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


Advice

2,451 to 2,500 of 2,774 << first < prev | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | next > last >>
Designer

2 people marked this as a favorite.

He's saying that non-light weapons can't ordinarily be finessed unless they specifically say they can.


Tels wrote:
Renkosuke wrote:

Right, but that eliminates weapon finesse from the table, which means you'd have to move around the feats a bit.

Talking about feats, I believe you missed one feat in the 7-9 feat range Monkey, from my calculations you should have 4 at level 6, 7 at level 9, and 9 at level 11.

If you mean 2h eliminates weapon finesse, no it doesn't. Weapon finesse can absolutely be used with 2h weapons, look at the elven curved blade or the elven branched spear. Or any weapon with an effortless lace.

Those are exceptions to the rule in that they explicitly state that they are as such. The rule is light->1H->2H for melee weapons. Only light weapons can be used with weapon finesse unless the weapon explicitly say that it can (like rapier, elven curved blade, etc)


So I believe the deal with the EA, is that is assumes haste is active lv6+. And when you factor in that free haste attack is when the EA starts to pull ahead by a better amount. Mark can correct me if I'm wrong.

I think it's lame that it's coupled with outside sources of haste to look good, but I believe that was the reasoning for why it's considered the damage class.


swoosh wrote:
Renkosuke wrote:
The problem is mostly that you can't build a damage class (ie: Kineticist) and then give it an archetype that just does more damage, since you're going to ruin the overall balance of the game.

Well that's the really damning thing. The baseline kineticist isn't really a damage class. It certainly doesn't do bad damage, but it struggles to complete with traditionally DPR focused builds outside specific breakpoints(like 3-5 which is pretty huge for the kineticist and does a good job demonstrating the problems with linear damage scaling).

Now theoretically it does this because it has all this extra utility and versatility thrown into its chassis via wild talents. The Annihilator then throws all of that and doesn't actually get any better at fighting.

Ultimately the value of every archetype boils down to what you get for what you give. The annihilator gives up a lot of utility and never gains access to some of the Kinetiicst's best tools... and yet for the majority of a typical campaign there's a really compelling case to be made that you get literally or at least virtually nothing in return.

Yes and no. I'll agree there are more classes out there that can consistently put out more DPS than a kineticist (although a kineticist can burst for more than any of them imo, we're not counting that since you can't do it all day). Somehow, though, virtually every person I come across online says the kineticist is broken because they "do too much damage". I'll let you have a field day with that.

My thoughts on it are just that the ones that do more damage for less aren't exactly balanced in their own right. That's purely my own opinion, and I'm sure you have a different one. Unfortunately, we're not going to get anywhere spouting opinions at each other.

@ChessPwn I agree with you, although I'd factor it in more around level 8 if anything (which is around when you can get boots of speed without giving up anything else important in your build). To be fair though, a Kinetic Blade Kineticist's numbers skyrocket with haste.


Pathfinder Adventure Path Subscriber

May have missed something, but how do people get to this long range flying distances? Some 3PP involved or is that in the Paizo base?


I believe they were talking about Ride the Blast, a level 6 utility talent you can take at level 12. As long as you can shoot at the darkness, you can jump to the end range of your blast each turn.

Mark Seifter wrote:
He's saying that non-light weapons can't ordinarily be finessed unless they specifically say they can.

Ah yes, on checking Devastating Infusion does not say you can use weapon finesse with it, it only references Kinetic Blade. This of course means that to have the same damage numbers you would have to trade out all your dex for strength. But then the only other immediate change would be that you have lost about 8 ac and gained a lot of carrying capacity. So the two-handed for 1.5 con damage DI is not workable.

Renkosuke wrote:
Talking about feats, I believe you missed one feat in the 7-9 feat range Monkey, from my calculations you should have 4 at level 6, 7 at level 9, and 9 at level 11.

Hm, I consider all kineticists to take finesse at level 1, but I believe I may have forgotten the level 11 feat, actually. Of course this is possibly in part because you have run out of the common damage feats you can take at that point. Remember the EA only has fake BAB, it would have to wait until level 15 before you can take greater TWF.

Renkosuke wrote:

@Blind Monkey, there are two things you're not taking into account here. The first is that the archetype doesn't disallow you from using standard blasts like any other kineticist. With Weapon Specialization they're even (slightly) stronger than normal. ...

The second thing you're downplaying is the usefulness of some of the defenses.

Ah I did recall that, in fact. But the EA would still be using the blast numbers in my post. I did not add w.spec to the regular blasts, but that would simply add ~1.6 to each of their damage numbers and do nothing but make DI look worse, as would less maxed stats. I was considering all other things being equal, because it was comparing EA to regular Kineticist, but you are right the EA does indeed loose out more on the defenses as they can never take things like expanded defense, invisibility, wind wall, or blur.

Also you could indeed take finessed maneuvers, but then you would have to delay at least two of your damage feats and the EA's damage would drop below a regular kineticist's if he did not have haste, which would not do for this comparison.

Now then, can a regular kineticist not use finesse to disarm/trip with the kinetic blade/whip? I had not considered this before but that would make them more useful in teamwork. Of course lower BAB, maybe not.


Hayato Ken wrote:
May have missed something, but how do people get to this long range flying distances? Some 3PP involved or is that in the Paizo base?

As Blind Monkey said, Ride the Blast, but combined with the Extended/Extreme Range talents, and/or Air's Reach if an Aerokineticist. Just firing your blast into the air lets you rapidly "fly" in a sense. Realistically, it's more like you're teleporting, than flying; regardless, you can cover an extreme amount of distance in a very short time.


Pathfinder Adventure Path Subscriber

Ah nice, my pyrokineticist is only at level 7, didn´t see that yet. Thanks.


Blind Monkey wrote:

Also you could indeed take finessed maneuvers, but then you would have to delay at least two of your damage feats and the EA's damage would drop below a regular kineticist's if he did not have haste, which would not do for this comparison.

Now then, can a regular kineticist not use finesse to disarm/trip with the kinetic blade/whip? I had not considered this before but that would make them more useful in teamwork. Of course lower BAB, maybe not.

You wouldn't need Agile Maneuvers since Weapon Finesse should cover you with Trip, Disarm, and Sunder (as they are based on the weapon, and you can use the Kinetic Blast to make those attacks). I asked Mark about this a while back and I believe he OK'd it, although that is far from an official ruling of any sorts. Either way, since the Kinetic Blade/Whip (or Devastating Infusion) counts as a weapon, RAW it should work.

Of course, you would need to get improved trip/disarm/sunder if you wanted to go that route with the devastator, which would carve heavily into your feat pool. Greater Sunder with a kinetic whip would be pretty neat though :D

For the record, this would be my general feat path for a TWF devastator (up to level 11):
Weapon Finesse, Power Attack, Weapon Focus, Two-Weapon Fighting, Double Slice, Weapon Specialization, Improved Two-Weapon Fighting, Two-Weapon Rend, Improved Critical.

Nothing out of the ordinary there, but if you're a halfling you can substitute one of those feats for Risky Striker, which makes you pretty good against large+ creatures.


Can someone explain how work Relentless Shot from Ranged Tactics Toolbox with Bowling kinetic blast?

Dark Archive

Huh.Can you use that feat with kinetic blast?You never considered wielding the blast right?

Dark Archive

Can you even make aoo atacks without kinetic whip?


Nope. Anything that specifically says you need to be wielding a weapon means Kinetic Blast is right out.


Lausth wrote:
Can you even make aoo atacks without kinetic whip?

Kinetic Fist and IUS.


Alexar wrote:
Can someone explain how work Relentless Shot from Ranged Tactics Toolbox with Bowling kinetic blast?

Hit them with your attack and successfully trip them, then pull out your bow from your Glove of Holding to hit them with an AoO. At the start of your next turn you put your bow back into the glove.

Dark Archive

CalethosVB wrote:
Lausth wrote:
Can you even make aoo atacks without kinetic whip?
Kinetic Fist and IUS.

IUS?


Lausth wrote:
CalethosVB wrote:
Lausth wrote:
Can you even make aoo atacks without kinetic whip?
Kinetic Fist and IUS.
IUS?

Improved Unarmed Strike

Dark Archive

JiCi wrote:
Lausth wrote:
CalethosVB wrote:
Lausth wrote:
Can you even make aoo atacks without kinetic whip?
Kinetic Fist and IUS.
IUS?
Improved Unarmed Strike

Uhh thanks man.And mark can we pls have a wild talent that enables kineticist's to make aoo if they are in melee range?Pls.You can even put a wild talent tax just like in elemental whispers man.


CalethosVB wrote:
Lausth wrote:
Can you even make aoo atacks without kinetic whip?
Kinetic Fist and IUS.

Only thing is that kinetic fist isn't exactly the most effective thing, at least not if you're intending to use it without spending burn. Up until 11th level you're only adding 1d6, which relatively small amounts of DR or energy resistance could easily neutralize.

There are a few ways to fix this, of course. Elemental ascetic increases the damage die size via Powerful Fist for extra burn (d8s at 5th for 2, d10s at 9th for 3, d12s at 13th for 4). While this isn't exactly free, it's effectively free at 8th, 11th, and 14th levels respectively (which is when your Infusion Specialization reduces your blasts' burn by enough to cover the added costs). You could also gather power to reduce burn costs, but then you won't be flurrying that turn, and because EAsc converts your key ability score to Wis, you really want to keep your stuff low cost since you suffer that much greater a chance of knocking yourself out from overburning yourself.

Also consider that kinetic fist isn't limited to simple blasts. If you really need to deal a ton of damage, you could feasibly use a composite blast, and since you're dealing higher numbers of damage dice, you'll get advancement on kinetic fist's damage as well (essentially becoming 1d6 per 3 kineticist levels rather than per 6). It does mean accepting 2 burn though, unless you're gathering power and/or eating up internal buffer, but it can be worth it. You can also advance damage a little bit via metakinesis, though keep in mind that quicken and twice are useless in conjunction with kinetic fist. Empower is probably your best bet in this regard.

Since kineticists tend to be light on feats, VMC Monk is also a feasible option, if allowed. In fact it's probably the best option you can take for an elemental ascetic, IMO, since you automatically gain IUS as well as slightly delayed monk unarmed damage advancement. You could also save yourself from needing Weapon Finesse if you can get an Agile Amulet of Mighty Fangs (or even better, a Guided AoMF, since that'll let you use the elemental ascetic's key ability for your unarmed strikes' attack and damage rolls).

Pummeling Style and Jabbing Style are also good options. While taking the full Jabbing line is not likely to happen thanks to the heavy feat prerequisites unless you really hunker down and focus on it, Pummeling is quite possible (though keep in mind you are a 3/4 BAB class even if you flurry as if you had full BAB, so you won't be able to pick up Pummeling Bully until 11th, Jabbing Dancer until 13th, or Pummeling Charge or Jabbing Master until 17th). Still, for high level games these feat chains are worthwhile, and even the initial style feats can be useful.

Just for context, let's look at the numbers we get for an 11th level elemental ascetic aerokineticist with VMC Monk, and who's taken Jabbing Style, as well as the celerity and kinetic form wild talents (allowing them to haste the party for 11 rounds for 1 burn, and to be Large all day for 1 burn). At 11th they can use Powerful Fist (d10) at no cost, and their unarmed strikes deal damage as a 9th level monk (1d10, which is advanced to 2d8 due to their size). If we're using UC Monk flurry (which we probably are if we're using VMC), that means our flurry will be 7 hits when accounting for celerity and additional hits from the flurry and ki pool, at +11/+11/+11/+11/+11/+6/+1, not accounting for whichever ability score is relevant to your attack rolls. Now let's get calculations done here...

If you want a "free" flurry, you'll just be spending the 1 ki point on the additional strike, using a simple blast, and not applying metakinesis (unless you're applying it by spending from your internal buffer). This means each hit will deal an additional 2d10 damage, and each one after the first deals an additional 1d6 due to Jabbing Style.

A = relevant ability score (Strength (normal), Dexterity (for Agile AoMF), Wisdom (for Guided AoMF))

(2d8+2d10+A)+(2d8+2d10+1d6+A)*6
(2d8+2d10+A)+(12d8+12d10+6d6+6A)
14d8+14d10+6d6+7A

Min - 34+7A, Max - 288+7A, Average - 161+7A

If you're going to try and cap your damage out, you'll be spending burn for metakinesis (empower) and to make a composite blast, totaling 3 burn (or 2 if you use a point of internal buffer). Since composites at 11th deal 12d6 normally, our kinetic fist is going to add 4d10 per hit.

[(2d8+4d10+A)+(2d8+4d10+1d6+A)]*1.5
[(2d8+4d10+A)+(12d8+24d10+6d6+6A)]*1.5
(14d8+28d10+6d6+7A)*1.5

Min - 48+10.5A, Max - 428+10.5A, Average - 238+10.5A

This of course is getting away from the original topic of AoOs, but this does go to show that, with the right build, an elemental ascetic has considerable potential to be insanely dangerous, so long as they can nab the right equipment. Using the above formulae, though, we can still get the damage of an individual strike:

Simple = 2d8+2d10+A; Min - 4+A, Max - 36+A, Average - 20+A
Composite + Empower = (2d8+4d10+A)*1.5; Min - 9+1.5A, Max - 56+1.5A, Average - 32+1.5A

So yep. Just felt like doing some math, basically.

Dark Archive

Hmm it feels normal though.For Elemental ascetic ofc.İs it realy that high than base kineticists blade+composite+empower+(maybe)Furius dps trick?

EDİT:I mean at level 12 even telekineticist can hit something like ((6d6+4)*1.5)*2) with disintigrating empowered blade.Plus boots of speed's haste and you have something like 54d6+36.that goes to 54d6+144 with furius if they fail 3 of their saves. right?Even with tk that damage seems normal to me.


Apologies if this has been asked already, I'm reading up on Kineticists and am only ~20 pages into the thread so far.

What's the best Mythic path for a Kineticist? Do Kineticists even work well enough with Mythic to bother playing one in Wrath of the Righteous? Something like the Archmage's Elemental Bond seems like it would be great...if it works at all, since blasts are SLAs not spells. Then again, I guess you can always just keep taking Enhanced Ability for more +2s to Con, once you hit 3rd Tier anyway. Or the Divine Source line and become the demigod of Kinesis.


Ouachitonian wrote:

Apologies if this has been asked already, I'm reading up on Kineticists and am only ~20 pages into the thread so far.

What's the best Mythic path for a Kineticist? Do Kineticists even work well enough with Mythic to bother playing one in Wrath of the Righteous? Something like the Archmage's Elemental Bond seems like it would be great...if it works at all, since blasts are SLAs not spells. Then again, I guess you can always just keep taking Enhanced Ability for more +2s to Con, once you hit 3rd Tier anyway. Or the Divine Source line and become the demigod of Kinesis.

you might consider the Mythic Eldritch Heritage feat for some extra tricks

Dark Archive

Ouachitonian wrote:

Apologies if this has been asked already, I'm reading up on Kineticists and am only ~20 pages into the thread so far.

What's the best Mythic path for a Kineticist? Do Kineticists even work well enough with Mythic to bother playing one in Wrath of the Righteous? Something like the Archmage's Elemental Bond seems like it would be great...if it works at all, since blasts are SLAs not spells. Then again, I guess you can always just keep taking Enhanced Ability for more +2s to Con, once you hit 3rd Tier anyway. Or the Divine Source line and become the demigod of Kinesis.

That is a little hard to say really depends on your character. I.E. I have a Telekineticist that is meanly a trickster, he would go trickster path maybe dual into archmage or guardian. I would personally say Archmage or guardian for most. Archmage for extra abilities like enduring armor and competent caster. Guardian for armor master, Impervious body, and ranged disarm.

Enhance ability can only be taken once in each specific ability.

Also I second Shadow_Charlatan's statement Mythic Eldritch Heritage is pretty good.

Dark Archive

Anyone knows where can ı get the boon for aether saturation for pfs?


Lausth wrote:
Anyone knows where can ı get the boon for aether saturation for pfs?

Don't know much about PFS but I think those games are very structured and railroady while the saturation were designed in such a way that any GM could make up where one is. Having said that:

Quote:
Aether saturations can be found where creatures associated with the Ethereal Plane are common. Aether saturations occur frequently where powerful ethereal eddies and rifts to the Ethereal Plane there.

Dark Archive

Texas Snyper wrote:
Lausth wrote:
Anyone knows where can ı get the boon for aether saturation for pfs?

Don't know much about PFS but I think those games are very structured and railroady while the saturation were designed in such a way that any GM could make up where one is. Having said that:

Quote:
Aether saturations can be found where creatures associated with the Ethereal Plane are common. Aether saturations occur frequently where powerful ethereal eddies and rifts to the Ethereal Plane there.

I searched through every scenario ı have.Looked at archive of nethys and did an online research.Only thing ı got is a quote from addtional resources saying elemental saturations only accesible through special boons which at this point ı am preety sure they dont exist.

EDİT:Problem is besides pfs ı only gm soo as a player ı need a boon to use that.What am ı supposed to do to get this boon.


Lausth wrote:
Texas Snyper wrote:
Lausth wrote:
Anyone knows where can ı get the boon for aether saturation for pfs?

Don't know much about PFS but I think those games are very structured and railroady while the saturation were designed in such a way that any GM could make up where one is. Having said that:

Quote:
Aether saturations can be found where creatures associated with the Ethereal Plane are common. Aether saturations occur frequently where powerful ethereal eddies and rifts to the Ethereal Plane there.

I searched through every scenario ı have.Looked at archive of nethys and did an online research.Only thing ı got is a quote from addtional resources saying elemental saturations only accesible through special boons which at this point ı am preety sure they dont exist.

EDİT:Problem is besides pfs ı only gm soo as a player ı need a boon to use that.What am ı supposed to do to get this boon.

Chronicle/Boon fishing is discouraged in the PFS forums so no one wants to outright state the scenario. And Archives of Nethys or Additional Resources page isn't ever gonna state which scenario has what boons. But it's understandable to not want to accidently play the scenario with a character that doesn't benefit from a very specific boon. If you're willing to GM or can make requests for scenarios in your lodge, aim for the season 7 ones (since they came out after Occult Adventures did and some feature occult classes). Maybe look at scenario descriptions to see which one sounds like it's element-focused.

EDIT: Just saw that the question is about Aether saturation specifically. Not sure there even is one. I know of one particular element but it's not even that useful for season 8.


It could very well be a convention boon. (don't get me started on KAAAAAAAHHHHHNS)

Dark Archive

BigNorseWolf wrote:
It could very well be a convention boon. (don't get me started on KAAAAAAAHHHHHNS)

That is what ı think aswell.Which sucks so much because ı am not in usa.


Where did you get any indication aether elemental saturation boons exist? Did you see a player with it? Read that someone's benefiting from it?

Dark Archive

Protoman wrote:
Where did you get any indication aether elemental saturation boons exist? Did you see a player with it? Read that someone's benefiting from it?

Well.I didnt.I looked at addtional resources saying it is only accesible with a special boon.Then ı thought to myself well this might be in pfs ı should look for it. it looks fun.

''Elemental Saturation: The elemental saturations on pages 8–9 are only accessible only through special boons''


Yea that just means if it ever gets available, it'll be via boons. The aether version probably doesn't exist yet (if ever).

Dark Archive

Protoman wrote:
Yea that just means if it ever gets available, it'll be via boons. The aether version probably doesn't exist yet (if ever).

Bummer


you could always ask on the boon trading thread for it. I'd think that'd be a pretty simple way to find out if the boon exists yet.


no, I'm not saying you need to trade for it. Just ask and see if anyone responds to know if it exists.

Like, I'm interested in this boon. Does anyone have it? PM me if you do. and if you get an answer you know it exists and you tell them, "sorry, I don't have anything to trade for it."

Dark Archive

Chess Pwn wrote:

no, I'm not saying you need to trade for it. Just ask and see if anyone responds to know if it exists.

Like, I'm interested in this boon. Does anyone have it? PM me if you do. and if you get an answer you know it exists and you tell them, "sorry, I don't have anything to trade for it."

I deleted my post because ı understand yours wrong.Finals week is annoying.I might just do that but i dont even know where is the boon trading forum.Hope they wont be to salty after ı pull that off.


link to boon trading thread.


Am I missing something here? Why aren't feats like Quicken Spell-Like ability in the guide?

Horror Adventures added a few more in there too.

I wouldn't be surprised there is a hidden rule somewhere specifically stating that Kineticts cannot take any feat that would apply an effect that would improve spell like abilities to improve any of their talents or kinetic blast.


Darche Schneider wrote:
Am I missing something here? Why aren't feats like Quicken Spell-Like ability in the guide?

Because metamagic feats that can be applied to spell-like abilities only apply to innate spell-like ability.

You could use this feat for a gnome's SLA from Gnome Magic, but not a Kinetic Blast, since it's not an innate ability.


JiCi wrote:
Darche Schneider wrote:
Am I missing something here? Why aren't feats like Quicken Spell-Like ability in the guide?

Because metamagic feats that can be applied to spell-like abilities only apply to innate spell-like ability.

You could use this feat for a gnome's SLA from Gnome Magic, but not a Kinetic Blast, since it's not an innate ability.

Where does it say that it has to be innate? I see no mention of this limitation in the monster feat selection or in the feat's description. Quicken spell-like was one of those feats that warlocks took back in 3.5 from my understanding of them.


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Yeah, that's not a rule insofar as I am aware.


Because of this part of the text:

Quote:
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see Table: Quickened Spell-Like Abilities.

Your kinetic blast always has a caster level equal to half your class level, rounded down. You could only ever quicken your lower level utility wild talents and only one utility talent per selection of the feat. It is a very poor choice of feat.

Alternatively, you could multiclass so that your kinetic blast progression is stunted and lines up with the feat but then you're still screwing yourself over, outside of it being a very niche build.


Pathfinder Companion, Starfinder Roleplaying Game Subscriber

It's not terrible for some concepts, though, like a quickened slick or a quickened telekinetic invisibility...not bad, even if it's only three times a day.


Yea you can do it, but its rather limited in scope and application but if it works for your character then go for it. 3/day quicken invisibility at level 14+ isn't great but it isn't that bad for in combat stealth shenanigans. Just can't use it with your KBlast.


Pathfinder Companion, Starfinder Roleplaying Game Subscriber
Texas Snyper wrote:
Yea you can do it, but its rather limited in scope and application but if it works for your character then go for it. 3/day quicken invisibility at level 14+ isn't great but it isn't that bad for in combat stealth shenanigans. Just can't use it with your KBlast.

Oh, definitely, it's completely useless for a kinetic blast, but for some utility talents it can have some advantages. I mean, by 11th level you're probably never normally going to use slick, but I can imagine actually using it still if I can toss it out as a swift action. And like you said, it is high level, but at 15th level being able to go invisible as a swift action still can have some uses. Some quickened kinetic cover works nicely too, and an oddball application would be quickened basic telekinesis with some of the talents that boost its abilities. At 17th level, telekinetic maneuvers as quickened comes in late, but could certainly have some interesting applications...

It's not something I'd universally recommend by any means (especially since Horror Adventures clarifies that you need GM permission to take Monster feats), but it does mesh interestingly with a few options.


Kinetic Cover is pretty poor as a standard action (at least in combat), but as a swift I could see it being viable. Since Quickened Haste is a classic, Quickened Celerity could be viable if you have no one else around to cast Haste for the party. Quickened Basic Telekinesis (along with Haul and Finesse) might be the best use of the feat, though.

You have a lot of feats to play around with as a Kineticist, so I could see specific uses for Quicken SLA, but I don't think it's something you can recommend in general.


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Yeah, if I ever took that feat, it would be for kinetic cover. That way I could spring up a wall on someone trying to melee with me, then move away without fear of suffering from attacks of opportunity.

Putting up two walls in a round might actually make kinetic cover worthwhile. As written, the talent doesn't really work as advertised (it rarely actually grants you total cover).


Yeah, Kinetic cover is pretty bad. Not the worse I've seen for class features that just don't work at all, but still pretty bad.

There is however a few abilities from Aether (Which is the on I actually Look at) that could use those monster feats.

There is two new Kinectist Talents in the Healer's handbook

The first is Kinetic Restoration, Universal, that gives you a little ability to heal abilities damage and fatigue. You can use that at the same time as Kinetic Healer.

Kinetic Revification, which uses Kinetic Healer to bring a person back from the dead like breath of life with some limitations.

Which is kind of cool to have a Kineticist around to be like "No don't die!"


Went and made a character who only uses Aether element, and I was like "Oh Elemental purisist! This looks like totally the archetype for me!"

Glad I looked at the guide to find out why it was bad. I totally missed that you lose expanded element which makes you more powerful in a single element than this does to gain what exactly?

I mean you lose the wild talent, the ability to increase your CL 1 and DCs 1, two infusions, a lot of power from the limited buff, the omnikineses..

To gain... ?

The ability to take your level in non-lethal for a minute of being able to use one of three infusions that you might need to take more non-lethal to use. Maybe there is some really super neato combo here that I don't see that totally justifies this.

and once a day you can blow up a house as you curse your own ineptitude.

Not even a city. Just a house. Like Screw this house in particular, I'm gonna blow it up.

Sovereign Court

Why do you rate Greater Shift Earth green ?

As I See it, this is a very weak upgrade from the prereq. It does nothing more, and only multiplies the speed you work with by at most 18 (and more likely much less if your desired shape is not a 10-ft deep big square), which I don't see as a factor. You don't really need that often to shape a place quickly.

Also, RAW it doesn't work on unworked stone, which is a huge limitation.

PS : In the air section, you removed the "Engulfing wind" title, there is only the description there.

2,451 to 2,500 of 2,774 << first < prev | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 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.