Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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Still working through this, but I just wanted to check in and say Bestial Kineticist is awesome. Don't recall seeing an aninal companion archetype before. Kudos. Also, the Nihilicist, man, the flavor potential here is HUGE! Keep pushing the envelope guys. Another solid release.
Thanks man. I think the nihilicist is my favorite of the archetypes the guys came up with for just that reason. Love the entropic end of the world type of people! :)
REVIEW!
N. Jolly
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Another book, and another dev post, this time for Legendary Kineticists II, the first sequel book in the legendary heroes line:
Bestial Kineticist
This was something that'd been brought up by a few people, and personally, it lets you get a fire breathing penguin as an AC, which is the only thing we need in life. It's a nice inclusion onto most ACs, but still needs you to build towards it to make it too good.
Metakinetic Savant
People do seem to like to alter their blasts, and that's the idea here, giving you the chance to really switch up your blast with a lot of new metamagic style options. It's yet another new way to alter the already versatile kinetic blast that I think people are gonna like.
Nihilicist
So we have the void element, but what about NO element? The nihilicist does just that, it's emptiness at its most pure, and it deals special damage that curses targets rather than just damaging them. There's a lot of versatility here, allowing you to not only hurt others but debuff them in interesting ways, eventually fading from existence yourself.
Onslaught Blaster
The selling point of the book, this is the DBZ blaster spam archetype, and the one that's most likely to get you rolling a hundred dice a round. Rather than a single blast, you launch a wave of different attacks, which opens up tons of new options for combat, and more importantly, just looks awesome.
Order of the Scion
Cavaliers are pretty plain, but throwing elemental energy onto them is a great way to make your horse ownership all the more interesting, as well as giving you an elemental spear to joust like a real hero.
Planar Custodian
If you really want a more elemental druid, this is the way to go, mixing talents and normal druid abilities into a more concise package. Sure you only get elemental form with wild shape, but you also nab a kinetic blast to give you yet another tool with your elemental abilities.
Planestouched Oracle
Another simple mix, this is another way to nab a kinetic blast with a few other unique options to help you play more like a proper hybrid of the two classes.
Telekinetic Bladeshifter
The martial archetype, there's just a ton of cool stuff you can do with this archetype, building weapons out of force or just using telekinetic power in a very melee intensive way. Really, if you're looking for a way to play yet another unique martial kineticist, this is it.
New Wild Talents
The new basic X talents are around so that if you'd rather focus on electricity or ice while choosing your elements, you can do just that, making for a more customizable experience with the same ability to swap them as other basic talents in the line. Throw in other stuff like Kinetic Lich to actually play an elementally sustained lich, and you've got a nice new addition of talents.
New Spells
A shock, this book actually includes spells to help you simulate being a kineticist, including the ability to force burn onto others or to delay your own burn, perfect for the casting archetypes to keep themselves safe.
Kinetic Mystic
This was originally slated for LK 1, but we had to hold it back. The real joy here is an old school 'hybrid prestige class', mixing kineticist with casters to try and make both more interesting. This'll eventually give you the ability to mix blasts with spells, which should make for some very interesting combinations.
Legendary Kineticist
Ah, the big point of this book, my kineticist rebuild. People have been asking for this for a long time, and now you have what I would do to change the kineticist. While less in need of a rebuild than other classes, the legendary kineticist has a few slight power boosts as well as mechanics to make it more dynamic in combat with the inclusion of battle burn. Add to that the new burn mechanics that keep you from killing yourself with your primary class feature and a slight alteration of class feature placement, and to me, this feels like a far more smooth class, especially with the lack of the ability to pick up new wild talents.
Kineticist Variant Multiclass
VMC always seems feast or famine, and I wanted to make an experience that worked for players to dip into kinetic power. While your blast is weaker than a full kineticist, you still have plenty of options to buff it, as well as being able to access utility wild talents through the Legendary Extra Wild Talent feat in the previous section, making you far more adept at playing a kineticist even if you didn't want to take the class.
Sample Character: Trueno, Herald of the White Sky
I talked about it to some friends, but I find it funny that all my LG kineticist seem to be differently abled in some way, be it with Mindfang's missing eyes or Trueno's missing arm. Trueno was a fun character to write, and her stat block includes her burn stats too so that you don't have to do the math yourself.
Storyline wise, I just love old mercenaries, and she helps introduce more character types for me, including the eventual inclusion of Black Chains into the Ehn/LG storyline. She should be easy to toss into most games, and she serves as a great example of what can be done with both the legendary kineticist and the onslaught blaster.
Final Thoughts
This is the last full kineticist book I have planned, and while I'll probably still be doing some light misc kineticist content, I feel like I've gone as far as I can with this class. I also can't ignore Onyx, who's contributions to this were even larger than before. Onyx has been a joy with which to work, as well as an insightful designer who's helped push me further. I could say that about any of the others on this project, as Blue Maculagh, Jacob McCoy, Timothy Mclaughlin, and Blake Morton all deserve thanks for making this book nearly as good as it was. Thank you to everyone who's been following my work, it means a lot to me, and I'll be doing my best to continue making content that you all enjoy.
| Onyx Tanuki |
Ehn covered pretty much everything that needed to be said, but I'll at least try and give my perspective on this.
Bestial Kineticist - You really don't see archetypes for animal companions too often, and I wanted to have something that would be compatible with a lot of different classes and archetypes that weren't kineticists. One of the more unfortunate things about this is how much errata it's gonna need with the release of Arcane Anthology, but hey, the book was submitted before AA was out, so it is what it is. *shrug* I'll note the errata below.
Metakinetic Savant - This is one of those archetypes that's going to really need to rely on GM fiat more and more in the future, especially if other 3pp content is used which adds other metamagic feats. Again, AA's release means a little errata here. It's probably my least favorite of the archetypes, but it's very easy to plug it into most other archetypes. Even if you don't replace any of the base metakinesis abilities, it's a sidegrade for internal buffer and a VERY solid upgrade to metakinetic master.
Nihilicist - One of my babies in this book. As Ehn said it did take some tweaking to get it to work well, but I love where it ended up. It was in part inspired by the Monk of the Healing Hand archetype, acting as a character willing to sacrifice not only their life, but their very existence and the memory thereof for the greater good.
Onslaught Blaster - This is one of the parts of the book I didn't have nearly as much of a hand in, aside from helping with balancing things out math-wise. It does fill a role that people really wanted however, expanding one of the infusions (Flurry of Blasts) into an entire playstyle.
Order of the Scion - Not exactly an archetype, but it just adds an order which allows for a kineticist lean on the base cavalier. This is another thing hit by the introduction of AA, but not quite as much so, since the wording still supports its additions without much errata.
Planar Custodian - Something of a "hybrid" archetype, splicing the kineticist's abilities into a druid. There is a little bit of errata to be added, but it should play nicely with AA as is.
Planestouched Oracle - Is it odd that I'm surprised when one of our archetypes fits on one page of a book? :P Anyway, despite its simplicity, this is a smoother hybrid archetype IMO than the planar custodian ended up being.
Telekinetic Bladeshifter - Another of my babies~ Originally I wanted this to be sort of a kineticist/fighter hybrid, and frankly I think it could have been a hybrid class with a little more polish, but as it is it feels more like a class hack, which I'm completely fine with.
Legendary Kineticist - I'll fully admit - and I may be in the minority here - that I'm a fan of the baseline kineticist versus the legendary kineticist, but I think Ehn did handle this remake of the class quite well, and it's something a lot of people wanted to happen.
Kinetic Mystic - And the last one I feel I can truly consider my offspring. As mentioned, it's essentially in the spirit of the old "class hybrid" prestige classes, in this case combining aspects of the kineticist and the magus. What you come out with is a way to really enhance both your kinetic blasts and your attacks.
Beyond the above, I don't have a whole lot to add. Overall, I'm very proud of how the book came together, and I had a blast working on it~
Now, I'll go ahead and include my errata; ya'll can take these as suggestions, though I do hope Ehn approves of these, and they might be applied to any reprints of the book:
- For the bestial kineticist's Wild Tricks, the whole exception for Wood Blast can be removed. It was meant as a workaround for wood not having a wood/wood composite blast, which it now does as per AA.
- For the bestial kineticist's Elemental Form, if the bestial kineticist has Positive Blast, I'd say to count it as the aether subtype. Unfortunately I couldn't find any other subtype that fits it without being linked to an alignment. Also, while I'm sure you all know what it means, feel free to ignore where it states "elemental subtype" except where it specifically states it adds THE elemental subtype. Everything else is meant to be "subtype provided by its element".
- Metakinetic Savants should count Positive Blast as Evocation [light] and Verdant Blast as Conjuration (creation) [light]. I could also see a case for Conjuration (healing) and Conjuration (creation, healing) respectively but I personally prefer the former.
- Planar Custodians should be able to pick the Badlands domain. It's something that should be pretty clear since it's mentioned elsewhere, but it was something we went back and forth on including and ultimately did include it (but in the process accidentally omitted from the list of viable domains).
- Already mentioned, but Basic Cryokinesis should add 1 + 1/5 your kineticist level in natural armor, not 1 + your kineticist level.
- Add Basic Phytokinesis or Wood Blast as prerequisites to Brutal Club. Wouldn't make much sense to be able to shape a wooden weapon if all you have is positive energy, right?
- Life After Undeath can be chosen now as a wood wild talent, and can be chosen in place of Basic Phytokinesis. Yay!
- Similarly, Lingering Energy is a wood wild talent now as well, though its prerequisites stand (although it's not that useful unless you're fighting a horde of unintelligent shambling zombies).
- Lastly - and this is more a point of pseudo-OCD - Trueno's art is backwards in the title page, and this wouldn't bother me if not for the fact she's asymmetrical. I understand it was done for layout reasons but bruh! I'm triggered!
*clears throat* Alrighty, that's pretty much it. It does rather disappoint me that this is the last of Ehn's planned kineticist books, but between the LK and KoP series, I think we've turned what was originally a fun-but-flawed class into something that rivals - no, even exceeds - the versatility of many 9th level casters, and I think that's a hell of a feat all on its own. It's been an absolute honor to have worked with him, and I do really hope he'll be willing to include me in at least some of his future projects.
Blayde MacRonan
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So, I told a friend about the onslaught blaster and how it fills the DBZ spam-blaster role. He looked at me, chuckled and said, "I'm thinking more along the lines of Uryu Ishida than I would Vegeta." He was so matter of fact about it, I died laughing. Thankfully, he was able to retrieve my soul and reinsert it back into my body before it could pass on so that I could post this. Anyway, he loves it.
N. Jolly
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So, I told a friend about the onslaught blaster and how it fills the DBZ spam-blaster role. He looked at me, chuckled and said, "I'm thinking more along the lines of Uryu Ishida than I would Vegeta." He was so matter of fact about it, I died laughing. Thankfully, he was able to retrieve my soul and reinsert it back into my body before it could pass on so that I could post this. Anyway, he loves it.
It can be used to simulate quincy (the race or the TV show character) and saiyajin alike, it's versatile like that. I'm glad it wasn't the cause of your ultimate murder though.
*sigh*... You know, I've never bought so much material for a single class before. *add to cart*
Let's be honest; has a single class ever needed material more than this one?
Once you've gotten the chance to check through it, please take a minute to review it if you can. This is Onyx's first time as lead designer along with me, and I'm sure they'd appreciate it as well.
| Luthorne |
Alright, was looking through things, and...how does the Countering Infusion wild talent counter a supernatural or extraordinary ability? More specifically, what's the DC of the Spellcraft check? Normally it's 15 + spell level, but without a spell...for that matter, should it even be a Spellcraft check if it isn't a spell?
| Onyx Tanuki |
Alright, was looking through things, and...how does the Countering Infusion wild talent counter a supernatural or extraordinary ability? More specifically, what's the DC of the Spellcraft check? Normally it's 15 + spell level, but without a spell...for that matter, should it even be a Spellcraft check if it isn't a spell?
Ya know, I actually hadn't considered that when designing that, so good catch! I'm gonna say it uses the typical 15 + spell level, using the effective spell level if it has one (such as the levels of spells used as SPAs which are provided by racial traits or the effective spell levels of wild talents), 1/2 the user's effective class level for the ability if it's provided by a class and doesn't have an effective spell level (such as a sorcerer's bloodline abilities or a cleric's channel), or its 1/2 HD (such as a dragon's breath weapon), in that order. Not sure if that'd be too wordy though, so I'll let Ehn weigh in on it as well; perhaps he can come up with a more graceful solution that doesn't use as many words.
Again, thanks for pointing that out. One more thing to add to the errata list. Also, if you use this assessment, it goes for spellturning infusion as well.
| Luthorne |
Luthorne wrote:Alright, was looking through things, and...how does the Countering Infusion wild talent counter a supernatural or extraordinary ability? More specifically, what's the DC of the Spellcraft check? Normally it's 15 + spell level, but without a spell...for that matter, should it even be a Spellcraft check if it isn't a spell?Ya know, I actually hadn't considered that when designing that, so good catch! I'm gonna say it uses the typical 15 + spell level, using the effective spell level if it has one (such as the levels of spells used as SPAs which are provided by racial traits or the effective spell levels of wild talents), 1/2 the user's effective class level for the ability if it's provided by a class and doesn't have an effective spell level (such as a sorcerer's bloodline abilities or a cleric's channel), or its 1/2 HD (such as a dragon's breath weapon), in that order. Not sure if that'd be too wordy though, so I'll let Ehn weigh in on it as well; perhaps he can come up with a more graceful solution that doesn't use as many words.
Again, thanks for pointing that out. One more thing to add to the errata list. Also, if you use this assessment, it goes for spellturning infusion as well.
No worries, was just looking at it and going...how does this actually mechanically function...? Then went off to look at counterspell rules and how the kineticist's blast already interacts with it in case I was missing something. But yeah, it's a cool idea, though I'm honestly unsure as to whether I would take it normally, given that it's still quite niche...does make me ponder an infusion that suppresses a target's ability to use attacks that use the given element, though...
| Luthorne |
These books have a lot of options that can be niche for a generalist kinetic but allow you to build a lot of quirky specialized builds if that's the way you want to run it.
Indeed. I liked the original Legendary Kineticists a bit more, but there are definitely some fun options here.... Countering Infusion becomes much nicer in conjunction with the Kinetic Disruption feat, for example. And becoming a kinetic lich is cool, as is being able to use a quarterstaff or club with wood, and several others.
That said, I must still waggle my finger for Enhanced Composite Blast's example not being legal...you'd need to use negative admixture with fire blast, since gravitic boost only boosts physical blasts.
| Onyx Tanuki |
Onyx Tanuki wrote:No worries, was just looking at it and going...how does this actually mechanically function...? Then went off to look at counterspell rules and how the kineticist's blast already interacts with it in case I was missing something. But yeah, it's a cool idea, though I'm honestly unsure as to whether I would take it normally, given that it's still quite niche...does make me ponder an infusion that suppresses a target's ability to use attacks that use the given element, though...Luthorne wrote:Alright, was looking through things, and...how does the Countering Infusion wild talent counter a supernatural or extraordinary ability? More specifically, what's the DC of the Spellcraft check? Normally it's 15 + spell level, but without a spell...for that matter, should it even be a Spellcraft check if it isn't a spell?Ya know, I actually hadn't considered that when designing that, so good catch! I'm gonna say it uses the typical 15 + spell level, using the effective spell level if it has one (such as the levels of spells used as SPAs which are provided by racial traits or the effective spell levels of wild talents), 1/2 the user's effective class level for the ability if it's provided by a class and doesn't have an effective spell level (such as a sorcerer's bloodline abilities or a cleric's channel), or its 1/2 HD (such as a dragon's breath weapon), in that order. Not sure if that'd be too wordy though, so I'll let Ehn weigh in on it as well; perhaps he can come up with a more graceful solution that doesn't use as many words.
Again, thanks for pointing that out. One more thing to add to the errata list. Also, if you use this assessment, it goes for spellturning infusion as well.
As Jason noted, it would be quite a niche build, as I doubt a player's going to just randomly take countering infusion because they have nothing else they feel like taking. However, I could easily see someone designing a denial-based soundweaver (since soundweavers have access to a larger selection of simple blasts) or at the least an aether and/or void kineticist. Give them countering and spellturning infusions and Kinetic Disruption (and, if they can access cold, fire, or water blast, Kinetic Counter). Granted there's still plenty you can't counterspell, but even a dedicated caster needs to focus on certain feats or abilities to function as a denial mage without preparing counterspell or spell turning in every spell slot available.
As for other feats, I'd say Atheist Abjurations, Cooperative Counterspell, Improved Counterspell, and Ordered Mind wouldn't function with countering infusion, since they all call out spells in particular or a particular school (which kinetic blasts do not belong to). However, Parry Spell could work; it'd save you two burn, but at the cost of two feats. If you have a spell list, Spell Bluff would work with the appropriate kinetic blasts as well. If allowed, you could also use the Spell Duel Prodigy trait, and it should work with countering infusion.
| Onyx Tanuki |
Jason Nelson wrote:These books have a lot of options that can be niche for a generalist kinetic but allow you to build a lot of quirky specialized builds if that's the way you want to run it.Indeed. I liked the original Legendary Kineticists a bit more, but there are definitely some fun options here.... Countering Infusion becomes much nicer in conjunction with the Kinetic Disruption feat, for example. And becoming a kinetic lich is cool, as is being able to use a quarterstaff or club with wood, and several others.
That said, I must still waggle my finger for Enhanced Composite Blast's example not being legal...you'd need to use negative admixture with fire blast, since gravitic boost only boosts physical blasts.
Dagnabbit. Just assume I said (random physical blast) instead.
The problem with using negative admixture as an example is it wouldn't work for Enhanced Composite Boost. RAW, negative admixture doesn't count as the modified blast, it's simply a void-element energy composite blast that deals half negative and half [energy type] (so for example, negative admixture fire blast is half negative, half fire, where negative admixture positive blast would be half negative, half positive).
Counting only Paizo and LK content, this works with with aetheric boost, gravitic boost, and cerebral empowerment, as all three have language that state that it "otherwise counts as the simple blast."
I did actually have a feat planned for negative admixture as well for the KoP series, but it was nixed since it was a bit too niche. At present though, negative admixture and positive admixture are technically only usable with universal infusions. I'll consider bringing it into future products though, especially since we now have positive admixture to mess around with.
| Bdrone |
Review (though maybe impression is more apt) posted.
I got distracted and missed the drop of this. but with my station back in order, i have to say this book will definitely get use out of me. Onslaught Blaster (love the name now), Legendary Kineticist, and the Nihilicist really appeal to me.
just to verify, the additional +1 damage from the ability that require activation at the front of them for the Onslaught Blaster (like Excessive blast) are not passive themselves, right? I highly doubt they are, but stacking all those damage bonuses would be sweet. I'm sad I can't have an Onslaught Nihilicist, but I can easily see why. that hwole concept of propelling nothingness is... just awesome in ideal.
Echoing on the Legendary Kineticist itself. This thing is a must-have for anyone who can use it. it's a +1 for me just for how much it smoothes out. I may be a single element Kineticist, but I may finally shelf that just because of some of these changes.
| Luthorne |
Hmm, really? I can't say I'm a fan of the way burn works for the legendary kineticist, but maybe I value Acrobatics and Stealth more...as well as Disable Device and Sleight of Hand for the telekineticist, sometimes Escape Artist. Climb a bit for terrakineticists. But yeah, feels like it punishes utility in favor of combat. Battle burn is kinda nifty, though.
Still some cool wild talents, though, so I'm still happy.
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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Thanks for the reviews and impressions and glad you are enjoying the book!
If you've posted a review here, we'd be delighted if you could copy/paste and crosspost it over to the book's product page on Amazon!
| Endzeitgeist |
Part II of my review:
There are also 3 non-kineticist archetypes/class options in the book: The Planetouched oracle loses mystery and revelation in favor of spliced in kineticist options; the planar custodian druid takes a similar role, but take a more interesting stance as far as I’m concerned, in that they require the companion to take the bestial kineticist archetype, with domains being pretty detailed in their guidance as well. Domains can also tie in with the elemental focus from the kineticist class, which replaces wild empathy and creates an interesting alternate choice here. It should be noted that even exotic choices like plant companions are addressed. Thus, the modification of nature’s bond is already a pretty big change on how this plays. It is also interesting to note that the level-based mechanics of the companion-archetype tie in rather well here, with burn instead applying to the kineticist level, providing an engine that feels different. Infusions gained are balanced versus wild shape improvements and the primary element’s defense wild talent is similarly powered by wild shape starting at 6th level, with the woodland stride and venom immunity features paying for it. We can, obviously, also find elemental body/plant shape (for wood specialists) here, though annoyingly the spell-references are not italicized properly. (They are hyperlinked, though!). The capstone makes burn costs of infusions be treated as less and adds wild shape uses. Really nice hybrid-style archetype. Play differently from both parents, like it!
Finally, there would be the order of the scion, which would be a cavalier order devoted to keep the world in balance. Interesting: Depending on element chosen, the challenge will bestow bonuses for allies associated with the respective element, making that aspect team-focused. The order thus has a pretty extensive, if not exhaustive list of abilities associated with the element chosen. The 2nd level nets a no-burn at-will simple kinetic blast modified with kinetic whip, but only as a 1st level kineticist, which is upgraded at 7th level, where a challenge use may be expended to increase the damage versus a challenge target. The blast, however, is treated as a lance for how it interacts with charges. Yeah, that’s a damn good reason for the base damage-scaling’s subdued nature here! 15th level nets a composite blast and 8th level provides the defense wild talent, with 15th level unlocking elemental overflow, and in the absence of burn, the order once more has an interesting cooldown here.
The pdf contains 6 general infusions: Lingering Darkness adds masochistic shadow to one target of the negative energy-based blast. Ricochet does what it says on the tin for 2 burn, with only a 15 ft. bounce of range, bludgeoning damage and no further ricochet possible beyond the first. Works for me. Dehydrating blast, at 2 burn, reduces damage die size by one step and does not travel to the target; SR applies and the target may end up fatigued until it had something to drink. Nice: Blood kineticists may use it with blood blast. Dehydrating blast also has a greater level 6 upgrade for 4 burn, which makes the extracted water as a globe of water the origin for a follow-up water blast, which is all kinds of cool and allows for neat point-of-origin tricks. Countering and spellturning infusion are great ideas, but RAW do not work as intended. They can be used to counter activated extraordinary or supernatural attacks as well, but fail to specify a metric by which you could determine the success of the like, which is a real bummer, for the idea here is pretty cool!
Unless I’ve miscounted, 13 wild talents are next and included here are basic cryokinesis and electrokinesis, improved celerity is back from LK I, afflicting targets with dyslexia…and BECOMING A KINETIC LICH. *_* YES! Happy. (There is also one for kinetic undead PCs, fyi, if you for example wanted to play an undead wight/vampire via Rite Publishing’s In the Company-series, for example.) What about having energy linger around targets reduced to 0 hp, making for nasty surprises for the healers? Or the one that links hit targets together, drawing them magnetically to one another? Yeah, I really liked this section. It’s complex, creative and has some true gems. We can also finmd 11 feats here, some of which have some interesting synergy: Kinetic Railgun makes onslaught blaster capable of benefiting from haste with their onslaught blast and adding metakinesis to animal companions, dark elementalist support…and then there is Autobuffer, which is usually the type of feat IM not too keen on. When accepting burn on a wild talent, you have a 20% to regain a point of burn in the internal buffer at the beginning of next turn. Each time you fail it, the chance increases by +20%, and upon success, it resets to 20%. However, the feat has no effect when already having maximum points in the internal buffer…and it’s interesting in that it’s slightly unreliable nature makes it exciting at the table. So yeah. Well done.
Speaking of “well done” – there are 5 spells within (covering, class-wise, all the classes, including ACG and OA): Here we have turning nonlethal to lethal damage temporarily, delaying burn…and two real gems. One that forces the target to accept burn (ouch) and the second one is actually a permanent spell that stipulates a prohibition, a violation of which causes the target to accept burn. I can see whole evil empires or “benevolent” The-state/church/etc.-knows-what’s-best types use this one to chilling efficiency. Inspiring!
The pdf also includes a 10-level PrC that nets d8 HD, ¾ BAB-progression, ½ Fort- and Will-save progression as well as 3/5th spellcasting progression. The PrC requires 5 ranks in Spellcraft and Knowledge (nature) or (planes), ability to cast 2nd level arcane or psychic spells and needs the kinetic blast class feature as well as an additional one like spellstrike and its variants, arcanist exploits, fetish, harrowing, etc. The PrC nets 4 + Int skills per level and nets proficiency with simple weapons, light armors and bucklers. If you haven’t noticed via the prerequisites – this is pretty much a classic, hybrid-y kineticist/caster multiclass and as such, kineticist-advancement takes place whenever the class does not gain spellcasting progression. The PrC is, design-wise, once more an impressive achievement, as it manages to codify blasts as something that may be delivered via e.g. spellstrikes while retaining balancing factors that prevent this aspect from being cheesed to smithereens. The PrC also has a rather interesting series of three conductive substance infusions that allow you to lace kinetic blasts into touch spells, with composite blasts unlocked via the Greater version and there is progression of previous class features hard-coded into the PrC as well. I was also rather positively surprised by the extended holding charge mechanic, which does not automatically delivers a held spell when touching someone, providing additional control via a rather rarely employed angle. Burn to power spellcasting and the ability to prepare kinetic blasts in spell slots makes for an interesting capstone as well. While we’re on the subject of multiclassing/hybrid-concepts: The pdf does contain proper variant multiclassing rules that provide some meaningful, if less potent, options. I liked how these turned out.
Now, obviously, there would be the *big* thing still missing – here, that would be the Legendary Kineticist variant class. (I’ll abbreviated the fellow as “LK” from here on out.) The LK gets d8 HD, 4 + Int-mod skills, proficiency with simple weapons as well as light and medium armors, ¾ BAB-progression and good Fort- and Ref-saves. 1st level nets elemental focus alongside the basic utility talent as a bonus wild talent. 2nd level and every 2 levels thereafter nets a new utility wild talent, and at 6th level and every 4 levels thereafter, one may be replaced, but not if it’s been used to qualify for another wild talent. Wild talents auto-scale in DC, with save DC governed by 10 + ½ class levels and Constitution modifier. 1st level also nets kinetic blast, obviously, and gather power only requires ONE free hand now, which can be pretty potent as a minor tweak, but which also makes sense to me. 1st level nets an infusion, with another one granted at 3rd level and every 2 levels thereafter, with 4th level and every 4 levels after that allowing for retraining of one. This represents an upgrade in flexibility, obviously. Form infusions still use Dexterity to calculate the save DCs, thankfully. They may NOT replace an infusion with a wild talent. 2nd level nets elemental defense and 3rd level provides elemental overflow. Infusion specialization is retained as well. Metakinesis (ability name not bolded properly) is modified: 9th level is actually better balanced here: For the burn cost, the LK can force a target to reroll the save as if using Persistent Spell.
Expanded element is, as a base-line, more powerful now: It is gained at 6th level (again at 14th) and retains its benefits; however, the second element is no longer treated as -4 kineticist levels for the purpose of qualifying for wild talents. HOWEVER, and that is one of the balancing components here, expanded element no longer can grant you wild talents when expanding a previous element. To offset that, internal buffer is moved up to 7th level. This one works differently: It now starts at 1 and replenishes each day, but may not be simply charged back up. Points spent from it don’t activate elemental overflow and do not add to its effects, and the buffer may explicitly be used to exceed a single turn’s burn, but may not be used with battle burn. Buffer-size increases to 2 points at 11th and 3 at 16th level.
Wait, battle burn? Well, yeah, that’s one of the big differences here. Gained as soon as 4th level, battle burn means that the kineticist can accept 1 point of battle burn that has no physical effect. This may be taken when using an infusion or utility wild talent, but the respective ability must have a non-instantaneous duration measured in rounds or minutes. Wild talent duration is reduced to 5 minutes when powered by battle burn, or their normal duration, whichever is less. LKs can accept battle burn alongside normal burn (thus exceeding the limits) and 11th and 18th level increase the battle burn by +1, though the LK can only accept one per round. Here’s the catch: A 5 minute rest replenishes all battle burn. Yeah…I enjoy the idea, but I think that, in conjunction with the tweaks to the Burn-engine and slight power-upgrades here and there, this goes slightly too far.
Supercharge may now also be used as a swift action to reduce burn cost by 1 in addition to its classic effects. Composite blast remains at 16th level, metakinetic master remains at 19th level, and the capstone accounts for the changes wrought by battle burn. Extra Wild Talent has been rewritten for use in conjunction with this class.
Okay. I postponed this long enough. Let’s talk Burn. The LK’s burn cap is 3 + Constitution modifier, and the class can accept 1 point of burn per round, +1 at 6th level and for every 3 levels thereafter. Now, for one, battle burn, as noted, does not come into play here; neither does the internal buffer require this long to “recharge”, so we have as a whole some improved flexibility. But what’s the effect of burn? Well, it’s a -1 penalty to all Strength and Dexterity-based ability and skill checks, except initiative. That’s it. No save-penalty. No AC-penalty. Now, granted, this supersedes immunity to taking penalties to these, but the design ramifications are vast. I’ll get to those below.
The pdf, as has become the tradition with these files, concludes with a fully realized character, Trueno, the herald of the white sky, a middle-aged half-elven onslaught blaster legendary kineticist 8 with a nice backgroundstory and boon.
Conclusion:
Editing and formatting are very good on a formal level – while I noticed some minor deviations here and there, the pdf as a whole is pretty crisp and clean in that regard. Rules-language is impressive. The pdf juggles top-tier complexity concepts and displays an in-depth knowledge of rules-intricacies and balancing tweaks that few books showcase. While a few minor snafus have crept into the book, they are few and far in-between, and I’ll rather have highly complex and fun options with minor blemishes than perfect, low-difficulty blandness. Layout adheres to legendary Games’ 2-column full-color standard for the series and the pdf features a blend of classic and new artwork from LG’s catalogue. It should be noted that the layout crams a ton of information on each page, making this a very dense book. The pdf comes fully bookmarked for your convenience.
N. Jolly and Onyx Tanuki, with contributing editors Blue Maculagh, Jacob McCoy, Timothy Mclaughlin and Blake Morton, have delivered what I did not expect here.
To get that out of the way: As a person, I LOATHE, with a fiery passion, the legendary kineticist’s burn mechanic. To me, the decreased combat capability and increasing vulnerability of kineticists due to burn is what makes them unique, fun and exciting to play. It’s literally what made me like the class. The LK gets rid of that in favor of a penalty that even a moderately capable group can play around without too much hassle. The LK retains combat power without a meaningful compromise in its defenses, which is pretty much what made it interesting for me. (Unless you get grappled and need to pass through threatened squares/climb/etc. in combat – then, you’ll suffer…if you didn’t plan ahead via magic items etc.) In short, the LK’s burn is more of a minor inconvenience than a question of survival/betting/etc. I hate the loss of flexibility regarding movement on the battlefield in favor of raw power here.
That being said, this is NOT a bug. It’s a feature. It’s what a lot of folks wanted. You see, the regular kineticist is a class that can be pretty challenging to play, simply because it can become so damn fragile. What excites me may be frustrating for others. And so, while I, as a person, despise it, am cognizant as a reviewer, that it will be just what the doctor ordered for many, many folks out there. It requires less system mastery, less teamwork and cautious playing, particularly in combination with battle burn. For me personally, this combo catapults the class to the point where I wouldn’t allow it in my games. HOWEVER, at the same time, there is a ton to love about the LK. I love pretty much all other tweaks t the chassis of the class. I really do, and, as a whole, I consider the chassis to be smoother and more elegant, with internal buffer as one example that many a group should scavenge. So yes, in spite of knowing about the burn beforehand and knowing I’d hate it, there is still a lot to love about this class...and if you want my advice and feel the same, you can put a hard, scaling daily cap on battle burn and use the old burn with this chassis sans breaking the game…so that’s probably what I’ll do.
Now, what I did not expect, was to like the archetypes and other supplemental material to this extent: With the notable exception of the telekinetic blademaster and its slightly weird design decisions, I found myself grinning rather broadly while reading this. The druid-companion double team, the unique tweaks to kineticist tricks, the inspired nihilicist…there is a ton to love here, and indeed, I consider this to be one of the best kineticist expansions out there. There is a lot of creative, high-concept and high-difficulty material in this book. It is creative and manages to convey a surprising amount of flavor in its dense crunch. Indeed, in contrast to my expectations, in spite of the couple of hiccups regarding the counter/spellturn options, in spite of knowing that I wouldn’t like the cornerstone of the damn main selling point of the book, I still found myself enjoying this book. The spells, the little options here and there…there is so much passion evident here, even after so many kineticist books. This is, in short, a book I’d consider to be a must-have for kineticist-fans. If you gravitate towards grittier playstyles, you should treat the LK with care and consider nerfing it, but even then, this will have so many cool concepts within its pages that it remains worth the asking price even if divorced from the alternate class. As such, my final verdict will clock in at 4.5 stars due to the minor hiccups and balance-concerns, but I absolutely HAVE to round up for this book. It made me smile with its ambition and skill, and as such, I’ll also slap my seal of approval on this. In case you were wondering: This, for me as a person, shares the throne of best kineticist supplement with Kineticists of Prophyra III.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
Endzeitgeist out.
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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Thanks for the terrific and detailed review, Endy! In your honor, we've made Legendary Kineticists II *and* the original Legendary Kineticists our TWO$DAY products of the week at the Legendary Games webstore - just $2 each!!!