General Discussion: Kineticist


Rules Discussion

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Dragon78 wrote:
I can't believe they forgot to close the playtest threads.

Shhh... the threads are closed. Locked, like the wooden doors Scorpioni mentioned.

Especially if they're the doors my GM uses.

'A wooden door stands before you, blocking your path' 'Is it trapped?' 'No' 'Is it locked?' 'Yes'

'I unlock it... 42' 'The door remains locked.' 'Fine... Rothar, come break this down with your Adamantine hammer... *2d6+28* 'The door is still standing, and seemingly undamaged.'


Anyone else think it'd be cool to have an archetype that did pure force damage, focused on small amounts of consistent damage and buffs/nerfs?
I can see a TK that reinforces his allies with a D6 or so force damage on their weapon, can haste/slow targets, make an ally gain a slow climb/swim/fly speed, improve acrobatics checks or reflex saves, allow/force rerolls on attacks, basically monkey with physics by low power, high control TK. His basic attack is force, but if he has to rely on it it's a bit like asking a bard to use his mace. Not very useful usually but when it's all you have...


Forget what I just said, these threads are locked;)


I could also see a kineticist barbarian archetype, who tends towards normal weapons and attacks most of the time... But has x rounds a day where they unleash devastating kinetic forces of a given element, out of their control. Same problems as rage, possibly even losing your ability to distinguish friend from foe, but for those rounds you become a mad powerhouse.


Is it me... or the Kinecist feels like a one-trick pony class? All he does is... shoot an energy from his hands. I feel like it's missing something.

True, a spellcaster cast spell for the most part, but they can cast different spells. The kineticist should get MORE than just fire energy blasts and alter it to his will, like a bunch of skill specializations and such.


JiCi wrote:

Is it me... or the Kinecist feels like a one-trick pony class? All he does is... shoot an energy from his hands. I feel like it's missing something.

True, a spellcaster cast spell for the most part, but they can cast different spells. The kineticist should get MORE than just fire energy blasts and alter it to his will, like a bunch of skill specializations and such.

I mean: he can make walls of fire, or cover the ground in ice, or fly with his mastery of air. So there is that.


Excaliburproxy wrote:
JiCi wrote:

Is it me... or the Kinecist feels like a one-trick pony class? All he does is... shoot an energy from his hands. I feel like it's missing something.

True, a spellcaster cast spell for the most part, but they can cast different spells. The kineticist should get MORE than just fire energy blasts and alter it to his will, like a bunch of skill specializations and such.

I mean: he can make walls of fire, or cover the ground in ice, or fly with his mastery of air. So there is that.

No, different Kineticists can do different things, but each Kineticist is a one trick pony with it's element.


Tels wrote:
Excaliburproxy wrote:
JiCi wrote:

Is it me... or the Kinecist feels like a one-trick pony class? All he does is... shoot an energy from his hands. I feel like it's missing something.

True, a spellcaster cast spell for the most part, but they can cast different spells. The kineticist should get MORE than just fire energy blasts and alter it to his will, like a bunch of skill specializations and such.

I mean: he can make walls of fire, or cover the ground in ice, or fly with his mastery of air. So there is that.
No, different Kineticists can do different things, but each Kineticist is a one trick pony with it's element.

Fire guy can:

1. Throw fire
2. Make fire walls
3. Fly using cool fire jets
4. Burn people with his hot bod
5. Make a big fire guy appear
6. Become a big fire guy
7. Generally just sort of move areas of fire around
8. Learn to see through smoke and fire
9. Turn into a fireball and launch across the battlefield

He can then also learn other elements.


I see a spare wild talent. Standard action to change your FtB bonus to a deflection bonus. Standard again to change it back to normal. Good for quick getaways or for reactionary builds like style and AoO or Searing Flesh if we get lucky and it becomes "on attack" instead of on hit.


Excaliburproxy wrote:

Fire guy can:

1. Throw fire
2. Make fire walls
3. Fly using cool fire jets
4. Burn people with his hot bod
5. Make a big fire guy appear
6. Become a big fire guy
7. Generally just sort of move areas of fire around
8. Learn to see through smoke and fire
9. Turn into a fireball and launch across the battlefield

He can then also learn other elements.

Too bad he cannot:

1. Hit more easily creatures of the Water and/or Cold subtype(s) (bonus to attack rolls)
2. Counter fire spells with his blast
3. Endure hot temperatures
4. Detect heat signatures
5. Control fire sources

Look, I feel like a kineticist lacks skills related to the element itself. Sure, you can shape the element as you see fit, but that's about it...


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

The one thing I hope they have in the archetypes for the kineticist is an archetype that allows for duel element specialization from level 1. thought this might cost it the ability to access or use any other elements.

If this does not exist, then my gamer rage will be supreme.


I hope for an archetype that grants sorcerer bloodline powers, maybe bloodline spells as spell powers, and also damage and save DCs based on charisma. Gain sorcerer bloodline powers at 1st, 3rd, 9th, 15th, and 20th level. Maybe gain a "blood pool" that it can use to create spell effects based on there bloodline spells.

I would like to see an archetype that uses int mod for damage, save DCs, attack rolls and maybe even burn. Maybe give it all knowledge skills as class skills.

I would like to see an archetype that uses a rage mechanic and rage points but call it "psychic rage", make it increase dex and con, damage bonus with kinetic powers, increased range, etc. maybe some rage powers as well.

I would like an archetype that focuses on melee abilities for the kineticist so maybe some abilities based on strength and better with kinetic blade/fist abilities.

I would like an archetype that grants a companion of some type such as animal companion, familiar, spirit friend, etc.


JiCi wrote:
Look, I feel like a kineticist lacks skills related to the element itself. Sure, you can shape the element as you see fit, but that's about it...

That is what pyrokineticist means: you can "move fire". This is similarly true for hydrokinticist and what have you. Though I think telekineticist means that you can move things from far away? I have forgotten a lot of what I know about word roots.


Can we get a clarification? Kinetic Whip only gives the blade "reach" (10 ft reach) so unless it gets 15 ft reach like an actual whip can the name be changed to Kinetic Spear?


Kevin Heavner wrote:
Can we get a clarification? Kinetic Whip only gives the blade "reach" (10 ft reach) so unless it gets 15 ft reach like an actual whip can the name be changed to Kinetic Spear?

Think anime, with tentacles of energy whipping about the hero/villain and shredding things that get too close. It's like being a living octopus of elemental material. Whip is the closest word to it without actually saying "elemental tentacle" which sounds like asking for trouble from certain obnoxious players with dirty minds. Like me. Elemental tempest would kind of fit the imagery as well, but it brings too much of an AoE DoT effect to mind. Can you think of another term that fits the image better? Spear works best mechanically, but whip has closer flavor.

@dragon78, Spark of Life gives this class a companion. Kinetic Form gives you the same body as said companion. You could make an archetype built around expanding those two, so the player can be the team leader of a pack of elementals.
I'm a size large fire elemental with two size medium friends, or four size small ones. What are you gonna do? That's right. Cry or fry. Cry or fry.


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Shiroi wrote:
Kevin Heavner wrote:
Can we get a clarification? Kinetic Whip only gives the blade "reach" (10 ft reach) so unless it gets 15 ft reach like an actual whip can the name be changed to Kinetic Spear?

Think anime, with tentacles of energy whipping about the hero/villain and shredding things that get too close. It's like being a living octopus of elemental material. Whip is the closest word to it without actually saying "elemental tentacle" which sounds like asking for trouble from certain obnoxious players with dirty minds. Like me. Elemental tempest would kind of fit the imagery as well, but it brings too much of an AoE DoT effect to mind. Can you think of another term that fits the image better? Spear works best mechanically, but whip has closer flavor.

or fry.

I disagree, while your description matches your imagery for the ability the wording is much more ambiguous

"You form a weapon using your kinesis. You create a non-reach
one-handed or light weapon in your hands formed of pure
energy or elemental matter"

"You form a long tendril of energy or elemental matter using your
kinesis."

Tentacles would match some elements, like air or water, but for elements like fire, electricity and earth a flexible tentacle makes little sense. For my electric blast it's better to picture Zeus's lightning bolt for whip. And it explicitly says in whip's description that it functions exactly as blade which says it appears as a weapon in your hand.

Lantern Lodge

I'm still curious if you can finesse your kinetic weapon or whip. Or flurry it. Or use weapon properties - if you form it into a flail, can you get the benefit on a trip attempt with it? If you make a monk weapon, can you flurry? Does the same apply if you form a guisarm with your whip power?


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An archetype that gets flurry of blows, unarmed damage progression and some kind of mental stat to AC. Perhaps with a ki pool that can be used to pay for burn costs.

Too bad the name kinetic fist is already taken. Would sound good next to sacred fist.


Kevin Heavner wrote:
Shiroi wrote:
Kevin Heavner wrote:
Can we get a clarification? Kinetic Whip only gives the blade "reach" (10 ft reach) so unless it gets 15 ft reach like an actual whip can the name be changed to Kinetic Spear?

Think anime, with tentacles of energy whipping about the hero/villain and shredding things that get too close. It's like being a living octopus of elemental material. Whip is the closest word to it without actually saying "elemental tentacle" which sounds like asking for trouble from certain obnoxious players with dirty minds. Like me. Elemental tempest would kind of fit the imagery as well, but it brings too much of an AoE DoT effect to mind. Can you think of another term that fits the image better? Spear works best mechanically, but whip has closer flavor.

or fry.

I disagree, while your description matches your imagery for the ability the wording is much more ambiguous

"You form a weapon using your kinesis. You create a non-reach
one-handed or light weapon in your hands formed of pure
energy or elemental matter"

"You form a long tendril of energy or elemental matter using your
kinesis."

Tentacles would match some elements, like air or water, but for elements like fire, electricity and earth a flexible tentacle makes little sense. For my electric blast it's better to picture Zeus's lightning bolt for whip. And it explicitly says in whip's description that it functions exactly as blade which says it appears as a weapon in your hand.

It's a little vague either way, but the intent is for kinetic blade/whip to be open to be flavored as any weapon you wish with the properties given in the talent. My Geokineticist's "kinetic blade" is often times a club or a spear when I need to deal bludgeoning or piercing.


Alright, I'm going to admit outright I didn't read all 73 pages of this thread so I'm unsure if this was covered before.

Am I the only one that thinks it doesn't make much sense for the Telekineticist's Force Blast to be doing less damage than his regular blast? Especially since it costs burn?

Or for that matter that hitting someone with a five pound object and a hundred pound object still do the same damage? Are you hitting the guy softer (using less force?) with the larger object or something?


Force blast hits easier since it uses Touch AC, so balance says less damage. And yes, we all agree about the weight issue. :P


Genuine wrote:
I'm still curious if you can finesse your kinetic weapon or whip. Or flurry it. Or use weapon properties - if you form it into a flail, can you get the benefit on a trip attempt with it? If you make a monk weapon, can you flurry? Does the same apply if you form a guisarm with your whip power?

You decide the appearance of the kinetic weapon, and it is weapon finesse-able. BUT you do not get any properties of the weapon you make it look like.

Peter


Kevin Heavner wrote:

I disagree, while your description matches your imagery for the ability the wording is much more ambiguous

"You form a weapon using your kinesis. You create a non-reach
one-handed or light weapon in your hands formed of pure
energy or elemental matter"

"You form a long tendril of energy or elemental matter using your
kinesis."

Tentacles would match some elements, like air or water, but for elements like fire, electricity and earth a flexible tentacle makes little sense. For my electric blast it's better to picture Zeus's lightning bolt for whip. And it explicitly says in whip's description that it functions exactly as blade which says it appears as a weapon in your hand.

I can still see a floating sphere of stone, a gaara-esque sand wave, or a crackling Corona of fire or lightning energy working but I also see your point. Especially about needing a free hand to direct it. Problem with spear is exactly the same as with whip, do I get the brace feature? We'd have to be careful to name it a weapon that literally had no special connotations but reach. Also it would have to be a light or one handed reach weapon with no special qualities but reach. I'm on my phone so I can't look it up, but it feels like our options are getting pretty narrow. Like maybe non existant.


Weapons formed with Kinetic Blade/Whip don't have any of the properties of the weapon. Link.

Mark Seifter wrote:
Uhh...well, you guys saw the thing about not provoking with blade/whip, right? Also, whoever said that kinetic whip just gives you the reach property and not any of the minutiae of the weapon (such as the weapon whip which has longer reach and provokes AoOs) is correct.


Now, I know people don't want to compare to Alchemist for some reason, but I'd like to call on the evidence of the Force Bomb discovery. It consumes no more resources than the regular bomb, but deals force damage dropped one die step from the normal bombs.
This means a Force Blast should be dealing approximately 2D4 Touch, in line with one die-step lower than Blue Flame Blast's 2D6 Touch, not 1D6 Touch. That extra 1-2 DMG may not seem like much, but it would make it reasonable to use the Force Blast instead of just hammering things and being done with it. Right now by the time you can use Force Blast consistently, (15th) you need to be facing Resistance of around 25-30 or full immunity to make the decreased damage of Force Blast actually equal to BFB.
Thoughts?

Also, it's next week already. I'm dying to see what all gets nerfed/buffed. Come on Mark, let's hear the good news!


Shiroi wrote:
Also, it's next week already. I'm dying to see what all gets nerfed/buffed. Come on Mark, let's hear the good news!

Quote the Seifter, 'Wednesdayish'.

Mark Seifter wrote:

Expect the post mortem in this thread next week, maybe Wednesdayish, with all sorts of teasers of goodies to come.

Cheers!
Mark


http://www.d20pfsrd.com/magic/all-spells/t/transformation

An interesting spell. Does this stop me from using SLA's? If not, add Haste to that and watch the damage crawl up the wall for Geo's in full Kinetic Form and Whip mode.

Designer

Tels wrote:
Shiroi wrote:
Also, it's next week already. I'm dying to see what all gets nerfed/buffed. Come on Mark, let's hear the good news!

Quote the Seifter, 'Wednesdayish'.

Mark Seifter wrote:

Expect the post mortem in this thread next week, maybe Wednesdayish, with all sorts of teasers of goodies to come.

Cheers!
Mark

Given the requisite meeting has been pushed a bit, I would say Thursdayish or Fridayish may be more likely (which is probably still Wednesdayish, depending on the definition of Wednesdayish, but just to prevent people from getting antsy on Wednesday proper).


Mark Seifter wrote:
Tels wrote:
Shiroi wrote:
Also, it's next week already. I'm dying to see what all gets nerfed/buffed. Come on Mark, let's hear the good news!

Quote the Seifter, 'Wednesdayish'.

Mark Seifter wrote:

Expect the post mortem in this thread next week, maybe Wednesdayish, with all sorts of teasers of goodies to come.

Cheers!
Mark

Given the requisite meeting has been pushed a bit, I would say Thursdayish or Fridayish may be more likely (which is probably still Wednesdayish, depending on the definition of Wednesdayish, but just to prevent people from getting antsy on Wednesday proper).

The first session of my game is Thursday night :(


Question, you can't reduce the nonlethal damage from burn, but what if you're immune to Non-Lethal Damage altogether?
Reference : Mummification Discovery.

Mummification (EX) wrote:
The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.

Alchemist 10/Kineticist 10 hardly feels like an overpowered character, especially since I have a burn cap anyways, but this could be fairly interesting if someone can find another way to become immune to non-lethal.

Shadow Lodge

Mark, IF there are items for the Kineticist that are analogous to a Amulet of Mighty Fists or Bodywrap of Mighty Strikes, any chance of letting us know what slots they might take up (for long term planning)?

Liberty's Edge

Shiroi wrote:

Question, you can't reduce the nonlethal damage from burn, but what if you're immune to Non-Lethal Damage altogether?

Reference : Mummification Discovery.

Mummification (EX) wrote:
The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.
Alchemist 10/Kineticist 10 hardly feels like an overpowered character, especially since I have a burn cap anyways, but this could be fairly interesting if someone can find another way to become immune to non-lethal.

This is a question that needs to be answered for undead in general. (Not that they would do to well with no Con score, but still)


Fomsie wrote:
Shiroi wrote:

Question, you can't reduce the nonlethal damage from burn, but what if you're immune to Non-Lethal Damage altogether?

Reference : Mummification Discovery.

Mummification (EX) wrote:
The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.
Alchemist 10/Kineticist 10 hardly feels like an overpowered character, especially since I have a burn cap anyways, but this could be fairly interesting if someone can find another way to become immune to non-lethal.
This is a question that needs to be answered for undead in general. (Not that they would do to well with no Con score, but still)
Occult Adventures Playtest, Page 4 wrote:
A kineticist incapable of suffering nonlethal damage cannot accept burn, and a kineticist can’t choose to accept more than 1 point of burn in a single round.


Fomsie wrote:
Shiroi wrote:

Question, you can't reduce the nonlethal damage from burn, but what if you're immune to Non-Lethal Damage altogether?

Reference : Mummification Discovery.

Mummification (EX) wrote:
The alchemist’s type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep.
Alchemist 10/Kineticist 10 hardly feels like an overpowered character, especially since I have a burn cap anyways, but this could be fairly interesting if someone can find another way to become immune to non-lethal.
This is a question that needs to be answered for undead in general. (Not that they would do to well with no Con score, but still)

You guys should read the section on burn. If you are immune to nonlethal damage then you are also unable to accept burn.


Basically this is the only class you can't play as if your race is a construct or undead:(


It feels like it should become Lethal instead, to allow for that problem. "A kineticist incapable of suffering nonlethal damage, or who would not be affected by non-lethal damage, instead accepts an equal amount of lethal damage, which also cannot be healed by any means. If the kineticist later becomes able to accept non-lethal damage and would be affected normally by it, this lethal damage becomes non-lethal, up to the greatest amount of non-lethal the kineticist can suffer. If a kineticist suffering burn becomes incapable of suffering non-lethal damage, or becomes incapable of being affected normally by non-lethal damage, all existing burn becomes lethal damage which cannot be healed instead."

It's a bit more wordy, but more inclusive to alternate races and a few corner instances like Mummification.

Designer

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Sammy T wrote:
Mark, IF there are items for the Kineticist that are analogous to a Amulet of Mighty Fists or Bodywrap of Mighty Strikes, any chance of letting us know what slots they might take up (for long term planning)?

There probably won't be items that work exactly like those two, but there will probably be an item you want that's in a similar vein but targeted to where it helps the kineticist more where it needs it, and it'll probably go in the slot that indisputably is used by a class that uses two physical stats less than everybody else—headband.


Mark Seifter wrote:
Sammy T wrote:
Mark, IF there are items for the Kineticist that are analogous to a Amulet of Mighty Fists or Bodywrap of Mighty Strikes, any chance of letting us know what slots they might take up (for long term planning)?
There probably won't be items that work exactly like those two, but there will probably be an item you want that's in a similar vein but targeted to where it helps the kineticist more where it needs it, and it'll probably go in the slot that indisputably is used by a class that uses two physical stats less than everybody else—headband.

I would argue with that one, on the basis of most current items in this vein being amulet or gauntlet (that I'm aware of). I need my headband of Int/Wis to buff my saves and skills, so I may be biased. Then again, when this class gets better skills I may be okay with just using the cloak of resistance for the saves and leaving skills alone. It's a hard case to make though, since I've got a great fort save and a decent dex save already, the cape only helps one save by a significant margin. The headband helps that save, buffs perception two ways, and stacks with the cape. I just hope the item is worth giving up such an important slot for, since I honestly don't use any amulet except mighty fists it feels like it's not as even a trade for this class as the Monk gets. Just an extra unasked for opinion for you. :)

Then again, if the item is worth so much as to make the idea of Int/Wis for saves and skills unatractive, it runs into the same problem as the AoMF. Every build uses it, and it ceases to be an "Item" or an "Option" and more of a tax.


WHERE IS THE UPDATE? WHEEEEEEEERE IIIIIIIS IIIIIIIIIT???

Sorry, did that come off as overenthusiastic?


I just recently noticed that aether and earth can pick between bludgeoning, piercing, and slashing, but air and water are stuck with bludgeoning. Can I throw in a vote for a feat or some other method to create a cutting (slashing) wind with air blast? Or perhaps just the option to pick between bludgeoning and slashing when you choose your simple blast as an aerokinetic? Thinking of wind blades, kamaitachi, that sort of thing...having an aerokinetic who uses a sword as a focus to slice the wind and attack someone from a distance sounds awesome.

Tangentially, still hoping for a feat or item or archetype that lets you get around needing to have hands for a kinetic blast...awakened aerokinetic weasels sound fun to drop on a party...


I would absolutely give up a headband of wisdom before I lose my amulet of natural armor!


mplindustries wrote:
I would absolutely give up a headband of wisdom before I lose my amulet of natural armor!

You just need to double enchant stuff and pay those crazy costs, yo.

Scarab Sages

Mark Seifter wrote:
Sammy T wrote:
Mark, IF there are items for the Kineticist that are analogous to a Amulet of Mighty Fists or Bodywrap of Mighty Strikes, any chance of letting us know what slots they might take up (for long term planning)?
There probably won't be items that work exactly like those two, but there will probably be an item you want that's in a similar vein but targeted to where it helps the kineticist more where it needs it, and it'll probably go in the slot that indisputably is used by a class that uses two physical stats less than everybody else—headband.

Putting the item in the head slot just makes it more difficult for a kineticist to invest in increased skills or better will saves, already two of the classes weakest points.

Scarab Sages

mplindustries wrote:
I would absolutely give up a headband of wisdom before I lose my amulet of natural armor!

Barkskin has a far longer duration than Owl's Wisdom.

Excaliburproxy wrote:
You just need to double enchant stuff and pay those crazy costs, yo.

Unless you play in PFS, where the option does not exist.


Artanthos wrote:
Excaliburproxy wrote:
You just need to double enchant stuff and pay those crazy costs, yo.
Unless you play in PFS, where the option does not exist.

Ha. Really? You poor pitiful fools.

Can you make off-slot magic items at least?


Excaliburproxy wrote:
Artanthos wrote:
Excaliburproxy wrote:
You just need to double enchant stuff and pay those crazy costs, yo.
Unless you play in PFS, where the option does not exist.

Ha. Really? You poor pitiful fools.

Can you make off-slot magic items at least?

You can't make magic items at all. Basically, PFS's goal is to play the game as close to as written as possible. So, essentially, if an item doesn't appear in a book, it doesn't exist.

No belts of Mighty Fist, or Tiara's of Speed or anything like that.

"When I was in the Society, we got the magic items in the slots they came in and we liked it! The milk drinking, pansies that call themselves adventurers these days have their hands held through every encounter!" *grumble grumble*


Tels wrote:
Excaliburproxy wrote:
Artanthos wrote:
Excaliburproxy wrote:
You just need to double enchant stuff and pay those crazy costs, yo.
Unless you play in PFS, where the option does not exist.

Ha. Really? You poor pitiful fools.

Can you make off-slot magic items at least?

You can't make magic items at all. Basically, PFS's goal is to play the game as close to as written as possible. So, essentially, if an item doesn't appear in a book, it doesn't exist.

No belts of Mighty Fist, or Tiara's of Speed or anything like that.

"When I was in the Society, we got the magic items in the slots they came in and we liked it! The milk drinking, pansies that call themselves adventurers these days have their hands held through every encounter!" *grumble grumble*

Oh yeah? Seems like an almost deliberately poor ruleset insofar as unarmed combat and a lot of other specialized builds are concerned. It is like there are whole swaths of the game that no longer work. *shrugs*

I never play modules or anything. And I don't think PFS rulings should be taken into account for new game materials. If PFS is breaking something then have PFS fix it. You should not make the game designers build around those additional rule sets.


Personally I see no reason why items are "slotted" to begin with. There should be a full list of enchantments that can be on ANY object, and a few that can only be (or cannot be) on certain objects. Weapons and shields being the most common, with robes as the next in line. It's magic. Magic to make you smarter doesn't *require* the item to be within 2" of your brain. It could be an anklet for all magic cares. But still, the headband is the "norm" for this setting. I try to keep the regular slots for items, because it feels like being forced to make a choice between item A and item B keeps a power limiter on things. That may not make sense with the pseudo-reality of magic, but in game terms it keeps things cleaner.


Shiroi wrote:
Personally I see no reason why items are "slotted" to begin with. There should be a full list of enchantments that can be on ANY object, and a few that can only be (or cannot be) on certain objects. Weapons and shields being the most common, with robes as the next in line. It's magic. Magic to make you smarter doesn't *require* the item to be within 2" of your brain. It could be an anklet for all magic cares. But still, the headband is the "norm" for this setting. I try to keep the regular slots for items, because it feels like being forced to make a choice between item A and item B keeps a power limiter on things. That may not make sense with the pseudo-reality of magic, but in game terms it keeps things cleaner.

I think the extra 50% gold cost is more than enough of a counterbalance to keep things clean. Let the monk put his money on the table and get his +2 nat armor bonus.

Sczarni

First, I have not had a chance to read all 73 pages so far so apologies if this has come up and I missed it.

I love the Kineticist and look forward to many adventures with them.

Consider my vote for 4+ INT skill points and a vote for Terrakineticist name.

I'd like to see an option for a ranged sunder build for the Earth Kineticist with extended ranged blast as a battlefield control type blaster.

Great job on the class otherwise thank you so much.

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