
RandomPathfinderGuy |
So I'm a little confused on the wording used in the Kineticist Wild Talent Kinetic Kist. "This extra damage ignores spell resistance and does not apply any modifers to your kinetic blast's damage, such as constitution modifier." Does this mean you do not apply the extra damage from the Kineticist Elemantal Overflow class ability or say the half-orc favored class ability to the damage or is it just you don't apply your constitution modifier. Other wild talents such as Kinetic Blade specifically calls this out by saying "Kinetic Blade doesn't add the bonus damage from elemantal overflow." My problem is with the use of the word *modifiers* in Kinetic Fist and the word *bonus* in Kinetic Blade.

Protoman |

You're just adding the d6's of your blast.
For example:
Level 1 Kineticist with Improved Unarmed Strike and Kinetic fist.
1d3 + Strength Modifier + 1d6 element
Level 5 Kineticist
1d3 + Strength + 1d6 element (your blast only does 3d6 at this point so kinetic fist doesn't go up)
Level 11 Kineticist
1d3 + Strength + 2d6 element
How useful such a talent is up to you.
Elemental Ascetic gets flurry of blows. That could get you Pummeling Style and Charge if you're so inclined. They'd lose use of regular simple blast without a form infusion (and even then can only use form infusions that don't use ranged attack rolls, so gotta stick with AoE stuff). Level 5 they can start increasing the kinetic fist d6's to d8's.
Non-Elemental Ascetics can keep light armor on make it brawling. Get haste on yourself. Maybe level dip to brawler for armored flurry if you still want Pummeling Charge.
Other ways to get unarmed damage up, most involve multiclassing I think.

Dragongold3 |

What about more complex uses, say with a Composite Blast or using the Metakinesis: Empower? There is also an item that increases the dice(Kineticist Diadem), would that work?
I see 3 ways to work the lot of them...
1) That the empower doesn't work, leaving you with dice/3.
2) That empower works after the infusion, leaving you with (dice/3)*1.5. Making empower worthless for this till after you get 6d6 at lvl 11(or 9 with a Lesser Kineticist Diadem), since the default is to round down.
3) That empower works before the Fist conversion, leaving you with (dice*1.5)/3. Making this only useful after you get 4d6 at level 7...
Last to consider is Fire's Fury, which says that it adds to all blasts that use fire. This I think would add to Fist/Blade/Whip since they are the only ones that don't use the elemental overflow that it specifically calls out...

Protoman |

What about more complex uses, say with a Composite Blast or using the Metakinesis: Empower? There is also an item that increases the dice(Kineticist Diadem), would that work?
I see 3 ways to work the lot of them...
1) That the empower doesn't work, leaving you with dice/3.
2) That empower works after the infusion, leaving you with (dice/3)*1.5. Making empower worthless for this till after you get 6d6 at lvl 11(or 9 with a Lesser Kineticist Diadem), since the default is to round down.
3) That empower works before the Fist conversion, leaving you with (dice*1.5)/3. Making this only useful after you get 4d6 at level 7...Last to consider is Fire's Fury, which says that it adds to all blasts that use fire. This I think would add to Fist/Blade/Whip since they are the only ones that don't use the elemental overflow that it specifically calls out...
Empower: It works on blasts, which kinetic fist doesn't really qualify as such since it's really more a modification of the unarmed strike. Kinetic blade works as it's actually a different form of kinetic blast (thus weapon focus: kinetic blast would work).
Composite blast + kinetic fist = should work fine. So level 7 = 8d6 blast = 2d6 to kinetic fist.
Kineticist diadem: since the diadem bonus dice increases to d8's when the blast is physical, I'm inclined to say it doesn't affect the actual blast damage and doesn't interact with kinetic fist at all.
Fire's Fury: Ought to work with kinetic blade/whip but not kinetic fist as it doesn't add any of the modifiers you'd normally add to the blast.

Renkosuke |
Sorry to resurrect an old thread, but I thought it would be appropriate to ask a question here.
What kinds of substance infusions (if any) would work with Kinetic Fist? All of them generally reference "blast" which automatically raises a flag. Then you have these weird cases where you could do lots of pushing infusions, or bowling infusions, or god forbid enervating infusions with multiple kinetic fist attacks.
The way it seems laid out, I'm thinking that almost none of these work (an argument could be made in favor of the maneuver ones, but a "draining fist" or a "disintegrating fist" just sounds silly).

Protoman |

Sorry to resurrect an old thread, but I thought it would be appropriate to ask a question here.
What kinds of substance infusions (if any) would work with Kinetic Fist? All of them generally reference "blast" which automatically raises a flag. Then you have these weird cases where you could do lots of pushing infusions, or bowling infusions, or god forbid enervating infusions with multiple kinetic fist attacks.
The way it seems laid out, I'm thinking that almost none of these work (an argument could be made in favor of the maneuver ones, but a "draining fist" or a "disintegrating fist" just sounds silly).
Those (and other substance infusions) all ought to work with kinetic fist. The one advantage of kinetic fist is to spam substance infusions if one could afford/negate the burn cost. All the substance infusions are gonna specify "blast" unless it only ever works with blade/whip/fist (which hasn't happened yet, I think) because that's the default mode without one of 3 specific form infusions in place.
The maneuver infusions would basically act just like a monster ability of grab/push/pull/etc. You hit with your attack, get a free maneuver check but you got a modification to your CMB check. I've never used those maneuver infusions before so I'm not sure if they'd provoke or not without the Improved Maneuver feats if doing it in melee range.

Protoman |

Hm, that's true, I always assumed they mentioned that those maneuvers didn't provoke but there's nothing of the sort written in. That's rather strange.
Thanks for the input protoman, that makes creating an EA a lot easier :D
Not a problem. Props to you for wanting to brave that archetype out. For the AoO vs maneuver infusions, maybe pick up the Dirty Fighting feat and flank a lot if you plan on spamming maneuvers.