Undine

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A fungal spore faction like the formian (From bestiary 4)

Kinda taking the Myecloid (from bestiary 3) and expanding its fluff and and different CR of them. Like a Fungus spore maker, or Myecloid sappling.

A High CR (20+)
A few scaling mid terr CRs (5-15)
A low Cr would
be great.

(Also plant familiars for witches and wizards that what to do Herbalist stuff would be cool ----Leshys)


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Isabelle Lee wrote:
Gawain the Sponge wrote:
Stuff about Metamagic Invocation

I think you may have missed something important about Metamagic Invocation. It requires metakinesis, but doesn't apply to the same things. It can only be applied to the "quasi-spell" wild talents gained through Kinetic Invocation (or that feat's Special entry). It doesn't apply to, say, an aerokineticist's celerity wild talent or a blast with the wall infusion.

Sorry for any confusion. ^_^

Thank you for pointing that line out to me. I miss read it when I first was reading the feat. Thank you :)


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Porridge wrote:
Gawain the Sponge wrote:
I agree there are some draw backs. However I feel the emotional component should not become a problem unless madness rules or other effects that directly affect them, simply because the Kin. Should not be in range to get the affect. I am currently running with this class of character and the only time I was in 50ft or closer in combat was last session I played in ([there have been about 45 sessions with this character] and it was by choice) So I feel like a Kin. with extended range should be out of the range of most low level fear effects.

Huh. I haven't actually seen one of these in play before, so you could be very well be right -- my initial impression regarding this drawback might be a bit overblown...

Out of curiousity, in your experience running this kind of long-distance character, how often have you felt you needed the extra HP this archetype gives you?

PossibleCabbage wrote:
Most kineticists are going to be within 30' of the things they're trying to hurt quite frequently. Aerokineticists get extra range from a utility talent, but anybody else who wants to use a form infusion other than extended/extreme range is going to have to hang out within charge range. Extended range is really low priority when you get to do fun things like put down walls.

Yeah, this kind of thing worries me too -- and it would be nice not to be wedded to one particular element. (But again, I've never actually seen one of these played before...)

I have played the Normal type of Kin. and this type of Kin for the same amount of time respectively. I have also played different elements at different levels. One of the parties I am in is very big on module play, thus I have lots of opportunities to experiment with different class builds finding one I would like to play in longer campaigns.

I have found that for this class in particular it really depends on what type of element you pick. [although most upper level infusions have a 120ft radius on them] I also know the blast infusions are a nice thing to have but: {Pro Tip} a Blast action should never cost you burn unless you are the last one standing on your team, because some of the cooler Utility talents become better with burn and worth it to spend burn on because it last longer or has a better effect.

Also I have had more normal Kin. die than PsyKin. because of the fact that the temp hit points loss stacks from normal hit points lost. This is why I started finding ways to run this class at long distances because my up close fighters constantly died. "Level five 'up it took 2 burn so -10 hp from my 40 hp total' *characters enter boss fight 'up i just got hit for 20 damage so I am up at 10 hp remaining, and yup another 20 point hit and dead'"

The powers that be kinda realized this flaw I believe and rectified it by allowing the Metamagic Invocation in the Occult Anthology book giving the class to use extended range metamagic for 1 burn [same as extended range the wild talent][this book also lets you use enlarge spell/1 burn, intuitive spell/1 burn (removes thought components), Logical spell/1 burn (removes emotional components), quicken spell/4 burn (they reprinted it in this book for some reason), Reach spell/1 burn, or Tenacious spell/ 1 burn]{Downside you need to take the feat multiple times to get all the metamagic invocations.} however three of the metamagics provided by the feat deal with range, and it says you can stake them to increase the range even more.(see the special on the feat for more information).

The Snake Infusion is also a great infusion for any element to take at 6th level. 120 line that can be bent to get around corners or cover. (Metamagic to make it even longer)

Opinion for something pazio needs to make: they need for the class is a Pure Element archtype which replaces the Expanded elements at 7th and 15th level, and omnikinesis at 20th, and provided that group of players who choose to focus in one element something better than what is normally granted by expanded element. (like spending a burn to increase the range by 25ft or 1 burn to increase the damage pool of dice by 1d6 for a single blast, or giving them a +X to hit for one blast)( Or just make the ability in parentheses above a feat they Kin. can take and call it Blast manipulation or something along those lines, because those three things are what early level Kin. (lv 1-5) can spend there burn on the most. instead of normal blast infusions)


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Val'bryn2 wrote:

"I foresee your pride clouding your aim" before a Misfortuned attack roll.

Things like that, you don't need to actually make it a longer time down the road. For the ones you do want to do like that, curses, Gaes/Quest, things like that. The Scar hex could work.

okay cool


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In my opinion The Psycho Kineticist[PsyKin] (Found in Horror Adventures) is a much better build for the Kin. The Base class is constitution based (which is a cool idea for a caster) however whenever they are put in a stressful situation the Burn they take to use some of their advanced abilities (making awesome blasts) can really damage them in a long run because of the temporary hit points they gain by accepting burn.

The PsyKin is more useful to a general player because it turns the class into a wisdom based caster, and that's about it. The burn turns from temporary hit points into a -2 penalty/ burn point to Wisdom Checks, Wisdom skills, and will saving throws. Which on the flip side sounds bad, but it opens up the door for the character if they choose to multi class into other casters, or use the Occult Skill Unlocks. The PsyKin also expands the Kin skill set by 1, and gives them Psych Sensitivity as a bonus feat. This is huge for the class because it practically opens up a feat slot for them.

(I hope pazio would release more fluff information for this class. They are very interesting and I would to see how they fit into the world overall, and or release a more angelic or demonic branch for the class to go down. (I know those are arguably wood and Void) however a pure positive energy/ pure negative energy would be a nice addition)