General Discussion: Kineticist


Rules Discussion

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The class isn't a spellcaster, since it only has spell powers and supernatural abilities. So I would say no on crafting feats but he should still have a caster level(equal to his class level) to get through SR and other effects.


I do hope there ends up being some way for kineticists to make magic item in the end. Though, I am likely to make a geokineticist with Master Craftsman (Craft Jewellery) or something eventually...


Milo v3 wrote:
I do hope there ends up being some way for kineticists to make magic item in the end.

Don't expect it to. The Kineticist is not a spell caster, after all, even if a few of the Wild Talents do replicate spell effects.


So, YouTube had me going down memory lane earlier today. Was watching some cartoons from my childhood/early teens and I realized something... I can totally make Shego with the Kineticist!


Though even with mythic rules still can't make stuff from Akira;)

Grand Lodge

I kind of think that at high levels, the kineticist gets a little to overpowered, I mean, at level 12, at will 6d6+6 + your con is really going to impact your use of spells, if you deal so much damage whenever you want. Just saying.


Pathfinder Rulebook Subscriber

12-42+con dmg at level 12? I have a zen archer doing more than that at level 9, in my campaign. It's not that crazy.


Having a character that can blast all day lets spellcaster uses there spells for more useful things like healing, boosting, travel, protection, summoning, etc.


Pathfinder Rulebook Subscriber

Spellcasters very rarely bother to blast in my games, unless they have nothing better to do. Those useful things are mostly what they focus on anyway.


Yeah, unless the character focuses on being a blaster caster, it is not the best option for most casters anyway.


www.myth-weavers.com/sheet.html#id=148597

A level 20 Pyrokineticist build.

I cant shake the feeling I've gotten some important thing fundamentally wrong, can anyone look at this and tell me what I did?

I'm aware that Bracers of Armor don't stack with armor, I'm using a small house rule change, here.

My GM has allowed it to qualify as an enhancement bonus to AC.

My concern is not with the items, but rather with how the blasts function, and attack bonuses.


Soilent wrote:

www.myth-weavers.com/sheet.html#id=148597

A level 20 Pyrokineticist build.

I cant shake the feeling I've gotten some important thing fundamentally wrong, can anyone look at this and tell me what I did?

I'm aware that Bracers of Armor don't stack with armor, I'm using a small house rule change, here.

My GM has allowed it to qualify as an enhancement bonus to AC.

My concern is not with the items, but rather with how the blasts function, and attack bonuses.

Well off the top of my head:

Dex 24. Con 28.

Attack bonus should just be +23 vs Touch AC for your 10d6+4 fire blast. +24 with point blank shot, 10d6+5.

Attack bonus should just be +23 vs Normal AC for your 10d6+19 earth blast looks fine. +24 with point blank shot, 10d6+20.

Kinetic blasts are spell-like abilities so you only shoot off 1 with a standard action. No full-attack blasts.
If you had kinetic blade/whip, then you can full attack melee at 16/11/6 or 23/18/13. Point blank shot wouldn't apply because they're melee attacks. Weapon Focus (kinetic blast) would still apply as the form infusion doesn't change the fact the blade/whip are still blasts in a different shape (like extend reach).

If your group is using called shots, and you're sticking with the Improved and Greater Called Shots feats, you should have Combat Expertise for a pre-req.

Rapid Shot is useless for kinetic blasts as the ranged attack is a spell-like ability and thus always a standard action. Rapid Shot only works with full-attack actions. Though I guess it's entirely possible that the "called shots" are typos and you meant Improved and Greater Snap Shot, thus the Rapid Shot feat as a prereq. If that's the case, you're gonna want 4 new feats as Mark Seifter clarified that Snap Shot wouldn't work.


Protoman wrote:
Soilent wrote:

www.myth-weavers.com/sheet.html#id=148597

A level 20 Pyrokineticist build.

I cant shake the feeling I've gotten some important thing fundamentally wrong, can anyone look at this and tell me what I did?

I'm aware that Bracers of Armor don't stack with armor, I'm using a small house rule change, here.

My GM has allowed it to qualify as an enhancement bonus to AC.

My concern is not with the items, but rather with how the blasts function, and attack bonuses.

Well off the top of my head:

Dex 24. Con 28.

Attack bonus should just be +23 vs Touch AC for your 10d6+4 fire blast. +24 with point blank shot, 10d6+5.

Attack bonus should just be +23 vs Normal AC for your 10d6+19 earth blast looks fine. +24 with point blank shot, 10d6+20.

Kinetic blasts are spell-like abilities so you only shoot off 1 with a standard action. No full-attack blasts.
If you had kinetic blade/whip, then you can full attack melee at 16/11/6 or 23/18/13. Point blank shot wouldn't apply because they're melee attacks. Weapon Focus (kinetic blast) would still apply as the form infusion doesn't change the fact the blade/whip are still blasts in a different shape (like extend reach).

If your group is using called shots, and you're sticking with the Improved and Greater Called Shots feats, you should have Combat Expertise for a pre-req.

Rapid Shot is useless for kinetic blasts as the ranged attack is a spell-like ability and thus always a standard action. Rapid Shot only works with full-attack actions. Though I guess it's entirely possible that the "called shots" are typos and you meant Improved and Greater Snap Shot, thus the Rapid Shot feat as a prereq. If that's the case, you're gonna want 4 new feats as Mark Seifter clarified that Snap Shot wouldn't work.

THANK YOU, that clarified so much for me.


If you are an aether kineticist and have
Light touch
Extended range
Telekinetic haul
And of sufficient lvl for the 100lbs / lvl

Could you not lift a row boat or cauldron or carpet with yourself in/on and have basically 30' flight?

There is the concentration problem if you fail but other than that.


Lunistra wrote:

If you are an aether kineticist and have

Light touch
Extended range
Telekinetic haul
And of sufficient lvl for the 100lbs / lvl

Could you not lift a row boat or cauldron or carpet with yourself in/on and have basically 30' flight?

There is the concentration problem if you fail but other than that.

I would say you could, but it feels inferior to just picking up Self Telekinesis and Greater Self Telekinesis.

Self Telekinesis vs Light Touch:

Both methods require spending a move action in order to fake flying, but here's where ST/GST come out ahead of LT/TH:

  • It doesn't actually require you to be standing on anything.
  • Unless you're also picking up Extreme Rage, LT/TH maxes out at 30ft of movement while ST/GST has a max of 60ft.
  • It allows you to hover in the air, instead of constantly having to move around.
  • And most importantly, ST/GST is explicit in what it accomplishes, so you don't need a GM who will agree that LT/TK allows you to travel with the object you're throwing around.

Although I will say this in Light Touch/Telekinetic Haul's defense: seeing someone sitting in a hovering throne that they're keeping up with their own telekinesis would be pretty badass.


Harrison wrote:
Although I will say this in Light Touch/Telekinetic Haul's defense: seeing someone sitting in a hovering throne that they're keeping up with their own telekinesis would be pretty badass.

Yes... some might even revere as a God.


Harrison wrote:
Lunistra wrote:

If you are an aether kineticist and have

Light touch
Extended range
Telekinetic haul
And of sufficient lvl for the 100lbs / lvl

Could you not lift a row boat or cauldron or carpet with yourself in/on and have basically 30' flight?

There is the concentration problem if you fail but other than that.

I would say you could, but it feels inferior to just picking up Self Telekinesis and Greater Self Telekinesis.

** spoiler omitted **

Although I will say this in Light Touch/Telekinetic Haul's defense: seeing someone sitting in a hovering throne that they're keeping up with their own telekinesis would be pretty badass.

Thanks for the response , I agree while self TK is better for lifting myself , the other method would be better for lifting party members too? , as don't really want to foe throw them.


Lunistra wrote:
Harrison wrote:
Lunistra wrote:

If you are an aether kineticist and have

Light touch
Extended range
Telekinetic haul
And of sufficient lvl for the 100lbs / lvl

Could you not lift a row boat or cauldron or carpet with yourself in/on and have basically 30' flight?

There is the concentration problem if you fail but other than that.

I would say you could, but it feels inferior to just picking up Self Telekinesis and Greater Self Telekinesis.

** spoiler omitted **

Although I will say this in Light Touch/Telekinetic Haul's defense: seeing someone sitting in a hovering throne that they're keeping up with their own telekinesis would be pretty badass.

Thanks for the response , I agree while self TK is better for lifting myself , the other method would be better for lifting party members too? , as don't really want to foe throw them.

I had the same though. My ultimate conclusion was that in combat self telekinesis was better for action economy. Out of combat and for party travel TK Haul was a decent way to go.


This is kinda knit picky as most of qualms about the class have been discussed is that Aether which in my book should be the Arcane Bloodline of this class has to basically have Ammo. Unattended objects. While there is a lot I want to just hit. With the force of my characters inner being. Sorta like magic missile I guess without spell resistance. I think going Mono Elemental should also give you benefits like Ignoring Cover/miss chances to help improve its accuracy as you have dedicated yourself to it. While Mark I agree having the Expanded Elements is basically a must for the Elementals but an Aether Kineticist should be able to live without it and be just fine. I really like Aether as it reminds me of Biotics (Mass Effect) and the Force (Star Wars).
Also I think that there should be some benefit to having more than one of the associated blast types. Like a TK that has Expanded into Hydro should gain some sweet benefits with Kinetic Healing. Thats just a few things I think could help though I know it is getting close to release so I doubt I could change much but I thought I'd share anyway.


I have a question about the Kinetic Fist wild talent. it says that you can use it for a full attack round to add 1d6 damage per 3 dice of damage (minimum of 1d6). if this is taken at level 1 by level 3 does it add additional 1d6 (2d6 base attack + 1d6?)


Jordan Snider 761 wrote:
I have a question about the Kinetic Fist wild talent. it says that you can use it for a full attack round to add 1d6 damage per 3 dice of damage (minimum of 1d6). if this is taken at level 1 by level 3 does it add additional 1d6 (2d6 base attack + 1d6?)

No, the damage is calculated off the dice of your kinetic blast. 1d6 at 1st, 2d6 at 3rd, 3d6 at 5th and so on. You get 1d6 points of damage on your unarmed strikes per 3d6 of the blast, so you won't get 2d6 on your unarmed strikes until 11th level.

At least, that's how it's currently written. I don't know if it will be changed in the full release.


Yea kinetic fist is absolutely inferior to kinetic blade right now unless the character has a CRAZY high strength score.


Protoman wrote:
Yea kinetic fist is absolutely inferior to kinetic blade right now unless the character has a CRAZY high strength score.

Basically, yeah. So maybe on Giants or Dragons who become Kineticists?


Hmmm Fire Giant pyrokineticist.....

Designer

Yeah, having a big size is also a large plus. Monk2/KineticistX with strong jaw and either enlarge person or an alch infusion of a high rank polymorph effect that allows Huge can be pretty spiffy, and it can be particularly good at making enemies save lots of times against your substance infusions (also good for the other way around, where MonkX dips kineticist to apply some elemental damage and a substance infusion).


Mark Seifter wrote:
Yeah, having a big size is also a large plus. Monk2/KineticistX with strong jaw and either enlarge person or an alch infusion of a high rank polymorph effect that allows Huge can be pretty spiffy, and it can be particularly good at making enemies save lots of times against your substance infusions (also good for the other way around, where MonkX dips kineticist to apply some elemental damage and a substance infusion).

So.... Druid with Awakened T-Rex cohort that has taken levels in Monk and Kineticist with Feral Combat Training, strong jaw and animal growth?

Kill all the Cranes?

Designer

2 people marked this as a favorite.
Tels wrote:
Mark Seifter wrote:
Yeah, having a big size is also a large plus. Monk2/KineticistX with strong jaw and either enlarge person or an alch infusion of a high rank polymorph effect that allows Huge can be pretty spiffy, and it can be particularly good at making enemies save lots of times against your substance infusions (also good for the other way around, where MonkX dips kineticist to apply some elemental damage and a substance infusion).

So.... Druid with Awakened T-Rex cohort that has taken levels in Monk and Kineticist with Feral Combat Training, strong jaw and animal growth?

Kill all the Cranes?

You know, when Linda and I moved out here, we decided to check out the local zoo. While we were waiting to see if the cheetahs were going to do a race, there was this loud and obnoxious whining screaming sound that felt like pure rage and was extremely annoying and repetitive, and it kept coming from behind us. Afterwards, I decided to check what the heck was screaming in hatred at me. It was the cranes, man. It was the cranes.


I've read through the class and like what I see so far. I don't know if my points have been addressed in this thread. If so, I apologize.

I was a little dismayed to see that, like most other element-based classes I've seen since 2e, the kineticist is split so that each practitioner is largely limited to a single element. For many years I've been wanting to see a true elementalist; one who wields the power of all four elements. Seeing as how Avatar has popularized the idea, I hope there are plans to make this a viable PC option starting at level 1.

For those who focus on a single element such as fire though, are there plans to include a class ability that automatically reduces an opponent's energy resistance or immunity and that scales up as the PC increases in level? Such characters are attractive to play at a glance, but without such an ability tend to be paper tigers in my experience since energy resistance is so common. No one is afraid of a pyromaniac who fails to burn anything.


Ambrus wrote:


For those who focus on a single element such as fire though, are there plans to include a class ability that automatically reduces an opponent's energy resistance or immunity and that scales up as the PC increases in level? Such characters are attractive to play at a glance, but without such an ability tend to be paper tigers in my experience since energy resistance is so common. No one is afraid of a pyromaniac who fails to burn anything.

This is why I couldn't bring myself to play a pyrokineticist. You'd basically have to take expanded element just to have something to do should you come across something immune to fire.


Ambrus wrote:

I've read through the class and like what I see so far. I don't know if my points have been addressed in this thread. If so, I apologize.

I was a little dismayed to see that, like most other element-based classes I've seen since 2e, the kineticist is split so that each practitioner is largely limited to a single element. For many years I've been wanting to see a true elementalist; one who wields the power of all four elements. Seeing as how Avatar has popularized the idea, I hope there are plans to make this a viable PC option starting at level 1.

For those who focus on a single element such as fire though, are there plans to include a class ability that automatically reduces an opponent's energy resistance or immunity and that scales up as the PC increases in level? Such characters are attractive to play at a glance, but without such an ability tend to be paper tigers in my experience since energy resistance is so common. No one is afraid of a pyromaniac who fails to burn anything.

Mark has hinted at the ability to lower resistances, specifically, fire resistance, but I think it will be fire resistance of a magical nature (like from a spell). I would dearly love to be able to 'burn' fire elementals though.

There has also been much discussion on possible archetypes for multi-elementals and also single elementals, but not much word out of Mark on that front.


Tiny Coffee Golem wrote:
This is why I couldn't bring myself to play a pyrokineticist. You'd basically have to take expanded element just to have something to do should you come across something immune to fire.

Same here. Looking over the class, I figured I'd likely pick earth or to deal damage since it's not vulnerable to energy resistance. And that's what's frustrating; fire is intuitively the most dangerous/scary element yet it rarely is in game play.


Ambrus wrote:
Tiny Coffee Golem wrote:
This is why I couldn't bring myself to play a pyrokineticist. You'd basically have to take expanded element just to have something to do should you come across something immune to fire.
Same here. Looking over the class, I figured I'd likely pick earth or air to deal damage since they're not vulnerable to energy resistance. And that's what's frustrating; fire should be the most dangerous/scary element.

To be fair, Fire is the only element with a ranged touch composite blast. So depending on how fire resistance is handled in the full release, it's entirely possible that fire will be the highest damaging potential.


Tels wrote:
So depending on how fire resistance is handled in the full release, it's entirely possible that fire will be the highest damaging potential.

That'd be great. Keeping my fingers crossed.


Tels wrote:
Ambrus wrote:
Tiny Coffee Golem wrote:
This is why I couldn't bring myself to play a pyrokineticist. You'd basically have to take expanded element just to have something to do should you come across something immune to fire.
Same here. Looking over the class, I figured I'd likely pick earth or air to deal damage since they're not vulnerable to energy resistance. And that's what's frustrating; fire should be the most dangerous/scary element.
To be fair, Fire is the only element with a ranged touch composite blast. So depending on how fire resistance is handled in the full release, it's entirely possible that fire will be the highest damaging potential.

I hope so. I'd love for the pyrokineticist to be frightening. Like it should be.


One other point that stuck with me was the wording used in some areas that refer to needing one hand free to aim a blast, or needing both hands free for something or other. Could the wording be changed to reflect the fact that not all kineticists will be humanoids with hands?

Designer

3 people marked this as a favorite.

The book is already out to the printers. That said, many of the things you are asking for are in it, though not all. That said, if there's anything you like, I'm cool with pretending that I rushed out and made them change it after sending it to the printers, just for you. If there's anything you don't like, clearly I was too late to change that! :)


Mark Seifter wrote:
The book is already out to the printers. That said, many of the things you are asking for are in it, though not all. That said, if there's anything you like, I'm cool with pretending that I rushed out and made them change it after sending it to the printers, just for you. If there's anything you don't like, clearly I was too late to change that! :)

YAY! I'm Special!!


Ah. It's already all finalized. I guess I'm just way late to the party. Alright, I guess I'll just wait and see then. Thanks.


Playing a pyro in PFS, whenever there's fire resistant creatures, I've found the Reckless trait and ranks in acrobatics have helped immensely by acting as bait for monsters to chase and into AoO range of the heavies. Yay for kineticists getting Acrobatics in the final book.

I ALSO found having an underwater light crossbow to be really important. Anyone check out the caster level check required for a fire-based spell or spell-like ability to be used underwater? It's DC 20 plus spell level. Since there's no written way to reduce spell level or the blast damage, it doesn't very easy to overcome that as you level up (every two levels, the difference between DC minus caster level is reduced by one). I know fire blast doesn't technically have the fire descriptor, but common sense would make me throw my books at anyone that suggests otherwise.

Speaking of which, SHOULDN'T there be descriptors in square brackets, e.g., [fire] for fire blast, of some sort for the element blasts? Do spell-like abilities typically list off descriptors or does one have to read between the lines in the ability description text?


Sorry for being late to the party. I just read the kineticist, and i must say that kinetic blade/whip seems to me a bit over the top. Anyone has some insight on it?


Dekalinder wrote:
Sorry for being late to the party. I just read the kineticist, and i must say that kinetic blade/whip seems to me a bit over the top. Anyone has some insight on it?

It's OP and going to be nerfed some in the final release.


Tels wrote:
Dekalinder wrote:
Sorry for being late to the party. I just read the kineticist, and i must say that kinetic blade/whip seems to me a bit over the top. Anyone has some insight on it?
It's OP and going to be nerfed some in the final release.

Ah ok, so it seems my spider senses are still working ok. Now i'm curious to see the final version.


I'd say it's fine as is, actually. At least if we're comparing damage potential to the big players in melee combat. Unless you start taking burn like it's candy anyway.
If I had one complaint it's that people rarely look at Static Damage and dice damage the same. A fighter doing 2d6+22 twice with a greatsword power attack full attack is ok, but a Kineticist doing 4d6+11 twice with Kinetic Blade is apparently OP? On average if his hit he's looking at 58. Kineticist is looking at 50 on average if both hit.

TLDR: People get more scared by a fistfull of damage dice than the equivalent amount in flat mods.


The problem comes when you stack a fistfull of damage dice on top of static modifier. Kinetic blade does not benefit from ench and str, true, but still benefit from PA (even 2H if you want), buffs like Heroism, Weapon training if you VMC into fighter ecc. Also things like Aetheric boost. You can stack those on touch attacks for 100% hit chance and some really high damage. At a cursory glance seems to much to me.

Sovereign Court

Dekalinder wrote:
The problem comes when you stack a fistfull of damage dice on top of static modifier. Kinetic blade does not benefit from ench and str, true, but still benefit from PA (even 2H if you want), buffs like Heroism, Weapon training if you VMC into fighter ecc. Also things like Aetheric boost. You can stack those on touch attacks for 100% hit chance and some really high damage. At a cursory glance seems to much to me.

1) The touch attack blasts cannot use Power Attack.

2) Kinetic Blade doesn't count as a real weapon, so Weapon Training doesn't apply (It counts as "Kinetic Blast" for the purposes of Weapon Focus, etc. like "Ray" can be specified)
3) Aetheric Boost requires a minimum of 1 burn, unless you are using a move action to mitigate 1 burn and only attacking once

Really, the most OP thing about Kinetic Blade has been ruled away in the final version, apparently (being able to use Vital Strike to amplify the dice, so it frees up your move action to mitigate burn to empower or use a composite blast.)


Lukas Stariha wrote:
Dekalinder wrote:
The problem comes when you stack a fistfull of damage dice on top of static modifier. Kinetic blade does not benefit from ench and str, true, but still benefit from PA (even 2H if you want), buffs like Heroism, Weapon training if you VMC into fighter ecc. Also things like Aetheric boost. You can stack those on touch attacks for 100% hit chance and some really high damage. At a cursory glance seems to much to me.

1) The touch attack blasts cannot use Power Attack.

2) Kinetic Blade doesn't count as a real weapon, so Weapon Training doesn't apply (It counts as "Kinetic Blast" for the purposes of Weapon Focus, etc. like "Ray" can be specified)
3) Aetheric Boost requires a minimum of 1 burn, unless you are using a move action to mitigate 1 burn and only attacking once

Really, the most OP thing about Kinetic Blade has been ruled away in the final version, apparently (being able to use Vital Strike to amplify the dice, so it frees up your move action to mitigate burn to empower or use a composite blast.)

1) True, but it applies to the "normal" type of blast

2) Kinetic Blast is definetly a weapon, you can apply weapon focus on it. It's not in any fighter weapong group, like all the non core weapon, but that does not mean anything.
3)I see. That is however definetly a problem for the "single blast" user (read, normal "non blade" kineticist)

We shall wait and see.


What I want to see the most are the new basic Wild Talents made to add more flavour with the element of your choice.

I know that the book is already done now, but i think it would be awesome if, in this book or in some future softcover expansion, the pyrokineticist could choose a Smoke Blast of some sorts, that instead of inflicting damage, generated a smoke effect similar to the Fog Cloud spell, maybe even blind or inflict some other condition to whoever it hits. It would add a lot, versatility and flavour wise, to the character, not to mention it would give the "Firesight" Wild Talent a lot more utility, giving the Pyrokineticist the ability to benefit from it without having to carry a bunch of Smokesticks...


Hopefully the basic wild talents will get previewed before the book comes out.

Designer

I'll surely consider it! But remember, book previews generally come out leading up to the final release, so, while I'm not the one who decides when those will happen, I would expect to see them starting about halfway through June.

Shadow Lodge

@mark, I know I should be reserving a headband slot for a kineticist-specific item, but is there any chance for an approximate gold quote so I know how much to save? My PFS kineticist is L9 and will probably be L10 when the book comes out and I want to make sure I have enough $$ budgeted for any items in the final release book.

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