Into the Breach is a series of crunch-focused books intended to expand the options available to the Occult Classes (the kineticist, medium, mesmerist, occultist, psychic, and spiritualist).
For our 10th installment, we call upon primal elements both familiar and strange, and will them to our purpose with the kineticist. With three new archetypes, two new prestige classes, five new elements, and a host of kinticist focused items both mystic and mundane you are sure to find new ways to shape you chosen element, as it resides all around, awaiting your call.
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The PDF starts off with a brief description of what the series(Into the Breach) is about and then the table of contents. Before this is the cover art and a quote from The Art of War that I think is really fitting for the class. Well done there.
Right after that we get to the archetypes.
Aetheric Marksman is an Aether Kineticist archetype that allows you to use a longbow or shortbow(with which you are proficient now) to make your Telekintic Blast. The damage you deal changes and feats like Rapid Shot don't work with it, but Weapon Focus(Kinetic Blast) works. The range is 60ft though, not the full increment of the bow, but any enhancements on your bow(like Flaming or Holy) apply and later you get the ability to grant your bow special properties too, albeit in exchange for taking burn. Later class features include turning arrows into small area of effect damage, piercing through a target to hit another and deal bleed, and shooting an arrow that digs itself deeper into the target.
Archetype Opinion: Not a bad archetype, but unless you can use Gather Power on the features that require burn(which I think you can, but I'm not sure) I don't see it being an all day use class.
Hellfire Kineticists(only available to devil-spawn tieflings) start off with an amazing ability: Half the damage of their fire blasts deal unholy damage. The second ability is an infusion(replacing first level infusion) that sickens or nauseates depending on if the target makes their save.
The part that makes me really hesitant is giving up elemental defense and a bunch of utility talents for being treated as an Outsider(Evil) and scaling bonus to fire and poison effects. Fire's Defense isn't good enough to warrant keeping it, but you can't gain one from any other element.
Later abilities include being able to know if someone has comitted an evil act and what it was, an imp familiar, and a pretty cool capstone.
Archetype Opinon: Pretty cool and evocative. It's a pretty neat archetype that is NOT evil only. Good job on this one, FPG!
Wind Whistler is an Air Kineticist archetype. I'm not so sure about it's first ability, which deals damage based on your Perform(wind) checks instead of adding your Constituion modifier. It's interesting, but skews damage a bit.
Next all infusions are given up in exchange for getting bardic performances, including two unique to the archetype. Both are really cool, especially the one that allows you to give your Enveloping Winds to someone else! The rest of the abilities are equally good as well, with my favorite being trading your composite blast(you must choose Air are your expanded element) for a bardic masterpiece instead. You only get one though, but you can switch it out for free at 12th and 17th level for another one.
Archetype Opinion: This is just great. Without a doubt my favorite of the three archetypes. I'd have gone into more detail on describing the rest of it's abilities, but there are a lot and I don't wanna spoil them for anyone. :)
Prestige Classes: A sorely lacking option for kineticists so far. We get two in this PDF.
Aetheric Assailant is the Eldritch Knight of Kineticists, though it's a bit harder to get into(five feats[though on is armor proficiency], at least 3rd level kineticist, and one infusion).
It has full Base Attack Bonus and can use kinetic abilites(supernatural or spell-like) while Raging, which is a nice touch. You don't have to be a barbarian though, as even under the effects of the spell rage you can use your abilities.
It also has the ability to add ther weapon damage dice(if using one) to their Kinetic Blade, but it comes at a hefty price: you target normal Armor Class and take cumulative burn for each attack beyond the first you make. Yikes!
It does get better from their though, with other abilities like your prestige class levels counting as kineticst and your martial class level for feats, channeling your Aether blast into your shield and/or armor, and even wielding one(or more!) weapon from afar. The capstone is being able to accept 1 extra point of burn in a round and free trip attempts when you confirm a critical hit.
Prestige Class Opinion: Pretty nice. I love prestige classes that you multiclass for, and Aetheric Assailant is really well made and balanced. I'd certainly play one.
Cerulean Star is for Pyro Kineticists that expanded into Fire twice. It's a five level prestige class that requires you to have Blue Flame blast to qualify. The weirdess bit is that Cerulean Stars gain proficiency with starknives. I mean, I get it, Star is in the name, but come on...
This prestige class is all about destroying undead. Your blast deals more damage against undead, you gain Kinetic Healer without needing Aether or Water that later can fix conditions like nauseated, setting undead on 'fire' that deals holy damage, and the capstone ability reduces your current burn by one every time you use Cerulean Fire to destroy an undead. I feel like that should've been the fourth level ability though, since their Heavenly Radiance ability at level 4 allows you to make your Cerulean Fire deal either full Holy damage, half Fire and half Holy, or full Fire damage as you choose. That's amazing.
Prestige Class Opinion: For what it does this prestige class does it well. While it is good at destroying undead it also has potential for fighting other kinds of evil creatures. It's a lovely class that has it's place in just about any campaign.
Now we move on to the new Elements.
Bone, first, is very creepy. It should be. Talents you can pick up include causing bones spurs to erupt out of the ground or give your blasts the ghost touch quality. The defense is pretty thematic too.
Chaos is next and it have a very unusual blast. First it is treated as bane against Lawful subtyped creatures, deals no damage to Chaotic subtyped creatures, and changes damage dice into d20s and d12s as it increases. Whoa, weirdness! The defense gives you bonuses to avoid being grappled and getting out, lower armor check penalty, and gives you fortification that stacks with elemental overflow.
Crystal's defense is one that doesn't scale. Not by accpeting Burn, anyway. It gives you an armor bonus to your Armor Class and Touch Armor class that's based off of Con, and can blind those that hit you, no save, for a round. Crystal also has neat talents like increased crit range, bleed damage, and deflecting rays.
Dream is another with a neat blast. Think shadow evocation but mimics other kinetic blasts instead. Need fire damage? Use it. Targets do get a will save for drastically reduced damage, and its mind-affecting so immunites and resistances apply. It's defense lets you continue to function if something makes you fall asleep, and you can accept to gain bonuses against mind-affecting spells and effects. It's not all nice though, as one utility talent is phantasmal killer.
Time has two different blasts, one for aging others and another to throw weapons like a TK blast. It's defense is a Dodge bonus you can accept Burn to increase. It has a utility talent for running or charging up walls and across ceilings, so you have some nice movement options too.
There is a great section about Spark of Life and the new elements, and feats after that like treating one elemental defense as already having one point of Burn, or qualifying for any item creation feat. Kineticists making potions of Mage Armor and wands of Fireball are possible now, and that's great.
One feat really stands out as a way to act like you are less of a threat or be more careful with your damage. Merciful Blast treats any blast damage as non-lethal and you can reduce the damage you deal like you were a lower level than you really are. This is great for a few reasons, like a villain working with the party and not want to reveal the extent of their power.
After that there are sections for magical and mundane items, a quick glance of which really fit and looks nice.
All in all this is a great pdf that expands on the kineticist in ways I feel have been needed while also being different from other books.
Into the Breach: The Kineticist is out right now, available on Drivethru RPG and of course here on the happiest site on earth! (coming soon to D20)
Of course, you are welcome to a reviewer copy sir, I was rather hoping you would jump in on this one, being the kineticist guru round these parts. (gotta be honest, this was a tough project, it really really was)
@ The Golux, timetable, generally review done within one month is pretty normal, though we don't set reviewer deadlines, but as soon as one can manage is always appreciated (reviews are rather important). If you wanna jump in on the review train, just let PM me your email address that you would like the PDF download email delivered to (will be via Drivethru RPG site)
Thanks Dragonborn3 and StSword we appreciate the feedback.
Writing a review means taking the time to read through the material, having an opinion, and the confidence to express that opinion. It is putting yourself out there as much as anyone standing in front fo a group to speak. kudos to you both.
Thanks for the reviews folks, we THRIVE on them, they help us grow as writers and designers, and most importantly, they show us what you folks like and want more off, so KUDOS to both of you!
Thanks to J4RH34D for the latest review. Glad to hear we're holding up to high standards set for 3PP Kineticist by Purple Duck Games. We took our time on this one, seems like we're getting it right.
I apologize for my slowness in publishing my review, the last few weeks have gone by faster than I expected, but it's up now. I hope it fits expectations and doesn't go into too much detail; this was my first ever RPG Product review so I am open to feedback.
Thanks for the review N. Jolly, I can see the err towards player agenda on most of your review which I appreciate. It's a common argument of design as player agenda and game balance can seem like opposing forces at times. It's a tough class to design into and we all appreciated the challenge.
Aye, the staff appreciates the in depth and critical review N. Jolly, and it was an interesting and tough challenge, not an easy class to work with at all.
The second element would be chaos…and, well, it’s chaotic: Immediate action rerolls, but on a second failure, the target is staggered for one round. The blast replaces 3d6s with 1d20, 2d6s with 1d12, making the base damage more swingy. Also: Free bane versus lawful targets. This would be less of an issue, but the blast is untyped, which I d not think is a good call here. (Untyped damage must be handled very carefully…) Problematic would, for example, be a barrier that auto-disintegrates missiles and even thrown weapons. Yeah, that plus +5 thing? It’s gone. No save. WTF. Horrid mutation, a 2 burn level 2 substance infusion is also a really versatile potential save or suck and should probably by at least qualified as a polymorph effect. We also have 0 burn utility subjective gravity for free wall walking etc. Note that this element isn’t necessarily bad, but it feels weird in some of its design decisions, as it’s hard to get either the evil or whimsical chaos angle properly here.
Crystal feels a bit like a brother of bone and earth, allowing for some caltrop-ing, a bit of terrain control and otherwise feeling kinda similar to earth; personally, I probably would have made this an extension of earth, as the light/refraction-angle associated with crystals isn’t really represented here. It’s not a bad element, but it could use a couple of more unique tricks.
Dream is very versatile, allowing you to mimic elemental blasts; however, the blasts are only partially real, meaning that a successful Will-save can greatly decrease their efficiency and the blast is mind-affecting to boot. Speaking with the sleeping, tracking in the realm of dreams and a ton of spell-duplicates can be found here. I like the focus of this one, as a whole, though it does require a bit of flexibility from the GM. I wouldn’t allow it in all campaigns, but if you have a dream-theme, it’s really neat- As a secondary element in particular, this one can be neat. As a whole, in spite of the spell-duplicates, one of my favorites herein.
The final new element would be time, and I’m going to spare you the sordid details, but this one is broken as all hell. It thinks that “supernatural aging” is a damage type (it’s not!) and sports options to advance targets on the age category for 2 blasts. Lol, that is fatal very quickly. We have a per-encounter ability (ironic, considering that encounters have nothing to do with time…and yes, insert my “per-encounter abilities make no sense*-rant right here!) Restore youth allows you to cheat age. WTF. Why are there liches? And Stop Time…is a clear case of “What were they thinking???” – it’s a level 9 utility wild talent, 1 burn…that vastly outclasses frickin’ time stop. Yeah, you heard me. Also: 5th level perma-aging. WTF.
We also get notes on spark of life and draining infusion and use with the new elements. There are 3 new utility wild talents: Kinetic blade/fist charge with a trail of energy, an elemental aura and an elemental body SP duplicator. Bolster Kinetic Defense can be pretty potent in some combos: It makes elemental defense be treated as though you had spent 1 burn on it and may be taken multiple times. Elemental Ambassador is weak-sauce: It nets you a bonus on Cha-based skill checks and an elemental language. Kinetic Crafting allows for minor crafting, but oddly does not cover all elements herein. Kinetic Synergy is a spellcasting/kineticist-combo feat that allows you to accept burn for more spell-damage or DCs. Yeah, not a fan. Spells don’t need more power. Kinetic Understanding allows for the limited use of spell-trigger and spell-completion items. Signature Infusion lets you choose an infusion and reduce burn cost by 1. Again, not 100% happy. Then again, Merciful Blast is glorious and, coincidentally, I wrote an analogue ability half a year ago: It allows the kineticist to blast at a lower power-level and for nonlethal blasts.
We also get 6 new magic items: Athame Ignus is a blade for fire specialists; condensed elemental energy is a category of item that is highly problematic: It’s basically a throwaway item that can take burn for you. While it’s priced pretty highly and grouped by level, it’s still something I would not allow. Then again, if you enjoy all-day casting and have no problem with pearl of power abuse in your game, then this won’t bother you either. Focus gauntlets enhance attacks with blasts. Nexus aloe oil is a burn remover, but repeated use causes the sickened condition – should imho have a caveat that it can’t be applied when the character is sickened already. Third eyes of elemental accuracy are yet another item to enhance the chance to hit. Whistling arrows are adamantine, have a slightly wonky rules-verbiage, and are intended for use with the archetype. The pdf closes with an array of mundane items that represent different stones: The proper kineticist-specialist in possession of such an item gains a minor insight bonus. I liked these.
Conclusion:
Editing and formatting, on a formal level, are very good. On a rules-language level, there are a couple of issues in the details, but as a whole, this is relatively tight, which is impressive considering the difficulty of the kineticist’s rules-chassis. Layout adheres mostly to a two-column full-color standard, with a couple of pages instead using a 1 –column standard. The pdf sports really nice full-color artworks, which, while public domain, are NOT ones I’ve seen time and again. The pdf comes fully bookmarked for your convenience.
Andrew Hoskins, David S. McCrae and Jeff Harris did not have an easy task here: The kineticist is probably one of Paizo’s most difficult classes to design for: It requires serious understanding of both rules-language and math. Considering that, the pdf, for the most part, does a decent job. While there are issues here and there, particularly regarding the value of damage types, a crucial balancing tool for the kineticist, the pdf gets a lot right. But it has a big issue. You see, almost all kineticist-supplements released by 3rd party publishers have been done by N. Jolly and the members of his team KOP. And…well, they are amazing. The Kineticists of Porphyra-series and Legendary Kineticists (can’t say anything about Part II as per the writing of this review) are amazing; in particular, KOP III’s dimensional ripper is just pure amazing. There also is a kind of aesthetic going on here: As a non-vancian class, kineticists shine most when they don’t require spell-references, when they can do unique things.
The kineticist options in this book, while not bad, did simply not blow me away and left me ambivalent; add to that the minor hiccups and the appeal drops. Another problem I see here pertains that a LOT of the small design parts here add to the min-maxing game; we get escalation of numbers in depth, when the kineticist’s main issue is that it needs more versatility. The craftsmanship of this book is, as a whole, pretty solid, but there are relatively few aspects herein that I’d consider to be really neat. The pdf also sports, here and there, aspects that are frankly broken and should be kept out of the hands of min-maxers. As a whole, I am sorry to say this, but I was pretty underwhelmed by this pdf. If you’re a GM who is confident regarding the refining and scavenging of rules, then this may well be worth checking out, but it should receive careful monitoring. My final verdict cannot exceed 2.5 stars, though I will round up due to in dubio pro reo.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
Flying Pincushion Games as a whole tries to both help break in new designers and be on the innovative end of design. It is a testament to the difficulty level of Kineticist design that it was the first book I've not done any design work for personally, because it both has a ton of player agenda already and most of the places I thought of to go with it were already out there. I'm still going to give my team Kudos as generally this seems well liked even if not so much by EndZ.
I for one am going to take all those many points where we feel short, and double down on this book to make it as good as it deserves to be. As always, thanks for the frank and honest review Thilo.
Big believer in the design rule of ABL (always be learning).
Thilo's deep reviews are big part of making that work for me, a light like or dislike (while not a wrong way to review) IMHO does not give the authors nearly as much feedback that can be put into action.
I suspect I would not be at the point I am as a designer without honest and critical reviews. Fluffy feelings are great (I like feeling warm and fuzzy as much as the next designer), but hone your craft to a razor edge alas they do not.
I didn't post in a TFPG product thread as grumpy wizard, shocking I know!