
Shiroi |
Shiroi wrote:Hargert wrote:I was looking at foe throw to be able to throw someone from beyond 30 feet form me. Also. I think it is weird that if I throw someone and can only throw them 30 feet that they can end up 60 feet away due to the can be in any square within 30 feet of the target. Unless I am missing something and that could be the case.In answer to your question, yes. I feel like you can pick up the enemy and chuck them out of your normal range. This is because I see it more as an impact than a prolonged force, imagine a giant Kinetic Hand swatting them. The hand doesn't go past 30 feet, but it wallops them into the next room.
Actually, now that I look at it, Foe Throw seems to help a bit on the question of "What if there's no unattended objects in this room?" Granted, I'd rather it be a touch attack than a fort save, since I'm horribly sorry but no amount of dwarven constitution is going to stop me from picking you up. Also, it should be limited to bludgeoning damage since if you tried to use slashing or piercing shaped forces to pick them up you'd just gut them instead. Which I'm happy with, but doesn't fit the description.
There really should be some RAW adjustment indicating how far away the ammo-man you throw can be, how far away the target you throw at can be, and whether there has to be line of sight to each target. Also what happens if I have the three stooges lined up, and throw the one on the left at the one on the right? Do they all take damage? Is the new target the one in the middle and the one on the right gets away safely? Is the one in the middle assumed to have ducked?
I was under the impression since it's a form change, your back to the generic 30ft.
so the picked up guy has to be witin 30ft of you and whoever your throwing it at has to be within 30ft of you
kinda wish it was a substance infusion.. but then again launching a foe throw target 420ft to another target gets pretty messy.. or one hell of a way to move an ally who doesn't mind...
Makes sense. I was thinking "pick a missile within 30 feet, and a target within 30 feet of that" since otherwise I can throw Goomba A 60 feet to hit straight over my head to hit Goomba B. At low levels, this brings up falling damage and whether it might be more than what your regular damage is.

Zwordsman |
Makes sense. I was thinking "pick a missile within 30 feet, and a target within 30 feet of that" since otherwise I can throw Goomba A 60 feet to hit straight over my head to hit Goomba B. At low levels, this brings up falling damage and whether it might be more than what your regular damage is.
yeah. sometimes its gets wonky when your throwing 1ton items and when it falls from the sky haha.
I think if it's within 30ft of you in every direction you can make it move how you want. But I'm thinking of it sorta like Yu Yu Hakusho style Territories that defy logic/reason. Mainly cause they were psychics and it fits pretty well for me.Would be nice if you could combine foe throw and ranged or foe throw and many throw. Be a lot of weird situations cropping up from it though..
Granted I still wonder if someone ties themself to a 200lb stone, so them the rop and the stone weigh 450lbs in total. and a TKer who can throw more weight than that throws the stone what happens to the guy on the rope..
Since techincally I think that's still unattended item?
Would be highly amusing if that was a way to fling your friends across 300ft chasems

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As I understand it, you have to actually become Medium to get the full benefits of elemental body II, Large to get the most out of elemental body III and Huge to get the full effect of elemental body IV. Assuming that's the case, I'm trying to figure out why my halfling blast-focused kineticist would ever go beyond elemental body I.

mplindustries |

As I understand it, you have to actually become Medium to get the full benefits of elemental body II, Large to get the most out of elemental body III and Huge to get the full effect of elemental body IV. Assuming that's the case, I'm trying to figure out why my halfling blast-focused kineticist would ever go beyond elemental body I.
Massive Natural Armor bonuses, great stat buffs from every element but Earth, DR from Huge, darkvision, and perfect flight/earthgliding/fire resistance/swim speed + water breathing.

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Massive Natural Armor bonuses
Offset by size penalties to AC and possibly not being able to wear actual armor.
great stat buffs from every element but Earth
+6 Dex that is exactly negated by size penalties for attack purposes, +4 Str that I will never use.
DR from Huge
Granted.
darkvision, and perfect flight
You get with elemental body I.

Tels |
1 person marked this as a favorite. |

Technically, Elemental Body never mandates having to change your size.
This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air elemental, Medium earth elemental, Medium fire elemental, or Medium water elemental. The abilities you gain depend upon the elemental.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.
It doesn't state I have to become a medium elemental, it just states what bonuses I get based off which elemental I become. Since it functions "as elemental body I" I can choose a small elemental and gain the stat bonus of elemental body II.
The abilities you gain depend upon the elemental. Note, it does not say the abilities you gain depend on the size of the elemental, only the choice of what energy type of elemental you become.

Tels |

Alchemists vs. Kineticists
It's also worth noting that both classes can restore the hp of others, though an Alchamists requires two discoveries to do so if he doesn't want to use extracts (which take another discovery to share). It also doesn't hurt him or negatively impact him in anyway outside of a reduction in daily uses. When it comes to being a back-up or emergency healer, Alchemists do it better.
Final note, Alchemists don't have any arbitrary restrictions on their Extra Class Feature feat like the Kineticist does.

Covent |
1 person marked this as a favorite. |

I have one question about Feel the Burn. It says that you gain the bonus when you accept burn, not when you accept burn for feel the burn. So assuming level 12, is it a legal move to wake up, jump into Kinetic body for 1 burn and then later in the day as fights begin just use composite blasts until you are at 4 burn?
You would still receive the +4 to hit and damage correct? Receiving a lesser bonus until you are at 4 burn of course.

Shiroi |
Technically, Elemental Body never mandates having to change your size.
Elemental Body wrote:This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air elemental, Medium earth elemental, Medium fire elemental, or Medium water elemental. The abilities you gain depend upon the elemental.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.It doesn't state I have to become a medium elemental, it just states what bonuses I get based off which elemental I become. Since it functions "as elemental body I" I can choose a small elemental and gain the stat bonus of elemental body II.
The abilities you gain depend upon the elemental. Note, it does not say the abilities you gain depend on the size of the elemental, only the choice of what energy type of elemental you become.
I'm going to add immunity to Crit/Bleed/Sneak as my favorite part of EB IV. I'd love an official ruling on whether you have to be Huge to get that, because if not I can't see one build that doesn't take those two talents (even if they houserule with the DM that they don't *appear* any different).
Of course, I really don't feel that getting these bonuses without a change in size is unreasonable, compared to other classes immunity abilities. Like never getting flanked or caught flatfooted, which kills sneak attack damage and can majorly affect opponent accuracy (especially when they have teamwork feats and you laugh at them). A class with that and an Armor of Fortification is pretty much the same thing, but trading Bleed for Flanking immunity. Not far out of line.

mplindustries |

mplindustries wrote:Massive Natural Armor bonusesOffset by size penalties to AC and possibly not being able to wear actual armor.
mplindustries wrote:great stat buffs from every element but Earth+6 Dex that is exactly negated by size penalties for attack purposes, +4 Str that I will never use.
When you combine these, though, the Dex cancels the size issue on both offense and defense, so you end with a natural armor bonus not offset.
mplindustries wrote:darkvision, and perfect flightYou get with elemental body I.
Fair enough. But I'm not sure what else an Aerokineticist would spend burn on, since their defense kind of sucks.

Shiroi |
I have one question about Feel the Burn. It says that you gain the bonus when you accept burn, not when you accept burn for feel the burn. So assuming level 12, is it a legal move to wake up, jump into Kinetic body for 1 burn and then later in the day as fights begin just use composite blasts until you are at 4 burn?
You would still receive the +4 to hit and damage correct? Receiving a lesser bonus until you are at 4 burn of course.
Exactly so. You'd never want to just say "I take four burn for FtB". You'd pump your Elemental Body, put a few points into your Elemental Defense, or just nuke the first two or three things you see that day. It's worth noting that if you do use burn on an attack, any increase in FtB is applied to that attack as well. So you don't have to wait for the next one to get the bonus.

mplindustries |

I have one question about Feel the Burn. It says that you gain the bonus when you accept burn, not when you accept burn for feel the burn. So assuming level 12, is it a legal move to wake up, jump into Kinetic body for 1 burn and then later in the day as fights begin just use composite blasts until you are at 4 burn?
You would still receive the +4 to hit and damage correct? Receiving a lesser bonus until you are at 4 burn of course.
Yes, Feel the Burn gives you a buff based on how much burn you have. You do not spend Burn directly on Feel the Burn, you just get a passive bonus for using Burn for other stuff (like Kinetic Form or defense buffs).

Shiroi |
Fair enough. But I'm not sure what else an Aerokineticist would spend burn on, since their defense kind of sucks.
I dunno, I'd say that it's pretty situationally useful. It's a 5% miss chance, the same as raising your AC by 1 point, vs certain attacks. Now, yes, that's not as good as Water's straight +1 AC, which also offers a 5% miss chance against a wider variety of attacks, but the Miss Chance stacks after AC is applied, so it's actually a pretty decent jump in defense against those attacks. More importantly, as much as it feels like miss chance vs ranged attacks is a corner case, the fact that *most* aero's will be 40'+ above the battlefield at all times means it's almost always going to apply to non-spell attacks made against them, outside of a tunnel system or cramped room.

Malwing |

After finishing yesterday's playtest I feel like underoptimized damage is a little low but I could have been doing more if I did optimize. Hitting is okay so long as I'm using touch attacks. Four monsters were immune to my touch attacks so I had no choice but to go in with a secondary element that did weapon damage and did not hit well. Feel the burn helps but its too unavoidable for my tastes. I'm happily not using it until something immune to my element shows up then it becomes risky on two fronts, being less capable of hitting and being at a lower HP. Better group members could have shored up those but not doing anything isn't fun.
My current gripes are:
Too few wild talents within a single element (may be just an air thing) that do something other than shooting the blast better as opposed to making the blast itself better.
Blasting and flying around is about the only thing to do. Would be more acceptable to have more damage but I'd rather take skills, utility talents at low levels. At this point I feel like I'd much rather go Con/Dex with any build to be effective and when I say 'effective' I mean at hitting things. I'm not effective at anything other than hitting for damage and the damage is not good enough to justify that being my only thing to do. worse than the fighter in regard to out of combat anything. I'm also disappointed that this is so far 'The Blaster Caster' at the exclusion of anything else.
Talents at 7th and 15th level not being in the wild talent description is slightly confusing. As written I get a wild talent at first level and then never again. Would have rather had some bonus feats.
I'm still not fond of Feel the Burn. I want the bonus to attack but not all the time and generally not at the same time that I have to use something that would cause burn. I've been treating burn as something I don't want except in emergencies which is exactly when I've already taken hits and don't want to take more damage so something really has to be wrong if I burn myself. The burn itself isn't painful because I dont' burn for more than FtB so there's that but I still feel like it's an ability that isn't a boon but an adjustment for how high my Con Has to be.
Do I need to have air cushion to keep the fly talent or can I replace it?

Covent |

Humm, Ok thank you Shiroi and mplindustries. I have been running some napkin math and it seems to me that a ranged non-touch Aero-Kinetisist, would be doing about the same damage as a warrior/rogue/Non-pummel style Monk at level 12.
The Kinetisist will have better defenses AC/Saves while having about 93 HP.
This damage seems low but the accuracy I am seeing is about 90-95%. If as I read earlier in the thread there is a plan to adjust Aether and buff damage in some way it seems to be ok.
I will run some numbers for Melee Kinetists, as I just finished this thread I have just started my math.

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Shisumo wrote:When you combine these, though, the Dex cancels the size issue on both offense and defense, so you end with a natural armor bonus not offset.mplindustries wrote:Massive Natural Armor bonusesOffset by size penalties to AC and possibly not being able to wear actual armor.
mplindustries wrote:great stat buffs from every element but Earth+6 Dex that is exactly negated by size penalties for attack purposes, +4 Str that I will never use.
But unless you also have Huge armor sitting around, you're losing whatever your normal armor is - at level 16, that's likely to be at least 7 or 8 points of AC.

mplindustries |

Better group members could have shored up those but not doing anything isn't fun.
I think this is a good observation, honestly. I have always felt drawn to Water, with Earth secondarily when it comes to the four elements/humors/whatever, so I really haven't looked much at Fire or Air, and, Aether kind of feels like a different class entirely at this point.
Air really has very little going for it. You get to fly early, which is awesome, but the only other utility effect you get is Windsight, which is...eh.
But if I were Water and the bad guy had an unusually high AC and cold resist, I actually could still help. Kinetic Cover basically cancels one attack per round if used well. Water Manipulator and Move Earth have huge amounts of utility fun or combats. Even tremorsense (from either element) is more broadly useful than Windsense. It's also a terrible defense. It's better than Pyro, but, honestly, Pyro's defense is so bad, it might as well not have one. Personally, I think Water is the clear best defense, with Aether next (I trade some regular HP for half as many Regenerating HP? And the HP I trade away actually aren't gone, so I won't die if I drop below them, I'll just fall unconscious? HELL YES!).
I think Earth is not as good as people are treating it--you have to get hit your level number of times per day before the trade was good. And it can be bypassed! It's not even X/-! Though, it's still certainly better than Fire, and probably better than Air.
Air makes the best long range blaster, but it's the least versatile since it does everything else poorly.

Shiroi |
mplindustries wrote:Shisumo wrote:When you combine these, though, the Dex cancels the size issue on both offense and defense, so you end with a natural armor bonus not offset.mplindustries wrote:Massive Natural Armor bonusesOffset by size penalties to AC and possibly not being able to wear actual armor.
mplindustries wrote:great stat buffs from every element but Earth+6 Dex that is exactly negated by size penalties for attack purposes, +4 Str that I will never use.But unless you also have Huge armor sitting around, you're losing whatever your normal armor is - at level 16, that's likely to be at least 7 or 8 points of AC.
With a +5 light armor, yes. Then again, Bracers of Armor is my choice for this class, for many reasons. If you go for a heavier armor with less bonuses, you lose the mobility of the class, and a few feats or a dip level to get proficiency besides.
BTW how does Bracers of Armor work with Kinetic Form? Presumably it's a passive magical effect, it should still apply just like a belt would. That's how I've been picturing it for my builds, anyways.

Malwing |

Yeah, staying with Air is probably a huge weakness during this playtest. I wanted to make a baddass lightning lord but instead got a 'pew-pew' guy whose only really claim to cool is flying around like Superman. I should probably make some more judgements after using the other elements because its possible that Air is just a the bad element.

mplindustries |

mplindustries wrote:Shisumo wrote:When you combine these, though, the Dex cancels the size issue on both offense and defense, so you end with a natural armor bonus not offset.mplindustries wrote:Massive Natural Armor bonusesOffset by size penalties to AC and possibly not being able to wear actual armor.
mplindustries wrote:great stat buffs from every element but Earth+6 Dex that is exactly negated by size penalties for attack purposes, +4 Str that I will never use.But unless you also have Huge armor sitting around, you're losing whatever your normal armor is - at level 16, that's likely to be at least 7 or 8 points of AC.
Hmm. I hadn't really considered that. I guess Bracers of Armor it is once you hit 16th (or Wild Armor). Since I don't need a weapon, I can easily afford the greater expense.
Edit: And I know that the bracers won't work when polymorphed either, since it blocks armor bonuses, not specifically armor, but bracers, at least, will resize to the wearer where armor and weapons will not (sometimes I miss 2e).

Tels |
1 person marked this as a favorite. |

Malwing wrote:Better group members could have shored up those but not doing anything isn't fun.I think this is a good observation, honestly. I have always felt drawn to Water, with Earth secondarily when it comes to the four elements/humors/whatever, so I really haven't looked much at Fire or Air, and, Aether kind of feels like a different class entirely at this point.
Air really has very little going for it. You get to fly early, which is awesome, but the only other utility effect you get is Windsight, which is...eh.
But if I were Water and the bad guy had an unusually high AC and cold resist, I actually could still help. Kinetic Cover basically cancels one attack per round if used well. Water Manipulator and Move Earth have huge amounts of utility fun or combats. Even tremorsense (from either element) is more broadly useful than Windsense. It's also a terrible defense. It's better than Pyro, but, honestly, Pyro's defense is so bad, it might as well not have one. Personally, I think Water is the clear best defense, with Aether next (I trade some regular HP for half as many Regenerating HP? And the HP I trade away actually aren't gone, so I won't die if I drop below them, I'll just fall unconscious? HELL YES!).
I think Earth is not as good as people are treating it--you have to get hit your level number of times per day before the trade was good. And it can be bypassed! It's not even X/-! Though, it's still certainly better than Fire, and probably better than Air.
Air makes the best long range blaster, but it's the least versatile since it does everything else poorly.
Keep in mind with Aether, Aether has an optimal trade ratio of 2 burn on it's defense. When you activate Force Ward, you immediately gain your level in HP as a regenerating force field. If you accept 1 burn, you get half your level, but take your level in damage (net gain of half your level in HP from the initial Force Ward and the point of burn). If you take another point of burn towards the Force Ward, your Force Ward now has an HP total = to 2x your level, but you also have 2x your level in damage from Burn.
As an example, if you were 10th level, you've taken 20 hp in non-lethal damage from burn, but you gained a 20 hp shield with that regenerates over time, so it's an even trade at that point. Any further burn spent toward your Force Ward becomes less and less favorable though.

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mplindustries wrote:Fair enough. But I'm not sure what else an Aerokineticist would spend burn on, since their defense kind of sucks.I dunno, I'd say that it's pretty situationally useful. It's a 5% miss chance, the same as raising your AC by 1 point, vs certain attacks. Now, yes, that's not as good as Water's straight +1 AC, which also offers a 5% miss chance against a wider variety of attacks, but the Miss Chance stacks after AC is applied, so it's actually a pretty decent jump in defense against those attacks. More importantly, as much as it feels like miss chance vs ranged attacks is a corner case, the fact that *most* aero's will be 40'+ above the battlefield at all times means it's almost always going to apply to non-spell attacks made against them, outside of a tunnel system or cramped room.
My aerokineticist took expanded defense and uses shroud of water instead of purchasing armor. With DEX as a primary stat, eventually you are going to hit the dex cap even with mithral armor.

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Shisumo wrote:
But unless you also have Huge armor sitting around, you're losing whatever your normal armor is - at level 16, that's likely to be at least 7 or 8 points of AC.
Hmm. I hadn't really considered that. I guess Bracers of Armor it is once you hit 16th (or Wild Armor). Since I don't need a weapon, I can easily afford the greater expense.
Edit: And I know that the bracers won't work when polymorphed either, since it blocks armor bonuses, not specifically armor, but bracers, at least, will resize to the wearer where armor and weapons will not (sometimes I miss 2e).
Shroud of Water for AC bonus, not shield bonus.
But yes, I would prefer to avoid huge size. It has too many disadvantages.

Shiroi |
Keep in mind with Aether, Aether has an optimal trade ratio of 2 burn on it's defense. When you activate Force Ward, you immediately gain your level in HP as a regenerating force field. If you accept 1 burn, you get half your level, but take your level in damage (net gain of half your level in HP from the initial Force Ward and the point of burn). If you take another point of burn towards the Force Ward, your Force Ward now has an HP total = to 2x your level, but you also have 2x your level in damage from Burn.
As an example, if you were 10th level, you've taken 20 hp in non-lethal damage from burn, but you gained a 20 hp shield with that regenerates over time, so it's an even trade at that point. Any further burn spent toward your Force Ward becomes less and less favorable though.
While I agree from the strict HP standpoint, I'm not sure I'd call it that cut and dry just because of the "counts as a miss" factor. There's a lot of things, from poisons and diseases to Staggered and Sickened, that I'd happily trade a little more HP than normal into this ability to stave off. In a regular old wilderness setting, you avoid poisons. Perhaps not great, but okay. In a mummy's tomb on the other hand... This ability gives you a strange, limited form of immunity to many nasty creature's special effects. A particularly nasty one is Grab. You didn't hit me? Can't auto-grapple me. And because you didn't autograpple me, you also didn't constrict. Rend? Get rid of it, that first attack didn't hit me so it doesn't count. Bleed damage? Hah.
Depending on what exactly you're fighting, this can save you far MORE HP than just the printed values.
mplindustries wrote:Shisumo wrote:
But unless you also have Huge armor sitting around, you're losing whatever your normal armor is - at level 16, that's likely to be at least 7 or 8 points of AC.
Hmm. I hadn't really considered that. I guess Bracers of Armor it is once you hit 16th (or Wild Armor). Since I don't need a weapon, I can easily afford the greater expense.
Edit: And I know that the bracers won't work when polymorphed either, since it blocks armor bonuses, not specifically armor, but bracers, at least, will resize to the wearer where armor and weapons will not (sometimes I miss 2e).
Shroud of Water for AC bonus, not shield bonus.
But yes, I would prefer to avoid huge size. It has too many disadvantages.
So would we all. Fortunately, between the wording of the spell and the wording of the Kinetic Form ability, it's highly in doubt as to whether you actually need to go EB IV to get the full stat changes and the immunities it provides. I'm hoping the official ruling from Mark is that you don't have to change size to get all the goodness of the EB series. Otherwise, a lot of people are going to take Kinetic Form and just skip Greater Kinetic Form on principle.

mplindustries |

Keep in mind with Aether, Aether has an optimal trade ratio of 2 burn on it's defense. When you activate Force Ward, you immediately gain your level in HP as a regenerating force field. If you accept 1 burn, you get half your level, but take your level in damage (net gain of half your level in HP from the initial Force Ward and the point of burn). If you take another point of burn towards the Force Ward, your Force Ward now has an HP total = to 2x your level, but you also have 2x your level in damage from Burn.
As an example, if you were 10th level, you've taken 20 hp in non-lethal damage from burn, but you gained a 20 hp shield with that regenerates over time, so it's an even trade at that point. Any further burn spent toward your Force Ward becomes less and less favorable though.
See, I feel like it's a steal at 2 Burn or less, but it's still favorable afterward.
If I trade my level in HP for 1/2 my level in regenerating HP, I only need to get hit twice across two encounters before it's worth it.
Example:
I normally have 100 HP at level 10 (just a hypothetical, not based on any math!). Each Burn I spend costs me 10 effective HP, but gives me 5 THP that regenerates.
If I get hit in the first encounter of the day, my THP regenerates, and then I get hit again in the second encounter, my investment paid off, since I have the same net HP for the day. If I get hit in a third encounter during the day after they regenerate, I've gained a net benefit.
So, basically, as long as you get hit in two different encounters, Force Ward is a good deal.

Arachnofiend |

Technically, Elemental Body never mandates having to change your size.
Elemental Body wrote:This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air elemental, Medium earth elemental, Medium fire elemental, or Medium water elemental. The abilities you gain depend upon the elemental.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.It doesn't state I have to become a medium elemental, it just states what bonuses I get based off which elemental I become. Since it functions "as elemental body I" I can choose a small elemental and gain the stat bonus of elemental body II.
The abilities you gain depend upon the elemental. Note, it does not say the abilities you gain depend on the size of the elemental, only the choice of what energy type of elemental you become.
Could we get an official dev response on if this is a proper reading? If Kinetic Form doesn't force a size change then it's much more favorable from an RP and tactical standpoint as currently written.

Shiroi |
Tels wrote:Could we get an official dev response on if this is a proper reading? If Kinetic Form doesn't force a size change then it's much more favorable from an RP and tactical standpoint as currently written.Technically, Elemental Body never mandates having to change your size.
Elemental Body wrote:This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air elemental, Medium earth elemental, Medium fire elemental, or Medium water elemental. The abilities you gain depend upon the elemental.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.It doesn't state I have to become a medium elemental, it just states what bonuses I get based off which elemental I become. Since it functions "as elemental body I" I can choose a small elemental and gain the stat bonus of elemental body II.
The abilities you gain depend upon the elemental. Note, it does not say the abilities you gain depend on the size of the elemental, only the choice of what energy type of elemental you become.
It looks like this thread Link has asked the question. The people in it seem to think you only get the bonuses from the size you choose. However, I am not certain if anyone there is speaking on behalf of Paizo or merely commenting how they believe RAI works. I don't see anyone with a note next to their name in grey (like Designer) so I see no reason to jump to conclusions of this being official just yet.

kestral287 |
Technically, Elemental Body never mandates having to change your size.
Elemental Body wrote:This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air elemental, Medium earth elemental, Medium fire elemental, or Medium water elemental. The abilities you gain depend upon the elemental.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.It doesn't state I have to become a medium elemental, it just states what bonuses I get based off which elemental I become. Since it functions "as elemental body I" I can choose a small elemental and gain the stat bonus of elemental body II.
The abilities you gain depend upon the elemental. Note, it does not say the abilities you gain depend on the size of the elemental, only the choice of what energy type of elemental you become.
Yeah... doesn't work like that. A "Medium Air Elemental" is a distinct creature-- and thus a distinct choice-- from a "Small Air Elemental". If you want the stat boosts for being Medium, you have to actually be Medium.
Put another way, the abilities you gain are dependent on the elemental, but a Small Fire Elemental and a Large Fire Elemental are not the same elemental.

Shiroi |
Seems to be the general concensus, yes. Hoping for our class we can get a pass on it because of Kinetic Body. It'd be a great boost for the class without such a significant drawback as size huge. Then again...
A huge character takes up 3x3 squares. They have a 10 foot reach. Kinetic Whip grants a bonus 5 foot reach, for a total of 15. So, we occupy 9 squares, and get the surrounding 3 squares in any direction. That means we get to reach out and touch... 8x9... Subtract about 6 in each corner to make the shape more round... 72-24... 48 squares of direct contact. 72 if you don't mess with the diagonal reach and let it be the full square area.
That's not including the 3x3 you are standing on. This means if you take Greater Cleave (and/or Cleave Through as a Dwarf), and Earth, cross in some Air, you can now Fly 5-10 feet above a mob, and start whacking large swatches of mooks out of an area. Technically, depending on your DM and accuracy, you could kill a whopping 81 creatures with your normal Kinetic Whip. Granted, you're more likely to never, ever see two adjacent opponents again, but it's a fun image.

Tels |
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Tels wrote:Keep in mind with Aether, Aether has an optimal trade ratio of 2 burn on it's defense. When you activate Force Ward, you immediately gain your level in HP as a regenerating force field. If you accept 1 burn, you get half your level, but take your level in damage (net gain of half your level in HP from the initial Force Ward and the point of burn). If you take another point of burn towards the Force Ward, your Force Ward now has an HP total = to 2x your level, but you also have 2x your level in damage from Burn.
As an example, if you were 10th level, you've taken 20 hp in non-lethal damage from burn, but you gained a 20 hp shield with that regenerates over time, so it's an even trade at that point. Any further burn spent toward your Force Ward becomes less and less favorable though.
See, I feel like it's a steal at 2 Burn or less, but it's still favorable afterward.
If I trade my level in HP for 1/2 my level in regenerating HP, I only need to get hit twice across two encounters before it's worth it.
Example:
I normally have 100 HP at level 10 (just a hypothetical, not based on any math!). Each Burn I spend costs me 10 effective HP, but gives me 5 THP that regenerates.
If I get hit in the first encounter of the day, my THP regenerates, and then I get hit again in the second encounter, my investment paid off, since I have the same net HP for the day. If I get hit in a third encounter during the day after they regenerate, I've gained a net benefit.
So, basically, as long as you get hit in two different encounters, Force Ward is a good deal.
The issue being the rate at which it regenerates. If, at 10th level, you spend 2 burn so your shield has 20 THP, it takes 20 minutes to regenerate to full. By 10th level, most things should be hitting for more than 20 points of damage in a hit, so it's likely a hit will take the entire shield out in one blow.
Interesting thought though, what if I could spend burn to increase the regeneration rate? Spend 1 burn to increase to 1 point a round, and then spend another burn to increase it to 1 point per 5 levels a round? At 10th level, the Aether could spend 2 points for 20 HP, and another 2 to increase regen to 2 points a round, which maxes out FtB and gives him a pretty decent defense on top of it.

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Tels wrote:Could we get an official dev response on if this is a proper reading? If Kinetic Form doesn't force a size change then it's much more favorable from an RP and tactical standpoint as currently written.Technically, Elemental Body never mandates having to change your size.
Elemental Body wrote:This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air elemental, Medium earth elemental, Medium fire elemental, or Medium water elemental. The abilities you gain depend upon the elemental.
Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.It doesn't state I have to become a medium elemental, it just states what bonuses I get based off which elemental I become. Since it functions "as elemental body I" I can choose a small elemental and gain the stat bonus of elemental body II.
The abilities you gain depend upon the elemental. Note, it does not say the abilities you gain depend on the size of the elemental, only the choice of what energy type of elemental you become.
Does a creature using Elemental Body count as having hands?
While most people agree yes, a significant number still argue no.

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The issue being the rate at which it regenerates. If, at 10th level, you spend 2 burn so your shield has 20 THP, it takes 20 minutes to regenerate to full. By 10th level, most things should be hitting for more than 20 points of damage in a hit, so it's likely a hit will take the entire shield out in one blow.
An interesting side effect of playing a character with Force Ward; I'm willing to bet the wizards Shield spells are going to start lasting more than one encounter.

Heladriell |

Certainly Force Ward could have a more interesting effect in combat it regenerated every round.
I noticed this: "If an attack fails to deal more damage than the remaining hit points in your force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss."
How this interacts with touch attacks? Normal touch attacks deal no actual damage (from the attack itself). This would prevent delivery of spells and other hostile touch effects?

mplindustries |

The issue being the rate at which it regenerates. If, at 10th level, you spend 2 burn so your shield has 20 THP, it takes 20 minutes to regenerate to full. By 10th level, most things should be hitting for more than 20 points of damage in a hit, so it's likely a hit will take the entire shield out in one blow.
Yeah, but that doesn't actually matter. Because as long as 20 minutes pass before the next fight, and I get hit in that second fight, I have the same number of effective HP for the day. If I have another 20 minutes before the third encounter and I get hit again, I have 50% more daily HP than my investment cost.

Shiroi |
Let's see... 60 points an hour. 16 hours a day after sleep, in theory this maxes at 960 points a day, if you cast it when you wake up and keep taking damage all day. In practice, at level ten you have a FtB of 3. So you really have no need to go above spending 1 point on it if you're putting the other two on Kinetic Form. 3 if you don't use Form, that's probably as far as you'd go this level, so let's say 3 for arguments sake. That's 25 HP in the shield, in exchange for 30 real HP. You're looking at needing to have your shield dropped most of the way down in the first 3 encounters to pay for itself in straight HP. If each of these encounters involves at least 30 minutes between each battle, which is pretty reasonable even if you only assume 8 hours of being in a hostile environment.
I do have a question regarding how it works with dying and unconsciousness. It regenerates on it's own. If I'm below 0, when it regenerates one after a minute, do I stabilize? Do I actually get that HP? Does it wake me up if my temp HP goes back over 0? Does it count as healing or regeneration for stopping bleed damage? It specifies that I can end it as an immediate action, but otherwise it continues until I dismiss it. This says nowhere that it stops when I'm unconscious. Even if it did, Diehard, or that Flagellant feat we've been seeing.
So how's this self-regenerating hit point nonsense going to affect the ability to kill one of these guys?
Encounter frequency is going to vary wildly between DM's and parties and days. If I'm clearing a cave of monsters, some of them might want a piece of me and come to get food, or be upset I'm in there territory... But then again, they might try to hide in a particular section of cavern they claim as their own, and be quite happy to let me wander around as long as I'm not specifically in their turf. Most mods I've seen ask you to roll on the random encounter table every half hour or greater, and usually have places on the roll for *not* encountering anything that half hour. So I would say that anything sooner than that is really more an extension of a single challenge, such as clearing a particular wing of the castle.

kestral287 |
It's relatively difficult to put points into Kinetic Form AND Force Ward.
Kinetic Form is not a universal talent, it requires being able to take 10th level talents with one of the four non-Aether elements. If you start Aether, you can only get Kinetic Form at level 16 and can never get Greater Kinetic Form. The easier way would be to start something else, Expand into Aether, pick up Expanded Defense. Funny for Earth, not great for the rest of the world.
You don't 'get' the HP; it's Temporary and that tracks differently. If you have -1 HP and your Force Ward has 50, you're still dying-- there's no healing effect being applied. It does not stop Bleeding for the same reason.
Since it recovers so slowly you're not going to see the recovery rate influence battle: one HP per ten rounds is a joke in combat even at level one.

Shiroi |
It's relatively difficult to put points into Kinetic Form AND Force Ward.
Kinetic Form is not a universal talent, it requires being able to take 10th level talents with one of the four non-Aether elements. If you start Aether, you can only get Kinetic Form at level 16 and can never get Greater Kinetic Form. The easier way would be to start something else, Expand into Aether, pick up Expanded Defense. Funny for Earth, not great for the rest of the world.
You don't 'get' the HP; it's Temporary and that tracks differently. If you have -1 HP and your Force Ward has 50, you're still dying-- there's no healing effect being applied. It does not stop Bleeding for the same reason.
Since it recovers so slowly you're not going to see the recovery rate influence battle: one HP per ten rounds is a joke in combat even at level one.
That's how I thought (and hoped, for balance reasons) that it worked. Just wanted to make sure I had it right.

Zwordsman |
as someone mentioned above. How does force word work with things that don't do damage?
grappeled effects, gas attacks (that require attacks), touch attacks that do stat damage instead of hp damage?
does it only block things that do hp damage and doesn't mess with anything else?
or is it actually a forcefield that has to be busted before your able to get damaged via those? Cause that would make it a lot more useful in my opinion.. currently I am not too much of a fan of it compared to earth or water.

Milo v3 |

Does a creature using Elemental Body count as having hands?While most people agree yes, a significant number still argue no.
The bestiary's make it rather obvious that elementals can look like whatever so that you can have fire dolphins on the sun and hawks made of smoke and giants made of rock. With the fire elemental text implying that they can even change what their form appears to be.
Also, both Earth Elemental and Magma Elemental Art has hands.
If you flavour your elemental form to have hands, like being a frog creature made of swamp water or an elf made of ice, you have hands.

Hargert |
Burn with how most are using it is does not keep the flavor that we are saying of pushing to the limit. It is paying for buffs that you keep for 16 hours. Everyone is buying all day buffs and avoiding most if not all the damage buffs. This is with a level 7 game running the spire adventure dungeon. We had 3 players trying the new classes. I had two kineticists playing and neither would spend burn for in combat.

Shiroi |
Burn with how most are using it is does not keep the flavor that we are saying of pushing to the limit. It is paying for buffs that you keep for 16 hours. Everyone is buying all day buffs and avoiding most if not all the damage buffs. This is with a level 7 game running the spire adventure dungeon. We had 3 players trying the new classes. I had two kineticists playing and neither would spend burn for in combat.
Yeah, we get that a lot. It's a psychology problem for sure, convincing them that it's okay to use when you're desperate. The problem is deciding *when* you're desperate enough. And many don't like that you activate a bunch of all day buffs with it in the morning. It does feel a little odd thematically. My own personal solution is to handwave the fluff half of it with "I've always had this much HP, my ability to become Huge Elemental is the new part." Basically saying that as long as I spend those same burn every morning, it's not that I'm actually overtaxing my body to use it, it's just part of my build. After that, any further burn I use is my character pushing his natural limits. That's just me though, and I hardly expect the idea to work for everyone.
Fortunately, there seems to be a few different ways around it. Mark has created a burn free archetype concept that looks promising, and I'm hoping it catches on. I had the idea of making FtB active at the start of the day, and each time you took burn you REDUCED FtB by 1 until it ran out, then used HP as normal. This gives you up to six more burn per day than me, and more HP to start your day with, but you don't get the cool buffs. It feels like a trade that some people would consider, depending on how they value the burn ability itself and those extra defenses and EBIV in particular. If you weren't keen on running around size Huge for most of the battle, then it probably makes good sense for your playstyle. All you really lose is buffing the defenses, but you gain all that HP in exchange. We shall see what people think of these two different solutions, and how Mark thinks the class can be balanced with those in mind.
I'm really seeing just three groups here. "I like burn as it is" "I don't want to spend a bunch of burn in the morning" "I hate burn".
There's different levels of satisfaction with the power/cost ratio of burn in each group, but those seem to be the three biggest voices of dissention in the class right now. It feels like we have 3 different answers, which all fit neatly into archetype package deals, so with luck everyone will have a way to play this class that they can enjoy mechanically and thematically.

Rynjin |

Maybe I'm just looking at it the wrong way, but I think you're overvaluing the "cool stuff" the Kineticist gets for Burn.
Because I can already get a caster to do much of it for me, without losing HP.
Frex: My Barbarian in Rise of the Runelords is a Huge Earth Elemental for the foreseeable future.
Because Polymorph Any Object is a spell.

kestral287 |
Burn with how most are using it is does not keep the flavor that we are saying of pushing to the limit. It is paying for buffs that you keep for 16 hours. Everyone is buying all day buffs and avoiding most if not all the damage buffs. This is with a level 7 game running the spire adventure dungeon. We had 3 players trying the new classes. I had two kineticists playing and neither would spend burn for in combat.
I'll gladly use it in a clutch moment.
Threatening enemy at the front of the lineup? Eat a Blizzard Blast. If I need to, eat an Empowered Blizzard Blast.
But it's silly to use it unless you really, really need it, because it's a limited resource and one that directly hurts you (in the most literal way) to use. So unless you're wanting to alpha-strike the boss, save your resources.