
Luthorne |
Yeah, that's news to me...obviously, the cleric channeling negative energy only works on living creatures, and many other effects are encapsulated in the construct's immunity to necromancy effects and things with Fortitude saves that don't work on inanimate objects, but I never knew that they were supposed to be immune to all forms of negative energy.

Hazrond |

N. Jolly wrote:Skylancer4 wrote:This is basically how I'm reading it, that negative energy needs a living or unliving creature to affect, so constructs aren't affected. If I get confirmation one way or the other, I'll change it as needed. Also finally got my new content to the editors, so hopefully before christmas it'll be up on the guide as reviewed material.Darche Schneider wrote:From memory, the ability specifically changes channel to function on constructs (and at half effect, for every 2d you get 1d effect IIRC). If channel normally functions on constructs, the ability is completely redundant and worse than normal channel.Not really. If the main one is Harm/Heal Living/Undead.. Things that are not living nor undead wouldn't be affected.
Robuts are neither living or undead.
I'm reading it from this part
Quote:Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric.Also I don't see any subdomains that allow you to channel energy on a construct.
However there is this
Quote:Forge Heal: Creatures in metal armor gain a channel bonus to Armor Class until the end of your next turn. Alternatively, you may repair damage to metal objects and metal constructs as if they were creatures, and this healing is enhanced. Harm: The damage effect is enhanced against metal constructs and unattended metal objects.Even if the negitive energy was able to effect Constructs (Now they're immune to one damage type apparently) it wouldn't make the channeling effect any different, since, the primary chashie only has two target types. Living or Undead. If it doesn't fit into that catagory, it is neither.
And the immunity to negative energy makes me wonder about things here..
The Iron Priest archetype as PFSRD calls it is likely what they meant.

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And now the guide has been prepped for my new content. The new elements and archetypes are now on clear display (although yet to be rated), so look out for that to be coming out in the next week or so. Have fun with light, sound, and time! Also the cerebral kineticist, elemental avatar, elemental scion, and kinetic duelist! There's also going to be some feats and new universal powers, as well as new content for other elements, lots of fun stuff to check out.
As per request, I'm not doing the ratings myself, despite how much I feel entitled to do so, and am currently talking with people about rating things in this guide.
The new content is separated and listed in its own area, so let me know if you think it needs to be listed a different way to keep it sections off from the other content. It's all clearly labeled as 3p content though, so that shouldn't be too much of an issue, and all of the 3p content has a heading that identifies it as such.

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Shiroi wrote:Now I'm seeing placeholders for when someone rates your third party elements, but where do I find your actual 3rd party elements to use?It's not actually out yet. I believe N. Jolly said later this month.
That's correct. Listing everything right now is my way of generating interest, see if people are excited for this content. I could probably list the feat names too if I thought that would help, but right now I've passed off the final copy to the editor, so it's slowly getting finalized.
At the moment I'd like to get both the review and the content to hit at the same time.
Also Texas Sniper, check your PMs.

Tels |

Have fun with light, sound, and time! Also the cerebral kineticist, elemental avatar, elemental scion, and kinetic duelist!
*moans* Nnnnnnnggg...
N. Jolly, you are toying with my emotions and provoking my desires here. Enough so, that I'm seriously debating whether or not I should go pick up one of those refillable credit cards to pick the book up when it goes live.

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Well it seems like it's working. I personally had a lot of fun working on these, originally there was only going to be 1 new element, but things kept on spiraling out of control. I can tell you that I have been paying attention to any thread that's talked about kineticist talents people have wanted so I could make sure people were interested, and the archetypes help fill some niches that I really wanted filled, like a melee kineticist that wasn't elemental annihilator.

Skylancer4 |

Oh! I see.
Yeah, but it still kinda cause the change in it to be Living and Constructs, rather than Living or Undead.
It actually doesn't change the damage type, or specifically state that you can do the damage to the constructs even though they are immune to negative energy.
The ability is altered and does what it states it can.
Channel energy is the "general rule" and doesn't create an effect on constructs. The altered channel energy rule is the specific rule stating it works on constructs. Specific > General.
Exception based ruleset. It isn't particularly complicated for once.

Luthorne |
Will your product also include additional wild talents for existing elements? New elements and archetypes are great and all, but that's one thing I really want...especially with the rather limited Void and Wood elements. Not that I'm not plotting to homebrew stuff, but it's convenient to have someone do stuff for you...especially when they think of things you haven't yet.
Edit: Note, I'm probably going to pick up the product eventually anyways, though how soon probably depends on price.

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Will your product also include additional wild talents for existing elements? New elements and archetypes are great and all, but that's one thing I really want...especially with the rather limited Void and Wood elements. Not that I'm not plotting to homebrew stuff, but it's convenient to have someone do stuff for you...especially when they think of things you haven't yet.
Edit: Note, I'm probably going to pick up the product eventually anyways, though how soon probably depends on price.
It actually will, there's additional talents for every existing element, a few void infusions that I really like. Wood doesn't get a lot of love, but there's still a few in there to help it out including at least one rather gruesome infusion that I really like.
There's also a few utility wild talents for everything, including a few universal ones.
I did do my best to try and give options for everything, so I think you'll probably find something you'll like in there. Also I doubt it'll be too expensive; it's about the same size as the kineticist codex I did and it's for the same people, so I assume the price will probably be around the same range.

Tels |

You know, something that just occurred to me, it kind of sucks there isn't an inbuilt mechanic for telekinetics to supplement their day-to-day actions with telekinesis. For example, replacing their Str with Con for Str checks and carrying capacity. I could just imagine a telekinetic sitting down and using his telekinesis to aid him in arm wrestling contests. Or imagine a telekinetic entering into a dead lifting contest etc.
*Bench presses 900 lb. barbell*
Do you even lift, brah?

Skylancer4 |

You know, something that just occurred to me, it kind of sucks there isn't an inbuilt mechanic for telekinetics to supplement their day-to-day actions with telekinesis. For example, replacing their Str with Con for Str checks and carrying capacity. I could just imagine a telekinetic sitting down and using his telekinesis to aid him in arm wrestling contests. Or imagine a telekinetic entering into a dead lifting contest etc.
*Bench presses 900 lb. barbell*
Do you even lift, brah?
Straight up swaps for specific rolls or abilities can get messy, open ended semi ambiguous ones can only be more so.

Luthorne |
By the way, any hint on how much your supplement is going to cost N. Jolly?
Well, he said it's about the same size as his Kineticist Codex, and presumed the price would be in the same range, so maybe three to five dollars? We'll have to see if he's right, though.

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Tels wrote:By the way, any hint on how much your supplement is going to cost N. Jolly?Well, he said it's about the same size as his Kineticist Codex, and presumed the price would be in the same range, so maybe three to five dollars? We'll have to see if he's right, though.
That's what I'm expecting, the same people (Purple Duck Games) are publishing it, and they do good work for a very reasonable price.

zergtitan |

One thing i realized is that Aether could become a strong anti-mage kineticist. it's defense talents gain some potency against magic users and if in the future we could get a blast talent that could make your kinetic blast function as a dispel magic effect the that path could become huge for a sort of witch hunter type build.

wynterknight |

I kind of forgot, from my days of loving warlocks, how weirdly SLA-based classes fit into the rest of the system. Their abilities aren't spells, so they can't take advantage of the eighty bajillion spell slot-based feats, magic items, or prestige classes, and they're not normal attacks, so they can't take advantage of feats, class features, or spell effects that grant extra attacks or work when you make an attack or whatever. I mean, at-will spell-like abilities are cool, but the kineticist is kind of an island unto itself, unable to really take advantage of 95% of the stuff out there. It'd be nice if there was some way to make it work better with everything else. As it is, all I have to hope for is interesting new archetypes, but even that is really limiting.
(When's the new handbook coming out?)

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I kind of forgot, from my days of loving warlocks, how weirdly SLA-based classes fit into the rest of the system. Their abilities aren't spells, so they can't take advantage of the eighty bajillion spell slot-based feats, magic items, or prestige classes, and they're not normal attacks, so they can't take advantage of feats, class features, or spell effects that grant extra attacks or work when you make an attack or whatever. I mean, at-will spell-like abilities are cool, but the kineticist is kind of an island unto itself, unable to really take advantage of 95% of the stuff out there. It'd be nice if there was some way to make it work better with everything else. As it is, all I have to hope for is interesting new archetypes, but even that is really limiting.
(When's the new handbook coming out?)
It is cut off from a lot of the standard mage tricks, but it does have a handful of its own little interesting tricks that help it stand out, and really, I'd rather see new classes as an island rather than building on the mountain of strategies that came before them.
And I was told it'd hopefully be out before christmas, so I'm going to assume in the next 4 days. The title as far as I'm aware is Kineticist of Porphyra.
Also a big shout out to The Mortonator and Texas Snyper for working with me on this one, they're helping me do the reviews for my own content, and so far we're working at a decent enough pace. I doubt we'll have everything reviewed for when it comes out, but so far we do have archetypes and feats basically done, so all that we need now are Light, Sound, Time, and misc talents.
EDIT: Also changed the introduction of the guide to acknowledge you two, just to let everyone know that you were a part of this project. Email or skype me if you'd like a different link used for your name, such as a personal blog or other social media account, since right now it's just your paizo names linked.

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Finally did something I said I'd do forever ago, infusions now have their associated blast listed with them, and man does it make metal blast look even better. I'm seriously thinking of making metal blast purple just due to how useful it is for infusions, although being a composite blast does hold it back. Earth is really the king of the mountain on offense.

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N. Jolly wrote:Earth is really the king of the mountain on offense.Agreed. I think earth/air/earth and earth/air/aether are probably the best for offensive. The first is easier to penetrate DR and the second lets you boost sandstorm's dual damage type to higher numbers.
Me personally, I'm a big fan of earth/earth/aether. You're getting metal blast which works with all of your normal form and substance infusions, picks up rare metal to avoid metal based DR, and aetheric boost to keep that damage even higher, meaning you have the most powerful metal blast possible.
Also, Kineticist of Porphyra is on sale at RPGnow! It should be up at Paizo and PFSRD tomorrow in case those work better for you though. And for those of you following the thread, this should help you get a discount on it until January 1st, so save a dollar and pick it up for the holiday season!
As a personal note, I'd really like anyone who picks it up to leave a review if they could. Positive or negative, I'm still new at 3P, and I'd like to get as much feedback as I can while getting involved with things like this.
Some of the information is ready to be updated, while other information will be added as it's compiled. I'm sure it'll be a lot of help to those looking for something new as well as a strong addition to this class.
Either way, Happy Holidays everyone and enjoy the updated guide!
EDIT: For those of you who don't wish to see the new content, next to all 3P sections, there is now a 'to next section' link that will skip over all of the new content and take you directly to the next section of the guide. This is to help those who aren't interested avoid things that aren't relevant to them, and another effort to help make the guide as user friendly as possible. Also added the 'Return to table of content' link next to the 'to next section' link just in case someone wants to return back to the beginning of the guide as well.

Ravingdork |

I was terribly dismayed not to see any murder elementals* in the Bestiary V.

wynterknight |

Okay, some observations and questions:
1) Holy crap, time and sound are so cool.
2) Cerebral Kineticist: Oof, I wanted to like this so much, because I love skill monkeys, but man, it seems painful. It really nerfs the ability to start your day with elemental defense boosted to trigger your elemental overflow abilities.
Mental barrier - Ouch, losing the basic kinetic talent and 1st-level infusion is pretty rough, since so many utility talents use those basic talents as prereqs. I assume you can choose the basic kinetic talent as a normal utility talent known?
Psychological burn - I feel like this could use a little more clarification. I assume the condition gained from accepting burn 1) replaces the nonlethal damage you would normally take, and 2) lasts until you've rested for 8 hours, and can't be removed by effects such as remove fear spells or whatever?
3) Elemental Avatar:
United defense - I really don't like abilities that rely on abilities you don't automatically have. It's a great ability, but I feel like they should just get the Expanded Defense talent for free at some point or as a mandatory/preselected choice at some certain level.
Apex State - There's a slip-up in the second sentence of the second paragraph where you call it the avatar state ;)
4) Elemental Scion: Excuse me while I giggle and clap my hands. I love this. This would've been a super easy pick before you introduced so many more awesome elements, infusions, and talents, though.
5) Light element: Not my favorite, but it actually has some really cool talents and infusions.
6) Sound element: I'm imagining somebody walking around with their victorious aria active like some personal soundtrack. I know the fluff says "glorious sonata," but I'm imagining a burst of heavy metal as you spring into battle. I love it. I like the combo of physical (vibration) and energy (sonic), and the talents are pretty cool. You're like a dramatically less subtle and more destructive bard.
7) Time element: Man, you can really mess up somebody's day with this element. So cool.

wynterknight |

More stuff:
1) Victorious Aria: Why doesn't this scale at the same rate as other "Big 6 replacer" defenses? all scale at rates that allow you to replace normal equipment of those slots even without taking burn, and it feels like this should also do that, as a cloak of resistance replacer. I know that would make increasing the bonus with further burn broken, but maybe you could accept burn for some other bonus?
2) Arboreal Infestation and Imprisoning Infusion: Hell yes. It's a shame they're so high level, but still. Awesome. I feel like you could also have an earth-based Arboreal Infestation analogue that deals Dex damage and petrifies them.
3) There are a lot of minor grammatical errors scattered throughout the document: Arboreal Infestation, "Your blast contain seeds" should be "Your blast contains seeds" or "Your blasts contain seeds"; Attuning Infusion, "as long as they are within 30 feet of you as well as having line of effect to them" should be "as long as they are within 30 feet of you and you have line of effect to them"; etc. Nothing huge, but it could stand to have somebody go over it again with a red pen.
4) I'm really surprised there's no Deafening Blast infusion for Sound.
5) Destabilizing Infusion: Nice. I like the new stuff you're throwing in for cold stuff.
6) High Gravity Beer Infusion: I'm trying to decide just how terrifying this is. It won't work super well against a lot of high-Fort melee brutes which is who you'd mostly want to use it against, but it will mess up Rogue types. How does it interact with flight?
7) Leech Infusion: Cool, but "These temporary hit points do not stack with each other" should probably read as "Temporary hit points gained from multiple uses of this ability do not stack" or something similar. I mean, technically this non-stacking thing is covered by the core rules, but still.
9) Low Gravity Infusion: This is fun, but needs some clarification. Does the target rise 10' per round, or do they stay at a fixed height of 10'? Do multiple attacks increase the height?
Also, " as though under the effects of a levitate spell for a 1
round per 3 kineticist levels you possess" has an extra "a" in there.
10) Obfusticating Infusion: What is "partial concealment?" Do you mean normal concealment, with a 20% miss chance? Pathfinder really only has 1) concealment (20% miss chance" and 2) total concealment (50% miss chance.)
11) Reanimating Infusion: Mwahahahahaha. Yes.
12) Sickening Infusion: Sort of sad this isn't also an option for Time or Void, too.

Chess Pwn |

More stuff:
1) Victorious Aria: Why doesn't this scale at the same rate as other "Big 6 replacer" defenses? all scale at rates that allow you to replace normal equipment of those slots even without taking burn, and it feels like this should also do that, as a cloak of resistance replacer. I know that would make increasing the bonus with further burn broken, but maybe you could accept burn for some other bonus?
Having looked at this stuff yet, but I do know one thing. The Plant element give a natural armor enhancement and it doesn't scale at all/not enough without burn. So we asked Mark and he said that things don't have to scale, just that the ones we had happened to do so.

wynterknight |

On to the Utility Talents!
1) Auditory Hallucination: Can this actually make somebody deafened? It's not actually clear from the text ("effectively deaf"), but considering the 20% spell failure chance that actual deafness imposes, it needs to be clarified.
2) Chronological defiance: Man, fighting a Time kineticist must be annoying. Also, "grants you the ability for stall your own demise" should read "grants you the ability to forestall your own demise".
3) Deafening Burst and Greater Deafening Burst: Is this a burst or a cone? DB says it's a radius around you, but GDB says it's a cone.
4) Earth Rider: FINALLY. But you never actually say how fast this thing moves. Are you moving at your base speed, or are you moving this at the speed granted by basic geokinesis (15 feet), or something else? Is it supposed to be 60 feet, like Flame Jet/Self TK?
Also, you say you can only move upwards 10 feet per caster level, but 1) I think you mean kineticist level, and 2) is that a maximum distance, or is it 10 feet per level each turn?
Finally, I really really feel like this needs some sort of augment to do awesome bull rushes/overruns. Maybe having the Pushing Infusion allows you to do those maneuvers without provoking attacks of opportunity, similar to how Extended/Extreme Range automatically upgrade Basic TK/TK Haul?
5) Fist of Granite/Oak: Dude. Yes. Awesome. Goodbye, IUS.
6) Friend Throw: I'm going to take credit for this :) I feel like it should probably just automatically duplicate Telekinetic Charge, though.
7) Future Glimpse and Greater Future Glimpse: I need some clarification: Does this apply only to your own rolls? The text isn't clear. Also, is it 1 burn for Future Glimpse, plus 1 additional burn for GFG?
8) Grand Intercession: I made giggly clappy hands again.
9) Grim Future: No, really, Time kineticists are so annoying. I want one.
10) Inspiration Amp and Greater Inspiration Amp: This is one of those like Celerity where you may as well just suck it up and spend the burn.

Arachnofiend |

wynterknight wrote:Having looked at this stuff yet, but I do know one thing. The Plant element give a natural armor enhancement and it doesn't scale at all/not enough without burn. So we asked Mark and he said that things don't have to scale, just that the ones we had happened to do so.More stuff:
1) Victorious Aria: Why doesn't this scale at the same rate as other "Big 6 replacer" defenses? all scale at rates that allow you to replace normal equipment of those slots even without taking burn, and it feels like this should also do that, as a cloak of resistance replacer. I know that would make increasing the bonus with further burn broken, but maybe you could accept burn for some other bonus?
They don't have to scale, but they probably should. I don't like the idea of a kinetic defense becoming obsolete, it's too important of an ability. The incredibly underwhelming phytokineticist likely should not be taken as a good example.

rayous brightblade |
You asked for reviews, here we go with part 1 (will do part 2 tomorrow):
Page 5 Universal Focus: I believe you mean basic manipulation not basis manipulation.
Page 9. The last line of Ranged Blast seems awkwardly written. Maybe "You can apply a second form infusion to this blast". Also, if you can only take ranged blast at 5th level, shouldn't the level of the infusion be 2? Finally, Should the ability be listed as (Ex)? Shouldn't it be (Sp)?
Also Kinetic Assault: I do not think "as though" needs to be in the second sentence. You could also drop the maximize part for burn 1 and have the exact same effect. Not sure if no ops and +2 dc is worth it.
For your new basic attacks I kinda think they are too powerful. Untyped damage for a lower die is too good. Force requires you to spend 2 burn and take aether twice to do a similar effect. Sonic is a little more acceptable because it can be shut down by silence. I am also surprised that you do not have a second light blast that does fire...perhaps non lethal fire (would be nifty)
If Chrono blast is one step lower why is Epoch blast 2 steps lower. Perhaps this should be reversed or both should be 2 steps lower (I would be more ok with chrono blast at d3 personally).

wynterknight |

More Utilities:
11) Light Speed Travel and Time Skip: At will Dimension Door, without the drawbacks and as a move or swift action? I like it, but most at-will teleportation I've seen seems to be shorter range--up to your speed, or maybe twice your speed, or 5' per level or whatever. I'm just going by Nomads and Path of War maneuvers for reference, though, so this isn't a major issue. 'Porting 500+ feet as a move action is pretty sweet.
12) Pitfall: Awesome. Does this still create extradimensional spaces, though? I really feel like you should just be able to dig/create an actual hole.
13) Temporal Interruption: Giggle-clapping again. However, "you are able to freeze time around"? ...around yourself, I assume you meant to say?
14) Greater Time Thief: Holy crap, I want it.
15) Traceless Light: This might need to be clarified, because I can see people arguing that it would render targets flat-footed, which I don't think is the intention?

wynterknight |

Feats!
1) Accelerated Gathering: I'm not entirely sure I understand this. Is this basically just allowing you to do a full-round gather as a standard action instead? In that case, I assume you can still move-gather on the following round to further decrease the burn cost, right?
2) Adaptive Utility: Holy crap yes. For some elements this is practically mandatory. It makes Ability Focus look pitiful in comparison... although wait, that would still stack holy crap
3) Burn Resistance: I know people are really scared of burn, but is it really worth a feat to avoid 2 points of nonlethal damage? It feels like if somebody was really that worried about it, they'd just go Overwhelming Soul or something. I guess some elements (time, sound) have a lot of utility talents that get better with burn, though, so this would help keep you from knocking yourself out so fast. I'd have to see it in play, I guess.
4) Kinetic Prodigy: Ooooh shiny, I want it. This would be a really tempting grab at level 3.
5) Signature Infusion: "This feat cannot reduce an infusion’s required amount of burn to be reduced below 0" should read "This feat cannot cause an infusion’s required amount of burn to be reduced below 0."

wynterknight |

wynterknight wrote:Having looked at this stuff yet, but I do know one thing. The Plant element give a natural armor enhancement and it doesn't scale at all/not enough without burn. So we asked Mark and he said that things don't have to scale, just that the ones we had happened to do so.More stuff:
1) Victorious Aria: Why doesn't this scale at the same rate as other "Big 6 replacer" defenses? all scale at rates that allow you to replace normal equipment of those slots even without taking burn, and it feels like this should also do that, as a cloak of resistance replacer. I know that would make increasing the bonus with further burn broken, but maybe you could accept burn for some other bonus?
Yeah, I noticed that Wood and Void were kind of weird that way, too, but I still don't like it. It's inconsistent, which bugs me, and just super underwhelming compared to other elements.
I still love the fluff, though. So ripe for roleplaying potential and table silliness.
wynterknight |

For your new basic attacks I kinda think they are too powerful. Untyped damage for a lower die is too good. Force requires you to spend 2 burn and take aether twice to do a similar effect. Sonic is a little more acceptable because it can be shut down by silence. I am also surprised that you do not have a second light blast that does fire...perhaps non lethal fire (would be nifty)
If Chrono blast is one step lower why is Epoch blast 2 steps lower. Perhaps this should be reversed or both should be 2 steps lower (I would be more ok with chrono blast at d3 personally).
I'm kind of fine with the untyped damage for Time, but mostly because I can't think of a better damage type. And yeah, if it's untyped it should probably also be slightly weaker for balance, so no real problems there.
Oh oh oh wait, what about a nonlethal damage option for Time? I feel like that might work, as sort of a fatigue-like effect.
Light as blugdgeoning feels... weird. I mean, I know Green Lantern punches people with hard light constructs, but there's not really a precedent for that in Pathfinder/D&D. I can sort of see fire, and if you were going with the laser angle, I'd say piercing, but since you'd probably want your light-based warrior to be effective against undead, bludgeoning probably works better, and nonlethal would be useless. Maybe an option for piercing or bludgeoning would work?

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Wow, looks like a lot of changes since I got on last. Let me try to address the negative and unclear rules first since there's a little and I like clearing things up. As a note, I was talking about writing a review on RPGnow, but this works too although if you could drop a review there, it'd be nice.
@wynterknight
Cerebral kineticist for me was designed to be a step above Overwhelming Soul as an alternative, but it also had to be somewhat weaker than the base class. Orange was actually my design goal there, and it was designed so you could fill up overflow exactly with Mental Barrier. The extended buffer feats are there to help you fill up on defense for the more defense intensive abilities (aether, earth), where the basic mental barrier should be enough for less intense ones (wood, void, sound, light, time.)
With elemental avatar, I was thinking about including a free second defense, but it just made the entire archetype too powerful. Getting it around green was what I wanted, although in play if you think it could use a free second defense somewhere, I'd replace Expanded Basics with another defense.
The lack of scaling on all of these was intentional as a place to 'stuff burn' so to speak. Most of them would be too powerful if they scaled with level too (ESPECIALLY LIGHT, WHICH IS AMAZING!)
Low gravity only has them rise 10 ft initially, so if they want to fall harder, since they're under the effects of a levitate spell, they can float up higher themselves.
God, I was thinking of partial cover, yeah it's normal concealment.
Auditory Hallucination can make someone deaf as long as it last. Effectively deaf just means they're treated as deaf without it being permanent.
For earth rider, it should be the same movement speed as Self TK/Flame Jet/Gravity Control. And in some situations, the phrase 'caster level' is used instead of kineticist level. It's weird, I know.
Future Glimpse is your own rolls, and there was an error, Greater Future Glimpse shouldn't have a burn cost, as well as working on any reroll, not just Future Glimpse related ones (so if you took improved Iron Will and such.)
For light speed travel, I actually compared it not to that, but to the internal class features. By 12th (2 levels later) you could easily have extreme range + ride the blast, which makes for an instant nearly 500 ft teleportation. Originally it was going to be just D. Door until that was pointed out, so it had to be buffed a bit. Plus it's light/time's only movement boost, so I wanted it to be good.
Due to the spellcasting FAQ, they can see you using an SLA and such, so opponents who can see you should be able to tell that they're being attacked. It was more meant as a sniping tool, as well as a neat sneak attack option.
You're right on how Accelerated Gather works, it's just to speed things up. I don't think you can gather energy while having energy gathered though, which is how I would rule this.
Some people HATE burn, as mentioned in the guide, it's basically a specialized toughness.
Yeah, you're right about Sig infusion.
Light as bludgeoning was a hard choice, and yeah I did look at my good friend Hal Jordan for inspiration (spent a lot of time on the super hero wiki), but really it was my best option for avoiding making a new type of damage, and I didn't want to go typeless again.
@rayousBrightblade
I did mean that, you were right there.
It did come out a bit awkwardly. Also the ability to take Ranged Blast is what's EX, not the blast itself. The blast is listed as SP as per normal. And the reason it's 1st level and not 3rd is because I'm not treating it as a 3rd level due to balance concerns. Really, it's just a way to give back a ranged blast, and pushing ranged blast up to 2 burn seemed excessive.
Kinetic Assault did go through some rewrites, although I can admit it probably could have deserved more attention.
Epoch is 2 lower to stop it from being the go to energy blast. The reason Chrono is only 1 step lower is since it's really about as resisted as sonic (read: not at all), I didn't think completely tanking time's damage potential would be helpful. Solo time for a pure energy blast was intentionally tanked though.
I'll have to make another post in a bit to address everything else, but as a first real outing for something like this, it seems like I didn't do too badly.

wynterknight |

Wow, looks like a lot of changes since I got on last. Let me try to address the negative and unclear rules first since there's a little and I like clearing things up. As a note, I was talking about writing a review on RPGnow, but this works too although if you could drop a review there, it'd be nice.
Ha, I'm off work today so I've nothing else I'd rather do. I wanted to post my questions and stuff here before putting up any official review, though. I appreciate all responses, but you don't have to feel obligated to provide immediate answers.
@wynterknightCerebral kineticist for me was designed to be a step above Overwhelming Soul as an alternative, but it also had to be somewhat weaker than the base class. Orange was actually my design goal there, and it was designed so you could fill up overflow exactly with Mental Barrier. The extended buffer feats are there to help you fill up on defense for the more defense intensive abilities (aether, earth), where the basic mental barrier should be enough for less intense ones (wood, void, sound, light, time.)
You're still not really filling up your overflow, though? Mental barrier only gives you a 2-point burn avoidance at level 6, and you need 3 points to trigger your elemental overflow goodies. Then at level 11 you've only got a 4-point burn avoidance, and you need 5 points to trigger your elemental overflow bonuses. I mean, you can use your Internal Buffer, but then you can't do anything with your Burn-based utility talents unless you want to walk around with increasingly onerous conditions all day. I get not wanting to make it too good, but this just feels extremely limiting. I don't know that I have any actual alternative suggestions, though.
With elemental avatar, I was thinking about including a free second defense, but it just made the entire archetype too powerful. Getting it around green was what I wanted, although in play if you think it could use a free second defense somewhere, I'd replace Expanded Basics with another defense.
Yeah, no, it's probably fine, still just sort of weird that it relies on an ability that's not automatically provided. A combination of pre-planning and the normal ability to swap out talents are probably all that would be necessary here.
The lack of scaling on all of these was intentional as a place to 'stuff burn' so to speak. Most of them would be too powerful if they scaled with level too (ESPECIALLY LIGHT, WHICH IS AMAZING!)
Haha yes, yes it is. So is Time, actually, which I don't think needs to scale, either. I still feel like Wood, Void, and Sound could use a scaling boost, though.
Low gravity only has them rise 10 ft initially, so if they want to fall harder, since they're under the effects of a levitate spell, they can float up higher themselves.
Okay, interesting. I feel like it could be clarified better in the description, that the target can move themselves up if they want, because with the normal levitate spell the caster is the one in charge of movement.
Auditory Hallucination can make someone deaf as long as it last. Effectively deaf just means they're treated as deaf without it being permanent.For earth rider, it should be the same movement speed as Self TK/Flame Jet/Gravity Control. And in some situations, the phrase 'caster level' is used instead of kineticist level. It's weird, I know.
Okay, cool, I just wanted to point out it wasn't actually specified in the description. Also, I still really want to run over people with the boulder I'm riding. We need to figure out how to do that.

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For light speed travel, I actually compared it not to that, but to the internal class features. By 12th (2 levels later) you could easily have extreme range + ride the blast, which makes for an instant nearly 500 ft teleportation. Originally it was going to be just D. Door until that was pointed out, so it had to be buffed a bit. Plus it's light/time's only movement boost, so I wanted it to be good.
Yeah, that's fine with me. I was kind of comparing it to Ride the Blast in my head, too, but since this is a move action it's a lot more useful. I really like it, anyway.
Due to the spellcasting FAQ, they can see you using an SLA and such, so opponents who can see you should be able to tell that they're being attacked. It was more meant as a sniping tool, as well as a neat sneak attack option.
That's what I thought, I just wanted to point out that it could be argued the other way, too. I can just see a bunch of rogue/kineticist gestalts or whatever getting into arguments with their DMs about it.

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@wynterknight
For Cerebral, I did actually intend for people to dip into their burn for 1 point although it's mostly because being dazzled is barely a condition. Along with that and the extended buffer feats, it's not impossible to keep topped off, although it is difficult, which I can admit could be a problem.
Amusingly, Elemental Avatar probably has the BEST use of its retraining options due to how they learn things, and really retraining via class features is going to be incredibly important to them.
Honestly, I was afraid people were going to consider Sound's defense too strong, even as it is. I've seen enough people say things like "OMGod! All saves boosted?", so I wanted to be more conservative on that one. It's like Wood in that it's a 'money saver' option, but it to me is more valuable than Wood due to the fact that saving throws are WAY more important than AC.
That's fair, I can talk to the people that I put this out with, see if we can't get some changes made.
Yeah, I could have attempted to make that more clear.
I feel like some combo of telekinesis and earth rider could help with that, fastball special with 2x kineticist.
To be fair, with Ride the Blast, in a combat situation you're still attacking with it. Light Speed Travel is meant to be an in battle option, and if you're using it, you're not gathering energy or full attacking, which to me makes it fair. And if you burn for it, you're burning, so you've paid for the right to do either.
I can understand that, although people fight over all sorts of things, so I'd just throw this on the pile of that.

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I was terribly dismayed not to see any murder elementals* in the Bestiary V
Sadly, no options for Bardic Immunity from Vibrokineticist either, but maybe next time.
Okay, review posted. Happy holidays!
Thanks a lot, linked the review so others can check it out, and happy holidays to everyone using this guide.
I might try to do something special for everyone who puts in a review, maybe a drawing or something, I'll talk with a few other people, see what we can do.