
Tels |

I saw mention of dipping barbarian earlier and wanted to point out that some archetypes allow use of concentration during rage. Urban rager and at least one from the tech guide. There might be more out there.
Torbyne wrote:I saw mention of dipping barbarian earlier and wanted to point out that some archetypes allow use of concentration during rage. Urban rager and at least one from the tech guide. There might be more out there.they allow skills specifically. there is no mention of it allwing spellcasting thought.
so it's really up to gm to allow it (i think raw is still no)
Controlled Rage: When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.
It says they can use Int, Dex, and Cha based skills; it doesn't say they can take actions that require concentration.
The only Barbarian archetype that was in the technology guide that I recall was the Savagae Technologist and it doesn't mention anything about being able to use concentration during a rage.

Torbyne |
Torbyne wrote:I saw mention of dipping barbarian earlier and wanted to point out that some archetypes allow use of concentration during rage. Urban rager and at least one from the tech guide. There might be more out there.shroudb wrote:Torbyne wrote:I saw mention of dipping barbarian earlier and wanted to point out that some archetypes allow use of concentration during rage. Urban rager and at least one from the tech guide. There might be more out there.they allow skills specifically. there is no mention of it allwing spellcasting thought.
so it's really up to gm to allow it (i think raw is still no)
Urban Barbarian wrote:Controlled Rage: When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.It says they can use Int, Dex, and Cha based skills; it doesn't say they can take actions that require concentration.
The only Barbarian archetype that was in the technology guide that I recall was the Savagae Technologist and it doesn't mention anything about being able to use concentration during a rage.
I first posted from a tablet that crashed when I tried to post, later I went back to the forums and the page reloaded the submission creating a time delayed double post. When I realized what happened I deleted the second post.

Tels |

Tels wrote:I first posted from a tablet that crashed when I tried to post, later I went back to the forums and the page reloaded the submission creating a time delayed double post. When I realized what happened I deleted the second post.Torbyne wrote:I saw mention of dipping barbarian earlier and wanted to point out that some archetypes allow use of concentration during rage. Urban rager and at least one from the tech guide. There might be more out there.shroudb wrote:Torbyne wrote:I saw mention of dipping barbarian earlier and wanted to point out that some archetypes allow use of concentration during rage. Urban rager and at least one from the tech guide. There might be more out there.they allow skills specifically. there is no mention of it allwing spellcasting thought.
so it's really up to gm to allow it (i think raw is still no)
Urban Barbarian wrote:Controlled Rage: When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.It says they can use Int, Dex, and Cha based skills; it doesn't say they can take actions that require concentration.
The only Barbarian archetype that was in the technology guide that I recall was the Savagae Technologist and it doesn't mention anything about being able to use concentration during a rage.
I prefer to think you had a highly specific instance of amnesia.

Blue Moose |

You end up where you fired your last blast of the set. I think the section that I highlighted would apply to flurry of blasts.
You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray.)

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Okay, for those of you wondering what I was talking about with sample characters here they are in a book full of pregens. From 1-20, a solid selection of kineticist although I did try to limit my books on this. Still, if you're looking for NPC that are also kineticist, it's a great source.
Void is sounding like fun though, someone should post in here when it hits the PRSRD.

Shiroi |
1 person marked this as a favorite. |
Okay gents, talked with Mark about a guide to all the odd questions and such that people have with the kineticist. He says he can't be hands on with it, because he doesn't have permits to make an official FAQ. However, he seemed supportive of us doing so on our own. I can set it up soon enough, if nobody else wants to do it, but I don't really have much street cred around here. I feel like a more well known figure doing the honors might lend more authority to the works, especially if they had time to link to Marks posts where he's answered questions before.
Does anyone want to step up to the plate and produce a semi-official FAQ for the convenience of new and old alike?
I'll edit in a minute with a list of questions I feel should be included. It's not comprehensive or difinitive so feel free to add/reword as needed. Regardless of who makes the thread, a full list of FAQ needs will probably be helpful.
***********
How does the damage from flurry of blasts work?
Why would I use the buffer feature?
Does using a buffer point count as "taking burn"?
Can I ride the blast with flurry of blasts? Do I have to decide which blast I'm riding before I deal damage?
Why is the extra talent feat limited to lower level powers? Is it limited to abilities I could take 2 levels ago, or 2 spell levels (4 class levels) ago?
Can I use gather energy underground, then 5' step upwards to use my blast?
Can I use gather power while invisible? Do I lose invisible? Do they see the energy and know my exact location?
Can I use any object, no matter how small, with my telekinetic blast? What if I'm in a room with no items and run out of items on my person to use?
Do I really provoke an attack of opportunity for using the kinetic blast SLA, then provoke another just for making the ranged attack? Even if I use ride the blast?

Chess Pwn |
1 person marked this as a favorite. |

How does the damage from flurry of blasts work?
I say if you hit twice you'd do 2d6 + stuff and three is 3dd+stuff
Why would I use the buffer feature?
It can let you use more burn in a round than normally possible and it carries over days, so if you didn't use it all up you'd have extra the next day.
Does using a buffer point count as "taking burn"?
No, as you're not gaining any burn.
Can I ride the blast with flurry of blasts? Do I have to decide which blast I'm riding before I deal damage?
I think it's the last blast.
Why is the extra talent feat limited to lower level powers? Is it limited to abilities I could take 2 levels ago, or 2 spell levels (4 class levels) ago?
The designers feel it's too good and have to balance the class by assuming they take it every level. So instead of that we have it where we get stuff most levels and a little boost from the feat.
Can I use gather energy underground, then 5' step upwards to use my blast?
yes
Can I use gather power while invisible? Do I lose invisible? Do they see the energy and know my exact location?
yes, no, yes
Can I use any object, no matter how small, with my telekinetic blast? What if I'm in a room with no items and run out of items on my person to use?
Do I really provoke an attack of opportunity for using the kinetic blast SLA, then provoke another just for making the ranged attack? Even if I use ride the blast?
yes.

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@Shiroi: I think it would be best if you went on to do this, you seem to be the most invested in the project. Board cred is meaningless, and doing something like this is probably how you start building it. I built mine through chicanery and a firm belief in the tier system. Plus I guess I'm not a huge fan of a document like that being needed, so putting it together doesn't exactly jive with me. I mean I can see the value, I just don't like that it's needed.

Skylancer4 |

Okay gents, talked with Mark about a guide to all the odd questions and such that people have with the kineticist. He says he can't be hands on with it, because he doesn't have permits to make an official FAQ. However, he seemed supportive of us doing so on our own. I can set it up soon enough, if nobody else wants to do it, but I don't really have much street cred around here. I feel like a more well known figure doing the honors might lend more authority to the works, especially if they had time to link to Marks posts where he's answered questions before.
Does anyone want to step up to the plate and produce a semi-official FAQ for the convenience of new and old alike?
I'll edit in a minute with a list of questions I feel should be included. It's not comprehensive or difinitive so feel free to add/reword as needed. Regardless of who makes the thread, a full list of FAQ needs will probably be helpful.
***********
How does the damage from flurry of blasts work?Why would I use the buffer feature?
Does using a buffer point count as "taking burn"?
Can I ride the blast with flurry of blasts? Do I have to decide which blast I'm riding before I deal damage?
Why is the extra talent feat limited to lower level powers? Is it limited to abilities I could take 2 levels ago, or 2 spell levels (4 class levels) ago?
Can I use gather energy underground, then 5' step upwards to use my blast?
Can I use gather power while invisible? Do I lose invisible? Do they see the energy and know my exact location?
Can I use any object, no matter how small, with my telekinetic blast? What if I'm in a room with no items and run out of items on my person to use?
Do I really provoke an attack of opportunity for using the kinetic blast SLA, then provoke another just for making the ranged attack? Even if I use ride the blast?
If you do this, you will probably need to put each one of the questions as a separate post. If you put them all together in a single post you run the possibility of not getting any of them answered.

Shiroi |
@ skylancer and chesspwn,
I do appreciate the helpful approach... but I know the answers to these. I'm putting together a list of noob questions to make a FAQ document for people confused about the mechanics of the class. Thanks anyways though!
@ n. Jolly,
I don't like it either as a necessity, but I see a lot of duplicate threads pop up about some of this and then we kind of answer the whole thing all over again. Really reinvent the wheel style. While I don't like the need, I feel there should be an easy one link answer to two or three threads at a time. But then again, the questions have been slowing down a bit... maybe I'm a tad late getting started. It's hard to tell if this is needed for now, for the future, or for last month. Regardless when I get free time I'll post it up. It could always be safely ignored if it isn't needed.

Shadow_Charlatan |
2 people marked this as a favorite. |

@Shiroi
Where do you want any kineticist Q&As posted ?
Here's one someone did for some questions
Now, lets take your questions one at a time.
1. "'I can use my 10d6 simple blast on every hit'[?]"
Yes.
I keep rewriting rude statements about reading comprehension and then deleting them. But really, I don't know how it could be clearer.
Occult Adventures, p. 20, re Kinetic Blade wrote:
The kinetic blade deals your kinetic blast damage on each hit.
.
2. 'can use quicken and such to get multiple blasts and use them'
No. As I read it, Kinetic Blade only works with certain actions types. Attack actions are not quick actions. Therefore, you cannot Quicken a Kinetic Blade.
Occult Adventures, p. 20, re Kinetic Blade, emphasis added wrote:
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade.
.
3. 'I can use flurry of blasts and amke [sic] each of those a blade to use in the full attack'
No. Flurry of Blasts is a form infusion. (p. 19) Kinetic Blade is a form infusion. (p. 20). You cannot use two form infusions on the same blast.
Occult Adventures, p. 12, Infusions(Su) wrote:
Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion..

Shadow_Charlatan |
9 people marked this as a favorite. |

Sorry about the format, there's been lot's of questions, here's some of them.
Does spell Death Ward give complete immunity from the negative energy blasts from Void kineticist ? It says it protects from negative energy effects but doesn't explicitly say negative energy damage.
The spell does provide total immunity to negative energy damage. Negative energy attacks are a "negative energy effect". It's hardly the main source of negative energy immunity (undead, constructs, etc), though, of course, so I wouldn't recommend negative blast as your first blast anyway. By the time people have death ward (7th level for 4th-level spells, even as the highest spell slot), you'll have multiple types of blasts, even if you go straight void..
Can the negative energy blasts damage inanimate objects ? would it be half damage ?
Inanimate objects would take no damage since they aren't living creatures, so they can't be harmed by negative energy. Same as if someone channeled negative energy..
So Mark, would No Breath on a void kineticist mean that they are immune to suffocating and/or drowning? My gut tells me yes, but that seems pretty awesome if that's the case.
Yup. Basically like a necklace of adaptation plus some assistance surviving in the void of space. It's a nice utility talent for sure!.
When an invisible kineticist uses the feat Delay Blast, when would the invisibility be deactivated ?
Does Telekinetic Invisibility have the same duration as the spell or is it until deactivated or making an attack ?
Occult Adventures contains some Rods meant exclusively for Kineticists, which requires Craft Rod (which Master Craftsman does not grant access to), will Kineticists possibly get an ability like the Alchemist's Spell Knowledge Discovery to qualify for Crafting feats ?
1) Should be the same as delayed blast fireball, so I think that's on casting and not on its activation (unless you spend the action to activate early, I would say). This does mean you should be able to set one up, then go invisible and wait for your prey to come upon your little ambush.
2) As the spell, but it's easy to just do it again.
3) They can work together with a friend, each providing one of the prereqs. Honestly Craft Rod is overall not a great feat for a kineticist anyway, even if they could take like a wild talent to gain access; better to have a Spellcraft buddy to take the crafting feat, I'd think..
Would a kineticist holding an overflowing rod or hollow rod or vril staff be unable to gather power as both hands/all appendages are no longer free?
Overflowing rod was intended to be one that you just carry on your person and not in hand to get passives, like rod of splendor. The other two do require being in hand, so you'll probably want gloves of storing or the like (which are pretty cheap compared to the two items in question); things that let you draw super-fast are also really helpful on that front..
How does Kinetic Healer work? It says it is based off "Kinetic Blast" damage, but the Kinetic Blast has two progressions depending on whether you pick Simple or Composite, so what do you do? Simple Blast? Pick? Spend 2 burn extra to use composite? I am genuinely confused
It should include everything that you normally always add with one of the associated elements' blasts (like overflow) but not anything you'd have to append as extra (like a composite, infusion, or metakinesis). It was at one time more verbose in spelling out every interaction, but it was taking up too much space that way..
Can a kineticist use multiple uses of Omnikinesis to get wild talents with prerequisites? Such as using the first burn to get the prerequisite wild talent then another to get a wild that requires the first?
When using Omnikinesis to switch out wild talents can they be any level or must they be the same that's being switched out?
You can use multiple uses of omnikinesis to build up chains, yup. No level restrictions on which one you swap, so you could swap a 1st level for a 9th level if you want! Omnikinesis is pretty awesome that way..
Hi Mark,
Sorry if this has been asked before, but:
Can substance infusions be used with kinetic whip/kinetic blade?
Does the attack bonus provided by elemental overflow apply to kinetic whip/kinetic blade? (I know the damage bonus doesn't.)
Substances work, and attack bonus does too, but not damage bonus from overflow (this also means that those FCB that require overflow don't ever work on blade and whip)..
Asked in the Kineticist Damage thread:
"My next campaign we'll be using [the Revised Action Economy] full-stop from day one, and I've used it now for half of my campaign that's ending, and all of another little short campaign. One of the players in the next campaign wants to be a Kineticist, and I'm debating whether or not to leave the normal blasts at just 2 actions or expand them a bit.
Would it break everything if I allowed the 2 action attack to be broken into 1 action attacks that deal half damage? It'd allow for Gather Power to do more in a single turn and for the character to sling three blasts as a full round, all dealing half but with the iterative penalties, or a 2 action blast and a 1 action blast, etc. Composite Blasts would be locked in at 2 actions."
I saw the earlier response on Gather Power, which is how I'll be running it. For the blasts themselves, is it better to leave the player with their 2 action attack, or let them get in on the action with some more (less damaging) attacks?
A blast should be 2 actions, though whip and blade would be 1 action per attack, and since a full attack action no longer exists, you'd change the nuance on how blade works accordingly..
Thanks for the occult FAQs!
How long does a pyrokineticist's smoke storm wild talent last for? As long as a smokestick's 1 min duration? It and thundering infusion don't state a duration.
Thundering is permanent deafness. The smoke storm seems like it's missing a Con modifier number of rounds or until you use it again that several other wild talents have (so could be more than a minute for a high-enough Con pyro!). Good catch..
Here's a quick question about the kineticist: At 11th level, with Supercharge, it says, "At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2." Mostly I'm just wondering, when it comes to gathering energy for a full round and then gathering more, does this mean:
a) There's no point in doing so anymore, gathering energy for a full round is already at maximum efficiency of -3, using your move action on top of that does nothing.
b) Doing so reduces it by an additional point, increasing to -4.
c) Doing so is the same as using a move action a second time, so it's actually -3 with an added -2 on top of that for a total of -5.
...I'm presuming A is correct, but wanted to be sure when taking notes for how much burn gets reduced at what level.
Edit: In case I'm being incoherent since it's late, what goes where I have ?, -3, -4, or -5?
As Xel mentioned, it's C. The two still stack like before, but now for a total of 5. Go forth and be awesome!.
Mark, what does the size change of Kinetic Form exactly do for the Kineticist?
A) Does it grant size bonus to CMD/CMB?
B) Penalty to AC?
C) Increased damage with unarmed strike/other weapons?
D) Can one benefit from enlarge person and then spend one point of burn to become huge or two points to become gargantuan? What about if they have already spent the points, and then have enlarge person cast on them? (I'm assuming the answer is, "No" here)
F) Increase in carrying capacity?
G) Faster movement speed?
H) Penalty to skills? (fly, stealth, etc)
Besides increasing your reach, I'm unclear as to what else it does for you. I know it doesn't affect your ability scores in any way (so no boost to strength/constitution or penalty to dexterity), but size increases involve more than just boosts/penalties to ability scores.
Separate question, how long does Kinetic Cover stick around for? Could a telekinetic, theoretically, build an entire maze out of translucent kinetic covers?
A) Yes.
B) Yes.
C) Unarmed would be yes, but the power doesn't resize your manufactured weapons, so those wouldn't do more.
D) No, enlarge person specifically indicates that it doesn't work with any other effect that changes size.
E) There is no E.
F) Yup.
G) I've never seen increased size directly grant a movement speed increase, so unless it does and I've just missed it all this time, then I'm not sure why it possibly would.
H) Yes.
Bonus Question: It sticks around until someone breaks it, but there's a limit to how many can exist (see the last sentence)..
Hey Mark, I have a couple of clarifications for the designer of the Kineticist and the Medium, if you can find him!
1) Is Rare Metal Infusion supposed to bypass hardness, considering it counts as adamantine for DR?
1) Just DR. A +4 weapon also counts as adamantine for DR and not hardness.
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..
Does Air's Range extend Torrent for Electric Blast? It could certainly use it! That would make up for Electric's lack of a good low-level substance infusion.
Cold doesn't have torrent. Air's reach does apply to electric stuff, including electric torrent. Woohoo!.
Mark, does a Kinetic Blast or other non-ray ranged attack spell take a -4 penalty for firing into melee?
Since the Shooting or Throwing into a Melee section of the Combat chapter only mentions weapons, and only rays are called out as working as weapons, some people are claiming that kinetic blast, and spells such as Telekinetic Projectile, Acid Splash, Acid Arrow, and the like do not take the penalty.
All those things take the penalty..
Oh, on the subject of Geokineticists, Earth Glide has a bit of a wording issue.
"You can glide through earth, as an earth elemental’s earth glide
ability, with a burrow speed equal to your base land speed."
Is it Earth Glide, or is it a Burrow speed? Or do you get both?
Alex has it; earth glide is a modification to the way burrowing works..
Rynjin wrote:
Remember that ALL Blasts count as Magic for overcoming DR. You'd deal 1/2 damage to ghosts because of that if nothing else.
... CRAP.
Rynjin is right. The exception is that loosely wrapping in aether applies the object's special effects instead of the blast's, as if you had thrown the object with those modifications. This means that it doesn't work as well on swarms or ghosts as full aether envelope does (unless you have other properties on the weapon, of course)..
Question about Force Ward, under the ability it says,
"Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum."
Force Ward is listed as a Defense Wild Talent for Aether.
Does this mean you could pop a point into Force Ward and regain temporary hit points? Since no action type is listed for putting burn into Force Ward is it a Standard or Immediate like the other Defense Wild Talents? So potentially you could pop a point of burn in as an immediate action gaining 1/2 level THP + refilling the pool level THP?
As you said below, with no action stated, default should be standard. Since a defense wild talent is a wild talent and force ward is aether, it does indeed count, so you can use it as a trick to "recover" hp, for instance if you were level 10 with 4 burn in force ward for 30 temp max but had none left, you could take 3 burn to take 30 nonlethal, refill the ward, and add 15 more, for a net gain of 15. It hurts badly but is potentially a lifesaver in corner cases. Clever idea!.
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!.
This one for the hell of it :-) Q&A Link..
Mr. Mark Seifter,
How would you build a 3.5 Warlock using the Kineticist?
For a 3.5 warlock, I might just use the 3.5 warlock with some minor adjustments to convert it to Pathfinder. I've done that before in one of my Pathfinder games in the homebrew world of Terra (which is pretty low-caster, but lots of fey and religion/philosophy elements, but did have warlocks). Other than that, I guess Void element is pretty reasonable, since warlocks have so many voidy-sorts of invocations..
Mark, does a kineticist with snake need to have precise shot to avoid the penalty for firing into melee?
Yes, but she can completely ignore cover penalties in most situations (even around corners, woo!).
Re: Kineticist, is Gather Power intended to apply only to Simple/Composite blasts with or without Infusions? It uses an otherwise undefined term ("blast wild talents").
Specific question on that: am I right in assuming that you should not be able to Gather Power for Kinetic Healer?
Oh bother, it looks like both of the threads on this in the rules forum where I deleted the post with quotes of OA and answered the question aren't visible. Somehow I've seen threads with the OP removed that still were visible, but maybe things changed.
First Question: Check the last sentence of the infusion ability (they add to the blast's cost).
Second Question: :( You could never use gather power on kinetic healer. Followers of my thread and/or the kineticist thread can attest to my overall sadness level about this question (the editors removed the word blast, which I had included, from the playtest document, thus leading to the biggest issues for any of our playtests that has ever been caused by a single word, as most people didn't check the Jason post with all the updates)..
Hey Mark, as the primary author of the kineticist, I was wondering if you could look at a tweak I'm making for my home games. My players and I are a big fan of the Revised Action Economy in Pathfinder Unchained, so I was rethinking gather power to fit into it.
Quote:
Gather Power (Su): If she has both hands free (or all prehensile appendages free, for unusual kineticists, a kineticist can gather energy or elemental matter as a simple action. [...] Gathering power in this way allows the kineticist to reduce the total burn cost of the next blast wild talent she uses by 1 point. She can gather power for additional acts, reducing the burn cost by 1 additional point each time (to a minimum of 0 points).
Quote:
Supercharge (Su): At 11th level, the first time the kineticist gathers power in a round, she can reduce the total burn cost of a single wild talent by 2 points instead of 1. Consecutive actions to gather power still reduce burn by 1 point per action.
Assuming a kinetic blast is still an advanced (2-act) action (as it is a SLA), this should preserve the original intent of gather power while making it more flexible to use across turns.
Do you think this is a balanced adaptation?
That's quite good, and it's close to what I was thinking when I first saw your question, before looking down to seeing your solution. However, it gives very slightly too much discount for the longer gathers. Perhaps a mild adjustment is in order:
Quote:
Gather Power (Su): If she has both hands free (or all prehensile appendages free, for unusual kineticists, a kineticist can gather energy or elemental matter as a simple action. [...] Gathering power in this way allows the kineticist to reduce the total burn cost of the next blast wild talent she uses that round by 1 point. After using this ability, she can also use gather power as an advanced (3-act) action starting on the same turn. If she does so, she extends the duration of the reduction to her next turn and increases the reduction by 2 (to a total of 3). This reduction can't reduce the burn cost below 0.
Quote:
Supercharge (Su): At 11th level, the first time the kineticist gathers power as a simple action, she can reduce the total burn cost of a single wild talent by 2 points instead of 1. If she also takes the complex action, it reduces the burn cost by 3, for a total of 5..
That's it for now, my eyes hurt :-)
@Shiroi - hope this helps you out, it will need a lot of editing and simplifying but it's a start.

The Mortonator |

Torbyne wrote:I saw mention of dipping barbarian earlier and wanted to point out that some archetypes allow use of concentration during rage. Urban rager and at least one from the tech guide. There might be more out there.shroudb wrote:Torbyne wrote:I saw mention of dipping barbarian earlier and wanted to point out that some archetypes allow use of concentration during rage. Urban rager and at least one from the tech guide. There might be more out there.they allow skills specifically. there is no mention of it allwing spellcasting thought.
so it's really up to gm to allow it (i think raw is still no)
Urban Barbarian wrote:Controlled Rage: When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.It says they can use Int, Dex, and Cha based skills; it doesn't say they can take actions that require concentration.
The only Barbarian archetype that was in the technology guide that I recall was the Savagae Technologist and it doesn't mention anything about being able to use concentration during a rage.
Yea. Really, the addition of Unchained Barbarian means that Urban Barbarian's main deal, Dex bonus, is done better by the Unchained.

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Yea. Really, the addition of Unchained Barbarian means that Urban Barbarian's main deal, Dex bonus, is done better by the Unchained.
Only if you are doing finesse melee. Unchained's attack and damage bonus only apply to melee attacks. Ranged attacks (including kinetic blasts) are out of luck.
It's an option for a kinetic blade specialist, assuming you are able to use the blade during a rage.

Mark Seifter Designer |

How important is it to have an energy blast? I'm looking to go aether/earth/air which would leave me with only physical ones but I do have all three bludgeoning, slashing, and piercing to pick from.
I've typically not found it necessary, and my full geo kineticist was hitting with plenty of accuracy up to higher levels, even with the -5 iterative. However, if your opponents have ACs well above the expected amount, or if your party is particularly buff-unfriendly, you might consider it as a back-up plan.

The Mortonator |

The Mortonator wrote:Yea. Really, the addition of Unchained Barbarian means that Urban Barbarian's main deal, Dex bonus, is done better by the Unchained.
Only if you are doing finesse melee. Unchained's attack and damage bonus only apply to melee attacks. Ranged attacks (including kinetic blasts) are out of luck.
It's an option for a kinetic blade specialist, assuming you are able to use the blade during a rage.
Well, you can't rage and use Kinetic Blasts normally anyways sooo. :p I suppose if you house ruled it it might be worthwhile.

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How important is it to have an energy blast? I'm looking to go aether/earth/air which would leave me with only physical ones but I do have all three bludgeoning, slashing, and piercing to pick from.
An energy blast isn't super important since with elemental overflow, you should have a good enough BAB to be hitting on your first shot, although it is a nice thing to have just in case.

Shadow_Charlatan |
5 people marked this as a favorite. |

Here's some more Q&As, in case it comes up I'm number each 1b, and so on for if/when I post more, so depending on which post it will be easier to reference a q&a
I would have changed my first list but I found out too late that after a certain time I couldn't edit my post.
2b Q&A Link..
Question, when you use the ability to gather energy to reduce your burn by one, it says you use "both hands". Can I assume this means 2 hands? This becomes important if I have a Kineticist with 3+ arms (alchemist, Kasatha, Mutant, ect).
A - Yes, you use 2 hands!
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3b Q&A Link..
What trade off is there between the physical blasts and the energy blasts? What action are they?
A - Physical Blasts
Cons: Hits normal AC, subject to damage reduction.
Pros: Deals more damage, not subject to energy resistance/immunity or spell resistance.
Energy Blasts
Cons: Deals less damage, subject to energy resistance/immunity and spell resistance.
Pros: Hits touch AC, not subject to damage reduction.
Using your blast is a standard action.
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4b Q&A Link..
Also, regarding the fire/aether flying abilities: I presume that is for sitting at a light load/light armour. What is the effect if you are brought to medium/heavy load or armour? As written it has no effect, which I suppose makes it better than the air ability since the fly spell reduced the movement from 60' to 40' in those conditions.
A - This is actually an advantage of those two abilities. They do have one drawback in that you can only move in (up to 2 with greater) straight lines.
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5b Q&A Link..
Also looking at synergies - Air's Reach and Kinetic Whip. Does this make your reach weapon twice as long (ie reaching out 20' for a medium/small creature)?
A - No, it's still a reach weapon appropriate for your size.
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6b Q&A Link..
Q - wrote:
Are all blasts subject to SR or just the energy based ones?
I think touch ones are subject to SR, whereas AC ones aren't
A - This is correct, only the touch-based blasts are affected by SR.
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7b Q&A Link..
Q - "For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level."
So, if a 10th level kineticist uses a power that costs 2 points of burn, she takes 20 points of nonlethal damage? Is that how this works?
A - correct
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8b Q&A Link..
Q - 1. Kinetic Blade
A. So is the point of this infusion just to make it so that you can use your kinetic blast as a melee attack?
B. When you use this infusion, I'm assuming you don't get to deal the damage of your kinetic blast for the actual blast and the damage for the infusion, correct? You basically just deal your normal kinetic blast damage but it is delivered as a melee attack instead of a ranged attack?
2. Kinetic Fist
A. Sort of the same line of thought as my first question, does this infusion basically just allow you to deliver your kinetic blast as an unarmed attack?
B. Would damage be your unarmed attack damage + the additional 1d6 for this infusion?
A - 1A. Yes. And so you can use iterative attacks and/or haste via full-attack actions which blast can't do. Also, Weapon Focus (kinetic blast) applies to kinetic blade. Kinetic Whip has advantage that it lasts until beginning of your next turn, so you can use it for AoOs.
1B. You apply the blast damage as a melee attack, but no bonus damage from elemental overflow.
2A. Kinetic fist modifies unarmed damage. You're still considered unarmed unless you got Improved Unarmed Strike. Weapon Focus (unarmed strike) is used.
2B. Yes. You start with 1d6 and doesn't become 2d6 until level 11 when the blast is 6d6. It's not the greatest infusion. Blade is usually better.
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9b Q&A Link..
Occult Adventures wrote:
All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction.
But that seems to only apply to damage reduction. So:
1. Would an aetherkineticist's telekinetic blast hurt an incorporeal with a non-magical object for half damage? If not, would it deal half damage if a magic object were thrown?
2. Does an aquakineticist's water blast (bludgeoning) deal half damage to incorporeals or no damage?
A - As per this FAQ physical kinetic blasts which are still magic vs DR would still do half damage against incorporeal creatures.
Incorporeal Creatures and "Counts as Magic": Say I have an attack that counts as magical for the purpose of bypassing damage reduction, such as from the monk's ki pool (magic). Does that mean I can't harm an incorporeal creature at all, since the attack doesn't count as magical for that purpose?
Such attacks should also be able to harm incorporeal creatures as if the attack was magic. This will be reflected in future errata.
posted Oct 31, 2014
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10b Q&A Link..
A - They're listed as "ranged attacks" for the physical blasts and as "ranged touch attacks" for the energy blasts. Since there is no critical threat range or multiplier given, you use the default values of "crit on 20" and "x2".
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11b Q&A Link..
Question is now relevant because if they are not, then there's an item that is impossible to create.
The requirements for the "kineticist's diadem" are "Craft Wondrous Item, creator must be a 10th-level kineticist with access to the appropriate element"
So, obviously, the kineticist would have to have a caster level in order to be able to take the feat "craft wondrous item".
However, I can't find any mention for or against it. The kineticist uses spell-like abilities that have DC's like a caster, but the kineticist class doesn't seem to make any mention of using actual magic or being a caster than I can find.
A - Spell-like abilities don't count for crafting feats. However, master craftsman would work, as would a 3-level dip in a casting class to allow crafting.
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12b Q&A Link..
Would the mythic ability Recuperation work to heal Burn ?
A - It counts as a full 8 hour rest for recovering all other abilities, even those that can normally only be recovered every 24 hours, so seems like it should do so for burn too. Now, as someone who likes to dabble with some of the mythic rules in my home games, I don't really recommend using recuperation, but if you do, it should work.
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13b Q&A Link..
Mark I got a question. I was reading Blood Kineticist and blood blast didn't make any sense to me.
Blood blast says:"instead, she gains the blood composite blast, which costs 2 points of burn. A blood blast is a physical blast that deals bludgeoning damage. It is associated with the same infusions as the water blast."
Now all of the Blood kineticist infusion work with a regular water blast. So why would I pay 2 points of burn to have an invisible gnome wizard cast prestidigiation on my water blast to turn it red?
Unless you guys omitted a line in there?
A - Composite blasts do twice the damage before Con is added, and cost two burn.
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14b Q&A Link..
There was some confusion in the full OA thread, but Elemental Overflow comes online if you take burn and stays on (unless suppressed) the whole day, only going away when you sleep and heal your burn, correct?
A - Yep!
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15b Q&A Link..
Can the Pulling infusion be used to take someone's weapon from their hands ?
Also would it be able to pull someone who is currently grappling another ?
A - Similarly to pushing infusion, or really any bull rush or pull, on the moving grappled creatures front (I'd follow bull rush "another creature in the way" rules as precedent). As to attended objects, typically you wouldn't be able to target those separately with an attack.
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That's it for now.

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@ Mark, there's a lot of discussions on the class, so much information to go through, and some posts are really wordy.
I'm slowly starting to update the guide again (linked the tele guide), so when I do get back to it, I'll link your post into it as well Shadow, kudos for doing this.

Mark Seifter Designer |

@ Mark, there's a lot of discussions on the class, so much information to go through, and some posts are really wordy.
Yeah, it's totally not your fault. You're doing an amazing job consolidating. It's just important for readers to note that the ones from the playtest thread are sometimes not correct for the final version after wording changes (for instance, 2b was true in the playtest but not the final).

Calth |
Just a note, 2b from the second list is directly contradicted by the gather power text. You are required to use all your prehensile limbs to gather power:
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy
Looks like it was an intended change from the playtest, where the question was asked.

Shadow_Charlatan |

Just a note, 2b from the second list is directly contradicted by the gather power text. You are required to use all your prehensile limbs to gather power:
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy
Looks like it was an intended change from the playtest, where the question was asked.
You're right, sorry about that, 1b - 6b are from the same thread, not all are obsolete though, i'll get to fixing mistakes
Also
11b, 13b and 15b didn't get their links right so that will need correcting
Tried to get around the time limit for editing posts but didn't work, so will have to make a new post with everything fixed.

Texas Snyper |

Texas Snyper wrote:How important is it to have an energy blast? I'm looking to go aether/earth/air which would leave me with only physical ones but I do have all three bludgeoning, slashing, and piercing to pick from.I've typically not found it necessary, and my full geo kineticist was hitting with plenty of accuracy up to higher levels, even with the -5 iterative. However, if your opponents have ACs well above the expected amount, or if your party is particularly buff-unfriendly, you might consider it as a back-up plan.
Texas Snyper wrote:How important is it to have an energy blast? I'm looking to go aether/earth/air which would leave me with only physical ones but I do have all three bludgeoning, slashing, and piercing to pick from.An energy blast isn't super important since with elemental overflow, you should have a good enough BAB to be hitting on your first shot, although it is a nice thing to have just in case.
Good to know. I have big plans to be stacking up my grappling walls with my entangling sandstorm clouds and grasping earths.

Shadow_Charlatan |
2 people marked this as a favorite. |

here's fixed links for 11b,13b,15b
11b Q&A Link...
Q - Do kineticists have caster levels?
Question is now relevant because if they are not, then there's an item that is impossible to create.
The requirements for the "kineticist's diadem" are "Craft Wondrous Item, creator must be a 10th-level kineticist with access to the appropriate element"
So, obviously, the kineticist would have to have a caster level in order to be able to take the feat "craft wondrous item".
However, I can't find any mention for or against it. The kineticist uses spell-like abilities that have DC's like a caster, but the kineticist class doesn't seem to make any mention of using actual magic or being a caster than I can find.
A - Spell-like abilities don't count for crafting feats. However, master craftsman would work, as would a 3-level dip in a casting class to allow crafting.
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13b Q&A Link...
Q - wrote:
Mark I got a question. I was reading Blood Kineticist and blood blast didn't make any sense to me.
Blood blast says:"instead, she gains the blood composite blast, which costs 2 points of burn. A blood blast is a physical blast that deals bludgeoning damage. It is associated with the same infusions as the water blast."
Now all of the Blood kineticist infusion work with a regular water blast. So why would I pay 2 points of burn to have an invisible gnome wizard cast prestidigiation on my water blast to turn it red?
Unless you guys omitted a line in there?
A - Composite blasts do twice the damage before Con is added, and cost two burn.
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15b Q&A Link...
Q - wrote:
Can the Pulling infusion be used to take someone's weapon from their hands ?
Also would it be able to pull someone who is currently grappling another ?
A - Similarly to pushing infusion, or really any bull rush or pull, on the moving grappled creatures front (I'd follow bull rush "another creature in the way" rules as precedent). As to attended objects, typically you wouldn't be able to target those separately with an attack.

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This is why I mentioned any sort of Kineticist FAQ should be held off-site. You can't edit the posts, but you could just repost an updated link in a Kinetcist FAQ thread every time it's been updated.
I'd suggest a google doc link to it, that'd be a better and more easily changed solution to this.
Slotted and unslotted items are up, also what are 24 people doing on my guide at nearly 4am on a sunday? Why am I also up at 4am on a sunday?
So far, I have 3 slated sample builds: Fire/Fire/Ather artiliery (completed, Earth/Aether/Water tank (not completed), and Air/Aether/Water trickster (not completed.) Once OO comes out for the public, I might add a 4th with void or wood.
And for those of you who noticed void/wood having sections listed now, those are placeholders, I'll add them whenever I get the chance.

Texas Snyper |

also what are 24 people doing on my guide at nearly 4am on a sunday?
If they're like me then they may just have the it open as a tab for silly reasons. Also, I see you still typing. #totsnotstalking. If you want to add a 'rogue' aether/earth/air battlefield controller build boy do I have the set up for you. I'm sure it can be easily adapted for earth/air/X as well.

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N. Jolly wrote:Also what are 24 people doing on my guide at nearly 4am on a sunday?If they're like me then they may just have the it open as a tab for silly reasons. Also, I see you still typing. #totsnotstalking. If you want to add an aether/earth/air battlefield controller build boy do I have the set up for you. I'm sure it can be easily adapted for earth/air/X as well.
I still see a lot of people actively looking, which rather amuses me. Only 2 people right now are idle, which means the rest are at least semi actively checking the guide.
If you'd like to try to format it like the way that I have mine done, I'd be fine adding it to the guide. These are just builds though, not full characters. Obviously you'll be credited for the build, as I'm not in the habit of stealing other's work and claiming it for my own. At least not without getting paid.

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Give me a day or two and I'll post mine for your aproval/modification for the guide.
Edit: no pay necessary. Just trying to spread my idea for an awesome rogue alternative.
Aces, take your time. I want to finish off this last build for tonight and do a little with the ending of the guide, and then this guide is officially finished. That doesn't mean I can't add to it later, it just means I can consider this guide finished for the purposes of its initial induction into my collection.
EDIT: The guide is officially done, and while I do have to add the OO information, from the point of reference this guide was started, I do consider it complete. This marks my 7th guide, and I do hope every one of them have helped you all. I started guide writing because I thought I had something to share with everyone in the community, and I'm seriously amazed at how helpful people have found my work.
I can go on even my Barbarian or Synth Summoner guide and still find people on it, and generally a pretty decent amount too, really showing just how much people appreciate what I've done, and it's really humbling in a way. I wish I'd started guide writing before I stopped going to Gencon just to see if I could meet up with people who used my guides (although I do have plans to try to go this year again), but really, I'm just happy that you all have appreciated my work so much.
Sadly I doubt I'll be writing a guide for the Vigilante since I don't have nearly the steam for it that I did for other classes, but who knows, maybe I'll get that burning urge to educate like I have before, and I'll do something.
Thanks everyone who's read my guides, offered suggestions, or just not been a huge tool in the process of making them, which is most of you.

Shiroi |
... did you just call me a tool? Accurate enough I suppose but nobody's ever been that blunt about it. :-P
Thank you SC, going through all those old posts for the mark clarifications and the questions was the part I was most dreading. If someone doesn't have it up by tomorrow I should have time to make the Google doc. Unless I read Jolly's post right and he's put it all in the FAQ section of the guide? That is also an excellent answer and solution.

Tels |

So to see the sample characters for your Guide, with have to buy them.
That.. that seems off.
For a defensive Kineticist of the cheap, Water, Wood, and Earth all work nicely together. Armor Bonus, Natural Armor, and Damage Reduction all in one!
To be fair, my understanding is the book is like the NPC Codex, full character stat blocks, items and a background for the character too. Unlike the sample builds in the guide, which are largely just the choices for a character laid out for you.

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... did you just call me a tool? Accurate enough I suppose but nobody's ever been that blunt about it. :-P
Thank you SC, going through all those old posts for the mark clarifications and the questions was the part I was most dreading. If someone doesn't have it up by tomorrow I should have time to make the Google doc. Unless I read Jolly's post right and he's put it all in the FAQ section of the guide? That is also an excellent answer and solution.
I aim to defy expectations.
And so far, all I've done is link to the post, so if someone wants to make a doc of the corrections, that'd be aces.
Azten wrote:To be fair, my understanding is the book is like the NPC Codex, full character stat blocks, items and a background for the character too. Unlike the sample builds in the guide, which are largely just the choices for a character laid out for you.So to see the sample characters for your Guide, with have to buy them.
That.. that seems off.
For a defensive Kineticist of the cheap, Water, Wood, and Earth all work nicely together. Armor Bonus, Natural Armor, and Damage Reduction all in one!
Exactly, the book includes full characters, the guide itself includes just sample builds, like my gunslinger guide. Really, the sample builds in this guide are just as well discussed as the builds in my gunslinger guide, or the ones in my barbarian guide, so I don't feel like I'm 'forcing' anyone to buy anything.

Texas Snyper |
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Here is my take on the replacement rogue. You start out sneaky and stealthy as you build into a battlefield manipulator. Bowling, foe throw, entangling, and grappling are key as are the area infusions.
Aether/Earth/Air Human 'Rogue' Battlefield Controller
1st Point Blank Shot, Precise Shot, Extended Range
2nd Telekinetic Finesse
3rd Weapon Focus Kinetic Blast, Pushing
4th Telekinetic Haul
5th Toughness, Bowling
You start off with eliminating your penalties to shooting into melee because you like to stay away from your enemies. Why get your hands dirty when you can do everything with your mind. TK Finesse lets you disable traps and pick pockets without having to physically do it.
6th Telekinetic Invisibility
7th Ability Focus Kinetic Blast
8th Self Telekinesis
9th Extra Wild Talent (Earth Climb), Foe Throw
10th Greater Self Telekinesis
This is where you start to get really rogue-y. At will invisibility with muffled noises. This invisibility is only half as strong but still really strong but you also don't auto fail to blindsense or blindsight. Next we pick up the earth element as well as make it harder to save against our blasts. Self TK a little weak but now gaps and ravines are no longer a problem. Greater self TK is much better because now its a move action to move and free action to hover. It is flight without the skill checks required. You now have a movespeed of 60 as long as you hover a few inches off the ground and move in straight lines. Foe throw one of the best infusions you can get and the ability focus increases your chances of succeeding.
11th Extra Wild Talent (Snake or Impale), Wall, Exchange Bowling for Entangling (Optional)
12th Suffocate
13th Extra Wild Talent (Telekinetic Maneuvers), Grappling
14th Ride the Blast, Human's Extra Wild Talent (Earth Glide)
15th Extra Wild Talent (Celerity)
Here is where earth starts to hit its stride. You can grab snake if you want to not worry about cover or impale if you like to shoot through people. Entangling walls will pin foes down or force them to move around to where you really want them. You can also do grappling walls to really pin them down and then use your TK maneuvers to trip or do other tricks. We also get one of the best utility wild talents available here, force choke Suffocate. Save or die for 1 burn. We also gain the ability to 5 foot step into the ground for safe full round gather powers as well as our first air talent, celerity.
16th Reverse Shift
17th Extra Wild Talent (Deadly Earth), Many Throw
18th Aether Puppet
19th Extra Wild Talent (Fragmentation), Cloud
20th Weather Master
Free, at will ethereal jaunt can be fun. So can throwing a dozen, or more, rocks at once with many throw. Deadly Earth is your next area control that you can stack entangling or grappling. It gets even better if you are able to pin your foes on the deadly earth while next to the wall for double damage each round. Aether puppet is a nice toy but Suffocate and Ride the Blast are too important to have gotten it sooner. Cloud is one more area control that you can drop on the field, and do you remember how I said we can control enemy movement? Well, with fragmentation we can area bomb them after we've successfully herded them into the area we want.