
PossibleCabbage |

Bowling infusion is harder to hit because it uses your BAB to contribute to the CMD, and there are often better things to do with 2 burn's worth of infusions; once you get foe throw you'd rather land that, though way late walls that have a free trip attempt are nice. Telekinetic Maneuvers is easier to land because it's Level + ConMod, and you mostly use it for grappling casters from across the room.
I have not invested in improved maneuver feats. I figure the point of the blast is the damage, and if I get a free trip attempt that has a chance of success and no penalty for failure on top of that, that's just a bonus.

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Bowling infusion is harder to hit because it uses your BAB to contribute to the CMD, and there are often better things to do with 2 burn's worth of infusions; once you get foe throw you'd rather land that, though way late walls that have a free trip attempt are nice. Telekinetic Maneuvers is easier to land because it's Level + ConMod, and you mostly use it for grappling casters from across the room.
I have not invested in improved maneuver feats. I figure the point of the blast is the damage, and if I get a free trip attempt that has a chance of success and no penalty for failure on top of that, that's just a bonus.
Yeah I guess before you could use Bowling regularly (with Infusion specialization 2), it's level 8+. Hmm, I guess it's not a that useful infusion between lvl 5~8.

PossibleCabbage |

Wich do you guys find to be more useful infusion; bowling, pushing, or pulling?
I would throw pushing on a lot of things because it's easier to combine a 1 burn substance infusion with a form infusion than a 2 burn one. I'm not sure how much it helps, but when you can manage to make pushing walls it's pretty nice. I liked the idea of the pushing kinetic whip more in theory than when it happened in practice and nobody could quite figure out what happened when you interrupted someone's combat movement with a bull-rush AoO (do they stop? Are they just out 5 feet of movement and keep going? We talked about it and I decided to stop doing it.)
Pulling, I don't think is all that useful, since the Kineticists who want people to be closer to them are generally the tankier ones, so not Chaokineticists.

Gwaihir Scout |

I didn't get a response on the third party thread, so I'm asking here.
Kineticists of Porphyra has a void utility talent that gives the square you're standing in darkness. You can also spend burn to increase the radius by five feet.
How does this work in practice? Is it intended that it always gives the kineticist total concealment against anything that doesn't have darkvision (assuming you're not in bright light)? Or is like fog that you get 20% concealment at the edges and 50% in the center when it's been expanded?

Tels |

I didn't get a response on the third party thread, so I'm asking here.
Kineticists of Porphyra has a void utility talent that gives the square you're standing in darkness. You can also spend burn to increase the radius by five feet.
How does this work in practice? Is it intended that it always gives the kineticist total concealment against anything that doesn't have darkvision (assuming you're not in bright light)? Or is like fog that you get 20% concealment at the edges and 50% in the center when it's been expanded?
Well, it works like the spell, which reduces light level by 1 step; bright becomes normal, normal becomes dim, dim becomes darkness. In dim light, you gain 20% concealment and can make stealth checks, in darkness, you gain total concealment.

Luthorne |
It just says it has the hardness and hit points of a wall of force, so I presume it doesn't block planar travel, and since it's a supernatural ability rather than spell-like, it can't be dispelled, as noted here:
A supernatural ability's effect cannot be dispelled and is not subject to counterspells.

Gordrenn Higgler |
It just says it has the hardness and hit points of a wall of force, so I presume it doesn't block planar travel, and since it's a supernatural ability rather than spell-like, it can't be dispelled, as noted here:
Core Rulebook wrote:A supernatural ability's effect cannot be dispelled and is not subject to counterspells.
thank you

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Lausth wrote:Sooo.....Anything good in elemental master's handbook?There's a feat, available at 7th level, that lets you move half your speed while gathering power. I'm going to have to hold off taking my Kinetic Knight to 7th until AR gets updated.
They actually released that feat for free.Seems like a meh feat to me.It is nice that you can move at your half base speed to get in range but range never become a problem for me.

Ridiculon |

Can someone critique this home-brew Hydrokineticist wild talent?
Also does anyone have experience using the Water Manipulator wild talent? The base spell is kinda light on details on how it works

NoTongue |

Can someone critique this home-brew Hydrokineticist wild talent?
Also does anyone have experience using the Water Manipulator wild talent? The base spell is kinda light on details on how it works
I would change it to 0 burn to outright mimic the spell.
The ability to use such an extremely situational spell at will is not exactly game breaking even when it can be used.

Ridiculon |

Well i left the option for burn in there to balance the fact that you can create the current instead of just alter an existing one.
I meant it as a sorta kinda equivalent to overland flight but for pure water travel. Except that it also has major battlefield control applications because of the way currents work by default.
Thanks for the feedback

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Can someone critique this home-brew Hydrokineticist wild talent?
Also does anyone have experience using the Water Manipulator wild talent? The base spell is kinda light on details on how it works
I agree with no tongue, and I'd probably throw in something minor as this still seems pretty situational. Nothing huge, just another little situational thing.

Ridiculon |

How does this look?
Element(s) water; Type utility (Sp); Level 4; Burn 0
Prerequisite(s) basic hydrokinesis
Your ability to manipulate currents has grown, you may alter any current including those created by your Basic Hydrokinesis as the spell Alter River. This ability may be used in any body of water in which Basic Hydrokinesis may be used.Additionally you may create a raft of ice on any body of water large enough to contain it. The length and width of the raft are equal to 5ft per two kineticist levels you possess and the thickness is equal to 2 inches per kineticist level you possess. You may halve either the length or width and double one other dimension when creating the raft.
You may have one raft created at a time although it persists indefinitely as long as you remain within 30 feet. Otherwise acts as normal ice.

Ridiculon |

what would you suggest instead?
the idea behind the ability is to make water travel easier. over or under it currents are useful, and having an insta-boat ability, while situational, is pretty handy when you do need it. not to mention if you're strong enough to get the ice out of the water you've got a fairly sizeable temporary wall/shelter thing if you want it
Note: i've just gotten the new aquatic adventures book in the last few days, currents are super helpful when you're trying to bring non-aquatic or buoyancy challenged party members with you

Reduxist |

I know this is third party, but has anybody thought about using Elemental Whispers to gain access to a small negative energy elemental? Their negative energy aura maximizes all negative energy damage done by spells or SLAs.

Protoman |

Could Kinetic Revivification (Healers Handbook) be used on a potentially unwilling creature?
As per Special Spell Effects of Magic Chapter of CRB.
Revivification against One's Will: A soul can't be returned to life if it doesn't wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.
So if target is unwilling, Kinetic Revivification won't work.

Dαedαlus |

Has anyone figured out a way to make Flurry of Blasts kind of decent? I can't really figure out what good a tiny amount of damage will do, even with the penalty it makes the target(s) take.
Well, there's that one Elemental Annihilator build, but it's convoluted, relies on an absolutely not RAI rules interpretation, and only comes online at level 20. But it does make two sub-standard options and makes them pretty decent (I'm getting flashbacks to Gathlain Overwhelming Souls). The only problem is, I can't find it. It was in that "Are kineticists OP?" thread that we had not too long ago.

Protoman |

Has anyone figured out a way to make Flurry of Blasts kind of decent? I can't really figure out what good a tiny amount of damage will do, even with the penalty it makes the target(s) take.
For flame, I'm still considering it for upping my chances with Unraveling Infusion. Ought to work well with Flash Infusion too.

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Would flurry of blasts work well with enervating infusion for a void kinetecist?
No, I asked about this too because it seemed like the best use for it, and it will not. Its best use is to make whatever substance infusion you're using stick, since a substance infusion can only 'proc' regardless of how many hit.

Tels |

Hey folks, I am running a Kineticist only game with the extra material from the KoP books that N.Jolly published.
Any tips?
You might have to do some homebrewing or houseruling to make it work. I can't remember if KoP addresses it, but the Kineticist can't bypass magcal traps, even if it can be amazing at disable device. If KoP addresses this, and I just forgot, then this bit is meaningless :P
Early on, I suspect the part will enter many fights due to wounds from previous battles. Kinetic healer is not good at healing small, incidental damage, and is best used for emergency damage. They also won't have the skill bonus to reliably succeed on UMD checks for wands either.
You might want to direct someone to the Signature Skill (heal)/Psychic Healing trick. If you allow someone to take the Battlefield Surgeon trait (ignoring the Zon-Kuthon only prereq) then it can be a great source of out of combat healing or pre-combat buffing. Well, at least twice a day, anyway.
Something to keep in mind is that the party will probably be very brute Force in it's methods of problem solving. Kineticists can be pretty flexible, but they're versatility can only go so far.
Also, totally give them megazords (only kind of joking).

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Hey folks, I am running a Kineticist only game with the extra material from the KoP books that N.Jolly published.
Any tips?
Be ready to endure the inevitable Captain Planet jokes.
But seriously. Encourage the group to play around with different playstyles and archetypes. A Kinetic Knight makes a great frontliner. Kinetic Healers give Burn, but their recipients are from the one class that can actually benefit from such thanks to Elemental Overflow, so its value (be it the talent or the whole archetype) is much higher. Air has the potential for insane range. Aether could end up being a high damage ranged rogue with permanent flight and invisibility.
Be aware that some creature types such as swarms and incoporeals are easily countered thanks to Kinetic Blast sering as their "Silver Bullet." Examine each player's choices and be ready to mix up encounters. This way, players can sometimes feel rewarded in their choices while also being challenged to not rely on one or two simple tricks.

45ur4 |

I must admit that the Leshykineticist archetype looks quite fun. Any idea about how effective it actually is?
Don't know about effectiveness... But that archetype looks groovy!
And the image is so awesome and hilarious at the same time: I can imagine a battle between two leshykineticists to be something like this
PossibleCabbage |

I think if any wood-only kineticist is viable, the leshykineticist would be viable. I'm not totally sure how to build a wood kineticist, but I know "make Wood worth using" has been a project for a while.
Character idea- ask the GM for an exception to be able to combine Leshykineticist and Kinetic Knight (they would be compatible, except the Leshykineticist trades away the Maximize metakinesis, and the Kinetic Knight trades away all metakinesis) so you can play the cutest pseudo-paladin. Possibly trade away the "At 9th level, she gains an extra wild talent of 3rd level or lower of her choice." which the leshykineticist gets in exchange for Maximize for Kinetic Knight compatibility.

Porridge |

I think Terrakineticist is the easiest way to make Wood viable. Gives you powers that are only useful when you’re in the woods? No problem! You’ll only have them in the woods!
(OK, that might be cheating.)

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What's people's opinion about the Terrakineticist in general? Sounds like tons of paperwork, and I'm not sure how sensible it is. For instance, isn't it counterproductive to get cold-based weaponry in a cold environment, where enemies are most likely to be cold-resistant...?
On the other hand, I could see how having a whole hydrokinetic suite at your disposal for that aquatic stint in your campaign could come in handy (Ruins of Azlant, I'm looking at you).

Porridge |

I love the Terrakineticist. There are lots of differences in how good various talents are, which makes building them a lot of fun.
Some of these differences make options less attractive— as you note, you’ll want to take water blast over cold blast for the water element. But a lot of these differences make previously niche abilities pretty good. For example, Cold Adaptation, Icewalker, Waterdancer, Ice Sculptor, and Watersense, are a lot more attractive when you know you’ll have them in aquatic or cold environments. Likewise, pretty much every Wood talent starts to look good when you know you’ll have them in the forest. And so on.
You do give up being able to plan around a single batch of talents. And you don’t get to have talents from several different elements at once. But it’s still pretty cool.

PossibleCabbage |

I'm hoping it gets legalized for PFS - I like the unpredictability. ^_^
I feel like the main hangup for the Terrakineticist for PFS is going to be that the void kineticist is a legal option for PFS, but the Terrakineticist doesn't mention it (as RPG line books don't reference non-RPG line books). So you'd probably need to say "okay, you're void in these environments" and you're good to go.
Of course sometimes things get banned in PFS for reasons that are wholly mysterious to me (looking at you Deep Marshal Magus).

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Kalindlara wrote:I'm hoping it gets legalized for PFS - I like the unpredictability. ^_^I feel like the main hangup for the Terrakineticist for PFS is going to be that the void kineticist is a legal option for PFS, but the Terrakineticist doesn't mention it (as RPG line books don't reference non-RPG line books). So you'd probably need to say "okay, you're void in these environments" and you're good to go.
I remember thinking something similar when I first read the archetype, but my conclusion by the end was that the archetype simply doesn't recognize the existence of the void element. That's okay. The place I'd be most likely to use the void element (beyond the Negative Energy Plane, which is an unlikely destination in Pathfinder Society) is the vacuum of space, which the terrakineticist specifically calls out as being without an element.

NoTongue |

What's people's opinion about the Terrakineticist in general? Sounds like tons of paperwork, and I'm not sure how sensible it is. For instance, isn't it counterproductive to get cold-based weaponry in a cold environment, where enemies are most likely to be cold-resistant...?
On the other hand, I could see how having a whole hydrokinetic suite at your disposal for that aquatic stint in your campaign could come in handy (Ruins of Azlant, I'm looking at you).
As you said it seems great for utility otherwise I would give certain very area specific abilities a glance like many of the wood powers.
Have I missed something or is it's only downside it's unpredictability and removal of ability to potentially mesh element powers at the same time. Is there some hidden limitation I missed "your powers are at -4"?

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Of course sometimes things get banned in PFS for reasons that are wholly mysterious to me (looking at you Deep Marshal Magus).
Sometimes game options with a specific cultural element, or that are particularly obscure in-setting, have been held back to appear as rewards on Chronicle sheets. ^_^