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


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Torbyne wrote:
Luthorne wrote:
Torbyne wrote:
Void is a very interesting element to me as it is not nearly as clearly defined as something like Fire or earth. i know some people thought electricity didnt belong to air and cold isnt intrinsic to water but i can see strong arguments in favor of them. Void though... negative energy is a thing in the setting and we as players can kind of see how it is an element opposed to positive energy but Gravity is a wholly separate thing from negative energy and its weird to see them lump as opposite sides of the same coin. And even with all the shadow powers in the element, there is a completely separate plane of shadow. So a Chaokineticist seems to tap into the Negative Energy Plane, the Shadow Plane and... i dont remember ever seeing a Gravity Plane, is that just tapping into a feature of the Prime Material or a generic feature of most planes? I really like the element and cant wait to see what these 22 new talents are but, yeah, its hard to pin Void down as to what its roots and associated races would be.
The Shadow Plane and the Plane of Negative Energy aren't actually completely separate; in Golarion, the Plane of Negative Energy is supposed to lie at the metaphyiscal heart of the Shadow Plane the same way that the Plane of Negative Energy does for the Material Plane. Furthermore, when it comes to gravity, Occult Adventures notes that black holes are actually portals to the Negative Energy Plane, and that there are countless incorporeal undead trapped within the event horizons, so it's not completely surprising that the intense gravity involved is something a chaokineticist can manipulate.
Wow, i completely missed that part of OA. So black holes are planar in nature... does that mean that stars are linked to the Positive elemental plane somehow? Since i had to go check up on the planes now i am left wondering about the Positive Energy as Cosmic Fire stuff, is that what the Wood element picked up?

Yeah, in Occult Adventures they mention that:

Occult Adventures wrote:
Here, upon vast shimmering fields, phoenix-feathered creatures known as the jyoti tend to orchards of glowing, anemone-like trees as tall as mountains, sprouting immature souls like glossy, liquid fruit. The xenophobic jyoti dwell in complex cities of crystal specially designed to reflect the weird luminescence of the Cosmic Fire. Jyoti seldom venture from these structures, focusing all of their energies on their sacred charge of tending and defending the nascent souls of the multiverse. At the center of each jyoti city is an imposing gate to a star in the cosmos of the Material Plane. New souls pass through these gates and ride waves of light to find incarnation in mortal vessels.

The First World is also known to serve as a conduit for these souls, so perhaps it's not a surprise that phytokineticists can draw positive energy from the Positive Energy Plane through the First World, 'like a sieve', as the Psychic Anthology describes it.


Cool. so i will be rereading Occult Adventures this week, good to know.


Apologies - posted to the wrong thread.

Ummm... really cool that void and wood got so much expansion!


Did water kineticists get any more options? I'm playing one in a west marches style campaign and im just wondering if there is some more flavor or utility to be wrung out of them.

Undine Sailor/Hydrokineticist level 2, so far i have taken the cold blast, kinetic blade(weapon finesse), and kinetic cover. I'm aiming for the cold snap utility (ambient temp is a major factor in this campaign) and water manipulator. Are there any other fun things to do with Hydrokineticists that I may be missing?


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Ridiculon wrote:

Did water kineticists get any more options? I'm playing one in a west marches style campaign and im just wondering if there is some more flavor or utility to be wrung out of them.

Undine Sailor/Hydrokineticist level 2, so far i have taken the cold blast, kinetic blade(weapon finesse), and kinetic cover. I'm aiming for the cold snap utility (ambient temp is a major factor in this campaign) and water manipulator. Are there any other fun things to do with Hydrokineticists that I may be missing?

Well, with Healer's Handbook and Psychic Anthology, my current list for Water/Universal is...

Water/Universal Wild Talents:
1st—basic hydrokinesis, cold adaptation, draining infusion†, elemental whispers, extended range†, heat adaptation, icewalker, kinetic blade†, kinetic cover, kinetic fist†, kinetic healer, pushing infusion†, quenching infusion†, skilled kineticist, slick
2nd—blade rush†, entangling infusion†, focused blast†, silent image*, skilled kineticist (greater), slick infusion†, veil of mists
3rd—cold snap, elemental grip, elemental whispers (greater), extreme range†, flurry of blasts† , impale†, kinetic restoration, kinetic whip†, mobile blast†, sleet storm*, snake†, torrent†, water breathing*, water manipulator, waterdancer
4th—expanded defense, healing burst, ice sculptor, ride the waves*, spray†, watersense
5th—blade whirlwind†, chilling infusion†, grappling infusion†, kinetic form, shimmering mirage, spark of life, wall†, waterdancer (greater), watersense (greater)
6th—fluid form*, ice path, kinetic revivification, ride the blast, suffocate, whip hurricane†
7th—cloud†, fragmentation†
8th—cryokinetic stasis, maelstrom†, reverse shift
9th—tidal wave

*Kinetic Invocation

Hope that helps! I think hydrokineticists get some neat options for illusion and trickery with silent image and veil of mists if you have opportunity to make use of them.


I'm confused myself on something. The Roil Dancer from dreamscarred press seems to be.. a bit off.

For some reason it seems to think you only make a single attack with your Kinetic Blade and not the number of them by your BAB value. Or am I just missing something cause I thought as the guide says, you can make multiple kinetic blade attacks.

*********

There is a couple of things as well with the guide
Whip Hurricane - 3 Pre-reqs isn't actually all that much if you are building a single elemental character. I built an Aether kinectist and as I got up to level 20 I was taking stupid things just to fill slots.

Telekinetic boomerang - There is actually another use for this.

Quote:


You throw a nearby unattended object at a single foe as a ranged attack.

Now boomerang brings to your hand. Meaning any object within your thirty feet can come to your grasp. So got a some keys laying on the floor you need? Tk Boomerang! Need a weapon? TK Boomerang!

As far as being able to attack again - Means you don't have to take twice the burn to do it again.


I think the Roil Dancer is referring, specifically, to the Path of War maneuvers. I believe some of those maneuvers can only be done as a single attack, or something.

It's not saying Kinetic Blade can only be used to attack once, but that Kinetic Blade can be used to make multiple maneuver attempts if those maneuver allow for multiple attempts.

I think. I wasn't going to read the entirety of the archetype because it is a Path of War expansion, something I'm not very familiar with at all.


I've been looking over the Kinetic Knight; do they completely forsake all ranged options with their abilities, or did I miss something?


Redblade8 wrote:
I've been looking over the Kinetic Knight; do they completely forsake all ranged options with their abilities, or did I miss something?

They don't have ranged options, similar to the Ascetic, and like that other archetype it focuses on melee combat.


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Redblade8 wrote:
I've been looking over the Kinetic Knight; do they completely forsake all ranged options with their abilities, or did I miss something?

With their kinetic blast, at least. Utility wild talents don't suffer any reduction in range, so telekinetically performing combat maneuvers from a distance or tossing out an icy slippery area or creating a cloud of smoke all work fine at a distance.


The Elemental Ascetic can ranged AoE options, at least; the kinetic knight cannot.


Luthorne wrote:
Redblade8 wrote:
I've been looking over the Kinetic Knight; do they completely forsake all ranged options with their abilities, or did I miss something?
With their kinetic blast, at least. Utility wild talents don't suffer any reduction in range, so telekinetically performing combat maneuvers from a distance or tossing out an icy slippery area or creating a cloud of smoke all work fine at a distance.

Excellent point. Dragging a guy into bladin' range works rather nicely, I'll bet. :-)


Redblade8 wrote:
I've been looking over the Kinetic Knight; do they completely forsake all ranged options with their abilities, or did I miss something?

Biggist issues I have with that guy is you only get the elemental defense when you are wearing heavy armor and using an attuned shield. Also you don't get the better version of gather power.


Would a kineticist qualify for the +3 bonus or just the +2? And would the feat Kinetic Invocations affect this?

Theoretical Magician
Source Cheliax, Empire of Devils pg. 19
Category Basic (Magic)
You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.


With a price range of 98,000gp what's the best buckler a kineticist would find useful?


Gordrenn Higgler wrote:
With a price range of 98,000gp what's the best buckler a kineticist would find useful?

Possibly living steel, cheaper than mythral, slightly more hit points and chance to break metal weapons


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
CookietheFerret wrote:

Would a kineticist qualify for the +3 bonus or just the +2? And would the feat Kinetic Invocations affect this?

Theoretical Magician
Source Cheliax, Empire of Devils pg. 19
Category Basic (Magic)
You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.

Rogues with minor and major magic talent are not spellcasters, so I see no reason why kineticists would be, not even with the Kinetic Invocations feat (or racial ability).

Scarab Sages

Has Mark Seifter ever spoken out about N. Jolly's proposed Kinetic Prodigy feat? It would solve my current build problems in one fell swoop. My DM is not opposed to 3rd party material, but as it is, it just sounds like wishful thinking...


Elemental Whispers talent with Ioun Wyrd (Sage Archetype)

Any good ?


Catharsis wrote:
Has Mark Seifter ever spoken out about N. Jolly's proposed Kinetic Prodigy feat? It would solve my current build problems in one fell swoop. My DM is not opposed to 3rd party material, but as it is, it just sounds like wishful thinking...

What do you mean 'proposed' feat? It's in Kineticists of Porphyra 1, it's a published feat. If you need a dev's permission to run content, especially content which you've admitted would solve all of your issues, you might need a new GM.

Grand Lodge

@gordrenn I don't have an Ioun Wyrd, but use Elemental Whispers for a Sage familiar (hare for +4 Init), and it's fairly handy. If we find something weird, I'll concentrate and ask him a question, then let him fade away again.


The Ion Wyrd is good. More so if you're melee, it's also a pretty powerful scout, even if keeping it out all the time is a problem.

Scarab Sages

World's Okayest Fighter wrote:
Catharsis wrote:
Has Mark Seifter ever spoken out about N. Jolly's proposed Kinetic Prodigy feat? It would solve my current build problems in one fell swoop. My DM is not opposed to 3rd party material, but as it is, it just sounds like wishful thinking...
What do you mean 'proposed' feat? It's in Kineticists of Porphyra 1, it's a published feat. If you need a dev's permission to run content, especially content which you've admitted would solve all of your issues, you might need a new GM.

Yes, N. Jolly told me about the publication in his thread, and I bought his book. It's 3rd party, though, so DM approval is definitely needed (regardless of the dev's opinion), especially since it messes with the level progression. I have the impression that the verdict is going to be no, and I can understand that. I would be on the fence myself if I were DM. Next thing you know, the party's Wizard also wants access to 3rd-level spells at caster level 3 because the lower-level choices are boring in comparison. ;)


Pathfinder Starfinder Roleplaying Game Subscriber
Catharsis wrote:
World's Okayest Fighter wrote:
Catharsis wrote:
Has Mark Seifter ever spoken out about N. Jolly's proposed Kinetic Prodigy feat? It would solve my current build problems in one fell swoop. My DM is not opposed to 3rd party material, but as it is, it just sounds like wishful thinking...
What do you mean 'proposed' feat? It's in Kineticists of Porphyra 1, it's a published feat. If you need a dev's permission to run content, especially content which you've admitted would solve all of your issues, you might need a new GM.
Yes, N. Jolly told me about the publication in his thread, and I bought his book. It's 3rd party, though, so DM approval is definitely needed (regardless of the dev's opinion), especially since it messes with the level progression. I have the impression that the verdict is going to be no, and I can understand that. I would be on the fence myself if I were DM. Next thing you know, the party's Wizard also wants access to 3rd-level spells at caster level 3 because the lower-level choices are boring in comparison. ;)

Mark Seifter's said here that since he started working on Paizo, he's tried to avoid third party material in case he ever works on something similar, so I doubt he's got an opinion on it. You could always ask in his thread if you think a feat that does that would be too much, but I suspect he's too busy to reply anytime soon.


So, Elemental annihilator overwhelming sould kineticist. Is it possoble to play something like that? I know it's probably going to be weaker than a normal kineticist but I'd like to try anyways.


I don't think those stack, since Overwhelming Soul alters wild talents and Elemental Annihilator replaces them.

A GM might okay it, since it's not like it's an especially strong combination, but I don't think it works by RAW.


Oh f$!@. Well, that idea just went out the window. But lets assume i can get my GM to okay it?


One of my players is thinking about playing a kinetic Knight and I'm trying to look up how it works.

The problem I am having is I can't find what a Blade Rush infusion is?

Was thinking this way probably the place to ask for advice on kinetic knights in general didn't want to make a thread for this.


It's from the same book as kinetic knight. Move 30' any direction and make a kinetic blade attack.


PossibleCabbage wrote:

I don't think those stack, since Overwhelming Soul alters wild talents and Elemental Annihilator replaces them.

A GM might okay it, since it's not like it's an especially strong combination, but I don't think it works by RAW.

Late to the party, but they stack just fine. Overwhelming Soul was stated to be designed to stack with Blood Kineticist, which also replaces some wild talents.

It's a combo I like for a charismatic martial character.


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Isabelle Lee wrote:
It's from the same book as kinetic knight. Move 30' any direction and make a kinetic blade attack.

So like the level 2 spell bladed Dash?

Why would the player want to do that over simply moving and attacking?

Thankyou for your help by the way :)


Chromantic Durgon <3 wrote:
Why would the player want to do that over simply moving and attacking?

It grants +2 to hit, allows you to ignore terrain (even moving straight up to attack things that are flying but not that high), and you won't provoke any AoOs for movement (this is pretty relevant to the Kinetic Knight who likely won't have the same obnoxiously high acrobatics modifier as the vanilla kineticist).

It's a level 2 infusion for 2 burn, so it's not going to be amazing. But you'll use it if you have it.


And once you can do it as a swift action, I suspect that it gets a little more exciting. ^_^


Pathfinder Starfinder Roleplaying Game Subscriber
Chromantic Durgon <3 wrote:
Isabelle Lee wrote:
It's from the same book as kinetic knight. Move 30' any direction and make a kinetic blade attack.

So like the level 2 spell bladed Dash?

Why would the player want to do that over simply moving and attacking?

Thankyou for your help by the way :)

First of all, moving and attacking would be a move + standard action, while blade rush is only a standard action, which allows you to gather energy before using it, or potentially move and then blade dash, or what have you. Secondly, you can also use it to hit an aerial enemy even if you can't fly; you can dash straight up, though one might consider a ring of feather fall or something similar. And you might want the +2 on attack rolls, even though it comes with a -2 to AC for a round.


Luthorne wrote:
though one might consider a ring of feather fall or something similar.

This is a natural tactic for the aerokineticist who has taken Air Cushion early as the better prerequisite for Wings of Air. Even when you have the latter and are always flying, Blade Rush precludes having to make fly checks.


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Another minor benefit: it always moves you 30 feet, which may be important for heavily-armored kinetic knights.


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PossibleCabbage wrote:
Luthorne wrote:
though one might consider a ring of feather fall or something similar.
This is a natural tactic for the aerokineticist who has taken Air Cushion early as the better prerequisite for Wings of Air. Even when you have the latter and are always flying, Blade Rush precludes having to make fly checks.

Indeed, that was definitely one of the 'something similar's I was thinking of.

Scarab Sages

Luthorne wrote:
First of all, moving and attacking would be a move + standard action, while blade rush is only a standard action, which allows you to gather energy before using it

Being able to gather energy and move in the same round is pretty huge once you no longer need the gathered energy to power Blade Rush and can use it for Empower instead (8th level). Given that Empower is the Kineticist's replacement for the first iterative attack, Blade Rush is essentially their Pounce.


I originally thought it might be a cool little combo to Quicken Blade Rush above a group of enemies use a Kinetic flight options to hover as a non-action, move action Supercharge, and then unleash a Composite Blast Blade Whirlwind with your superior reach from Kinetic Whip and Kinetic Form. The problem is, Blade Whirlwind does not give an option to upgrade to Kinetic Whip like Kinetic Blade does. Which is a shame as it would be, visually, a really awesome combo.


There's no option to upgrade Blade Whirlwind to use Kinetic Whip because then why would Whip Hurricane be necessary?


PossibleCabbage wrote:
There's no option to upgrade Blade Whirlwind to use Kinetic Whip because then why would Whip Hurricane be necessary?

I missed that because I hadn't read the entire document yet. Disappointing that they decided to bloat out the infusion tree like that.


Tels wrote:
PossibleCabbage wrote:
There's no option to upgrade Blade Whirlwind to use Kinetic Whip because then why would Whip Hurricane be necessary?
I missed that because I hadn't read the entire document yet. Disappointing that they decided to bloat out the infusion tree like that.

Blade rush specifies the whip disappears if you use it as part of that move. However pretty sure whip Hurricane lets you AoO I do believe.


There is probably someone here who can answer how the burn mechanic interacts with possess object ...

http://paizo.com/threads/rzs2uaw8?Pierce-the-Heavens-A-Pathfinders-Guide-to #44

So I'll drop this bait here and hope for a bite ...


I guess in the worst possible way.


My guess is- nonlethal damage from burn is specific to whatever body you're in when you incur it and does not travel. Being in a body or a form that is immune to nonlethal damage means you cannot take burn (but could reduce it with infusion specialization, etc.)


PossibleCabbage wrote:
My guess is- nonlethal damage from burn is specific to whatever body you're in when you incur it and does not travel. Being in a body or a form that is immune to nonlethal damage means you cannot take burn (but could reduce it with infusion specialization, etc.)

To expand on this, a Kineticist would be able to accept burn before possessing the object. However, something to note is that when you possess the object you lose your Con and Dex scores! So a Kineticist is not very good for this style of build as your attack and damage bonuses are going to take a hit, along with all of your save DCs. Constructs don't have a con score at all, so, fortunately, you won't have any penalties from Con, but no bonuses either. In the same vein, stat bonuses from burn won't help, ut at least you still keep the attack and damage bonuses.

The Kineticist's defense talents are the real silver lining though. Earth and Water will greatly help the object survive with the DR/armor. Fire would be kind of amusing, but you run the risk of burning your own body if it's stored inside the object. So you could accept burn to charge your kinetic defense, and then possess the o ject, but not after.

There are some real positives to using a Kineticist for this but also some major downsides as a number of the Kineticists abilities just straight up don't work.


If you can somehow can make use of Magic Jar as a Kineticist, you could use another body in order to gain another lot of kinetic burn before burning out the body and being forced to switch back. Horrific as that is, I don't think there is anything to suggest you can't do this, and I definitely don't think burn moves with bodies.

If you had a clone, you could also just burn out bodies to death and switch to a fresh clone to keep fighting (you just need some way to reach your old body. This is why create demiplane and a few scrolls of plane shift are handy). Equally horrific but without the moral implications of body snatching and violation of free will and all that.


Garbage-Tier Waifu wrote:

If you can somehow can make use of Magic Jar as a Kineticist, you could use another body in order to gain another lot of kinetic burn before burning out the body and being forced to switch back. Horrific as that is, I don't think there is anything to suggest you can't do this, and I definitely don't think burn moves with bodies.

If you had a clone, you could also just burn out bodies to death and switch to a fresh clone to keep fighting (you just need some way to reach your old body. This is why create demiplane and a few scrolls of plane shift are handy). Equally horrific but without the moral implications of body snatching and violation of free will and all that.

Hmmm.... this would be an amazing boss fight. Find monsters with high dex and/or con and keep them as pets, then use a greater hat of disguise so you can shift into a humanoid form and proceed to just burn your body up. Like, maybe use one or two bodies to seriously beef up your kinetic defense, and use other bodies to "nova" every round of combat. Well, I guess it would be an amazing boss fight for the GM anyway!


Tels wrote:
Garbage-Tier Waifu wrote:

If you can somehow can make use of Magic Jar as a Kineticist, you could use another body in order to gain another lot of kinetic burn before burning out the body and being forced to switch back. Horrific as that is, I don't think there is anything to suggest you can't do this, and I definitely don't think burn moves with bodies.

If you had a clone, you could also just burn out bodies to death and switch to a fresh clone to keep fighting (you just need some way to reach your old body. This is why create demiplane and a few scrolls of plane shift are handy). Equally horrific but without the moral implications of body snatching and violation of free will and all that.

Hmmm.... this would be an amazing boss fight. Find monsters with high dex and/or con and keep them as pets, then use a greater hat of disguise so you can shift into a humanoid form and proceed to just burn your body up. Like, maybe use one or two bodies to seriously beef up your kinetic defense, and use other bodies to "nova" every round of combat. Well, I guess it would be an amazing boss fight for the GM anyway!

...This would largely be self-limiting due to the 3+Con Mod cap for burn, unless I'm missing something (if you could get Cthulhus body with its 20 burn cap you might be onto something though!)


Even if it works like that (it probably does), you wouldn't really be able to "use bodies to boost your defense". Only the defense of the body you are leaving would be boosted, not your own. You'd be also leaving stuff like your internal buffer behind, reducing your nova potential.

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