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


Advice

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Pathfinder Adventure Path Subscriber

Well, with some weapons gunslingers can get limited AOE, depending on the setting and what is allowed (aka siege weapons etc) too. And they also have limited utility stuff with their deeds.
I share that feeling of gunslingers outdamaging kineticists. I recently played a mysterious stranger gunslinger 1/ mesmerist 4, who did quite often more damage and hitting than the barbarian. Thanks to getting the last shots on things, grit also wasn´t a problem at all. And that gunslniger level was more of a flavor thing because i wanted to wield a gun (Skull & Shackles) for flavor and things to do in between.

Humans seem an obvious choice for kineticists indeed. I made a pyrokineticist kitsune for myself though recently too, having some fun with the racial kitsune feats and being a "firefox". Curious to see how that will work out.

Silver Crusade

Hayato Ken wrote:

Well, with some weapons gunslingers can get limited AOE, depending on the setting and what is allowed (aka siege weapons etc) too. And they also have limited utility stuff with their deeds.

I share that feeling of gunslingers outdamaging kineticists. I recently played a mysterious stranger gunslinger 1/ mesmerist 4, who did quite often more damage and hitting than the barbarian. Thanks to getting the last shots on things, grit also wasn´t a problem at all. And that gunslniger level was more of a flavor thing because i wanted to wield a gun (Skull & Shackles) for flavor and things to do in between.

Humans seem an obvious choice for kineticists indeed. I made a pyrokineticist kitsune for myself though recently too, having some fun with the racial kitsune feats and being a "firefox". Curious to see how that will work out.

Yeah, dragon pistols and such will give AOEs, but to a much lesser degree. And while there's some utility in things like startling shot, it's tepid in comparison to a kineticist's ability to debuff and such.

Like many others, I'm not super in love with how guns work since you need GS/Trench Fighter to play them at full power, but hitting at touch is just so powerful, it's that reliable damage that I can't help but love.

Humans are so good for them if only because it removes that 'feat starvation' that people feel they have. Personally, I'd just give them PBS at 1st by default, or wrap PBS and PS into the same feat, but right now it's not like there's a ton of kineticist specific feats that demand attention. I'm sure Mort would be happy to know about your character though, a firefox sounds like an archetype she'd work on. Let me know how it pans out for you, it'd be nice to know if any other races work well aside from the listed blues and purples.

Scarab Sages

A better comparison would be Gunslinger to Elemental Annihilator. I'm not a fan of the archetype because the lack of utility is murder, but they are great at putting out damage.


Pathfinder Adventure Path Subscriber

Elemental Annihilator might require some gunslinger archetype like musket master or pistolero then. I think vanilla is the better comparison though, even when most play one of those 2 archetypes.

PBS and PS are artifacts from 3.0 and 3.5 i think by now, like so many other stuff. It´s essentially a game design discussion and my view on that changed a lot in the last years.
But yeah, as with some stuff, once certain things like archery kind of require you to pick up a fixed way of feats to stay competitive (not necessarily on top of the powercurve though), it´s moving away from individualization to something necessary.

I have no idea who Mort is, i might try myself though at writing that archetpye^^

Designer

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Yeah, I agree with N. Jolly, and honestly, given the other advantages kineticist has, it would be a serious problem if the kineticist also outdamaged the tricked-out gunslinger without spending burn (particularly since gunslinger already can cause issues with how much damage it does depending on the variables present in your campaign).

That said, I'm willing to do an analysis.

Math:
Let's go halfling because gunslingers don't lose too much for halfling compared to archer (where Strength matters) and kineticists like halflings too.

Let's do 18 Dex, 16 Con, 14 Wis for the kineticist and 18 Dex, 14 Con, 16 Wis for the slinger, with other stats being equal. 16 Con is intentionally bad parity for the kineticist, since 1/2 rounded down only adds 1. Maybe pistolero and pyro I guess.

At level 1, we both have Point-Blank. Kineticist is -1 accuracy +1 damage, but can also do a cone or fire touch at 120 foot range or add burning 1d6 with a move action. Pistolero reloads with a move action. Pistolero can spend grit for 1d6 bonus damage. Pistolero has a better crit, but also has misfires, which are annoying action and grit sinks.

At level 2, not much changes except the gunslinger has upgraded her gun to mwk and now is at +2 accuracy -1 damage, with the other considerations.

At level 3, for comparison's sake, I'm going to have both take Precise Shot. It's possible the gunslinger will just be like "screw accuracy, I do touch attacks" and start building towards Rapid Shot by taking Rapid Reload or take Deadly Aim, but that's less useful in the short term and harder to rate so let's not do that. Gunslinger now has a +1 weapon, and still giving the kineticist no gear. Thanks to overflow, fire's fury, and the extra dice, kineticist now is -1 to hit for +3 damage, which is definitely advantage kineticist, particularly given the shape versatility and/or burning thing.

At level 4, the gunslinger gets another feat. I'm going to go maximum pro-gunslinger and give her Deadly Aim now but then swap it for the two Rapids next level. Deadly Aim means the kineticist is now +1 to hit for -1 damage, reversed from its position with gunslinger at 1st. The kineticist might have been able to afford a Dex or Con belt for more advantage.

At level 5, gunslinger swaps feats to advantage gunslinger and now can shoot twice, plus Dex to damage, which enormously explodes the damage, plus up close and deadly does 2d6. Two shots so we've significantly increased the chance of misfire in a round (expected value 1/5 rounds now, so it's likely to happen at some point in a given fight). Kineticist loses 1 accuracy from BAB but can now add burning for free though, and on top of empowered, plus an extra dice of damage. We're looking at two shots from the slinger for 9.5 damage and one shot from the kineticist for ~23, with exactly equal accuracy after Rapid Shot, not counting up close or burning.

At level 6, gunslinger actually is fairly likely to multiclass, but if she doesn't, she still gains an iterative here, but the kineticist gains another +1 to hit, +3 damage from overflow as well as +2 Dex and Con from overflow size bonus, so we're looking at +2 accuracy over the gunslinger for a little under 30 damage, but the gunslinger's three attacks for 9.5 each are getting close if they all hit (at -2/-2/-7, no guarantee). Notably if the gunslinger grabbed fighter and took Deadly Aim back, we're looking at -4/-4/-9 to the kineticist but 13.5 per hit, so potentially a lot more damage if they all hit.

Huh, kineticist did better than I thought here, but gunslinger is still ramping up with each new feat and should overtake shortly.


Pathfinder Adventure Path Subscriber

Thanks a lot Mark!
Kind of what i expected. Gunslinger can really be doing insane damage and is way stronger than any archer in my eyes. Clustered shot will help a lot too there later. For me the bolt ace is the best gunslinger archetype, the crossbow is just a staple fitting better than firearms in my eyes most times. I do love Numeria and the technology guide too, mainly for the Science Fantasy Pulp flavor.
I see a human pyrokineticist in Mummys Mask and have to say they can really hold themselves just as well, especially thanks to the ability to overcome immunities and damage reductions.

What i do enjoy about kineticists though is that i "only" need two feats and can spend the rest as i want.

In regard to archers i came to believe that warpriests are the best archers by now. The combination of feats, spells, rising damage dice and the ability to take weapon specialization is just amazing.
And then you can channel energy and raise dead^^

Silver Crusade

Hayato Ken wrote:
I have no idea who Mort is, i might try myself though at writing that archetpye^^

Mort is The Mortonator, who is currently working on their own kineticist 3p. I'd like to see any attempt at an archetype like this, I'm always up for seeing what others have to write on the subject.

And yes, Bolt Ace is the best Gunslinger, hands down.

Liberty's Edge

N. Jolly I was wondering can you use the basic telekinetic blast to power up a ring of fangs? If so it seems a great way to have a two shot guaranteed hit whenever you need one. Especially good at low levels.


Grimmzorch wrote:
N. Jolly I was wondering can you use the basic telekinetic blast to power up a ring of fangs? If so it seems a great way to have a two shot guaranteed hit whenever you need one. Especially good at low levels.

You mean the Ring of Forcefangs? If so, then no, you would need the aether/aether composite blast for that. Give the ring to a friend, target them with the force composite blast until fully charged, possibly having to fire off a missile or two to open up slots until you can get a maximum charge, then the friend can give the ring back.


N. Jolly wrote:
I'm sure Mort would be happy to know about your character though, a firefox sounds like an archetype she'd work on.

*coughs heavily*

Not an archetype per say... But a feat or utility wild talent of alt racial I may have been turning over a lot...

Liberty's Edge

Tels wrote:
Grimmzorch wrote:
N. Jolly I was wondering can you use the basic telekinetic blast to power up a ring of fangs? If so it seems a great way to have a two shot guaranteed hit whenever you need one. Especially good at low levels.
You mean the Ring of Forcefangs? If so, then no, you would need the aether/aether composite blast for that. Give the ring to a friend, target them with the force composite blast until fully charged, possibly having to fire off a missile or two to open up slots until you can get a maximum charge, then the friend can give the ring back.

Yes I meant the ring of force fangs but why does it have to be a composite Aether/Aether blast?


Grimmzorch wrote:
Tels wrote:
Grimmzorch wrote:
N. Jolly I was wondering can you use the basic telekinetic blast to power up a ring of fangs? If so it seems a great way to have a two shot guaranteed hit whenever you need one. Especially good at low levels.
You mean the Ring of Forcefangs? If so, then no, you would need the aether/aether composite blast for that. Give the ring to a friend, target them with the force composite blast until fully charged, possibly having to fire off a missile or two to open up slots until you can get a maximum charge, then the friend can give the ring back.
Yes I meant the ring of force fangs but why does it have to be a composite Aether/Aether blast?

Because it has to be a force effect, and the basic blast is not a force effect.

Grand Lodge

On the topic of Aetherkineticists:

The Aether/Aether Composite blast deals damage as a simple blast (1d6 / 2 levels, etc.), but deals force damage, this blast targets regular AC (not touch AC), so my question is, how does this force damage interact with DR?

Designer

Ms. Pleiades wrote:

On the topic of Aetherkineticists:

The Aether/Aether Composite blast deals damage as a simple blast (1d6 / 2 levels, etc.), but deals force damage, this blast targets regular AC (not touch AC), so my question is, how does this force damage interact with DR?

It targets touch AC; it's energy (it thus ignores DR, so unless you're fighting an aether elemental or something, you're in good shape).

Grand Lodge

Well now, I could have sworn I had read it in the past as a physical blast. Although that just makes Aether look a lot more inviting now.

Scarab Sages

Ms. Pleiades wrote:
Well now, I could have sworn I had read it in the past as a physical blast. Although that just makes Aether look a lot more inviting now.

The aether basic blast is a telekinetic blast, a physical blast.

It's composite blast, if you select aether as your expanded element, gives you force blast, which is the energy blast.

Remember that composite blasts requires 2 burn. Gather Power can reduce it, but adding metakinesis to it will cause burn unless you charge up for more than a move action.


Thanks all for the discussion points on the previous page. My take away is that i just built my Kineticist wrong. I went with 16 DEX and 18 CON on a physical blaster and took Tribal Scars at level one instead of Precise Strike. That seems to be putting me 1-5 points behind on accuracy. I am surprised how well energy attacks seem to go over at lower levels though. Have non human Kineticists had any problems getting things together for the first few levels? I guess i would go Kinetic Blade first and branch into ranged attacks later if i couldnt get PBS/PS at level one.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Generally what I have seen is that focusing on physical blasts puts Dex ahead of Con while focusing on energy puts Con ahead of dex. Ideally they should have parity being 2 - 4 points within each other as Con is used for the DC of substance infusions and Dex for form infusions (like the AoEs). Since energy seems to be better at AoE and physical blasts love substance infusions (hello Entangle) it really does a good job at mixing and matching Dex/Con.

I still remember Yoon in a 5 - 9 just tearing up the scenario with her at will Flame Strike.

Designer

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Taenia wrote:
Generally what I have seen is that focusing on physical blasts puts Dex ahead of Con while focusing on energy puts Con ahead of dex. Ideally they should have parity being 2 - 4 points within each other as Con is used for the DC of substance infusions and Dex for form infusions (like the AoEs). Since energy seems to be better at AoE and physical blasts love substance infusions (hello Entangle) it really does a good job at mixing and matching Dex/Con

Oh noes, you figured out my sekrit plan for mixing and matching Dex and Con!

Grand Lodge

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Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

And now I shall figure out grappling...


Mark Seifter wrote:
N. Jolly is correct; it indeed doesn't heal burn for the reasons stated above (in fact, the item somewhat implies that it means natural 8 hour rest healing throughout based on the way that sentence starts, in which case burn heals from that anyway). It would also be really really bad if it allowed magical/fast healing to heal the damage from burn (countably-infinite [bounded only by how much time you have to keep increasing it] refilling temporary hit points via aether's defense is just one example off the top of my head), so while almost always I tell people to houserule what works for their game, this is one of those cases that I think nobody should rule that it does that in their game, full stop because I am pretty much always against having infinite loops in the game.

I know the point is moot but I just wanted to muse on this for a last fleeting second. The point was never to heal burn, just the damage it caused and since it's nonlethal and you heal nonlethal damage at the rate of 1 hit point per hour per character level, you could have paired it with a Ring of Sustenance, sleep your two hours, Burn yourself stupid if you like and heal a sizable amount of damage long before your party even wakes up... but oh well, my dreams be dashed.


I would allow it to work, but the item is useless. A kineticist has nonlethal damage equal to her level times the amount of burn, even if you healed the damage, it would just return. You have to remove the burn, to remove the nonlethal damage permanently. At least, that's how I'd rule it.


Pathfinder Adventure Path Subscriber
Mark Seifter wrote:
Taenia wrote:
Generally what I have seen is that focusing on physical blasts puts Dex ahead of Con while focusing on energy puts Con ahead of dex. Ideally they should have parity being 2 - 4 points within each other as Con is used for the DC of substance infusions and Dex for form infusions (like the AoEs). Since energy seems to be better at AoE and physical blasts love substance infusions (hello Entangle) it really does a good job at mixing and matching Dex/Con
Oh noes, you figured out my sekrit plan for mixing and matching Dex and Con!

You mean the one that probably started with the Arcanist and even goes to the Courtesan Prestige Class from Inner Sea Intrigue?

I start to see some kind of pattern there^^


The new Player Companion Magic Tactics Toolbox has a pretty darn good feat for Kineticists.
Expanded Metakinesis: Requires only kinetic blast and metakinesis and each time you take this feat, it allows application of a single metamagic feat to your blast for 1 burn (Disrupting/Ectoplasmic/Furious/Merciful/Piercing).

Pretty nice, IMO.


Do you gotta lock in the metamagic feat choice the moment you pick up Expanded Metakinesis?

Scarab Sages

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It sucks that Merciful costs burn. As a 0 level MM feat, it should be 0 burn.


Protoman wrote:
Do you gotta lock in the metamagic feat choice the moment you pick up Expanded Metakinesis?

That would explain the "each time you take this feat" part of my post. So, yes. It's not as though the Kineticist is feat starved though...it most definitely is not.


Ah missed that part, thanks!
Hmm I wonder if I got room for it in current build. Spent quite a bit on Extra Wild Talent picking up secondary element talents and lower level talents I missed out on as I leveled.


Protoman wrote:

Ah missed that part, thanks!

Hmm I wonder if I got room for it in current build. Spent quite a bit on Extra Wild Talent picking up secondary element talents and lower level talents I missed out on as I leveled.

That's the benefit to having 2-3 required feats, and the complication if/when the Kineticist gets more support. Do I take Kineticist Feat X or Extra Wild Talent?


Piercing will be nice for energy focused builds since its currently the only way to boost SR penetration. Disruptive will be nice as a caster killer. Ectoplasmic is very situational and campaign dependent, imo. Furious is interesting because it'll open up the possibility of kineticist/barb multiclass and gestalt builds.

I'll probably have to look into fitting Piercing into my aether/lightning build.


Pathfinder Rulebook Subscriber
Imbicatus wrote:
A better comparison would be Gunslinger to Elemental Annihilator. I'm not a fan of the archetype because the lack of utility is murder, but they are great at putting out damage.

Ish. I started running the numbers and the EA doesn't actually compare that well, at least to the baseline kineticist. Looking at ranged attacks, the Annihilator mostly comes away with a minor to-hit advantage over someone just using a physical blast and its damage really starts to suffer in comparison. At levels 1-2 you've got +1 to hit. At levels 3-4 you're +1 to hit, but do 1d6+1 less damage. At 5 you're +3 to hit and lose 2d6+1 damage.

At 6 you get full attacks, but that full attack costs burn. So you need to start with zero or near-zero burn and even then with 16 con you're looking at 7 full attacks in a day. Meanwhile a baseline kineticist can max out their overflow and throw empowered simple blasts all day long. Even getting con to damage twice that doesn't keep up and at 7 the baseline kineticist gets another die step too.

So I don't see any point in that 1-6 comparison where the EA has anything more than a minor advantage, much less one significant enough to compensate for everything it loses.


Pathfinder Adventure Path Subscriber

Good thing there´s no jump to dazing spell...


it costs 1 burn as a form infusion the level after you got Infusion Specialization which lowers the burn cost of adding an infusion by 1. So it's free full attacks at lv6.

Also the EA ramps up over time, I did a comparison to a base Kineticist and showed that it starts to pull away at lv5-6 I think, and it would just keep pulling further ahead from there.


Squiggit wrote:
Imbicatus wrote:
A better comparison would be Gunslinger to Elemental Annihilator. I'm not a fan of the archetype because the lack of utility is murder, but they are great at putting out damage.
Ish. I started running the numbers and the EA doesn't actually compare that well, at least to the baseline kineticist. Looking at ranged attacks, the Annihilator mostly comes away with a minor to-hit advantage over someone just using a physical blast and its damage really starts to suffer in comparison. At levels 1-2 you've got +1 to hit. At levels 3-4 you're +1 to hit, but do 1d6+1 less damage. At 5 you're +3 to hit and lose 2d6+1 damage.

These numbers included Deadly Aim? It's more worthwhile for full-BAB Devastating Infusion using EA to pick up Deadly Aim over an average BAB kineticist.

Quote:
At 6 you get full attacks, but that full attack costs burn. So you need to start with zero or near-zero burn and even then with 16 con you're looking at 7 full attacks in a day. Meanwhile a baseline kineticist can max out their overflow and throw empowered simple blasts all day long. Even getting con to damage twice that doesn't keep up and at 7 the baseline kineticist gets another die step too.

At level 5 the EA has Infusion Specialization so Flurry of Devastation infusion wouldn't have to cost any burn if cool with only 120 ft (no extreme range in future) and not applying substance infusions til level 8 with infusion specialization 2.


Pathfinder Adventure Path Subscriber

Does the EA enable you to use deadly aim?


yes, because the flurry must be with a physical blast. And physical blasts can use deadly aim.


Pathfinder Rulebook Subscriber
Protoman wrote:


These numbers included Deadly Aim? It's more worthwhile for full-BAB Devastating Infusion using EA to pick up Deadly Aim over an average BAB kineticist.

No they didn't, mostly because most ranged builds I've seen take PBS and PS first and deadly aim later.

That said, deadly aim doesn't help a lot. At level 5 with deadly aim you're +1 to hit over someone using a physical blast and still, on average, going to do 4 less damage per attack.

Quote:

At level 5 the EA has Infusion Specialization so Flurry of Devastation infusion wouldn't have to cost any burn if cool with only 120 ft (no extreme range in future) and not applying substance infusions til level 8 with infusion specialization 2.

Yeah this was my mistake, I forgot about infusion specialization.

Though Flurry of Devastation can never be combined with substance infusions.

And even then at 6 (and even moreso at 7 when a baseline kineticist gets another die step and composites) the upper end of your damage is not going to be significantly higher than a baseline kineticist's while your accuracy is going to take a big hit with deadly aim and rapid shot.

The EA really starts to pull away at 11 when it gets a third iterative and the extra +2 to con or dex, but for more than half the game it's not significantly better at the kineticist despite how much it loses.

Silver Crusade

Fourshadow wrote:

The new Player Companion Magic Tactics Toolbox has a pretty darn good feat for Kineticists.

Expanded Metakinesis: Requires only kinetic blast and metakinesis and each time you take this feat, it allows application of a single metamagic feat to your blast for 1 burn (Disrupting/Ectoplasmic/Furious/Merciful/Piercing).

Pretty nice, IMO.

I'm not sure if I'd say darn good, but that is a solid green feat, for sure. I agree about merciful being overcosted, but the others are pretty nice. It gives another way for energy to bust through SR, which is always aces, as I constantly fluctuate over energy or physical.


I've done the maths, it starts to pull ahead at lv5-6 and that's not including haste that will likely start showing up then and helping the EA even more. Plus the EA can always use the normal blast if it's better for the current situation.


Some questions I've asked else where..

1) Aether Kinetic uses the secondary version of Telekinetic Blast - Is the weapon now thrown with its range or the blasts range?

1b) Aether Kinetic uses the secondary method with Flurry of Blasts, does the thrown weapon do the normal thrown weapon damage or just adds +1d6 onto the damage?

1C) Foe Throw - Can you throw a foe as a 1h improvised weapon?

1D) Kinetic Blade - Can you use this with the second version? Would you replace Str with Con? Do you do damage to the item you're using as the focus with this?

1E) Kinetic Fist - Do you do damage to your fists with Either version of the telekinetic blast?

1F) Wall - Can you make a kinetic wall using a magic weapon with the second option of the kinetic blast?

1G) Can you use the Telekinetic blast as an ready action to throw back an arrow that has been fired while in mid flight?

2) Flame Jet, Greater - if you become unconscious while under the effects of this talent, do you just float there?

2b) Copypasta Flamejets - (gravity control/self telekinesis) - Do you still emit fire?

3) Kinetic Cover - What is the point of this?

4) Kinetic Form - Does this not change your AC?

5) Kinetic Healer - Does this do physical or energy damage values?

6) Ride the blast - if you use Aetheric Boost on Telekinetic blast, are you able to ride the aetheric boost?

Silver Crusade

Let me get my sexy thinking hat on and see if I can help out here. This will be my chance to seem smart before Mark S. comes in here and schools the whole lot of us.

1A: From how it reads, I'd say it would be the range of the object thrown.

1B: I'd say normal thrown damage here, the 1d6 dmg seems to be trying to keep it from being silly good.

1C: I want to say yes, but the damage would sure take a hit.

1D: I'm going to say no here, it doesn't seem like it would jive with the mechanics.

1E: No, mostly because telekinetic blast is what deals damage to the object, and you're not using telekinetic blast on your fist, you're using telekinetic power with them. It's a small but important distinction, at least from as far as I've read.

1F: I'm going to say no here, as logistically it wouldn't make a ton of sense, at least from my perspective.

1G: This actually came up in the KOP thread, and the consensus we all kind of reached was "with a very specifically worded held action, probably." I doubt it's intended, but it seems possible given the rules since it is unattended at the time.

2A: Honestly, I'd say you would. There's no action associated with staying afloat, so I think you'd just stay up there.

2B: I doubt it myself, gravity fire sound sick though.

3: Cut off line of sight/effect seems pretty useful.

4: Yeah, once you change size, you should take a penalty based on your new size.

5: Yes, it heals based on your physical or energy blast damage.

6: I'd say so myself, seems to make sense.


1) Blast range

1B) I... I am not sure, but I would assume thrown weapon damage yes?

1C) I'm not sure what interaction this is about. It's not really improvised because it is a KB and you use one hand to KB.

1D-F) That would be really pointless. These all also supercede normal KB rules. Some of them even call out what interactions are possible with TB.

1G) Ask your GM would be my default answer to this. The big issue is if a fired arrow is "attended" in game terms.

2) Nope.

2b) Nope. Each one spells that out.

3) Ready actions, blocking someone's view, creative climbing... Lots more.

4) It changes effects directly related to size. http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-te mplates

5) http://paizo.com/threads/rzs2r7kg&page=61?Ask-Mark-Seifter-All-Your-Que stions-Here#3011

6) Yes.


N. Jolly wrote:
2A: Honestly, I'd say you would. There's no action associated with staying afloat, so I think you'd just stay up there.

I would agree if it was Su, but it is Sp.

Silver Crusade

The Mortonator wrote:
N. Jolly wrote:
2A: Honestly, I'd say you would. There's no action associated with staying afloat, so I think you'd just stay up there.
I would agree if it was Su, but it is Sp.

Fair point, amend mine to no for that, but the rest of what I say goes as far as how I'd rule it. Aether has lots of goofy rules that aren't exactly super clear.


Quote:
3) Ready actions, blocking someone's view, creative climbing... Lots more

Only Earth and Wood Block View.

The Kinetic Cover can also only support 5 pound.
The face you select must be supported by the ground.


Darche Schneider wrote:
Quote:
3) Ready actions, blocking someone's view, creative climbing... Lots more

Only Earth and Wood Block View.

The Kinetic Cover can also only support 5 pound.
The face you select must be supported by the ground.

See, that's why you have to be really, really creative with your climbing.


1) I would think its the blast range. You're still using your blast but the your 'strands' are loose so you hit with the object instead of the aether energy.

1C) Why would you use that over the blast effect? Unless you're using it to throw an ally. So I'd say yes you can but unless you have a specific reason to (eg ally) you have no reason to.

1D) I assume you mean with Aether's second version. I don't think so but even if you could how would that be any different from just swinging the weapon at them?

1F) No. Going off the Aether theme, the only infusion that mentions using the weapon as a part of the blast is KBlade, and by extension, KWhip. An aether wall will be just that, a wall made of aether.

1G) I'd say no. Since the game doesn't allow for actions mid attack. Yes, technically the arrow is unattended. But per the game rules due to its need to section off time and actions in the time, you cannot act in the middle of an attack action. You can use a shot arrow to return to sender but it will hit (or miss) its target first. The game rules don't allow you to reach out and grab a sword that is swinging down on an ally, why would it allow this?

2A) I'd say no, you can't act to remain floating there. It still requires an action to remain floating, its just a free action to do so. I hope you have featherfall.

2B) See above

3) Terrain manipulation before or during a fight. It can give full cover and prevent charges, among other things. Be creative.

4) I assume you still take size changes, just not ability changes. (e.g. -1 attack, -1 AC, +size bonuses to CMB/CMD, related skill checks, etc). The only thing unchanged are the size changes to DEX and STR.

5) It depends on which blast you do. Per this FAQ it takes your blast (aether, ice, water) and apply relevant boosts (elemental overflow) but not other outside stuff and use that as your heal roll.

6) I don't think so because that is the blast you are using, its just boosted. Using a composite blast is different than boosting a base blast, IMO.


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Texas Snyper wrote:

1) I would think its the blast range. You're still using your blast but the your 'strands' are loose so you hit with the object instead of the aether energy.

1C) Why would you use that over the blast effect? Unless you're using it to throw an ally. So I'd say yes you can but unless you have a specific reason to (eg ally) you have no reason to.

Yes, could be an ally that I swing around, but it also would have been a bit dependent on the primary question there too. You might have been able to throw further.

Quote:


1D) I assume you mean with Aether's second version. I don't think so but even if you could how would that be any different from just swinging the weapon at them?

If the second version was used, there is the possibility of being able to use your Con Modifier instead of Str modifier for the weapon's attack and damage rolls.

Quote:


2A) I'd say no, you can't act to remain floating there. It still requires an action to remain floating, its just a free action to do so. I hope you have featherfall.

2B) See above

The ability does say that you can hover without spending an action.

"You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action."

Silver Crusade

Big news for the guide, it is now officially sectioned off into different pages. Considering the size of the talents/elements page, this was probably for the best, and in the future I may have to split it even further, but for the moment, this is the best way I can see doing things. It's gonna suck for everyone still on the guide now, but they're going to have to deal with it.

I will be putting a notice on the guide about this issue, as I'm sure people will be scared and also scared about this change, but I think it's for the best.

Liberty's Edge

First: Thank you for the guide! It is awesome and I found it very useful in creating my fire/fire/fire kin character.

Second: I think you have an error in your sample fire build. You have the character taking

15th Extra Wild Talent (Expanded Defense (Aether))

but extra wild talent says "You can select an infusion or a non-infusion wild talent, but not a blast or defense wild talent."

Note the NOT a defense talent in that.

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