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Suggestion for kinetic cover.. make it 1 face per level. So if I am level 5, I can create a box around an enemy, in which they have to break out of the box to get out.. OR I can create areas to make it more difficult for an enemy to attack a character without needing to just make a 5 foot step away. It would offer more utility I think.


Ooooooooooo.... I never thought of using kinetic cover horizontally like that!!

How much weight does it hold, though?


Quote:

Aether: HP buffer or SR

Earth: DR or Save bonus
Fire: backlash or evasion
Water: Armor or fast healing
Air: miss chance or uncanny dodge

This.... Mark Seifert. This guy has a good idea right here. =)

Addressing the accuracy issue. If anyone has ever played MMOs, in order to maximize damage, hit must be maximized. One miss reduces damage by a lot.

So as a sample to that guys idea..

DR 1/ every other level

Save = 1/ every other level

Each one you can throw in 1 burn to increase it by 1. So at level 20, it can get up to +20 on each save, better than a paladin... But at the cost of (at most) 200 HP which you probably would have lost throughout the day if those saves weren't in place... This seems balanced to me!


Quote:
We even get Kinetic Form's stat bonuses as part of Elemental Overflow (the new name for FtB) that we can assign pretty much at will (con and Dex anyone?).

What do you mean exactly????


Alternative suggestion for Aethers defense..

The kineticist gains 8 + kineticist level in spell resistance. They can increase this by 1 per 1 burn they spend.

It's better than what is currently there. What is currently there pretty much states, "Pay 1 burn: Lose 5 life." It's useless in combat.


Toughness DOES (in a way) increase the effectiveness of kineticist, but it does not increase DC or burn limit. What it does do is that if your con is +6, then your burn limit is 9.. Reaching 9 burn brings you dangerously close to passing out.

On a d8 char, using 7 burn, that's pretty much like having a con of -1.

So 7 + 4*8 = 39 avg HP which is very low. So toughness does help to provide more HP to make burn less painful, which acts like a buffer.

Quote:
Burn can never be avoided, sent away, cured, reduced, or anything else.

Don't count your chickens before they hatch! No way of knowing if there will be a feat to assist with burn. I am predicting there will be, though!


Can you change the ability of Move Earth by chance?

This is how it is atm

MOVE EARTH
Element earth; Type Sp; Level 4; Burn 0
Prerequisites kineticist level 6th, kinetic cover
Saving Throw see text; Spell Resistance no
As a standard action, you can push or pull a 5-foot cube of earth
or unworked stone within 30 feet, moving the cube 5 feet in
any direction. You can create raised platforms, stairs up a cliff,
holes, or other useful features. If you move the earth beneath
a creature’s feet, it can attempt a DC 20 Reflex save to leap
elsewhere and avoid moving along with the earth.

I think that if we altered it a little, it might make this ability a bit more useful or clear.

Shape Earth
Element earth; Type Sp; Level 4; Burn 0
Prerequisites kineticist level 6th, kinetic cover
Saving Throw see text; Spell Resistance no
As a standard action, you can alter the shape of the earth or unworked stone within 30 feet. You may shape 1 square foot of earth or stone per level of kineticist at any one time. You may create holes, stairs up a cliff, spikes, raised platforms or other useful features. If you create a hole or raise the earth underneath a creature, that creature can make a reflex saving throw to leap elsewhere to avoid moving with the earth or falling into a hole. If the earth is shaped into spikes, any creature that is pushed or falls into the spikes takes 1d6 damage per every 2 kineticist levels.


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So can you kill a terrasque with that? ;)


So in terms of format, Mark Seifter, do you plan to arrange the Wild Talents by first level, then by element, then by alphabet?

The way it is currently seems very disorganized.


So those boons can be placed on just the current chars or can you apply it to a new char?


Perhaps there will be a mutagenic kineticist archetype... (doubt it, but might be possible!)

Quote:

Obe particular boon: +2 profane

Another boon: +2 untyped

How do you get these?


Well I'm more so looking to beef up the con of a kineticist. =)


What's the most con you can stack at any time with a PFS character and how do you do it?

Lets say we are level 8, con is 22... Only thing I can think of is a belt that grants a +6 enhancement bonus to con. Anyone else have any ideas to increase this beyond 28?


", I picked Air Reach to be able to attack at 60 ft (I think the blast is not usable at range ×5, unlike other ranged weapon attacks)."

Not sure why you didn't take extended range instead..

EXTENDED RANGE
Element universal; Type form infusion; Level 1; Burn 1
Prerequisites kineticist level 1st
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet, rather
than 30 feet.

Sure, it requires 1 burn, but as a move action, you can negate that burn...


Personally, I think the kineticists should get some thematic elements automatically so they feel more variable.

Fire should get

FIRE SCULPTOR
Element fire; Type Sp; Level 1; Burn 0
Prerequisites kineticist level 1st
You can sculpt shapes out of flame or alter a fire’s spread. As a
standard action, you can move one 5-foot square of an ongoing
fire per kineticist level you possess to any square contiguous
to that fire. For instance, a 4th-level kineticist could move
4 contiguous squares from the center of a 20-foot-by-20-foot
fire to the fire’s edge in order to create a safe path to escape.
The fire continues to spread normally after you sculpt it, so on
the following rounds, it may reignite the areas from which you
moved the flames.

For free

Air should get

AIR CUSHION
Element air; Type Sp; Level 1; Burn 0
Prerequisites kineticist level 1st
You can cushion a fall from any height using your control of air.
You are constantly under the effects of feather fall. If this effect
is dispelled, you can call it forth again as a standard action.

For free

Aether should get

LIGHT TOUCH
Element aether; Type Sp; Level 1; Burn 0
Prerequisites kineticist level 1st
You are able to control the raw telekinetic power surging within
you, allowing you to move objects in a less violent manner.
This ability is similar to mage hand except you can move
an object that weighs up to 5 lbs. per 2 kineticist levels you
possess (minimum 5 lbs.) and you can move magical objects. If
you possess the extended range wild talent, you can increase
the range of your light touch to medium range and increase the
rate of movement to 30 ft. per round, and if you possess the
extreme range wild talent, you can increase the range of your
light touch to long range and increase the rate of movement
to 60 ft. per round.

For free

Earth should get

MOVE EARTH
Element earth; Type Sp; Level 4; Burn 0
Prerequisites kineticist level 6th, kinetic cover
Saving Throw see text; Spell Resistance no
As a standard action, you can push or pull a 5-foot cube of earth
or unworked stone within 30 feet, moving the cube 5 feet in
any direction. You can create raised platforms, stairs up a cliff,
holes, or other useful features. If you move the earth beneath
a creature’s feet, it can attempt a DC 20 Reflex save to leap
elsewhere and avoid moving along with the earth.

For free

And water should get

WATER MANIPULATOR
Element water; Type Sp; Level 4; Burn 0
Prerequisites kineticist level 6th, kinetic cover
Saving Throw none; see text Spell Resistance no
While all hydrokineticists can move water, you have trained to
be able to manipulate massive quantities of water. As a standard
action, you can raise or lower the level of water as if using control
water or move an equivalent amount of water to a different
place in range. The water remains where you placed it for as
long as you continue to spend a standard action to concentrate
on this effect. This wild talent also causes a slow effect on
creatures made of water, just like control water (Will negates).
When you cease concentrating, the water flows normally, unless
you accept 1 point of burn to extend the duration and lock the
water in its current position for 10 minutes per kineticist level
you possess.

For free (And why is it a level 6 wild talent when the fire version is level 1???)


Will there be an Avatar: The last Airbender, aka martial artist type archetype?


Here's an archetype idea. Please ignore the wording.

Haunted Sage

(Name?): The Haunted Sage must choose one spirit. The Haunted Sage can only ever contact that one spirit. The spirit bonus for the Haunted Sage is doubled This ability alters the spirit and spirit bonus abilities.

Empowering Trance: As a swift action, the Haunted Sage can focus on his spirit to grant him the next ability that the spirit has that he currently does not have (Lesser to intermediate to greater to supreme) for a number of rounds equal to either his charisma of wisdom modifier, depending on his spirit. This ability can be used 3 times per day. At 3rd level and every 3 levels after, this ability can be used an additional time per day.
This ability replaces trance.

(Name?): At 5th level, the Haunted Sage doubles the bonus of the spirits boon ability. At 11th level, the Haunted sage triples the spirits boon ability. At 17th level, the Haunted Sage quadruples the spirits boon ability. This ability replaces Dual Vessel, triune vessel and Fourfold Vessel.

Focal Point: At 19th level, the Haunted Sage can provide the powers of his spirit to another character. That character gains all of the spirit powers as if he was haunted by the spirit himself.


Question: Do mediums have to be possessed by a spirit that shares their alignment? I kind of like the idea of a good medium being haunted and controlled by evil spirits or an evil medium being haunted or controlled by their previous victims haunting them...


Quote:
"Ah. Thanks! I knew I saw it somewhere!

Woops. Forgot to log off my account. (Verzen's my roommate. Only have one computer to share, though!)


Quote:

AIR’S REACH

Element air; Type Su; Level 1; Burn 0
Prerequisites kineticist level 1st
When using air blasts or wild talents, or composite blasts that
include air, double your effective range. This effect applies after
altering the range due to effects like the extended range form
infusion. This doubles only the effective range, not the area of
effect for wild talents like cloud and cyclone.

I think this is a case of trying to kill a cat with a tank....

I thought 480 feet was overkill....

But....... 960 feet range...? o.O

If the average run is 30 * 4 = 120 feet... and provided you can even SEE and SPOT an enemy that far away....

An enemy has to run for 8 turns before they can even catch up with him... And he can teleport with Ride the Waves 980 feet away if they came close. He could ultimately kite any monster.. ever.... And in PFS.. there's no map that is 196 squares long... hahahaha!


Hey Mark Seifter. If you want some help figuring out any loop holes or outright cheesy things we can do with kineticist, feel free to ask me for help, helping you design this book.

I've played MTG for 20 years and played D&D/pathfinder for 15... My mind works by finding and trying to exploit legal loopholes.


Ah. Thanks! I knew I saw it somewhere!


Also under Kinetic Form, you MIGHT want to change things a little bit....

Element air, earth, fire, or water; Type Sp; Level 6; Burn 0
Prerequisites kineticist level 10th
You can call forth your element and infuse it into your entire body.
You gain elemental qualities of a type of elemental that matches
any of the elements you possess as if by casting elemental
body I. By accepting 2 points of burn, until the next time you
recover burn, whenever you use kinetic form, you can instead
gain the benefits of elemental body II. When using kinetic form,
you never gain the earth glide, whirlwind, or vortex abilities unless the kineticist can use that ability without using kinetic form.

Otherwise if I get earth glide as my kineticist, I can't use it under elemental form which is what I suspect isn't the intent. I suspect the intent is that I do not GAIN earth glide from being an earth elemental.


Question:

If I get the composite blast (magma) can I use that with kinetic blade? If not, could you guys allow that functionality? I would love to be able to wield magma swords... haha!

Also - There is a severe lack of Earth substance infusions. Why is this?

Suggestion

CRUSHING BLOW INFUSION
Element Earth; Type substance infusion; Level 1; Burn 1
Prerequisites kineticist level 1st
Associated Blasts Earth, Magma

Saving Throw none
The kineticist knows how to increase the density of his infused blasts. Whenever a creature is dealt damage by your infused blast, that creature suffers a -2 AC penalty until the start of your next turn. At 6th level, this penalty increases to -4 AC. At 10th level, this penalty increases to -6. At 16th level, this penalty increases to -8.


Point made. The feat would give you a pool similar to how Amateur Swashbuckler gives you panache.


Gifted Exploitation
Requirement: Player is not a class that can take exploits
Benefit: The player may select one exploit from the arcanist list of exploits. That exploit increases in power depending on that characters level divided by 2. (A level 10 character is treated as a level 5 arcanist for the purposes of this feat, for example)