
Shiroi |
Which also explains the dumpstat int score and low side skill points. Lol
While I do feel size modifiers is a strange choice, I understand it for balance and practicality reasons. It honesty doesn't bother me because to me, a bonus is a bonus is a bonus. I prefer this way than the playtest version where kinetic form was a necessity and you had to be size huge to be good at most of your roles. Now would it be neat to get one set of benefits while normal, and a different set when elemental form? Sure. But it isn't really bothering me to just reap most of the benefits now and make the kinetic form less desirable for most situations.

someweirdguy |
First, the use of Size as the bonus type is so you can specifically stack bonuses. There are three types of bonuses that can go to Ability Scores - Inherent, Enhancement, and Size. If they gave Enhancement bonuses, you couldn't benefit from a belt. If they gave inherent, you couldn't utilize Wish or Manuals. Size is the one type that they could use that isn't already utilized by a long-term/permanent bonus.
Second, here's the wording I'm working off of.
a kineticist’s body
surges with energy from her chosen element whenever
she accepts burn, causing her to glow with a nimbus of
fire, weep water from her pores, or experience some other
thematic effect.
You are literally overflowing with elemental energy in a visible way. Kinetic Form is just using said overflowing energy to make yourself larger. As Mark said above, it doesn't necessarily mean you're making your physical body larger, but can be that you're (as he referenced) pulling lots of water around your arms to give yourself more bulk and reach, or maybe you've got large amounts of elemental fire surging from your limbs, which can be attacked just like a fire elemental's limbs.

shroudb |
First, the use of Size as the bonus type is so you can specifically stack bonuses. There are three types of bonuses that can go to Ability Scores - Inherent, Enhancement, and Size. If they gave Enhancement bonuses, you couldn't benefit from a belt. If they gave inherent, you couldn't utilize Wish or Manuals. Size is the one type that they could use that isn't already utilized by a long-term/permanent bonus.
Second, here's the wording I'm working off of.
Elemental Overflow: wrote:You are literally overflowing with elemental energy in a visible way. Kinetic Form is just using said overflowing energy to make yourself larger. As Mark said above, it doesn't necessarily mean you're making your physical body larger, but can be that you're (as he referenced) pulling lots of water around your arms to give yourself more bulk and reach, or maybe you've got large amounts of elemental fire surging from your limbs, which can be attacked just like a fire elemental's limbs.a kineticist’s body
surges with energy from her chosen element whenever
she accepts burn, causing her to glow with a nimbus of
fire, weep water from her pores, or experience some other
thematic effect.
the thing is, at least the part of how actual size bonuses worked so far in PF, that if you got "size" bonusses due to becoming larger as more elements started swirling around you, you should also get the additional things you get from increased siz, like reach and etc.
if they wanted it to just stack, they could have left the bonuses untyped. with them being size bonuses, it means you cannot p.e. benefit from your overflow and simultaneously enlarge or another transmutation on you that increases size. This also just plain limits multiclassing into something that can grow larger and etc things.

lemeres |

the thing is, at least the part of how actual size bonuses worked so far in PF, that if you got "size" bonusses due to becoming larger as more elements started swirling around you, you should also get the additional things you get from increased siz, like reach and etc.
if they wanted it to just stack, they could have left the bonuses untyped. with them being size bonuses, it means you cannot p.e. benefit from your overflow and simultaneously enlarge or another transmutation on you that increases size. This also just plain limits multiclassing into something that can grow larger and etc things.
Well...I think that getting better at elements for being big does seem silly.
Taking dangerous drugs or flooding yourself with adrenaline? Sure, that amkes sense.
But maybe this is just me thinking of psychics, when others want bender....

someweirdguy |
An addendum to my earlier post - Morale and Alchemical are other bonuses that can be added to stats. This means their options for the Kineticist were Morale, Alchemical, and Size - Morale would step on the toes of Barbarians, Alchemical on Alchemists, and Size steps on the toes of Enlarge Person and other Transmutation spells. Alchemical doesn't fit in flavor sense, Morale is more of an emotional/mental bonus, and that leaves size, which can give you a bonus even if you don't change size (one of the most commonly used size bonuses is Alter Self, which gives an Orc turning into an Elf a +2 Size bonus to Strength).

Luthorne |
What I'm saying is that Elemental Overflow is the substance of the elemental plane suffusing your body, which gives you bonuses (eventually to your stats which gives you bonus HP). Kinetic Form requires you to take Burn which goes towards giving you that bonus (unless you use your Buffer, which let's ignore for the moment). Kinetic Form is just a more physical way of utilizing the substance of the elemental plane that you're channeling, so I was pointing out that you're already getting a bonus to your HP from channeling said energy.
Also, in a more mechanics based manner, they couldn't add any temporary HP or Con because there are already mechanisms in place to add both of those things to a Kineticist (Aether Defensive Talent and the aforementioned Elemental Overflow stat boost).
Yes, but that bonus isn't from Kinetic Form. You could get the same bonuses by spending burn on your defenses or any other number of other things. There is no inherent defensive benefit to utilizing Kinetic Form. It actively reduces your offensive capabilities unless you're using kinetic blade/fist/whip or a weapon.
Also I never mentioned adding temporary Constitution, that doesn't make any sense for Kinetic Form. Why should wrapping yourself in elemental material give you more endurance? Protect your body from being hit in the first place, possibly. What I suggested was either a bonus to natural armor (representing that protection), or a pool of temporary hit points that represented the material being used to surround you (and even if you happen to be a telekinetic, we know that multiple sources of temporary hit points stack). Perhaps even cover (or partial and improved cover) or soft cover.
Either way, I just wish turning into a giant monster was more helpful for ranged kineticists than it currently is. Is that so wrong?

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Either way, I just wish turning into a giant monster was more helpful for ranged kineticists than it currently is. Is that so wrong?
It's fantastic for Elemental Ascetics or Kinetic Fist users with natural weapons to give a size increase to your fists/natural attacks and increased threat area. It's decent for Kinetic Whip for increased threat area. Its not so great for someone playing a more blast oriented character.

someweirdguy |
Either way, I just wish turning into a giant monster was more helpful for ranged kineticists than it currently is. Is that so wrong?
The only thing wrong with it is that turning into a giant monster doesn't help a ranged character in any other situation I can think of. Why would it do so for Kineticists?

Luthorne |
Luthorne wrote:Either way, I just wish turning into a giant monster was more helpful for ranged kineticists than it currently is. Is that so wrong?The only thing wrong with it is that turning into a giant monster doesn't help a ranged character in any other situation I can think of. Why would it do so for Kineticists?
That's not necessarily true, using various polymorph spells is certainly more efficient for melee use, but you can still use it to get abilities like web, alternate modes of movement like flight, and, of course, pretty much always a bonus to natural armor. Furthermore, a kineticist, unlike a polymorph spell, is surrounding themselves with a large amount of material or energy. I'm okay with the fact that it's not going to help your offense as a ranged kineticist, and, in fact, actively harms it, but you would think it would at least help your defense a little to put stuff between you and your enemies.
In the long run, though, I'm just saying I wish it would have been something that could have been of any use to someone not going into melee because it's a thematically cool ability.

Tels |

An addendum to my earlier post - Morale and Alchemical are other bonuses that can be added to stats. This means their options for the Kineticist were Morale, Alchemical, and Size - Morale would step on the toes of Barbarians, Alchemical on Alchemists, and Size steps on the toes of Enlarge Person and other Transmutation spells. Alchemical doesn't fit in flavor sense, Morale is more of an emotional/mental bonus, and that leaves size, which can give you a bonus even if you don't change size (one of the most commonly used size bonuses is Alter Self, which gives an Orc turning into an Elf a +2 Size bonus to Strength).
Technically speaking, any of the bonus types could be used to increase a physical ability score, there just hasn't been one that uses the other times.

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Just read through the guide, but not the 12 pages of talking about it.
It seems to me that this guide would be better broken up into multiple guides based on the type of Kineticist (fire/earth/water/etc). It seemed that a lot of the descriptions were -well depends on the type of kineticist.
Maybe with the builds section it will work better.
People keep saying this, but I couldn't agree less. The thing is this class is being given too much credit for its first appearance, and that it's not large enough yet to validate multiple guides based on element. The reason for this is because the differences in element aren't large enough yet.
In a few books once this class has more of a chance to flourish and REALLY separate elements, sure, that's totally viable. But now, we're having the same issue (although to a lesser extent) of the class having locked in talents for a lot of the elements and the need to build around those. Give it a few books and yeah, you could probably make a guide for each element, but for a first book with a limited number of variation, this would really make for a painfully overspecialized guide.
Trust me, there are classes I think could use this kind of specialized guide, probably Bard could use one, guides for different kinds of alchemist, Bad Touch Cleric is a great example of this, but Kineticist doesn't need multiple guides, and until more material comes out for them, I stand by that.
I also don't plan on doing multiple guides for this class unless commissioned, since again, I feel one guide on the class is enough.
what irritates me, is that "size" bonuses, were ALWAYS related, to no one's surprise, to g!#$*$n SIZE.
kineticist, get's them without switching his size, without doing anything to his size.
99% this was solely done so that he couldn't stack stats. but even then, they could change them to something like inherent or something, so that he couldn't stack them with inherent in later levels. Or soemthing like that.
But as it stands, kineticist goes 100% opposite of existing mechanics, where you gain size bonuses without altering your size, and gain no bonuses when you actually do change your size...
CONSISTENCY in the mechanics is a GOOD things...
I completely agree here, the size bonus issue is just silly. Hell, I'd have bought alchemical or morale bonus before size bonus, it would have made more sense. Morale would have made more sense, and untyped would have been fine if they had been trying to make this more stackable. I get that they wanted to avoid Kinetic Form from giving size bonuses, but the ability itself already reads that it does this, so there's no reason to throw needless size bonuses into the mix, thus making it so the kineticist can't really benefit from size increases to strength or constitution (most altered forms that grow larger hurt dex, so it's not really an issue.)
Skinwalker has been added to the guide as well as a few things for it, ragebred with ways to get claws/teeth still stands atop the kinetic fist crown for 6 possible natural weapons, but who's shocked?

Mark Seifter Designer |
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For better or for worse, in Pathfinder "size bonus" is the name for the type of bonus you get when you transform into something else (polymorph bonus or transformation bonus would be a better name). For instance, a human turning into a Medium air elemental (the closest analogy to what elemental overflow from air is doing to you) with wild shape or elemental body gets a +4 size bonus to Dexterity.

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For better or for worse, in Pathfinder "size bonus" is the name for the type of bonus you get when you transform into something else (polymorph bonus or transformation bonus would be a better name). For instance, a human turning into a Medium air elemental (the closest analogy to what elemental overflow from air is doing to you) with wild shape or elemental body gets a +4 size bonus to Dexterity.
I still question why this couldn't have been untyped. To a lot of us, a size bonus for a same sized creature hits the eye wrong and really appears off. Perhaps its just that the game's language as you said doesn't have a category to cater specifically to this situation, it just reads as off to me due to the normal correlation between size bonus and changing size.
It's a null issue though for the most part, as I don't mind Kinetic Form's lack of size bonuses (although even a small one like for Enlarge Person would have been nice.)

Mark Seifter Designer |

Mark Seifter wrote:For better or for worse, in Pathfinder "size bonus" is the name for the type of bonus you get when you transform into something else (polymorph bonus or transformation bonus would be a better name). For instance, a human turning into a Medium air elemental (the closest analogy to what elemental overflow from air is doing to you) with wild shape or elemental body gets a +4 size bonus to Dexterity.I still question why this couldn't have been untyped. To a lot of us, a size bonus for a same sized creature hits the eye wrong and really appears off. Perhaps its just that the game's language as you said doesn't have a category to cater specifically to this situation, it just reads as off to me due to the normal correlation between size bonus and changing size.
It's a null issue though for the most part, as I don't mind Kinetic Form's lack of size bonuses (although even a small one like for Enlarge Person would have been nice.)
Yeah, I get you there. When I first switched to Pathfinder from 3.5, I couldn't get over how using alter self to turn myself into an exact copy of myself gave me a +2 size bonus to Strength if I was a human or Dexterity if I was a halfling. I have since come to terms with that. Yeah, it's just the way the terminology is. Do elemental body and alter self bother you, too, as they did me?

shroudb |
to me it seems something like this:
elemental overflow:
as you gain burn, more and more elemental matter starts swirling around you, seeping through your pores, emanating from you, CHANGES YOU.
According to the classification fo the size bonus you just gave us, it CHANGES us enough that it actually gives us "size" bonuses (akin to having let's say a thick layer of earth around you giving you "size" bonus to constitution p.e.)
Kinetic form:
But when you actually gather so much elemental matter around that you actually change size, which should be a ton more than what you get from elemental overflow, you get... nothing?
i just can't visualize how the elements that change you a little (at least not enough to change size), when you actually gather enough to do so, they do nothing of that sort.

Azten |

For better or for worse, in Pathfinder "size bonus" is the name for the type of bonus you get when you transform into something else (polymorph bonus or transformation bonus would be a better name). For instance, a human turning into a Medium air elemental (the closest analogy to what elemental overflow from air is doing to you) with wild shape or elemental body gets a +4 size bonus to Dexterity.
I was going to mention the plethora of polymorph spells that did this, especially citin Alter Self used by Medium creatures to turn into a Medium humanoid, or a Small into a Small.

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Yeah, I get you there. When I first switched to Pathfinder from 3.5, I couldn't get over how using alter self to turn myself into an exact copy of myself gave me a +2 size bonus to Strength if I was a human or Dexterity if I was a halfling. I have since come to terms with that. Yeah, it's just the way the terminology is. Do elemental body and alter self bother you, too, as they did me?
And here I was planning on mentioning alter self, but I figured that was the obvious go to. I had forgotten about Elemental Body spells, which seem to be a larger transgressor in this respect. I always assumed Alter Self was just a quirk of the system as well as a bonus for the sake of balancing the spell though (not a great one though.)
It seems size has a tie to polymorph effects more than anything else, and that elemental overflow has such a relatively small visual effect to create this kind of change. I do understand why elemental overflow isn't a huge effect to the character's appearance, but that could be where the disconnect comes in, since elemental body (and somewhat alter self) have more of a drastic change to the character's form and such.
Again, it's not really a huge issue, just more of a slight disconnect since it could have been untyped. Was there any reason it wasn't, any interplay between abilities where you feared people gaining size bonuses as well as elemental overflow bonuses?

MarcFrey |
to me it seems something like this:
elemental overflow:
as you gain burn, more and more elemental matter starts swirling around you, seeping through your pores, emanating from you, CHANGES YOU.
According to the classification fo the size bonus you just gave us, it CHANGES us enough that it actually gives us "size" bonuses (akin to having let's say a thick layer of earth around you giving you "size" bonus to constitution p.e.)Kinetic form:
But when you actually gather so much elemental matter around that you actually change size, which should be a ton more than what you get from elemental overflow, you get... nothing?i just can't visualize how the elements that change you a little (at least not enough to change size), when you actually gather enough to do so, they do nothing of that sort.
The way I see it is like you said; you've gathered the energy already.. That's your size bonus. Kinetic form isn't gathering so much energy you change size as much as forcing that energy you already built up inside you to come out and form an elemental body around you.

Snowblind |

someweirdguy wrote:An addendum to my earlier post - Morale and Alchemical are other bonuses that can be added to stats. This means their options for the Kineticist were Morale, Alchemical, and Size - Morale would step on the toes of Barbarians, Alchemical on Alchemists, and Size steps on the toes of Enlarge Person and other Transmutation spells. Alchemical doesn't fit in flavor sense, Morale is more of an emotional/mental bonus, and that leaves size, which can give you a bonus even if you don't change size (one of the most commonly used size bonuses is Alter Self, which gives an Orc turning into an Elf a +2 Size bonus to Strength).Technically speaking, any of the bonus types could be used to increase a physical ability score, there just hasn't been one that uses the other times.
Profane bonuses exist as well - the Succubus's Profane Gift, for example. I think I might have seen Sacred bonuses before as well.

Cycada |

So of these 13 pages of discussion, has someone found a way to make the class actually playable?
My current level 12 pure aerokineticist (not exactly optimized) is quite good at disrupting things.
12d6+X chaining or 8d6+x magnetizing chaining electric blasts all day long.
Strong battlefield control with at-will wind wall, effectively Wall of Electrical Kill You blast, 960 ft range blasts if needed, instant Hurricane.
I don't know that I'll even play a character who /isn't/ a Kineticist any time soon, haha.

lemeres |

Yes, because going around as a huge water elemental for every Kineticist was so fun during the playtest. :eyeroll: I'm personally glad that they wrapped the size bonus shenanigans from the playtest into the base class to avoid the above mentioned situation.
Ah, that actually does bring up a problem- the number of thematicallys appropriate forms are limited, since the kineticist has a very particular set of stats (dex/con), and most elemental body forms don't give that.
An earth elemental would make a very poor form for an earth kineticist.

Mark Seifter Designer |

shroudb wrote:The way I see it is like you said; you've gathered the energy already.. That's your size bonus. Kinetic form isn't gathering so much energy you change size as much as forcing that energy you already built up inside you to come out and form an elemental body around you.to me it seems something like this:
elemental overflow:
as you gain burn, more and more elemental matter starts swirling around you, seeping through your pores, emanating from you, CHANGES YOU.
According to the classification fo the size bonus you just gave us, it CHANGES us enough that it actually gives us "size" bonuses (akin to having let's say a thick layer of earth around you giving you "size" bonus to constitution p.e.)Kinetic form:
But when you actually gather so much elemental matter around that you actually change size, which should be a ton more than what you get from elemental overflow, you get... nothing?i just can't visualize how the elements that change you a little (at least not enough to change size), when you actually gather enough to do so, they do nothing of that sort.
I guess Marks (and Marcs) think alike. I see it the same way. The reason you're so badass with so many size bonuses, even when you're your same size, is because you already have all that energy coursing around in there. Cycada (and lemeres too) is also correct that the rules intention here was to give the flexible benefits of size bonuses from elemental body without forcing you to actually turn into a water elemental (and be sad if you were earth because you didn't like the bonuses and penalties), thus opening up more opportunities, while allowing you to get the size boost if you still wanted it via kientic form.

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Is there any way to get the various weapon enchantments applied to a the kinetic blasts? Lack of the weapon options is the main thing holding me back fromantic the class for now.
I may be wrong, but I think it's been discussed that you can get Conductive ammunition of some kind and enchant the weapon firing the ammunition, but that's not an insignificant chunk of change.

shroudb |
thistledown wrote:Is there any way to get the various weapon enchantments applied to a the kinetic blasts? Lack of the weapon options is the main thing holding me back fromantic the class for now.I may be wrong, but I think it's been discussed that you can get Conductive ammunition of some kind and enchant the weapon firing the ammunition, but that's not an insignificant chunk of change.
you can actually put conductive on your bow, but you won't be able to use infusions, only the base blast. so meh

lemeres |

I question how necessary enchantments are for the kineticist though (besides a way to get holy or ghost touch- that is a thing)
Elemental overflow gives you a method of getting +6 to attack (and +12 to damage), and then you also stat boosts as well.
That, combined with the fact that you are pretty much the SAD-est class.... it can mean you are doing fairly well in terms of attack bonus.
And if you are running around with the one big hit, without proper iteratives, then that lessens the proble, even further.

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I think thistledown was probably going with the idea of enchantments like what you suggested: Holy, Ghost Touch, Merciful, etc. I agree that they get pretty good bonuses of attack and damage baked right into the class. Unless of course they were maybe trying to get past some of the other DR such as alignment. It would be great if they had an item though that conferred weapon enchantments to your blast. The Kineticist already took up so many pages/words though that they probably couldn't fit it in even if one was brainstormed already.

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I think thistledown was probably going with the idea of enchantments like what you suggested: Holy, Ghost Touch, Merciful, etc. I agree that they get pretty good bonuses of attack and damage baked right into the class. Unless of course they were maybe trying to get past some of the other DR such as alignment. It would be great if they had an item though that conferred weapon enchantments to your blast. The Kineticist already took up so many pages/words though that they probably couldn't fit it in even if one was brainstormed already.
Exactly. Doesn't really need enhancement bonuses, but something along the lines of Amulet of Mighty Fists that granted them. Bane is a favorite of mine, but Merciful, Seeking, and Cruel can be pretty useful too.
Also sad that there's no Sonic element for Kineticists, but that'd probably be OP.

shroudb |
when you are pretty much locked into 1 type of damage, tops 2, then it's a great transgression that there isn't an item/feat/whatever granting UTILITY enchantments like:
holy
ghost touch
merciful
or at least the "monk treatment" where at lvl1 they are consider magic (already exists) but later on they start to count as silver, cold iron, alignment and ghost touch for DR purposes

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Aziraya Zhwan wrote:you can actually put conductive on your bow, but you won't be able to use infusions, only the base blast. so mehthistledown wrote:Is there any way to get the various weapon enchantments applied to a the kinetic blasts? Lack of the weapon options is the main thing holding me back fromantic the class for now.I may be wrong, but I think it's been discussed that you can get Conductive ammunition of some kind and enchant the weapon firing the ammunition, but that's not an insignificant chunk of change.
I'm not sure why you can't put infusions on blast, really. You can use different kinds of bombs on a conductive bow (or at least there's been no official ruling against it after several years), so there's no reason that you shouldn't be able to use substance infusions or composite infusions on blast. I could swear this was brought up earlier, along with "does it cost 2x the burn cost to do so", with Mark weighing in that it does not. Seriously, blue flame arrows are the hypest, but remember only touch attacks can be used with this, so cold/electric/fire blast only, making pure fire the best for this.
So of these 13 pages of discussion, has someone found a way to make the class actually playable?
I'm working on a guide for it, which by default makes it playable. Seriously, after reading one of my guides, you should know everything you need to about the class to make it viable since I'm basically amazing at guide writing and explaining. I'm also very attractive.
I think this attitude comes from the initial perceptions that were built up beforehand. This guide and thread as well has helped clear up a lot of issues that the class had as well as was perceived to have had, and has been a boon to the community as a whole.
As for 'playable', I think that depends on your definition of the term. I'd again say this was a high T4/low T3 class. It won't compare with a well built bard/alchemist/inquisitor/etc, but a well built kineticist will do fine in the company of a ranger/UC rogue/paladin/etc. It's not going to be the best damage dealer, but the utility of the class makes up for it, which is a feature of the class.
Again, the class does have issues, but there's few that don't, so yes, I would say the class has been made playable in a group that includes other class guides I've worked with, which is really my baseline.
You could run an N. Jolly assisted kineticist with a gunslinger, alchemist, barbarian, and investigator and feel like a functional member of the party, which is really what you should be aiming for.

Tels |
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I didn't see it get posted here, but I think this is important for geokinetics to have a little backing if they try this.
Catharsis wrote:Mark, a question came up in N. Jolly's Kineticist Guide thread:
When you Gather Energy, does the visible effect extend through walls? We were looking forward to using Silence to make Gather Energy work as a pre-combat buff without instantly spoiling the surprise. The visible component could presumably be hidden by staying behind a wall, but in tight quarters, that might cause spillage into adjacent rooms.
In your playtests, have you guys ever used full-round Gather? Did you figure out other tricks to make it work in everyday adventuring?
http://paizo.com/threads/rzs2su6f&page=7?Mastering-the-Elements-N-Jolly s-guide-to-the#335
It probably shouldn't spill through walls unless the walls are weird. One of the best tricks with full round gather involves earth glide and is thus only relevant for geos. What you do is, round 1 you 5-foot step into the ground and full round gather. Round 2 you 5-foot back up, move gather, and blast.
Full round gather also tends to be particularly good with metakinesis (twice), since the full round part pays for all but 1 of the cost of that metakinesis, and that metakinesis generally doubles your round's output, so given that burstier damage all at once is harder to deal with for the enemy, it's pretty nice.
Another nifty use for full round gather, though pretty risky, is as a sort of "taunt" mechanic, and I've seen it used that way. Basically, the gist of it is that since kineticists often have tip-top defenses while standing in the back, hard for the enemies to reach, you can sometimes get them to redirect their fire to you if you bait them with a full round gather, kind of like how enemies often try to interrupt the full round spellcaster, since the action economy of smacking someone and messing up their action is so good, plus the burn. Of course the flipside is that if they succeed, then you took burn, so as I said, it's a risky tactic.
It's important that he says, not only that the gather energy won't leak through the walls, but that you can gather energy while earth gliding.
Personally, I was already going to rule it that way, but, from a rules-legal standpoint, my Genbu the Earthen King NPC just got even more terrifying!

lemeres |
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Yeah...DR, entangling blasts, and now the ability to take a 5ft step into the ground and back while doing whatever he wants... and lets not forget universal tricks like using ride the blast as an at will dimensional door...
Trying to take on an earth user seems kind of a nightmare. I mean, in terms of war.
While most classes have varying degrees of trouble with 'zerg rushes', I think this could play with an entire battlefield for the entire day with little concern. Easy to run, easy to hide, durable, ability to use a lot of abilities on a near indefinite basis.... yeah, that could be trouble for any army.
I am liking this. Usual high level casters tend to be more 'he used some disaster level spell to wipe us out from far away', or 'he fought a few of our elites we sent to try to stop him'. It is unusual to have 'he personally came to murder each and every one of use' kind of caster. Others just lack the staying power- even the wizard runs out of teleport spells after the first few hours.
But a kineticist? All they might need is a supply of basic healing wands, and then they could take on an army of melee and archer opponents fairly indefinitely. I like that flavor, even if it is only glimpsed in the usual scope of adventuring.

lemeres |

And people wonder why I called Earth blue offensively. Right now I'd say it's the best element, although lacking a means to fly hurts. Flying on a rock that you're geoing seems like a talent we'll see in a later book though, like how self tk work.
Well, you lack an ability to fly at low altitudes that are typically relevant for combat.
I mean...if you shoot a blast straight up, and then ride that blast, you could end up 480' in the air. That seems like the kind of distance where you have time to get another blast off, which could shoot you higher. At some point, you have enough of a balance that you can then shoot out. Ride the blast basically turns all kineticists into living rockets.
Not sure how the game regards all that. Is there conservation of movement after the blast? Or do you just start a freefall from a speed of 0.
Another question is whether you can ready an action to earth glide, or if you simply aim at the ground at the end. IE- safely landing.
Is it useful for the combat system? Probably not (again, I might need to look at falling system; could you shoot up next to someone with a qucikened blast, and then use a grappling whip as a standard action to drag them down?) But you have options to get into the air for general logistical purposes. Islands in the sky are not beyond your reach. And aerial scouting is something you could accomplish. Not quietly, obviously, but who cares- you are earth.
EDIT- wait....nevermind- maybe there is a reason why the extreme range infusion is set at 480 feet. You need at least 500 feet to cast a spell. Although....you do have various abilities that reshape the ground.... do you need to build a launch pad in order to take off properly? Can you maintain enough altitude to keep going, or would you need to prepare to land after a few jumps? Is this just falling with style? This whole discussion takes the rules to delightfully insane places.
Oh, but it does make your climb speed actually relavent, since you could use that to quickly gain a point to latch onto, as you go from object to object.
Overall, ride the blast is wonderfully weird, and it gives you options due to the 0 burn. If I just ran your ft/roun, you would go up to 54' miles per hour (108 for air). That is twice as fast as a horse. And about 8 times faster than horses actually go in game (the disconnect between land speed and in game movement). You could do a lot with the logistics there. Who wouldn't want an air kineticist as a scout/messanger?

lemeres |

It's also faster than anything but teleport. Faster than overland flight, and uses less resources.
And as far as game balance is concerned, that is probably fine.
I mean...you are the only only one that can really use it most of the time. So you would leave your allies behind (which could be cool for a solo side adventuer, but carries obvious risks). So regular teleportation spells are likely better for actual over land movement... (unless you are an entire kineticist party....)
So most of the time, it ends up as a kinda clunky short-ish range teleport (it draws two AoOs, which could be a problem in battle) that can't ignore walls (although snaking probably helps...maybe impale...).

Johnny_Devo |

If you assume that you're adding your fly speed, since you're an air kinetecist doing it, you can add another 60 feet per round to the equation. Throw in a quick-runner's shirt (which everyone should have if they could get one) and you can add yet another 60 feet per round, for a total of 120 extra feet per round on top of your 960. That's 1080 feet per round, which is 27 times the speed of the wizard's overland flight spell.
With, as has been pointed out before, zero cost to the user's resources. It also lasts much longer.

lemeres |

I highly like the idea of kineticists as BBEGs. They are balanced enough that they are about toe to toe with most other classes in a straight fight, but they have a utility that lets them terroize the more mundane masses when you look at the larger scale.
These guys could turn an entire battlefield into WWI on their own. I mean...between fragmentation, explosion, and cloud, you have all of the heavy artiliary you typically see in such movies (you know the stuff- the ones that actually did the most murdering).
And of course, their mobility means they can zoom around, getting to the plot important locations before the players do. Doors? Oh, sorry, I rode in through my impaling spike. Took the gate keeper out while I did it.

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I highly like the idea of kineticists as BBEGs. They are balanced enough that they are about toe to toe with most other classes in a straight fight, but they have a utility that lets them terroize the more mundane masses when you look at the larger scale.
These guys could turn an entire battlefield into WWI on their own. I mean...between fragmentation, explosion, and cloud, you have all of the heavy artiliary you typically see in such movies (you know the stuff- the ones that actually did the most murdering).
And of course, their mobility means they can zoom around, getting to the plot important locations before the players do. Doors? Oh, sorry, I rode in through my impaling spike. Took the gate keeper out while I did it.
I fully agree that they are great BBEG material, with highly thematic work ups, lairs, and battles. Assuming that a party consists of the four cornerstone roles, the fight is going to need to be somewhat out of the box, with lots of improv during the fight. Besides, walking into a stronghold, with bodies laying about, and then realizing it was only one thing that did in an army..... Oh, I am getting thoughts here!

Azten |

Legio_MCMLXXXVII wrote:It's also faster than anything but teleport. Faster than overland flight, and uses less resources.And as far as game balance is concerned, that is probably fine.
I mean...you are the only only one that can really use it most of the time. So you would leave your allies behind (which could be cool for a solo side adventuer, but carries obvious risks).
Portable holes.

shroudb |
Hey! I've called (and used) the 5ft into the earth strategy ages ago:p
But yeah, it's basically either a nice opener or a way to boost your control/debuffing by sacrificing a round. Or a very late day strategy when you are completely dry.
For actual damage, you are better off flinging blasts with move action gather.
On the subject of feats, if you play with stamina rules, kineticist is an excellent candidate for that:
Absurdly high con gives a huge pool
You minimize even more the chance of your blast missing, and since you rely so much on that single hit it counts a ton (as opposed to just making 1/full attack hit)
There are some very nice effects that you can benefit due to so high stamina pool like auto-20 on the initiative

lemeres |
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lemeres wrote:I fully agree that they are great BBEG material, with highly thematic work ups, lairs, and battles. Assuming that a party consists of the four cornerstone roles, the fight is going to need to be somewhat out of the box, with lots of improv during the fight. Besides, walking into a stronghold, with bodies laying about, and then realizing it was only one thing that did in an army..... Oh, I am getting thoughts here!I highly like the idea of kineticists as BBEGs. They are balanced enough that they are about toe to toe with most other classes in a straight fight, but they have a utility that lets them terroize the more mundane masses when you look at the larger scale.
These guys could turn an entire battlefield into WWI on their own. I mean...between fragmentation, explosion, and cloud, you have all of the heavy artiliary you typically see in such movies (you know the stuff- the ones that actually did the most murdering).
And of course, their mobility means they can zoom around, getting to the plot important locations before the players do. Doors? Oh, sorry, I rode in through my impaling spike. Took the gate keeper out while I did it.
I like the image of a cold eyed king sitting on a throne of stone, looking down at the dead bodies all around him...
...and when challenged, the throne starts to move (it is a colorful depiction of the kinetic form ability)
Would whips of stone and steel have extra reach with the larger form? (they act like a 'reach weapon appropriate for your size', after all. Would that give 20' whips with full reach?)
Heck, I can easily assign an attitude for this- he believes that the earth and all that rests upon it is his domain by divine right, as shown by his powers. And those that do not bow their heads to the ground in his prescence shall be forced to rest beneath the ground instead.
"Oh dear...you came right when I was cleaning up the place. Extrerminating vermin can get oh so...messy."

Tels |
1 person marked this as a favorite. |

lemeres wrote:I fully agree that they are great BBEG material, with highly thematic work ups, lairs, and battles. Assuming that a party consists of the four cornerstone roles, the fight is going to need to be somewhat out of the box, with lots of improv during the fight. Besides, walking into a stronghold, with bodies laying about, and then realizing it was only one thing that did in an army..... Oh, I am getting thoughts here!I highly like the idea of kineticists as BBEGs. They are balanced enough that they are about toe to toe with most other classes in a straight fight, but they have a utility that lets them terroize the more mundane masses when you look at the larger scale.
These guys could turn an entire battlefield into WWI on their own. I mean...between fragmentation, explosion, and cloud, you have all of the heavy artiliary you typically see in such movies (you know the stuff- the ones that actually did the most murdering).
And of course, their mobility means they can zoom around, getting to the plot important locations before the players do. Doors? Oh, sorry, I rode in through my impaling spike. Took the gate keeper out while I did it.
You should see my Genbu build I linked above. Kinetic Whip, Kinetic Form, Whirlwind Attack means he's going to hit damned near every single person in the room. Also, Earth Glide so he can attack from anywhere in the room. Also, he was generated with the Heroic NPC stats (15, 14, 13, 12, 10, 8) and NPC wealth for a Fast XP track game.

Ravingdork |

If you assume that you're adding your fly speed, since you're an air kinetecist doing it, you can add another 60 feet per round to the equation. Throw in a quick-runner's shirt (which everyone should have if they could get one) and you can add yet another 60 feet per round, for a total of 120 extra feet per round on top of your 960. That's 1080 feet per round, which is 27 times the speed of the wizard's overland flight spell.
With, as has been pointed out before, zero cost to the user's resources. It also lasts much longer.
How does a quick runner's shirt help? Don't those only function once per day?

Shiroi |
Yeah to my knowledge the qrs is once per day, so it's cool for getting a "surprise! I'm over here!" Schtic in, but a cheap way to make your move speed faster than the average monk it is not. Otherwise it would be considered one of the mandatory items, and with shockingly little in that slot to compete with.
Still, 1020 feet per round is laughably long range. With the average move speed of 30, maybe 40 for most non monk classes with a little effort, you're looking at easily lapping cities before your race opponent makes the first guard post.
At 30'(x4 run so 120' full round)-1020', you have 8 turns to wait around on them before you continue. And can blast them away that whole time, since they're within range at the end of their first run turn. This means you get 7 solid hits in before they reach you, and then you fly away unharmed to continue.

Tels |

If you blast for 8 hours straight, you get around 432 miles just off of blasts alone (864 for air)....
That is a fairly decent road trip. You might take a little less than a week to cross an entire continent.
That's 54 mph or 108 mph for the aerokineticist; ~87 km/h and ~174 km/h, respectively.
[Edit] I'd imagine it'd look a bit like Yang during this episode of RWBY.