Kineticist Powers I Would Like To See


Pathfinder First Edition General Discussion

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Tiny Coffee Golem wrote:
Ravingdork wrote:
Tiny Coffee Golem wrote:
Dragon78 wrote:
They would still do only half damage since none of the blast have the ghost touch property and the force blast is a composite blast for Aether. Incorporeal creatures take half damage from physical attacks, magic, and energy damage. The only exceptions are force effects, ghost touch weapons, and specific metamagic.
If you double dip Aether you get a force blast.
Yeah, I see no reason why force blast wouldn't do full damage.
Agreed with your points, but it exists is my point.

Just to be clear, I was referring to "not getting halved by incorporeality" not that it "should do as much damage as other composite blasts."


Yeah but if the fact that the force blast does full damage vs incorporeal targets is the main reason that the force blast is a composite blast then that would be lame. In fact I still think the force blast should have been a simple blast that uses 1d4s instead of 1d6s.

I think we need more metakinesis options ether as feats or as an option to replace the existing ones you get.


JiCi wrote:
Here's something I would like to see, possibly as a feat: the ability to HOLD SOMETHING in your hands while Gathering Power, so there would be no more weapon dropping, which COULD lead to talents/abilities to channel your blasts through a wielded weapon, stacking BOTH the weapon's properties AND the blast's properties.

Like any of the three or so magic items a Kineticist has to hold to benefit from at all? Only one, the hollow rod, Mark has said can just be in your possession. You need Quick Draw or the now terrible weapon cords for the rest.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Azten wrote:
JiCi wrote:
Here's something I would like to see, possibly as a feat: the ability to HOLD SOMETHING in your hands while Gathering Power, so there would be no more weapon dropping, which COULD lead to talents/abilities to channel your blasts through a wielded weapon, stacking BOTH the weapon's properties AND the blast's properties.
Like any of the three or so magic items a Kineticist has to hold to benefit from at all? Only one, the hollow rod, Mark has said can just be in your possession. You need Quick Draw or the now terrible weapon cords for the rest.

Until they add it to the errata, Mark's words amount to little more than his opinion.

The Magic Items chapter on rod activation clearly states "Unless noted otherwise, you must be holding a rod to use its abilities." That means you MUST have it in hand until they add a specific exception to the hollow rod's text.


I kinda hope one of the few paizo people who seems to have any interest in the gaming community gets to count more as an opinion. He's the only reason I like the Kineticist as much as I do.

Because he's part of the community.


Dragon78 wrote:
They would still do only half damage since none of the blast have the ghost touch property and the force blast is a composite blast for Aether. Incorporeal creatures take half damage from physical attacks, magic, and energy damage. The only exceptions are force effects, ghost touch weapons, and specific metamagic.

Whoops, you're right. Maybe if we had a universal "ghost buster" infusion?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Azten wrote:
He's the only reason I like the Kineticist as much as I do.

The ONLY reason? Seriously? Surely much of the kineticist stands up on its own.


I would love a "ghost buster" infusion.


I would like to see a feat that lets you use your con mod for attack rolls with your blast.


I think it'd be cool to have some kind of mechanic to emulate those "Energy Blast Contests" you see in anime and movies, something like Gohan vs. Cell's Kamehameha battle or Iceman vs. Pyro in X-Men 3. Cool ▬ maybe not useful or practical though.

I figure you'd have to start with the Kineticist readying a blast to counterspell, either the default version or with the Kinetic Counter feat. If the Kineticist fails the check, they can opt to "open a small rift in to the Ethereal plane" that adds Elemental substance to the blast, setting its duration to Concentration action. This same rift would allow the enemy to turn their spell/ability to Concentration...

Nevermind, it's only the Kinetic Counter version of counterspelling that can fail the Caster Level check, I guess. I'm not sure how to get an "Energy Blast Contest" started. But it should involve some contested Concentration checks and be a lot simpler than Psychic Duels though.


Ravingdork wrote:
Azten wrote:
He's the only reason I like the Kineticist as much as I do.
The ONLY reason? Seriously? Surely much of the kineticist stands up on its own.

And I followed that with "as much as I do." I'd like it less without actually input from Paizo(a rarity it seems sometimes).


Kinetic Kick

Element(s) universal; Type form infusion; Level 3; Burn 2

Associated Blasts: Any

You surround your legs with elemental furry. You can use this Infusion as part of a Full Attack action. This attack works as Kinetic Fist, except you may substitute two attacks to perform a kick that moves you 10 feet. At any point in this movement you may perform a kick unarmed attack using the higher of the substitute attack's bonuses. If you hit, double your extra dice from Kinetic Fist. When substituting attacks you must substitute attacks next to each other in order of highest to lowest. This attack ignores the restrictions on the Elemental Flurry class feature.

Basically, give me a reason to Kinetic Fist! Still sub-par to Kinetic Whip, but the flexibility is hopefully worthwhile.


Ravingdork wrote:
Azten wrote:
JiCi wrote:
Here's something I would like to see, possibly as a feat: the ability to HOLD SOMETHING in your hands while Gathering Power, so there would be no more weapon dropping, which COULD lead to talents/abilities to channel your blasts through a wielded weapon, stacking BOTH the weapon's properties AND the blast's properties.
Like any of the three or so magic items a Kineticist has to hold to benefit from at all? Only one, the hollow rod, Mark has said can just be in your possession. You need Quick Draw or the now terrible weapon cords for the rest.

Until they add it to the errata, Mark's words amount to little more than his opinion.

The Magic Items chapter on rod activation clearly states "Unless noted otherwise, you must be holding a rod to use its abilities." That means you MUST have it in hand until they add a specific exception to the hollow rod's text.

Even if a designer thinks it should work, it must still be approved, or else it's just as valid as any of our opinions, as you said.

In fact... WHY does the Kineticist need to have his hands free to Gather Power, if he can shoot a blast with only one hand? Spellcasters can cast spells with only one hand, even if the spell can take more than one round to cast. What makes the Kineticist so "powerful" to warrant the concept of not holding anything when Gathering Power?


That is a good question JiCi. I don't see why a kineticist needs hands to use there blast at all. They could use there eyes, mouth, legs, etc. I don't see why you have to have both hands free to gather power.


Dragon78 wrote:
That is a good question JiCi. I don't see why a kineticist needs hands to use there blast at all. They could use there eyes, mouth, legs, etc. I don't see why you have to have both hands free to gather power.

Who knows...

On a sidenote, an archetype for specialized kineticists would be nice, like trading the ability to learn other secondary elements for the ability to greatly boost the primary element, leading to new talents.


I would like an archetype like that, it could be a way to get a more fitting 20th level cap ability for each element.


Dragon78 wrote:
I would like an archetype like that, it could be a way to get a more fitting 20th level cap ability for each element.

Sadly, we don't have this, or any Kineticist archetype for that matter, in Occult Origins. We do get Void and Wood elements, but that's it, where the other classes have at least one new archetype.

Occult Realms, maybe?


In all fairness the wood and void elements already took up more pages then any of the other classes got so still really good in my book. We might be waiting a while before the Kineticist gets more love though.


I would like to see a kineticist archetype that lets you take utility wild talents instead of infusion ones as an option. Also you still get utility wild talents at even levels as well.


Dragon78 wrote:
I would like to see a kineticist archetype that lets you take utility wild talents instead of infusion ones as an option. Also you still get utility wild talents at even levels as well.

I feel like that would be more like a trait or feat.


That would be way too powerful for a feat and far beyond what a trait should be able to do.


Dragon78 wrote:
That would be way too powerful for a feat and far beyond what a trait should be able to do.

I'm not so sure. Kinetic Blasts are your primary damage source and infusions are how you make then better. Infusions are the more limited resource. And plently of things like expanded element and extra wild talent don't make a distinction.

Compare it to Kitsune's trait to pick up tails and it seems balanced.


I still want a utility focused archetype. That doesn't prevent you from playing the class how you want it. After all we already have an archetype that gets rid of utility wild talents.

Shadow Lodge

Something that lets starting hydrokineticists breath underwater. You know, like 1st level aerokineticts...


I also found that strange that air kineticist was better suited to the water then well water kineticist.


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(Aether)- ability to create a single magical missile as 1st level caster, take 1 burn to increase caster level to equal your kineticist level.

(Aether)- Create blade barrier effect.

(Air)- Create magical solid structures out of clouds.

(Earth)- Create objects/weapons/armor/tools/structures out of crystal.

(Fire)- green flame infusion for fire that does not harm plants, plant creatures, animals and non-evil fey. but deals extra damage to undead, evil fey, and aberrations.

(Water)- freezing curse infusion, cold blast cause dex damage, if dex reaches 0 the creature becomes solid ice and be shattered.

(Wood)- Ability that makes plants grow out of constructs and corporeal undead, causing extra damage and various penalties.

(Void)- Ability to dramatically alter the weight/mass of a single creature.


(Void): the ability to change a target's subjective gravity would be cool. Possibly a talent chain starting with a climb speed (sharable to others for burn), ending with a blast infusion akin to Foe Throw. We're already tossing around micro singularities, reducing our gear's weight, and (eventually) reversing gravity, being able to change the direction of gravity for ourselves to "where the soles of my feet are pointing" would be a thematically appropriate and useful ability.

(Also Void): It feels strange that a class that manipulates negative energy has virtually no interaction with undead. Something like being able to rebuke/command or disrupt undead would be good. Alternately, a way to reduce the efficacy of healing/positive energy (channeling) in an area. Maybe a way to raise a single undead minion (with a burn cost), with possibly more servants for accepting burn. Stick an HD cap on it equal to 2* Kineticist level or something. Really, just anything to counteract the whole "I toss negative energy around like candy, but it doesn't do anything to undead and I can't do anything necromantic other than level drain, eventually."

Suggestions based on my recent delving into the Void Kineticist for a home game character.


I also found it strange that void had no abilities that were useful against undead undead and few for them.


Dragon78 wrote:
I also found it strange that void had no abilities that were useful against undead undead and few for them.

Why should it? Void is conected to negative energy, but the overlap ends there. We have plenty of precedence for what void does in Pathfinder already. I can't think of any that fit that bill.


(All)- Dispelling infusion, added target dispel magic effect.


The Mortonator wrote:
Dragon78 wrote:
I also found it strange that void had no abilities that were useful against undead and few for them.
Why should it? Void is conected to negative energy, but the overlap ends there. We have plenty of precedence for what void does in Pathfinder already. I can't think of any that fit that bill.

Because undead are strongly linked to negative energy, it therefore makes sense for a manipulator of negative energy to interact with undead in some fashion. Normally negative energy heals the undead and negative energy is closely linked to creating and controlling them, but our plucky void kineticist doesn't even heal undead without kinetic healer. So the element that manipulates energy directly from the negative energy plane, who throws around blasts of negative energy and can inflict negative levels, can do nothing with undead beyond heal them or nuke them with the other half of the element. It just feels odd. If void kineticists treated undead like other elements treat elementals, being able to disrupt them or generate them with various talents, it would be a cool, flavorful addition to the element that I'm a little surprised isn't there.

Or I would be, but word count is a thing.


(Fire)- White Fire infusion, blast is half fire, half divine damage.

(Water)- holy water infusion, water blast is made of holy water.

(Water)- create an area of rain around you, can be combined with holy water infusion.


I've been rechecking the whole class... and only Air, Water and Void have 2 distinct blasts (Electricity, Cold and Negativve Energy, respectively). So, my ideas:

Sound (Earth):
- Sonic Blast
- Deafening blast
- Stunning blast
- Ventriloquism
- Silence
- Sound distortion

This is going with the idea that Sonic energy is related to resonance, similar to crystals... and the fact that sound spells and effects have been seen for Earth spellcasters and monsters.

Acid (Wood):
- Acidic Blast
- Poisonous Blast
- Rusting metals
- Corroding stone
- Acid resistance
- Ooze-like construct creation
- Acidic blood

Basically, poison has been a potent "element" in recent years. However, on its own, it doesn't do much... unless acid is involved, but Sound would already be added for Earth, so in the end... Acid and Poison would make sense for Wood.

Positive Energy (Fire):
- Light Blast (Positive Energy damage; similar to Negative Blast)
- Blinding blast
- Light/Daylight effect
- Undead-damaging blast
- Animated lantern-light orb of light
- Positive Energy blast (heal living; hurt undead)
- Healing
- Removing afflictions
- Turn Undead
- Energy overload (consequence of getting double of your temporaty HPs via positive energy areas)
- Animating objects

Unless you can find a suitable secondary element for Fire, Light will do. Furthermore, Darkness, Void and Negative Energy have all been mixed together, so having Fire, Light and Positive Energy wouldn't be problematic. Beside, a laser pistol deals fire damage, according to the Technology Guide... and it is described as a focused blast of light.

Time (Aether)
- Chronal Blast
- Haste
- Slow
- Time Stop
- Temporal Stasis
- Aging
- Time vision
- Augury
- Foresight

Ok... if Aether is supposed to be "space", it would fit to have it deal with "time" as well. We have seen a few monsters with time-related abilities. This isn't as a stretch as it may seem, people ;)


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Dragon78 wrote:

(Fire)- White Fire infusion, blast is half fire, half divine damage.

(Water)- holy water infusion, water blast is made of holy water.

(Water)- create an area of rain around you, can be combined with holy water infusion.

Does the last one require you to toss blessed coins to make it holy rain up in there?

....I'll see myself out.


Do we even have rules for blessed coins;)

I would prefer new elements for positive energy, light, time, and sonic, though acid would make a good one for earth.

I wish poison was a "energy" type because that would be great for wood.


Mark deliberately didn't make an acid based talents because he wanted to get away from earth = acid, so we probably won't see any.

Also, coins can be improvised weapons. Cast bless weapon on them. ;)


"Gp rain" would be a cool ability for a metal element. Basically creating non-permanent gold coins to rain down on your enemy.

We could always get an acid blast for a new element.

(Wood)- Ability to control/create paper also enhanced paper to make it useful as weapons/armor/tools.


If there is ever a positive energy based element I would like for it get the following abilities.

-Defensive ability would be fast healing 1 with increase of healing rate for every 1-2 burn.
-Channel energy(positive) like a cleric of your level a number of times per day equal to 1+con mod.
-Mercy- Gain paladin's mercy ability with your kinetic healing also use mercies with your channel by taking burn.
-Ability to grant disruption weapon property to self and allies.
-Constant Deathward effect, grant deathward to allies by taking burn.
-Ability that protects against the effects of the positive energy plane.
-Gain a variety of abilities that can act as the following spell effects: heal, breath of life, resurrection, undeath to death, restoration, animal growth, giant vermin, regenerate, animate objects, and plant growth.
-Ability that acts as summon natures ally except you create temporary life instead of summon them.
-Positive energy blast that harms undead or does non-lethal damage to the living.
-Healing aura that grants your allies fast healing equal to your current rate.


(Water)- Ability that increases swim speed based on level maxing out to at least 60ft.

(Water)- Ability that allows them to breath underwater at level 1.


I would like some alternate elemental defensive abilities:

(Air)- electrical resistance 5(10 at lv7, 20 at lv14)
(Air)- like fire's but electrical based
(Air)- bonuses on AC, dex based skill checks, and reflex saves
(Aether)- force resistance
(Aether)- ghost touch to armor or weapon
(Aether)- gain DR*/magic(or silver)
(Earth)- acid resistance
(Earth)- like fire's but acid based
(Earth)- magnetic field that propels metal weapons/creatures(-2 hit or better)
(Fire)- fire resistance
(Fire)- 20% miss chance from melee attacks because of bright light
(Fire)- immunity to light blindness and dazzle.
(Water)- cold resistance
(Water)- like fire's but cold based
(Water)- bonuses on saves and AC while in or near water
(Void)- 20% miss chance from melee attacks because of shadows/darkness
(Void)- healed by negative energy
(Void)- positive energy resistance
(Wood)- save bonuses vs mind-affecting, paralysis, poison, polymorph, sleep, and stunning.
(Wood)- plant like immunity, pic one from paralysis, poison, polymorph, sleep, or stunning.
(Wood)- gain DR*/slashing(or cold iron)


(Void)- spell effects like shadow evocation, shadow conjuration, and shadow walk would be cool.


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Aether should get entangling infusion. They should be able to entangle the target with aether strings like a web.

Grand Lodge

Void and Earth: Create Pit effects.

A Wood/Water composite blast that deals Acid Damage.


An actual gravity/aether composite blast instead of the "boosts". Void and aether are pretty similar and they should be able to mix together for a true composite blast.


A real composite blast for Aether + Aether would be nice.


Dragon78 wrote:
A real composite blast for Aether + Aether would be nice.

Yea. The force blast is a bit weird to me. It does less damage, but with the exception of very specific instances (ghosts anyone?) force damage isnt overly useful.

Further not needing to "throw something" isn't a valid argument as the telekinetic blast has no lower limit. With the current RAW you can telekineticly throw dust motes and do the same damage as throwing a boulder.


I still think the force blast should have been a simple blast. If they were worried about balance they could made it use d4s instead of d6s. But that boat has sailed.

It would cool to get some more metakinesis abilities, more then likely from feats.

Also I find it weird that wood is the only element that can do non-lethal damage with it's blast. Though I can understand fire(and maybe void) not getting this ability but aether, air, earth, and water.


Pathfinder Starfinder Roleplaying Game Subscriber

I think the Bludgeoner feat works for dealing nonlethal damage with kinetic blasts that deal bludgeoning damage, since it counts as a type of weapon for appropriate feats.


That might work for kinetic blade/whip but it wouldn't work for the blast.

Would like to see a universal infusion that would shape a blast into a 30ft-60ft line or 15ft-30ft cone with a greater version that doubles the range.


Pathfinder Starfinder Roleplaying Game Subscriber
Dragon78 wrote:

That might work for kinetic blade/whip but it wouldn't work for the blast.

Would like to see a universal infusion that would shape a blast into a 30ft-60ft line or 15ft-30ft cone with a greater version that doubles the range.

Why wouldn't it work with a blast? It doesn't specify ranged or melee. I think Stage Combatant would work too.

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