Mastering the Elements: N. Jolly's guide to the Pathfinder Kineticist


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Has that kineticist focal point stuff from occult realms been put into the guide yet?


christos gurd wrote:
Has that kineticist focal point stuff from occult realms been put into the guide yet?

its unlikely due to the Occult Realms PDF being only available to subscribers atm


Wednesday needs to hurry about and get here. I needs more kineticist... It's my... My Precious...


Falxu wrote:

I've taken Improved Critical at 9th, it delays kinetic whip for me till 13th, but I think my geokineticist can make due till then.

Improved critical is about as awesome as it is for any 20/x2 weapon: 5% better chance to critical hit.

In standard Pathfinder, you cannot increase the critical range once you already have done so.

How are you getting Improved Critical at level 9 with a BAB of only +6?


Protoman wrote:
Falxu wrote:

I've taken Improved Critical at 9th, it delays kinetic whip for me till 13th, but I think my geokineticist can make due till then.

Improved critical is about as awesome as it is for any 20/x2 weapon: 5% better chance to critical hit.

In standard Pathfinder, you cannot increase the critical range once you already have done so.

How are you getting Improved Critical at level 9 with a BAB of only +6?

You are correct... I must have failed a copypasta save somewhere...

I am correct in saying the earliest you can pick up Kinetic Whip with Extra Wild Talent is 10th? (3+2 then doubled?)


So... Speaking of crits, there's a 5 to 10% chance depending on improved critical or not that a Geokineticist will do a maximized empowered rare metal composite blast for 40D6 (all 6) + 40 d6 (rolled and halved) + 2 all bonuses from overflow, con, et cetera?

Or is it 20d6 maximized + 20 d6 x1.5 + double all bonuses?

Either way this will be dumb.


@Falxu, correct.

@Shiroi, it would be (1.5*(20*6+20+bonuses))*crit. It's not that dumb though. Firstly, thats going to cost 3 burn (after class skill reductions) with each use. Removing 2 from gather power and you're still taking 1 burn each time so that is rather limited for only a 5/10% chance for the crit.


As with anyone who hits hard with a low crit weapon, find yourself an ally with Butterfly's Sting. Let them get the crits, and have them transfer it to you.


Butterfly only works on melee


Which we can do, easily enough. That same blast is available with kinetic whip, using twf and a keen (insert default 18-20 crit range light or 1h weapon here). Butterfly sting to give yourself the next crit. Improved critical itself is only for the ranged bonus, if we want to be in melee we have such better options to get this kind of output, at roughly 30% chance assuming you can hit on a 15+ with your offhand.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Texas Snyper wrote:


Shiroi wrote:

So... Speaking of crits, there's a 5 to 10% chance depending on improved critical or not that a Geokineticist will do a maximized empowered rare metal composite blast for 40D6 (all 6) + 40 d6 (rolled and halved) + 2 all bonuses from overflow, con, et cetera?

Or is it 20d6 maximized + 20 d6 x1.5 + double all bonuses?

Either way this will be dumb.

@Shiroi, it would be (1.5*(20*6+20+bonuses))*crit. It's not that dumb though. Firstly, thats going to cost 3 burn (after class skill reductions) with each use. Removing 2 from gather power and you're still taking 1 burn each time so that is rather limited for only a 5/10% chance for the crit.

That is incorrect. You do not empower the maximized portion since the two metamagic feats the ability is based off of do not stack.

It would actually be:
(40 x 6 + 40 + bonuses) + [(40d6 + 40 + bonuses) / 2]

That averages out to about 370 damage plus x1.5 miscellaneous damage bonuses, as opposed to 185 average damage plus x1.5 miscellaneous damage bonuses without the critical hit.


Have you guys seen the thread about the Gathering Power concentration debate?. I wanted to see if you all agree with my reasoning, or if I'm the one with the flawed interpretation.

Essentially some folks are claiming that if a Kineticist is Gathering Power (GPing) and takes damage that they should then be able to just ignore the Concentration check to avoid taking Burn. They seem to think that you should just be able to decide not to blast after GPing and therefore have no need for a Concentration check if you take any kind of damage. To me that seems ludicrous. That's like casting a spell, taking damage, and then saying "Oh, just kidding. I decided I don't want to cast this spell now." Or even going to a casino, putting all your money on black at the roulette table and then seeing the ball drop into red before the spinner stops and quickly saying "No wait! All on red!"

Or am I the crazy one?


The difference is that Gathering Power is a separate action from the "casting" of the spell; nothing in the class says you must use the power that you gather.

I agree that it is ridiculous and probably needs clarification, but for now that is how it seems to work.

EDIT: Never mind; having reread the ability, you make the concentration check for the GP, not the blast. You could choose to not blast someone after failing the check, but you would still have gained burn equivalent to the amount you were attempting to mitigate.


Faelyn wrote:

Have you guys seen the thread about the Gathering Power concentration debate?. I wanted to see if you all agree with my reasoning, or if I'm the one with the flawed interpretation.

Essentially some folks are claiming that if a Kineticist is Gathering Power (GPing) and takes damage that they should then be able to just ignore the Concentration check to avoid taking Burn. They seem to think that you should just be able to decide not to blast after GPing and therefore have no need for a Concentration check if you take any kind of damage. To me that seems ludicrous. That's like casting a spell, taking damage, and then saying "Oh, just kidding. I decided I don't want to cast this spell now." Or even going to a casino, putting all your money on black at the roulette table and then seeing the ball drop into red before the spinner stops and quickly saying "No wait! All on red!"

Or am I the crazy one?

You're actually in the wrong there, I think. Gather power states that it requires "a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast)", and the kinetic blast is not decided while you're gathering power. It doesn't say anything about being forced to use a blast once you're damaged, therefore you're not required to fulfill the rest of the requirements, in this case a kinetic blast. When you gather power, take damage, and do NOT use a kinetic blast, then you can't even complete the formula for that concentration check.


Johnny_Devo wrote:
Faelyn wrote:

Have you guys seen the thread about the Gathering Power concentration debate?. I wanted to see if you all agree with my reasoning, or if I'm the one with the flawed interpretation.

Essentially some folks are claiming that if a Kineticist is Gathering Power (GPing) and takes damage that they should then be able to just ignore the Concentration check to avoid taking Burn. They seem to think that you should just be able to decide not to blast after GPing and therefore have no need for a Concentration check if you take any kind of damage. To me that seems ludicrous. That's like casting a spell, taking damage, and then saying "Oh, just kidding. I decided I don't want to cast this spell now." Or even going to a casino, putting all your money on black at the roulette table and then seeing the ball drop into red before the spinner stops and quickly saying "No wait! All on red!"

Or am I the crazy one?

You're actually in the wrong there, I think. Gather power states that it requires "a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast)", and the kinetic blast is not decided while you're gathering power. It doesn't say anything about being forced to use a blast once you're damaged, therefore you're not required to fulfill the rest of the requirements, in this case a kinetic blast. When you gather power, take damage, and do NOT use a kinetic blast, then you can't even complete the formula for that concentration check.

I had actually just fixed my own post on this; the check is for the gather power, not the blast. If you fail to take burn equal to the amount that Gather Power would have saved you.


I would have no issue with a Kineticist GP'ing for a Full Round and then deciding the next round to simply allow the gathered energy to dissipate. That's not really an issue in my mind.

The issue I have is that GP specifically states that if you take damage during GP or after you have GP'd and before you release it with a blast, then you must succeed on a Concentration check or take Burn. Some people seem to think that you shouldn't have to even attempt the CC if you take damage while GPing if you decide (after the attack!) that you're no longer going to blast with the gathered power.

Again, it's possible that I'm the one that is incorrectly interpreting the ability, but I just don't understand that line of thinking. If the community agrees with the other line of reasoning, I can understand and will adjust. However, I would love be provided a line of reasoning that makes sense...


Deadbeat Doom wrote:
Johnny_Devo wrote:
Faelyn wrote:

Have you guys seen the thread about the Gathering Power concentration debate?. I wanted to see if you all agree with my reasoning, or if I'm the one with the flawed interpretation.

Essentially some folks are claiming that if a Kineticist is Gathering Power (GPing) and takes damage that they should then be able to just ignore the Concentration check to avoid taking Burn. They seem to think that you should just be able to decide not to blast after GPing and therefore have no need for a Concentration check if you take any kind of damage. To me that seems ludicrous. That's like casting a spell, taking damage, and then saying "Oh, just kidding. I decided I don't want to cast this spell now." Or even going to a casino, putting all your money on black at the roulette table and then seeing the ball drop into red before the spinner stops and quickly saying "No wait! All on red!"

Or am I the crazy one?

You're actually in the wrong there, I think. Gather power states that it requires "a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast)", and the kinetic blast is not decided while you're gathering power. It doesn't say anything about being forced to use a blast once you're damaged, therefore you're not required to fulfill the rest of the requirements, in this case a kinetic blast. When you gather power, take damage, and do NOT use a kinetic blast, then you can't even complete the formula for that concentration check.
I had actually just fixed my own post on this; the check is for the gather power, not the blast. If you fail to take burn equal to the amount that Gather Power would have saved you.

Exactly. Basically if you use GP and take damage before you release it, then you are required to make a CC. If you pass the CC, then you continue on as normal; however, if you fail the CC then your GP is ruined and you take an amount of Burn equal to the amount of Burn your GP would have saved your next blast.

Whether or decide to blast or not has absolutely no effect on the CC forced by taking damage while utilizing GP. There is nothing in the GP ability that states you can just ignore the CC by deciding not to blast after taking damage while utilizing GP. So where are people coming to this conclusion? I just don't see it at all.


Faelyn wrote:
Deadbeat Doom wrote:
Johnny_Devo wrote:
Faelyn wrote:

Have you guys seen the thread about the Gathering Power concentration debate?. I wanted to see if you all agree with my reasoning, or if I'm the one with the flawed interpretation.

Essentially some folks are claiming that if a Kineticist is Gathering Power (GPing) and takes damage that they should then be able to just ignore the Concentration check to avoid taking Burn. They seem to think that you should just be able to decide not to blast after GPing and therefore have no need for a Concentration check if you take any kind of damage. To me that seems ludicrous. That's like casting a spell, taking damage, and then saying "Oh, just kidding. I decided I don't want to cast this spell now." Or even going to a casino, putting all your money on black at the roulette table and then seeing the ball drop into red before the spinner stops and quickly saying "No wait! All on red!"

Or am I the crazy one?

You're actually in the wrong there, I think. Gather power states that it requires "a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast)", and the kinetic blast is not decided while you're gathering power. It doesn't say anything about being forced to use a blast once you're damaged, therefore you're not required to fulfill the rest of the requirements, in this case a kinetic blast. When you gather power, take damage, and do NOT use a kinetic blast, then you can't even complete the formula for that concentration check.
I had actually just fixed my own post on this; the check is for the gather power, not the blast. If you fail to take burn equal to the amount that Gather Power would have saved you.
Exactly. Basically if you use GP and take damage before you release it, then you are required to make a CC. If you pass the CC, then you continue on as normal; however, if you fail the CC then...

I believe this is a case of wishful thinking collapsing into being willfully obtuse.


I can see where the confusion is within the syntax.

Quote:
If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it,

You're reading it as:

"If the kineticist takes damage during gathering power" OR "If the kineticist takes damage after gathering power and before using the kinetic blast that releases it".

But that's not how it's written. That "or" is actually connecting the two different times that the act of taking damage can fulfill that half of the "and" requirement. The reason I know it's this way is because the or isn't connecting two full thoughts, it's only connecting qualifiers within a single full thought on one side of the "AND" logic.


I get what you guys are saying about the syntax of the sentence; however, that's not the issue. This ability does not matter what your intent is after GPing, because let's face it the only reason a Kineticist is GPing is to make a reduced Burn blast. That is it. There is no other purpose to this power. Therefore, the rules should not have to say "If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it or decides to instead declare she is not going to actually use a kinetic blast..."

The intent of the kineticist is clear; use GP to reduce the Burn cost of a blast. Therefore if you take damage while utilizing GP, then you make a CC. There is nowhere in the ability that mentions intent, because it's clear what the kineticist is going to do.


can you please get that discussion back to her apposite thread and not clutter this one also?


Faelyn wrote:

I get what you guys are saying about the syntax of the sentence; however, that's not the issue. This ability does not matter what your intent is after GPing, because let's face it the only reason a Kineticist is GPing is to make a reduced Burn blast. That is it. There is no other purpose to this power. Therefore, the rules should not have to say "If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it or decides to instead declare she is not going to actually use a kinetic blast..."

The intent of the kineticist is clear; use GP to reduce the Burn cost of a blast. Therefore if you take damage while utilizing GP, then you make a CC. There is nowhere in the ability that mentions intent, because it's clear what the kineticist is going to do.

I totally agree that the flavor of the ability makes more sense to have a sort of "use it or lose it" flavor, and that the intent is to have to make that concentration check after taking damage period.

However, that is not how it is written. That is what I'm saying, and someone using a kineticist in PFS will play it that way. It's important to remember in these situations that intention has no bearing on the current literal meaning. If paizo wants to change it in PFS it falls upon them to release a FAQ/Errata.


There doesn't need to be an FAQ or errata because the ability just says "if damage during GP or after GP but before release the CC." Period. Full stop. If you haven't already released it at the time of taking damage then you need to CC. It is too late to just let go of the energy.


Dekalinder wrote:
can you please get that discussion back to her apposite thread and not clutter this one also?

I have continued the discussion in the original thread.


Johnny_Devo wrote:
However, that is not how it is written. That is what I'm saying, and someone using a kineticist in PFS will play it that way. It's important to remember in these situations that intention has no bearing on the current literal meaning. If paizo wants to change it in PFS it falls upon them to release a FAQ/Errata.

As much as I dislike that argument, I can support it.

Dekalinder wrote:
can you please get that discussion back to her apposite thread and not clutter this one also?

I can respect that request. Sorry Jolly for cluttering your thread!


For those of you who have played a Pyrokineticist... would you suggest Human with Unstoppable Magic? Or a Half-Orc for the extra damage from their FCB? I am curious if the bonus to SR penetration is more important? Or if raw damage would be the better way to go?


Faelyn wrote:
For those of you who have played a Pyrokineticist... would you suggest Human with Unstoppable Magic? Or a Half-Orc for the extra damage from their FCB? I am curious if the bonus to SR penetration is more important? Or if raw damage would be the better way to go?

You should figure out what feats you'd want, and if you'd like the human racial favored class bonus of 1/6 Extra Wild Talent feat or not.

If extra feat's not necessary for your build, I guess Unstoppable Magic. A pyro is stuck with only fire for at least 6 levels anyways so fire immunity is a moot point. They might as well account for things that have spell resistance which could absolutely nullify their blast's effectiveness. While the obvious fire immunity would mean no damage, the status-affecting/debuffs fire infusions require the pyrokineticist to get past SR for the blast to still have any effect.


Unstoppable Magic is moot since it's exactly the same of Spell Pen, so there is effectively no point unless you pick all three, and I don't think is actually worth since at 13 you have access to Pure-Flame who renders all this feats usless. Simple picking up Spell Pen, maybe the improved one, and later reatraining is better than committing the racial extra feat.
Additionally, I feel Extra Wild talent to be pretty pointless especially if you plan on be pure Pyro, there isn't enaugh stuff so you are going to have almost anything anyway.

If you are open to considering other races, I think the best racial bonus is the Halfling one.


Dekalinder wrote:

Unstoppable Magic is moot since it's exactly the same of Spell Pen, so there is effectively no point unless you pick all three, and I don't think is actually worth since at 13 you have access to Pure-Flame who renders all this feats usless. Simple picking up Spell Pen, maybe the improved one, and later reatraining is better than committing the racial extra feat.

Additionally, I feel Extra Wild talent to be pretty pointless especially if you plan on be pure Pyro, there isn't enaugh stuff so you are going to have almost anything anyway.

If you are open to considering other races, I think the best racial bonus is the Halfling one.

Pure-Flame is a level 7 infusion, so earliest pyrokineticists can pick it up is level 15 if they pick up Expanded Element (fire) at that specific level. For single-element pyrokineticists, that's kind of a long time to bank on not ever having to worry about Spell Resistance. Oh, and it only works on blue flame composite blasts. If one's just wanting to throw on status-effecting substance infusions on a fire-immune target (like blind, burning, or dispel), a simple blast is more worthwhile because at least it'll be easier to throw on some form infusions to go with it, such as a simple extended range, snake, or kinetic blade/whip to at least make the whole blast effort safer for the kineticist to do so. And if targeting a fire-immune target, which is likely in high level games, then a pyro is gonna wanna defeat SR consistently and getting all the Spell Penetration feats could be worthwhile, especially if gotta play up to level 15 just for pure-flame, which isn't even an option for games that go that high. Whereas SR can be encountered as early as level 1 or 2.

Extra Wild Talent is worthwhile if one wants a bunch of wild talents at their disposal. If by level 6 I want 4 infusions, such as burning infusion, extended range, kinetic blade, and fan of flames, I'd need Extra Wild Talent.

Unstoppable magic is less useful if one's branching out to a different element, just grab a physical simple blast. But until then or if single-elementing fire, SR can and will bone a kineticist, especially if their damage is noticeably lower than other optimized characters and just consistently hitting touch AC and doing some damage is the only way their contributing to tough fights. The alternative racial trait seems like an ok idea (even getting the Spell Penetration feats to go with it) if one does wanna go pure fire and knowing the game isn't gonna get to level 15, like with PFS, or simply fighting lots of consistent enemies with SR, like a Wrath of the Righteous game.

RPG Superstar 2014 Top 32

Does a small kineticist take the size penalty on the CMB-based infusions?


Grumpus wrote:

Does a small kineticist take the size penalty on the CMB-based infusions?

It probably doesn't make much sense logically, but I'd say yes the size modifier (-1) for a small kineticist would apply to the CMB, as I'd allow a large-sized kinetic form using character to apply the size modifier (+1) too. I'd argue that the balance is adjusted on the size bonus to the kinetic blast attack roll.


Protoman wrote:
Dekalinder wrote:

Unstoppable Magic is moot since it's exactly the same of Spell Pen, so there is effectively no point unless you pick all three, and I don't think is actually worth since at 13 you have access to Pure-Flame who renders all this feats usless. Simple picking up Spell Pen, maybe the improved one, and later reatraining is better than committing the racial extra feat.

Additionally, I feel Extra Wild talent to be pretty pointless especially if you plan on be pure Pyro, there isn't enaugh stuff so you are going to have almost anything anyway.

If you are open to considering other races, I think the best racial bonus is the Halfling one.

Pure-Flame is a level 7 infusion, so earliest pyrokineticists can pick it up is level 15 if they pick up Expanded Element (fire) at that specific level. For single-element pyrokineticists, that's kind of a long time to bank on not ever having to worry about Spell Resistance. Oh, and it only works on blue flame composite blasts. If one's just wanting to throw on status-effecting substance infusions on a fire-immune target (like blind, burning, or dispel), a simple blast is more worthwhile because at least it'll be easier to throw on some form infusions to go with it, such as a simple extended range, snake, or kinetic blade/whip to at least make the whole blast effort safer for the kineticist to do so. And if targeting a fire-immune target, which is likely in high level games, then a pyro is gonna wanna defeat SR consistently and getting all the Spell Penetration feats could be worthwhile, especially if gotta play up to level 15 just for pure-flame, which isn't even an option for games that go that high. Whereas SR can be encountered as early as level 1 or 2.

Extra Wild Talent is worthwhile if one wants a bunch of wild talents at their disposal. If by level 6 I want 4 infusions, such as burning infusion, extended range, kinetic blade, and fan of flames, I'd need Extra Wild Talent.

Unstoppable magic is less useful if one's branching out to a...

Thanks for the insight, Protoman. I am looking at probably going pure Flame, but I have toyed around with the idea of picking up Void as a secondary element for energy blasts abound in the event of running into Fire Immune targets. However, I am not 100% sold on Void yet (very cool utility powers, but it seems to want to solo to really benefit from the utility options). I'm making it for PFS, so high level gaming won't be coming into play at all.


Grumpus wrote:

Does a small kineticist take the size penalty on the CMB-based infusions?

I wouldn't think so. The size and damage of the blast doesn't change with size. It doesn't scale up or down like weapons do of varying sizes. Does a fireball care the size of the caster?


Wow I never actually realized how bad 7th level infusion get screwed over by the standard advancement. If you don't double at 15, they came at the same time as 9th level spells.


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Dekalinder wrote:
Wow I never actually realized how bad 7th level infusion get screwed over by the standard advancement. If you don't double at 15, they came at the same time as 9th level spells.

Yep, same thing with 3rd level at 5. This is why I think you should get an infusion at those two levels regardless of if you expand or not and then if you don't you should get bonuses to your element.


Dekalinder wrote:
If you are open to considering other races, I think the best racial bonus is the Halfling one.

I think the halfling one is pretty bad. You can start it until lv 6 when you get the buffer. So you're not getting anything till lv11 when you get an extra 1, and then at lv17 you'd have an extra 2. Add to this that it's maximum use is when you didn't use all your burn the day before so that you can have extra burn for a day and I'm not seeing this as being "the best"


Most GM I know still use the old rule. Some other let you retrain favored class choice so you can pick 1 more at level 6.
In any case, I would gladly pck 1 more buffer instead of 2 more extra wild talents/4 more damage once per turn. And you still get hp/skill points for those first 5 levels. I just love being able to use 1 more Kinetic Healer "for free" per day. Or Empowering my Blade while hasted.


I feel like since a favored class bonus is usually 1/6 of a feat, and halfling gets that fcb, it would be perfectly reasonable to houserule a feat for +1 buffer, perhaps with a maximum limit of 1/6 kineticist levels or some such. I'd allow it anyways, though hopefully they'll come out with that feat in a future splat for the people interested. After all, I don't particularly want to play a halfling but a larger buffer would be nice.


Texas Snyper wrote:
Grumpus wrote:

Does a small kineticist take the size penalty on the CMB-based infusions?

I wouldn't think so. The size and damage of the blast doesn't change with size. It doesn't scale up or down like weapons do of varying sizes. Does a fireball care the size of the caster?

RAW? Probably yes. The size penalty is just a straight -1 penalty to CMB. It doesn't have any limitations on how the maneuver is performed, just on that a maneuver was performed at all.

This is different than spells that perform combat maneuvers because they, as far as I know, all replace your CMB with your caster level + ability score. I think the only exception may be a spell modified by the Toppling Spell feat, but I'm not 100% certain on that. However, the Infusions for Kineticists all seem* to specify using your Con bonus to determine your CMB bonus. So with Infusions, any bonus or penalty to CMB should also apply to your manevuer based Infusions.

That would mean larger kineticists are inherently better at performing maneuvers with their blasts, even as a range attack, than smaller kineticists. As long as they hit, anyway.

*After looking through it again, Grappling seems to replace your CMB like a spell does. Honestly, there should probably be a FAQ as to whether or not feats that modify combat maneuver bonuses effect spells that perform maneuvers. I know I've seen and heard of quite a lot of table variation on this subject.


Tels wrote:

RAW? Probably yes. The size penalty is just a straight -1 penalty to CMB. It doesn't have any limitations on how the maneuver is performed, just on that a maneuver was performed at all.

This is different than spells that perform combat maneuvers because they, as far as I know, all replace your CMB with your caster level + ability score. I think the only exception may be a spell modified by the Toppling Spell feat, but I'm not 100% certain on that. However, the Infusions for Kineticists all seem* to specify using your Con bonus to determine your CMB bonus. So with Infusions, any bonus or penalty to CMB should also apply to your manevuer based Infusions.

That would mean larger kineticists are inherently better at performing maneuvers with their blasts, even as a range attack, than smaller kineticists. As long as they hit, anyway.

*After looking through it again, Grappling seems to replace your CMB like a spell does. Honestly, there should probably be a FAQ as to whether or not feats that modify combat maneuver bonuses effect spells that perform maneuvers. I know I've seen and heard of quite a lot of table variation on this subject.

Right, with the grappling it is the spell (wall, deadly earth, or cloud) that is doing the grappling and is treated with the +2 size adjustment. It's not the person but the blast that does the maneuver. These are SLAs and SLAs get treated like spells. It uses your attack instead of caster level because it is an attack, but it still goes off your caster ability score instead of STR or DEX. You could argue that size might affect telekinetic maneuvers, maybe, but I think the blasts aren't adjusted.


So this came up in PFS recently.

Spoiler:
My kineticist got affected by a song of discord and attacking allies. Another instance of clear spindle resonance + wayfinder not being enough.

Party wizard casted feeblemind on my kineticist with intention of casting break enchantment the next day.

Feeblemind wrote:
Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

Can characters still use spell-like abilities? If not, does feeblemind affect the kineticist's spell-like ability usage of kinetic blasts or selecting infusions or wild talents? Maybe not tactical use but inherent instinct of using flame jets to fly away from danger or going very fast or simply blasting things in self-defense?

We went with "no spells, no SLAs" for that session but I figured I'd get some input.

Scarab Sages

Feeblemind would stop you from casting SLAs. However, I'm not sure Break Enchantment would remove Feeblemind. On one hand, Feeblemind is an enchantment spell of 5th level. On the other, Feeblemind states it can only be removed by heal, limited wish, miracle, or wish.


Imbicatus wrote:
Feeblemind would stop you from casting SLAs. However, I'm not sure Break Enchantment would remove Feeblemind. On one hand, Feeblemind is an enchantment spell of 5th level. On the other, Feeblemind states it can only be removed by heal, limited wish, miracle, or wish.

The second paragraph in the spell states if it is a spell that cannot be removed by Dispel Magic or Stone to Flesh, it only works if the spell/effect is 5th or less. So looks legal.


So RAW works when the kineticist would get a bonus (like gnome pyromaniac racial working with pyrokineticists) but RAW doesn't work when it negatively affects them?

If you cannot have "ability X" because it is not clearly defined in the description of the ability, they why would it not apply in similiar situations where a list of things are defined but your ability is not?

Gnomes wrote:
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

Nope, does not apply to Kineticists because it does not spell it out specifically when listing all the things it applies to. (As per Mark)

Feeblemind wrote:
Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

I do not see it spell out kinetic blast among the other things it spells out specifically, so it should not apply to that.

Scarab Sages

Skylancer4 wrote:
Imbicatus wrote:
Feeblemind would stop you from casting SLAs. However, I'm not sure Break Enchantment would remove Feeblemind. On one hand, Feeblemind is an enchantment spell of 5th level. On the other, Feeblemind states it can only be removed by heal, limited wish, miracle, or wish.
The second paragraph in the spell states if it is a spell that cannot be removed by Dispel Magic or Stone to Flesh, it only works if the spell/effect is 5th or less. So looks legal.

Created a rules thread on this to not derail thread.


Falxu wrote:

So RAW works when the kineticist would get a bonus (like gnome pyromaniac racial working with pyrokineticists) but RAW doesn't work when it negatively affects them?

If you cannot have "ability X" because it is not clearly defined in the description of the ability, they why would it not apply in similiar situations where a list of things are defined but your ability is not?

Gnomes wrote:
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

Nope, does not apply to Kineticists because it does not spell it out specifically when listing all the things it applies to. (As per Mark)

Feeblemind wrote:
Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.
I do not see it spell out kinetic blast among the other things it spells out specifically, so it should not apply to that.

This seems to be another issue of when spell-like abilities are considered spells not being clearly defined.


If gather energy is used but not discharged with a blast, how long can it be held (possibly by making concentration checks each round as per a spell that requires concentration?

And if not discharged by the maximum time that you gather energy (assuming you can't hold the energy for later) would it result in a wild surge like when you take damage and fail a concentration check ?

If able to hold the energy would it be safe to say that you would no longer have a 20 foot radius effect centered on you since you've already effectively gathered the energy and would be walking around with some kind of energy effect held between your appendages/hands ?

Could gather energy be used to create the display then discharged without a blast, such as an attempt to intimidate or as a loud signal for others to do something/ warning of an attack ?


Shadow_Charlatan wrote:
If gather energy is used but not discharged with a blast, how long can it be held (possibly by making concentration checks each round as per a spell that requires concentration?
Gather Power wrote:
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action...Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

If you use a move action to gather energy, it lasts for 1 round, so until the beginning of your next turn. If you gather power for 1 full round, then it lasts until the end of your next turn. If you gather power for another move action after the full round, it'll still only last until the end of the second turn. You don't need concentration checks unless you get damaged while holding the gathered power.

Shadow_Charlatan wrote:
And if not discharged by the maximum time that you gather energy (assuming you can't hold the energy for later) would it result in a wild surge like when you take damage and fail a concentration check ?

If not discharged, the energy dissipates harmlessly and the end of the duration. Unless you get hit.

Shadow_Charlatan wrote:
If able to hold the energy would it be safe to say that you would no longer have a 20 foot radius effect centered on you since you've already effectively gathered the energy and would be walking around with some kind of energy effect held between your appendages/hands ?

"Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her."

I'd say the energy is constantly swirling around you in a 20 foot radius no matter where you move while holding the power.

Shadow_Charlatan wrote:
Could gather energy be used to create the display then discharged without a blast, such as an attempt to intimidate or as a loud signal for others to do something/ warning of an attack ?

Constantly gathering power would be awkward for 1 minute of conversation for Intimidate to change a person's attitude. For demoralizing in combat before the standard action Intimidate? Sure? Any actual bonus would be GM determined.

For a loud signal, should work fine.


I would houserule being able to hold the charge for an extended time off the basis of delaying your turn. Charge as long as you want and delay the action to release the blast, since you'll never really reach the end of your turn until you do drop the charge or fire it off. But it wouldn't get any stronger and it would still be extremely visible. No you can't gather energy and then chill hiding in the corner till someone happens to walk past and get their face wrecked. But you could pump up a big blast and hang there for a while daring the prisoner to try to move before your buddy finishes his new cage.


Shadow_Charlatan wrote:
Could gather energy be used to create the display then discharged without a blast, such as an attempt to intimidate or as a loud signal for others to do something/ warning of an attack ?

If you want to discharge it that would basically be making a blast, only using it to target air or a rock or something.

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