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


Advice

2,101 to 2,150 of 2,778 << first < prev | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | next > last >>
Designer

1 person marked this as a favorite.
nennafir wrote:

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.

Expanded defense is a utility talent which grants a defense talent if you meet the appropriate conditions.


1 person marked this as a favorite.

Expanded Defense isn't a defense wild talent though. It's a utility wild talent that gives you a defense wild talent.

Ninja'd by Mark!


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
nennafir wrote:

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.

Expanded defense, however, is a utility wild talent that just happens to give you a defense wild talent.

Edit: Doubly ninja-ed!

Liberty's Edge

Mark Seifter wrote:
nennafir wrote:

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.

Expanded defense is a utility talent which grants a defense talent if you meet the appropriate conditions.

Thank you!

Liberty's Edge

Luthorne wrote:
nennafir wrote:

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.

Expanded defense, however, is a utility wild talent that just happens to give you a defense wild talent.

Edit: Doubly ninja-ed!

Thank you!

Liberty's Edge

Thanks to everyone for correcting me! I really do appreciate the responsiveness of the forums here. You are all awesome!

Liberty's Edge

Azten wrote:

Expanded Defense isn't a defense wild talent though. It's a utility wild talent that gives you a defense wild talent.

Ninja'd by Mark!

Thanks!


They already pointed out how it works so I won't belabor the point but just point out that the reason EWT doesn't let you get a defense talent is to prevent you from getting one that you didn't expand into. Getting Expanded Defense, however, specifies that the only defenses you can get from it is from one you have expanded into.

Silver Crusade

Third party content has been added to the guide (Kineticists of Porphyra 3), which should be discussed in the Kineticists of Porphyra thread.

Also Expanded Metakinesis was added. My verdict? It received a blue rating, as I feel like the increase in versatility validated it. It's a strong blue, and a good addition to the class.

I'll be adding more to the guide as it comes out, most likely during horror adventures, which I'm deeply looking forward to seeing.

Thanks to everyone who's commented and such, still open for questions here, and hope you all have an awesome day.


Really? That's good news, Jolly. I thought it deserved higher than green, myself. Ectoplasmic to full damage incorporeal creatures (which every single Bestiary has plenty of!) and Piercing to boost past SR for strictly energy users. I may sound ridiculous, but that feat alone validated the purchase of Magic Tactics Toolbox, IMO. Of course, lots of other good stuff in it, but that was impressive.

Silver Crusade

Fourshadow wrote:
Really? That's good news, Jolly. I thought it deserved higher than green, myself. Ectoplasmic to full damage incorporeal creatures (which every single Bestiary has plenty of!) and Piercing to boost past SR for strictly energy users. I may sound ridiculous, but that feat alone validated the purchase of Magic Tactics Toolbox, IMO. Of course, lots of other good stuff in it, but that was impressive.

I know I said before that it was a strong green, but I was wrong. I can admit that (See Pushing Infusion); did a little free play testing with it and the versatility of things like ectoplasmic spell was pretty nice. Piercing is okay too, a nice tool to have in someone's back pocket, with furious being a small janky power boost. Overall, the list of metamagic feats was enough to win me over, and I think it' a strong pick up for any kineticist.

Here's hoping some more companion books give us some more content.

Liberty's Edge

Question (Sorry if this has already been asked): When using metakinesis to get empower spell, does this also multiply bonuses from things like point blank shot or the bonus damage from elemental overflow?

Thanks!


nennafir wrote:

Question (Sorry if this has already been asked): When using metakinesis to get empower spell, does this also multiply bonuses from things like point blank shot or the bonus damage from elemental overflow?

Thanks!

Yes. Multiply all the bonuses to the dice also.


Which included things like deadly aim.

Liberty's Edge

Protoman wrote:
nennafir wrote:

Question (Sorry if this has already been asked): When using metakinesis to get empower spell, does this also multiply bonuses from things like point blank shot or the bonus damage from elemental overflow?

Thanks!

Yes. Multiply all the bonuses to the dice also.

Thanks! I can't say enough good things about the Paizo forums. Regardless, thank you for responding.


Fourshadow wrote:
Really? That's good news, Jolly. I thought it deserved higher than green, myself. Ectoplasmic to full damage incorporeal creatures (which every single Bestiary has plenty of!) and Piercing to boost past SR for strictly energy users. I may sound ridiculous, but that feat alone validated the purchase of Magic Tactics Toolbox, IMO. Of course, lots of other good stuff in it, but that was impressive.

I don't have MTT so I haven't seen the details yet, but doesn't Ectoplasmic metakinesis step on force blast's toes a bit? Aether's composite is already so underwhelming, it just feels a bit insulting to give half of force blast's benefit to every other blast.

Actually, I've been meaning to ask for ages if anybody had any ideas for alternate composite blasts for aether? Even one of those tristalt blasts. I mean, I know aether is supposedly focused on utility and maneuvers over damage, but it'd be nice if a telekinetic soloist had something that could compare damage-wise to what the other elements get.

Also, random aside: Has there ever been any official clarification on telekinetic blast and how far away the items you can throw can be? Like, do they have to be in your space, or can you hurl a pot on the other side of the room at somebody? The former seems too restrictive, while the latter opens up weird questions about targeting and such, since it would kind of grant the Snake infusion for free.

Silver Crusade

It does, but expanding into aether with aether was already a bad decision unless you NEEDED Foe Throw at 7th and were sticking to 1p materials.

And really, the reason I myself haven't done a composite blast for telekinetic blast (aside from Silverlight Blast in KOP 3) is because if aether had standard composites, it would out and out be better than every other element. But let me take a stab at what I think would be the most balanced way to do a non aetheric boost blast that has a tad more damage.

Aetheric Crush
Element(s) aether, any other; Type composite blast; Level --; Burn 2
Prerequisite(s) kinetic blast, any other blast
Blast Type Special; Damage Special (see text)

Your telekinetic power can empower a simple blast, allowing it to deal damage as though it was a composite blast. Reduce the damage die of this simple blast by 1 (d6 to d4 or d4 to d3).

And no, telekinetic blast is still VERY vague about what happens after you use something as ammo or the point of origin for the blast.

If you want to talk homebrew more though, we should probably take it to another thread, as I try to limit my off topic post here. I fail, but I TRY to do so, and really, that's what matters.


I agree to aether not needing a "true composite blast" (with the sole exception of aether/void because I feel that they coincide very well flavorfully and void doesn't have much going for it anyways.

As a lvl 8 aether/lightning kinny, I think my all day at will invis is slowing getting on my GM's nerves. Two sessions ago I even went invis mid combat so that I could get a flat-footed touch attack to ENSURE I'd hit a guy who was running away. Then last session we actually went up against some swarms and I was the one doing the majority of dmg to blow them away. Aether's utility is really strong and it barely suffers in the damage department. Empowered basic attacks are single digits behind plain composite blasts in terms of average damage.

Liberty's Edge

More rules questions, this time about snake:

"You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see."

(1) Can you fire it around a corner at someone you can't see?

(2) Can you fire it in a square where an invisible person is or where deeper darkness has been cast because "You can choose a path that leads into squares you cannot see."

(3) Can you fire it into an obscuring mist?

What are the attack penalties in each of the cases?


1. According to it, yes. Since you can't see the target, pretty sure that's total concealment.

2. Same as other ranged attacks. (So total concealment.)

3. Same as other ranged attacks.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Texas Snyper wrote:
Empowered basic attacks are single digits behind plain composite blasts in terms of average damage.

Perhaps, but it is WAY behind most empowered composite blasts.

Liberty's Edge

Cyouni wrote:

1. According to it, yes. Since you can't see the target, pretty sure that's total concealment.

2. Same as other ranged attacks. (So total concealment.)

3. Same as other ranged attacks.

Thanks! I appreciate the feedback!


Ravingdork wrote:
Texas Snyper wrote:
Empowered basic attacks are single digits behind plain composite blasts in terms of average damage.
Perhaps, but it is WAY behind most empowered composite blasts.

This was kind of my thinking. Of course, I think the telekineticist's utility probably far outshines the other core kineticists, but air and earth both have some cool utility in addition to superior damage. I'm probably just grumbling over nothing, since even though I'm not impressed by their composite blast I still prefer aether to every other element.


this post might be a good thing to put as a note in the guide.

Silver Crusade

Chess Pwn wrote:
this post might be a good thing to put as a note in the guide.

Agreed.

Question here; in the talents section, does everyone think that the level/element/burn/etc lines are needed, or do you think I could just put the name of the talent, and leave it at that? It would help to clear out space, but at the same time, I don't want to remove lines that are helpful for people.


N. Jolly wrote:
Question here; in the talents section, does everyone think that the level/element/burn/etc lines are needed, or do you think I could just put the name of the talent, and leave it at that? It would help to clear out space, but at the same time, I don't want to remove lines that are helpful for people.

I find it helpful. Organizing by level is more useful to me than name.

Silver Crusade

The Mortonator wrote:
N. Jolly wrote:
Question here; in the talents section, does everyone think that the level/element/burn/etc lines are needed, or do you think I could just put the name of the talent, and leave it at that? It would help to clear out space, but at the same time, I don't want to remove lines that are helpful for people.
I find it helpful. Organizing by level is more useful to me than name.

It'd still be organized by level, just like how the other guides work, with a listing of the level, but without things like associated blast for infusions or saving throw line for utility wild talents.

Grand Lodge

1 person marked this as a favorite.

Nah, being able to compare level/burn quickly for deciding when to take certain talents is nice, and the convenience of it will only increase as more talents are introduced for the kineticist.


N. Jolly wrote:
Chess Pwn wrote:
this post might be a good thing to put as a note in the guide.

Agreed.

Question here; in the talents section, does everyone think that the level/element/burn/etc lines are needed, or do you think I could just put the name of the talent, and leave it at that? It would help to clear out space, but at the same time, I don't want to remove lines that are helpful for people.

I vote keep it. With picking talents from expanded element (-4 class levels) or with Extra Wild Talent (-2 spell levels), keeping it clear what level is each talent is a big help.


1 person marked this as a favorite.
Ms. Pleiades wrote:
Nah, being able to compare level/burn quickly for deciding when to take certain talents is nice, and the convenience of it will only increase as more talents are introduced for the kineticist.

I second this.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Not sure if this is the right place to ask this, but: if one was mainly interested in support for the existing elements, not new elements, what books would people most recommend? (Of KOP 1-3, Legendary Kineticist, and Everyman Options: Kineticist?)


KOP 1-3 has amazing support for the seven elements Paizo made.

Silver Crusade

Porridge wrote:
Not sure if this is the right place to ask this, but: if one was mainly interested in support for the existing elements, not new elements, what books would people most recommend? (Of KOP 1-3, Legendary Kineticist, and Everyman Options: Kineticist?)

This...is actually a hard question. Personally I think you'd be better asking this in the 3p section, but I'll answer it anyways since it was asked. I'd suggest making a 3p thread for this if you want more answers though.

Since Everyman Games still hasn't gotten me a copy of EO:K to review, I can't speak for that, but let me pull out my library and see if I can help with the others.

KOP 1 has a lot of page space dedicated to new elements, and it probably has the best feat selection for general kineticist, although it lacks magic items. The archetypes are solid and universal, so you'll do fine there.

KOP 2 has only 2 new elements, and a lot of viscera/poison talents share common ground with void, making it a solid expansion for necro void, as well as the atrophy field line of talents. Add to that the best magic item selection of any of the books here, and it's a strong contender for best option, although the book is still pretty split.

KOP 3 has no new elements, but room dedicated to elemental saturations for the KOP elements, which probably won't help you out. What it does include though is elemental mutations to help modify the class, the dimensional ripper (LOVE THIS), and new styles of composite blast, making it the most experimental of the 3 books.

Legendary Kineticists has quite a bit of space dedicated to mind, but it's also probably the best book for gravity and wood, giving a lot of talents that were sorely needed as well as a few fun magic items. It also provides some non kineticists archetypes to stretch things out a bit, giving it more versatility than just the base class.

If I had to tell you to pick up only one though, it would be KOP 2. The magic items alone are enough to expand the class nicely, the feats are solid, and it probably has the least page space dedicated to new elements.


N. Jolly wrote:
If I had to tell you to pick up only one though, it would be KOP 2. The magic items alone are enough to expand the class nicely, the feats are solid, and it probably has the least page space dedicated to new elements.

Second this, off the top of my head KoP 2 is the obvious choice. (Though keep in mind that I of course have not seen what Alex wrote for Everyman.)


When are you going to re post your link in your Pazio forum page?

Silver Crusade

Darkvramp wrote:
When are you going to re post your link in your Pazio forum page?

What link are you talking about? I'm not sure what you mean here. If you mean for legendary kineticists, that's not going on my forum page until it's up on Paizo, which is where I link all of the things that I've written.


If use empower or maximize metakinesis for a kinetic blade/whip full attack action does only the first attack get the empower/maximize effect or all attacks?

Silver Crusade

Dragon78 wrote:
If use empower or maximize metakinesis for a kinetic blade/whip full attack action does only the first attack get the empower/maximize effect or all attacks?

All of them, you're empowering/maximizing the kinetic blast, so by the wording it should apply to every attack made with it.


The Mortonator wrote:
N. Jolly wrote:
If I had to tell you to pick up only one though, it would be KOP 2. The magic items alone are enough to expand the class nicely, the feats are solid, and it probably has the least page space dedicated to new elements.
Second this, off the top of my head KoP 2 is the obvious choice. (Though keep in mind that I of course have not seen what Alex wrote for Everyman.)

KoP 2 is probably the best option for existing talents, from what I've seen so far (although if you like aether, KoP 3 might be worth it for the dimensional ripper.) Everyman Options: Kineticists has some interesting archetypes, three new advanced blasts (similar to KoP's "tristalt" blasts), a cool feat, and a prestige class to let you become Aang/Korra, but no new infusions or utility talents for existing elements. Still, at $2.45, it's a really affordable addition to your repertoire.


N. Jolly wrote:
Dragon78 wrote:
If use empower or maximize metakinesis for a kinetic blade/whip full attack action does only the first attack get the empower/maximize effect or all attacks?
All of them, you're empowering/maximizing the kinetic blast, so by the wording it should apply to every attack made with it.

Great... you just made an Omnicide Blade ever deadlier :P

No seriously, as I pointed out in an earlier post, Kinetic Duelist CAN be combined with Elemental Annilihator, up to the point of getting Omnicide... and Dual Blades.

Ok, you'll probably BURN yourself out, but yiked, the BBEG might not survive 6 attacks that deal 3,150 points of damage total O_O

(10d6+10) x 1.5 [each Empowered element] = 105 x 5 [all combined] = 525 x 6 [each time you can attack] = 3,150

Oh, provided the target is immune to fire, electricity AND cold (subtracting 105 points for each element per attack), you still whack it with 1,260 points of damage.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Thanks all! Very helpful!


hey ive been playing a pure air kineticist for a homebrew and i just turned lv 16. so im thinking of getting weather master however im just not well versed enough in how to use to the greatest potential. i was wondering as to how i can use or is weather master only good if i have air and water?

Grand Lodge

Somethings I noticed while calculating the effective DPR of an air Kineticist and fire Kineticist at levels 7 and 10:

  • Empowered simple blasts have almost the same effective DPR as composite blasts, but with 1 less burn cost. (free if you gather power)
  • Empowered composite blasts are +20~25 DPR compared to the empowered simple blasts at level 10. Worth it sometimes, but careful of the burn you accept! (ie. limited daily resource usage)

Who here has played with a Kineticist with physical simple/composite blasts? What did you think of higher AC targets, overcoming DR (and for composites, elemental resistance)?

I've looked at an Air/Fire vs Fire/Fire build, and the fire focused build had 10~15 higher DPR, if you didn't calculate in DR and such.


Everyman Kineticist (or something) is out and it includes the dream element. It sounds awfully similar to the Legendary Kineticist Mind Element. Hope you tackle it in your guide and review.

There is also a hybrid monk/kineticist called the shifu, if it's within the scope of your guide.

Silver Crusade

the xiao wrote:

Everyman Kineticist (or something) is out and it includes the dream element. It sounds awfully similar to the Legendary Kineticist Mind Element. Hope you tackle it in your guide and review.

There is also a hybrid monk/kineticist called the shifu, if it's within the scope of your guide.

I requested a review copy of Everyman Options: Kineticists, but they're waiting until they do their next edit run to get it to me. I have talked to some people about it, and it's on the smaller end of things, but there's a solid amount of good content in there, so I'll be looking forward to when they finish their edits.

And about dream and mind, I've heard dream has some mental stuff, but also has some other things in it, while mind is a massive and sprawling mental element that took far too long to write and balance. I'm sure there'll be some similarities, but I'm confident they'll be different enough.

As far as the Shifu, I do think it's interesting, and I would be willing to review it if they sent it to me, but it is outside the scope of this guide. It's for the same reason that I won't be adding the upcoming kineticist/ninja hybrid class "the shinobi" to the guide, as while both share similarities to the base class, they are hybrids, and outside of the scope of this guide.


N. Jolly wrote:
As far as the Shifu, I do think it's interesting, and I would be willing to review it if they sent it to me, but it is outside the scope of this guide. It's for the same reason that I won't be adding the upcoming kineticist/ninja hybrid class "the shinobi" to the guide, as while both share similarities to the base class, they are hybrids, and outside of the scope of this guide.

Heh, might as well review everything even remotely kin like. Here, I'll help.

Havocker: Terrible.
Patron Element: Perfect! ^^
Infusion: ALL hexes for half infusions???
Spellburn: Whaaaaaa??? How... no. This should be spell = burn. I'm not spending a level 3 slot on an infusion.

Silver Crusade

The Mortonator wrote:

Heh, might as well review everything even remotely kin like. Here, I'll help.

Havocker: Terrible.
Patron Element: Perfect! ^^
Infusion: ALL hexes for half infusions???
Spellburn: Whaaaaaa??? How... no. This should be spell = burn. I'm not spending a level 3 slot on an infusion.

Mort, that is very unhelpful. If you're going to rate something, you need to include a star rating obviously.

Speaking of things being reviewed, new 3rd party content has been added to the guide (Legendary Kineticists), Everyman Options: Kineticists will be added when the edits for it are complete, so as of now the guide is completely up to date.


N. Jolly wrote:
The Mortonator wrote:

Heh, might as well review everything even remotely kin like. Here, I'll help.

Havocker: Terrible.
Patron Element: Perfect! ^^
Infusion: ALL hexes for half infusions???
Spellburn: Whaaaaaa??? How... no. This should be spell = burn. I'm not spending a level 3 slot on an infusion.

Mort, that is very unhelpful. If you're going to rate something, you need to include a star rating obviously.

Speaking of things being reviewed, new 3rd party content has been added to the guide (Legendary Kineticists), Everyman Options: Kineticists will be added when the edits for it are complete, so as of now the guide is completely up to date.

Who said I didn't? I think I included all the stars the archetype needs in my post.


Biggest power of the Havoker I'd say is when you combine it with Blood hex feats.


So I don't know if it's just something messed up with my computer, but a bunch of the links in your guide dont' do anything useful.

Some of the links work okay, but others seem to be messed up.
1) Table of Contents leads to a YouTube video that is no longer available to the public.
2) The Table of Contents, Rating Systems, 3rd Party Addendum, and Archetypes links don't do anything at all.

Everything else seems to work okay, but those links don't take me anywhere or open anything. I've noticed this for a while, but I just haven't said anything. I'm using Chrome, if that means anything.

2,101 to 2,150 of 2,778 << first < prev | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 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.