Kineticist Powers I Would Like To See


Pathfinder First Edition General Discussion

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Scarab Sages

I was thinking graphite or ore with metal veins.

While we're at it, wouldn't it be cool to have more third-level blasts like composite + aetheric boost? Maybe Earth + Earth + Electric could make Charged Metal etc...? Or adding another Fire component could boost an existing Fire composite...


It's likely there will never be an Electric+Fire or Cold+Fire because they wanted Fire to be the most damaging energy blast, and wanted it to be "unique" in that it is the only full damage, energy composite blast out there.

Honestly, they should have just made Blue Flame Blast deal 2d8 per level instead of 2d6 per level, or let it deal damage as a physical composite blast (2d6+2 per level), giving room for the other energy combinations.

Scarab Sages

Ok, I guess that makes sense. Most people who multi with Fire probably want a physical blast for backup anyway, so Electric/Fire isn't much of a loss. Still, we need the remaining physical composite blasts...


Yeah, Mark Seifter commented on that here.


Well that is disappointing:(


It's funny how you have great ideas at work, don't write them down, and forget them entirely:)


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A wild talent(or feat) that lets you use your con instead of your strength for strength based checks. Things like breaking objects, opening jammed doors/locks, and strength based skill checks like climb and swim.


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Aether Glue, to glue objects into mid-air


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You mean something like an instant immovable rod but any object?

Still would like to see earth, water, and wood get an ability to create permanent structures like bridges, walls, shelters, forts, castles, etc.


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Hmmm...

Something I would like to see is an "all" high level talent. Not "all" as in "any element can take this," but rather a "use all elements for this composite ability." It would be something really cool, I think. Now, how would you ever be able to use this? Well, maybe two or more kineticsts who both have the talent would have to work together to produce the effect. Or rather, give a boost to the standard kineticist's capstone Omnikinesis, allowing them to do awesome things with all the elements.

What I'm thinking about is a Create Demiplane ability. Just imagine, the master(s) or elements, weaving aether to create a place outside of the normal world, filling it with earth, water, and air, then using fire to form a sun and void to give it gravity, with wood to fill it with life. Does that make sense and sound awesome to anyone else?

Silver Crusade

Pathfinder Adventure Path Subscriber
Dαedαlus wrote:

Hmmm...

Something I would like to see is an "all" high level talent. Not "all" as in "any element can take this," but rather a "use all elements for this composite ability." It would be something really cool, I think. Now, how would you ever be able to use this? Well, maybe two or more kineticsts who both have the talent would have to work together to produce the effect. Or rather, give a boost to the standard kineticist's capstone Omnikinesis, allowing them to do awesome things with all the elements.

What I'm thinking about is a Create Demiplane ability. Just imagine, the master(s) or elements, weaving aether to create a place outside of the normal world, filling it with earth, water, and air, then using fire to form a sun and void to give it gravity, with wood to fill it with life. Does that make sense and sound awesome to anyone else?

I think that'd make the basis of a fantastic high level Occult Ritual.


Dragon78 wrote:

You mean something like an instant immovable rod but any object?

Still would like to see earth, water, and wood get an ability to create permanent structures like bridges, walls, shelters, forts, castles, etc.

YEP

It would make everyday life so much easier&fun&creative


I would very much like to see a primal magic/Spellscarred archetype....that covers a "Spellfire" type wielder.

Changes fire damage to force damage
Gives SR as a defensive ability
Allows you to use Spell levels that fail to bypass SR as burn effective burn...


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I would like to see multiple elemental defense options for each element. It would nice to have the option of taking expanded defense utility wild talent even if your expanded element is the same as your first.

Examples

Aether
1)Force Armor- functions like shroud of water but force based.
2)Mystic resistance- grants SR.
3)Telekinetic Deflection- grants a deflection bonus to AC.
4)Aether strands- functions as searing flesh but force based.

Air
1)Electric field- functions like searing flesh but electric based.
2)Electric resistance- start with 5 but increases with burn and level(maxing at 30).
3)Magnetic field- metal creatures/weapons take a penalty to hit and damage you.
4)Cloak of mist- 20%+ miss chance to miss you with melee attacks.

Earth
1)Earth armor- functions as shroud of water but earth based.
2)crystal skin- deflect ray attacks.
3)Stone hide- functions as flesh of wood.
4)Shroud of sand- functions as enveloping winds but sand based.

Fire
1)Burning mirage- 20%+ miss chance to miss you with melee attacks.
2)Fire resistance
3)Shining radiance- grants save bonuses vs blindness, dazzle, and light based spells and effects. Has a chance to counter magical darkness and illusions.
4)Cloak of ash- when struck or grabbed release choking ash, creature that swallows you must make save or become nauseated.

Water
1)Water's illusion- grants a mirror image effect.
2)Cold Resistance
3)Freezing flesh- functions like searing flesh but cold based.
4)Veil of water- grants some protection against gaze attacks, save bonus vs blindness, dazzle, and visual illusions and effects.

Wood
1)Skin of the First World- functions like flesh of stone but DR/cold iron.
2)Life infused- grants limited fast healing maybe like a 1HP a minute.
3)Plant infused- gains bonuses on saves vs mind-affecting effects, paralysis, poison, polymorh, sleep, and stunning.
4)Verdant armor- functions like shroud of water but plant based.

Void
1)Shadow blend- attacks have % miss chance, higher in dim light or darkness conditions.
2)Life resistance- grants positive energy resistance.
3)Gravity field- creatures take a penalty to hit you.
4)Void defense- grants save bonuses vs death effects, energy drain, negative energy and negative energy effects, and the special abilities of undead.


Seconding the idea of more elemental defenses!
What about another special subcategory of defenses, like counters/contingecies? They can be used as immediate action only after a condition is met, something like this:

-Solar Flare, burns one ranged manifactured weapon directed to kineticist, dealing Xd6 damage according to burn invested. Burn also increases the number of simultaneous attacks, extends the reach of the flare (at some point it burns projectiles even before they reach the kineticist). Solar flare may be also used to counter any attack with [water] or [cold] descriptor, as if counterspelling.

- Diamond Shell, kineticist gains hardness against one attack, equal to double burn invested. Melee attacks that deal no damage (including from damage reduction and other abilities which may reduce incoming damage) are deflected entirely to another adjacent target. Burn invested also increased the range at which the target can be to be targeted by the deflected attack. Diamond Shell may be also used to counter any attack with [air] or [electricity] descriptor, as if counterspelling without preparing an action.

etcetera

Maybe kinetic counters/contingencies may be used investing some burn at same time when filling the internal buffer, but those points are invested in the selected counter/contingency instead. Then those burn points disappears as soon as the kineticist activates the kinetic counter/contingecy.


I'd like a Telekineticist Utility Power that works like Snatch Arrows- you can deflect and redirect ranged attacks, even really big things like boulders if your basic telekinesis is buff enough. Limit it to 1/round like snatch arrows and let people take burn as an immediate action to allow you to do it as an AoO for until the beginning of your next turn; possibly let people ready an action to do this a LOT.


Yeah PossibleCabbage, I would love a telekineticist utility power like that as well.


Luthorne wrote:
The Sideromancer wrote:
Dragon78 wrote:
Do you mean you want an element that combines metal and void or something else?
Graduating metal to its own element would do it, as would an archetype that allowed for more mixing. Basically, metal is currently earth+earth, which means metal+anything else is a total of 3 out of 2.
Why out of two? You get to pick three elements, one at 1st level, one at 7th, and one at 15th. So going earth, earth, and void (in whatever order) is feasible, albeit high level...something I'm considering for my tiefling geokineticist if I ever get to that level.

I agree. If at 15th level when you get a 3rd exanded element a kineticist could make a 3x composite blast then maybe people would stop complaining about being underpowered. It could be like an ULTIMATE ATTACK costing serious burn but doing 3d6+3 per increase. Maybe make feat requirement to attain such power.


NEW ARCHETYPE IDEA

I'd also like to see an archetype that make Kineticists more like Wizards in a way. Call it Trained Kineticist. Lorewise its a Kineticist that found a master/school or was raised Kineticist community from a young enough age that their powers gained skilled variety at the expense of raw power.

FLEXIBLE TALENT
Each night before they would sleep (normally when they'd charge internal buffer) a Trained Kineticist could meditate to swap 1 wild talent for any wild talent they qualify for at that level. Starting at 4th level they could swap 1 additional talent per 3 Kineticist levels. The swap would take effect the next time they would remove burn. This would replace Internal Buffer.

KINETIC TRAINING
At 2nd level instead of Elemental Defense they would gain Kinetic Invocation as a bonus feat but could choose Expanded Defense from 2nd level on to get it when swapping wild talents. At 5th,9th & 13th levels the Trained Kinetisist would gain Expanded Metakinesis as a bonus feats.

ELEMENTAL KNOWLEDGE
At 1st level the Trained Kineticist would gain Skilled Kineticist as a bonus wild talent. At 3rd level they would gain Skilled Kineticist, Greater as a bonus wild talent.
This changes Skill Ranks per Level: 2 + Int modifier.

MIND OVER BODY
A Trained Kineticist subtracts their their Wisdom Modifier (Minimum 1) from the nonlethal damage they receive each time they receive burn (down to a minimum of 1 point of nonlethal damage per point of burn). At 3rd level and whenever their Elemental Overflow would increase they subtract 1 additional point (down to a minimum of 1 point of nonlethal damage per point of burn) so Wis Mod +1 at 3rd level Wis Mod +2 at 5th level etc. This replaces Supercharge and removes the Size Bonuses to stats from Elemental Overflow.

-------------------------

Please let me know what you think and what you would change.


Something else I'd really like is for Earth kineticists to get talents that let them replicate Wall of Stone and Wall of Iron.


I agree, would love wall of stone and wall iron options for earth kineticist.

What saddens me most is if they used the space that they have for kineticist archetypes for wild talents instead, we would have like twice as many wild talents by now.


Instead of Wall Of Stone or similar spells, there needs to be a "Kinetic Cronstruction" talent that allows mimicry of the various wall spells, or allows construction of small buildings. Make it available to earth, water/ice, and wood. It functions like Wall Of Stone, but can be used to make any shape, not just walls or bridges and the like, but if you have metal, you can make Wall of Iron. For ice, include something like, "ice melts at 1 inch of thickness per day spent in areas above freezing temperatures, this can increase to 2 inches, or more, per day in warmer weather." But also allow for the ice user to accept.burn to make it supernaturally cold, and slow the melting down to like, 1 inch per week or possibly even permanent. It would allow for some super cool options for a PC/NPC to live in a non-melting house made of ice.


It's funny that aether got a utility wild talent to create force based structures but earth, water, and wood still don't have any abilities to create bridges, cabins, castles, etc.

A lower level wood utility to create small to large wooden structures like cabins.

The ability to create castles made of ice or stone would be cool for water and earth respectively.


Well this has been an interesting re-read, so many great ideas gone unused. But it was fun while it lasted.


Such a shame, so many things I wish this class had gotten.


Wow, I started this wish list in 2015....I feel old.

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