beg for a fair bit, really showing how the Kineticist can do so much. if you like Kineticists already odds are you wont be disappointed by whats on offer here. A good selection of more options to mess with, and stylistically show. what I didn't like in the book (Distance Blasting for example was a disappointment for my heavily ranged philosophy- especially considering all the feats from KOP I can mess with) got outplayed by what I did by a large margin, and I know I glossed over things other players would be shrieking in glee for. like the War Kineticist for example, and it's take on burn.
Now I need to go see someone about a kinetic turntable. they said I couldn't clean enemies clocks with wubs. I'll show them!