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From what Xelaaredn is saying, I'd probably go purple as chaos start, and a strong blue for all other elements. That basic chaokinesis is key to minimizing their weakness, when its relevant. That -2 Int hurts me in my "I want all the skill points" gut. But that's just me.
Question though, wouldn't you still need eyes of the void + greater if you want to see through the supernatural darkness of greater darkness infusion?
See in Darkness lets you see through Deeper Darkness, so you should be good. I think the racial adjustments are enough to validate it as purple since intelligence is a tertiary state for most kineticist.
So yeah, you're up 2 wild talents which is nice unless Caligni don't actually get the See in Darkness ability, but instead just get Darkvision.

Texas Snyper |
1 person marked this as a favorite. |

See in Darkness lets you see through Deeper Darkness, so you should be good. I think the racial adjustments are enough to validate it as purple since intelligence is a tertiary state for most kineticist.
Yea, I suppose you're right.
Could use that and make an Int 5 version of the stereotypical "Hulk Smash" barbarian though.
"Shadow SMASH" as the large robed adversary summons a 'light' reaching hammer of shadow into his hand with his kinetic blade. I suddenly find myself blind. "But he only hit my arm, why am I suddenly blind?" I think as another thwack of the hammer nails me in the gut. It's not a darkness spell, I can see in the dark. Then I hear...
"Damn it Shalk, now we can't see either."
"Shadow.... Smash?"
*Collective sigh from all of his allies*

Xelaaredn |
Texas Snyper wrote:From what Xelaaredn is saying, I'd probably go purple as chaos start, and a strong blue for all other elements. That basic chaokinesis is key to minimizing their weakness, when its relevant. That -2 Int hurts me in my "I want all the skill points" gut. But that's just me.
Question though, wouldn't you still need eyes of the void + greater if you want to see through the supernatural darkness of greater darkness infusion?
See in Darkness lets you see through Deeper Darkness, so you should be good. I think the racial adjustments are enough to validate it as purple since intelligence is a tertiary state for most kineticist.
So yeah, you're up 2 wild talents which is nice unless Caligni don't actually get the See in Darkness ability, but instead just get Darkvision.
No, they do get See in Darkness, which specifically states they can see perfectly in darkness including that created by deeper darkness.
The thing about their body bursting with light upon death: they combust with a searing flash of light that creates a 5ft radius burst that dazzles those that fail a Fort save (10 + 1/2 HD + Con bonus) for 1d4 rounds. Also leaves a corpse 1/3 your size which can be raised and such normally, I'd assume back to normal size.
Pretty much just that and the Light Sensitivity.
Edit: Figured I might as well add the rest of the "pea sized" entry. But seriously, it was a pretty small section.

The Mortonator |

Nope, you just have See in Darkness as per the Monster Special Ability.
The entry for them is pea sized. The only thing unmentioned is they are Dark Folk. If anything the detractor is they have nothing but amazing scores and See in Darkness in their favor. But do you really need more than that for Chaokineticists?
EDIT: Woops, was a page behind. Still.

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Nope, you just have See in Darkness as per the Monster Special Ability.
The entry for them is pea sized. The only thing unmentioned is they are Dark Folk. If anything the detractor is they have nothing but amazing scores and See in Darkness in their favor. But do you really need more than that for Chaokineticists?
Considering Hobbos hit purple for me without something as nice as See in Darkness, these darkfolk are pretty purple to me. They're like SUPER purple for chaoskineticist though, basically built for it being two wild talents ahead of the pack.
If they were light blind, it'd be different, but light sensitive isn't really all that bad, even for not void kineticist. And the explosion thing? Meh, no biggie either. Low purple for general, super purple for void.

The Mortonator |

Considering Hobbos hit purple for me without something as nice as See in Darkness, these darkfolk are pretty purple to me. They're like SUPER purple for chaoskineticist though, basically built for it being two wild talents ahead of the pack.
If they were light blind, it'd be different, but light sensitive isn't really all that bad, even for not void kineticist. And the explosion thing? Meh, no biggie either. Low purple for general, super purple for void.
Agreed. I might have to play something other than Kitsune next game. >_> I feel like I just stated Heresy before the god-emperor.

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Agreed. I might have to play something other than Kitsune next game. >_> I feel like I just stated Heresy before the god-emperor.
Not like a kitsune kineticist would be that odd...
I'm a little sad that we won't be seeing any more official support in the foreseeable future, I was really hoping for some more void and wood talents. At least these new dark monsters are enough to have some fun with, even if I'm not the biggest fan of void.

The Mortonator |

The Mortonator wrote:Agreed. I might have to play something other than Kitsune next game. >_> I feel like I just stated Heresy before the god-emperor.Not like a kitsune kineticist would be that odd...
I'm a little sad that we won't be seeing any more official support in the foreseeable future, I was really hoping for some more void and wood talents. At least these new dark monsters are enough to have some fun with, even if I'm not the biggest fan of void.
Hahah. Well, I have fallen into the trap of wanting all my PCs to be Kitsune. They are just so much fun, thematic, foxy...
Look, my favorite Pokemon is Ninetales. i have a problem. I don't need a cure.
Oh, while we are talking about new races this one is up now. Nothing as earthshattering, but it's +2 to your casting stat with no negative.

Deadkitten |

So does the feat Cut From the Air work on the Kinetic Blast?
Cut from the Air (Weapon Mastery)
Your powerful and swift attacks can slice ranged attacks out of the air.
Prerequisites: Str 13, Power Attack, base attack bonus +5, weapon training class feature with a melee weapon.
Benefit: When a ranged attack is made against you or a target adjacent to you, you can cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected.
Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.
I mean, Kinetic Blast is a Spell-Like-Ability so it would probably qualify for "Spell Effect", however it says it counts as a weapon for the purpose of feats, so I guess the specific of Kinetic Blast trumps the general rule, and Cut From the Air works on the Kinetic Blast?
Am I missing something here, cause I'm probably overthinking it.

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@Deadkittens: I think the only way it WOULD work is with Kinetic Whip. Since KB's a standard action to use (also a ranged weapon so you cant make AOOs with it), and Kinetic Blade vanishes before you can make AOOs with it, Kinetic Whip seems like the only way to make that work since it last long enough to make the AOO. It's a lot of steps, but since Cut From the Air doesn't state that you need to be 'wielding' the weapon, it should work, but 13 strength and power attack are worthless to most kineticist, as well as though I'm not sure there's a weapon group for kinetic blast, and if there were, it'd probably be ranged, meaning the melee weapon training wouldn't help either.
It's probably possible, but not very practical.

Tels |

@Deadkittens: I think the only way it WOULD work is with Kinetic Whip. Since KB's a standard action to use (also a ranged weapon so you cant make AOOs with it), and Kinetic Blade vanishes before you can make AOOs with it, Kinetic Whip seems like the only way to make that work since it last long enough to make the AOO. It's a lot of steps, but since Cut From the Air doesn't state that you need to be 'wielding' the weapon, it should work, but 13 strength and power attack are worthless to most kineticist, as well as though I'm not sure there's a weapon group for kinetic blast, and if there were, it'd probably be ranged, meaning the melee weapon training wouldn't help either.
It's probably possible, but not very practical.
To be fair, Cut from the Air doesn't specify using a weapon with which you have Weapon Training, only that you posses Weapon Training in a melee weapon. So a three level dip into Weapon Master Fighter should let you qualify for Cut from the Air and use it with Kinetic Whip. Though this basically puts you in the 10th+ range before it becomes possible.

Mark Seifter Designer |

Also can I admit how much of a corner I've turned on Pushing Infusion? It's now rated green, and after having played with it for a while, I can say that it's a lot more valuable than I gave it credit for, something that I've have a lot more fun with than I was expecting.
Based on what's been said here, Caligni have been added to the guide as purple, doubt there's much that'd cause that to change unless they have some HUGE flaw no one's talking about.
And I seriously can't believe this guide's about to hit 1400 post, that's just way more than I was ever expecting from this.
I will admit that I definitely thought you weren't giving it enough credit initially, but I don't quibble when I have a difference on opinions because everyone has their own styles!

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To be fair, Cut from the Air doesn't specify using a weapon with which you have Weapon Training, only that you posses Weapon Training in a melee weapon. So a three level dip into Weapon Master Fighter should let you qualify for Cut from the Air and use it with Kinetic Whip. Though this basically puts you in the 10th+ range before it becomes possible.
Oh no, I didn't assume it did. I'm saying you have a Weapon Training for a melee weapon that in no way aids you aside to meet prereqs for this feat. Also I can't fathom a 3 level dip to do this, it's not nearly valuable enough to delay everything else, even if you're starting at 10th.
I will admit that I definitely thought you weren't giving it enough credit initially, but I don't quibble when I have a difference on opinions because everyone has their own styles!
It is a discussion thread, I don't mind dissenting opinions, I'd be worse at what I was doing if I didn't take everyone's opinion into account. I think the lower level playing that I've done testing my own content helped me see the value of it (still not in love with pulling, but QSS) beyond what I was giving it credit for.
I mean heck, I've changed my mind on a few things like flesh of wood is now orange, delayed blast was bumped up (I'm a sucker for things that can be 'clever'), and a few other ratings have been changed based on play time evaluations as well as discussions with the board.
Besides, the class is still only a few months old, it always takes a bit for the dust to settle. Personally, I'm probably going to take another look at blood kineticist again after talking with some people, see if it's still high orange or low green.

Deadkitten |

@Deadkittens: I think the only way it WOULD work is with Kinetic Whip. Since KB's a standard action to use (also a ranged weapon so you cant make AOOs with it), and Kinetic Blade vanishes before you can make AOOs with it, Kinetic Whip seems like the only way to make that work since it last long enough to make the AOO. It's a lot of steps, but since Cut From the Air doesn't state that you need to be 'wielding' the weapon, it should work, but 13 strength and power attack are worthless to most kineticist, as well as though I'm not sure there's a weapon group for kinetic blast, and if there were, it'd probably be ranged, meaning the melee weapon training wouldn't help either.
It's probably possible, but not very practical.
Oh, I'm sorry if I wasn't clear. What I was asking is if a player could use Cut From the Air to deflect a Kinetic Blast, or would you need to take the higher level feat to do it?
Kinetic Blast is a SLA
Kinetic Blast counts as a weapon for feats
Cut from the Air works on Ranged weapons
But Kinetic Blast is probably a "Spell Effect"
Every time I try to figure out which specific trumps the other I get confused.

Azten |

Speaking of arguing- I mean, discussion. I actually have been cocking my head at the rating for Goblins for a while. Any reason inparticual they aren't blue? My inner metric puts small size as a plus and with +4 Dex I feel like they should be on par with things like Undine.
Most likely the lack of a bonus to Constitution.

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Speaking of arguing- I mean, discussion. I actually have been cocking my head at the rating for Goblins for a while. Any reason inparticual they aren't blue? My inner metric puts small size as a plus and with +4 Dex I feel like they should be on par with things like Undine.
I'll admit they could be blue without me losing any sleep at night, I can go change that now.

Texas Snyper |

N. Jolly wrote:@Deadkittens: I think the only way it WOULD work is with Kinetic Whip. Since KB's a standard action to use (also a ranged weapon so you cant make AOOs with it), and Kinetic Blade vanishes before you can make AOOs with it, Kinetic Whip seems like the only way to make that work since it last long enough to make the AOO. It's a lot of steps, but since Cut From the Air doesn't state that you need to be 'wielding' the weapon, it should work, but 13 strength and power attack are worthless to most kineticist, as well as though I'm not sure there's a weapon group for kinetic blast, and if there were, it'd probably be ranged, meaning the melee weapon training wouldn't help either.
It's probably possible, but not very practical.
Oh, I'm sorry if I wasn't clear. What I was asking is if a player could use Cut From the Air to deflect a Kinetic Blast, or would you need to take the higher level feat to do it?
Kinetic Blast is a SLA
Kinetic Blast counts as a weapon for feats
Cut from the Air works on Ranged weapons
But Kinetic Blast is probably a "Spell Effect"Every time I try to figure out which specific trumps the other I get confused.
After you posted this I went back and reread it. I was going to say yes I'd think so until I hit that last line. SLAs are treated as spells so I don't think so.

Deadkitten |

That's the thing, the wording of Kinetic Blast would overide the general rules on spells and Spell like abilities in regards to feats since it specifically says so.
Then you have Cut from the Air, which could theoretically work against Kinetic Blast since it is treated as a weapon in regards to feats.

Mark Seifter Designer |

Rays are also treated as weapons for things like Weapon Focus, and you still need the second feat to deflect those. Remember that kinetic blast are a sufficient enough mass of elemental matter to deal damage to swarms, so they're typically pretty to difficult to deflect (Deflect Arrows and the like usually don't cut it).

Ravingdork |

That's the thing, the wording of Kinetic Blast would overide the general rules on spells and Spell like abilities in regards to feats since it specifically says so.
Then you have Cut from the Air, which could theoretically work against Kinetic Blast since it is treated as a weapon in regards to feats.
In regards to YOUR feats, not the feats of others. See Mark's comment above if that's not enough for you.

Shiroi |
Yeah. The prerequisites on that aren't too hard for a fighter to meet, and it's really cool for a switch hitter fighter since it can make their AC at range really high (if unreliable). I don't feel like it should almost entirely negate our primary class feature, an at will ranged (sometimes touch) attack. Our attack roll will almost always be lower because our extra to hit features match a fighter's well enough, but we have lower bab and a good section of our attacks don't need to focus on the attack roll at all because of touch. So we would be very much disadvantaged by that interaction, and while it may be somewhat of a corner case I feel that mostly trivializing kineticists is a bit strong for a feat which also is useful in its own right even without that icing.
In other words... Raw is murky, but I wouldn't let it fly in my games. It doesn't make sense for me to "cut" or even "bat away" a ball of fire, dark, water, or wind, a bolt of lightning, or a handful of rocks/branches. There's a lot of matter in some of them, but they don't necessarily need a forward direction like an arrow or particularly need to be in one piece when they hit the target. There's also probably *more* mass in them than an arrow, making deflection difficult even if it's a solid piece. And I can cut a candle flame with my finger, that doesn't stop it at all. So a lot of the elements just can't really be blocked by a well timed sword strike (barring magic hax and anime logic)
...
...
I just realized I took something really awesome away from a class that doesn't *ever* get nice things. I take it back, fighter can have this interaction in my games, I mean really, they have nothing else worth fighting for.

Texas Snyper |

I just realized I took something really awesome away from a class that doesn't *ever* get nice things. I take it back, fighter can have this interaction in my games, I mean really, they have nothing else worth fighting for.
I get what you're saying but
ranged attacks generated by spell effects cannot be deflected.
By RAW, it isn't allowed.
Plus with telekinetic haul a telekineticist can throw objects weighing up to level*100 lbs. Let's see your sword deflect a marble statue. Or better yet, a foe throw.

Shiroi |
Yeah I know. I read it that way too, but on the other hand you can just as easily refluff it lots of different ways. As for the mechanics, it sounds somewhat op and is against raw but as a houserule it's not really as op as it sounds given that it's pretty much going to be used by a class that needs a bit of awesome in it. And raw on the matter is murky enough that I can see someone interpreting it the other way, so I'm more weighing in on "I'd you really see it that way, I won't put up a fight to take yet another cool thing away from fighters."
Theres a convincing argument to be made regarding the kinetic blast being treated, at least in some cases, as a weapon. And for that matter, if the use of a 1600 lb statue still allows armor bonus to ac, why wouldn't the sword's deflection apply? Traditional physics says you can wear a full sized suv and my marble Kuthon is going to wreck you good, let alone a tin can suit with an inch of padding.
Though using this on foe throw would in fact be hilarious.

Tels |

Plus with telekinetic haul a telekineticist can throw objects weighing up to level*100 lbs. Let's see your sword deflect a marble statue. Or better yet, a foe throw.
I watch enough anime to say that is almost expected. Although, to be fair, they cut it in half and have the pieces neatly fall on wither side of them, for the most part.

Third Mind |

I just made up 5 different kineticist NPCs (earth, fire, wind, water, heart... I mean aether) for a solo (soon to be duo) game I'm running and I used this guide quite a bit. I have to say though, I really wish there were more solid low level (like lv. 1 or 2) infusions.
I did find it sort of interesting that fire had more on that end, and it actually made me think and have to switch out of the somewhat cookie cutter builds I had made up to that point. That was a nice change of pace.
To save time I just copy and pasted their stats, infusions and feats, since there's little need to switch those up and I could tweak when the need arose.
Sort of disappointed in Voids lack of utility. I mean, if its gravity based as the talents it gets indicate, there's a ton of things one could do with gravity. Well, anyways, maybe in future books it will happen.

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Texas Snyper wrote:Plus with telekinetic haul a telekineticist can throw objects weighing up to level*100 lbs. Let's see your sword deflect a marble statue. Or better yet, a foe throw.I watch enough anime to say that is almost expected. Although, to be fair, they cut it in half and have the pieces neatly fall on wither side of them, for the most part.
As you would assume, my guides are PRO anime interpretation and ANTI 'screw over fighters because god help them, they need whatever they can get, why would you take this away from them you heartless monster?' interpretation.
Seriously, fighters should be batting away spells with swords, it looks awesome and the fighter from my favorite web comic can do it, which makes it awesome.
In other news, went to my local gaming shop to check out the new releases, read over Caligni and yeah, they're all around purple. Also finally checked out Weapon Master handbook, and while there isn't anything in there that I find particularly interesting for kineticist, it was pretty fun.
@Third Mind: Yeah, fire seems like it's ahead of others in fun early game, and void REALLY needs some more support; both it and Wood are 1/2 elements at the moment to me, which makes them hard to suggest.

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Didn't Mark just say that there was a different feat to let fighters deflect spells with swords? Possibly a second feat in a chain?
Rays are also treated as weapons for things like Weapon Focus, and you still need the second feat to deflect those. Remember that kinetic blast are a sufficient enough mass of elemental matter to deal damage to swarms, so they're typically pretty to difficult to deflect (Deflect Arrows and the like usually don't cut it).

The Mortonator |

Seriously, fighters should be batting away spells with swords, it looks awesome and the fighter from my favorite web comic can do it, which makes it awesome.
Off-topic, but that would be pretty awesome. I honestly think "unchained" Fighter should just be a dump of high level feats that are on par with that. (Which makes me sad designers sometimes say how side books shouldn't be fixing classes.)

Onyx Tanuki |

So, forgive me if this is info that's already been given earlier in the thread or in the books, but I just wanted to get a little more information and clarification regarding the new elements.
1.) I think it's pretty fair to say that Void's only going to be able to use Void element and Universal infusions for its blasts, seeing as neither Gravity nor Negative Blast create a composite blast with other elements aside from their respective boosts, but what about Wood for its composites? Are there any Earth elemental infusions that wouldn't apply to Wood Blast, but would apply to Autumn Blast? Or Fire infusions that can be used with Summer Blast, Air infusions that work with Spring Blast, or Water infusions that work for Winter Blast? It seems a bit boring if they all exclusively use Wood/Universal, IMO, and it'd make sense to include a few things, like Burning on Summer Blast or Chilling on Winter Blast.
2.) Similar to the above, are there any limitations to which blasts can be used with infusions that were added to their element but are also part of other elements (such as Pushing, Impale, or Deadly Earth)? I ask because I know there's already some infusions that don't work with all blasts of their associated element (like how you can't use Brilliant with a Magma or Steam Blast, despite those being Fire).
3.) Do Enduring Earth, Air's Reach, Fire's Fury, and Watersense benefit the respective seasonal blasts as normal for other composite blasts (such as allowing a Greater Toxic Autumn Blast's poison to last 12 rounds or increasing the damage of a Summer Blast)?
4.) Do Thorn Flesh and Jagged Flesh stack? And would they stack onto Searing Flesh?
5.) Would Earth Climb and Brachiation stack to give you a Climb speed of double your Move speed, or would you only receive your Move speed as Climb speed regardless?

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@Onyx
1. I don't think I saw any change to any of the original moves, so yeah, wood composites are a bit bland, sorry.
2. Not that I'm aware of, it seems like most of the new wood blast have all four seasonal blast for all of its infusions.
3. I would assume so myself, it is a composite blast that has earth as a component, which is the requirement for enduring earth; same with all the others with their respective 'elemental specialties.'
4. Seeing as thorn flesh reads that it works as though it's jagged flesh, I'd assume no on that one. I can't see why they wouldn't stack with searing flesh though since it's two different types of damage and such.
5. I doubt they stack myself, it doesn't seem like how things would stack from their descriptions.
Really these are just how I interpret things, although yeah, the new elements aren't the super greatest due to the limited space they had to be fleshed out.

RaizielDragon |
I'm struggling to see how the Elemental Annihilator is the greatest way to deal damage with the Kineticist, when it is stuck at 1d8 for it's damage dice, when compared to the huge number of dice a regular Kineticist can get with even a regular Blast, not to mention a Composite Blast and/or Infusions, including Flurry of Blasts.
Has the math for this already been posted somewhere? If so, could someone link it for me?
If it has not, could someone run over it real quick for me?
I understand that multiple attacks get the static mod multiple times, and that sometimes that can make the damage add up, but it doesn't seem to keep up with the damage when compared to a regular physical blast. And the Flurry of Devastation has the problem of iterative attacks being less accurate, and even more so if you try to fit in extra attacks with TWF.
So I guess what I'm looking for is a breakdown comparison, level-by-level, of how the EA supposedly pulls ahead in damage of a base Kineticist, with things like Burn and Feat investment taken into consideration.

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

lv1
dex 18 con 18
Point Blank Shot
normal +4(5) 1d6+5(6) ~ 8.5(9.5)
Annihilator +5(6) 1d8+4(5) ~ 8.5(9.5)
lv2
dex 18 con 18
Point Blank Shot
(Precise Shot for Annihilator)
normal +5(6) 1d6+5(6) ~ 8.5(9.5)
Annihilator +6(7) 1d8+4(5)) ~ 8.5(9.5)
lv3
dex 18 con 18
Point Blank Shot
(Precise Shot for Annihilator)
Precise Shot (Deadly Aim)
elemental overflow +1
normal +7(8) 2d6+8(9) ~ 15(16)
Annihilator +8(9) 1d8+4(5) ~ 8.5(9.5)
+7(8) 1d8+6(7) ~ 10.5(11.5)
lv4
dex 18 con 18
Point Blank Shot
(Precise Shot for Annihilator)
Precise Shot (Deadly Aim)
elemental overflow +1
normal +8(9) 2d6+8(9) ~ 15(16)
Annihilator +9(10) 1d8+4(7) ~ 8.5(9.5)
+7(8) 1d8+8(9)~ 12.5(13.5)
lv5
dex 18 con 18
Point Blank Shot
(Precise Shot for Annihilator)
Precise Shot (Deadly Aim)
Deadly Aim(weapon focus)
elemental overflow +1
Metakinesis (empower)
normal +8(9) 3d6+9(10) x 1.5 ~ 29.25(30.75)
+7(8) 3d6+11(12) x 1.5 ~ 32.25(33.75)
Annihilator +12(13) 1d8+5(6) x 1.5 ~ 14.25(15.75)
+10(11) 1d8+9(10) x 1.5 ~ 20.25(21.75)
lv6
dex 20 con 20
Point Blank Shot
(Precise Shot for Annihilator)
Precise Shot (Deadly Aim)
Deadly Aim(weapon focus)
elemental overflow +2
Metakinesis (empower)
normal +11(12) 3d6+12(13) x 1.5 ~ 33.75(35.25)
+9(10) 3d6+16(17) x 1.5 ~ 39.75(42.25)
Annihilator +15(16)/+10(11) 1d8+6(7) x 1.5 x 2 ~ 31.5(34.5)
+13(14)/+8(9) 1d8+10(11) x 1.5 x 2 ~ 43.5(46.5)
lv7
dex 20 con 20
Point Blank Shot
(Precise Shot for Annihilator)
Precise Shot (Deadly Aim)
Deadly Aim(weapon focus)
weapon focus(rapid shot)
elemental overflow +2
Metakinesis (empower)
normal +13(14) 4d6+13(14) x 1.5 ~ 40.5(42)
+11(12) 4d6+17(18) x 1.5 ~ 46.5(48)
Annihilator +16(17)/+11(12) 1d8+6(7) x 1.5 x 2 ~ 31.5(34.5)
+14(15)/+14(15)/+9(10) 1d8+6(7) x 1.5 x 3 ~ 46.75(48.25)
+14(15)/+9(10) 1d8+10(11) x 1.5 x 2 ~ 43.5(46.5)
+12(13)/+12(13)/+7(8) 1d8+10(11) x 1.5 x 3 ~ 65.25(69.75)
haste and other buffs add more to annihilator than normal. Annihilator is much more accurate which means a lot in DPR. melee ones get more damage from 1.5 con per hit.

Mark Seifter Designer |

I'm struggling to see how the Elemental Annihilator is the greatest way to deal damage with the Kineticist, when it is stuck at 1d8 for it's damage dice, when compared to the huge number of dice a regular Kineticist can get with even a regular Blast, not to mention a Composite Blast and/or Infusions, including Flurry of Blasts.
Has the math for this already been posted somewhere? If so, could someone link it for me?
If it has not, could someone run over it real quick for me?
I understand that multiple attacks get the static mod multiple times, and that sometimes that can make the damage add up, but it doesn't seem to keep up with the damage when compared to a regular physical blast. And the Flurry of Devastation has the problem of iterative attacks being less accurate, and even more so if you try to fit in extra attacks with TWF.
So I guess what I'm looking for is a breakdown comparison, level-by-level, of how the EA supposedly pulls ahead in damage of a base Kineticist, with things like Burn and Feat investment taken into consideration.
Chess Pwn has done a great breakdown. Basically, it's sort of a math illusion in the same way that if you pour water from a short wide glass into a tall narrow glass, it seems to be more water. When I wrote the archetype, I knew that it was going to look to a gut check like the annihilator did less damage than a tricked-out ranged blast, but I ran the math, and I'm confident about the results.

Onyx Tanuki |

@Onyx
1. I don't think I saw any change to any of the original moves, so yeah, wood composites are a bit bland, sorry.
2. Not that I'm aware of, it seems like most of the new wood blast have all four seasonal blast for all of its infusions.
3. I would assume so myself, it is a composite blast that has earth as a component, which is the requirement for enduring earth; same with all the others with their respective 'elemental specialties.'
4. Seeing as thorn flesh reads that it works as though it's jagged flesh, I'd assume no on that one. I can't see why they wouldn't stack with searing flesh though since it's two different types of damage and such.
5. I doubt they stack myself, it doesn't seem like how things would stack from their descriptions.
Really these are just how I interpret things, although yeah, the new elements aren't the super greatest due to the limited space they had to be fleshed out.
Most of those are about what I was figuring. I did think maybe all three Flesh talents would stack, but eh. Honestly the only reason that'd be necessary would be if one were to take some weird Fire/Wood/Earth grappler build, and while it'd be fun, it'd probably be way more trouble than it's worth to make it actually work. I was really hoping there was some info about Wood in the book that I was unaware of; I really like utilizing wood elements, and this class is the closest thing there is in pathfinder in regards to how I'd envision myself using plant manipulation powers, so it's a real disappointment to see it so lacking in effectiveness.
Of course, that's not enough to stop me from using it. I do think it could use more love though. Set the season blasts apart from one another in more than just which blast-boosting passive works with it. Maybe give it an acid energy blast and a composite blast combining that with wood blast. Hell, there's literally no reason to take wood multiple times, whereas every other element has at least some benefit from taking it as both primary and expanded.

caeserion |
1 person marked this as a favorite. |
What other feat Mark was referring to was:
Prerequisites: Str 13, Cut from the Air, Power Attack,
base attack bonus +9, weapon training class feature with
a melee weapon.
Benefit: You can use Cut from the Air against unusually
massive ranged weapons (such as boulders or ballista bolts)
and ranged attacks generated by spell effects. Spell effects
that do not require attack rolls cannot be deflected
So you can deflect a kinetic blast but at a later level.
Even though it takes a second feat I'm glad fighters are even getting something like this at all.

Tels |

What other feat Mark was referring to was:
** spoiler omitted **
So you can deflect a kinetic blast but at a later level.
Even though it takes a second feat I'm glad fighters are even getting something like this at all.
Pretty sure every fighter I build from now on will probably have these two feats.

RaizielDragon |
Thanks for that amazing breakdown Chess Pwn.
So, it looks like the EA falls behind a little bit until around lvl 6-7; is that correct?
Also, couple of questions:
At level 5, you show the x1.5 multiplier (assuming Empower) of the single attack the EA gets. At level 6 and 7, it appears that you are now assuming they are using the Flurry of Devastation (because there are multiple attacks) and still including the x1.5 multiplier; but doesn't Flurry specifically say it can not use Metakinesis?
Also, I'm assuming the x2 multiplier (and x3 at 7th) is from the multiple attacks? Is it just assumed that the accuracy loss from iterative attacks (as well as from Rapid Shot and Deadly Aim) is negligible enough to not have an effect on the damage outcome? I feel like this could be a safe assumption for energy attacks that are against touch AC, but not so sure about the physcial blasts that we are talking about here. I see that the EA starts out more accurate than the normal, but it seems to fall behind by taking hits to accuracy to catch up in damage that end up bringing the accuracy below that of the normal. I feel like each -1 to attack should have some sort of assumed loss in damage output. I know that once you have a high enough attack bonus, there are diminishing returns and you can safely accept some loss in accuracy for other effects without lowering the damage, but when it's dropping it so much that it drops below the accuracy of whatever you are comparing it to, I feel like that's a good point to start incurring a 5% damage loss per to-hit penalty.

Chess Pwn |

but doesn't Flurry specifically say it can not use Metakinesis?
So it does at the end. Missed that.
So the listed damage is just the average damage for hits. If you notice EA has a better to hit and much better at lv5. To see which one has better DPS you'd need to figure out a level of kineticist and an AC for them to go up against and then you can figure out DPR. Because a higher to hit means you hit more giving you higher DPR.
So if you picked some levels and AC values I'll run the numbers and give you a DPS.
*also, this ins't including any outside buffs or haste which benefit EA a lot lv6+

RaizielDragon |
How about we use the numbers/leves you already calculated (minus the 1.5 Empower multiplier for Flurry of Devastation), and use the average AC by CR provided by Paizo here? And just compare to the AC of an equal CR creature?
So:
CR/Level 1 = 12 AC
CR/Level 2 = 14 AC
CR/Level 3 = 15 AC
CR/Level 4 = 17 AC
CR/Level 5 = 18 AC
CR/Level 6 = 19 AC
CR/Level 7 = 20 AC