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


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Yeah, I wondered if something like that wasn't the case when you talked about being the team cannon. Still, every fight is different, so hopefully you'll get to play around with different tactics next time.
I love that even though you didn't get to use the tactics you built for, you still really enjoyed the character. What was your experience like outside of combat?


Mark Seifter wrote:
Granted, assuming that you push for the maximum on a max 15 pushing is assuming a lot.

Okay, this statement seems to imply that 15' push on a blast means you have to not only exceed their CMD, but exceed it by an extra 5 for every 5 extra feet you want to push them. Am I reading that right? I had a bit of a list of questions including this one for you earlier but I think it got missed. Now, most spells do say you push them 5', +5'/5 exceeded, but pushing doesn't have that wording and given how costly it is to use I feel like it shouldn't. Most spells that let you push things around are fairly low level and when we start using level 4+ slas, it feels like it should naturally be less restrictive, especially given the other awesome choices we could be doing instead. Still, that's an intent call fo you to make and a faq/errata rules call for the rest of paizo staff.

It looks like the next bit agrees with using pushing and snaking to push in any direction at least, which is nice.

Designer

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N. Jolly wrote:
So Mark, do size bonuses from Kinetic Form provide bonuses on the trip and other CMD checks?

The only thing that explicitly swaps out is Con, so other bonuses would apply, yeah.

Silver Crusade

Mark Seifter wrote:
N. Jolly wrote:
So Mark, do size bonuses from Kinetic Form provide bonuses on the trip and other CMD checks?
The only thing that explicitly swaps out is Con, so other bonuses would apply, yeah.

Aces, I could see it working both ways, this might push up Kinetic Form a color since it helps with CMB builds which need all the help they can get with a medium BAB, even with Elemental Overflow.

Designer

Shiroi wrote:
Mark Seifter wrote:
Granted, assuming that you push for the maximum on a max 15 pushing is assuming a lot.

Okay, this statement seems to imply that 15' push on a blast means you have to not only exceed their CMD, but exceed it by an extra 5 for every 5 extra feet you want to push them. Am I reading that right? I had a bit of a list of questions including this one for you earlier but I think it got missed. Now, most spells do say you push them 5', +5'/5 exceeded, but pushing doesn't have that wording and given how costly it is to use I feel like it shouldn't. Most spells that let you push things around are fairly low level and when we start using level 4+ slas, it feels like it should naturally be less restrictive, especially given the other awesome choices we could be doing instead. Still, that's an intent call fo you to make and a faq/errata rules call for the rest of paizo staff.

It looks like the next bit agrees with using pushing and snaking to push in any direction at least, which is nice.

The bits (in pushing and in flurry of blasts) about increasing the maximum distance it can push increase the maximum, not the minimum; it otherwise works like a bull rush using Con. The extra maximum for the push was something I included for when you're higher level with plenty of infusion specialization and you want to push somebody; for instance, at level 14+, when you want to push someone with snaking, the added maximum is free.


wynterknight wrote:

Yeah, I wondered if something like that wasn't the case when you talked about being the team cannon. Still, every fight is different, so hopefully you'll get to play around with different tactics next time.

I love that even though you didn't get to use the tactics you built for, you still really enjoyed the character. What was your experience like outside of combat?

I didn't properly equip and I "quick spent" skill points, but I still was able to contribute and probably had one of the most awesome "scenes" in out of combat experience. I told a story to a king "about a great feat or challenge". I described killing something in the underdark by dropping a rock on it. I spent a burn to activate my heavy lifting and picked up the entire grand hall dining table, dire boar and all, then casually drank my wine through a telestraw. It was... suitably impressive.


Mark Seifter wrote:
Shiroi wrote:
Mark Seifter wrote:
Granted, assuming that you push for the maximum on a max 15 pushing is assuming a lot.

Okay, this statement seems to imply that 15' push on a blast means you have to not only exceed their CMD, but exceed it by an extra 5 for every 5 extra feet you want to push them. Am I reading that right? I had a bit of a list of questions including this one for you earlier but I think it got missed. Now, most spells do say you push them 5', +5'/5 exceeded, but pushing doesn't have that wording and given how costly it is to use I feel like it shouldn't. Most spells that let you push things around are fairly low level and when we start using level 4+ slas, it feels like it should naturally be less restrictive, especially given the other awesome choices we could be doing instead. Still, that's an intent call fo you to make and a faq/errata rules call for the rest of paizo staff.

It looks like the next bit agrees with using pushing and snaking to push in any direction at least, which is nice.

The bits (in pushing and in flurry of blasts) about increasing the maximum distance it can push increase the maximum, not the minimum; it otherwise works like a bull rush using Con. The extra maximum for the push was something I included for when you're higher level with plenty of infusion specialization and you want to push somebody; for instance, at level 14+, when you want to push someone with snaking, the added maximum is free.

Okay, so the additional burn spent on the blast to increase max push distance is "any burn spent on this blast" not "any extra burn spent *just* on pushing"? That helps a little I suppose since it at least means I'm not trying to add 2 burn to my blast just for the chance to push farther. I still feel like needing to make such a high CMB will be somewhere between difficult and impossible for most people, which is sad considering how neat it would be to have a class that can actually use forced movement as a viable tactic.

Still, would you mind awfully checking over that list of questions? There's a lot of ambiguity that would be nice to have a learned opinion on.

Designer

N. Jolly wrote:
Mark Seifter wrote:
N. Jolly wrote:
So Mark, do size bonuses from Kinetic Form provide bonuses on the trip and other CMD checks?
The only thing that explicitly swaps out is Con, so other bonuses would apply, yeah.
Aces, I could see it working both ways, this might push up Kinetic Form a color since it helps with CMB builds which need all the help they can get with a medium BAB, even with Elemental Overflow.

By my math, given the stat boosts and flat to-hit bonus from overflow, assuming Improved/Greater feats being equal, most full-BAB classes aren't going to be that much better at their CMB to bull rush anyway (and a few will be worse), and they don't typically get it as a rider on each hit either. Even a 12th-level brawler with manuever training 3 in bull rush is looking at class-based (including BAB) bonuses of +15 (12 BAB + 3 maneuver training), compared to a level 12 kineticist's also +15 (9 BAB + 4 direct overflow + 2 indirectly from overflow size bonus).

Designer

Shiroi wrote:
Mark Seifter wrote:
Shiroi wrote:
Mark Seifter wrote:
Granted, assuming that you push for the maximum on a max 15 pushing is assuming a lot.

Okay, this statement seems to imply that 15' push on a blast means you have to not only exceed their CMD, but exceed it by an extra 5 for every 5 extra feet you want to push them. Am I reading that right? I had a bit of a list of questions including this one for you earlier but I think it got missed. Now, most spells do say you push them 5', +5'/5 exceeded, but pushing doesn't have that wording and given how costly it is to use I feel like it shouldn't. Most spells that let you push things around are fairly low level and when we start using level 4+ slas, it feels like it should naturally be less restrictive, especially given the other awesome choices we could be doing instead. Still, that's an intent call fo you to make and a faq/errata rules call for the rest of paizo staff.

It looks like the next bit agrees with using pushing and snaking to push in any direction at least, which is nice.

The bits (in pushing and in flurry of blasts) about increasing the maximum distance it can push increase the maximum, not the minimum; it otherwise works like a bull rush using Con. The extra maximum for the push was something I included for when you're higher level with plenty of infusion specialization and you want to push somebody; for instance, at level 14+, when you want to push someone with snaking, the added maximum is free.
Okay, so the additional burn spent on the blast to increase max push distance is "any burn spent on this blast" not "any extra burn spent *just* on pushing"? That helps a little I suppose since it at least means I'm not trying to add 2 burn to my blast just for the chance to push farther. I still feel like needing to make such a high CMB will be somewhere between difficult and impossible for most people, which is sad considering how neat it would be to have a class that can actually use forced movement as a...

The additional burn would be extra burn spent on that infusion. For instance, at level 14, you have infusion specialization 4. Normally a pushing snake costs 3, so there is no reason not to increase pushing to have a max 10 feet.

Designer

Shiroi wrote:
wynterknight wrote:

Yeah, I wondered if something like that wasn't the case when you talked about being the team cannon. Still, every fight is different, so hopefully you'll get to play around with different tactics next time.

I love that even though you didn't get to use the tactics you built for, you still really enjoyed the character. What was your experience like outside of combat?
I didn't properly equip and I "quick spent" skill points, but I still was able to contribute and probably had one of the most awesome "scenes" in out of combat experience. I told a story to a king "about a great feat or challenge". I described killing something in the underdark by dropping a rock on it. I spent a burn to activate my heavy lifting and picked up the entire grand hall dining table, dire boar and all, then casually drank my wine through a telestraw. It was... suitably impressive.

That's pretty awesome!


Okay, so it really does need me to make a decision on how to use my burn, because if I make my range any better than 30 (60 air) I lose footage on my push. And still need to make my really high CMB to get more than 5' anyways. Well that makes this build... a lot less viable and exciting for actually pushing things around.

How about Foe Throw targeting specific squares? Can I just bypass pushing them at all and faceplate them into the ground 30' ---> that way? Or do I need two enemies alive and available to attack to even properly use foe throw? Can I toss a half dead squirrel in a corner and use it as a target to throw people at?

And yes, I did love to wave at that jerks who threw us out there to tell stories from *under* the 8000 lb table. It was nice. I do wish there was a mechanic to let me use my 1000 lb lift weight to push open a heavy door though. I made a strength check using my con score, but even then it's not quite the same thing and doesn't give me nearly the oomph I probably should have had given my available lift numbers.

Silver Crusade

Shiroi wrote:

How about Foe Throw targeting specific squares? Can I just bypass pushing them at all and faceplate them into the ground 30' ---> that way? Or do I need two enemies alive and available to attack to even properly use foe throw? Can I toss a half dead squirrel in a corner and use it as a target to throw people at?

I was wondering this too, as well as if you foe throw someone downwards, do they also take falling damage if they hit the ground?


I feel like the answer on all counts is no. 2 legit targets, no cheese, et cetera. But depending on the home game, I think I'll be houseruling this a lot. There's no character I make that'll take pushing or pulling this way, and I'd really have to consider whether foe throw was worth it given the saves and attack rolls and needing multiple enemies to even attempt it. It'd be pretty situational, and you're looking at a high burn cost high level ability that's only available in a few situations, succeeds in half of those, and only deals as much damage as a normal composite blast anyways (over two targets at that).

I'll have to play around with this and see how worth it these abilities are under those restrictions, and I may just mod them a bit for personal use.


I don't see why you couldn't foe throw someone at a point in space or an object--you can target any other kinetic blast this way, and it would be fantastically arbitrary to rule that a telekinetic blast/foe throw wouldn't work the same way. I mean, yes the description says "You throw a nearby unattended object at a single foe as a ranged attack", but that's different from "Target: One creature" or other specific terminology.

Now, I don't necessarily think a creature being thrown at the ground should take extra damage from it--it's not explicitly stated, but it could be argued that the damage from your telekinetic blast/foe throw is from the impact of the thrown thing hitting the target, so that's already accounted for. Of course, if you threw a guy at the ceiling and then it fell and hit the ground, I'd argue it would take normal falling damage from that, in addition to your kinetic blast damage for hitting the ceiling. And hey, if you're lucky, maybe you'll damage the ceiling enough to cause a cave-in on top of the target!


Because if I can't use pushing (even with extra burn invested) to move someone 30', why should I be able to use foe throw to move them 30' and make them prone? Especially if I target a square somewhere in midair on the other side of a cliff, or in a lava pit. Throw people around like rag dolls and you become a one move wonder against many things.


I see your point, but they do still get a Fort save to negate the whole thing, so I don't see it as being too overwhelming.


True, and it's high level. But you're looking at a fortitude save and an attack roll to use the ability right now, and it doubles your damage and leaves one person prone. If you take that 2 person requirement out, it becomes a fortitude as and an attack roll against AC 5 to save or die with unlimited use... in some locations. Sometimes it could be overwhelming and sometimes it's just a really powerful way to isolate and control a target.


It makes a clear distinction in Foe Throw that you -can- [not must] throw a creature instead of an unattended object. It doesn't state that you must throw a creature. Of course, you want to throw the creature, since that's kind of the point to the move. If not, you'd just be doing your basic attack. The next paragraph of the ability states the thrown creature [which we've established could be an object per usual] and the target take the damage. The target has no indication of being a creature.

There's really no reason to assume that Foe Throw must target another creature. We also know that Foe throw is a Form Infusion, as is Extended Range, so the move would only have the base range of 30 feet. There aren't many things that it could be paired with either:

Bowling
Draining [Lol.]
Grappling
Pushing

It'd be fun to have a chain throw setup with a Delayed Blast. It'd be conceivable to move an enemy 60 feet at that point. With a class that has access to Invisibility, it wouldn't be far fetched to get this setup often. You'd be forced to suck Burn to avoid the Move Action 'here I am' charge, at least until level 8.


N.Jolly, here's something I'd like to ask:

Ranged Blast is a talent for the Duelist, which allows it to shoot a blast, even at a short range.

Would it be balanced if Ranged Blast would be available for the Elemental Ascetic?


JiCi wrote:

N.Jolly, here's something I'd like to ask:

Ranged Blast is a talent for the Duelist, which allows it to shoot a blast, even at a short range.

Would it be balanced if Ranged Blast would be available for the Elemental Ascetic?

I feel like I can speak for him here. Hold on a sec.

*mumble grumble* Of course it would be balanced! Elemental Ascetic needs all the help it can get.


Pathfinder Rulebook Subscriber

Here's a fun question-Shift Earth. It mentions what happens if I move the earth from under someone's feet. Can I use it to make a 5 ft section of the ceiling of a cave come crashing down on my opponent?

Silver Crusade

The Mortonator wrote:
JiCi wrote:

N.Jolly, here's something I'd like to ask:

Ranged Blast is a talent for the Duelist, which allows it to shoot a blast, even at a short range.

Would it be balanced if Ranged Blast would be available for the Elemental Ascetic?

I feel like I can speak for him here. Hold on a sec.

*mumble grumble* Of course it would be balanced! Elemental Ascetic needs all the help it can get.

I agree with my impersonation.

Also any questions or comments about KOP material (even in regards to how it would or should function with 1st party material) should be posted in the Kineticist of Porphrya discussion thread.


N. Jolly wrote:
The Mortonator wrote:
JiCi wrote:

N.Jolly, here's something I'd like to ask:

Ranged Blast is a talent for the Duelist, which allows it to shoot a blast, even at a short range.

Would it be balanced if Ranged Blast would be available for the Elemental Ascetic?

I feel like I can speak for him here. Hold on a sec.

*mumble grumble* Of course it would be balanced! Elemental Ascetic needs all the help it can get.

I agree with my impersonation.

Also any questions or comments about KOP material (even in regards to how it would or should function with 1st party material) should be posted in the Kineticist of Porphrya discussion thread.

Oh, ok, fair enough ;)


2ndGenerationCleric wrote:
Here's a fun question-Shift Earth. It mentions what happens if I move the earth from under someone's feet. Can I use it to make a 5 ft section of the ceiling of a cave come crashing down on my opponent?

I'd be very careful in doing that. The earthen material has to come from somewhere, and could result in a weakening of the stability of the ceiling which would result in an actual cave in. In doing so, you could suddenly have a 25 ft radius of damage going out. This would cause result in a 'Rocks Fall, you Die' situation per the rules as a trigger of a CR 8 trap would occur.

If the situation would allow the block of earth to successfully fall on your opponent, mechanically speaking, the only thing that really comes close to it would be a Falling Block Trap for a 10 ft block which does +15 6d6 damage. The other issue with this is that you're moving a feature 5 feet, while Shift Earth requires the earth still be attached.

"This doesn't cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar."

Since the earth cannot disconnect on its own [you're only moving and shaping it if there's enough of a material], this leaves you only with the option to crush. This is then limited to a situation where a 5 ft movement is enough to press your opponent into the ground. Though there will be a few times when you're in a smaller area of a cave, I imagine that more of them have higher ceilings to where it would take more than a single standard action [and enough earth.]

There's a good deal of moving parts involved, some of which would get the party killed or buried in a cave. I'd be careful.

Scarab Sages

If a Kineticist obtained Impaling Critical, if an Earth Kineticist used Kinetic Blade and confirmed a critical hit, would the damage dice be applied when the Kinetic Blade disappear? Would it apply if they used Kinetic Whip?


RAI the damage is being done when the weapon is being physically removed via force. A Kinetic Blade is disappearing without making the wound worse, so it shouldn't really do anything with this feat.


If you ever want to add more magical items to the guide, what about the various items that improve combat maneuvers? Pauldrons of the Bull look like they'd be amazing for anybody who wants to use Pushing Infusion, while Gauntlets of the Skilled Maneuver would be useful for improving your ability with Pushing or Bowling infusions, as well as Telekinetic Maneuvers.

I know most people would want the shoulders slot for a Cloak of Resistance, but if you can get the resistance bonus some other way (I really really love automatic bonus progression) or double up on your enchantments, the pauldrons would be great, and there really aren't any other must-have items that use the hand slot.

And the Hollywreath Band looks like it could help Wood kineticists, especially if you rule that it applies to their kinetic blasts.


So I'm going to be in a kingmaker game likely starting next month, and after finding out Power Attack doesn't work with touch attacks like it did in 3.5, I'm kinda stuck.

See, it's a gestalt game and I'm going to be a Kineticist/Ranger, but have no idea what Combat Style to pick now since I'm starting Pyro and Two-Handed won't work until 7th. At the moment the character has Weapon Finesse and Kinetic Blade.


Azten wrote:

So I'm going to be in a kingmaker game likely starting next month, and after finding out Power Attack doesn't work with touch attacks like it did in 3.5, I'm kinda stuck.

See, it's a gestalt game and I'm going to be a Kineticist/Ranger, but have no idea what Combat Style to pick now since I'm starting Pyro and Two-Handed won't work until 7th. At the moment the character has Weapon Finesse and Kinetic Blade.

I'd normally suggest Archery but you sound like you are after a melee build... so Weapon and Shield style?


KB and Shield would be pretty good. Just be aware that it would affect your ability to Gather Power (unless you use a Buckler!). Other than that, archery would be the better way to go to boost the emphasis on ranged blasts. Specifically being able to pick up Improved Precise Shot at 6th level...

*EDIT*

Actually... which element are did you pick? That could definitely affect your options...


Fire, and light shields leave your hand open. Grabbing KB was so I had more options than "I 5ft and blast".


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Faelyn wrote:
KB and Shield would be pretty good. Just be aware that it would affect your ability to Gather Power (unless you use a Buckler!). Other than that, archery would be the better way to go to boost the emphasis on ranged blasts. Specifically being able to pick up Improved Precise Shot at 6th level...

As a Kineticist, he needs to keep his hands free for Gather Power.

I suggest using Inner Sea Combat and picking up the Sarenrae Combat Style for the Ranger (must worship Sarenrae). Here's the bonus feats: "Improved Initiative, Mobility, Nimble Moves, and Sidestep. At 6th level, he adds Whirlwind Attack and Wind Stance to the list. At 10th level, he adds Lightning Stance and Spring Attack to the list."

The big thing here, is Whirlwind Attack at 6th, normally a difficult thing for a character to pick up without sacrificing all of his feats for it and losing out on combat effectiveness. Since you're a Ranger, you ignore the pre-reqs on your bonus feats, so you can just pick up Whirlwind Attack no problem. You also get Improved Initiative as a choice as well, which is always a good choice.

This lets you be a pretty good area denial melee character, especially if you opt to pick up Lunge and/or Kinetic Whip. Since Kinetic Form doesn't decrease your Dex at all for using it, you could be a mean, mean, finesse based reach build. With your high single attack damage, combined with Kinetic Whip and Whirlwind Attack, you are, effectively, an AoE damage dealer.

With Kinetic Whip, Kinetic Form, and Lunge, conservatively, you'll have a reach of 25 ft., or, essentially, a 50 ft. diameter AoE that does your full Kinetic Blast damage (plus any infusions).

I'm not saying you should play a blonde elf in white tights with a green tunic and hat, nor am I saying you should name your weapon the Master Sword... but it might be fun :P

[Edit] However, if you do decide to go through with it, your character cannot speak. Ever. You can only grunt and yell.


I might have to not worship Yggdrasil, Aspect of Gozreh with this character now...


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Tels wrote:
Faelyn wrote:
KB and Shield would be pretty good. Just be aware that it would affect your ability to Gather Power (unless you use a Buckler!). Other than that, archery would be the better way to go to boost the emphasis on ranged blasts. Specifically being able to pick up Improved Precise Shot at 6th level...

As a Kineticist, he needs to keep his hands free for Gather Power.

Bucklers allow you to use your hands.

srd wrote:
Benefit: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an offhand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s Armor Class bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler’s Armor Class bonus until your next turn. You can’t make a shield bash with a buckler.

Silver Crusade

Ran Iji wrote:
Tels wrote:
Faelyn wrote:
KB and Shield would be pretty good. Just be aware that it would affect your ability to Gather Power (unless you use a Buckler!). Other than that, archery would be the better way to go to boost the emphasis on ranged blasts. Specifically being able to pick up Improved Precise Shot at 6th level...

As a Kineticist, he needs to keep his hands free for Gather Power.

Bucklers allow you to use your hands.

srd wrote:
Benefit: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an offhand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s Armor Class bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler’s Armor Class bonus until your next turn. You can’t make a shield bash with a buckler.

True on that, but gathering power occupies your hand, so while it doesn't stop you from gathering power, you don't get the shield bonus to it while gathering power. I think Mark said something to that effect earlier in the thread, it's also to make sure water's elemental defense matters more, since slapping on a buckler is super easy and cheap.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Note that melee builds that rely on full attacks rather than gather power can benefit from shields since they in general only need one hand free.

An Aetherkineticist could use the Shield as his weapon for attacks thus could potentially gather power and still attack. Not sure if he would need Shield Prof and Improved Shield Bash to keep the AC though, or if this works with ranged attacks as well.


Does anyone know if the blast damage from Aether bypasses the weapon's hardness automatically? At low levels you can be hard pressed to actually damage your weapon if it doesn't.


Azten wrote:
Does anyone know if the blast damage from Aether bypasses the weapon's hardness automatically? At low levels you can be hard pressed to actually damage your weapon if it doesn't.

The general rule is that every type of damage applies to hardness, so unless something specifically says otherwise, then the Aether damage also applies.

Silver Crusade

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Updates to the guide:

Added new 3rd party material reviews (which should be discussed here)

Single spaced the guide because I don't know why I didn't in the first place.

Also Elemental Annihilator and Blood Kineticist have both had their ratings changed.

Why was elemental annihilator made orange?
Looking through it, even though it does good damage, the amount of utility it lost finally got to me. I can't suggest it as much as I could before simply due to that huge drop, and developing things myself helped me see that.

Why was blood kineticist made green?
As stated in the review, I was being more cynical about when it should be viable than I should have been. Water's still a fine element, and while all of the blood kineticist's tricks might not work all the time, they've still got a solid chassis so you're never completely dead in the water (PUN!) even when you can't use them. I'd say it's green overall with orange/red while it's unable to be used to the fullest.


You know, I think Searing Flesh might be orange or a very orange-ish green. But that's because I stopped looking at it like a defense. No, Searing Flesh is just a different attack.

At level 2 with 18 Con you can just pour 7 burn into it and deal 7 damage to anything that hits you. Yes, you just took 14 non-lethal, but even if you fall unconscious things that attack still burn. At level 4, that's 28 non-lethal to deal 14 damage.

Time to walk straight into swarms. :)


Azten wrote:

You know, I think Searing Flesh might be orange or a very orange-ish green. But that's because I stopped looking at it like a defense. No, Searing Flesh is just a different attack.

At level 2 with 18 Con you can just pour 7 burn into it and deal 7 damage to anything that hits you. Yes, you just took 14 non-lethal, but even if you fall unconscious things that attack still burn. At level 4, that's 28 non-lethal to deal 14 damage.

Time to walk straight into swarms. :)

This doesn't actually work. accepting burn to increase damage does nothing till lv4. lvs 2-3 is maxed out at 1 damage. at lv4 accepting burn to increase it increases it by 1. So at lv4 you can take 28 non-lethal to do 8 damage to things that attack you. Better hope that they don't have fire resist or are attacking with a weapon, cause if they are you just did nothing to it.


I'm reading the minimum 1 to work on any extra burn taken too, to try and make it worthwhile.

Why it doesn't burn people using non-reach melee weapons is beyond me. Every ability that hurt melee attackers before Searing a Flesh did.


Azten wrote:

I'm reading the minimum 1 to work on any extra burn taken too, to try and make it worthwhile.

Why it doesn't burn people using non-reach melee weapons is beyond me. Every ability that hurt melee attackers before Searing a Flesh did.

Actually, Searing Flesh is operating as per the norm, as far as I'm aware.

Core Rule Book - Fire Shield wrote:
Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.

Most abilities only deal damage to those attacking with natural weapons or unarmed attacks, or they deal damage to the weapon itself. Typically, if the person striking the enemy takes damage, then someone wielding a reach weapon is usually exempt from the damage, as they are out of range.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

Searing Flesh strikes me as a good deterrent to things whose attack routine looks like "Bite, 2 claws, 2 wings, 3 prehensile asses." The damage will add up over attacks, and hopefully encourage the monster to go after a less painful target.


Arutema wrote:
Searing Flesh strikes me as a good deterrent to things whose attack routine looks like "Bite, 2 claws, 2 wings, 3 prehensile asses." The damage will add up over attacks, and hopefully encourage the monster to go after a less painful target.

It's one of those things that, while not in the rules, is something that the GM should consider. If the critter with animal intelligence is looking for someone to bite, it's first choices are most likely not going to be the person in full plate, the one covered in spikes, or the one who is on fire. The difference is that it's going to take a while for the fighter to afford the full plate, but the pyrokineticist is more or less constantly on fire starting at level 2.


Tels wrote:
*snip*.

The part you bolded? Means people attacking with stuff like longswords still take damage. Searing Flesh doesn't even do anything if someone uses brass knuckles. And it's damage is terrible, especially if you use burn to boost it. Something needs to change.


Azten wrote:
Tels wrote:
*snip*.
The part you bolded? Means people attacking with stuff like longswords still take damage. Searing Flesh doesn't even do anything if someone uses brass knuckles. And it's damage is terrible, especially if you use burn to boost it. Something needs to change.

How do people attacking with brass knuckles not take damage? I don't understand. Anyone attacking the pyro with a melee attack (that is not a reach weapon) takes the damage.

Edit: Nevermind, wow, I've been reading it wrong all along.


I could wrap paper soaked in kerosene around my hand and attack a Pyrokineticest without fear as long as I used the paper as an improvised weapon.

Think about that for a second.

Silver Crusade

Updates to the guide:

Added new 3rd party material reviews (which should be discussed here)

Arutema wrote:
Searing Flesh strikes me as a good deterrent to things whose attack routine looks like "Bite, 2 claws, 2 wings, 3 prehensile asses." The damage will add up over attacks, and hopefully encourage the monster to go after a less painful target.

My problem here is that anything with animal level intelligence survived as long as it did by learning not to eat fire. For a multi attack monster (maybe a dragon), it would make sense to have that many natural attacks, but tons of natural attacks aren't really the norm. I'd say 3/4 natural attacks are the average (which while a decent amount) doesn't really make taking the most easily resisted damage type any more appealing to me.


Personally, I think Searing Flesh needs a wild talent that strengthens Searing Flesh, allowing it to deal damage to weapon wielders, but also deal damage to weapons targeting the kineticist before they strike her. This would let a pyrokineticist do things like possibly incinerate a weapon before it ever strikes her.

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