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Also, to be fair, every single fight near a ledge in any movie, video game, book, comic, manga etc. that I've ever come across is extremely deadly and, more often than not, involves attempts from either side to push the other over the edge.
Fighting near ledges should be extremely dangerous because of the danger of falling. However, Pathfinder has made it fairly easy to resist falling off the ledge by so drastically restricting methods of forcibly moving a target.
Honestly, you're probably safer fighting near the ledge if the enemy tries to knock you off because it takes so much more effort to succeed at doing so, than if they were just trying to kill you in the first place.
This makes me think back to the 3.5 book Dungeonscape where the author specifically talked about the dangers of a 'climatic cliff showdown' and how it was easy to ruin if the villain in question couldn't fly.
I like pushing myself, although the CMB check is a bit difficult. Still, you're getting a decent bonus to it with Overflow so you're about where a fighter would be, and I think (don't quote me on this) that kinetic form still provides a boost to CMB checks for size, so that means you do have a decent chance of pushing someone at least 5 feet, and 5 feet is a lot in battle.

The Mortonator |

Also, to be fair, every single fight near a ledge in any movie, video game, book, comic, manga etc. that I've ever come across is extremely deadly and, more often than not, involves attempts from either side to push the other over the edge.
Fighting near ledges should be extremely dangerous because of the danger of falling. However, Pathfinder has made it fairly easy to resist falling off the ledge by so drastically restricting methods of forcibly moving a target.
Honestly, you're probably safer fighting near the ledge if the enemy tries to knock you off because it takes so much more effort to succeed at doing so, than if they were just trying to kill you in the first place.
To be fair, since when does someone that fall off that ledge die? Like, once? In RvB.

Tels |

Tels wrote:To be fair, since when does someone that fall off that ledge die? Like, once? In RvB.Also, to be fair, every single fight near a ledge in any movie, video game, book, comic, manga etc. that I've ever come across is extremely deadly and, more often than not, involves attempts from either side to push the other over the edge.
Fighting near ledges should be extremely dangerous because of the danger of falling. However, Pathfinder has made it fairly easy to resist falling off the ledge by so drastically restricting methods of forcibly moving a target.
Honestly, you're probably safer fighting near the ledge if the enemy tries to knock you off because it takes so much more effort to succeed at doing so, than if they were just trying to kill you in the first place.
Like all things in life, there's a trope for that.

Shiroi |
What I'm saying is general vs lack of specific... I make a push check of 31, their CMD is 25. Normally I'd move them 10', but with no extra burn or flurry I move then 5'. With 1 Burn I move them 10', with 5 burn can I move them 30? The ability doesn't explicitly call out the 5'+5'/every 5 by which you exceed their CMD rule. Most abilities which allow movement of any kind reference that rule explicitly right? Is the fact that I am theoretically taking massive HP damage, or deliberately not using more powerful infusions, or taking a longer action to gather power and set up, worth making this a flat push value of "somewhere between 5' and x' range that you want to put them" or is the distance also still mitigated by how much I exceed the check? Must I invest in a +100 cmb to get the full "potential" move value of putting any significant amount of burn into this infusion?

Tels |

What I'm saying is general vs lack of specific... I make a push check of 31, their CMD is 25. Normally I'd move them 10', but with no extra burn or flurry I move then 5'. With 1 Burn I move them 10', with 5 burn can I move them 30? The ability doesn't explicitly call out the 5'+5'/every 5 by which you exceed their CMD rule. Most abilities which allow movement of any kind reference that rule explicitly right? Is the fact that I am theoretically taking massive HP damage, or deliberately not using more powerful infusions, or taking a longer action to gather power and set up, worth making this a flat push value of "somewhere between 5' and x' range that you want to put them" or is the distance also still mitigated by how much I exceed the check? Must I invest in a +100 cmb to get the full "potential" move value of putting any significant amount of burn into this infusion?
The Pushing Infusion doesn't say to use the normal combat maneuver rules, so you don't. This is a case of specific trumps general. The combat maneuver rules is how the rules work in every case unless something says otherwise. Pushing Infusions specifically says you move then 5 ft. only, but you move them another 5 ft. for every additional point of burn you take.
It does not have the same limit as using bull rush as a maneuver because Pushing Infusion gives a different rule for how it works. If you pump 6 points of burn beyond the cost of the infusion itself into the infusion, then you will knock the enemy back 35 ft. if you equal or exceed their CMD.

Shiroi |
Excellent. That's what I was hoping for, because it felt very weird to need to gamble HP (burn) on the chance that I might (hit*penetrateSR*insanegoodCMB). This would be a sad way to limit the ability, as opposed to just "if I hit, and can move you at all, this is how far I can move you".
That works great, since my next theoretical build is "Mover", a Void (gravity)/Tele/Void(negative) build focused on manipulating the location and gravity of people and objects in the battlefield to hinder and discoordinate opponents.

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Excellent. That's what I was hoping for, because it felt very weird to need to gamble HP (burn) on the chance that I might (hit*penetrateSR*insanegoodCMB). This would be a sad way to limit the ability, as opposed to just "if I hit, and can move you at all, this is how far I can move you".
That works great, since my next theoretical build is "Mover", a Void (gravity)/Tele/Void(negative) build focused on manipulating the location and gravity of people and objects in the battlefield to hinder and discoordinate opponents.
The wording on Pushing Infusion is actually slightly odd.
The beginning is the same line about increasing the burn cost (as a lot of others infusions have to add or empower an effect), while the second part talks about actually accepting burn. I'm wondering if you actually have to accept burn, or if it's just the total amount that you increase it. So for instance, if you pushed the burn cost up to 3 instead of 1 but you gathered power with infusion specialist 2, you could push someone 15 feet without having to actually accept burn. I'll have to get a clarification on this.

Shiroi |
I'm really hoping it goes in favor of making push *good*. Because Mover is going to be focused around using it a lot. He uses snaking, mobile, and singularity blasts with Pushing on them and reverse gravity areas, and foe throw when the situation calls. His basic battle plan is to turn an enemy team into a bunch of pinballs and bounce them off hazards like his team mates swords and each other. With a stationary mobile blast and a snaking infusion he can push people two and three times a round by bouncing them off different things, like straight back 15' into the mobile blast which kicks them towards him 20 feet into a reverse gravity which slams them sideways into a singularity which has pulling on it to accelerate them into a wall.

Shiroi |
Hmmm. Force ward, attacks count as a miss for the purpose of abilities that trigger on a hit or miss. Telekinetic Deflection is an ability that triggers on a miss, no?
Why do I feel like this has a lot of potential if you can pump up the force ward high enough to stop a few attacks? It synergies very nicely, and if you happen to have a decent AC (what else did you spend your gold on?) then it can mean a major mistake for any pot shot crossbow men who thought you were good target practice. The arrows that get past your high dex and bracers of deflection might very well not make it past Force Ward, triggering TKD to return to sender.
Also while air/tele might not be the most common or powerful of builds... you're missed by 3/4 of all ranged physical attacks, which means they're doing more harm to themselves than to you.

Tels |

Oh gosh. Was watching anime and had a sudden thought, you know those scenes where, like, the background turns into a flutter of rose petals or all sparkly bubbles and glitter to show how 'in love' someone is or how dazzling, or handsome, or beautiful they are?
F@$#ing Overwhelming Soul Telekineticist that fights with rose petals. Everything you do must be beautiful, even striking down foes. Always strike a pose, and only show your good side.
Perhaps a 1 level dip into Sorcerer or something for prestidigitation so he always has a ready supply of rose petals.
Of course, his name must be Oui-abu...

Shiroi |
Niiice. If you accept 3pp feats for the build, may I suggest the Cantrip feat from SoP? It's a basic pretend you have a full list of cantrips feat, I think it requires one or two others of equally limited use for the class, but it's very nice fluff wise for you. If I'm right, the prerequisite talent can let you take illusion sphere which would be awesome for making a bunch of fake looking rose petal showers on demand.
Does anyone know if Kinetic Form ups my CMB for the purposes of Pushing Infusion? I'm debating whether Mover needs Kinetic form as a CMB buff, it's not thematic or particularly useful in any other way. Im not particularly concerned if it is or isnt, one way is a useful buff and the other saves a feat.

wynterknight |

Speaking of Spheres Of Power, I thought it had a number of interesting things that could be ported over to the kineticist in general and the aetherkineticist in particular. Divided Mind especially opens up a lot of cool options, but Dancing Weapons lets you use melee weapons at a distance, and Quick Catch gives you the ability to use your telekinesis reactively. Some of these things feel like they could be implemented as utility talents, but many are balanced by the use of spell points, which are much less punitive than burn.
I'm actually sort of torn now between kineticist and SoP symbiat focusing on telekinesis; SoP telekinesis offers interesting options (plus the ability to branch out into other spheres), but certain things (blasting and maneuvers, primarily) are much less effective than what the kineticist offers.

wynterknight |

Does anyone know if Kinetic Form ups my CMB for the purposes of Pushing Infusion? I'm debating whether Mover needs Kinetic form as a CMB buff, it's not thematic or particularly useful in any other way. Im not particularly concerned if it is or isnt, one way is a useful buff and the other saves a feat.
Y'know, I'd initially just assumed that your size bonus to cmb wouldn't apply to your ranged maneuvers, but I don't actually see anything anywhere that says it doesn't.

Shiroi |
This could use clarification, since the only reason a size bonus should carry like that is if the projectile got larger with you... but that isn't reflected in the damage output.
And I could see SoP abilities relying on SP to be minute per level for a burn, or if they already are then burn to use for the day. It'd take some individual attention, but there's some stuff that could be translated houserule.

Onyx Tanuki |

I'm really hoping it goes in favor of making push *good*. Because Mover is going to be focused around using it a lot. He uses snaking, mobile, and singularity blasts with Pushing on them and reverse gravity areas, and foe throw when the situation calls. His basic battle plan is to turn an enemy team into a bunch of pinballs and bounce them off hazards like his team mates swords and each other. With a stationary mobile blast and a snaking infusion he can push people two and three times a round by bouncing them off different things, like straight back 15' into the mobile blast which kicks them towards him 20 feet into a reverse gravity which slams them sideways into a singularity which has pulling on it to accelerate them into a wall.
I love the idea behind this, but there's a couple things you might wanna check on first. First of all, pushing doesn't work if the blast lacks a clear direction to push, so unless you're moving your mobile blast as the foe is moving toward it (or move the mobile blast into a foe's square), I don't think pushing would work with it. Also, I'm pretty sure pulling drags a foe toward you, not toward the center of the ongoing blast.
Also I remember seeing this asked on here but can't bother to quote it: since the text for pushing infusion states a max distance you can push the target with the blast's bull rush, that overrides any extra distance you would have gained by exceeding their CMD. It's a case of specific rules overriding general rules.

Shiroi |
I wasn't sure on mobile blast, and if they're in the center of singularity I'm not sure on that either. But I have seen mark talk about pulling singularity and it does work as intended. I feel like a pushing singularity would be outwards, directly away from itself, and a mobile blast I would rule as "in the direction they came from, or opposite the direction the mobile blast came from, depending on which of them was moving". That feels correct based on intent. I might even be generous and say that a mobile blast, being clearly capable of shoving something away given the solid form, can perform a push, but lacking a direction or fine control the victim chooses the direction. You don't have to go home but you can't stay here, kind of thing. If it turns out mobile blast just isn't compatible with pushing (I know it isn't useful with pulling, since it has nowhere to pull them too except where they already are) then I'll just drop it from my list of infusions needed for the build. It'll give me an extra feat anyways, which means I can pick up iron will.
How do pushing and pulling work on airborne targets, or groundbound targets if you can get a pushing snaking infusion below them, or a pulling singularity infusion above them?

Onyx Tanuki |

Several questions/clarifications here, so I'm gonna spoiler each one.
So for elemental heart, we're now offered either one blast at one step of damage higher, or two simple blasts at their ordinary damage die, correct? Like if I chose a vibrokineticist, I would have the choice of sonic blast using d6s, vibration blast using d8s, or sonic blast with d4s AND vibration blast with d6s. Or, if I'm a photokineticist, since their only simple blast is light blast, I'll automatically get it with d8s. Right?
Focused element states that if we didn't choose to increase the damage dice with elemental heart, we can do so for one of our blasts now at the cost of taking a bonus wild talent, yes? So in the above example, a vibrokineticist who picked to take both blasts can either increase his sonic blast to d6s or increase his vibration blast to d8s. However, it says that if I take my other blast, it's as if it was a 1st level utility talent, which means taking the second blast also makes us lose out on the bonus wild talent.
So now we're left with a handful of situations. If my element only has one simple blast, I have no choice but to take it at increase damage dice at 1st level, and because there's no other simple blast to be taken, I just get a bonus wild talent at 7th. If my element has two simple blasts, I could choose one to begin with at higher damage dice, then focused element will allow me to either pick up the second blast at its normal damage dice or pick up a bonus wild talent. Or, I could choose to take both blasts with their normal damage to begin, and focused element will let me either increase one's damage dice or take a bonus wild talent. Which means at 7th level I have one of three situations:
- One simple blast with advanced damage dice and a bonus wild talent
- Two simple blasts with their normal dice and a bonus wild talent
- One simple blast with normal dice and one simple blast with advanced dice
This is actually a slight change from what I recall, if I'm right. It's actually a nice idea. I'm also glad that elemental embodiment was fixed; it doesn't look as good on paper, but in practice it's incredible.

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Okay, let's see if I can help here
Elemental Scion
Yes, elemental Heart now offers a choice. And yeah, for dual blast elements (let's use sound as an example) you could choose
A: Sonic blast dealing d6
B: Vibration blast dealing d8
C: Sonic blast dealing d4 and vibration blast dealing d6
For kineticist with one blast, it's a lot more simple thankfully, just a boost to a d6 or d8.
The option to select a new simple blast as though selecting a 1st level utility wild talent is a constant option, it's not limited to Focused Element.
The ability to boost the damage of a blast IS limited to Focused Element though, so if you don't select it there, you won't be getting a boost until 15th level.
There is a lot of options now with this revised wording, and I think it works out a lot better due to that. And yeah, elemental embodiment is now a lot more fair, and fits into things better.
Everything Else
For Pure Negative, this was actually something that I thought about in relation to Elemental Embodiment, and the answer to this is that you'd have to increase the burn cost of it by 1 more yourself to get full damage against undead or constructs.
With suspended impact, I'd say if you used Elemental Scion, the damage die would increase along with it. You choose the amount of rounds you delay the blast when you attack, but yeah, you can choose as many rounds as you're capable, minimum 1.
Due to how it seems to be written, aetheric adaptation would not work with aetheric boost because it's modifying a simple blast, and the blast is still a simple blast of its type rather than a true composite. That's how I'd rule it anyways.
Kinetic Sniper's intent is to increase the distance for all form infusions, so I would say it's a (shaky) specific over general ruling here.
Personally, I think the changes made were solid (although I could see people getting confused with Wood Prison, I could have been slightly more clear there), and I think this is going to help people make even better elemental scions.

Onyx Tanuki |

Alrighty. Everything's pretty much how I figured except for aetheric adaptation...
I suppose it also goes down to one's understanding of things like aetheric boost, gravitic boost, alteration amplification, and discordant augmentation. I may be wrong but I was lead to believe that attaching these onto a blast makes it incapable of taking on infusions other than universal, because it's no longer the same type of blast, and those specific blast augments don't have any infusions connected to them. For example you can't have a burning aetheric fire blast, despite fire working with burning, because aetheric boost turns it into an aether-elemental blast that deals fire damage.
My understanding is that you basically create a cage as an object that surrounds the target, and it lasts either X rounds or until it's destroyed. So for example if I use it as soon as I have access to it, since I'd be 8th level, it would have 8 HP, last 2 rounds, and if I accept burn, would have 4 hardness. And if I used it at 20th, it's up to 20 HP and 10 hardness and lasts up to 6 rounds.
You mention that it surrounds the target without being airtight... does it have holes in it? Does it provide the target with total cover, or cover of any kind? Could one potentially shoot through it with, say, a fireball spell or a firearm? Depending on the circumstances, it could either be an alright means of CC or an incredible defensive tool for allies (though more than likely not something a kineticist would want to use to protect himself).

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Glad to see there's no other major issues with things so far.
Stuff
Wood prison does provide total cover, I'd probably say there's 1 place for a hole on it (it was originally planned as a barred prison, but meh), about large enough to fire an arrow or other projectile into. Really, that was just to make sure it wasn't stepping on suffocate's toes any even with the shortened duration. You could use it for allies, although they'd have to be able to both see through the hole and then fire through it too, and since it's basically made of toothpicks hardness wise, it'll protect from like one attack.
n.jolly, hate to tell you this but illusionary duplicates has a typo. The accept 3 or more points part says it goes to 5 min, but that is the base regen time.
While annoying, it's just a typo. It's not some weird combination of 'because of this, I can have infinite clones', so it's just a typo, and one I can live with. All the major mechanics are in place and that's what's important to me. Thanks for keeping me updated though! And remember everyone, if you've picked this up, please leave a review on the product page!

Shiroi |
Can anyone think of a race that works well with gravity and pushing based tactics? I can't decide whether I need to be a caligni because it works *so* well with chao, but almost requires me to take dark and greater dark (sacrificing 2 feats to have all my infusions) or if it might be better to drop the thematic and useful dark infusions to pick a different race which fits the main theme of gravity better. Right now the build works fine, but a dwarf would work almost as well if not for the see in darkness.
Also the low int is hurting caligni given that it's a tactical character and I need a high int so he can quickly assess a situation and use his abilities to their fullest.
I can build a good backstory, right now I just need a mechanical template to skin an NPC over if it ever comes up. I think he's going to show up sometime as a bouncer.

Faelyn |

Can anyone think of a race that works well with gravity and pushing based tactics? I can't decide whether I need to be a caligni because it works *so* well with chao, but almost requires me to take dark and greater dark (sacrificing 2 feats to have all my infusions) or if it might be better to drop the thematic and useful dark infusions to pick a different race which fits the main theme of gravity better. Right now the build works fine, but a dwarf would work almost as well if not for the see in darkness.
Also the low int is hurting caligni given that it's a tactical character and I need a high int so he can quickly assess a situation and use his abilities to their fullest.
I can build a good backstory, right now I just need a mechanical template to skin an NPC over if it ever comes up. I think he's going to show up sometime as a bouncer.
Intelligence does not denote tactical acumen. That is one of the things about Pathfinder that irks me... If any mental stat should be associated with tactical ability, it should be Wisdom. I was in the army for 8 years, trust me when I say that intelligence is not a requirement for being a tactical genius. Some of the guys that were the best tactical soldiers were not very bright, while some were quite intelligent.
Intelligence is more of the knowledge you know and your ability to understand higher level concepts. Wisdom is more a measure of knowing what to do with your knowledge. That being said... It's your character and you can play it however you want... But Caligni are the best race for Chaokineticists.

The Mortonator |

Intelligence does not denote tactical acumen. That is one of the things about Pathfinder that irks me... If any mental stat should be associated with tactical ability, it should be Wisdom. I was in the army for 8 years, trust me when I say that intelligence is not a requirement for being a tactical genius. Some of the guys that were the best tactical soldiers were not very bright, while some were quite intelligent.
Intelligence is more of the knowledge you know and your ability to understand higher level concepts. Wisdom is more a measure of knowing what to do with your knowledge. That being said... It's your character and you can play it however you want... But Caligni are the best race for Chaokineticists.
This is absolutely correct. Although I don't believe Paizo has any official rules for it, traditionally Sense Motive has tactical uses such as evaluating an army's tactics.

Onyx Tanuki |

Can anyone think of a race that works well with gravity and pushing based tactics? I can't decide whether I need to be a caligni because it works *so* well with chao, but almost requires me to take dark and greater dark (sacrificing 2 feats to have all my infusions) or if it might be better to drop the thematic and useful dark infusions to pick a different race which fits the main theme of gravity better. Right now the build works fine, but a dwarf would work almost as well if not for the see in darkness.
Also the low int is hurting caligni given that it's a tactical character and I need a high int so he can quickly assess a situation and use his abilities to their fullest.
I can build a good backstory, right now I just need a mechanical template to skin an NPC over if it ever comes up. I think he's going to show up sometime as a bouncer.
Agreed with the above two posters; caligni seems the absolute best thing to use for a chaokineticist, and Int is fairly useless for kineticists unless you're using N. Jolly's 3rd party content and the cerebral kineticist archetype. If you're really not feeling caligni, though, you might try hobgoblin instead, or maybe a merfolk if you have a way for it to get around on land, but there's really not too many races around that get both dex and con bonuses.
This of course changes if you are taking an archetype that changes the relative B&B stats. I think it's safe to assume you're not going for elemental ascetic since a lot of the blasts you mention are ranged.
If you go with an overwhelming soul, the two races that stand out most to me are dhampir and catfolk, due to the both of them getting bonuses to dexterity and charisma. Dhampir would be the better option for a chaokineticist IMO, since you could use void healer to heal yourself in a pinch, so long as you have uses of mental prowess left, and you also have darkvision. However, either one works well for any other element. Drow are great for their superior darkvision, but you may want to invest in some means to block out bright light if you go for one and don't trade the darkvision out for the surface infiltrator racial feature. Fetchlings are good for this too, since you're halving your chance to be hit even in dim light, and can take traits to gain see in darkness or attack rolls bonuses to enemies they're fighting in darkness. Also useful might be ifrit, div-spawn and rakshasa-spawn tieflings, kitsune, or vishkanya. Merfolk work too if you have no plans to leave the water.
Regarding the cerebral kineticist archetype, we're looking for dexterity and intelligence. Most of the races with these have darkvision (aside from elves, and even they can grab it as an alternate racial feature), but not see in darkness, so any of them would be equal in usefulness. The ones I saw here were elves, ratfolk, sylph, wayangs, and tieflings (either baseline or daemon-spawn).

Faelyn |

Faelyn wrote:This is absolutely correct. Although I don't believe Paizo has any official rules for it, traditionally Sense Motive has tactical uses such as evaluating an army's tactics.Intelligence does not denote tactical acumen. That is one of the things about Pathfinder that irks me... If any mental stat should be associated with tactical ability, it should be Wisdom. I was in the army for 8 years, trust me when I say that intelligence is not a requirement for being a tactical genius. Some of the guys that were the best tactical soldiers were not very bright, while some were quite intelligent.
Intelligence is more of the knowledge you know and your ability to understand higher level concepts. Wisdom is more a measure of knowing what to do with your knowledge. That being said... It's your character and you can play it however you want... But Caligni are the best race for Chaokineticists.
I refer to the annoying stat tax of Int 13 for things like Combat Expertise (which I loathe anyway) and all the fears that require CE... Such as the Improved combat maneuver trees and so on... In that way Paizo has intrinsically linked intelligence to "tactical prowess". But I digress...
Dwarves would be a good option for Void, I like the idea of gravity dwarves... It's rather humorous.

Tels |
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There's a feat called Dirty Fighting [Combat]. It's from the Dirty Fighter's Tool Box, and will count for having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, and so forth.
I love this feat so much. It really changes many builds and makes a lot of things easier.

Shiroi |
I was thinking just to make it a less rare race, more applicable in most campaigns. :)
I do appreciate the advice though, and I think I'll leave him as Caligni based on that. I like wisdom representing a more "instictually strategic" fighter, perhaps not actively evaluating the force needed to throw someone a certain distance or way, but rather having a natural mental athleticism for being able to put people where they want them and how to best stop a charge. It wasn't something I'd really thought much about, I'm somewhat of a low cha/wis high int build myself and I sometimes overestimate the importance of int in my characters as a result. It'll be fun to break that mold. I'll post in a link to the character skeleton 1-20 later in case anyone is interested.

The Mortonator |

I've been working on a Void Kineticist build. The only available first level Utility Talents I could find were Void Healer and Skilled Kineticist. Is there something I'm missing?
Nope! Me and N. Jolly where actually talking about design and he wondered why I thought Void would pick up Skilled Kineticist, then I pointed that out to him.

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I've been working on a Void Kineticist build. The only available first level Utility Talents I could find were Void Healer and Skilled Kineticist. Is there something I'm missing?
There depressingly isn't. I take partial blame for this, as I didn't notice Void had literally nothing when I wrote my stuff, so void starts off with a skill buff or painfully limited healing.

Shiroi |
Yeah. My build starts with skilled and ditches it for TK finesse at 11, the first retrain spot when a secondary elemental power is an option to do so. It's a bit lame, but there's no way I think any of my characters will ever take void healer. Even if there was a necro in the party, hurting myself to heal a minion is lame, and most things that could be healed by it can't take the burn for it so it'd all be on me. The few things that have con scores and are healed by negative usually heal half from either, so then I'm taking the same damage to heal only half as much or they're taking nonlethal to heal basically less lethal damage than the non lethal they're taking.
Can anyone think of one situation where void healer would actually *benefit* the party, outside of some corny "save this good undead with your unique healing because he's plot relevant" bull that a DM would have to create exactly to validate your poor build choice?
https://docs.google.com/spreadsheets/d/1dAcRlEurJl15R_PrjJ5rBmseP5px9XCxaD- jO2BD1G8/edit?usp=docslist_api
That's Mover, if anyone wants to look at him. I'm sure he's not optimal but he's a cool fluff build for a gravity based skeleton. I picture him either being very big for his race, and people expecting that his name refers to his ability to pick people up and move them with his bare hands, or very small and people think it's ironic. Either way he has a certain carelessness about his powers and often chooses to move things with his mind rather than his own body (except when exercising, which the "big" version would do a lot). Even when moving things with his mind isn't as careful or good an idea as just picking it up and carrying it. He works great as a bouncer/light duty bodyguard since he can be effective at roughly tossing unwanted people out of an area without necessarily trying to kill them.

PlushyCthulhu |

So when you replace an Utility Talent at 6th, 10th, and 16th, you can use talents from whatever elements you have access to at that level. For example, if I start with void and and skilled Kineticist as my first Utility Talent, then expand into water at 7th, I could replace Skilled Kineticist, with any 1st first water Utility Talent? I'm not trying to be dense, I just want to make sure I have it straight.

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So when you replace an Utility Talent at 6th, 10th, and 16th, you can use talents from whatever elements you have access to at that level. For example, if I start with void and and skilled Kineticist as my first Utility Talent, then expand into water at 7th, I could replace Skilled Kineticist, with any 1st first water Utility Talent? I'm not trying to be dense, I just want to make sure I have it straight.
Pretty sure that's the case, it's a nice way to 'trade up' talents, especially for void that gets trash at 1st level.

nighttree |

Hope this is not "offensive" to anyone...but as you all seem to have some expertise in the keneticist...I thought asking for advice here would be more productive than in the "house rules" forum.
I'm trying to create an elemental saturation (ala Occult Realms)that would turn a fire keneticist into a Hellfire keneticist.
Intent would to be make all fire abilities half fire, half divine energy (thus bypassing immunity)
Is allowing it at 7th level rather than taking the 2nd fire specialization (for blue flame) fair/balanced in your opinion ?
I don't intend for it to cost burn...but would not be able to get a composite blast till my 3rd specialization...

Onyx Tanuki |

Night, closest you could get to hellfire would be using negative admixture. You could go Fire/Void/Fire or Void/Fire/Void to do this, although the former is probably better as you'll get negative admixture and blue flame blast.
If you're talking about a homebrew method, then you may want to refer to how N. Jolly treated his own untyped blast for the time element. Probably what you'd want to do is make some sort of homebrew substance infusion with basic chaokinesis as a prerequisite that applies to fire and blue flame blasts, reducing the damage die a step (to d4 from d6) to allow you to count half the damage as profane (which is effectively untyped damage).
There's also infusions in his book that, while they don't directly become hellfire, do allow you to bypass spell resistance. Nullifying infusion, an 8th level infusion that costs 4 burn, can be applied to any blast that deals damage of an energy type, and it negates your choice of energy resistance for 1 round per 4 kineticist levels, or turns that type of energy immunity into energy resistance 20. Penetrating burn is a 3rd level passive utility that allows your blasts to ignore 1 point of energy resistance per point of burn you have on you.

nighttree |

Ya..I was looking at going fire/void/fire...and that might be the best I can do with the current rule set.
We normally don't allow home brew or third party in our games...but I was hoping using elemental saturation as a precedent..I could get the gm to buy into a hellfire saturation if I could come up with something balanced enough.
I'm not really concerned with spell resistance...or energy resistance even, as they can both be coped with using the existing rules...I'm more concerned with fire immune (it Hell's Vengeance AP so potentially both evil/good outsiders with immunity)and I like the idea of full damage against objects as well....
I may just be beating a dead horse....maybe I'll just do the mesmerist idea :P

The Mortonator |

Can anyone think of one situation where void healer would actually *benefit* the party, outside of some corny "save this good undead with your unique healing because he's plot relevant" bull that a DM would have to create exactly to validate your poor build choice?
There is actually! There is a feat and Dhampir that heal by way of negative energy. It's far better if you happen to have a cleric and party build around negative energy. I doubt realistically many people would consider it, but that's also because the healing is not very good with burn.

Shiroi |
Ya..I was looking at going fire/void/fire...and that might be the best I can do with the current rule set.
We normally don't allow home brew or third party in our games...but I was hoping using elemental saturation as a precedent..I could get the gm to buy into a hellfire saturation if I could come up with something balanced enough.
I'm not really concerned with spell resistance...or energy resistance even, as they can both be coped with using the existing rules...I'm more concerned with fire immune (it Hell's Vengeance AP so potentially both evil/good outsiders with immunity)and I like the idea of full damage against objects as well....
I may just be beating a dead horse....maybe I'll just do the mesmerist idea :P
Actually, the elemental saturation method is perfectly valid for this and I feel you've actually *overcosted* in a way if you do it right.
It specifies in saturation that those are only examples of trials with example solutions, and that they are wild talents (no need to sacrifice a major class feature like expanded elements).
I'd make it a wild talent with a saturation requirement. The DM would need to determine a location (which of course would present itself *in good time to his needs as a DM*) that such a ritual could be performed, and a specific task you would need to undertake to obtain this right. I feel that asking for divine damage is going to require a series of high Knowledge Religion checks, representing a significant investment of skill points, and adherence to a deific obedience of some form. For instance, if you yourself are not fire immune, perhaps you need to willingly accept a certain amount of fire damage at the start of every day (literal burn anyone? Probably count it the same amount of damage as burn, but lethal and doesn't count against your daily limit. If you heal it for any reason you must start over) for an extended period of time, and then brand your body in some way pleasing to the god you seek power from.
If you still feel, even with major roleplay investment and a decent chunk of skill point investment and some risk that the benefit is too much (it is a very powerful talent) you might offer a talent trade to soften your benefit. Make this a form or substance infusion, substance feels more correct, and it now can't be used with Pure Flame infusion. That makes this much more fair, a way to bypass high resist/immune creatures but you now have to actually beat their SR to use it.
Remember, the DM has full call on those locations and tasks, but I for one would allow this if you agreed to make it worth the story. I might even use it as ammo to send a religious zealot from an opposed diety after the party, really making it worth the time and effort, and memorable to the entire party.
@the mortinator
Cool, so there is a way to get full healing on a party member out of it. I suppose in some ways that could make it better than buying a wand of ILW, if only for convenience on slow days. Still, that's fairly high investment and a major penalty for use to be doing that. I really doubt void healer ever sees play in more than a very few campaigns.
I'll check that link and see if I can unbreak it, I usually post from my phone so sometimes finer details get dicey.
https://docs.google.com/spreadsheets/d/1dAcRlEurJl15R_PrjJ5rBmseP5px9XCxaD- jO2BD1G8/edit?usp=sharing
Let's see if that link works better for you. In fact, let's make it clicky!
Anyone here is welcome to use it, in part or in full, and if you really feel like credit you can drop my name. If not, that's fine too it's just fun to make these guys.
You can also copy the sheet and use it to make your own characters, I draw up blanks similar to this all the time to make 1-20 building easier to track.

nighttree |

This is what I was thinking...taken at level 7, as the utility wild talent taken with taking fire again as my expanded element....
HELLFIRE
Element fire; Type utility (Su); Level 3; Burn —
Your spell-like abilities, and supernatural abilities that deal fire damage become horrendously hot. Half the fire damage caused by these effects comes from an otherworldly power and is not subject to being reduced by resistance or immunity to fire-based attacks. Hellfire also deals full damage to objects, unlike normal fire damage.
Special: For every 2 burn you accumulate, you take a -1 penalty on Bluff, Diplomacy, and Disguise checks.

Shiroi |
1 person marked this as a favorite. |
This is what I was thinking...taken at level 7, as the utility wild talent taken with taking fire again as my expanded element....
HELLFIRE
Element fire; Type utility (Su); Level 3; Burn —
Your spell-like abilities, and supernatural abilities that deal fire damage become horrendously hot. Half the fire damage caused by these effects comes from an otherworldly power and is not subject to being reduced by resistance or immunity to fire-based attacks. Hellfire also deals full damage to objects, unlike normal fire damage.
Special: For every 2 burn you accumulate, you take a -1 penalty on Bluff, Diplomacy, and Disguise checks.
I still feel like stacking might be a bit strong.
I'd have it like this if I was the GM, and maybe (MAYBE) consider an upgrade to non-infusion talent after the fact.
HELLFIRE
Element Fire; Type Substance Infusion (Sp); Level 4; Burn 3
This blast is reinforced with the divine might of your diety. Half of the damage is holy or profane in nature and automatically bypasses any form of resistance, immunity, or hardness and deals full damage to objects. These effects apply normally to the remaining half of the damage.
This gives you a really useful ability that can help cover your biggest threat as a fire soloist, but it costs your ability to add a substance infusion (other forms of battlefield utility besides damage) to the blast.
I'd definitely consider adding
TRUE HELLFIRE Prerequisites Hellfire
Element Fire; Type Substance Infusion (Sp); Level 6; Burn 4
This blast deals half divine energy as a Hellfire infused blast, but also grants a +5 to caster level checks to overcome spell resistance on your target. This increases to a +10 bonus if the target is in direct opposition to your chosen deity.
I'd have to fiddle with the SR numbers on that second ability for balance, just spitballing my bonuses to describe the intent of the ability.
The point is, I'd be okay in my games with an ability that allowed you to be mono fire and not be useless against fire creatures, but you'd lose something in the trade in those situations. You'd always know that if you'd taken a different element to cover that weakness, it would have worked better. Because I don't like to create a "Master Element" that doesn't have a weakness or any reason besides fluff that you'd ever take anything else. I don't want a mono kineticist of any element being awesome at all of it. This, I feel, is perfectly workable as a player to give a good fluff, and a solid "I'm not useless in this fight!" feeling, without making another player's choice to focus on ice and water spells irrelevant and lame.

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Ya..I was looking at going fire/void/fire...and that might be the best I can do with the current rule set.
We normally don't allow home brew or third party in our games...but I was hoping using elemental saturation as a precedent..I could get the gm to buy into a hellfire saturation if I could come up with something balanced enough.
I'm not really concerned with spell resistance...or energy resistance even, as they can both be coped with using the existing rules...I'm more concerned with fire immune (it Hell's Vengeance AP so potentially both evil/good outsiders with immunity)and I like the idea of full damage against objects as well....
I may just be beating a dead horse....maybe I'll just do the mesmerist idea :P
How did I not see this earlier...
For future reference, the homebrew section would probably be better for this, but I don't particularly mind it being in my thread since really, this has become a catch all kineticist thread.
As per the hellfire ability you mentioned, I actually think it's pretty fair. Considering half damage is always going to be untyped, you only have half of the damage going up against fire resistance, so it's not a huge step up in power. I don't want to talk about some of the ideas I have for my own design, but I think it would be fair, maybe give it 1 burn cost and have it last until the next time you recover burn since it gives a cost for the whole ability which makes it seem more fair.

nighttree |

How did I not see this earlier...
For future reference, the homebrew section would probably be better for this, but I don't particularly mind it being in my thread since really, this has become a catch all kineticist thread.
And I really appreciate everyone being open to my placing it here....I had hoped that the more focused interest in keneticist here would yield better results than the homebrew section...and it has ;)
As per the hellfire ability you mentioned, I actually think it's pretty fair. Considering half damage is always going to be untyped, you only have half of the damage going up against fire resistance, so it's not a huge step up in power. I don't want to talk about some of the ideas I have for my own design, but I think it would be fair, maybe give it 1 burn cost and have it last until the next time you recover burn since it gives a cost for the whole ability which makes it seem more fair.
I like that idea. I already have it built in as fluff that when she gathers power...it's damned souls she's drawing to herself to fuel the hellfire...but it also "burns" some of her own life force, resulting in her getting increasingly withered and emaciated looking (hence the penalty to bluff, diplomacy, and disguise, as she takes more and more burn). It still reads more like an infusion to me than a wild talent I think...
Is there a precedent in any of the other infusions for a burn cost, who's benefits remain until you recover burn ?

Shiroi |
1 person marked this as a favorite. |
Yes. I believe mirage, kinetic form, any of the defense talents, and a few others. They basically amount to "pay a part of your life each day to use this ability the way you're supposed to". The penalty is a semi permanently reduced HP bar, but they're usually just a bit better than your average utility. I feel like Ride the Blast should have been that way too, but that's just me. It would still be nearly mandatory for any kineticist with that cost.
Yeah I could see it being worth a 1 burn per day penalty, makes you easier to kill Hut better at killing. The only real problem with it is the balance against other elements given that fire doesn't always invest as much burn in their defenses at the start of the day. So investing one in this isn't hardly a loss for them, where it would hurt a bit more for any other element to use a variation of this same talent. If I had to guess, I'd say that one point of burn probably isn't hurting you at all, which is kind of the point of it. To make it sting a little, for the priviledge. It's a way to go about it, for sure, but we're reaching the point of fine grain detail, exact costs and numbers throughout the day, that I feel should be handled by your DM depending on his campaign. Show him a few of these options on here, and I bet he'd be okay with picking one he thinks won't be over or under powered for his setting. As a DM, I'd make this decision based on how optimized the rest of your build was compared to other allies. If you fell behind the party, I'd do the utility version. If you were way ahead, I might well deny you altogether, or make it a high level high cost substance.
Either way, good luck with your campaign!

nighttree |

After taking Infusion specialization into account....I think this is what I will pitch to the GM.
HELLFIRE (Elemental Saturation)
Element fire; Type Utility (Su); Level 4; Burn 5
Until the next time your burn is removed, your spell-like, and supernatural abilities that deal fire damage become horrendously hot. Half the fire damage caused by these effects comes from an unholy power and is not subject to being reduced by resistance or immunity to fire-based attacks. Hellfire also deals full damage to objects, unlike normal fire damage.
Special: For every 2 burn you accumulate, you take a -1 penalty on Bluff and Diplomacy checks against non-evil, and all Disguise checks.

Faelyn |
1 person marked this as a favorite. |

After taking Infusion specialization into account....I think this is what I will pitch to the GM.
HELLFIRE (Elemental Saturation)
Element fire; Type Infusion (Su); Level 4; Burn 5
Until the next time your burn is removed, your spell-like, and supernatural abilities that deal fire damage become horrendously hot. Half the fire damage caused by these effects comes from an unholy power and is not subject to being reduced by resistance or immunity to fire-based attacks. Hellfire also deals full damage to objects, unlike normal fire damage.
Special: For every 2 burn you accumulate, you take a -1 penalty on Bluff and Diplomacy checks against non-evil, and all Disguise checks.
If going that route, you'd want to make it an Utility wild talent. Otherwise, by making it an Infusion you must pay the Burn cost every time you want to utilize the Infusion.
Utility wild talents are the options that provide you with that sort of benefit you're looking at creating. Look at Fire's Fury or even Heat Adaptation.