The Plagued One

Ryuujin-sama's page

Organized Play Member. 242 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


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So one the one hand I do believe Solarians need a way to have flight eventually, not necessarily at 1st level but eventually. Perhaps at levels similar to where other Ancestries can pick it up or when Flightpacks and such become available.

I don't like the Flight or Speed bonuses being tied to a specific subclass and attunement. Would rather they were both folded into the base class, possibly requiring a feat but preferably just baked in. Just require being attuned at all to have them active. Maybe Photon would make the Flight faster and Graviton would provide some other benefit like Floating and not needing to use actions to stay afloat.

Kind of feel like a Solarian should become Cosmic and have the Cosmic Flight stuff that Prismeni can eventually grab, including the double flight speed in the Drift.

Speaking of issues with the Solarian I feel like Solar Shot should have a larger range, and preferably range increments as well, and a way to benefit from the solarian crystals you swallow for your Solar Weapon. Of course I would also like it if the Solar Weapon scaled naturally to some degree like the Solar Shot. Also not happy with the physical damage types of it. I feel like it should be more solar manifestation "lightsaber" maybe dealing Plasma fire/lightning damage in Photon mode and maybe Cold or something in Graviton.

Also with a name like Solar Nimbus I feel like it should have some kind of aura thing. Photon maybe doing Fire or Plasma damage in a scaling emanation from you. Graviton perhaps having a pull against enemies in your, probably double sized, aura so all those ranged enemies just start getting pulled in closer to you, and perhaps making it Difficult Terrain to try and move away from you, the closer they are to you the more movement it costs to try and move away from you?

Speaking of damage near you how does Constellation Vortex actually work? Is it a 1 to 3 action activity to create that many weapons around you, or 1 action and at any point while you have it up you can spend another to add another weapon? If you have 3 weapons up is that 1d8+2 or 1d8+33? Does it add your Str? Does it add extra dice as you gain Solarian Striker Weapon Crystals? What about Orbital Solarian Crystals that add damage to the Solar Weapon?


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So watching Wisdom Check's video on the Alchemist and they found some interesting interactions between the Alchemist's archetype and some of their feats, assuming they work as he thinks.

The two he brings up that I remember are the one that lets you once a day gather materials for 3 vials if you are below your max number of versatile vials, and the one that lets your daily consumables increase to 6+Int which is normally an increase of 2 per day for an Alchemist but would be an increase of 2+Int for an archetype Alchemist.


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It is cool that your experience with Swarmkeeper was so nice, I am not sure how, but that is good for you.

I am not sure I would ever use the Swarm attack three times in one round, as that would end the swarm and there would be no way to get it back in the same encounter. Also that also means your very small area attack cannot be moved at all that round.

I definitely like the concept of the archetype but it seems to be too hard to really use, especially with how action heavy it is.


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This talk about Archetypes vs Class reminds me of Swarmkeeper, and that leads to the Swarm that Walks Mythic Path from Wrath of the Righteous, and the hope for a similar Mythic path/Destiny in the upcoming Mythic rules.

So one thing I would like is a class that turns you into a Swarm ala the Swarm that Walks. In Wrath I have wished a Kineticist Swarm that Walks could convert their blasts into their swarms.

So maybe a class that becomes a Swarm, possibly taking on a humanoid form of compressed swarm if they want/need, with possibly Kineticist like attacks abilities that use their swarm in place of the elemental energy/matter of a Kineticist.

Also in addition to a Shifter like class, martial with at will shifting, maybe variants or subclasses, or just similar classes for things like Oozemorph and things like becoming a Golem like being.


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Crouza wrote:
Im not going to say the name of a PF 1e class I want, but more the concept I want. I want a character who channels primal magic into themselves in order to empower themselves in combat. Barbarian doesn't quite hit this and summoner is a different vibe. Basically I want more a Champion with like the heaviest or hardest Druid dedication to them, but as a bespoke class with primal magic baked right in.

Kind of sounds like the 4e D&D Warden which was a Primal Defender and had the highest Hit Point total in the game. Like a 4e Fighter it defended its allies and made it harder for their enemies to attack their allies. Like a Druid they were Primal and had a Polymorph like effect. Their dailies were mostly about transforming themselves in a way to better help their defending for an encounter, like a tree form that gave them reach and may have allowed them to slide their enemies around when they hit, forms that made the area round them difficult terrain for their enemies, forms that may have added a knockdown effect to their hits, or forms that made them more resistant to their enemy's attacks. For those not familiar with 4e Primal was a Power Source and Primal classes tended to have the highest HP for their Role. Defender was a Role based around defending their allies or punishing their enemies who attacked their allies. Using the Marking mechanic. A Fighter might be equivalent to a Defender because of the Reactive Strike, both Champion and Guardian would definitely fall under Defenders.

Squiggit wrote:

For me I think the problem is a lot of the stuff I want is almost in the game but not quite, stuff that feels too big to be an archetype but maybe too close to existing ideas to be a new class.

I want a class that's almost like the Inventor, but focuses on actual inventions, gadgets, and special abilities rather than being a martial with only one or two added gimmicks.

I want a class that's almost the Wild Druid, but sacrifices raw magical power for more interesting and flexible shapeshifting.

I want a primal magus-adjacent class that uses primal elemental and nature magic to disrupt enemies. Imagining battlefield controlling auras and zones of space, elemental themed special attacks...

I want a class that's like the Ranger without the obligate nature themeing and like the Investigator without being objectively bad in every way.

There's also in general just a handful of PF1 classes that I'm reasonably confident will never be brought back but still can't play in PF2 and feel bad about it (inquisitor, mesmerist, spiritualist, ninja, for starters) but it's kind of past the point thinking about those.

The Inventor thing kind of reminds me of the first version of the 5e Artificer Unearthed Arcana before they changed it, also the homebrew Artificer than one person made before the final version of Artificer came out.

The Wild Druid shapeshifter thing kind of sounds like what people expected for the 1e Shifter, but hopefully much better than what we got in 1e. Definitely one of the concepts I have really been looking forward to since 3.0 D&D, the closest I have seen was probably the 4e D&D Druid who went on a Wild Shape focus, though the 3.x Shapeshift Druid variant was interesting but gave up too much, while still technically being just as much of a caster as a normal Druid, while also not having the Shapeshift be anywhere near as good as just Wild Shape with the only real benefit being that it was at will. The 1e Shifter kind of felt like it was going this way, but was so underpowered and still wasn't at will shifting.

Primal Magus-like kind of sounds a bit like how the 4e Druid, who did not focus on Wild Shape, kind of worked. It was a controller so its abilities were mostly focused on controlling enemies, and some of their dailies were auras. A class focused on Auras is also a concept that I have really wanted. The closest right now is Kineticist probably, and sadly you can't grab a bunch of Aura Stances, I would love to be able to combine a number of them but stances are mutually exclusive except for a very high level Monk.


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I missed Clang. Which is technically not a reaction, which is weird. It does require the enemy to critically miss you, not sure how often that would ever happen. Not sure it would come up much, but even if it did I don't think it changes my opinion.

I didn't include the level 7 thing because that for the most part just lets them use one of their reactions before their turn and is a once per combat thing.


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Can we get any more info on the Ankylosaurus Animal instinct for Barbarians?

Does it seem possible/plausible for an Awakened Animal to be a Dinosaur?

Can Werecreatures cast spells or use impulses? Or does it have the usual Battle Form restrictions?

Any dinosaur options for Werecreatures?

I just remember trying to build a character, possibly with Lizardfolk or possibly with Beastkin heritage to try and create an Ankylosaurus person and it sounds like there might be new options that could better replicate that now.


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Have they clarified if Skybearer's Belt even improves the Exemplar's Bulk Capacity? RAW it talks about allies in your aura, and you are not your own ally, so it shouldn't by RAW improve your own Bulk Capacity. Even though that is completely at odds with the flavor of the ability.


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So I have seen this suggested before that it can get rid of any negative effects, but some of the things people bring up don't seem to have saves at all, so how would you ever succeed at the new save if there is not specific DC for a success.


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You have two Focus Spells at first level though? Admittedly it does require either Refocusing or using Apparition's Whirl to switch your current Primary Apparition to use the second Apparition's Vessel Spell Focus Cantrip.

You would then gain a third Focus Point once you get your third Apparition at 4th level, and of course since 3 is the max number of Focus Points you don't get a 4th when you get your 4th Apparition at 12th level.


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The designer specifically clarified that it wasn't an error, they get Master in Fortitude and treating Will Success as a Critical Success.


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I do wish there was a way to sustain it as a free action, as is you have fewer actions to move or strike than a Wild Shape Druid. There is the Sustaining Dance, but that isn't as much movement as a normal Stride, usually, and isn't helpful if you don't need to move and would be trying multiple strikes or maneuvers.


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KingTreyIII wrote:

Alright, time for my regular massive post on an initial read-through of playtest classes.

Darkened Forest Form just seems like a straight-up better wild shape since it’s only one action.

I'm not sure it is a better wild shape, it doesn't seem to get anything better than Elemental forms, it only lasts 1 minute except with a specific combo for Animal Forms, and it is Sustain so it takes an Action every round to keep it going. That said being able to shift forms as part of the Sustain Action is nice.


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Mythic Heroes aren't supposed to be equivalent or equal to non mythic heroes. Mythic rules, at least as in PF1e, is not a thing that one or two characters have, but rather something all the player characters have and also at least some of the enemies you face, but not all enemies so that you can feel like a mythic hero mowing down the chaff.


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Calliope5431 wrote:
keftiu wrote:
My hopes are for something like a new Archetype 'slot' for Mythic Archetypes, with options like turning into an Angel or (hopefully!) a Protean alongside more 1e-style "you're exceptional at what you do" stuff.
Yeah I really want to see something more like the Owlcat version where you can become a demon vs the more generic mythic "archmage" and "trickster" from PF 1e.

That is a thing I have been hoping for for awhile now, a PF2e equivalent to Wrath of the Righteous, and I was assuming it would work off of Archetypes as well, so making a special archetype like field for it fits my thoughts, and I would love to become Angel, Demon, Swarm, Dragon, Aeon, etc. kind of thing.

Though a playtest, maybe in a few months, would be helpful.


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One thing about Mono Fire and the Metal composite is that you can pick up a composite at level 8 with a feat if you are single element. So you could grab any of the composites that include fire, including the very useful Molten Wire.


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Giving the Shifter any spellcasting or Focus point stuff would definitely disappoint me. Making it an Archetype would as well, as it is a concept that is definitely big enough for a full class and could easily have something like Druid orders or Sorcerer bloodlines where how you shift or what you shift into could be different. Kind of like the archetypes from the 1e Shifter.


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The level 5 Dual Gate Kineticist who Forks the Path should have three elements. The level 5 Single Gate Kineticist that Forks the Path should have two elements and the impulse junction of their first element.


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Xenocrat wrote:
The resistance junction disparity between fire and everyone else is where the pain is. But that seriously overlaps with a very strong stance you probably want.

You mean stacks right? I assume you mean Thermal Nimbus which specifically calls out the Fire Resistance Junction as stacking with it.


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Do any of those other things say they are your Gathered Element transformed into it and goes away if you lose your Gathered Element? I do not believe so.


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The rules seem pretty clear that they are mutually exclusive as they both turn your Gathered Element into either a Weapon or Shield and go away if you lose your Gathered Element for some reason.

Then again maybe that isn't what they meant and the wording is poor or they didn't think about this interaction.

After all my interpretation of Stoke Element is different from a lot of people here, which means the more common interpretation makes Stoke Element better than I viewed it, though still of questionable worth.


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Someone in one of these threads, don't remember who or which thread sadly, had the multi charge idea as well. With Gather Power gathering charges of element equal to Con mod, and then Overflow Impulses would list how many charges they used, or buffs they get based off the number of charges expended when using them.

If we needed a resource that sounds like a reasonable take. Though admittedly I also like the idea floated in another thread about variable action costs for Impulses, possibly in place of Overflow.


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Building it in at 1st level would be great. It is kind of sad that the Shape Aura feat doesn't extend to other Impulses as well at the very least.


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And then you have Fire who could .... provide the Light Cantrip for their allies? Eventually there is Wandering Smoke to maybe slip through a tight space but that seems less likely to be picked up than flight, burrowing, swim speed and breathe underwater or even stepping stones to get across water/chasms.

The final version will hopefully have more utility support for Fire, and really all the elements but especially Fire. Though having more skills would be nice.


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In 1e not all Elemental Defenses were defensive in the way you are thinking.

Air had a 20%, base, miss chance vs ranged attacks. Scaling by 5% a level or by 5% per point of Burn invested in it, to a maximum of 75%. I think for 2e various levels of cover vs ranged would work better.

Earth had DR/adamantine equal to half their level, and could invest Burn 1 for 1 to up this to their level. So resist Physical bypassed by Adamantine. Maybe have it scale like Barbarian's Raging Resistance of 3+Con mod.

Fire dealt 1 damage per 4 levels, minimum 1, and could pump that with Burn up to 7 times to 8 damage every 4 levels. This damage is done to those hitting them with unarmed or natural attacks. In 2e I would have this effect all melee attacks directed at you. Damage should probably be better than 1/4th level but maybe not as good as twice level. Maybe implement damage dice instead of a flat number.

Water granted either a +4 armor bonus or +2 shield bonus. Either bonus increased by +1 every 4 levels. It could also be pumped up an additional 50% with Burn 1 for 1. The scaling goes too high for 2e but could just provide an item or circumstance bonus to their unarmored AC.


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The best I can figure out is it lets the Desert Shimmer aura effect more squares? And allows more enemies to surround your Crawling Flame to gang up on it and kill you.

I would say it is probably supposed to be comparable to an Eidolon increasing in size but it just doesn't feel like it has much of the possible benefits of an Eidolon.


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It would be nice if you could have multiple auras up at once, at least if they are the same element. It would also be nice if auras could be up all the time, out of combat too, instead of only lasting to the end of the encounter.


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I feel part of the problem is that the resistance/immunity is dependent on a trait and not on a damage type. But other than Fire the rest all do physical damage, you don't have Cold for Water and Electricity for Air which would be reasonable immunities.

Though again either way Universalists kind of throw everything out of whack in general, especially when they can gather all elements at once.


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SaveVersus wrote:

I would probably limit to just Air, Earth, and Warer.

Air: +AC vs Range
Earth: Temp HP (think ablative armor)
Water: +AC while moving

Why limit to just those 3 elements? What does Fire, currently often considered the weakest element in the current playtest, get then?


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Normally I would probably go for Fire first, for the big damage. Though all the current elements at least sound like something I would like to try. Sadly Fire doesn't seem to be good damage right now, so I am more likely to go for a Water build right now.

That said in addition to the iconic Fire! Goblin there is an image of a Leshy on AoN that looks like flower petals upside down holding a little flame that makes me want to make a Leshy Fire Kineticist.


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Desert Shimmer aura w Flame Oracle MC for Incendiary Aura. A lot of actions but just start handing out persistent fire everywhere.


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Martialmasters wrote:

Universalist definitely needs a nerf of some kind. Or the whole being immune thing needs rethinking. That class feature alone is enough to make it near folly to play anything else.

What exactly do you think they become immune to? They are only immune to the damage of things with the trait of their Element. Which is fine for Fire, lots of things have the Fire trait.

Water has Flowing Wave strikes, Pulverizing Cascade focus spell, Tempest Touch focus spell, maybe Unbreaking Wave Advance focus spell though the damage is more for if you knock something into a wall so maybe not?

The creatures with the Water trait are Brine Dragon, Bronze Dragon, Sea Dragon, Blizzardborn, Brine Shark, Danava Titan, Draugr, Drenchdead, Elemental Tsunami, Elemental Vessel, Water, Grodair, Ice Mephit, Icewyrm, Icicle Snake, Ledalusca, Living Waterfall, Marid, Minchgorm, Mist Stalker, Mudwretch, Naiad, Naiad Queen, Nereid, Ooze Mephit, Quatoid, Riekanoy, River Drake, Rusalka, Sea Drake, Steam Mephit, Tidal Master, Tidehawk, Water Mephit, Water Orm, Water Wisp, Water Yai.

As for spells with the Water Trait there are Aqueous Orb, Cataclysm, Control Water, Crashing Wave, Create Water, Deluge, Elemental Annihilation Wave, Elemental Confluence, Flowing Strike, Frigid Flurry, Geyser, Holy Cascade, Hydraulic Push, Hydraulic Torrent, Mud Pit, Obscuring Mist, Personal Rain Cloud, Pillar of Water, Quench, Sea Surge, Snowball, Solid Fog, Soothing Spring, Spout, Wall of Ice, Wall of Water.

Not all of which deal damage. Of course there are Water Impulses now. Still that is a small fraction of the things someone is going to face. It is better obviously if you have multiple elements gathered, but still most of the things you will face do not have the Air, Earth, Fire or Water trait.


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Well if we are talking quality many 3rd party groups have better quality than first party groups. But it seems like it absolutely isn't homebrew because that is something the DM brews at their home. While 3rd party is an actual company, some of which even involve people that actually worked for the first party company.


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There are many things I like about the class but if there are two things I am disappointed in. The damage is low, with the most powerful stuff it can do being comparable to maybe two cantrip casts, costing 4 actions basically. And following that of course the action economy. Too many things cost 3 actions.

Also I guess duration. Some things can be sustained, usually for a minute, but apparently you can't actually sustain things for more than 20 minutes. But some of these things seem like things the Kineticist would want on at all times. Especially things like Assume the Earth's Mantle. And of course the duration of Auras, or more precisely that they can't be used outside of combat.


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I do like PossibleCabbage's idea presented here.

Also NotEspi that could work. 1e Kineticist did have a Wild Talent that gave a scaling bonus to one or two skills based on Element. An Element could totally auto scale a skill, at least for Dedicated. There is the question of how it would work for Dual or Universalist.


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It is third party, not homebrew. Those are two very different things. The author also was apparently one of the major people making Kineticists content for Paizo in 1e.


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Hmm Legendary did only get 6 HP a level. That said they did get Elemental Defenses, and Element did determine their defenses. Also Cold and Electrical were their own elements in Legendary. Same with Aether.

I do kind of like the lack of Focus slots in the Playtest. Though Legendary could get around Focus slots by using an extra action or taking Burn which was much more temporary than in 1e.

I probably liked the one big blast with Flourish than the martial strikes, though enough strikes hitting with enough extra dice from handwraps can add up.

Legendary of course relied on spell attack rolls and spell DCs and eventually got to Legendary proficiency in those.

With Legendary the cantrip scales generally to about the same number of dice as the big blasts of the Playtest, though usually in d6s. The cantrip from Legendary usually has a little extra rider, at least on crits.

Both versions give the option of melee or ranged though Fire and Air have reduced ranges in Legendary compared to the Playtest version.

Legendary does have composite blasts, though they do similar damage to basic blasts but just deal half and half of the two damage types. Except for Blue Flame of course which just does a bit more damage than regular Fire.

The Legendary version has Infusions, which would be like the Impulses. These cost an extra action and a focus, but you can free action Burn to avoid the focus cost or extra action, for a total of 3 actions to cast, to avoid the focus cost. So a Gather Power with 1 Infusion would basically be like using a 3 action Impulse. But no need for a 4th action to Gather Element like in the Playstest version.

The Legendary version when using Infusions can have much better areas, as they scale as you level like Cantrips/Focus spells. In addition to a form Infusion you could also grab a Substance Infusion which can do different things. Though if you want to put both kinds of Infusion at one time you need 3 actions and either 2 focus points or 1 focus point and a burn free action.

There is an Aura Infusion but it is fairly different from the Kinetic Auras of the playtest. You get an aura and things that enter it or starts their turn in the aura takes half your kinetic blast damage. Which would probably be half of 10d6 by 20th level.

Chain Infusion is possibly not as good as Chain Blast. Maybe. Since Infusion reduces the damage by a spell level every hit, then again the first hit could be up to 10d6, which does let it potentially hit more targets. So maybe it is better.

While the base ranges of the Air and Fire Kinetic Blasts in Legendary are half of what they are in the Playtest there is a feat in Legendary that lets any element have 120 ft range, or 240 ft range for Air. Which is better range for Legendary, and all of the big things you can do build off the blast instead of being separate things like the Impulses. Kind of sad there wasn't an Extended Range feat in the Playtest.

Honestly I feel like Legendary tried to go for more of the 1e feel, and tried to duplicate as many of the 1e things Kineticists could do. Higher blast power but also Flourish so only one blast per round. But I do like a lot of the way the Playtest version was done. I would change some stuff, especially some of the numbers but I would be willing to play both versions.


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Yeah a separate condition that works vaguely like Drained but isn't Drained that lowers your max hp for the day, but also all goes away at the start of the next day, to get a substantial bonus to damage on all your Impulses for the day might be a good idea. The actual Drained condition is probably bad because of how some things can interact with it, and how Drained only reduces by 1 per day.


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I feel like Status bonus to Speed for Air is wasted. So many Air abilities/auras already provide a Status bonus to Speed.


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Okay I have SERIOUS doubts that if they were to do a CON to AC thing, even if only Unarmored, that they wouldn't put the same cap on it as DEX to AC.

And yes one of the biggest problems people have had with the class is that the damage is anemic. Even many of the big boom level 20 abilities are comparable in damage to a cantrip, possibly used twice, but take as many actions as casting a cantrip twice.

So CON to Damage would help with that, at least a little.

I would personally like to see a blanket +CON to damage, possibly replacing STR or possibly adding to it.

Though I can see the idea of the Burn/Overload idea some have had where you take Drain or a similar max hp reducing condition to increase your damage for the rest of the day by your CON mod. Possibly combining a blanket +CON mod to damage with being able to reduce max hp for the day for even more CON mod to damage above and beyond. Able to go full glass cannon if you want to risk it.

Though I am generally not really a fan of Burn from 1e.


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I kind of wish you could Gather Element to both hands. At least for Dual and Dedicated. So Dual uses Gather Element and they gather one element to one hand and the other element to the other hand so they can freely use both elements if they are willing to give up their second hand. And with Dedicated being able to effectively two-hand their single element for increased damage if they are willing to give up their second hand.

And maybe give Universal something that lets them free action switch element as they use an Impulse.

Also I kind of feel like maybe Dedicated should get an extra Impulse only feat every 3 or 4 levels. Then give Dual an extra Impulse only feat every 4 or 5 levels. So less frequent to Dedicated but they choose from two elements. Then with Universal just give them two Elemental Flexibility feat slots at 9th instead of one, and two Improved Elemental Flexibility feat slots at 15th instead of one. Not nearly as many as the other two, but very flexible, able to change them daily or with an action at 20th.


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You are not the first person I have seen who missed that because of the page cut off.


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Stoke Element does scale as you level, it still doesn't seem worth the feat/action much of the time though.


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Well remember all of these do have the Manipulate trait so will still probably trigger Attacks of Opportunity if used in melee. I do like the idea of starting with 3 feats for being single element, but while that is good at 1st level it feels a bit underwhelming at higher levels when dual or universal kineticists can branch out to Impulses from multiple elements.

That said I do feel the class needs some bonus feats specifically for Impulses in general.

I would probably be much more into Stoke Element if it wasn't an action, and prevented the use of other Impulses, if it was more of a passive ability that just gave a Dedicated Kineticist a constant damage boost on their Impulses to make up for breadth of ability with just straight damage.

Also Thaago's interpretation would make it slightly better, still not worth it but slightly better, but while that might be RAI it really isn't how the wording is actually written. It literally says "You can’t use
another impulse this turn" which is not the same as you can't use another impulse later this turn, the actual wording suggests you can't use it if you had already used an Impulse. It definitely needs to be reworded.


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Maybe I missed something but Stoke Element just seems bad. You spend a turn doing no Impulses at all, unless the wording means you just can't do one after you use Stoke Element but could still do one before it, and then an action to do a small status bonus to damage. The damage does scale but it is at best equivalent to a damage boosting class feature, except you have to use the action each time you want the damage boost instead of once per target or something.


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Speaking of the Auras I would really like a high level feat, maybe even just where Shape Aura currently is if that becomes a class feature, that lets you have two Auras active at one time.

Let me get both of the water auras to deal damage in an area and even more damage each time an enemy damages you or an ally in your aura. Or two air auras to get a fly speed, damaging aura, extra damage on your air blasts and also difficult terrain for your enemies and a speed boost for your allies. Or let me go Dual Element and grab the heat shimmers and cold snow aura so that the air around me is both extremely hot and extremely cold at the same time!


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You missed Restoring Mud for Earth healing.


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Almost felt like making a post about fire, but I haven't actually read all the current threads.

But yeah it feels like Fire is possibly the least damaging element, which is backwards from 1e.

In the past Earth was the least damaging because of how versatile it was, and some of the crazy things it could do. Now it is tied for the highest base damage. Fire did the most damage but was also the most likely to be resisted or outright negated by immunity.

A lot of the Fire Impulses feel like they do less damage than some of the other elements. Fire gets an Impulse that maxes out at 8d10. Some of the other elements can get up to 9d10, possibly with continuing damage in the case of Earth.

When I saw the stuff about Auras I totally thought Fire was going to get a devastatingly damaging Aura that would make it dangerous for enemies to close with them. The one damaging aura I remember seeing for Fire starts with 1 damage at level 4 and maxes out at 7 damage. The damage only happens at the start of a creature's turn if it starts its turn in the aura.

Water on the other hand has an Aura at 1st level that starts with 1 cold damage, and increases by 1 cold damager per level for a max of 20, more than twice as much. It deals damage when a creature enters the aura or ends its turn in the aura. The damage can only be done once a turn, but it seems they take the damage if you move such that they enter the aura, and if they don't manage to leave the area of the aura on their turn. And since you can create some difficult terrain maybe you can help that happen.

Water also has another aura that doesn't deal quite as much damage as the first water aura, but does more at base than fire ever does. This second water aura is available at 14th, starts with 8 damage and scales to 16. Any enemy in or adjacent to the aura that damages you or an ally in the aura just takes the damage. No reaction like some class abilities of other classes, no limit to once per turn or anything like that. It requires an ally or yourself to be taking damage but can proc more often than the other auras.

The other damaging Aura I remember seeing is even higher but for Air. Its at 18th level so way up there but does 2d12 electric damage to any creature that enters your aura or ends its turn in the aura. So kind of similar to the initial Water cold aura, damage maxes out higher but much lower average, on the other hand it doesn't have the once per turn language. If that was all the aura did it would be underwhelming for the level. But it does a bunch of stuff with flight and speed and more importantly for this discussion it adds +1d12 electric damage to your air blasts.

Speaking of Elemental Blasts... Air has that level 18 Aura to increase their Air Blast damage, not great but it is there and also does the other things the Aura does. Water doesn't actually seem to have anything to improve Water Blasts at least that I saw. Earth has Assume Earth's Mantle which can increase reach and Strength which has at least some effect on their Earth Blast, and Rebirth in Living Stone to change their Earth Blast damage dice to d10s and eventually even d12s. Living Stone does mean not taking the other 18th level feat that can do 10d10 damage, and changing the damage die is not the same as adding extra dice, but 4d12 is basically double 4d6 in damage so probably a bigger increase than what Fire gets anyway. Speaking of Fire again... Fire can grab Furnace Form at level 12, a little earlier than some of these options yes but still. A flavorful ability but also one that has some issues because it invokes a spell rather than a fully statted out unique ability. You get Fiery Form but the +1d4 unarmed damage is instead an additional die of unarmed damage, so +1d6. No mention if it eventually scales to +2d6 like the spell scaling to +2d4. Also no mention if the 3d6 on touch damage scales to 4d6 like the spell version. Also +1d6 is considerably less than +1d12, and probably not as impactful as going from 4d8 to 4d10/12 of Earth. This ability also has a duration of one round for some reason, instead of being an aura or a 1 minute duration with a sustain that can eventually be a free action to sustain. It does become 1 minute in duration at 16th level but that is fairly sad. The spell it emulates also gives a 1 action at will casting of Produce Flame which can get up to 11d4 fire damage, if you are willing to attack with Cha, which seems weird on the Fire Kineticist chassis. I do feel that feat needed to be built by hand as its own unique thing like some of the other aura/sustained feats that improve Elemental Blast, rather than using a spell that while flavorful seems conflicted with the class.


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Yes one of the other threads here on Kineticist linked to TMG's reddit thread, and it was while reading there that I saw a post by Ssalarn from about 4 hours ago talking about it.

TMG's reddit thread is Here.

The post from Ssalarn suggests Logan Bonner is the lead on Kineticist.


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It would be nice if there was an item to increase accuracy yes. In fact the Legendary Kineticist book had a Kineticist's Diadem magic item that had a free action once a round to give their next Kinetic Blast a status bonus to attack. It is not constant, and has the Concentrate tag, but you also can't use a Kinetic Blast more than once a round anyway since it has the Flourish trait.

Apparently a Paizo Staff member responded on Reddit and a group of them/the designers got together for a 5th level one shot where they all built their own take on a Kineticist to playthrough it and then compare what they each came up with as their idea of what a Kineticist should be, and then took the best ideas from each for the playtest version.

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