General Discussion: Kineticist


Rules Discussion

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+1 to curiousity about swarms, but I feel like us being able to take AOE options is somewhat of a solution, especially since not all elements (earth, TK with some items) feel like they'd work on a swarm.

Interested in the expanded defense concept, shroud of water and that flaming body one feel like this already though, so it looks like we really just need to let everyone else catch up to run with that idea.

For heavily armored targets at CR+4 someone mentioned, a wand of true strike works better on us than anyone else and will be staple of my characters for critical moments.

Let's face it, our nova options are cool. 5x my normal damage in one strike is cool. But I'm not losing HP to do this, then missing. I'd consider true strike nearly necessary to my decision to nova at less than 85% accuracy rate. I'd be interested in seeing a temporary accuracy boost based on "if you use burn this turn, add double that burn amount to the accuracy of your first attack or the DC of your effect".


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Hey Mark? Any chance of updating the first post with relevant FAQs and strongly considered changes, just for new people? I feel like we've got way too much information to remember spread over way too large an area to track it down. Solidifying this will help new and old alike.


Shiroi wrote:
+1 to curiousity about swarms, but I feel like us being able to take AOE options is somewhat of a solution, especially since not all elements (earth, TK with some items) feel like they'd work on a swarm.

Honestly, I don't see any issue with Earth--I could see a huge hand made of earth just slapping down a swarm, or churning earth on the ground smashing them together. Earth seems more than capable. The only ones that make little sense, to me at least, is cold (it's not ice, so, I have trouble picturing what this is in general) and TK depending on the item. Since I have a clear image in my head of 5 out of 7 working well against swarms, I would advocate for treating Kinetic Blasts like rays--they are weaponlike spells that deal full damage to swarms. It would slightly increase versatility, too.


I definitely want to see a Kinetic Witch Archetype. Trade some Hexes (at-will powers) for Kineticist at-will powers! That would be really cool. I hope these new classes end up generating archetypes for other classes too!

Kineticist needs to have some interaction/synergy with the Undine, Oread, Sylph, and Ifrit. At the very least some Favored Class options, and possibly feats. Or maybe there could be a conversion mechanism for things that give Sorceror bloodline bonuses?

The problems I'm seeing are the very low applicability out-of-combat for the Kineticist. The powers look cool but are mostly oriented around battle. Now, the selections are limited, I understand that. Perhaps having a 'utility' set, or making all the abilities have expanded utility features would be good...

On this same note, there's a crippling lack of skill points in the class, it feels like. 2 could be livable if INT was the primary stat, but given the varied backgrounds Kineticists could come from and their lack of utility use, they should have at least 4.

On a more random note, here's a fun combination that makes for interesting utility: Slick, Icewalker, Watersense. You now have a 30' area where people are falling over that you can sense everyone inside. Be an Undine, and you don't even need to take the talent! On that curious : You get Tremorsense from the Watersense talent, as opposed to the Blindsense that Undine's Water Sense Racial ability grants. Was this an intentional difference?


Shiroi wrote:
Hey Mark? Any chance of updating the first post with relevant FAQs and strongly considered changes, just for new people? I feel like we've got way too much information to remember spread over way too large an area to track it down. Solidifying this will help new and old alike.

I don't think this is going to happen. The playtest ends in two days. At that point, we'll either get a summary post of all the intended changes or a second round playtest document.


How visible are the blasts? How much movement does a blast require? These 2 questions came up in the last game I played with an Aerokineticist and I was trying to be inconspicuous while barraging the enemy with Wind Blasts. What would the enemies be seeing?


Heladriell wrote:

How about a "Improved Defenses" option?

While I see Mark's idea of a scaling and burn-refiling Aether defense as a good improvement, I think it could enhanced with a wild talent later.

What if the kineticist could refill his temporary HP with a standard (or maybe move) action? At higher levels it would not overpower anyone and could provide the flavor of the sustained field.

Other elements could have increased options as well. Water could have an entangling shield, earth could gain natural armor, fire could gain resistances/immunities...

We have an Improved Defense option. In fact we have five of them, one specific to each of the existing defenses. Water gets a miss chance, Fire gets Cold Resistance of a sorts and more damage when attacked, Aether gets a self-centered Forcecage, Air gets Wind Walls, Earth gets a pocket version of Fire's basic defense.


2nd game finished, and this time around, I enjoyed myself much more. Felt like I had nearly twice as many Talents (thanks to taking the feat a couple of times), and my offense was actually hitting this time around. I burned a couple of times, and even got to Death's door (though not from burning, just not staying out of combat as intended).

Overall, I'm completely enamoured by the class, and until the book comes out and lets me "fix" my character, I'll continue playing the Telekinetic Sylph. :) The only real problem I have is the skills... despite a 14 Intelligence, I really only have 4 skills due to all 4 being so important to my character as the thief-ish type. I understand wanting to limit skills, but this is too limiting, in my opinion.

The only other (not as serious) problem was that you really need to take certain Talents and use them well to do much. In particular the Extended Range and Kinetic Cover (at least as a TK). I'm still of the opinion that, at least for TK's, "Light Touch" should be a free Talent at 1st level, and that 1 Infusion and 1 Other should be picked at 1st level, instead of the 7th and 15th level Talents.

Anyhows, loved it. I'm definitely a permanent TK. :)


I'd be curious for mono builds if balancing the defenses around only being able to have one active at a time (or making it stronger if only one is active) would be easier. Because for 1 extra talent, you get a whole extra layer of defense. Mono can't keep up with that currently.

@sphynx I agree with light touch being a bit of a wasted talent, but don't know that front loading more extra talents would be great for the class. Too many people would take a 1 level dip to aid another build. Make them work for it at least a little.

The 7th and 15th level talents could be remade to just Expanded Element automatically, if you let them pick (and had reasonable reason to pick) the same element all three times. Start with Earth, at 7 I pick Earth (which I need more incentive to do since currently I don't get an extra attack type or access to anything new but Metal, which has cool substance infusions but requires me to focus my Infusion specialization on Substance to make useful and they currently aren't good or diverse enough to go to that much trouble for) and at level 15 pick earth a third time. This should be some awesome mastery of my element ability, even if it's exclusively non combat, that is totally worth devoting myself to earth for. Like being able to move metal and worked stone in addition to unworked stone, or to create massive structures of stone like Mage's Magnificent Mansion minus the food/drink/servants portions. Just auto castle in the wilderness, so setting up camp is easy. Because solid earth doesn't get extra blast types. Solid earth never hits touch attacks. TK and Pyro never get new base blasts either.
Nobody wants to be forced multielemental, so mono needs to keep up with the massive versatility increase provided by multi. Since everyone is probably taking Expanded at 7 at least, it makes sense to make that a normal class feature... but to make it so at 7 means you'd probably want to make it so at 15 too for convenience. This only works if you make selecting your start element both times a viable and available option.


Shiroi wrote:
I'd be curious for mono builds if balancing the defenses around only being able to have one active at a time (or making it stronger if only one is active) would be easier. Because for 1 extra talent, you get a whole extra layer of defense. Mono can't keep up with that currently.

Honestly the majority of two/three element builds I'm seeing don't even take the second defense. I'm considering it for a Magmablaster I'm toying around with, but I'm thinking I'm going to hold off on finalizing that character until the full book comes out because the talents are really not in her favor right now. But for my Water/Air build, the second defense never even crossed my mind-- and he's built to fight in such a way that Air's defense is solid for him. He just doesn't have talent space until too late for it to matter.


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kestral287 wrote:
Shiroi wrote:
I'd be curious for mono builds if balancing the defenses around only being able to have one active at a time (or making it stronger if only one is active) would be easier. Because for 1 extra talent, you get a whole extra layer of defense. Mono can't keep up with that currently.
Honestly the majority of two/three element builds I'm seeing don't even take the second defense. I'm considering it for a Magmablaster I'm toying around with, but I'm thinking I'm going to hold off on finalizing that character until the full book comes out because the talents are really not in her favor right now. But for my Water/Air build, the second defense never even crossed my mind-- and he's built to fight in such a way that Air's defense is solid for him. He just doesn't have talent space until too late for it to matter.

I do find it interesting that you went with airs defense over hydros, since many are complaining about air having the second weakest defense. I just wanted to note that I'm not crazy, it does work when you use fly/distance builds like I expect air is designed around.


kestral287 wrote:
Shiroi wrote:
I'd be curious for mono builds if balancing the defenses around only being able to have one active at a time (or making it stronger if only one is active) would be easier. Because for 1 extra talent, you get a whole extra layer of defense. Mono can't keep up with that currently.
Honestly the majority of two/three element builds I'm seeing don't even take the second defense. I'm considering it for a Magmablaster I'm toying around with, but I'm thinking I'm going to hold off on finalizing that character until the full book comes out because the talents are really not in her favor right now. But for my Water/Air build, the second defense never even crossed my mind-- and he's built to fight in such a way that Air's defense is solid for him. He just doesn't have talent space until too late for it to matter.

I don't think taking a second defense is really that great of a choice. If my second element was water and my primary wasn't fire, yeah, I would probably take the defense. If I was Earth or Fire and my second element was the other, again, it would be a good choice. I would love to get Force Ward with any non-fire element, but there is no way I would take Aether as my second element because it screws your nova capabilities by having no worthwhile composite blast option. Air's defense is just ok, so it's definitely not worth taking for anyone's second.

So, unless you're dipping into water or running a magma build, I don't think it's worth a precious talent on.


Shiroi wrote:
kestral287 wrote:
Shiroi wrote:
I'd be curious for mono builds if balancing the defenses around only being able to have one active at a time (or making it stronger if only one is active) would be easier. Because for 1 extra talent, you get a whole extra layer of defense. Mono can't keep up with that currently.
Honestly the majority of two/three element builds I'm seeing don't even take the second defense. I'm considering it for a Magmablaster I'm toying around with, but I'm thinking I'm going to hold off on finalizing that character until the full book comes out because the talents are really not in her favor right now. But for my Water/Air build, the second defense never even crossed my mind-- and he's built to fight in such a way that Air's defense is solid for him. He just doesn't have talent space until too late for it to matter.
I do find it interesting that you went with airs defense over hydros, since many are complaining about air having the second weakest defense. I just wanted to note that I'm not crazy, it does work when you use fly/distance builds like I expect air is designed around.

Ah. Unclear wording on my part-- he's leading Hydro, I skipped over the Aero defense even though it's good for his fighting style (lots and lots of flying come level 10, which is the level he's built for). Leading Hydro really had more to do with their low-level talents being better though. Even with most of my early space being dedicated to the worthwhile Form Infusions, there's space for a utility talent in the level 1-5 range, and Air just loses out in that range since there isn't room in the 6-9 range.


I kind of wish when you take expanded element you could chose to take the blast-and unlock all the composite blasts and utilty, or just take the defense and unlock utilities.

Sure generally you want it for composite blasts but I've got a few ones that don't really care about the composite blasts (mostly aether admittdly which might get composite blasts later) but just want the defense and possiblity some utility stuff from the other elements. spending 2 feats on extra talent for a defense is so not worth it. .but I'd totally spend one.

granted then you might end up with characters spending 4 talents to get all the other defenses.. which might be harsh, even if you don't spend burn on them. Granted I'd be a lot happier with spending a few points of burn on a few defenses than all on one which has less return over time (some but not all)


Have we as a group discussed Kinetic healing yet?

"With a touch, you can heal a willing living creature for an amount
equal to your kinetic blast’s damage. Instead of paying the burn
cost, you can cause the recipient to take 1 point of burn. If
you choose to do so, the recipient suffers 1 point of nonlethal
damage per Hit Die he possesses that cannot be recovered by
any means until he takes a full night’s rest."

Can't you just not opt to give your ally the burn and gather elements to mitigate the one burn on yourself?

Is this infinite healing?


Kinetic Healing was mentioned in the first dozen posts or so and that's what led to the clarification that a move action can only reduce the Burn cost of blasts. It's been errata'd in the first post.


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Okay. Well, that is pretty useless then. Maybe it would be worth it if it removed diseases, ability damage, and poisons but there are a trillion and one ways to get better and less resource intensive healing than that. "Trap option" I want to say.

I also only now realize that none of the utility powers have form or substance keywords. Huh. I was not keeping my head on a swivel there.


The healing feels very much like emergency surgery sorta thing. Considering the burn costs. It's probably only the sorta thing I'd use if I thought I had no choice.
Kind of wish it could be a swift actoin to heal yourself with it though. Sorta like lay on hands.

Thats about the only time I can think that I'd use a burn point to heal someone or myself was in the middle of battle and one of us is about to die almost certainly.
Doesn't feel like a "top off the tank after a fight " sorta healing. baring i guess your first fight being messy and you haven't finished FTB


Heal feels like an end of day thing. Before we sleep, would anybody like to wake up feeling fantastic? It basically gives a full heal to everyone but the kineticist, for nearly free, at the end of the day. Bites you in the rear if you get ambushed mid sleep, but so does using all of your anything else during the day.

It's also good for stopping bleed effects, waking unconscious healers, and smiling at a torturer as your wounds heal for no reason whatsoever right in front of them.


I suppose end of the day healing is a thing. Yeah. I am still not sure if it is worth taking the talent. If there is any other kind of healer in the party, they could just burn their remaining spells and channel energy and what-not. That is almost always going to be more than enough and they don't have to give up a whole level's worth of "spells" to learn one healing ability.

Maybe it has its uses and the Aether kineticist has few good talents past the handful of telekinesis ones, but I find it pretty unimpressive.


My opinion on what defensive abilities for each element should look like(as I mentioned last time I posted, haven't actually playtested this class yet, going by feel here).

Water: YOU MUST FLOW LIKE A RIVER, BOB AND WEAVE, all that jazz.

Earth: I AM AS THE UNMOVEABLE MOUNTAIN, I SHALL OUTLAST YOUR STRIKES

Air: WHOOP WHOOP, CAN'T HIT BECAUSE IM OVER HERE, NOW IM OVER HERE, AND NOW IM HERE. IM NOT MAKING YOU FRUSTRATED AM I?

Fire: DEFENSE IS FOR SCRUBS, IM A GLASS CANNON BUT MY BURNING FURY WILL DESTROY YOU BEFORE YOU CAN DESTROY ME, some joke about being different because it's a chemical reaction and not an element

Aether: SOMETHING...Aethery. I'll admit I've never been clear on what Aether is, so I'll leave it at that.

Shadow Lodge

If "ray" qualifies for Weapon Focus, does the blast do so in non-AoE form?


The Blasts qualify for Weapon Focus, yes.


Excaliburproxy wrote:
Okay. Well, that is pretty useless then. Maybe it would be worth it if it removed diseases, ability damage, and poisons but there are a trillion and one ways to get better and less resource intensive healing than that. "Trap option" I want to say.

First, Mark hinted at a Kinetic Healer focused archetype that got Paladin Mercies to use with Kinetic Healing.

Second, it's hardly a trap now. Kinetic Healer is a resource extender. Imagine this scenario: the party has gone through several encounters, and everyone is hurt. The casters have a little bit of healing left, but if they use it, they're going to have to stop and rest anyway because they'd be out of spells.

Kineticist: "Hey, level 5 party. We can actually push on if you like. Would you accept 5 nonlethal damage that won't heal until we sleep overnight in exchange for around 18 more HP or so, so that we can keep going? Oh, you would because that's a fantastic trade which heals on average close to 1/2 of your total HP? That's what I thought, let's press on!"

Or how about this scenario: the party is in trouble and the healer (if you even have one) was first down.

Kineticist: "Hey, level 7 healer, would you trade 7 nonlethal damage for healing close to 25 HP on average? Oh, you would so we don't TPK? Sounds great."

Seriously, the Burn is not very bad. Some people in this thread really hate it, but it's not really a big deal. This ability heals a lot of health. Blast damage will always be something like 3 times higher than the Burn you are asked to accept. It's not totally clear, but you might even be able to Empower it.

It totally extends the adventuring day. You will undoubtedly be able to take on an extra encounter each day, and you'll start every new day at full HP. Yes, it is probably unnecessary in a party with the kind of super healers I play (Oracles of Life or Hospitaler Paladins), but it's great for the majority of parties I've seen which contain no cleric and rely mostly on Inquisitors, Bards, Alchemists, melee Oracles that are reluctant to use their spells on Cures, or sometimes just UMDed wands of CLW.

I love Kinetic Healer, and personally wish knew the details of the archetype now so I could play one in my upcoming game that should be hitting the teens by August.


What mlp said. Burn gets nasty when you have to take a lot of it in a short time; one or two in order to get a significant amount of lethal damage back is a really nice trade. I'm on the fence about whether I prefer it or Slick for a Hydrokineticist, because both are crazy awesome.


Can a telekinetic grab liquids & gasses when he wants to throw something? Or is it just solids? I would simplify the telekinetic by making their power a force effect. Requiring the telekinetic to grab an actual in game object in order to use his power, but not allowing the grabbed object to have any effect on game mechanics is frustrating for the player, so I would eliminate this purely cosmetic requirement.


Daniel Fulton wrote:
Can a telekinetic grab liquids & gasses when he wants to throw something? Or is it just solids? I would simplify the telekinetic by making their power a force effect. Requiring the telekinetic to grab an actual in game object in order to use his power, but not allowing the grabbed object to have any effect on game mechanics is frustrating for the player, so I would eliminate this purely cosmetic requirement.

Grabbing in game objects should be optional, as it could lead to rather fun roleplaying (talk about your mudslinging!) At any rate if you don't make it crystal clear that the object moved is purely cosmetic the GM is going to fight the players because it is so exploitable (100's of LBS. of edged weapons + telekinetics anyone?).


Aether is another name for ether or quintessence, was thought to be what fills the outer part of the terrestrial sphere or what heaven was made of. Also thought of as the fifth element or what the gods breathed like mortals breathing air.


I'm worried that the nova option here is too easy to lean on. I made a 15th level character, and I see that with Composite Specialization, and Ice Blast, the damage is at 8d6+16+8d6+8 for what I've built. I can do this every turn for one burn. I have 213 HP, so I can take 14 burn before being knocked unconscious at 15. I can do this for four battles of three rounds apiece, and still have some HP to spare for getting hit . With Gather Elements, I can do this attack at 120 feet, which seems like relative safety. At level 15 I suspect this is not total safety, but to be fair, I haven't had a chance to play this in practice. Hopefully someone else sees what I'm getting at, though. The 'go nova' option burns you out (no pun intended), but is a significant DPS source at high level once the burn cost is lowered.


JulesLetters wrote:
I'm worried that the nova option here is too easy to lean on. I made a 15th level character, and I see that with Composite Specialization, and Ice Blast, the damage is at 8d6+16+8d6+8 for what I've built. I can do this every turn for one burn. I have 213 HP, so I can take 14 burn before being knocked unconscious at 15. I can do this for four battles of three rounds apiece, and still have some HP to spare for getting hit . With Gather Elements, I can do this attack at 120 feet, which seems like relative safety. At level 15 I suspect this is not total safety, but to be fair, I haven't had a chance to play this in practice. Hopefully someone else sees what I'm getting at, though. The 'go nova' option burns you out (no pun intended), but is a significant DPS source at high level once the burn cost is lowered.

You can actually just use that move action to ignore the 1 point of Burn at 15th+.

Oh, and unless you have 32 Con, you can't take 14 Burn--your cap is 3+Con mod.

And for reference, 16d6+24 averages 80 damage. Pretty good. A regular fighter with a similar Strength score (apparently +8?...you must have forgotten Feel the Burn), Power Attack, and a +5 Greatsword swings 3 times for 2d6+32 (39 average--potentially up to 117 for all three hits). That's with a single feat and weapon's worth of investment and at zero cost. So, uh, the nova capability is kind of weak at the moment. The good news is that Mark knows this and will be raising damage!


mplindustries wrote:
JulesLetters wrote:
I'm worried that the nova option here is too easy to lean on. I made a 15th level character, and I see that with Composite Specialization, and Ice Blast, the damage is at 8d6+16+8d6+8 for what I've built. I can do this every turn for one burn. I have 213 HP, so I can take 14 burn before being knocked unconscious at 15. I can do this for four battles of three rounds apiece, and still have some HP to spare for getting hit . With Gather Elements, I can do this attack at 120 feet, which seems like relative safety. At level 15 I suspect this is not total safety, but to be fair, I haven't had a chance to play this in practice. Hopefully someone else sees what I'm getting at, though. The 'go nova' option burns you out (no pun intended), but is a significant DPS source at high level once the burn cost is lowered.

You can actually just use that move action to ignore the 1 point of Burn at 15th+.

Oh, and unless you have 32 Con, you can't take 14 Burn--your cap is 3+Con mod.

And for reference, 16d6+24 averages 80 damage. Pretty good. A regular fighter with a similar Strength score (apparently +8?...you must have forgotten Feel the Burn), Power Attack, and a +5 Greatsword swings 3 times for 2d6+32 (39 average--potentially up to 117 for all three hits). That's with a single feat and weapon's worth of investment and at zero cost. So, uh, the nova capability is kind of weak at the moment. The good news is that Mark knows this and will be raising damage!

Plus by the time you hit level 15, damage tends to be the least of your worries once monsters/PCs start being able to throw Save or Die/Lose/Suck spells every combat.

Grand Lodge

I just realized, Weapon Versatility works with Kinetic Blast.

Maybe, Pyro has a chance.


blackbloodtroll wrote:

I just realized, Weapon Versatility works with Kinetic Blast.

Maybe, Pyro has a chance.

I gotta admit that sounds really cool. Controlling your flame to buffet someone, laser beam someone, or flame slice them


It sounds cool, but also, I would not count on it working. It requires that you shift your grip on your weapon. Where's your flame blast's grip?


mplindustries wrote:
It sounds cool, but also, I would not count on it working. It requires that you shift your grip on your weapon. Where's your flame blast's grip?

Is it wrong that I'm imagining you holding your hand differently to have the blast come out differently? Like DBZ

Open palm for normal fire blast,
knive hand for the fire blade,
pointing finger for the laser
punch fist for the bludgeon wave.

Though I'm so very influenced by 80/90's anime and games where this was the norm.

RPG Superstar 2014 Top 16

Zwordsman wrote:
blackbloodtroll wrote:

I just realized, Weapon Versatility works with Kinetic Blast.

Maybe, Pyro has a chance.

I gotta admit that sounds really cool. Controlling your flame to buffet someone, laser beam someone, or flame slice them

Interesting! Also, the feat doesn't specify your hand's grip, so one could presume the kineticist is adjusting their mental grip. ;)


So far nothing I see prevents that feat from working. Also doesn't stop the versatile weapon spell from working on it. Interestingly enough, this makes me curious why I'd ever take a physical blast. I could instead take fire/lightning/ice and make any of them bludgeon/pierce/slash at will. So realistically I've just made my duoelemental have 3 functional blasts.

Ah, but no composite blast. Unfortunate. Still, it means that energy no longer has to put up with Resistance or immunity... it gets a touch attack that worries about SR but hits DR. This could be an awesome combo, but somehow I feel like it wasn't meant for this. I'm curious if this has been applied to Rays yet? I doubt it was meant for them either, but they don't get unlimited. Would it apply for the AoE effects as well?

This is a neat interaction, but I don't know if it really could be dangerous to the class or not. It certainly makes early use of touch more powerful, but earmy use of touch doesn't often run into Resistance anyways. At later levels it'd get worse/better. You'd have options to, and have probably taken, a non-touch blast (unless you are mono fire) but it's now doing touch vs DR at a level where Resistance is more common. Especially for pyro this becomes a problem, giving mono pyro an SR free touch DR attack. Not sure how this affects balance though.


1 person marked this as FAQ candidate.
Weapon Versatility wrote:
When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon's normal damage type or another damage type as a swift action.

Emphasis mine. You never wield your kinetic blast. You also can't switch grips on it. It is also not actually a weapon, it is a weaponlike spell like ability, just like a ray. There is just no way at all that this works.


But then that should work with Kinetic Blade, right? It creates a weapon that you wield.


Kinetic Blade is complicated and is probably getting a full rewrite.


*Shrug* Assuming it goes as written though, it'd work.

Weird as hell, and it probably shouldn't, but it would.

Grand Lodge

mplindustries wrote:
Weapon Versatility wrote:
When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon's normal damage type or another damage type as a swift action.
Emphasis mine. You never wield your kinetic blast. You also can't switch grips on it. It is also not actually a weapon, it is a weaponlike spell like ability, just like a ray. There is just no way at all that this works.

That is a funny place, in the rules.

"Wielding", can mean many things.


At least 3, by my count (currently in use, simply held but capable of using, and the previous but only with intent to use).

We never did get a FAQ for that.

Grand Lodge

I don't know if I want a FAQ.

Wielding usually means something different, depending on context.

If it always means the same thing, then there could be a number of very big problems.


I agree with the logic, though I can't necessarily name a situation where it would apply. It would probably be cleaner to FAQ this corner case than to rule the term wielding in general.

Grand Lodge

Shiroi wrote:
I agree with the logic, though I can't necessarily name a situation where it would apply. It would probably be cleaner to FAQ this corner case than to rule the term wielding in general.

I agree.

Situations regarding wielding should be handled on a case, by case, basis.

This would have the least amount of negative impact.

Grand Lodge

Got Herolab support. Building a Kineticist for PFS.

Should I ask for build advice here, or in the Advice Forum?


blackbloodtroll wrote:

Got Herolab support. Building a Kineticist for PFS.

Should I ask for build advice here, or in the Advice Forum?

Either? You have less than a day, though, before the playtest is over, and evidence is starting to point towards there not being a second playtest document.

Grand Lodge

Well, I can still play it afterwards, right?


For PFS, you need atleast 1xp & the O.A.Playtest Chronicle Sheet, for homebrew ... well, have fun!

WARNING! LINK IS A DIRECT DOWNLOAD FOR THE CHRONICLE SHEET!

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