General Discussion: Kineticist


Rules Discussion

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Dark Archive

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I would push for two blast options for each type of kineticist. Right now taking Expanded Element in Earth or Aether while already being of the same means you're shorted a blast option.

Acid is the only element not making an appearance with this class, so that could pretty easily move to Earth. For Aether, possibly something that involves warping an enemy's insides? That would give every element a ranged touch and ranged option.


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Kinetic fist granting the effects of IUS for the duration might be cool.... or have grabbing it grant IUS as a bonus feat.....

Paizo Employee Designer

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brad2411 wrote:
So Mark you obviously watch Avatar and Legend of korra. Is there any thought for hydrokineticists to get any ability like blood bending?

You'll just have to wait and see, but it certainly sounds in character for me to order an archetype like that... :D


I love the class, but I also have some criticisms. My primary issue with the class is that they become no better at accepting burn as they gain levels; it takes down the same chunk of their HP every time. A few different things could be done to mitigate this, and to make the Wild Talents with Burn costs of greater than 1 more appealing (Burn 1 or less can be dealt with by taking the move action to reduce it to zero), but I suggest the following: provide a method of recovering from Burn. Maybe a system by which they can recover from Burn by resting for 10 minutes, and can recover a number of points of Burn per day equal to their Constitution modifier.

Now, a question:
Can the basic kinetic blast be used to make iterative attacks granted by a high base attack bonus? The ability's description doesn't specify any type of action, but all of them are worded as "You [do X to a target] as a ranged attack." The wording makes me think iteratives are possible, but I'm not sure.

Note: the Flame Shield wild talent lists its associated element as Air. I think this is wrong, since it requires the Pyrokineticist's defense wild talent.


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Pathfinder Companion, Lost Omens Subscriber

If the other types of kinecist can just blast creatures by creating energy or matter then how come the Telekinetist has to use an object for there "blast"?


So Mark, what would it take to convince you that Pure Flame Infusion comes online too late in the game? It seems more appropriate for a level 10-12 ability, especially since in order to get it you need to spend either a level 7 options or level 15 option for Expanded Fire.


Raisse wrote:

What happens if you wield a 1 handed Kinetic Blade in 2 hands? 1.5 CON modifier? What about Power Attack?

If wielding it 2 handed changes the damage, then why restrict it to only light or one handed weapons?

If wielding it 2 handed doesn't change the damage, then the light weapon is always superior (the only difference is finesse).

And "finally", can you mix Kinetic Blade with Two-Weapon Fighting?
1. 2 Kinetic blades?
2. 1 Kinetic Blade + Kinetic Fist?
3. 1 Kinetic Blade + 1 regular weapon?

I would also like an answer to these "burning" questions...hehe

Scarab Sages

Pathfinder Starfinder Adventure Path Subscriber

Since the blast ability is spell-like, does using Kinetic Blade provoke attacks of opportunity (or require concentration checks to cast defensively)?

Dark Archive

The biggest issue I'm currently seeing is that going with a blast that isn't a ranged touch is a major uphill battle. This is a 3/4 BAB class that needs to get its Dexterity up high enough to hit reliably with its blast, and the only boosts to attack it has come from Feel the Burn.

An unintended side effect from using Constitution as its caster stat means that it's that much harder to raise its Dexterity in order to make accurate strikes. The lack of any sort of enhancement bonus on the blast when compared with a weapon user means that a kineticist suffers from a very poor to-hit. This may not be a huge issue for the touch attack guys, but someone that wants to go pure Earth or Aether is going to have a very difficult time hitting.

Scarab Sages

Pathfinder Starfinder Adventure Path Subscriber
Mergy wrote:

The biggest issue I'm currently seeing is that going with a blast that isn't a ranged touch is a major uphill battle. This is a 3/4 BAB class that needs to get its Dexterity up high enough to hit reliably with its blast, and the only boosts to attack it has come from Feel the Burn.

An unintended side effect from using Constitution as its caster stat means that it's that much harder to raise its Dexterity in order to make accurate strikes. The lack of any sort of enhancement bonus on the blast when compared with a weapon user means that a kineticist suffers from a very poor to-hit. This may not be a huge issue for the touch attack guys, but someone that wants to go pure Earth or Aether is going to have a very difficult time hitting.

You also get a bonus on attack and damage from Feel the Burn.


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Insain Dragoon wrote:

Pure Flame Infusion is a 16th level talent 0_0 It comes online so late that it would barely make a difference.

Good point though on just going for tons of damage to overcome Fire Resist. Blue Flame Blast does a pretty good job of that.

Some sadness that fully immune creatures can just hand wave you. This is of course offset by the fact that a Kineticist can easily be packing two Elemental Foci by level 7, so it's a case of "character fluff" vs "optimization."

If there are any plans to make a single Elemental Focus archetype though I would request some extra thought go into questions like immunity and resistance.

That's why I'd really rather avoid mainlining Fire. It seems like every other element has an out. Though Earth has the same problem with DR. I'd really hope that each element gets a physical-based blast and an elemental blast so this becomes a surmountable problem, at least at level 7.

I'm going to try to theorycraft a full level 20 build together, see how that goes. Hopefully that'll help me understand the class better.

Kinetic Blade seems like it could be really awesome but just missed the mark. An option to use it in the same way as Kinetic Fist-- putting it as a rider on an existing weapon-- would be really nice.

Incidentally: I'm assuming that the damage of the Kinetic Fist is doubled on a crit. Is that right?

I'm also agreeing on Geokinesis and 4+Int skills. And the Infusions thing.

Scarab Sages

Pathfinder Starfinder Adventure Path Subscriber

Does the blast count as a weapon for the purposes of Precise Shot?


Raisse wrote:
Does the blast count as a weapon for the purposes of Precise Shot?

You're making a ranged attack, so it should. Do weaponlike spells count as ranged weapons, as they do in 3.5? I'm fairly new to Pathfinder.

Scarab Sages

Pathfinder Starfinder Adventure Path Subscriber
Extra Anchovies wrote:
Raisse wrote:
Does the blast count as a weapon for the purposes of Precise Shot?
You're making a ranged attack, so it should. Do weaponlike spells count as ranged weapons, as they do in 3.5? I'm fairly new to Pathfinder.

There's a whole can of worms over what qualifies as a ranged weapon and what is a ranged effect. Rays have been explicitly clarified as counting as ranged weapons.


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After a bunch of thought, and some build experimentation, there is one thing I am concerned about, IE focused blast (the non-touch kind) actually hitting anything. Feel the burn is a relatively weak boost, and these guys cant use weapon enhancement, so I'm really afraid those thing simply wont hit. I'll have to test it out in real combat, but that's my current concern.


I'm still at the digesting phase....but off the top....
The blast's should be Su not Sp
Ranged touch attack (with the possible exception of Aether's)would be preferable...

And will their be other options for those who are not so into "elemental" themes ? I would like to see a more straight up eldritch option...

Paizo Employee Designer

williamoak wrote:
After a bunch of thought, and some build experimentation, there is one thing I am concerned about, IE focused blast (the non-touch kind) actually hitting anything. Feel the burn is a relatively weak boost, and these guys cant use weapon enhancement, so I'm really afraid those thing simply wont hit. I'll have to test it out in real combat, but that's my current concern.

So far Eram (who uses water, so hits normal AC) has been pretty accurate. With the damage the kineticist can put out, the current level of accuracy is very important in my spreadsheets for balancing the damage with other classes against the numbers on the CR chart. Test it out and see!

Dark Archive

I have the same concerns williamoak. Take a human who uses the elite array as such:
Str 10, Dex 14, Con 17, Int 13, Wis 12, Cha 8.
At level 8, he can probably afford either a belt of mighty constitution +4 or a belt of physical might +2 (Dex/Con).

Assuming he goes for the latter and that he has Point-Blank Shot, he will have +10 to hit with his blast within 30 feet. The average AC of a CR 8 beasty is 21, meaning he has a 50% chance of missing each round. Feel the Burn brings this down to a 40% chance of missing.

If this guy can't hit his enemies, he doesn't have a lot of other tricks up his sleeve.

Liberty's Edge

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On dealing with element immune monsters, being useless in an encounter isn't fun, but having your role change in a certain type of encounter can be. What if Kineticists get an infusion that lets them level/stat drain hostile elementals of their element? Maybe for some sort of Con buff?

So your Fire Kineticist is usually blasting, but when the group encounters a Fire Elemental, he can't hurt it, so he starts siphoning off its flame, weakening it for the rest of the party to kill it and then he gets a little buff after that.

It demonstrates his mastery of that element but he can't use the same tactic for every fight.


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I'm in favor of upping skill points to at least 4, if not 6.

First thing I notice is you are worst than a monk at bypassing DR/energy resistance. Only Earth has any way to bypass DR other than magic.

Does Telekentic Blast use the objects material for overcoming damage reduction (if I throw a ball a cold iron ingot will I bypass dr/cold iron)? (edit: Resolved in thread, makes above worse)

Temporary HP doesn't stack, Force Ward seems to think it does. edit: Apparently does in PF. Nevermind.

I feel Wind Blast should be slashing, makes it mechanically different from its polar opposite and wind has no reason to be doing buldgeoning damage

What's an "Associated Blast"? Any explanation is after the list and not showing up under a ctrl f.

Class is REALLY lacking it stuff to do out of combat.

I really feel I can't judge the class fully without knowing its feat support. If there is a feat that lets you get a Wild Talent from another list for instance.

Dark Archive

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Perhaps siphoning energy from a fire elemental could reduce a pyrokineticists burn?


Pathfinder Companion, Lost Omens Subscriber

Mental toughness- use int mod instead of con for bonus HP.

Tactile Telekinesis- use int score for str score.

I agree this class should have fighter HD/BA or blast is a supernatural touch attack.


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One thing I like is that each Element seems to grant different and fun forms of mobility.

Dark Archive

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We could really mess with things and make Intelligence used to govern ranged attacks. That would also solve the skill issue.

Paizo Employee Designer

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Thanks for all the feedback so far everyone. You guys have some really good ideas, and it's a bit overwhelming for me as the new designer to see how much love you guys have for this class (and I can tell that the suggested changes are also made out of love).

You guys rock.

~Mark

Grand Lodge RPG Superstar 2012 Top 32

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Having now finally had a chance to peruse the PDF, I see that my elemental options are the classic four, plus aether. No light/dark. I has a sad. I want to blow up undead with radiant blasts ala Stardust, or envelop my enemies bottomless shadow.


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Pathfinder Rulebook Subscriber
Mergy wrote:
Perhaps siphoning energy from a fire elemental could reduce a pyrokineticists burn?

or the single elemental take dommage or change the immunity to a resist 30 or 40?

Lantern Lodge

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A thought about the Skill thing...

I like skill points, I really do, and I'm strongly tempted to add to the voices clamoring for additional skill points. However, I can't help but think that there is a more flavorful option.

Couldn't you write Wild Talents that are explicitly designed to cover for a lack of skills? For example, an aerokineticist could have access to a wild talent that adds her level to her acrobatics checks. Or half her level to acrobatics and stealth, or similar. The talents available are limited by element, and only make the talents apply to skills that operate of Str or Dex.

So while you still only get 2+Int mod skills, a kineticist has options out of combat, still feels like they can take Knowledge skills without giving something up, and are required to give up combat power to do so.

And they can say that it's their Earth Bending powers that help them climb. :)

Paizo Employee Designer

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Genuine wrote:

A thought about the Skill thing...

I like skill points, I really do, and I'm strongly tempted to add to the voices clamoring for additional skill points. However, I can't help but think that there is a more flavorful option.

Couldn't you write Wild Talents that are explicitly designed to cover for a lack of skills? For example, an aerokineticist could have access to a wild talent that adds her level to her acrobatics checks. Or half her level to acrobatics and stealth, or similar. The talents available are limited by element, and only make the talents apply to skills that operate of Str or Dex.

So while you still only get 2+Int mod skills, a kineticist has options out of combat, still feels like they can take Knowledge skills without giving something up, and are required to give up combat power to do so.

And they can say that it's their Earth Bending powers that help them climb. :)

You mean more like Earth Climb, for instance?


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I'm with the previous mention that geokinesis sounds better than terrakinesis, and I'm sad that there's no reference to cryokinetics in the hydrokinesis description, such as for hydrokinetics that prefer ice to water.

Also, in the same vein that people are talking about The Last Airbender and such, does this not remind anyone of Golden Sun's Psynergy? >.>

In actual rules questions: The skill list for kineticist seems pretty small and odd. Is there a reason they get Heal, Perception, and Stealth, and only one Knowledge skill? I know one of the golden rules of class development is to never hand out Perception to classes that don't need it.

Paizo Employee Designer

Ashram wrote:

I'm with the previous mention that geokinesis sounds better than terrakinesis, and I'm sad that there's no reference to cryokinetics in the hydrokinesis description, such as for hydrokinetics that prefer ice to water.

Also, in the same vein that people are talking about The Last Airbender and such, does this not remind anyone of Golden Sun's Psynergy? >.>

I initially called out cryokinetics and electrokinetics by name in the element ability, but that wound up being too long and complicated. But cryokinetics totally live on in some devoted wild talent builds! :)

Lantern Lodge

Mark Seifter wrote:
Genuine wrote:

A thought about the Skill thing...

I like skill points, I really do, and I'm strongly tempted to add to the voices clamoring for additional skill points. However, I can't help but think that there is a more flavorful option.

Couldn't you write Wild Talents that are explicitly designed to cover for a lack of skills? For example, an aerokineticist could have access to a wild talent that adds her level to her acrobatics checks. Or half her level to acrobatics and stealth, or similar. The talents available are limited by element, and only make the talents apply to skills that operate of Str or Dex.

So while you still only get 2+Int mod skills, a kineticist has options out of combat, still feels like they can take Knowledge skills without giving something up, and are required to give up combat power to do so.

And they can say that it's their Earth Bending powers that help them climb. :)

You mean more like Earth Climb, for instance?

Yes. (Curse the smiley's inability to properly convey mild sarcasm through text). :)

I'm thinking more. With climb, you can just give a climb speed, instead of a skill bonus. Swim is redundant as well. But water could also give bonuses to Escape Artist and Stealth; Air could give bonuses to Fly (it appears redundant at first glance, but you still need checks to hover, turn fast, etc.), Stealth, Ride; and so on.


Mark Seifter wrote:

Thanks for all the feedback so far everyone. You guys have some really good ideas, and it's a bit overwhelming for me as the new designer to see how much love you guys have for this class (and I can tell that the suggested changes are also made out of love).

You guys rock.

~Mark

If it's going to make my Mage obsolete, then we can at least make sure it does it right, right? :P


Pathfinder Companion, Lost Omens Subscriber

It would be cool to have positive energy and negative energy options, maybe even time, light, gravity, and sound.

Shadow Lodge

Quote:

Kinetic Blast (Sp): At 1st level, a kineticist chooses one

of her element’s simple blast wild talents. The kineticist
can unleash her kinetic blast at a range of 30 feet at will. A
kinetic blast requires at least one hand free to aim the blast.
All damage from a kinetic blast is treated as magic for the
purpose of bypassing damage reduction.

If that sentence is true, why do Telekinetic Blast (b, p or s), Air Blast (b), Earth Blast (b, p or s), and Water Blast (b) list damage types?

Paizo Employee Designer

Sammy T wrote:
Quote:

Kinetic Blast (Sp): At 1st level, a kineticist chooses one

of her element’s simple blast wild talents. The kineticist
can unleash her kinetic blast at a range of 30 feet at will. A
kinetic blast requires at least one hand free to aim the blast.
All damage from a kinetic blast is treated as magic for the
purpose of bypassing damage reduction.
If that sentence is true, why do Telekinetic Blast (b, p or s), Air Blast (b), Earth Blast (b, p or s), and Water Blast (b) list damage types?

They have damage types. They count as magic, like a magic +1 longsword would (aka, they penetrate DR/magic).


Mark Seifter wrote:
Sammy T wrote:
Quote:

Kinetic Blast (Sp): At 1st level, a kineticist chooses one

of her element’s simple blast wild talents. The kineticist
can unleash her kinetic blast at a range of 30 feet at will. A
kinetic blast requires at least one hand free to aim the blast.
All damage from a kinetic blast is treated as magic for the
purpose of bypassing damage reduction.
If that sentence is true, why do Telekinetic Blast (b, p or s), Air Blast (b), Earth Blast (b, p or s), and Water Blast (b) list damage types?
They have damage types. They count as magic, like a magic +1 longsword would (aka, they penetrate DR/magic).

Does this mean we're gonna need more talents to bypass silver, cold iron, adamantine and alignment DR? :P


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I note that burn damage is dealt as non-lethal damage. The 3rd level ability for undead bloodline for sorcerers (which can be obtained via eldritch heritage or the necklace associated with that bloodline) grants DR 5/- against non-lethal damage. Since this is a reduction rather than an immunity, it circumvents the caveat that a kineticist incapable of suffering burn damage cannot accept burn.

I propose that the following line be added:

"Burn cannot be reduced transferred (for example by a shield other spell) in any way."

Better yet, have burn tracked separately from non-lethal damage to avoid any other potential loopholes.

"Burn functions like and stacks with nonlethal damage for the purpose of determining when you become staggered or fall unconscious. If the total of your burn and nonlethal damage is equal to your total hit points, all further non-lethal damage is treated as lethal damage and you take additional damage equal to any additional amount of burn you receive. Burn is not damage and cannot be reduced, healed or transferred (for example by a shield other spell) in any way. It cannot be removed without a full night's rest. A kineticist incapable of suffering nonlethal damage cannot accept burn, and a kineticist can’t choose to accept more than 1 point of burn in a single round."


I'm assuming feats like Slashing/Fencing Grace, Dervish Dance or Piranha Strike will work with with Kinetic Blade. Will Kinetic Fist receive some support through a monk-like archetype? That'd be really awesome.

Could we clarify that Kinetic Blade/Fist/Whip are free actions made a part of an attack action?

I'm assuming that Kinetic Fist attacks would benefit from an Amulet of Might Fists. With that in mind, how about a custom Kineticist item with the some cost progression that lets you boost your offensive abilities?

Finally, I'd really like to see the 'Other Wild Talents' section expanded on. The class has plenty of offensive options but could use a few more utility abilities. Something that would be really cool would be a Prestidigitation equivalent for Kineticists.


Keneticists don't have a juice ability like the good 3/4 bab classes have right? no judgement or divine favor?

Paizo Employee Designer

Ashram wrote:
Mark Seifter wrote:
Sammy T wrote:
Quote:

Kinetic Blast (Sp): At 1st level, a kineticist chooses one

of her element’s simple blast wild talents. The kineticist
can unleash her kinetic blast at a range of 30 feet at will. A
kinetic blast requires at least one hand free to aim the blast.
All damage from a kinetic blast is treated as magic for the
purpose of bypassing damage reduction.
If that sentence is true, why do Telekinetic Blast (b, p or s), Air Blast (b), Earth Blast (b, p or s), and Water Blast (b) list damage types?
They have damage types. They count as magic, like a magic +1 longsword would (aka, they penetrate DR/magic).
Does this mean we're gonna need more talents to bypass silver, cold iron, adamantine and alignment DR? :P

Check out rare metal infusion! :)

Paizo Employee Designer

FiddlersGreen wrote:

I note that burn damage is dealt as non-lethal damage. The 3rd level ability for undead bloodline for sorcerers (which can be obtained via eldritch heritage or the necklace associated with that bloodline) grants DR 5/- against non-lethal damage. Since this is a reduction rather than an immunity, it circumvents the caveat that a kineticist incapable of suffering burn damage cannot accept burn.

I propose that the following line be added:

"Burn cannot be reduced transferred (for example by a shield other spell) in any way."

Better yet, have burn tracked separately from non-lethal damage to avoid any other potential loopholes.

"Burn functions like and stacks with nonlethal damage for the purpose of determining when you become staggered or fall unconscious. If the total of your burn and nonlethal damage is equal to your total hit points, all further non-lethal damage is treated as lethal damage and you take additional damage equal to any additional amount of burn you receive. Burn is not damage and cannot be reduced, healed or transferred (for example by a shield other spell) in any way. It cannot be removed without a full night's rest. A kineticist incapable of suffering nonlethal damage cannot accept burn, and a kineticist can’t choose to accept more than 1 point of burn in a single round."

As I mentioned elsewhere--while the specific exploit doesn't work (since you don't apply DR to damage that doesn't come from a physical attack, or else critters with DR 6/- can never starve), you are absolutely right that adding that kind of wording can only be a good thing!


CWheezy wrote:
Keneticists don't have a juice ability like the good 3/4 bab classes have right? no judgement or divine favor?

Feel the Burn covers that same design space, a scaling +attack/damage based on current burn.


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Mark Seifter wrote:

Thanks for all the feedback so far everyone. You guys have some really good ideas, and it's a bit overwhelming for me as the new designer to see how much love you guys have for this class (and I can tell that the suggested changes are also made out of love).

You guys rock.

~Mark

The fact that this has several times more posts than any of the other classes shows just what the players have the highest hopes for.

If I've seemed combative or rude, then I'm sorry for that and I'll work harder to keep everything as level as possible.

The Kineticist is the only class from Occult Adventures that actually captures my imagination and it does so many things right! I can't stress it enough that as it is now the Kineticist is almost exactly what I've wanted to see for a long time in Pathfinder.

My feedback is focused on what I consider to be the weakest areas of its design. Currently that list is skills, mono-element downsides, and unclear language. Everything else makes me happy and I know we can expect more Wild Talents+feats in the final version too. So please don't interpret my posts as personal attacks, they are attacks on what I perceive as the rough edges to this Diamond.

Paizo Employee Designer

Javaed wrote:

I'm assuming feats like Slashing/Fencing Grace, Dervish Dance or Piranha Strike will work with with Kinetic Blade. Will Kinetic Fist receive some support through a monk-like archetype? That'd be really awesome.

Could we clarify that Kinetic Blade/Fist/Whip are free actions made a part of an attack action?

I'm assuming that Kinetic Fist attacks would benefit from an Amulet of Might Fists. With that in mind, how about a custom Kineticist item with the some cost progression that lets you boost your offensive abilities?

Finally, I'd really like to see the 'Other Wild Talents' section expanded on. The class has plenty of offensive options but could use a few more utility abilities. Something that would be really cool would be a Prestidigitation equivalent for Kineticists.

Slashing/Fencing/Dervish all replace Str with Dex. You don't get your Str with Blade, so they don't help. Piranha would though!

Hmm...an archetype focused on Kinetic Fist...that also sounds like something that would be in-character for me to order. You guys may be good guessers.


I'm working on a build right now, and I've got a bit of an issue. You can't pick up a secondary element until level 7. I think it would be nice to have some sort of option for dual element Kineticists that is available at much lower level. It should sacrifice a bit of raw power to compensate, of course, but it would be nice not to have to wait until level 7 to start being a volcano mage.

Does Earth not have an earthquake AOE? I don't see one. That would be an awesome and much wanted Wild Talent.

Paizo Employee Designer

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Insain Dragoon wrote:
Mark Seifter wrote:

Thanks for all the feedback so far everyone. You guys have some really good ideas, and it's a bit overwhelming for me as the new designer to see how much love you guys have for this class (and I can tell that the suggested changes are also made out of love).

You guys rock.

~Mark

The fact that this has several times more posts than any of the other classes shows just what the players have the highest hopes for.

If I've seemed combative or rude, then I'm sorry for that and I'll work harder to keep everything as level as possible.

The Kineticist is the only class from Occult Adventures that actually captures my imagination and it does so many things right! I can't stress it enough that as it is now the Kineticist is almost exactly what I've wanted to see for a long time in Pathfinder.

My feedback is focused on what I consider to be the weakest areas of its design. Currently that list is skills, mono-element downsides, and unclear language. Everything else makes me happy and I know we can expect more Wild Talents+feats in the final version too. So please don't interpret my posts as personal attacks, they are attacks on what I perceive as the rough edges to this Diamond.

ID, I say this as someone who has seen occasional posts of yours in other threads over both of our long times posting here that I sometimes thought were a little bit combative or rude at times:

I never got that sense from you today, not even a little. Everything you've posted in this thread has been clear to me to come from respect, excitement, and a mutual stoking of imagination from the kineticist class. There are so many cool concepts I can express now with this class, and I'm gratified to see how many other people think the same way. Thanks for working together with me to make the kineticist class the best it can be!


I must be absolutely blind, but I can't find where it says what action it is to use your blast. Is it a standard, or attack action? If it's a standard, why give the Kineticist a medium BAB?

EDIT: Mark, WONDERFUL job with this class! It captures what I've wanted in the game forever now, and the resource management looks extremely interesting to play!


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Seems like a pretty cool class. I too vote for the Terrakineticist being renamed Geokineticist... Specially because it opens the possibility of Terrakineticist being used for a new element that focus on wood/plant control! (Make it happen, Mark! I know you can! ^^)

The 2 skill points per level and absurdly short list of class skills seem unnecessary, though. Really, no PC other than Int-based full casters should have less than 4 skill points per level... That's the bare minimum you need to be good at anything involving skills. I know it's a SAD class, but the extra points will either go to Str (if the character wants to fight in melee) or Wis (because weak Will saves are incredibly deadly past 7th level). In fact, 2+Int only encourages players to dump Int (I personally never dump Int, but I can see why someone would do it). I honestly don't understand this idea that classes should have as few skill points as possible... All it does is increase the gap between full casters and other classes.

The Kineticist is a "outdoorsy" class. Shouldn't it have more skill points per level than the caster (of equal intelligence) who spends his life in a church or tower, studying prayers and/or arcane tomes? It's not like the Kineticist will be overpowered or overshadow Rangers and Inquisitors just because he has 4 skill points per level. Last but not least... Having only 2 skill points is extremely boring, and depending on point-buy, investing in Int may not be a possibility (specially when your character has a weak Will save and suffers damage for using her class features).

Also, this being an element-based class, shouldn't it have Kn(Planes) and Kn(Nature) as class skills? The first would help them to interact with elemental creatures and the second seems appropriate, as being in tune with the natural world could be a nice background story for how a character got his elemental powers. In fact, add Survival to the list of skills that should be class skill.

And what about Climb, Fly and Swim? Wouldn't those be appropriate for a character that can control earth, air and/or water?


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Naranth wrote:

I must be absolutely blind, but I can't find where it says what action it is to use your blast. Is it a standard, or attack action? If it's a standard, why give the Kineticist a medium BAB?

EDIT: Mark, WONDERFUL job with this class! It captures what I've wanted in the game forever now, and the resource management looks extremely interesting to play!

It's a spell like ability. Those are activated as standard action as a general rule, unless noted otherwise.

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