General Discussion: Kineticist


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Dark Archive

One thing that would solve the energy immunity issue is if a lot of the Aether powers became baseline. If every kineticist picked one element and also got the telekinetic throw ability, they would always have something to do. Maybe a pyrokineticist who uses telekinetic throw can also set the object on fire?

I would also argue for having a second element available at 4, a third available at 12, and a fourth available at 18. Let these guys become master of all the elements if they want, or let them master their own and still have a couple other things they can do.

Sovereign Court

Kinetic Blade/Fist/Whip - this is cool, but as a Sp ability and their 1 round duration, you are going to be needing to make lots of casting defensively checks. Maybe either have it turn the blast into Su (or otherwise circumvent a need for checks) or make it a 1 min/1 rnd per level/1 min per level style length.

Going to agree with others that say more skill points here. Additional options for the missing element blasts so they all have 3.

Some way of boosting attack with blasts/non-touch blast either through abilities or magic items or feats. For the elemental blasts maybe some talent that allows you to blow past it, possibly at the cost of burn to do so. Sounds like a substance form to me.


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Lyee wrote:

Sandstorm: "If you hit, the target suffers an amount of piercing and slashing damage equal to 2d6+2 + your Constitution modifier. This damage increases by 2d6+2 for every 2 kineticist levels you possess beyond 1st."

The way I read this, it does 2d6+2 (plus 2d6+2 per 2 beyond first) of EACH piercing and slashing, for a total of double every other composite blast in damage. Obviously this is intended to be either an 'or', or to be one damage source that bypasses both P and S DR types, but the wording doesn't clearly say that to me.

It's the same sort of deal as the Morningstar (1d8, both bludgeoning and piercing). They don't have to explicitly state in the Morningstar's description that it deals only 1d8 damage, but the damage bypasses both DR/piercing and DR/slashing; thus, they shouldn't have to do that here.


Extra Anchovies wrote:
Lyee wrote:

Sandstorm: "If you hit, the target suffers an amount of piercing and slashing damage equal to 2d6+2 + your Constitution modifier. This damage increases by 2d6+2 for every 2 kineticist levels you possess beyond 1st."

The way I read this, it does 2d6+2 (plus 2d6+2 per 2 beyond first) of EACH piercing and slashing, for a total of double every other composite blast in damage. Obviously this is intended to be either an 'or', or to be one damage source that bypasses both P and S DR types, but the wording doesn't clearly say that to me.

It's the same sort of deal as the Morningstar (1d8, both bludgeoning and piercing). They don't have to explicitly state in the Morningstar's description that it deals only 1d8 damage, but the damage bypasses both DR/piercing and DR/slashing; thus, they shouldn't have to do that here.

Anchovies is correct. The way it's worded now means "2d6+2 damage that is both slashing and piercing type".

To be worded to get the results you think it will, it would have to be worded as "2d6+2 slashing and/plus 2d6+2 piercing". That's how similar spells and effects are already worded.


Well in the case of fire since you really can't make a physical attack that does slashing, piercing, or bludgeoning then maybe a blast of ash/cinders that cause blindness, choking, etc. or maybe a light based attack that blinds or dazzles but in ether case doesn't do damage.

Also an option that can make your blast do non-lethal damage would be awesome.


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My two main gripes are the skill points (I'm sure they've already been covered), and the fact that Aether is basically limited to tossing things for at least a few levels.

I think an option that's a simple "telekinetic thrust" where you just slap somebody with pure force is a thematic option and more what many people is probably looking for in a telekinetic master.

On a related note, IMO every element, not just Water and Air should get two options for their blast. It might be a bit harder for some, but fixes a bit of the lopsided-ness with two of the options having sub-options and others not.

Likewise it seems like it might be more interesting to tweak the Air and Water ones as well to something more than simply a different damage type, slightly more/less and a touch attack vs regular attack.

Like for fire I'd suggest something akin to simply raising the temperature of the target. Less damage, but causes them to burst into flames. Perhaps allows you to target objects as well, much like Heat Metal.

In essence, trade the majority of your damage dealing capability for an at-will debuff instead (kind of like a Hex). Cold could slow a target, Earth entangle/Grapple or some such, that sort of thing.

Though that hits the problem of people being disappointed because Cold is less of a damage dealer than Water when that's what they wanted. Hrm.

Eh, just spitballing, anyway.


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Maybe I'm just not looking closely enough at the class but for the amount of utility the fire lacks, it really doesn't have all THAT much offense as it is claimed to.

Sure, blue fire is a touch attack, while all other composite blasts are not. But until 16th level it still has to contend with SR, it will still have to contend with the most common type of energy resistance and assuming you're not running up against something with crazy DR your actual hits really don't do all that much more damage than any other composite blast...

In the meantime, you lose out on a great deal of the utility that say water brings (I feel water will be by far the most commonly chosen element) for some super awesome gains at level 16+? When a wizard is about 2 steps away from stopping time, gating in devils and jumping on the wish train?

A part of me honestly expected fire to use d8's for its damage dice, and was surprised when it didn't. I feel that giving it a "physical" damage side is a poor solution and very unflavourful though. I also think giving earth acid damage would be equally distasteful.

I really feel like fire needs a few more talents to drive home the FIRESTORM! aspect of the element (which maybe the expanded book will do) and possibly a way to produce fire so hot it partially penetrates energy resistance.

Alternatively, give Fire the ability to exhaust/fatigue/drain people due to heatstroke and the like, maybe sicken due to burns/pain?

Like a lot of other people have said as well, the class is in desperate need of a little more to do outside of combat, at least from my PoV. It has a lot of fun tricks in combat but in between it does look quite lacking. If the fighter has taught us anything it's that it's all well and good to throw damage at faces, but maybe some skills, a few more thematic utility abilities or some such may go a ways to filling out this void.

To steal a fun concept from, as everyone has compared it to, Avatar: The Last Airbender, giving a tremorsensing geokineticist a sense motive bonus would be fun and explainable. Likewise, giving aerokinesis the ability to manipulate sounds, perhaps enhancing stealth? A milder silence effect?

Oh and of course, I really hope that hydrokinesis will have some way of "bloodbending". :)

Overall, I gosh darn LOVE! this class, it more so than any other really fills a niche that I think needed to be filled. I just think it feels very barebones at the moment. But from reading the forums, I see a lot of the classes do, possibly the playtest showing through.

Hopefully I can convince my GM to let me change my witch in Kingmaker to a kineticist, and I'll be able to get some actual playtesting done. Looking forward to perfecting this wonderful little gem with you all!


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@Morzadian: Just going to say, that just because the player makes choices and knows what abilities their character will get, doesn't mean that the character made that choice or knows what abilities will manifest.

@Dragon78: The metal element exists already; it's a composite element, composed of earth + earth.

Rather than allowing a second element earlier, a dual-element kineticist could be a kineticist archetype? Possibly starts off with two, but takes some penalties and possibly never gets a third?

I feel like some of the problems of the class (low accuracy, energy resistance, alignment-based damaged reduction) could be solved when this class doesn't exist in a vacuum...feats, magic items, and other such things. For example, something like a Glove of Kinetic Focus that can be enchanted like a weapon can, but perhaps only an enhancement bonus or a limited number of enchantments (or only affecting a specific element by default, pricer versions covering two to three?), if reasonably priced, would allow increased accuracy and overcoming some forms of damage reduction, while perhaps a feat for the kineticist could allow them to ignore some energy resistance or at least make immunity into resistance.

Another thought that came to mind for fire damage in particular was turning either half or all of the damage from the explosion form infusion into bludgeoning damage, since a lot of the power of an explosion comes from kinetic force.

Another way to get around low accuracy might be a universal form infusion that requires snaking and makes an attack homing, allowing a second attack roll (possibly at a penalty) if the first one misses, representing the kinetic controlling the blast and making it come around for a second try.

You can count me in with the votes for more skill points.

I'd also like some form of minor elemental control at 1st level when you choose your element, just allowing some minor effects, but showing your kinesis can do more than, well, blast things. Some thoughts I had was for hydrokinesis being able to emulate create water by condensing water out of the air, or perhaps being able to cool themselves with cryokinesis, treating hot temperatures as if they were one less step severe. For pyrokinesis, while Fire Sculptor is cool, I think being able to set small things on fire ala spark, create a small ball of fire that can act like dancing lights (possibly also being the thing that can set things on fire), or warming themselves up could also be possible options. For an aerokinetic, being able to emulate the gentle breeze spell, or possibly even air bubble, sound like good options. Light Touch already works well for aether types. Less inspiration presents itself for geokinetics, though I am disappointed that they don't really get something like a form of stone shape, perhaps making it take longer or have a more limited effect if it takes time, but something more detail oriented than move earth. Being able to move around things is cool, but being able to, say, craft a stone statue of a bird or somesuch, or just being able to put your own touches on stone things, would be pretty neat. Or perhaps it could be a feat that requires move earth, allowing you to do finer detail work?

Kineticist is definitely my favorite of the new classes, and I'm looking forward to the final product, as well as the archetypes, feats, and magic items that will be supporting it. I do think it is somewhat painful for a class without bonus feats to be forced to burn two feats (point blank shot and precise shot), since it's almost certainly (barring some niche kinetic blade/fist builds) going to be firing into combat, and like I said, the low skill points are a bit painful. I'm hoping for a number of extra wild talents or other ways to manifest your abilities, especially things beyond simply blasting, there's definitely some cool things along those lines already, like being able to summon forth storms, go through the ground, and other such things. I think something like ride the blast for fire, except not needing your blast, for example, letting someone teleport between fires like tree stride, would be extremely cool.

I think archetypes for things like dual-elemental users, plant/wood kineticists, blood-based kineticists, and possibly an archetype that draws on the outer planes via the astral plane instead of the elemental planes, granting him more alignment-themed blasts, would be fun.

Dark Archive

What if all of the blasts were a regular attack roll, and you could accept burn to make them a touch attack? Then there wouldn't be as large an issue with providing more inherent attack boosts?

Grand Lodge RPG Superstar 2012 Top 32

...So I was the only one disappointed about not being able to be a light or dark kineticist? :(


I have to admit I was really surprised to see constitution being the go to stat. I suppose it does let you do the Stephen King thing with a mentally disabled person having weird psychic powers.

The first time I read it burn was a little hard to parse, but I understand it now.

I would say that as written the blindsense ability for the telekinetic is bound to be a little annoying in actual play. It looks like it is your characters way negate invisibiity, but you need to hit the person you can not see first.


That would admittedly be very cool.


@ Luthorne, point taken. Although I think that adding an unknown variable to the class could support this idea more effectively.

What I was proposing is that the description of the Kineticist is non associated. And the Kineticist's description should match its class abilities.

Is the burn class ability unique?

Pathfinder Unchained is going to introduce a new game mechanic called Martial Fatigue. This will allow all martial characters to exert themselves in a very similar fashion to the Kineticist's burn class ability.

The developers should inform us of their long term goals of 'exertion' mechanics. So the playtesters can accurately assess the Burn class ability.


Can you use multiple infusions on the same blast (i.e. an entangling kinetic blade or a range pushing blast)? I think you should be at least able to combine a substance infusion with a form infusion.


Jason Robbs wrote:
Can you use multiple infusions on the same blast (i.e. an entangling kinetic blade or a range pushing blast)? I think you should be at least able to combine a substance infusion with a form infusion.
Kinetic Blast wrote:
You can use any of the blast wild talents you know in conjunction with no more than one associated form infusion and no more than one associated substance infusion at a time.

Dark Archive

It is possible that the design intent behind this class is just not what I want it to be. When I see something like the Throw Foe ability, I want to be able to do that without having to worry about missing. I want to be throwing mooks around all day, and I want to be able to hit reliably. I'm also hoping that more "throw things around" options might show up. A kineticist that likes to be in melee might want to pull someone closer, and I'm certainly hoping for a way to launch allies at your foes.

Other thematic powers: For hydrokineticists, I want to be able to do this. I know Ice Path gives an air walk ability, but that's at normal speed. These guys should be surfing! For terrageokineticists to get to airborn foes, maybe they could create platforms by causing columns of earth to shoot up from the ground? They could even put one under an enemy to launch them, or one under an ally to get them up to a flying foe.


About having 2 blasts per Element.

I think that's a great idea! If someone goes Mono-element they should have access to two basic blasts. One for Physical Damage vs AC and one for elemental damage bs touch AC.

For Fire Focus the VS AC blast can be a small explosion that deals bludgeoning damage.

Aether can get a "force punch" or crush, or something similar.


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Jiggy wrote:
...So I was the only one disappointed about not being able to be a light or dark kineticist? :(

CERTAINLY NOT! I'm also hoping for a void kineticist (MINI BLACK HOLE LAUNCHER!).

As a side note, I love void & shadow as "pseudo-elements". I'm expecting there will be more elements eventually (either as archetypes, or in future splatbooks and such). The key here would be proposing interesting elements that are original and dont interesect with other elements. So here are some ideas:

light/dark: (Positive/negative energy) (The kineticist could be treated as a barely controled portal to the positive/negative energy planes)

void: could be integrated as a sub-element of aether, but could be unique if focused on the "creating emptiness" effects.

Shadow: might end up being with dark, but could be on it's own concentrating on weird shadow conjurations (could you imagine a wayang shadow kineticist?)

Dark Archive

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Insain Dragoon wrote:

About having 2 blasts per Element.

I think that's a great idea! If someone goes Mono-element they should have access to two basic blasts. One for Physical Damage vs AC and one for elemental damage bs touch AC.

For Fire Focus the VS AC blast can be a small explosion that deals bludgeoning damage.

Aether can get a "force punch" or crush, or something similar.

I'm a fan of the crush idea. People have a lot of wobbly parts inside, and it only takes a little tug to pull something where it probably shouldn't be.

Sovereign Court

When combining the Torrent and Pressurised forms, does that allow you to hit the same person multiple times if you succeed the bull rush and push them backwards as they are then able to be hit by the blast as it moves to the next square?

Dark Archive

Likely not. I will say it's a little disappointing that the Pressurized option maxes out at five feet. Compare it with hydraulic push, which can theoretically launch someone much further.


Fire could indeed have a bludgeoning physical damage type wild blast, representing small concussive blows or explosions created.

No Jiggy and Williamoak, you are not alone. Void powers ahoy!

I'd also like a bit more support for kineticists who like to mix things up in melee, as well as more shaping talents (for example line effects). Perhaps also a way to combine more shaping or infusions at the same time (at the cost of burn)?

This class also feels like it should be able to go nova when things go dire, momentarily delivering a bigger nuke than even meteor swarm (at high levels) and then going into coma :p Sadly now I find a sorcerer or wizard is better at blasting (even if their damage dealing is not at will) AND have access to a way better toolbox of other spells. Maybe this can somehow be solved by screwing back the at will damage progression of the blasts and add some kind of resource system that will allow to blast at least on par with dedicated arcane casters for a few rounds?


Mergy wrote:
Likely not. I will say it's a little disappointing that the Pressurized option maxes out at five feet. Compare it with hydraulic push, which can theoretically launch someone much further.

I think comparing kineticist abilities to similar spells is going to be important for ensuring that it isn't just a weaker blockbuster wizard. I'd love to see more options that replicate spells in flavorful ways; I could totally see hydrokineticists getting bloodbending at 10th level to mimic Dominate Person.


Mostly the power of the class seems to lack progression similar to others. While a 17th level wizard can send foes to oblivion with a disintegration, Power words, meteor shower, wail of the banshee, the kineticist is stuck wit his blast. Also, there are several theme related powers that could be added to the class.

Maybe the aether can be made into a more spiritual element. This could give access to some divinations, interfering with other kineticists, and even achieving astral projection at high level.

Mostly, I think the class need a reserve of power that does not damage the user. The burn mechanic is great, but as a secondary source. If you could use a regular pool, and only when it's empty star to burn health, it would be great. I suggest considering high level spell-likes costing pool points/burn.

As for flexibility and theme, the class could have something similar to Knacks from other classes, gained freely:

Aether:
Mage hand, Open/close, prestidigitation, detect magic

Fire:
Spark, light, dancing lights, ignite

Water:
Create water, freezing ray, freeze/melt

Air:
Breeze, ghost sound, feather fall, message

Earth:
??? - Soiling/cleaning dirt, opening/closing small holes...


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Salutations all!

I’m going to hop on a few bandwagons here:
-Geo is absolutely the right term for earth kineticists. Not only is it following the same stream from Greek to Pathfinder. I think it just sounds more awesome.
-2+INT is painful for skills. It wouldn't stop me from playing the character (Which I’ll be doing soon) but it’d feel super restrictive.
-Knowledge (Planes) seems like it ought to be a class skill for these folks. They are all about one particular set of planes. If not a Class skill, perhaps a bonus on K:P checks involving the Inner Planes and their denizens? That way they aren't experts on Demons and Angels, but they've got this Elemental thing down.
-Elemental Resistances… See proposed idea below.

What bout a class feature or a feat that bonds you to your element if you choose to specialize?

You want to play a Fire caster? Awesome. You can burn through Resistance at level 7 when you choose fire again. You can also harm creatures that are immune to fire. Not fully, mind you, but they can only ignore a max of half your damage. The price (other than a feat slot)? You gain vulnerability to Cold.

Kinetic Path Mastery
Prerequisites: Expanded Element n your original Kineticist Element
Benefit: Your Kinetic Blast ignores Resistance and to the element you have specialized in. Furthermore, your Kinetic Blast ignores Immunity up to half the damage rolled.
You gain Vulnerability to your Elements opposite (Cold for Fire, Acid for Lightning, etc.

I don’t see fire not having a physical side as a problem, but I would love to see them compensated for that lack in flexibility. Perhaps the fire damage dice could be d8s? I plan on breaking this class out for PFS, so we’ll see how if feels in that arena.

A few posters have commented that the class may get boring as you play and continue to resort to the same tactics over and over. I’ll say that I've played 8 levels of a Pyromancer (from a 3PP source) and enjoyed the heck out of him this whole time.

Dark Archive

If Aether were baseline, and anyone could pick up the Aether defensive talent as a wild talent, would that solve a lot of the issues regarding utility? Then any kineticist could move things and people around, and they would also have an element they could fall back on.

The Exchange

Just a couple observations/thoughts.

To me the fact that at the end of the day there are only two kinds of simple blasts: 1d6+1+con normal ranged attack / or the 1d6+ 1/2con ranged touch. It seems overly complex that only water has access to both types of simple blasts, and everyone else has one or the other. It really feels that they should be just defined by 2 universal rule simple blasts that each element can choice one or the other.

-=-=-=-

Also it seems to me there is a distinct lack of AoE damage that feels like it should be intuitive of elemental damage. The explosion infusion is very high level for what it does, even if it adds to your simple blast.

I think a universal Expanded Wild Talent that scales up burn cost based on the area of effect used. Perhaps something like:

Kinetic Barrage
Element Universal; type sp; Burn Variable; see text
Prerereq kineticist level 4
Save Reflex half

For 1 burn you spread your kinetic blast into a 15 foot cone, or a 5 foot radius outburst of elemental energies at short range.
Every 2 levels above 4 you can add 5 feet to the cone or radius for 1 additional burn for each extra 5 feet added.

Dark Archive

Having more AoE with reflex save options would allow a strength-focused kineticist to function much better. I'm also of the opinion that they should be able to add strength to the damage of their kinetic blade.


Is Kinetic Blade and Vital Strike compatible?

Kinetic Blade says, "Use this form infusion as part of an attack action..."
Vital Strike says, "When you use the attack action..."

Example damage progression (+CON damage not listed, but applies to all):

1st - 4.5 = 1d6+1
2nd - 4.5 = 1d6+1
3rd - 10 = 2d6+2 + 1 Feel the Burn
4th - 10 = 2d6+2 + 1 Feel the Burn
5th - 22 = (3d6+3)*150% Empower + 1 Feel the Burn [full round action]
6th - 23 = (3d6+3)*150% Empower + 2 Feel the Burn [full round action]
7th - 29 = (4d6+4)*150% Empower + 2 Feel the Burn [full round action]
8th - 47 = (4d6+4)*150% Empower + 4d6+4 Vital Strike + 2 Feel the Burn [full round action]
9th - 58 = (5d6+5)*150% Empower + 5d6+5 Vital Strike + 3 Feel the Burn [full round action]

Assumes Metakinesis is used to Empower the blast and a move action to reduce the Burn to 0.

Dark Archive

Since this is with very few exceptions a single target damage class, we should be comparing its damage to archer fighters, rangers, slayers, etc.

I've already stated (ad nauseam most people will probably think) that this class suffers from a poor attack roll compared with others. Upping Feel the Burn to give its bonus per point of burn (and possibly slowing the progression of the ability to balance) would give a kineticist the option to go all out in order to make those hits.

The other issue that we should look at is how one big hit is just not going to cut it at higher levels. Quicken comes too late as far as I can tell, as up to level 13 you are still only getting off one big hit per round. The easy solution I can see is to make the blast an attack that can be used multiple times with haste or as BAB scales, and then weaken the damage of each blast.

Lastly, damage resistance is a big issue, and some people have commented that a lot of the blasts seem very much the same with the exception of a different element or type of damage. What if each type of kineticist had the option of using a blast with either their choice of element or with one damage type (B/P/S)? That would cut down on the words needed to spell out each ability, and the player could describe how his fiery blast is piercing or how his earth blast activates chemicals in the material that burn his foe for acid damage. If they received the ability to use both from level 1, then a pyrokineticist would probably favour doing fire damage, but could still bludgeon or slash a fire elemental.


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Greater self telekinesis (Telekinetic flight) should act like the fly spell while the standard version should act like levitate.

I would gladly lessen the damage dice of the Aether element if you could use your telekinesis like the spell from the get go. Such as moving objects and creature weighing no more then the weight limit of the spell, combat maneuvers, hurling a number of small objects based on level, etc. Also you could get a wild talent that increases the weight limit as well.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I noticed that none of the kineticist wild talents, defenses or blasts have descriptors. They probably should be added to make it clear how other affects interact with them, in particular the ones which don't do energy damage, which at least have that form of damage explicitly stated. But they should all have [fire], [air], [force], [earth], etc as appropriate.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I'm not sure if the playtest has the final set of wild talents, but the telekineticist seems to be missing some classic powers I'd want a telekinesis master to have:

1) a power that lets them telekinetically hamper someone - countering their movements and attacks with an opposite push of telekinesis - and applying a negative modifier to attack rolls, physical skill checks, speed, etc.

2) a puppetmaster/marionette power that lets the kineticist control someone's body in a jerky stilted manner


JoelF847 wrote:

I'm not sure if the playtest has the final set of wild talents, but the telekineticist seems to be missing some classic powers I'd want a telekinesis master to have:

1) a power that lets them telekinetically hamper someone - countering their movements and attacks with an opposite push of telekinesis - and applying a negative modifier to attack rolls, physical skill checks, speed, etc.

That could be solved by expanding entangling infusion to add telekinesis as associated blast.

Quote:
2) a puppetmaster/marionette power that lets the kineticist control someone's body in a jerky stilted manner

While that power appears from time to time in various media, it's hardly classic TK power.


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I agree with others that all kineticist types should have two simple blasts available for them at the start.

One idea I had for a pyrokinetic is, instead of only blasting an opponent with fire, they can also have a simple blast option that allows them to pull all of the heat from a small area, allowing them to deal cold damage to a target. That would give them a flavorful option besides fire blast, and also help deal with concerns over enemies immune to fire damage.


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...That is an amazing idea.


Drejk wrote:
Quote:
2) a puppetmaster/marionette power that lets the kineticist control someone's body in a jerky stilted manner
While that power appears from time to time in various media, it's hardly classic TK power.

And given the Avatar-inspired nature of the class it is likely more suited to the hydrokineticist. Bloodbending is cool, yo.

Shadow Lodge

Mark, any chance you can get John Compton to sign off on the Extra Wild Talent as PFS legal?

Grand Lodge RPG Superstar 2012 Top 32

Sammy T wrote:
Mark, any chance you can get John Compton to sign off on the Extra Wild Talent as PFS legal?

Maybe by getting Zadim involved? You two have a, um, "rapport", right? ;)

Shadow Lodge

Hm... been thinking about this.

What if BaB was upped to full, then this was added?

A THOUSAND CUTS
Element: Universal; Type: Substance and Form Infusion; Level: 4; Burn: 1
Prerequisite: Kineticist level 6th
Associated Blasts: Air, Electric, Earth, Fire, Cold, Water

Treat this Blast as a ranged weapon, for purposes of feats and spells. You may activate a Blast with this infusion as an attack action. For purposes of this Blast, treat your effective Kineticist level as your Kineticist level - 4.


I don't think giving the class itself full BAB is a great idea. The touch attack blasts do not need it. The other blasts would certainly appreciate the boost though, so adding a "treat your Kineticist level as your base attack bonus" to those blasts would do the trick.

Dark Archive

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Pseudo-full BAB is a needlessly complicated class feature. Just make it so that either the touch attacks do less damage or that the non-touch attacks have other advantages to them.


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Misnik wrote:

Also it seems to me there is a distinct lack of AoE damage that feels like it should be intuitive of elemental damage. The explosion infusion is very high level for what it does, even if it adds to your simple blast.

I agree. I love this class so far, but it really needs more AOE at lower levels. Especially for the fire element: it is kind of weird that they only get single target attacks that don't affect most swarms until level 16.

Personally, I would also recommend that a burn option be added that lets the character bypass elemental resistance and immunity. Maybe 1 burn per 10 points of resistance ignored, and 4 points of burn for bypassing immunity on a single attack. It would be an expensive last ditch option for players at least.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Arachnofiend wrote:
Drejk wrote:
Quote:
2) a puppetmaster/marionette power that lets the kineticist control someone's body in a jerky stilted manner
While that power appears from time to time in various media, it's hardly classic TK power.
And given the Avatar-inspired nature of the class it is likely more suited to the hydrokineticist. Bloodbending is cool, yo.

I personally could care less about all of the anime influence on the class, if I ever use it, it will be for a TK superhero/villain type, such as Sylar from Heroes (or many others). So for me it's much more a TK type ability.

Shadow Lodge

Arachnofiend wrote:
I don't think giving the class itself full BAB is a great idea. The touch attack blasts do not need it.

Ehh, I think the lower damage, the SR, and the energy resistance balances the touch attacks.


Disk Elemental wrote:
Arachnofiend wrote:
I don't think giving the class itself full BAB is a great idea. The touch attack blasts do not need it.
Ehh, I think the lower damage, the SR, and the energy resistance balances the touch attacks.

Not only that, but this is a non-casting martial class.


I've been thinking about this all night, but I think I have a solution to the burn issue. It's a surprisingly simple fix, that I think will allow what was intended to be a bit more practical.

So we keep the whole 1 burn = level damage thing. Instead of all that non-lethal damage being irrecoverable until a good night's rest, we have burn also track how much of that damage is irrecoverable. That allows us to recover a bit of burn damage while still allowing for a bit of drawback.

If that makes things too easy, then we have that burn metric scale a little bit. Say at 6th level, the amount of non-lethal damage you keep is equal to 2 times your Burn count. Then perhaps make it be triple the burn count at 14th.

At low level, burn can still be highly detrimental if overused. This metric allows for a longer day of burn if needed at higher levels. Otherwise we risk the 15 minute day of old.

Grand Lodge RPG Superstar 2012 Top 32

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JoelF847 wrote:
I personally could care less about all of the anime influence on the class, if I ever use it, it will be for a TK superhero/villain type, such as Sylar from Heroes (or many others). So for me it's much more a TK type ability.

Three things:

1) If you "could care less", that means you do care some. You probably meant you couldn't care less.

2) Avatar is an American show, created by a couple of dudes named Michael and Brian. No relation to anime whatsoever.

3) Yes, outside of deliberate Avatar references (which would seem inappropriate in an unaffiliated product), puppet-stuff seems to more naturally fit into TK.


It's a really minor point, but I kinda want Explosion to be usable with Plasma Blasts. It's certainly thematically appropriate and still related to fire.

Liberty's Edge

I know quite a few people have mentioned this is Avatar inspired but am I the only one who instantly thought of Full Metal Alchemist in reading this class?

The pyrokineticist may as well be called Roy Mustang - Flame Alchemist for me :D

I think the class is somewhere in limbo at the moment. I think we all agree we love the concept but it seems to lack the raw damage output of a fighter or archer or any of the utility of, say, an actual alchemist who has a similar chassis.

Would 4 levels of psychic spell casting be too much?

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