General Discussion: Kineticist


Rules Discussion

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Dark Archive

kevin_video wrote:
brad2411 wrote:
Malwing wrote:

Okay I've been searching for this but couldn't find the answer. How exactly does Kinetic blade work? Do the blades resolve as touch attacks if the blast is a touch attack? Is it the same if you charge a weapon that you already have? I was going to try a melee build today but went blaster because I couldn't find the answer in time.

Side question, has anyone made a melee build yet? Can I see to compare thoughts on how I could have handled today's session?

"The weapon deals the same damage type that your kinetic blast deals, and it interacts with AC and spell resistance as normal for a blast of its type."

So weapon does the touch ac if your blast does plus it allows you to make iterative attacks. So in other words a melee kineticist is where it is at.

What about Kinetic Fist? You're enveloped in the energy, but does it provoke attacks when punching? Do you need Improved Unarmed Strike?

Kinetic Fist does not do the same thing, but you should not get AOO as it is a part of an attack action. It gives 1d6 per 3d6s of your blast extra dmg to your unarmed attack (which starts out as 1d3 nonlethal), you do not need imp. unarmed strike.

Sovereign Court

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Hmm, with regard to the composite blasts, would it not be simpler to just say that once you get the expanded talent, you can combine two of your base blasts into one for the extra cost of 2 burn? That should cut out a lot of them and make more room for cooler talents. For the pure element composites, maybe some additional benefit like bypassing SR, or even getting through resistance/immunities.

Grand Lodge

Here is an item I thought up. Sorry, I can't think of an appropriate price for it atm.

Heart Fire Amulet

When unattuned this Amulet consists of a clear crystal heart. It requires 24 hours to attune to the wearer and changes color to match their Kineticist Element. Once attuned the amulet may absorb up to 2 Burn (1 for Lesser, 3 for Greater versions) from the wearer, requiring a Swift Action to transfer a single point of Burn. The Burn in the Amulet dissipates when the wearer rests or 24 hours after the amulet is removed. Removing an attuned amulet breaks the attunement but it may not attune to a different individual unless it contains no burn at which point the crystal returns to it's clear state.

If worn by someone other then a Kineticist it still requires 24 hours to attune but the crystal does not change color. If, once attuned, they receive burn from some source, such as a Kineticest using Kinetic Healing, it will absorb the burn up to it's maximum, dissipating at the same rate as if it were worn by a Kineticist. When it contains Burn, it will change color based on the element type associated with the last source of Burn absorbed.

In either case, burn stored in the Amulet does not confer the Non-lethal damage normally associated with burn onto the amulets wearer and the wearer gains no benefits from the burn stored.


Rynjin wrote:

The problem is there aren't (as of yet) magic items of Feats to work around this limitation.

And I don't like the idea of being reliant on a magic item to be effective. I want my character to be strong because my character is strong, not because his bling is shinier than other people's.

I personally want this too, but in Pathfinder wealth is a huge boost in strength, and the game is built around the assumption players have that wealth. If your characters don't get a big portion of their strength from their items, you're either playing a very house-ruled Pathfinder or are relatively neutered for your level.


yeah, I too wish that character's weren't reliant on items do do cool things, but they are, even fighters have serious problems with DR without magic items.


Melkiador wrote:
joeyfixit wrote:
Melkiador wrote:
The saves feel off for some elements. Shouldn't a telekinetic have a good will save? Should a terrakinetic really have a good reflex save. Maybe the class could have different saves based on element. Or maybe just make the saves fort and will.
It's about moving stuff with your mind. Including yourself. And the power source is yourself, hence the con. Reflex and Fort seem totally appropriate to me.
"Moving stuff with your mind" can be directly translated as "force of will". A strong will save makes great sense. A fort save is about how resistant you are to effects like poison. Why is my mind power making me better at that? How does reflex factor in at all.

An arcane caster reshapes the energy of the universe - external.

A divine caster draws his power from the gods - external.

A psychic caster draws his power from within - internal.

The kineticist isn't technically a caster, but their abilities are psychically powered. They draw raw power from within themselves, and they don't do it mentally like a wizard or through force of will like a sorcerer (well, they sort of do) or through their soul like a cleric. They draw the power from their gut.

To me a fort save makes sense.


Rynjin wrote:
joeyfixit wrote:
Ivan Cesar wrote:
Dragon78 wrote:
The problem with that statement Ivan, is that the vital strike feats would also apply, wich to me would be broken.

But blast is not an attack action but a standard action

Where does it say that? I read "can unleash at will". It's not nailed down to a standard like an Alchemist's bomb.

Spell-likes and Su abilities are Standards unless otherwise stated.

They don't otherwise state.

Citation needed.


joeyfixit wrote:
Rynjin wrote:
joeyfixit wrote:
Ivan Cesar wrote:
Dragon78 wrote:
The problem with that statement Ivan, is that the vital strike feats would also apply, wich to me would be broken.

But blast is not an attack action but a standard action

Where does it say that? I read "can unleash at will". It's not nailed down to a standard like an Alchemist's bomb.

Spell-likes and Su abilities are Standards unless otherwise stated.

They don't otherwise state.

Citation needed.

CRB or PRD. Magic rules under Special Abilities. Can't cite a page. Cat making keyboard access difficult.

Grand Lodge

joeyfixit wrote:
Rynjin wrote:
joeyfixit wrote:
Ivan Cesar wrote:
Dragon78 wrote:
The problem with that statement Ivan, is that the vital strike feats would also apply, wich to me would be broken.

But blast is not an attack action but a standard action

Where does it say that? I read "can unleash at will". It's not nailed down to a standard like an Alchemist's bomb.

Spell-likes and Su abilities are Standards unless otherwise stated.

They don't otherwise state.

Citation needed.

Here it is on the PRD:

http://paizo.com/prd/magic.html

Scroll down to the bottom where it says special abilities and spell-like are listed there.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

So I'm looking at creating a Kinetic Blade hydrokineticist. The test on Kinectic blade is:

"... Use this form infusion as part of an attack action or full-attack action to make melee attacks with this weapon, ..."

Just to be clear, since you are using the attack or full-attack action and not the use spell-like-ability action, it does not provoke?


joeyfixit wrote:


An arcane caster reshapes the energy of the universe - external.

A divine caster draws his power from the gods - external.

A psychic caster draws his power from within - internal.

The kineticist isn't technically a caster, but their abilities are psychically powered. They draw raw power from within themselves, and they don't do it mentally like a wizard or through force of will like a sorcerer (well, they sort of do) or through their soul like a cleric. They draw the power from their gut.

To me a fort save makes sense.

Controlling the elements IS "reshaping the energy of the universe". Aether is the element that binds the other elements together. The source of the power doesn't really matter. A sorcerer's power comes from within as well.

Im not arguing their powers should be based on their wisdom score. I'm saying that a good will save makes more sense than either a good fort or reflex save. This is a class whose entire thing is manipulating the forces of nature. It'd be different if it were all ki, but it's all elemental. So even if the force is coming from them, the elements have to come from an external source. The elemental plane is even accessible by one of the powers, suggesting that ethicists draw power from there.


Ok, i've read the class and have some points i'd like to make;

Psychic classes:

Like some others i am having difficulty putting Arcane and Divine magic alongside "Psychic" magic, just seems like a placeholder name and somewhat out of place, I'd strongly consider changing it to something else yet make no suggestions in that regard.

Class general:

I'm feeling 'iffy' about the Burn point => character level in nonLethal damage but i'd have to actually try it out before making a solid statement on it. The Infusion Specialization feels more like a primary class feature enabler than an actual (secondary) class feature, as in, without it, most of the primary feature becomes unusable. Which leads me to the "Feel the Burn" ability, while Burn translates in multiples of non lethal damage, this ability refers to Burn as individual points, which seems incoherent with how the tally is kept.
As a result, it might be worth it to jumble words around to come to something that amounts to "You can only Burn if your BurnCap is not exceeded, add 1 Burnpoint per Burn taken, you are have non-lethal damage equal to Kineticist Level times Burnpoints in your BurnCap".

Semantics: Maybe change "Burn" to "Backlash" or something, making it feel less fire specific (btw "feel the burn" comes across a bit...cheesy).

Blast Infusions:

Wall infusion is missing in the Form Infusions :(
This would be a very nice option and possibly a role for the class to fulfill; movement control. Might require more scrutiny since this could be rather powerful, yet if balanced with appropriate Burn costs it might up the utility of the class by leaps and provide diversity instead of "moar blastors".

Mathtime:

(assume 18 +2 race, lvl ups in con & +2/+4/+6 enhancement item) Burncap is amount of Burn maximum, BurnRate is Burn per round.
a lvl 1 Kineticist with 20 Consitution has 13 hp and a BurnCap of 8 (8 hp) with Burnrate of 1.
a lvl 5 Kineticist with 22 Consitution has hitpoints between 42 and 70 so about 56 on average and a BurnCap of 9 (45 hp) with Burnrate of 1.
a lvl 10 Kineticist with 26 Consitution has hitpoints between 97 and 160 so about 129 on average and a BurnCap of 11 (165 hp) with Burnrate of 3.
a lvl 15 Kineticist with 28 Consitution has hitpoints between 157 and 255 so about 206 on average and a BurnCap of 12 (180 hp) with Burnrate of 5.
a lvl 20 Kineticist with 30 Consitution has hitpoints between 227 and 360 so about 294 on average and a BurnCap of 13 (260 hp) with Burnrate of 6.

Usually a Kineticist inflicts 8 Burn while using his simple blasts (substance 4 + form 4), with Infusion Specialisation @20 you can reduce both form & substance to 1 each (-3/-3) which gives you a total Burn of 2, Gather energy reduces this to 1 per simple blast or 0 if you only take 4+2 for substance/form (or the reverse).

Highest Possible Burn per round is 8 (form/substance)+2(composite)+1(Aetheric Boost special case)+4 (Blast Twice)+3(quicken)+2(max)+1(empower) =>21
Highest Possible BurnReduction is 6 (infusion spec)+1(composite spec)+1(gather energy)+1(metakinetic) => 9
This leaves 12 points which can never be taken in 1 round. Leaving out the metakinetics apart from the double blast you can shoot a composite blast twice for 6 burn each round, coincidentally the cap.
Highest Blast damage = 20d6+20+con mod (+10) = > 100 on average *2 for the double blast so 200 damage, depending on what form & substance you take this gets pretty powerful but also pretty expensive...
Meaning you can "full out" twice a day and have about 15% effective hp left.


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I don't like the fact it takes 4 or more wild talents just to give the Aether Kineticist the ability of telekinesis when they should be getting this class ability without cost to begin with.

In fact give each one an at will cantrip and an at will spell at level 9 such as:

Aether- 1st- mage hand 9nd- telekinesis
Air- 1st- ghost sound 9th- control winds
Earth- 1st- detect poison 9th- transmute rock to mud(or mud to rock)
Fire- 1st-light 9th- quench
Water- 1st- create water 9th- control water


Daedalus, if you compare your math to a basic meteor swarm (found by many the weakest of the 9th lvl spells) cast by a sorcerer the amount of damage caused by a kineticist seems a bit lackluster, especially if the sorcerer takes a bloodline which boosts all his dice or all his elemental dice (and while crossblooded exists to combine the two, I'm leaving it out since we don't know what archetypes kinetisist will have). A double blast will do more damage true (especially if you tack on the AOE blast talent) but the sorcerer will do it more than 2 times without going unconscious. When he finally cast his little trick 6 or even 7 times, he'll just say 'oh well' and open up with his 8th lvl spells.

I'm fearing a kineticist will unfavorably compare to a blastermage (both sorcerer, wizard and arcanist and even a magus), having lower damage (only even or slightly above by putting yourself into a coma afterwards). All the while a 'real' mage has a much greater toolbox of utility and other effects as they are not restricted by element (or have powers miles away from wild talents).

The ability to use your powers at will is very powerful indeed, but I have yet to encounter a dedicated mage who manages to 'tap out' in the middle of a day. After all what is the use of 'weaker' at will abilities if the other guys always have their 'stronger' abilities when it matters?

I'd say let a pyrokineticist be better at dealing damage than a fire type mage; After all he is even more focused on it than even a fire elemental bloodline sorcerer.
Don't let the aerokinetist just fly (as the spell); make him fly faster than a wizard because after all that's HIS hyperfocus.
A geokineticist should be a veritable mountain of defence, not looking jealously at a wizard that is laughing at him while stacking mirror image (air), fire shield (fire), emergency force sphere (aether) and stoneskin (earth).

EDIT: This is how it FEELS when reading through the playtest and comparing kineticist builds with a variety of builds from other classes. I might be slightly panicking since this class would open up soooo much unplayable concepts for me if done right. I'll try to get actual game time in and I hope my fears are unwarranted.


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That's the main thing, really. The Kineticist basiccally has nothing BUT an at-will blast option...so he should be the BEST at blasting, hands down.

Currently he's not, and not particularly good at anything else either across the board. He either needs a major boost in the blasting department (treating all of the blasts as weapons and allowing iteratives or Vital Strike would be a big boost) or a major boost in utility.

Currently, as cool as the concept is, mechanically it falls flat when compared to other classes that can fulfill the role, like an Alchemist or blasty casties. Those do just as much or more damage, with a more versatile element selection available, and more utility.


so here's what I put together. certainly open for changes but I think the overall build should work well. What do you think?

Built using PFS rules

Don the Human Aerokinectists

Str-10
Dex-16
Con-16(18)
Int-12
Wis-12
Cha 7

Traits
Reactionary
Friend in every town

AT 1ST LEVEL
HP=13(with FCB)
Init=+5
AC=17(chain shirt)

Electric Blast 30/120 range
+3 to hit/1d6+2

Feats
Point Blank Shot
Precise Shot (human)

Skills
Knowledges (local and nature)-5=Int + 1 rank
Perception-5=Wis+1 Rank
Stealth-7=dex+1 Rank

Talent
Extended range

Level 2 gain Air's Reach
Level 3 Feat Dodge
Level 4 Up Dex/gain Air Cushion
Level 5 Feat Mobility
Level 6 gain Wings of Air
Level 7 Feat Shot on the Run/gain expanded element Water

Not going to worry about equipment along the way since what gold you have and what you can buy/find are going to vary game to game.


Looking forwards to trying a telekineticist tonight. I do have a couple of thoughts though. The first is that perhaps it would be useful to make friendly uses of kineticist powers more explicit. It seems that a geokineticist should be able to more explicitily tilt the battle in his allies favor for example, and that telekineticists should be able to change the momentum of a battle.

Getting past the puns, I realize a geokineticist can already help out his friends by throwing a block up to break up flanking obviously. However it would be nice if you could more explicitly say offer your ally a full with draw or an ability equivalent to the spell "telekinetic charge".

Also speaking of charge as it looks right now, there does not seem to be a way to do a charge with the kinetic movement power. Since charge is generally a full round action unless you only have a standard. Not sure if you just need a note saying you can charge with the kinetic movement abilities or perhaps make it another talent.

Also perhaps giving an ability to swap out wild talents the way an inquistor can swap out their teamwork feats would be useful. At the very early levels it adds an interesting feeling of 'still learning' and then gives a mite more flexibility at lower levels.

Also as long as we are guessing archetypes I can not be the only one seeing either an archetype with rage, or a prestige class that combines the two for nice 'Carrie" feeling.

Also how does burn work with temporary hit points work with the burn ability? If I am hit with a spell that grants temporary hit point, and then use burn it seems like the temporary should still go first. This might already be covered in the rules about starvation and such saying that you can not keep from starving by vamp. touch.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Heya, I know this is waaaay in advance and I don't know if it's been asked yet, but will there be Mythic Psychic Magic options? I'd especially think that mythic wild talents and blasts would be nigh-necessary if someone were to play one of these in a mythic campaign, like my friend is doing soon.

I also agree on the sentiment of more elements being something that'd be awesome. My current votes are light, dark, sound (why's everybody gotta forget li'l babby sonic energy? D: ), plant, and void. :)


Alright, I just wanted to post this build to show my issues with the Kinetic Fist Wild Talent (as it currently stands). What it essentially comes down to is, even when building it fairly extreme for damage, it just kind of falls flat (I will admit that I am by no means an expert in melee builds and usually build magic users):

Terrakineticist Kinetic Fist Build:

Half-Orc Bloodrager(Abyssal) 2/Terrakineticist 8
Expected AC of enemies: 24
Race Traits: Darkvision, Sacred Tattoo (+1 Luck Saves), Scavenger, Intimidating
Traits: Reactionary, Fate's Favored (double luck saves)

AC: 24 (+12 armor, +2 Luck, +1 Dex, -1 Size), T: 12, FF: 23
F: 14 R: 11: W: 6
BAB: +8/+1

Str: 16 +2 (30 in Rage, Enlarged)
Dex: 14 (12 Enlarged)
Con: 14 (18 in Rage)
Int: 12 (12)
Wis: 12 (14)
Cha: 7 (7)

Offense:
Hit: (+8 BAB, +7 Str, +1 Amulet, +1 Weapon Focus)
Damage: (2d6 Viscious + 3d6 Metal Blast, +10 Str, +1 Amulet)
Claw +18 1d8 +5d6 +11 (Magic/Silver, Adamantine/Cold Iron as required, S/B)
Claw +18 1d8 +5d6 +11 (Magic/Silver, Adamantine/Cold Iron as required, S/B)
Razortusk +12 6d6 +6

Feats:
1: Heavy Armor Specialization
3: Weapon Focus (Natural Weapon)
5: Razortusk
7: Eldritch Claws (Claws are Magic/Silver)
9: Extra Rage (+6 rounds)

Wild Talents:
1: Kinetic Fist (Form) (Burn 1)
2:
4:
6: Rare Metal Infusion (Substance) (Burn 2)
7: Expanded Element (Earth) (Gain Composite Blast: Metal)
8:

Sandstorm: 10d6+10 (Burn 2)

Full attack (Rage)= 2*.7*(4.5+17.5+12) /.5(21+6) = 47.6/13.5= 61.1 DPR (Ignores all DR/Elemental Immunities)

WBL: 62000g
Gear: Belt of Giant Strength +4 (16000), Viscious Amulet of Mighty Fists +1 (16000), Mithril Full Plate +3 (19500), Headband of Aerial Agility +2 (4500)(Wis), Jingasa of the Fortunate Soldier (5000), Wand of Enlarge Person (750)

The problem? Using the term DPR is a little dishonest, as maintaining this damage requires 2 Burn/Round (Composite Blast). Using a normal earth blase drops damage 2d6/attack (True DPR 47.8). You can get all attacks as Adamantite/Cold Iron included (take one Infusion Specialization into Substance, one into form), but are spending another 1 Burn to do this per round (come to think of it, I'm not even sure about if you have to buy Rare Metal Infusion once/round or once/attack). This is in addition to the Burn you put into raising your DR/- (for defence and to protect from vicious weapons).

I played around with using Unarmed strikes instead (either as a base or dips into mutagenic brawler, for example), and the damage of the full round attack never comes close.

Things that could help:
-Feel the Burn applying to your melee/kinetic strike to hit/damage. (I think this will make a huge difference)
-Being able to Empower/Maximize the blast damage added to kinetic fist
-Access to bonus combat feats for Wild Talents
-Reducing some Burn costs related to how this works
-Being able to apply some Con to kinetic fist damage
-Raise BAB

TL;DR: You have to pay too much Burn just to be decent at kinetic fist, it cannot be maintained. You talk about making choices when building your character, I think that - as it stands - making choices down the kinetic fist path are very suboptimal.


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Could we change the wording to allow targeting an empty square? Combing wind's range with ride the blast to get around could be very fun.

Shadow Lodge

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For All the DR whiners out there who see DR as a breaking point for this class, I'd like to suggest the following:

Feel the Burn (Ex): At 3rd level, a kineticist’s body surges
with energy from her chosen element when she accepts burn,
causing her to glow with a nimbus of fire, weep water from
her pores, take on an earthen skin tone, or experience some
other thematic effect. In addition, she receives an enhancement bonus on all attack and damage rolls with her kinetic blast, As if it were a magic weapon, equal to the total number of points of burn she is currently suffering, to a maximum of +1 for every 3 kineticist levels.

By making this bonus function as an enhancement bonus on a magic weapon:

Paizo.com/PRD Overcoming DR: wrote:

Damage reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

DR Type Weapon Enhancement Bonus Equivalent
cold iron/silver +3
adamantine* +4
alignment-based +5

* Note that this does not give the ability to ignore hardness, like an actual adamantine weapon does

Dark Archive

I do like that, although it would severely weaken Rare Metal Blast.


well if the ability to retrain your talents is added then rare metal lets you get through earlier then just swap it out later. you would need to be 12th level to get through Adamantine this way but only 6th with rare metal.


I think it'd be better if enhancement bonus is done as an item or with a spell (as it is normally done). The problem I foresee is when making some kind of switchhitter (blast + fists) you'd need both these new 'kinetic bracers' (like the idea above) and the very expensive amulet of mighty fists, hence my earlier proposition to make the wild blast count as an unarmed attack for effects that give an enhancement bonus; aka amulet of mighty fists increases both your unarmed strike and your wild blast, as do things like magic fang (be friendly to your ranger buddy!)


This seems to be the perfect solution. Rare metal would still be able to overcome hardness and achieve it's result earlier. The rare metal power could become "manipulate metal", allowing the kineticist to mold metal objects as well (they could be temporary or fragile).


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I like the idea of playing a Fire Bende... Pyrokineticist / Pyromancer. I've had a concept stewing for a while that I want to break out that's all about fire. Sorcerer didn't feel right and then we were gifted with the pyrokineticist.

Here is my concern:

I walk in as a level 7 Kineticist to a PFS table. The briefing consists of something like "Aram Zey has been kidnapped by demons. Go save him." I look at the GM and players, "I might be able to magic missile them with this wand? Hmm... I'm gonna get a snack."

I understand, from an optimization standpoint, that I can just take Earth or Air or something at level 7. But what if I want to play Liz Sherman or Jaya Ballard or Ignus (from Planescape: Torment) or Wheeler (I don't want to play Wheeler)?

I want that demon to laugh at me drawing in fire and then cry because know he knows what "It burns!" really means.

I want him to run and ask all the other demons how you treat burn wounds, which is something they've never had to worry about.

I want fires so hot that a magma elemental second guesses attacking me.

I know I might be alone in this, but I don't really want bludgeoning damage either. It's fine if they get it. But Fire should burn. And the ultimate burninator should burn better than anyone else.

*Any of the above could be lightning or acid or cold, but fire is currently gimped.

I'm hopefully going to playtest the Pyrokineticist this weekend. I just hope the scenario doesn't have demons, because then I'm just a cheerleader. Maybe I'll opt for a wand of Magic Missile and hope I don't flub my roll.

I fully think that Pyrokintcists, Keraunokintcists, Cryokintcists and Caustokintcists (?) should be awesome at what they do and shouldn't need to dip into another element to survive.

Edit: I'm pretty sure "I want" over and over again probably makes me sound petulant. I really hope I'm wrong there. I just really like the idea of a specialist thriving. Yes, there are risks in specializing, but running with a theme is awesome.


An idea (I have more incoming but need time to write them up):

EXPLOSION (REVISED)
Element fire, aether (maybe others?); Type form infusion; Level 9???; Burn 1
Prerequisites kineticist level 6th
Associated Blasts blue flame, fire, others???
Saving Throw Reflex half
You focus your energy and create a controlled miniaturized explosion. The explosion is centered on you and the radius of the spread is 5 feet. All creatures and objects except for yourself within the explosion take your blast’s damage. The saving throw DC is Dexterity-based. By accepting 1 additional burn the radius increases to 10 feet and the center of the explosion is centered on a point 60 feet from you. For up to 2 additional burn, for a maximum total of 4, increase the radius by 5 feet and the range by 30 feet.
//Notes: Gives the kineticist his explosions earlier but at highly reduced effectiveness (which he regains later on).

Edit: The level of an infusion is used to calculate things like globe of invulnerability or am I missing something else entirely?


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One person mentioned that Natsu from the Fairy Tail Manga would obviously be a Pyrokinetisist. For those who don't know, Natsu is a 'Dragon Slayer' type character, who essentially follows a 'fight fire with fire' theme. He uses fire infused punches and breath attacks, is immune to most forms of fire, and can eat/absorb flames to become more powerful or rejuvinate himself. It has never been shown, but I believe that his fires can also damage creatures that would normally be immune to fire.

If there were powers available that allowed us to emulate Natsu's fighting style it would be *amazing*. I'll go ahead and share a few rough power ideas.

Elemental Immunity/Resistance: The Kinetisist is immune or resistant to elements associated with his blasts.

Absorb Element: Requires Elemental Immunity. The Kinetisist can absorb energy related to his element. Whenever damage is negated by his energy resistance or immunity, he can choose to store this energy instead. When using an ability that would inflict Burn upon him, the Kinetisist can use a number of points of stored energy equal to his level to decrease the burn cost by 1. The Kinetisist cannot store energy damage from his own attacks.

Kinetic Breath: The Kinetisist can build up elemental energy within his body and release it from his mouth as a cone or line attack that deals damage equal to his blast. Reflex DC = 10+1/2 lvl + Con Mod. Burn 2

Kinetic Slayer: The Kinetisist's attacks can ignore an amount of energy resistance or damage reduction equal to his level. By paying three burn, he can ignore all energy resistance, immunity, and damage reduction for one round.


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The whole at will powers thing is a false premise. Nobody cares if you are an elemental master who can shoot fire from your fingertips a million times a day when there are classes who can do it as many times as they need to(on demand). On demand powers should not vastly outstrip this kind of class ability because of some sort of balance argument. If that is true, then is very little advantage to blasts being at will powers and ought to follow the metrics of on demand powers(in the sense that the at will power need not be markedly worse).

So to follow up, for this class to "keep up" with his other blasty contemporaries he/she needs to burn hit points, which is fine on its face, but if some of the math that's come out of this thread is correct the kineticist actually has less staying power when it counts(than similar characters built on different chassis)... which is really weird and I hope not intended.

Edit: For clarity, Im hoping


I think the telekineticist should be the most versatile and the pyrokineticist should be the best damage dealer.

Also if the foe throw ability doesn't deal damage based on the size of the target thrown at least let the size of the thrown creature determine how many targets it can hit. So basically a large or bigger creature can hit multiple targets based on space(not reach) of the creature. Maybe even count as an area effect on swarms though an attack roll would still be required to hit a target with a swarm counting as one target.

Scarab Sages

Feel the Burn currently allows the kineticist to gain a bonus on to-hit and damage.

What if this bonus counted as an enhancement bonus for purposes of bypassing DR. Add a feat that allows the kineticist to bypass his current Feel the Burn bonus *2 in a specific elemental resistance.


The one problem I am encountering is if you start with Aether you really don't get any composite blasts until 15th level. You HAVE to take 2 different elements outside of Aether to get the harder hitting blasts because no element mixes with Aether at all. Im not saying that they need to have ALL the cool double damage type blasts that Water or Air may end up with, but something should mix somehow with Aether. Fire as well seems a bit lacking on the combinations as well (though not anywhere to the extent of Aether). Maybe because of the enhanced telekinesis you could drop a ton of rocks, or icicles on your foes or mix in debris into a torrent of air as it is fired. I don't quite know how to mix them exactly, I just feel that a Aether user should have some other element to draw from and mix with :)


Skaldi the Tallest wrote:


I fully think that Pyrokintcists, Keraunokintcists, Cryokintcists and Caustokintcists (?) should be awesome at what they do and shouldn't need to dip into another element to survive.

Edit: I'm pretty sure "I want" over and over again probably makes me sound petulant. I really hope I'm wrong there. I just really like the idea of a specialist thriving. Yes, there are risks in specializing, but running with a theme is awesome.

Yea, we had this discussion on ENWorld a few months ago. Basically the question for elemental themed casters is this:

Are you an expert at generating your element, or are you a master of your element?

If a pyromancer (or pyrokineticist) encounters a fire elemental, should he run, because he knows his spells are useless, or should he laugh, because fire elementals fall under his domain?

I've seen arguments for both sides, and it really depends on how you view the character thematically, and where you're drawing your inspiration from.

If in your view, the pyromancer is a flavor of specialist wizard who chooses to focus on fire spells for greater efficacy, then running her into fire-resistant creatures to challenge her is par for the course. The game of the wizard is preparation and adaptation. The specialist's choice is to enhance capability generally at the cost of ineffectiveness in certain situations.

On the other hand, if for you a fire caster is someone with an inborn predisposition to fire magic, than it makes much more sense for fire creatures to fall under your purview. Fire elementals should fear you rending their fiery essence asunder.

Ultimately, the choice is dependent on what thematic Mark (and Paizo) want to support for the class. Is the kineticist someone who chooses to learn an element, or is it something they're born to?

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Skaldi the Tallest wrote:

I like the idea of playing a Fire Bende... Pyrokineticist / Pyromancer. I've had a concept stewing for a while that I want to break out that's all about fire. Sorcerer didn't feel right and then we were gifted with the pyrokineticist.

Here is my concern:

I walk in as a level 7 Kineticist to a PFS table. The briefing consists of something like "Aram Zey has been kidnapped by demons. Go save him." I look at the GM and players, "I might be able to magic missile them with this wand? Hmm... I'm gonna get a snack."

I understand, from an optimization standpoint, that I can just take Earth or Air or something at level 7. But what if I want to play Liz Sherman or Jaya Ballard or Ignus (from Planescape: Torment) or Wheeler (I don't want to play Wheeler)?

I want that demon to laugh at me drawing in fire and then cry because know he knows what "It burns!" really means.

I want him to run and ask all the other demons how you treat burn wounds, which is something they've never had to worry about.

I want fires so hot that a magma elemental second guesses attacking me.

I know I might be alone in this, but I don't really want bludgeoning damage either. It's fine if they get it. But Fire should burn. And the ultimate burninator should burn better than anyone else.

*Any of the above could be lightning or acid or cold, but fire is currently gimped.

I'm hopefully going to playtest the Pyrokineticist this weekend. I just hope the scenario doesn't have demons, because then I'm just a cheerleader. Maybe I'll opt for a wand of Magic Missile and hope I don't flub my roll.

I fully think that Pyrokintcists, Keraunokintcists, Cryokintcists and Caustokintcists (?) should be awesome at what they do and shouldn't need to dip into another element to survive.

Edit: I'm pretty sure "I want" over and over again probably makes me sound petulant. I really hope I'm wrong there. I just really like the idea of a specialist thriving. Yes, there are risks in specializing, but running with a theme is awesome.

To this end, I think composite blasts of the same element (fire/fire, cold/cold, electricity/electricity, and acid/acid if Mark decides to add it) should be taking a look at mythic fireball.

Composite blasts cost 2 burn, but maybe for an additional point of burn I can halve a creature's resistance or turn immunity into resist 20. For 2 points of burn, maybe I can make fire so hot, or acid so caustic that it ignores resistance and immunity.

The other post regarding whether a kineticist should run from elementals or laugh in their face speaks of the need for a pyrokineticist to be able to tear the fire out of a fire elemental. Give the kineticist an ability to energize himself with elementals. Let him do damage to those creatures, and if they're not summoned, let him remove burn points at the same time. He should be excited when he sees a large fire elemental, because that's food.


kevin_video wrote:
9mm wrote:
so after a few tries, I can't get the kinetist to be Ezra Scarlet. Sad times.
After seeing the He-Man build, I'm thinking she's more of a Synthesist Summoner. The kineticist seems more for Gray and Leon, as well as Natsu, Wendy, and the other dragon slayers.

Erza would be more like the Aegis from the psionics 3pp book


Pathfinder Adventure Path Subscriber

I would like to submit this idea for consideration.

New Universal Talent. wrote:

BURST
Element universal; Type form; Level 1; Burn 1
Prerequisites kineticist level 1st
Associated Blasts any
Saving Throw Reflex half
You focus your energy on a point in space and create a controlled micro explosion. Select a single 5 foot square within your blast's range. All creatures and objects within that square take your half your blast’s damage.
At 6th level, you may increase this area to a 5 foot radius burst with targets in adjacent squares taking minimum damage that would be rolled normally on a failed save and none on a successful save. The saving throw DC is Dexterity-based.


Renchard wrote:
Skaldi the Tallest wrote:


I fully think that Pyrokintcists, Keraunokintcists, Cryokintcists and Caustokintcists (?) should be awesome at what they do and shouldn't need to dip into another element to survive.

Edit: I'm pretty sure "I want" over and over again probably makes me sound petulant. I really hope I'm wrong there. I just really like the idea of a specialist thriving. Yes, there are risks in specializing, but running with a theme is awesome.

Yea, we had this discussion on ENWorld a few months ago. Basically the question for elemental themed casters is this:

Are you an expert at generating your element, or are you a master of your element?

If a pyromancer (or pyrokineticist) encounters a fire elemental, should he run, because he knows his spells are useless, or should he laugh, because fire elementals fall under his domain?

I've seen arguments for both sides, and it really depends on how you view the character thematically, and where you're drawing your inspiration from.

If in your view, the pyromancer is a flavor of specialist wizard who chooses to focus on fire spells for greater efficacy, then running her into fire-resistant creatures to challenge her is par for the course. The game of the wizard is preparation and adaptation. The specialist's choice is to enhance capability generally at the cost of ineffectiveness in certain situations.

On the other hand, if for you a fire caster is someone with an inborn predisposition to fire magic, than it makes much more sense for fire creatures to fall under your purview. Fire elementals should fear you rending their fiery essence asunder.

Ultimately, the choice is dependent on what thematic Mark (and Paizo) want to support for the class. Is the kineticist someone who chooses to learn an element, or is it something they're born to?

This got me thinking that there could be a wild talent that allows the kineticist to attempt to turn or even dominate a create that has the subtype of it's element. So a pyrokinetic could banish a fire elemental or even try and dominate it. And so on. Would be interesting. Aether could be used on incorporeal or ethereal creatures.


Pathfinder Adventure Path Subscriber
Odraude wrote:

...

This got me thinking that there could be a wild talent that allows the kineticist to attempt to turn or even dominate a create that has the subtype of it's...

You mean like Water Manipulator but with air, earth, fire included (not to mention ice, mud, steam, etc. as appropriate). And a greater version that has an enhanced effect operating like dominate?

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Rerednaw wrote:

I would like to submit this idea for consideration.

New Universal Talent. wrote:

BURST
Element universal; Type form; Level 1; Burn 1
Prerequisites kineticist level 1st
Associated Blasts any
Saving Throw Reflex half
You focus your energy on a point in space and create a controlled micro explosion. Select a single 5 foot square within your blast's range. All creatures and objects within that square take your half your blast’s damage.
At 6th level, you may increase this area to a 5 foot radius burst with targets in adjacent squares taking minimum damage that would be rolled normally on a failed save and none on a successful save. The saving throw DC is Dexterity-based.

I think that's likely too powerful for first level. Consider that burning hands does 1d4 damage at that level and the spellcaster in question needs to run up to do it.

If it was a 6th level form for 2 burn, then I think it would be fine. I think a first level 15-foot cone costing 1 burn should also be fine.

Lantern Lodge RPG Superstar 2015 Top 16

So my idea for the kineticist composite blast teamwork feat:

Antipodic Blast (Combat, Teamwork, Talent)

You can time your composite blast with an ally's to create a new composite blast on the fly.

Prerequisites: Expanded Element Wild Talent

Benefit: You can ready an action to release a composite blast when an ally releases a composite wild blast with at least one element different from yours. If both composite blasts hit, another smaller composite blast also hits the target as the different elements meld together upon impact. This composite blast must be one that uses a different element from each blast. For example, a magma composite blast (earth/fire) and a sandstorm composite blast (air/earth) can create a composite blast that uses earth/air or fire/air. This additional composite blast deals 50% less damage than normal and uses the average level between you and your ally and your Constitution modifier for determining damage die and additional effects. Using this feat costs 1 burn which is tacked on to the composite blast.


Rerednaw wrote:
Odraude wrote:

...

This got me thinking that there could be a wild talent that allows the kineticist to attempt to turn or even dominate a create that has the subtype of it's...
You mean like Water Manipulator but with air, earth, fire included (not to mention ice, mud, steam, etc. as appropriate). And a greater version that has an enhanced effect operating like dominate?

Pretty much. I just think that the ability to turn and even dominate a creature made of your element would make sense and be flavorful. Though I'd imagine for the pyro, it would get weird turning devils. But I think it's an ability that would add utility and help a bit when a kineticist is met with their own element. So you don't have the problems of a pyro fighting devils, or a winter witch being useless in Reign of Winter.

Aether probably would feel a bit shoehorned, so you could give them a puppeteering ability. Common in fiction and would be cool.


Erza is too OP for gaming. She has all strengths and no weaknesses.


The ability for kineticist to control creatures with same elemental subtype (or just elementals specifically) of there element would be cool. So would Aether kineticist get incorporeal creatures instead or creatures from the ethereal, or astral planes, or something else?

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Dragon78 wrote:
The ability for kineticist to control creatures with same elemental subtype (or just elementals specifically) of there element would be cool. So would Aether kineticist get incorporeal creatures instead or creatures from the ethereal, or astral planes, or something else?

Maybe Aether could get limited control over allies and function more as a battle-field supporter. If you could push your allies into flanking position or pull an enemy out of cover, then you would be helping your party surround and smash.


Dragon78 wrote:
The ability for kineticist to control creatures with same elemental subtype (or just elementals specifically) of there element would be cool. So would Aether kineticist get incorporeal creatures instead or creatures from the ethereal, or astral planes, or something else?

That was my thinking, yes. My only worry is that incorporeal creature aren't exactly a dime a dozen compared to the other elements, so it might be less worth it. I was thinking they could instead have a physical puppeteering ability like dominate monster but a Fort save. Or something similar.


It depends on the campaign wich is more common Odraude, but Mergy's idea of battle field control sounds better.


One thing that I would like to point out is that the Plasma Blast power doesn't follow Pathfinder's definition of what Plasma is.

Every creature and item that does Plasma damage currently does electrical+fire damage, not the bludgeoning+fire damage that the Kinetisist version does. I would suggest renaming the current 'Plasma Blast' power into 'Superheated Air Blast', and then making a new Plasma Blast power that does Electrical+Fire damage.

Plus, an electrical+fire attack would advance my dream of creating a Natsu type character :D


I've been thinking about quickened Wild Talents that are not blasts. There is the option of Quicken SLA, but that is going to be circumstantial as many GMs won't allow monster feats.

We could have something like this:

Quick Talent (Su): kineticist 8th
The kineticist may use any non blast 1st level Wild Talent as a swift action, as long as that Talent requires normally one round or less to activate. At 14th level he may quicken any 4th level talent, and at 18th level, any 6th level talent.


Odraude wrote:
Dragon78 wrote:
The ability for kineticist to control creatures with same elemental subtype (or just elementals specifically) of there element would be cool. So would Aether kineticist get incorporeal creatures instead or creatures from the ethereal, or astral planes, or something else?
That was my thinking, yes. My only worry is that incorporeal creature aren't exactly a dime a dozen compared to the other elements, so it might be less worth it. I was thinking they could instead have a physical puppeteering ability like dominate monster but a Fort save. Or something similar.

How about constructs?


Constructs would be an interesting one to control.

I agree, the pathfinder definition of plasma is electricity + fire, so we can ether rename that ability or change it to actual plasma damage.

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