Which kineticist element is the most powerful?


Pathfinder First Edition General Discussion

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Catharsis wrote:

Here's my build for a Human Hydro/Geo. Pretty basic stuff, no "shenanigans", should work well enough. The neat thing is that I can pick Impale at 7th since it is also a Water talent, although I mean to use it with Earth when I get it.

10 16 16 10 12 08 (15 pt and my DM's anti-dumping policy)

01 Cold; Extended Range; Point-Blank Shot, Precise Shot
02 Shroud of Water; Slick
03 Kinetic Blade; Weapon Finesse
04 Kinetic Cover
05 Entangling Infusion; Iron Will
06 Waterdancer
07 Earth, Mud; Impale; Weapon Focus: Kinetic Blast
08 Expanded Defense (Flesh of Stone)
09 Bowling Infusion; Improved Iron Will
10 Shimmering Mirage
11 Wall; Improved Critical: Kinetic Blast
12 Ride the Blast
13 Kinetic Whip; Step Up
14 Suffocate

As an alternative, Halfling with 08 17 16 10 12 09 and Fleet of Foot would work well too, though getting the three basic feats together would be more of a hassle. The +1 to attacks and AC and the Stealth bonus would be nice, though.

For a Geo/Hydro, I'd do this instead:

01 Earth; Kinetic Blade; Point-Blank Shot, Finesse
02 Flesh of Stone; Kinetic Cover
03 Extended Range; Precise Shot
04 Earth Climb
05 Bowling Infusion; Iron Will
06 Tremorsense
07 Cold, Mud; Impale; Weapon Focus: Kinetic Blast
08 Expanded Defense (Shroud of Water)
09 Kinetic Whip; Step Up
10 Earth Glide
11 Entangling Infusion; Improved Critical: Kinetic Blast
12 Ride the Blast
13 Wall; Improved Iron Will
14 Waterdancer

For Giantslayer, I might be tempted to pick a Dwarf or Gnome, replace Kinetic Cover with Earth Walk (I assume I'd be on rough mountainsides a lot) and maybe swap around Bowling and Entangling, since I figure it's easier to win a Reflex than a Combat Maneuver against a giant.

I hate to be that guy, but how are you getting Impale? Level 7 only gives you Expanded Element, which gives you a simple blast from your new element, all composite blasts for your combination, and the basic wild talent for your new element.

It doesn't give an Infusion or Utility Wild Talent unless you expand your knowledge of your primary element.


Well, my guess would be Human favored class bonus (+1/6 Extra Wild Talent feat) taken at levels 2-7, which would enable grabbing up of Impale right at level 7 without needing to double down on element.

Grand Lodge

Could you take you first level in something else, choose Kineticist as your favored class, then once you hit 3rd level, retrain your first level, allowing you to pick the 1/6 Extra Wild Talent favored class bonus for that level?


Archmage Joda wrote:
Well, my guess would be Human favored class bonus (+1/6 Extra Wild Talent feat) taken at levels 2-7, which would enable grabbing up of Impale right at level 7 without needing to double down on element.

Except that the feat requires your talent be two levels lower than the highest level of talent you can acquire. So you'd be able to select Impale at level 10 at the earliest with Extra Wild Talent, whether gained from FCB or not.


someweirdguy wrote:
Catharsis wrote:

Here's my build for a Human Hydro/Geo. Pretty basic stuff, no "shenanigans", should work well enough. The neat thing is that I can pick Impale at 7th since it is also a Water talent, although I mean to use it with Earth when I get it.

10 16 16 10 12 08 (15 pt and my DM's anti-dumping policy)

01 Cold; Extended Range; Point-Blank Shot, Precise Shot
02 Shroud of Water; Slick
03 Kinetic Blade; Weapon Finesse
04 Kinetic Cover
05 Entangling Infusion; Iron Will
06 Waterdancer
07 Earth, Mud; Impale; Weapon Focus: Kinetic Blast
08 Expanded Defense (Flesh of Stone)
09 Bowling Infusion; Improved Iron Will
10 Shimmering Mirage
11 Wall; Improved Critical: Kinetic Blast
12 Ride the Blast
13 Kinetic Whip; Step Up
14 Suffocate

As an alternative, Halfling with 08 17 16 10 12 09 and Fleet of Foot would work well too, though getting the three basic feats together would be more of a hassle. The +1 to attacks and AC and the Stealth bonus would be nice, though.

For a Geo/Hydro, I'd do this instead:

01 Earth; Kinetic Blade; Point-Blank Shot, Finesse
02 Flesh of Stone; Kinetic Cover
03 Extended Range; Precise Shot
04 Earth Climb
05 Bowling Infusion; Iron Will
06 Tremorsense
07 Cold, Mud; Impale; Weapon Focus: Kinetic Blast
08 Expanded Defense (Shroud of Water)
09 Kinetic Whip; Step Up
10 Earth Glide
11 Entangling Infusion; Improved Critical: Kinetic Blast
12 Ride the Blast
13 Wall; Improved Iron Will
14 Waterdancer

For Giantslayer, I might be tempted to pick a Dwarf or Gnome, replace Kinetic Cover with Earth Walk (I assume I'd be on rough mountainsides a lot) and maybe swap around Bowling and Entangling, since I figure it's easier to win a Reflex than a Combat Maneuver against a giant.

I hate to be that guy, but how are you getting Impale? Level 7 only gives you Expanded Element, which gives you a simple blast from your new element, all composite blasts for your combination, and the basic wild talent for your new element.

I hate to be the other guy but mud only works with the physical blast of the hydro, only the blizzard composite blast works with the cold energy blast... I really liked the idea of using the two together as well

(personally I like the hydrokeneticist).


Anyone know if metakinetics are even compatible with infusion specialization?

Their exact wording; "accept a point of burn", differs from all other mentions regarding costs, and give me the impression that even a measly empowered blast will guarantee some unavoidable nonlethal.


Ravingdork wrote:
I still don't see any manner of controlling the shape of the telekinesis object(s). You're still limited to one object or a PILE of objects. A pile is now a wall, or a bridge, or a shield, or any of the other astoundingly more useful shapes I've heard people discuss on these boards.

Just an FYI, "PILE" is your word, not the book's. The book says "container". Containers can take nearly any shape, especially in a ruling that doesn't limit shaping. You can make a very long, narrow container and lay things in it. A veritable "wall", but one that is only as thick as each piece of metal he's using.

His real problem is the 300', which will require him to also have Extreme Range. 20th level for Medium Range to cover 300'. 7th level (or 9th if you Expand into a different Element) to do it at Extreme Range.

Dark Archive

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So, I may have just missed this, but am I the only person who had the idea to build a TK up to Foe Throw, and just ping people into the ceiling every turn? Because I think adding falling damage to my kinetic blast would be utterly hilarious.


Jamie Charlan wrote:

Anyone know if metakinetics are even compatible with infusion specialization?

Their exact wording; "accept a point of burn", differs from all other mentions regarding costs, and give me the impression that even a measly empowered blast will guarantee some unavoidable nonlethal.

Metakinesis is not an Infusion, so no, it doesn't work with Infusion Specialization. However, you can use Gather Power to reduce/negate the costs of Metakinesis.


Jamie Charlan wrote:

Anyone know if metakinetics are even compatible with infusion specialization?

Their exact wording; "accept a point of burn", differs from all other mentions regarding costs, and give me the impression that even a measly empowered blast will guarantee some unavoidable nonlethal.

Infusion specialization doesn't help with metakinesis or composite blasts.

Gather Power and their respective specializations (metakinetic master and composite specializations) would reduce burn for either because it works on all blasts at the cost of action economy.


Sedoriku wrote:

I hate to be the other guy but mud only works with the physical blast of the hydro, only the blizzard composite blast works with the cold energy blast... I really liked the idea of using the two together as well

(personally I like the hydrokeneticist).

Good point. I forgot that the Composite Blasts care about which simple blasts you have in the cases of the mixed elements.

It makes it one of those things you have to be looking ahead for from the early levels.

Contributor

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

The kineticist can't really do the Avatar all that well since you have to be a crazy high level in order to get most (but not all) of the elements. It's more likely that you'll see me tackle concepts like Zuko, Toph, Mako, and Bolin.

I need to remember to chat with Mark about the merits of an Avatar archetype for the kineticist. (It could also use some "commune with Etheral Plane" and other, similar Avatar-style talents.

If I were designing the archetype, I would actually do it by creating a Medium spirit (code name Raava for now) that granted a kinetic blast to the medium, or elemental talents from a different element to a kineticist, and then devise a kineticist archetype that could gain access to that spirit. It's a concept that I suppose I could do on my own through Everyman Gaming, but I'd much rather write it for Paizo. (HINT HINT MARK AND OWEN)

RPG Superstar 2012 Top 16

Actually, the real problem with the bridge of metal plates is that the weight of the metal plates probably exceeds the weight limit of the bag of holding, and it ruptured some time ago. 250 metal plates is NOT light, you know.

==Aelryinth


Tels wrote:


Mark Seifter wrote:
Barker wrote:
So - a kineticist question - aether element - so what exactly does draining infusion (which is listed as a universal substance infusion) actually drain from with this ability?
Skipping ahead since I happened to see this one and it'll be fun to answer. Basically, [aether] creatures. To ask a similar question, what can the telekineticist create with the spark of life utility talent? The answer: aether elementals!
While this might be a jokey kind of answer to the question; a large part of me wants to think this is a teaser to a new kind of elemental to be published in some sort of "Occult Bestiary" or something like that.

That's a good enough answer for me to consider incorporeal/ethereal creatures as aether, at least as a DM. So for my players that want to a telekin, they'll be able to drain the incorporeal things. It's certainly not really OP, considering they can get force blasts which do more damage anyway.

Scarab Sages

You are probably better off with a big carpet rolled up in the bag of holding. Unroll it, activate TK Haul, and bam! Instant flying carpet that can carry several thousand pounds across the chasm.

RPG Superstar 2012 Top 16

Well, several hundred pounds, at least. Remember you're just lifting the carpet, you aren't making it steely rigid. It would sag like any other cloth under additional weight, and could potentially rupture from the stress.

Probably the best thing would be a folding boat. SOlve all the issues of size and storage in one device.

Another option would be a tightly woven net of good hemp, or a rope bridge, although you get into the 'manipulating form' problem again.

==Aelryinth


You could always hold the carpet using the container option of holding objects. Then the carpet would be pushing up against the floor of the container.


Pathfinder Lost Omens Subscriber
Aelryinth wrote:

Well, several hundred pounds, at least. Remember you're just lifting the carpet, you aren't making it steely rigid. It would sag like any other cloth under additional weight, and could potentially rupture from the stress.

Probably the best thing would be a folding boat. SOlve all the issues of size and storage in one device.

Another option would be a tightly woven net of good hemp, or a rope bridge, although you get into the 'manipulating form' problem again.

==Aelryinth

you're holding the entire carpet, the entire carpet would hold the additional weight.

Dark Archive

Or you know.... use a cart and you and your party will never have to walk again.


If you wanna get snazzy, make like a carriage with a roof and you can ride in style and always been rested lol

RPG Superstar 2012 Top 16

Bandw2 wrote:
Aelryinth wrote:

Well, several hundred pounds, at least. Remember you're just lifting the carpet, you aren't making it steely rigid. It would sag like any other cloth under additional weight, and could potentially rupture from the stress.

Probably the best thing would be a folding boat. SOlve all the issues of size and storage in one device.

Another option would be a tightly woven net of good hemp, or a rope bridge, although you get into the 'manipulating form' problem again.

==Aelryinth

you're holding the entire carpet, the entire carpet would hold the additional weight.

Hold up a paper plate with stuff on it.

The paper plate can still rupture, dumping everything...and you're still holding onto the paper plate.
That's what I'm trying to get across. Have to be careful of the weight limit of the carpet itself.

==Aelryinth


Aelryinth wrote:

]Hold up a paper plate with stuff on it.

The paper plate can still rupture, dumping everything...and you're still holding onto the paper plate.
That's what I'm trying to get across. Have to be careful of the weight limit of the carpet itself.

==Aelryinth

Stop holding the paper plate by the edges?

Yes, if you exert force in the middle of a plane which only has counter force at the edges, the plane risks damage. However, if you meet the downward force with upward force at the point where the downward force is being exerted, the plane is likely going to be entirely fine, provided it is unlikely to suffer from compression.

And the weight of the metal plates in the (hastily provided, not well considered) example depends on the weight and density of the plates. A quarter inch plate of tin weighs a lot less than an inch thick plate of iron, for example.

But we're starting to get into in depth physics discussion here, which probably isn't the intended topic of the thread...

Scarab Sages

The paper plate won't rupture if you rest it on your palm. No reason TK should only hold up the edges.

Re Impale: Gah, no infusion at 7th? That's an argument in favor of Metal. Incidentally, is there a final word on an Extra Wild Talent feat...?

Mud: Are you sure?! I was convinced it was by element, not by simple blast. Anyway, Mark seemed pretty relaxed about making new composite blasts (Permafrost?), so at least that should work.


Catharsis wrote:

The paper plate won't rupture if you rest it on your palm. No reason TK should only hold up the edges.

Re Impale: Gah, no infusion at 7th? That's an argument in favor of Metal. Incidentally, is there a final word on an Extra Wild Talent feat...?

Mud: Are you sure?! I was convinced it was by element, not by simple blast. Anyway, Mark seemed pretty relaxed about making new composite blasts (Permafrost?), so at least that should work.

You get your choice of talent at 7th IF you expanded element into your original element.

What's the question on Extra Wild Talent? It's a feat, that exists and requires you take a talent 2 levels lower than your maximum, and you gain the feat from the FCB.

Scarab Sages

I don't get that part about FCB. Did I miss something? Anyway, I'd probably rather have my HP.


Kineticist: Gain 1/6 of an Extra Wild Talent feat.

Straight outta the book.

Scarab Sages

Ok. I don't suppose you can pick a simple blast?


Unfortunately no. The feat says you can get an infusion or non-infusion wild talent, but not a blast or a defense wild talent. And that it has to be 2 levels lower than highest level wild talent you can use.

RPG Superstar 2012 Top 16

You can't rest the plate on your palm with TK haul. That's akin to having it floating on a wall of force or other rigid surface. That's a totally separate effect then what is going on. What you're doing is hauling it around as it naturally IS.

You're holding onto the plate, and the plate can give way. It's the only fair way to rule it.

Note that even the people using skimming are trying to use a rigid surface to do so, for a reason.

==Aelryinth

Scarab Sages

Aelryinth wrote:
What you're doing is hauling it around as it naturally IS.

This has no meaning.

You might as well argue that you Self-TK should kill you because you're basically hanging yourself. TK affects the whole target object like gravity, not just parts of it. It's like gravity or a tractor beam.

Scarab Sages

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If you can carry liquid with TK, you can certainly support the bottom of a rug.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Catharsis wrote:
Aelryinth wrote:
What you're doing is hauling it around as it naturally IS.

This has no meaning.

You might as well argue that you Self-TK should kill you because you're basically hanging yourself. TK affects the whole target object like gravity, not just parts of it. It's like gravity or a tractor beam.

How's this for meaning?

This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

You get the choice of one object, or piles of small objects. A "pile" is not a bridge or shield or whatever, it's a pile--a cobbled together clump. Some of the ideas I'm seeing people posting aren't supported anywhere in the rules. Where is this coming from?

When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Again, only references a single object. Arguably, you can't even lift multiple heavy objects, only one big one or a PILE of light ones.


The spell says you can "lift and move" the object. What it doesn't say is how fine your control of the object is. Personally, I'd say you can do anything you'd be able to do with a single hand of the appropriate size and strength.


Melkiador wrote:
The spell says you can "lift and move" the object. What it doesn't say is how fine your control of the object is. Personally, I'd say you can do anything you'd be able to do with a single hand of the appropriate size and strength.

Well then, I'd imagine we'd turn to the telekinesis spell for guidance on what 'one hand' can do. Unless the Kineticist gives better guidance...

Telekinesis wrote:
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.

So, assuming a 20th, level Telekinetic, spending a point of burn, he could, in theory, lift and move about a 20,000 lbs. object. Using your guess of being able to manipulate it 'as a single hand (assuming one large and strong enough) and the telekinesis spell, I should have enough control to tie a simple note, rotate keys, pull levers etc.

Using real life examples, I know that waiters and waitresses can keep a tray full of dishes balanced in one hand and walk through a busy restaurant... so I imagine a telekineticist would be able to keep something he was lifting pretty balanced as well. Assuming it's "as if using one hand" of course.

[Edit] 13 year old me wanted to make a dirty joke about 'one-hand' but adult me resisted it.

Scarab Sages

Ravingdork wrote:
How's this for meaning?

It certainly is meaningful, but it does not address the issue we were discussing. However, Imbicatus did so quite convincingly.

Tels: That seems consistent with carrying a carpet in a flat position as if carrying a napkin on one's palm, given a hand "large and strong" enough.


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TK Finesse says I can perform fine manipulation, including being able to perform skills like Disable Device or Sleight of Hand.

TK Haul increases my weight limit.

I can lift and manipulate a single object, I can also hold liquids. This tells me that the force my TK is exerting is not on the edges, but distributed over the lower surface of the object or liquid I'm lifting.

Now: the bridge. If my object is a single object, I can lift and manipulate it how I want within range. If I therefore have a foldable object, such as a series of metal plates with hinges or riveted onto canvas, I have a deployable surface upon which people can walk, that can be deformed into useful shapes like domes, rings, or similar. Think of it not unlike a panel quilt with metal plates stitched into the panels.

The idea I presented initially, of a series of unconnected metal plates, does not work by RAW. However, the updated idea of a series of plates connected by hinges or canvas cloth, works perfectly fine. I suggest, going forward, folks not focus on my initial suggestions, but instead on the idea of the metal quilt.


TK Finesse could really use better language. It seems to be its own thing independent of Basic TK or Haul.


Melkiador wrote:
TK Finesse could really use better language. It seems to be its own thing independent of Basic TK or Haul.

It super clearly applies to basic tk, since that's pretty much the only ability an aether kineticist has that it could apply to at that level.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Tels wrote:
Melkiador wrote:
The spell says you can "lift and move" the object. What it doesn't say is how fine your control of the object is. Personally, I'd say you can do anything you'd be able to do with a single hand of the appropriate size and strength.
Well then, I'd imagine we'd turn to the telekinesis spell for guidance on what 'one hand' can do. Unless the Kineticist gives better guidance...

It does in fact. It says "This ability is similar to mage hand, except ..."

Therefore, except for where noted, it should work like mage hand.


Where does Mage hand say?

And TK finesse is its own SLA. You don't actually have to have basic to pick it up.


Ravingdork wrote:
Tels wrote:
Melkiador wrote:
The spell says you can "lift and move" the object. What it doesn't say is how fine your control of the object is. Personally, I'd say you can do anything you'd be able to do with a single hand of the appropriate size and strength.
Well then, I'd imagine we'd turn to the telekinesis spell for guidance on what 'one hand' can do. Unless the Kineticist gives better guidance...

It does in fact. It says "This ability is similar to mage hand, except ..."

Therefore, except for where noted, it should work like mage hand.

Curse Alaskan distributors! Always taking a month or two after release to get crap up here (at least, for gaming purposes anyway) :(

So, mage hand then...

Mage Hand wrote:
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

All right, so then that would give absolutely 0 guidance on how fine the manipulation of an object you can achieve is. Perhaps, then, you require Telekinetic Finesse in order to anything other than lift/move/throw objects around?


Melkiador wrote:

Where does Mage hand say?

And TK finesse is its own SLA. You don't actually have to have basic to pick it up.

There is literally no way to obtain TK Finesse without obtaining Basic TK.


TK finesse has no prereqs. It does exactly what it says. Fine manipulation of objects allowing slight of hand and disable device checks as a spell like ability. TK finesse can target attended objects, which mage hand can't.


Ryzoken wrote:
Melkiador wrote:

Where does Mage hand say?

And TK finesse is its own SLA. You don't actually have to have basic to pick it up.

There is literally no way to obtain TK Finesse without obtaining Basic TK.

I may see what you are talking about but you can pick up aether as a second element and not have basic while still getting TK finesse.


Melkiador wrote:
TK finesse has no prereqs. It does exactly what it says. Fine manipulation of objects allowing slight of hand and disable device checks as a spell like ability. TK finesse can target attended objects, which mage hand can't.

Your comprehension of the text and mine differ so greatly I can no longer engage with you on this topic.


Maybe you should go back and read the actual text. I'd quote it but it's hard to do on my phone.

Scarab Sages

Even if you take Aether as an Expanded Element, you must take Basic TK:

Expanded Element wrote:

(Su): At 7th level, a kineticist

learns to use another element or expands her
understanding of her own element. She can choose
any element, including her primary element. She
gains one of that element’s simple blast wild talents
that she does not already possess, if any. She also gains
all composite blast wild talents whose prerequisites
she meets, as well as the basic wild talent of her chosen
expanded element (for instance, basic aerokinesis if she
chooses air)
.


TELEKINETIC FINESSE
Element aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within
close range, including attempting Sleight of Hand and Disable
Device checks.

Expanded Element (Su): At 7th level, a kineticist
learns to use another element or expands her
understanding of her own element. She can choose
any element, including her primary element. She
gains one of that element’s simple blast wild talents
that she does not already possess, if any. She also gains
all composite blast wild talents whose prerequisites
she meets, as well as the basic wild talent of her chosen
expanded element (for instance, basic aerokinesis if she
chooses air)
. See Composite Blasts on page 15 for additional
rules for and descriptions of composite blasts. She doesn’t
gain the defense wild talent of the expanded element.


Ryzoken wrote:

TELEKINETIC FINESSE

Element aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within
close range, including attempting Sleight of Hand and Disable
Device checks.

So first, the ability is spell like, meaning that you cant cast it when using your basic or haul. Second, you can perform slight of hand which would target attended objects which basic can't do. Third, it doesn't reference basic, while haul does. Fourth, it's range is different than basic. Fifth, it doesn't use words like "when" or "while".


Melkiador wrote:
Ryzoken wrote:

TELEKINETIC FINESSE

Element aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within
close range, including attempting Sleight of Hand and Disable
Device checks.
So first, the ability is spell like, meaning that you cant cast it when using your basic or haul. Second, you can perform slight of hand which would target attended objects which basic can't do. Third, it doesn't reference basic, while haul does. Fourth, it's range is different than basic. Fifth, it doesn't use words like "when" or "while".

So what's the maximum weight limit of what you can manipulate with your supposed alternate SLA? The text of the ability does not refer to any spells, nor any values for size of object/weight of object, etc. Is there a limit? If there's no limit, could I then choose to perform a Sleight of Hand check and steal the planet we're standing on? It's within 30' (provided we're standing on it.)

The ability, if you divorce it from Basic TK, lacks basic data such as limits of weight and size. On the other hand, if (as I believe is the case) it is a modifying ability given the same ability designator as Basic TK (See also: TK Haul), it would inherit Basic TK's limitations on size and weight and there is no longer an issue.

And that's the absolute last I'm saying on TK Finesse, save recommending it for Aether Kineticists.

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