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


Advice

1,851 to 1,900 of 2,778 << first < prev | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | next > last >>

When is Kineticists of Porphyra II going to be available :P I got the email and it isn't up for sale yet :(


Oliver Veyrac wrote:
When is Kineticists of Porphyra II going to be available :P I got the email and it isn't up for sale yet :(
Purple Duck Games wrote:

KOP2 is now available at Rpgnow, I hope it will be available at the opengamingstore.com and Paizo.com soon.

N.Jolly will collect edits and errata like last time and then in two weeks or so we will update the file again.

We hope you enjoy this expansion of material.

Posted here.

Silver Crusade

Oliver Veyrac wrote:
When is Kineticists of Porphyra II going to be available :P I got the email and it isn't up for sale yet :(

Comments and concerns relating to KOP or KOP 2 (which looks like it's available at paizo now) should be discussed in this thread. That includes ratings and so on.

In regular guide news, feel free to let me know if you think there's something on the main guide that should be checked out.

I saw someone talk about how the guide isn't great for a beginner learning to play the class, is this something more people are having problems with? Would this be something that others would like to have expanded upon, possibly an introduction section to talk about the basics of the class?


I think a "beginner's guide to the kineticist" would probably be better as its own guide, so the fundamentals can be laid out in a manner that would be tedious for some but helpful to people who don't have a handle on it yet. I think that the kineticist, in particular, merits this because it's a very attractive class as there are a lot of LoK/LoA fans out there, it's a class that's unlike what you find in most games, and it's (once you figure it out) a class that's far more straightforward than a regular caster to play but still rewards creativity and gives you a lot of versatile tools. The Kineticist also avoids the problem a lot of people have where they hesitate to spend things like spell slots for fear of running out, while the kineticist suffers no hard limit on blasts and most utility talents, the hard limit is on optional burn. It's also more or less completely unlike every other class in this respect.

It's also a really appealing class for relative beginners because it doesn't involve going through the entire list of feats of magic items, since most of the stuff in there doesn't apply to you.

Like the first three levels of a kineticist, what do you actually have to pick (aside from race, stats, and skills, which there's no getting around)? 1st level: 1 element (out of 7), potentially physical or energy, 2 infusions (out of 5-8 options), 1 utility talent (out of 2-7 options), and 2-3 feats (out of maybe 15 that even apply to you at this level.) At the ground level it's a class with a very manageable decision tree, it's just tough to grab on to the class when you're first looking at it.

Laying out things like "be careful when gathering power to blast, since you can provoke 2 AoOs" or "here are some creative uses of your at will utility talents to get you thinking of other ones" are things that are probably out of place in a guide aimed at system veterans, but are very appropriate for a beginner's guide to the class.


1 person marked this as a favorite.

Alexander Augunas over at Know Direction did a blog post for a Beginner's Guide to the Kineticist.

Silver Crusade

Tels wrote:
Alexander Augunas over at Know Direction did a blog post for a Beginner's Guide to the Kineticist.

Just saw this, I asked them if I could link it to the guide, so I'll be doing that if they're okay with it.

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

It really seems like new content for the class is slow to come out, and with how the class works, most general content really doesn't help. At least from what it seems, UV will give a few more talents, hopefully there'll be some new archetypes and such for me to throw in, since the idea of sneaky kineticist seems pretty nice to me.


So Im kind of confused by this by what exactly makes Constructs immune to negative energy? This came up in another game of mine and I have no clue what in the creature type states this.

Silver Crusade

MadScientistWorking wrote:
So Im kind of confused by this by what exactly makes Constructs immune to negative energy? This came up in another game of mine and I have no clue what in the creature type states this.

I can't remember where, but Mark even chimed in on this before. I'm trying to remember where it is, but there's somewhere in the rules that says constructs are immune to positive and negative energy, since both of those things only affect living creatures, and constructs aren't living creatures. I'll look through the thread more later, but seeing as it's 1800+ post, it's hard to find anything specific in it.

Once Ultimate Intrigue hits the SRD, I'll be adding the new utility wild talents for the book, but not before then unless I gain access to them some other way.


N. Jolly wrote:
MadScientistWorking wrote:
So Im kind of confused by this by what exactly makes Constructs immune to negative energy? This came up in another game of mine and I have no clue what in the creature type states this.

I can't remember where, but Mark even chimed in on this before. I'm trying to remember where it is, but there's somewhere in the rules that says constructs are immune to positive and negative energy, since both of those things only affect living creatures, and constructs aren't living creatures. I'll look through the thread more later, but seeing as it's 1800+ post, it's hard to find anything specific in it.

Having searched through the forums the general feeling is that the rules don't exist which is why Im asking.


MadScientistWorking wrote:
So Im kind of confused by this by what exactly makes Constructs immune to negative energy? This came up in another game of mine and I have no clue what in the creature type states this.

Nothing in the rules, as far as I know, says constructs are immune to negative energy. Mark's comment came off as 'Of course they are immune, it's obvious.' but when asked where it says that he didn't reply.

I checked negative energy damage, planes, Dominant, Construct type, Repairing Constructs, Construct Traits and Building and Modifying Constructs. The only thing even close is immunity to necromancy but negative energy is never call out as falling under that school of magic by default.

The only thing that negative energy does to constructs is make the Bioconstruct Modification Heart stop working.


Answer: 3.Xe.

Really, I can't think of a place where it is explisately stated. Same as for something else Throwing related I took issue with recently. But, rather it would appear to be an inherited trait with more references to overcoming it than actual rules stating it is a thing.

So, yea, that's fun.

Silver Crusade

Well since there's no real proof of it, I'm deleting that section about construct immunity to negative blast. Pretty sure it was a 3.5 holdout, and most old timers like myself just assumed it carried through, despite not being in the rules. This makes negative blast probably the best basic blast in the game.


graystone wrote:
MadScientistWorking wrote:
So Im kind of confused by this by what exactly makes Constructs immune to negative energy? This came up in another game of mine and I have no clue what in the creature type states this.

Nothing in the rules, as far as I know, says constructs are immune to negative energy. Mark's comment came off as 'Of course they are immune, it's obvious.' but when asked where it says that he didn't reply.

I checked negative energy damage, planes, Dominant, Construct type, Repairing Constructs, Construct Traits and Building and Modifying Constructs. The only thing even close is immunity to necromancy but negative energy is never call out as falling under that school of magic by default.

The only thing that negative energy does to constructs is make the Bioconstruct Modification Heart stop working.

My immediate impression and especially from reading other threads is Mark might have completely forgotten the rules from 3.X which actually stated such such no longer exists in Pathfinder.

N. Jolly wrote:
Well since there's no real proof of it, I'm deleting that section about construct immunity to negative blast. Pretty sure it was a 3.5 holdout, and most old timers like myself just assumed it carried through, despite not being in the rules. This makes negative blast probably the best basic blast in the game.

Thanks. I didn't mean to make a big deal of it but only because its come up on another character of mine and I was just confused. Pathfinder is one of those games where I often feel like Im just missing something and I just wanted to be sure.


If you want something confusing look at what happens when you put undead or construct on a plane that's Negative/Positive-Dominant. On a Negative-Dominant plane, neither one is healed or damaged as the damage only affects living creatures. On a Positive-Dominant plane, both are HEALED as the plane grants fast healing. Better yet, as they are immune to fort checks, on major Positive planes they gain 5 additional temporary hit points per round with NO limit. You can have undead/constructs with a few billion temp hp...

SO the conclusion is Positive energy planes are awesome for undead and constructs... :P

Scarab Sages

Can you use the Wall infusion as something similar to a Persistent Lighting Bolt/Wall of Fire?

Since you can form it up to 120 feet long, can you just angle it to where it can be shot like a lightning bolt?

Now let us say you form one in a 5-foot hallway. If a creature walks down the hallway to try to get to you, would it be considered as it passed through it? If so, does it trigger once or for every square.

Moreover, if you have it with a Pushing infusion, would pushing it back trigger the Wall damage?


Good luck getting confirmation on how pushing/pulling and shaped persistent blasts work in odd spots, I had a list of like 10 questions and I think one got asneered before I overwhelmed even Mark. It's a murky place to read, and the answers are... well, it's like asking "what's the rules for setting off a handful of dust of dryness pellets in someone's gut?". The answer is "please don't, I don't want to have to make that decision today".

Silver Crusade

Cao Phen wrote:

Can you use the Wall infusion as something similar to a Persistent Lighting Bolt/Wall of Fire?

Since you can form it up to 120 feet long, can you just angle it to where it can be shot like a lightning bolt?

Now let us say you form one in a 5-foot hallway. If a creature walks down the hallway to try to get to you, would it be considered as it passed through it? If so, does it trigger once or for every square.

Moreover, if you have it with a Pushing infusion, would pushing it back trigger the Wall damage?

I can only give my own opinions here, so take this with a grain of salt.

1. I would think so myself, I'm often shocked at how long this wall can really be.

2. I think it would only trigger either once for the entire duration of the wall or once per round, as I don't see it being able to activate more often than that. Personal interpretation would be once per round.

3. I wouldn't think pushing would trigger the wall's damage again in the same round, nor would pulling.

Scarab Sages

On that, a Grappling Infusion Wall in a hallway would be nice. Force the enemy to take damage, grapple, force to break free next round, take damage trying to move, repeat.

Now if the enemy is grappled inside the Wall, do they take damage on their turn when inside if they do not move,like the cloud infusion, or only if they move through it?

Grand Lodge

First Question: The rare-metal infusion costs 2 burn, and its associated blast is the composite blast metal, which itself costs 2 burn. Does this mean the total burn cost for a rare-metal blast would be 4, before any burn-reducing measures?

Second Question: Can the burn imposed by metakineticist be avoided by use of the Gather Power feature?

Third Question: Burn states that you can only accept 1 point of burn per round until Level 6, then it increases to 2 points of burn, and then increases by one every three levels thereafter. If a level 5 kineticist attempts to use a blast that has a total burn cost of 2, but uses Gather Power to reduce the actual inflicted burn to 1 (or 0, if they take a full round), are they able to use the blast then?

Silver Crusade

Cao Phen wrote:

On that, a Grappling Infusion Wall in a hallway would be nice. Force the enemy to take damage, grapple, force to break free next round, take damage trying to move, repeat.

Now if the enemy is grappled inside the Wall, do they take damage on their turn when inside if they do not move,like the cloud infusion, or only if they move through it?

A grappling wall would indeed be awesome and probably look cool too.

I'm going to say that I think it works like the cloud infusion, that feels like the most fair option to me.

Ms. Pleiades wrote:

First Question: The rare-metal infusion costs 2 burn, and its associated blast is the composite blast metal, which itself costs 2 burn. Does this mean the total burn cost for a rare-metal blast would be 4, before any burn-reducing measures?

Second Question: Can the burn imposed by metakineticist be avoided by use of the Gather Power feature?

Third Question: Burn states that you can only accept 1 point of burn per round until Level 6, then it increases to 2 points of burn, and then increases by one every three levels thereafter. If a level 5 kineticist attempts to use a blast that has a total burn cost of 2, but uses Gather Power to reduce the actual inflicted burn to 1 (or 0, if they take a full round), are they able to use the blast then?

1. That is correct, rare metal is expensive as hell. I might actually lower the rating of it further as I'm not sure the additional 2 burn as well as taking your substance infusion is worth getting through DR on one attack, even if metal blast itself is still great for having earth's form and substance infusions.

2. Yes, while it's unclear in the text, the link in the guide in front of the class feature does lead to Mark explaining that gather power lowers the cost of metakinesis as well as composite blast as a way to simulate the full attack structure of increasing the power of a kineticist's blast.

3. They are in fact able to use the blast, yes. Accepting burn is the important thing, and the amount of burn only matters once they are actually accepting it. Any potential burn doesn't matter until it becomes actual burn, meaning that a 1st through 5th character can use a blast that would effectively cost 2 burn, reduce it with gather power, and only be required to accept 1 burn which is within their power to do so.


3 people marked this as a favorite.

Order of operations for burn is complex but manageable.
(Form cost + substance cost) - (infusion specialization) = basic blast cost.

(All meta kinesis costs if applicable) - (1 if you have meta kinetic mastery on one of the chosen metakinesis) = Meta cost.

(Cost of composite blast if applicable + cost of aetheric or gravitic boost if applicable) - (composite specialization) = composite cost.

(Basic blast cost) + (meta cost) +(composite cost) = Blast Cost

(Blast cost) - (gathered power + internal buffer used) = Burn Cost

At no point can any number be less than 0, or it just defaults to 0.
Burn cost must be less than the amount of burn you can accept per round to use the blast.
Some infusions offer you the chance to "accept 1 additional point of burn to...", this cannot be reduced except by internal buffer.
Some infusions say "increase the cost of this infusion by...", this is applied during step 1 to the cost of the infusion before infusion specialization is substracted.

If the burn cost of the ability is a number greater than 0, you take that amount of burn, and will take burn damage. You also trigger any effects which state "when you accept burn from this element" such as your elemental defense.

This then counts against your total burn taken for the round (which might decide for you whether or not you can use the "accept 1 additional point of burn to..." abilities) and generally means you've managed to blow something up good.


So which books have Kineticist information in them now?

Occult Adventures
Occult Origins
Occult Realms
Ultimate Intrigue

Any others?

Silver Crusade

Torbyne wrote:

So which books have Kineticist information in them now?

Occult Adventures
Occult Origins
Occult Realms
Ultimate Intrigue

Any others?

As far as I'm aware of, yes. From what I've heard, UI has a pretty sparse amount of content for the kineticist, and OR only has elemental saturations which don't even feel like they're important enough to include in the guide as they are, but that's also because they're pretty subjective. Here's hoping we'll get some more in future books, as so little content translates over well to this class.

Also Shiroi's breakdown of how burn works with kinetic blast is spot on.

Scarab Sages

Although the Fire Trap talent in UI is very nice. Prepare one at the beginning of the day, and give it to a witch friend with beguiling gift or suggestion.

Designer

Imbicatus wrote:
Although the Fire Trap talent in UI is very nice. Prepare one at the beginning of the day, and give it to a witch friend with beguiling gift or suggestion.

While there's only one utility per element in UI, I think all of them are pretty useful if you have intrigue situations (earth meld the fighter into the ground for an ambush, spying touchsight onto someone at a party before they go into their meeting, mess with people or keep in touch with greater voice of the wind, and spy from a distance with greater watersense).

Scarab Sages

Mark Seifter wrote:
Imbicatus wrote:
Although the Fire Trap talent in UI is very nice. Prepare one at the beginning of the day, and give it to a witch friend with beguiling gift or suggestion.
While there's only one utility per element in UI, I think all of them are pretty useful if you have intrigue situations (earth meld the fighter into the ground for an ambush, spying touchsight onto someone at a party before they go into their meeting, mess with people or keep in touch with greater voice of the wind, and spy from a distance with greater watersense).

True. I just like flame trap for the "I prepared Explosive Runes" running gag potential.

Silver Crusade

Mark Seifter wrote:
While there's only one utility per element in UI, I think all of them are pretty useful if you have intrigue situations (earth meld the fighter into the ground for an ambush, spying touchsight onto someone at a party before they go into their meeting, mess with people or keep in touch with greater voice of the wind, and spy from a distance with greater watersense).

I didn't doubt they were useful, although that's still a pretty sparse amount of content. Here's hoping we can get some more soon enough, the guide hasn't needed updated in a while.

Spoiler:
Although the rest of UI is going to involve revamping a few other of my guides, sigh.


Are there any good feats for Kineticist in it? I've been trying to decide wether to get it now or hope they fix the mistake of Fencing Grace 2.0...


N. Jolly wrote:


Also Shiroi's breakdown of how burn works with kinetic blast is spot on.

I had to ask myself seriously if I got part of that right. I only apply composite specialization once, even if I did an Aetheric Boosted composite blast right? I don't think I got it wrong but if I did it's worth noting.

Silver Crusade

Thanks to an anonymous source (who's pun name took me FAR longer to figure out than I'm comfortable admitting), the UI talents are reviewed.

Overall thoughts? Generally pretty good (earthmeld, greater voice of the wind, scrying touchsense), but some (fire trap/ greater watersense) are a tad too situational. Overall, I'm pretty happy about these inclusions, they're being rated as intrigue tools and overall, with earthmeld taking my blue ribbon for best new talent.


Pathfinder Rulebook Subscriber

Was just going over the guide again. Do you really rate con as that much more important than Dex? I know almost everything is tied to it, but if you can't land the hit, it doesn't help much. Not sure if I should have them both at 22 or go 20/24 ice easy or the other

Silver Crusade RPG Superstar Season 9 Top 32

I've got a 3rd level halfling geokineticist in PFS, and I'm considering some different options for where to take the build. I don't know if it's appropriate to ask this on your thread, so I'll spoil it. Let me know if i should just take it to its own thread. c:

Geo question:

Like I said, I'm considering where I want to take this build. I haven't played this character since the playtest, so I have a nearly fresh slate to work with. Right now I'm just focusing on having high Dex and Con and taking ranged attack feats. I'm opting for things like Extended Range and Kinetic Cover at low levels, maybe picking up kinetic blade and weapon finesse at 5 for versatility.

My main question is whether to stay solo earth or branch out into air. I like the mobility possibilities of the latter, using Extra Wild Talent to have earth glide and wings of air by level 10. My question isn't so much "Which one should I do?" My question is: what sort of (ranged) build would result from these paths? What would either decision look like in terms of capabilities and play style? They're both attractive, and I think they would both fit the character personality wise.


Pathfinder Rulebook Subscriber

My question for you is what are your Dex and Con scores

Silver Crusade RPG Superstar Season 9 Top 32

I think they're both equal, around ~17 or so?


Pathfinder Rulebook Subscriber

K. So, if the question is "What do these two paths lead to?" in terms of whether you take air or not, I'm pretty sure the primary difference would be flying and blasting from above vs just still hitting really hard. I mean I'm still trying to figure out most of the class myself, but that's my 2 cents


It's not that simple a question. For one thing, always build with your campaign in mind. Are you indoors a lot, where flying doesn't help? On mountain sides, where it's the best thing since sliced bread? Even after you've made the decision, there's still questions like what talents do I pick up? And which defense do I spend burn on? Which simple blast do I want?

The decision between earth and air at 7 is very difficult. It'll be a huge investment to maximize the combination, since the best moves of Air involve Airs Reach, Extreme Range, and Wings of Air to hit touch attack from over 400 feet away, sometimes right overhead of the unaware target. That's a lot of talents, infusion and utility, and not all of them are useful to earth itself.

In addition, you face a terrifying choice. Pure earth, or earth and physical air blast, both grant a composite. But if you want the touch attack goodness of lightning to cover your greatest weakness as earth, you'll forgo a composite blast until level 15 when you gain earth again.

Earth/air is all about covering your weaknesses, but it costs you heavily on how many earth talents you can take, and in a lot of ways how powerful your build can be at any one thing. As with most decisions, when you gain diversity you lose focus.

If all you need is a way to get airborne and you aren't afraid of 3pp, N.Jolly has a pair of talents that let earth ride a rock around. It's a different and flavorful set up, and would give you that mobility without making the hardest choices of splitting elements like this.

Good luck, and I hope this helps.

Silver Crusade

2ndGenerationCleric wrote:
Was just going over the guide again. Do you really rate con as that much more important than Dex? I know almost everything is tied to it, but if you can't land the hit, it doesn't help much. Not sure if I should have them both at 22 or go 20/24 ice easy or the other

This goes into your blast for the most part.

Con
HP (vital)
Fort Save (important)
Substance Infusion Save (important)
Utility Wild Talent Save (important)

Dex
AC (important)
Initiative (important)
Form Infusion Save (important)
Accuracy (vital for physical, important for energy)

So to me, HP's always vital, while accuracy is only vital for half the equation.

Con's barely more important, but it's personal choice here.

mechaPoet wrote:

I've got a 3rd level halfling geokineticist in PFS, and I'm considering some different options for where to take the build. I don't know if it's appropriate to ask this on your thread, so I'll spoil it. Let me know if i should just take it to its own thread. c:

** spoiler omitted **

Nah, you're good asking here.

I'd say go into air, especially if this is your first character. It lets you experience more of the class, Air's a great secondary element, although sadly there's no electric/earth composite, but the earth/air composite is really nice.

Shiroi wrote:
If all you need is a way to get airborne and you aren't afraid of 3pp, N.Jolly has a pair of talents that let earth ride a rock around. It's a different and flavorful set up, and would give you that mobility without making the hardest choices of splitting elements like this.

While I appreciate the plug, I doubt 3P will help out their PFS character unless they have the COOLEST GM ever. You're right about everything else you said though, completely in agreement.


Ah, PFS, I missed that. Funny how those 3 letters shoot down so many good ideas...

I need to find the PFS specific rules sometime, aside from 3pp I never remember what's allowed and not in that mode. *shrugs*

But yes, that leaves a very hard decision with Geo (air or geo). On the other hand, it does mean I can base the decision more on Paizo games than "anything can happen". Paizo rarely gives enough room for the Air's Reach / Extreme Range combo to be fully used unless you're flying high overhead. A basic problem most map-required games have is that there's hardly ever a 100x100 or more map around when you need one. So if you do go Air, you can save a few talents by picking up Extended Range, and only grabbing Extreme if you wanted it for your Earth stuff too or found you really needed it. You shouldn't need Airs Reach, it's overkill for you. But here's the downside: if you cap out at around level 12, you'll never see expanded element again. That means if you pick Electric as your Air blast to be able to hit touch, you'll *never see a composite blast in this game*. That raw damage may or may not matter to you, but if you want it for any reason, you now are hard choice forced to decide between touch AC attack or powerful composite blast. Not easy, and I don't envy you.


Air + earth = flying earth dolphin. You can fly around and then dive in and out of the ground like a dolphin in the water smacking/blasting enemies with your kinetic blade/whip/blast.


I'm about to roll out with my first actual Kineticist and i am worried that i over prioritized CON at the expense of DEX and accuracy. i have DEX 16 and CON 18, no size bonus or weapon focus... i feel my accuracy will suffer until i can get my hands on a belt of dex and elemental overflow which will be 2-3 levels away. Did i do bad?


You'll be fine. Even on a physical blast you should be hitting pretty often. For me it depends on the blast I'm using. For energy blasts I use high Con for more damage(half is terrible :( ) and Physcial blasts don't require it as much.


Torbyne wrote:
I'm about to roll out with my first actual Kineticist and i am worried that i over prioritized CON at the expense of DEX and accuracy. i have DEX 16 and CON 18, no size bonus or weapon focus... i feel my accuracy will suffer until i can get my hands on a belt of dex and elemental overflow which will be 2-3 levels away. Did i do bad?

16/18 is fine for kineticists, even for physical.


Cool, thanks :)

I suppose at level one it isnt so bad, target AC will be 13-14 and with PBS that is a flat 50/50 chance. It looks like it will scale fairly well too once overflow kicks in, WF:KB at level 5 and a magic belt. I was just concerned about being able to hit anything until that point.

For what it is worth, i am going for an air blast sniper build.


Torbyne wrote:

Cool, thanks :)

I suppose at level one it isnt so bad, target AC will be 13-14 and with PBS that is a flat 50/50 chance. It looks like it will scale fairly well too once overflow kicks in, WF:KB at level 5 and a magic belt. I was just concerned about being able to hit anything until that point.

For what it is worth, i am going for an air blast sniper build.

Your main advantages will be that your defense against ranged attacks will be awesome, and you don't have range penalties. Make sure to enforce those range penalties on the DM, it's a huge help for you.


Shiroi wrote:
Torbyne wrote:

Cool, thanks :)

I suppose at level one it isnt so bad, target AC will be 13-14 and with PBS that is a flat 50/50 chance. It looks like it will scale fairly well too once overflow kicks in, WF:KB at level 5 and a magic belt. I was just concerned about being able to hit anything until that point.

For what it is worth, i am going for an air blast sniper build.

Your main advantages will be that your defense against ranged attacks will be awesome, and you don't have range penalties. Make sure to enforce those range penalties on the DM, it's a huge help for you.

I also noticed that the air defense wild talent applies against all ranged attacks made with physical objects, for some reason i thought it was restricted to non magical attacks. The burn boost to apply against ray attacks feels like something that will come up a lot in this Iron Gods campaign too. So yeah, i feel defense is solid but was concerned i would be throwing a lot of misses for the first few levels. we'll see how it goes.


What's your to-hit bonus? I figure you're looking at.... oh, there's the numbers I'd overlooked. Yeah, 50/50 feels right on that. Try grabbing some potions or a wand of Reduce Person, or eventually the Bracers of Falcons Aim. Aspect of the Falcon gives +3 perception and +1 to hit with ranged attacks, and the bracers are a constant effect.

Reduce Person is better as a potion/wand because of the slight drawbacks of being pint sized, but the +2 dex and +1 to hit gives a cumulative +2 to-hit bonus, and going from a 50% to a 60% accuracy for a fight, while gaining AC, and doing the same damage because SLA damage isn't messed with by size? Yeah, that's a good move.


With Ultimate Intrigue being released today what, if anything, did the kineticist get?

Scarab Sages

Texas Snyper wrote:
With Ultimate Intrigue being released today what, if anything, did the kineticist get?

Five new wild talents, one for each element. That's it.

Silver Crusade

Imbicatus wrote:
Texas Snyper wrote:
With Ultimate Intrigue being released today what, if anything, did the kineticist get?
Five new wild talents, one for each element. That's it.

And thanks to an anonymous source, they're already on the guide. Overall they were green, decent talents, earth got the best of them (big shock), so not really a lot to report on that end.


Pathfinder Starfinder Roleplaying Game Subscriber

Somewhat amusingly, Conceal Spell does work with kineticist wild talents and kineticist blasts, though...and like many with a poor Will save and little reason to invest in Wisdom, Unimpeachable Honor might be a decent choice. But yeah, kineticists don't get a huge amount with this book...I'm guessing because it's not really viewed as a class suited for intrigue. Hopefully it is more suited for horror...we'll have to see.

1,851 to 1,900 of 2,778 << first < prev | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Mastering the Elements: N. Jolly's guide to the Pathfinder Kineticist All Messageboards

Want to post a reply? Sign in.