Which kineticist element is the most powerful?


Pathfinder First Edition General Discussion

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Hargert wrote:
I would like to see some builds at low,mid,high level to see the claim of tier 2? So far I would put them about equal with rogue.

Rogue is pretty on point, the blast does the same damage as sneak attack and can't be used for irretives unless shenanigans are involved (conductive ammo), so it's dps is much lower, it's skill points are lower as are it's class skills, and it has equivalent BaB and Saves. Granted it has some better buffs, is more MAD (which is kinda nullified by Burn) and slightly better utility, but not by a whole lot (rogue with umd and some arcane talents is probably better).

Scarab Sages

Cyrocloud2 wrote:
Rogue is pretty on point, the blast does the same damage as sneak attack and can't be used for irretives unless shenanigans are involved (conductive ammo), so it's dps is much lower

Rogues don't get SA on every round by far, and Kineticists have Empower and Composites to simulate the effect of iterative attacks on DPR.


Cyrocloud2 wrote:
Hargert wrote:
I would like to see some builds at low,mid,high level to see the claim of tier 2? So far I would put them about equal with rogue.
Rogue is pretty on point, the blast does the same damage as sneak attack and can't be used for irretives unless shenanigans are involved (conductive ammo), so it's dps is much lower, it's skill points are lower as are it's class skills, and it has equivalent BaB and Saves. Granted it has some better buffs, is more MAD (which is kinda nullified by Burn) and slightly better utility, but not by a whole lot (rogue with umd and some arcane talents is probably better).

Rogues need enemies to lose dexterity modifier to defense or need a flank buddy saving their butts.

Sneak attack isn't multiplied on a hit. Kinetic blast is.

If gonna compare a rogue to a kineticist, let's be fair and compare a melee rogue to a melee kineticist instead of melee rogue to ranged kineticist. Why is ranged rogue not on there? Because who has heard of a consistent ranged sneak attack without "shenanigans"? Melee kineticist with kinetic blade can use iteratives and haste and be as effective as a rogue in combat. TWF rogue? Sure. If you wanna do the feat investment and wait for the BAB to qualify but I've heard just as much complaints about it being a trap option as I heard of that being a standard one (Unchained rogue fixes that quite a bit). But a rogue isn't having the potential to be burning/blinding/tripping/other maneuver/deafening/other substance infusions/etc with each hit.

Skills? Sure. I guess kineticists are as jealous of rogue's skills as a spellcaster is:

Spoiler:
Acrobatics - Kineticists got that and can be awesome at it. It's also whatever for the fliers (wings of air, (greater) flame jet, (greater) self telekinesis) much like how spellcasters would scoff at it.
Appraise - Cough. Awkward.
Bluff, Diplomacy, Sense Motive - If a kineticist was inclined to a trait is all that's needed. But sure, they're not by default as sociable.
Climb, Fly, Swim, Escape Artist, Sleight of Hand - Each one is granted by an element focus. Those element focus either provides a big benefit or can replace the need altogether with utility talents, or not really provide a benefit for it (escape artist).
Craft - Got that.
Disable Device - Not really focused on traps or lockpicking. Blast!
Disguise - Sure kineticist don't has that. It's used so often it's almost a crime.
Intimidate, Perception, Profession, Stealth, Use Magic Device - They got that.
Perform - Perform would actually be pretty cool to have with kinetic talents.

Kineticist saves are WAY better than the rogue's. Good Fort and Reflex when the class encourages good Constitution and Dexterity.

Kineticist can be just as flexible with UMD as a rogue. Difference? Kineticist typically has more money than a rogue to buy wands because they didn't have to invest in a magic weapon.


I thought aether was pretty cool with the wall of force bubble you can create. Enlarge yourself and you can create some major barriers for something to overcome or completely block a small hallway with a wall of force


Aether is quite interesting. Party Invis is neato, being able to throw the environment at enemies is fun, being able to just kinda take that door and use it for full cover as you walk down the hallway until you're ready to fight something might be fun. Eventually you get to fling enemies into each other... And that's all pre level 12.

It's actually really hard to choose between Aether and Air for me. Do I want Haste or Invis? Do I want to toss people around like ragdolls or do I want flight earlier than level 10 (or do I just buy a broom for that?) Tough choices.

Hmm... is an object attended when in physical contact or does it need to be on my person so to speak? Could I use my TK ability to create a bridge of wooden planks and walk over it, or does the contact of the sole of my boot on the plank cause the object to be attended and thus no longer a target for my TK? Could an enemy just walk up and poke my hypothetical floating door and cause it to drop to the floor? These are things I ponder as I stare at my theoretical kineticist builds...

EDIT:The only reference to it is in the magic chapter where it reads: "if they are attended (held, worn, grasped, or the like) by a creature resisting the spell" leading me to believe a lot of my shenanigans would, in fact, work.


Ryzoken wrote:
Hmm... is an object attended when in physical contact or does it need to be on my person so to speak?

I am arguing that mage hand's "unattended object" only cares about the initial cast. Even if the object becomes attended after the cast, the spell doesn't end. Indeed, the object obviously is "attended" once your mage hand is on it, so clearly being attended does not stop the spell.

This is like how haste targets a number of people who can't be more than 30 feet from each other. The haste doesn't break if the targets get further than that from each other after casting.


I'm currently playing a Aether Kineticist in PFS, and I do my "flight" a bit differently then a lot of people: I grab an object that weighs 1-2 hundred pounds and then climb atop of it and ride with it as it moves. I even will let the slower people climb on as well, as long as they don't weigh too much. TK haul is amazing.


Vrog Skyreaver wrote:

I'm currently playing a Aether Kineticist in PFS, and I do my "flight" a bit differently then a lot of people: I grab an object that weighs 1-2 hundred pounds and then climb atop of it and ride with it as it moves. I even will let the slower people climb on as well, as long as they don't weigh too much. TK haul is amazing.

If your characters name... Mercenary Tao?


I think many of us TKs love the idea of the Aether Scooter. I'm just worried it may get erratumed or FAQed out of working.

Scarab Sages

I could see it going either way... On one hand you have a lot of source fiction like Wheel of Time where you can't lift yourself with normal TK. On the other hand, you have this.

I'd hope you could use Telekinetic Haul to move a platform or chair with you on it. However, it makes the Self TK line somewhat wasted. You would still need concentration though, which makes it less useful for combat.


Just curious, why do people think that Fire is a bad element? It seems to have the highest damage potential (for touch attacks and AOE), the easiest AOE access, and the ability to blind even fire immune enemies on a hit at level 9 (or 8 if you retrain).

The only issue is that it has problems with fire immunity, but that is kind of a campaign specific thing. I have definately seen campaigns where fire immunity was not common.


Imbicatus wrote:
I'd hope you could use Telekinetic Haul to move a platform or chair with you on it. However, it makes the Self TK line somewhat wasted. You would still need concentration though, which makes it less useful for combat.

It's almost useless for combat. It's a standard action to concentrate and a move action to move. And if you cast any other spells while concentrating, then the concentration fails and the spell ends. Now it is questionable if SLAs count as spells for this purpose.

There is some question of how the TK Haul works if you spend a burn point, as the duration is changed in some vague way other than just concentration. But then it's simply a more burn expensive alternate to Self TK.


It may not be Golarion or Pathfinder but TK Haul being used to move people around is canon and if Paizo publishes a FAQ or Errata to say otherwise... well, they're wrong and absolutely everyone is required to tell them they are wrong and ignore their false changes.

Bonus points, the above includes a standard action casting, plus concentration to maintain it. I mean, it's almost like the rules for TK Haul was based around the above.

Scarab Sages

You'd need Extended Range and Extreme Range to make the scooter as fast as a normal person. It's a neat idea, though; I don't think it should be illegal.

As for "party invisibility", I always read TK Invis as self-only, but it's true that the text doesn't specify it. I expect that to be errata'd. Even self-only, it's a strong argument in favor of Telekinesis, though.


Catharsis wrote:
You'd need Extended Range and Extreme Range to make the scooter as fast as a normal person.

Yeah, that's why we call it scooter instead of speeder. The only thing it's really good at is getting past environmental obstacles. And being fun. It's really good at being fun.


Pathfinder Starfinder Roleplaying Game Subscriber
Melkiador wrote:
Catharsis wrote:
You'd need Extended Range and Extreme Range to make the scooter as fast as a normal person.
Yeah, that's why we call it scooter instead of speeder. The only thing it's really good at is getting past environmental obstacles. And being fun. It's really good at being fun.

I kind of want a wild talent for aether element that mimics imbue with flight...was once working on an imperious sorcerer NPC with that spell that flew the enemy party around on a giant golden disk, but sadly never got to use that encounter. Would be a lot of fun if you could do it with a telekineticist.


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GM: You come to a chasm, 300 feet in depth. It's easily a hundred feet to the other side.
Player 1: Alright, well, who all brought rope? I've got 50' of it...
Player 2: Pfft. Rope. I pull that stack of thin metal plates out that I bought back in <major city>.
GM: I was wondering what you planned to do with those...
Player 2: Yeah, I'm going to telekinetically create a span across that gap using those plates. The plates are 1' x 1' and I have about 250 of em in my bag of holding, so I should be able to create a span 2 feet wide, maybe a little more if I leave a gap between the two rows of plates.
Player 3: Did you just pull a bridge out of your pocket?
Player 2: Yeah, it's a neat party trick I learned a while back. You should see what I can do with a ball of yarn...
GM: -shrugs- moving on...

GM: You come to a closed, locked door.
Player 2: Is it trapped?
GM: -rolls- ...yes.
Player 2: I disable the trap with Disable Device from... eh, call it 30 feet away, then unlock the door from 30 feet away, then make everyone invisible, then open the door.
GM: a trio of thugs stare at the doorway, wondering why it just opened itself. One gets the bright idea there might be something invisible there, so pulls a wand and a burst of Faerie Fire hits the doorway, illuminating... nothing.
Player 1: Surprise round?
GM: They are certainly pretty surprised, confused, and a little afraid...

GM: So your negotiations with the gang leader have fallen through, and there are 10 thugs with crossbows pointed at you. Roll for Init. -some time later- okay, Player 2, you're up first.
Player 2: Remember those metal plates I was carrying around?
GM: Yeah?
Player 4: Here we go...
Player 2: I'm going to TK them into a dome shape around us, with arrow slits for our archers and casters to fire through, granting us all improved cover?
Players 1, 3, and 4: -uncontrollable giggles-
GM: I am really going to regret selling you those metal plates, huh?
Player 2: Eh, it's okay, I can only do it all day long. And it's not like I'm able to nuke stuff from range or make us all invisible or fly or any of that stuff.
GM: -quickened chained expletives-

I suspect the attended/non attended thing is probably going to be fine the majority of the time. The magic section does say it needs to be attended by someone attempting to resist the effect, so as long as your party doesn't decide to resist your tk, they won't go plummeting to their deaths? *smirk*

Aether really is deceptively strong, given the multitude uses a properly spec'd out Minor TK can have.


Matrix Dragon wrote:

Just curious, why do people think that Fire is a bad element? It seems to have the highest damage potential (for touch attacks and AOE), the easiest AOE access, and the ability to blind even fire immune enemies on a hit at level 9 (or 8 if you retrain).

The only issue is that it has problems with fire immunity, but that is kind of a campaign specific thing. I have definately seen campaigns where fire immunity was not common.

Fire resistance is also more common than other resistances.

Fire has the worst defense. It's the only one that actually doesn't defend you, just discourages some people from attacking you. Since it only affects natural weapons and unarmed, it's pretty limited.

They do get the best AoE's, but their utilities are worse than most. They get the same semi-fly as Aether, but not the other cool utilities.


Philo Pharynx wrote:
They do get the best AoE's

Check out Many Throw...

Scarab Sages

Philo Pharynx wrote:


Fire has the worst defense. It's the only one that actually doesn't defend you, just discourages some people from attacking you. Since it only affects natural weapons and unarmed, it's pretty limited.

It affects weapons, but it usually won't overcome hardness. but if you have a wooden weapon, your GM may rule that fire overcomes that hardness. If someone destroys their wood-hafted weapon by attacking you, they are hosed for the rest of the encounter.

Lantern Lodge RPG Superstar 2015 Top 16

Imbicatus wrote:
Philo Pharynx wrote:


Fire has the worst defense. It's the only one that actually doesn't defend you, just discourages some people from attacking you. Since it only affects natural weapons and unarmed, it's pretty limited.

It affects weapons, but it usually won't overcome hardness. but if you have a wooden weapon, your GM may rule that fire overcomes that hardness. If someone destroys their wood-hafted weapon by attacking you, they are hosed for the rest of the encounter.

Yeah, I was disappointed the fire defense got weakened quite a bit from the playtest version.


On a similar note to which is most powerful, which elements should get a second one at that opportunity, and which ones would be better served by doubling down on their primary?

Scarab Sages

I think Fire should always get a second element at 7, because there are a lot of things that are immune to fire and don't have the fire subtype.

Other than that, it's personal choice.


Ryzoken wrote:
Philo Pharynx wrote:
They do get the best AoE's
Check out Many Throw...

Many throw only does basic blast damage, requires attack throws, and requires level 16(!).

Meanwhile, a pyrokineticist can do a Blue Flame Blast Eruption to do composite blast damage in a 10 ft radius, or Blue Flame Explosion for a 20 foot radius for still full composite blast damage. Both at earlier levels, and if the enemies make their save then oh well, the pyro still did almost as much damage as a many throw.

Edit: I know pyrokineticists have issues with fire immunity, but they sure do a lot more damage and get much better AOEs if they focus just on their element.


Matrix Dragon wrote:
Ryzoken wrote:
Philo Pharynx wrote:
They do get the best AoE's
Check out Many Throw...

Many throw only does basic blast damage, requires attack throws, and requires level 16(!).

Meanwhile, a pyrokineticist can do a Blue Flame Blast Eruption to do composite blast damage in a 10 ft radius, or Blue Flame Explosion for a 20 foot radius for still full composite blast damage. Both at earlier levels, and if the enemies make their save then oh well, the pyro still did almost as much damage as a many throw.

Edit: I know pyrokineticists have issues with fire immunity, but they sure do a lot more damage and get much better AOEs if they focus just on their element.

Still a very nice AOE option for Aetheric kineticists, as it means I get all my ranged attack boosts and benefit from party buffs like Bardic Music. It also ignores Evasion, which can be a thing. Oh, and I can crit.

I'm not saying that Fire doesn't get nice blasts, but the other elements do generally get neat options.


Ryzoken wrote:
Matrix Dragon wrote:
Ryzoken wrote:
Philo Pharynx wrote:
They do get the best AoE's
Check out Many Throw...

Many throw only does basic blast damage, requires attack throws, and requires level 16(!).

Meanwhile, a pyrokineticist can do a Blue Flame Blast Eruption to do composite blast damage in a 10 ft radius, or Blue Flame Explosion for a 20 foot radius for still full composite blast damage. Both at earlier levels, and if the enemies make their save then oh well, the pyro still did almost as much damage as a many throw.

Edit: I know pyrokineticists have issues with fire immunity, but they sure do a lot more damage and get much better AOEs if they focus just on their element.

Still a very nice AOE option for Aetheric kineticists, as it means I get all my ranged attack boosts and benefit from party buffs like Bardic Music. It also ignores Evasion, which can be a thing. Oh, and I can crit.

I'm not saying that Fire doesn't get nice blasts, but the other elements do generally get neat options.

Yea, the lack of bardic song and other buffs on the AOEs is annoying. Luckily, I think the Pyrokineticist can keep up a bit by using Fires Fury to get a little extra damage. It does mean less utility though XD


Despite the much higher miss chance, I think having a physical blast at first with your expanded element giving you an energy blast you can composite with is probably the better option. Yes, you're dealing with DR and higher AC, but you won't be resisted or outright negated in most encounters. Physical blasts also count as magic for overcoming DR, which is what you should be facing for the first couple levels if you encounter DR at all.

I prefer Aether for utility or Earth for Earth Glide. After that, Fire or Ice for the energy blast options. At level 15 is go with Air for the long-range bombardment abilities; "nuke it from orbit" and all.


Black Powder Chocobo wrote:
Imbicatus wrote:
Philo Pharynx wrote:


Fire has the worst defense. It's the only one that actually doesn't defend you, just discourages some people from attacking you. Since it only affects natural weapons and unarmed, it's pretty limited.

It affects weapons, but it usually won't overcome hardness. but if you have a wooden weapon, your GM may rule that fire overcomes that hardness. If someone destroys their wood-hafted weapon by attacking you, they are hosed for the rest of the encounter.
Yeah, I was disappointed the fire defense got weakened quite a bit from the playtest version.

One of my ideas for a homebrewed talent for the pyrokineticist is a talent that amplifies his defense so it applies the damage to objects before it hits him. This would, at higher levels, allow him to destroy projectiles fired at him before they even hit. I have this mental picture of a Pyrokineticist standing in a field, waves of heat rolling off of him as an army tries to shoot him from a distance, only to see all of their arrows reduced to ash before they can do anything.

Would be glorious.


Matrix Dragon wrote:

Just curious, why do people think that Fire is a bad element? It seems to have the highest damage potential (for touch attacks and AOE), the easiest AOE access, and the ability to blind even fire immune enemies on a hit at level 9 (or 8 if you retrain).

The only issue is that it has problems with fire immunity, but that is kind of a campaign specific thing. I have definately seen campaigns where fire immunity was not common.

Resistance/hardness/immunity sucks in the low levels. Those aren't just for fire, loads of the energy blasts would be useless in lots of situations, but I suppose fire gets the shaft more often than most. Playing PFS with my pyro I went through a variety of encounters, and I hated dealing with robots, outsiders with immunity, protection from energy or resist energy spells, golems would theoretically be bad (haven't encountered one yet), and underwater situations. Hardness or resist fire 10 means a pyro at levels 1 or 2 can't contribute unless he's very flexible on his options. Trial By Machines was probably the worst at low levels: robots and undead with fire immunity.

Fan of flames would be pretty sweet. Never got a chance to use it. I'm still debating with my updated level 7 pyro to pick up Expanded Element (fire) in order to get Eruption now rather than later and tough out the fire immune situations. I figure as long as I don't fight nothing but devils or something, I can contribute somehow. Of course, getting air blast and plasma blast would make my life easier, but probably less fun than spamming eruption all the time. DECISIONS!


Protoman wrote:
Matrix Dragon wrote:

Just curious, why do people think that Fire is a bad element? It seems to have the highest damage potential (for touch attacks and AOE), the easiest AOE access, and the ability to blind even fire immune enemies on a hit at level 9 (or 8 if you retrain).

The only issue is that it has problems with fire immunity, but that is kind of a campaign specific thing. I have definately seen campaigns where fire immunity was not common.

Resistance/hardness/immunity sucks in the low levels. Those aren't just for fire, loads of the energy blasts would be useless in lots of situations, but I suppose fire gets the shaft more often than most. Playing PFS with my pyro I went through a variety of encounters, and I hated dealing with robots, outsiders with immunity, protection from energy or resist energy spells, golems would theoretically be bad (haven't encountered one yet), and underwater situations. Hardness or resist fire 10 means a pyro at levels 1 or 2 can't contribute unless he's very flexible on his options. Trial By Machines was probably the worst at low levels: robots and undead with fire immunity.

Fan of flames would be pretty sweet. Never got a chance to use it. I'm still debating with my updated level 7 pyro to pick up Expanded Element (fire) in order to get Eruption now rather than later and tough out the fire immune situations. I figure as long as I don't fight nothing but devils or something, I can contribute somehow. Of course, getting air blast and plasma blast would make my life easier, but probably less fun than spamming eruption all the time. DECISIONS!

Yea, admittedly I am lucky that the game that I am making a Pyrokineticist for is going to start at level 5... so I am skipping all the difficult levels and starting right with some anti-fire resistance abilities.


I'm going to post this here since it isn't worth creating a thread by itself.

Can you apply poison to a kinetic blade? It states, "You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter."

While a kinetic blade made of rock/earth/metal for a geokineticist could hold poison, a blade made of ice for a hydrokineticist could hold poison, and a charged physical item for a telekineticist could hold poison, what about an aerokineticist or pyrokineticist? Can you apply poison to pure flame or condensed air or lightning? The rules would have to allow it for consistency, but it seems odd. Like trying to apply poison to a lightsaber.


Not sure what RAW is ... what you've outlined seems "good enough".


Tanner Nielsen wrote:

I'm going to post this here since it isn't worth creating a thread by itself.

Can you apply poison to a kinetic blade? It states, "You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter."

While a kinetic blade made of rock/earth/metal for a geokineticist could hold poison, a blade made of ice for a hydrokineticist could hold poison, and a charged physical item for a telekineticist could hold poison, what about an aerokineticist or pyrokineticist? Can you apply poison to pure flame or condensed air or lightning? The rules would have to allow it for consistency, but it seems odd. Like trying to apply poison to a lightsaber.

Now I need to craft a poison to use on my lightsaber in my Star Wars game. I can probably do it with some sith alchemy... somehow...


I'd say no poisons to energy kinetic blade/whip, and sure to physical ones (I'm gonna forget imagining applying it to air blades). But it's heavily dependent on the action used to apply the poison.

The blade/whip manifests when you make an attack, charge, or a full-attack action, so you'd need a free/swift action to apply the poison between the attacks if it's gonna do any good.

The blade is gone at the end of the kineticist's turn. If the attacks missed and poison is still on, it'll be wasted when the blade is gone. The whip sticks around after the attacks until the beginning of next turn, so if poison is applied after the attacks it could still be useful for potential AoOs.

I don't think Telekinetic blade/whip probably would benefit from a poison application even if the object held had poison applied earlier. The held object is wrapped in aether and only deals the blast damage and none of the object's special effect or bonuses.


I'm interested in everyone else's thought on Earth. I feel the defense is very solid, its bypassing metals and blunt / slash / pierce are cool, a little bit of entangling and knocking over isn't too bad and obviously earth glide is great, but it seems to lack in good earlier utility. What does an early Earth build look like? Just extended range and building towards earth glide?


Got an Earth Kineticist in my local PFS scene. Dude built his to be a tanky guy. High AC, pumps his DR, uses Bolstered Resilience to amp his DR in bad spots, breaks his buckler to negate crits, that sort of thing. He took Kinetic Cover, but I only ever saw him use it once. Not sure on his exact build, but I know it uses a bunch of that stuff, and he's managed to hit 8ish level so... not bad?

Really, early kineticists end up taking the same 3 ish infusions: Kinetic Blade, Extended Range, and whatever substance infusion exists for their element. For Utility talents, Earth is... kinda sparse. Tremorsense at 6 is neat, Earth Climb at 4 is also good-ish, but there's kinda not much else to take.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Protoman wrote:
Resistance/hardness/immunity sucks in the low levels. Those aren't just for fire, loads of the energy blasts would be useless in lots of situations, but I suppose fire gets the shaft more often than most. Playing PFS with my pyro I went through a variety of encounters, and I hated dealing with robots, outsiders with immunity, protection from energy or resist energy spells, golems would theoretically be bad (haven't encountered one yet), and underwater situations. Hardness or resist fire 10 means a pyro at levels 1 or 2 can't contribute unless he's very flexible on his options. Trial By Machines was probably the worst at low levels: robots and undead with fire immunity.

Hardness and immunity will be an issue regardless, but fire resistance 10 can be relatively easily dealt with by a pyrokineticist that takes Burning Infusion at 1st or 3rd and Searing Flame at 4th. Note that the fire resistance is reduced regardless of if the target takes damage from the 1d6 of being on fire or not. Since Burning Infusion only costs one burn point, you can use it on any round you don't move (using Gather Power) without adding to your burn total.

Levels 1-3 are still rough (hope you bought a few javelins or other something).


Dragonchess Player wrote:
Protoman wrote:
Resistance/hardness/immunity sucks in the low levels. Those aren't just for fire, loads of the energy blasts would be useless in lots of situations, but I suppose fire gets the shaft more often than most. Playing PFS with my pyro I went through a variety of encounters, and I hated dealing with robots, outsiders with immunity, protection from energy or resist energy spells, golems would theoretically be bad (haven't encountered one yet), and underwater situations. Hardness or resist fire 10 means a pyro at levels 1 or 2 can't contribute unless he's very flexible on his options. Trial By Machines was probably the worst at low levels: robots and undead with fire immunity.
Hardness and immunity will be an issue regardless, but fire resistance 10 can be relatively easily dealt with by a pyrokineticist that takes Burning Infusion at 1st or 3rd and Searing Flame at 4th. Note that the fire resistance is reduced regardless of if the target takes damage from the 1d6 of being on fire or not. Since Burning Infusion only costs one burn point, you can use it on any round you don't move (using Gather Power) without adding to your burn total.

Yea that's why I said levels 1-2 suck when dealing with resistances. Not a lot of options to deal with resistances with level 1 infusions and utility. By the time searing flame is available (for fire only), fire's fury has a purpose by then and I consider it more useful overall because it applies to every blast and targets.


Ryzoken wrote:


Really, early kineticists end up taking the same 3 ish infusions: Kinetic Blade, Extended Range, and whatever substance infusion exists for their element. For Utility talents, Earth is... kinda sparse. Tremorsense at 6 is neat, Earth Climb at 4 is also good-ish, but there's kinda not much else to take.

All of the elements below 7 are kind of sparse on what to take. There is just not enough to make choices until the higher levels. I hope this will get addressed as additional books are released. Almost makes me wish they had only released a couple of elements to start so they could have fleshed them out better. Of course people would have screamed bloody murder if they had not done at least 4.


Third Mind wrote:
I'm interested in everyone else's thought on Earth. I feel the defense is very solid, its bypassing metals and blunt / slash / pierce are cool, a little bit of entangling and knocking over isn't too bad and obviously earth glide is great, but it seems to lack in good earlier utility. What does an early Earth build look like? Just extended range and building towards earth glide?

I would like to echo this sentiment of interest, except in regards to aether and fire. Aether seems rife with utility stuff, but not very much in combat, while Fire seems to be exactly the opposite. And yet, those are the two elements I'd be most interested in kineticisting.

Scarab Sages

Third Mind wrote:
I'm interested in everyone else's thought on Earth. I feel the defense is very solid, its bypassing metals and blunt / slash / pierce are cool, a little bit of entangling and knocking over isn't too bad and obviously earth glide is great, but it seems to lack in good earlier utility. What does an early Earth build look like? Just extended range and building towards earth glide?

I consider Earth the most solid starting element. Packs a punch, awesome defense, and Entangling/Bowling are awesome (not just "not too bad"). You can bypass most DR you'll find at early levels, and I don't expect accuracy to be a problem (you don't take all the minuses that archers do to keep up with you). Flavor's cool too, especially for Dwarves and Gnomes. When you hit 7th, enjoy the most damaging AoE of them all, Impale.

Later, pick up an energy of your choice or go full metal, it's all good.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Catharsis wrote:

]

I consider Earth the most solid starting element.

I saw what you did there. :)


Archmage Joda wrote:
Third Mind wrote:
I'm interested in everyone else's thought on Earth. I feel the defense is very solid, its bypassing metals and blunt / slash / pierce are cool, a little bit of entangling and knocking over isn't too bad and obviously earth glide is great, but it seems to lack in good earlier utility. What does an early Earth build look like? Just extended range and building towards earth glide?
I would like to echo this sentiment of interest, except in regards to aether and fire. Aether seems rife with utility stuff, but not very much in combat, while Fire seems to be exactly the opposite. And yet, those are the two elements I'd be most interested in kineticisting.

My build for Aether has evolved into the following:

Half Elf for shoring up Will save and Perception, Elven Reflexes and Indomitable Faith for boosting Init and shoring up Will even further
Stats: Str 7 Dex 16+2 Con 18 Int 9 Wis 10 Cha 8
1: Basic TK (duh), Extended Range, Point Blank Shot [range is good, need PBS for Precise]
2: TK Finesse [unlocking doors from downtown]
3: Pushing Infusion, Precise Shot [Pushing is more useful once we get KT Blade.]
4: TK Haul [instead of coins, I now can hit my foes with boulders.]
5: KT Blade, Weapon Finesse, start FCB for Ex Talent [Need to delay the alt FCB til here to get KT Whip]
6: TK Invis [Surprise rounds, ho!]
7: Exp Elem Aether, Self TK, Deadly Aim [Now I have an energy blast. And can pseudo fly*]
8: TK Maneuvers [Disarm them, steal their stuff, trip them, generally ruin their day from 30 feet away!]
9: Snake/Foe Throw, Toughness [prioritize whichever you like. Shooting around corners makes me giggle, but throwing people also makes me giggle. Toughness because hit points are a thing.]
10: G Self TK, FCB gains Ex Talent for KT Whip [More pseudo fly* and now a reach melee stick for nova'ing]
11: Foe Throw/Snake, Improved Crit (KT Blast) [whichever infusion we didn't take we get now.]

All of the early talents are focused on expanding our basic TK to make it more useful, letting us do all kinds of fun and silly things. Starting at 6, we start moving into combat utility and flight, but our bread and butter blast is pretty much always going to be some variation of an Empowered Telekinetic Blast. If you don't want to pick up KT Whip, you could push your FCB down to start at level 1 and snag Kinetic Healer with it instead, providing a (not great) means of healing the party outside of WBL.

It's worth noting that you can get into a whole heap of trouble with your basic telekinesis talent (properly improved with TK Haul) if you have some material to work with. Hop inside a 15'x 15' metal cage, stand in the middle, and TK it around and you now can only be hit by reach or range weaponry (and have cover from those! Might have some trouble in narrow confines.) TK a door with an arrow slit and provide improved cover for the party as you wander through passageways. TK a 20' x 20' tarp to give your party shade while wandering the desert, then drop it over your enemies to entangle and cut off line of sight.

*I'm maintaining that through clever use of the Basic Telekinesis power, one can get pseudo flight starting at level 4 through the simple expediency of purchasing a plank of wood and zipping around on your telekinetic hover board, but YMMV.

Contributor

Mark Seifter and I talked about this thread extensively at GenCon, and we both agreed that people tend to find the element(s) that best exemplify their preferred play style to be the best element. People who like blasting adore fire, people who favor mobility pick air, people who are defensive pick earth, people who value control pick water, and people who value tricky tactics pick aether.

Myself? I fell in love with aether almost immediately. At will force attacks for incorporeals? Low-level telekinesis? Ranged legerdemain? DISENTIGRATE? Yes, give me this element, PLEASE! I'm picking air at 7th and expanding aether at later levels because I want the ability to shoot beams of electricity and haste my allies.

Scarab Sages

I am really torn between Air and Aether. I think water is more useful than either overall, but for sheer coolness and utility, both fit my playstyle better. I love the mobility of Air, and the tricks of TK. Although water can be pretty mobile if you make like iceman and take ice path + waterdancer.


Imbicatus wrote:
I think water is more useful than either overall

You have piqued my curiosity. Please explain your stance on water.

Scarab Sages

Water has a decent defense, good control in ice slick and cover, several good blasts, healing, mobility, and the ability to summon a frelling tidal wave.


Imbicatus wrote:
Water has a decent defense, good control in ice slick and cover, several good blasts, healing, mobility, and the ability to summon a frelling tidal wave.

Aether has a decent defense, control in TK Maneuvers and cover, a workable blast, healing, mobility, and the ability to redistribute (incredibly large and heavy) objects within 30 feet of himself. Also, it can provide party utility in TK Invis, can obviate even total concealment with Touchsight, is never surprised by (and can act in surprise if) foes within 30', and can create a hamster ball of force if needed. Oh, and all of that is accessible by 10th.

I think you're underestimating Aether if you're thinking Water is better than it, since Aether does most of what Water can do and has more tricks besides.


Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, I honestly like all the elements myself, though I hope for more wild talents, especially at low levels, to allow for more variation. I'm probably leaning most towards aether or earth for my first kineticist, but I think air, fire, and water are all pretty tempting too.


So, Alex, should we start expecting builds for Aang, Korra and all of their friends on Guidance?

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