Pimp My Telekineticist (and maybe Hydrokineticist)


Advice


I'm new to Kineticists, as is most everyone else.

Question 1: What's the "best" overall build for a Telekineticist? I'd like them to basically be a telekinetic rogue that's got a decent punch in battle.

Question 2: I'm considering a Undine Hydrokineticist for Skulls and Shackles. I'm not entirely sure what direction to go with her. Any thoughts on making the best Hydrokineticist? Essentially being as good at whatever a hydrokineticist is best at as possible.

Thoughts?

Designer

There is a hydrokineticist in my Skull and Shackles game. He has been extremely useful throughout the game, and he just got Water Manipulator, so I expect him to be even more useful going forward.

Dark Archive

Building a TK is a fairly linear progression, since they either have very few options, or the ones they do have are traps.

This means that the progression of abilities is fairly set in stone before you start. You'll be stuck taking at least one copy of extra wild talent that you'll be forced to retrain at level 10, because extra wild talent sucks, even though you still need at least one copy.

So, at first level you take extended range, then TK Finesse, then pushing infusion, followed by TK haul, bowling Infusion, and finally TK invisibility. Then, at 7th level you pick up foe throw, and extra wild talent for whatever crap talent you feel like having for three levels. Then, you grab Kinetic maneuvers, extreme range, and at 10 retrain extra wild talent into touchsight so you can pick up reactive touchsight. From there you snag wall at 11, because there are literally no other options at that level, even though you'll never use it, followed by Suffocate at 12, disintegrate at 13, and either spell deflection or ride the blast at 14. At 15 you go expanded element Aether again, and pick up whichever talent you skipped at 14, then grab pretty much whatever you want from then on.

The problem is, that there are literally levels where you have 1, and occasionally even 0 options for what to pick. Also the fact that you have to pick some options that just plain suck. Now, if you could retrain those utterly awful low level Infusions, like pushing, into higher level ones as you advanced in levels, everything changes. As it is, you have no choice but to pick crappy infusions that you will never use. Because we all know how often that bull rush is exactly the move that was needed at any given time.

The only good thing here is that your feats are fairly wide open. You can take generally whatever the hell you want and it seems to work just about equally well at all times. I recommend PBS and precise shot at the minimum.

Now, there is a caveat here. If Mark comes out and says that the intention was for you to be able to retrain those crappy low level infusions into higher level ones at first opportunity, this class works a lot better, and no longer has the worst spell level access in the game, for a class with access to 9th level spell equivalent abilities.


For the telekineticist you describe, you need this: Trap Finder. If your GM doesn't allow it, at least take Vagabond Child so that you can Disable Device as a class skill.

As stated, the other stuff is pretty straightforward. You need Point Blank Shot, and Precise Shot as your 2 starting feats... other than that you'll do Extended Range first, with Push as your probable 2nd infusion and TK Finesse followed by TK Haul... there's not a lot of choices yet, at least until the 2nd book comes out. ;)

Just remember that offensively, Empower is all you really want to spend Burn on, once your Extended Range is free... so feel free to load up on your defense, minimum of 3 burn every day for defense (You -even out- on Tmp HP vs Burn Damage, but heal those Tmp HP super super fast.)

Dark Archive

Empower isn't worth it for a TK. You should be using shenanigans with your abilities, not planning on doing raw damage with them. Foe throw is for chucking people into the ceiling and over the edges of cliffs. Or out windows. It's not for actually pinging people into each other, because that's a poor use of an ability that can quickly become save or die. It's literally the least efficient possible use of the power you can come up with.

Worth noting, you can use it to pull flyers out of the sky too. Save or hit the ground and fall prone.


Sphynx wrote:
Just remember that offensively, Empower is all you really want to spend Burn on, once your Extended Range is free... so feel free to load up on your defense, minimum of 3 burn every day for defense (You -even out- on Tmp HP vs Burn Damage, but heal those Tmp HP super super fast.)

How does Extend range become free?


Alright then, What's the best build for the Hydrokineticist?

Dark Archive

When you get infusion specialization, all of your Kinetic blasts reduce their burn cost by 1, to a minimum of 0. Since extend range is burn 1, it then costs 0, assuming you use no other Infusions along with it. Which you won't be, since Aether infusions are largely crap, or don't stack with extend. You'll probably then use gather power to make Empower free, letting you do a nice chunk of extra damage. If you're not getting some crazy shenanigans going instead.

I always vote for shenanigans, by the way.


Can you use you kinetic blast to hit a foe with, for example, a vial/flask of acid or poison? Since the object takes the damage as well, it should break the glass and the contents should spill onto the foe, correct?


Legio_MCMLXXXVII wrote:
When you get infusion specialization, all of your Kinetic blasts reduce their burn cost by 1, to a minimum of 0. Since extend range is burn 1, it then costs 0, assuming you use no other Infusions along with it. Which you won't be, since Aether infusions are largely crap, or don't stack with extend.

Well, you should always max your "free" burn, so Free Extended at 5th level, Free Extended+Pushing or Extreme Range at 8th, Free Extended+Bowling, Extreme+Pushing, or FoeThrow at 11th, etc, etc...

Even though the Substance Infusions might be "crap" compared to other elements, they are still "Free" Combat Maneuvers, and most help keep your enemies away from you so you're not forced to melee.

Dark Archive

Free extended+pushing is still a stupid thing to use when you could be using anything else that doesn't suck.

Just because you can do it for free doesn't make it a useful ability.


Texas Snyper wrote:
Can you use you kinetic blast to hit a foe with, for example, a vial/flask of acid or poison? Since the object takes the damage as well, it should break the glass and the contents should spill onto the foe, correct?

Nope. Just like your weapon is covered on force to keep it from doing material damage, it also protects your flasks from breaking.

Designer

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Philo Pharynx wrote:
Texas Snyper wrote:
Can you use you kinetic blast to hit a foe with, for example, a vial/flask of acid or poison? Since the object takes the damage as well, it should break the glass and the contents should spill onto the foe, correct?
Nope. Just like your weapon is covered on force to keep it from doing material damage, it also protects your flasks from breaking.

While the aether envelope usually prevents the effects of the item (if not the breakage), sometimes it is to your advantage to use the loose strands option and let the enemy feel the wrath of the item you threw instead of your normal blast damage (necklace of fireballs is a fun one for this).


Mark Seifter wrote:
Philo Pharynx wrote:
Texas Snyper wrote:
Can you use you kinetic blast to hit a foe with, for example, a vial/flask of acid or poison? Since the object takes the damage as well, it should break the glass and the contents should spill onto the foe, correct?
Nope. Just like your weapon is covered on force to keep it from doing material damage, it also protects your flasks from breaking.
While the aether envelope usually prevents the effects of the item (if not the breakage), sometimes it is to your advantage to use the loose strands option and let the enemy feel the wrath of the item you threw instead of your normal blast damage (necklace of fireballs is a fun one for this).

So then what is the point of having the object take the damage as well?Can the object you use never break then (without loosening the strands)?

Oooo, the necklace of fireballs bit sounds like fun.

Dark Archive

Another example of poor class design. Throwing it does the damage to the object and the target, but no matter how much damage it does, it never breaks the object thrown. Who planned this operation? Clearly no one, otherwise we wouldn't have stupid rulings like this.

This is the base complaint I have with this class. It's a good concept, but it all comes together like it's only half planned out. None of the bits quite seem to fit together the way they should, and you end up with something that almost works really well, but can't quite manage it.

Designer

Texas Snyper wrote:
Mark Seifter wrote:
Philo Pharynx wrote:
Texas Snyper wrote:
Can you use you kinetic blast to hit a foe with, for example, a vial/flask of acid or poison? Since the object takes the damage as well, it should break the glass and the contents should spill onto the foe, correct?
Nope. Just like your weapon is covered on force to keep it from doing material damage, it also protects your flasks from breaking.
While the aether envelope usually prevents the effects of the item (if not the breakage), sometimes it is to your advantage to use the loose strands option and let the enemy feel the wrath of the item you threw instead of your normal blast damage (necklace of fireballs is a fun one for this).

So then what is the point of having the object take the damage as well?Can the object you use never break then (without loosening the strands)?

Oooo, the necklace of fireballs bit sounds like fun.

No, the acid flask would break, for example, but the envelope would prevent the acid from splashing out when it did (added bold to my quote above). This is completely intentional and expected. It actually leads to some really useful possibilities with regards to dealing with an active explosive or something like that.

Dark Archive

Physics hates you, and you should feel bad.

That acid is going somewhere, once that Aether goes away.


Mark Seifter wrote:
Texas Snyper wrote:
Mark Seifter wrote:
Philo Pharynx wrote:
Texas Snyper wrote:
Can you use you kinetic blast to hit a foe with, for example, a vial/flask of acid or poison? Since the object takes the damage as well, it should break the glass and the contents should spill onto the foe, correct?
Nope. Just like your weapon is covered on force to keep it from doing material damage, it also protects your flasks from breaking.
While the aether envelope usually prevents the effects of the item (if not the breakage), sometimes it is to your advantage to use the loose strands option and let the enemy feel the wrath of the item you threw instead of your normal blast damage (necklace of fireballs is a fun one for this).

So then what is the point of having the object take the damage as well?Can the object you use never break then (without loosening the strands)?

Oooo, the necklace of fireballs bit sounds like fun.

No, the acid flask would break, for example, but the envelope would prevent the acid from splashing out when it did (added bold to my quote above). This is completely intentional and expected. It actually leads to some really useful possibilities with regards to dealing with an active explosive or something like that.

So it breaks but the acid is contained by the aether strings. Then what? Don't the strings dissipate once the attack is done?

Designer

Texas Snyper wrote:
Mark Seifter wrote:
Texas Snyper wrote:
Mark Seifter wrote:
Philo Pharynx wrote:
Texas Snyper wrote:
Can you use you kinetic blast to hit a foe with, for example, a vial/flask of acid or poison? Since the object takes the damage as well, it should break the glass and the contents should spill onto the foe, correct?
Nope. Just like your weapon is covered on force to keep it from doing material damage, it also protects your flasks from breaking.
While the aether envelope usually prevents the effects of the item (if not the breakage), sometimes it is to your advantage to use the loose strands option and let the enemy feel the wrath of the item you threw instead of your normal blast damage (necklace of fireballs is a fun one for this).

So then what is the point of having the object take the damage as well?Can the object you use never break then (without loosening the strands)?

Oooo, the necklace of fireballs bit sounds like fun.

No, the acid flask would break, for example, but the envelope would prevent the acid from splashing out when it did (added bold to my quote above). This is completely intentional and expected. It actually leads to some really useful possibilities with regards to dealing with an active explosive or something like that.
So it breaks but the acid is contained by the aether strings. Then what? Don't the strings dissipate once the attack is done?

Like with a missed arrow (which has a flat chance of being recoverable but is sort of up to the GM to decide where you find it) or the shards of glass with a broken acid flask normally, visually you can adjudicate it in whatever way is coolest. For instance, perhaps the strands unwove after the shards of glass and acid remnants hit the ground, so the ground near the target is sizzling. As another possibility, since acid is weirdly an energy type and counts as energy in Pathfinder (unlike real world acid which is not energy), perhaps the aether strands absorbed the acid's energy, leaving you with a weak acid instead, which stings annoyingly but does no damage. Whatever works coolest in your narration of what happened in-game :)


Legio_MCMLXXXVII wrote:

Free extended+pushing is still a stupid thing to use when you could be using anything else that doesn't suck.

Just because you can do it for free doesn't make it a useful ability.

Ah, I see you're new to the Telekineticist and haven't actually played one t that level yet. So far the pushing, for me, has been invaluable. I can force people into threatened zones of my allies, force them out of threat range for my allies, push them into deadly terrain areas, push them in a manner that gives an ally soft or total cover, and many other things

Just because push doesn't do any damage, doesn't mean that you can'g force extra damage through other actions by pushing (or bowling) through methods such as attacks of opportunity.

PS It should be noted that actively insulting Mark might explain why he actively avoids responding to your posts. :P.


Legio_MCMLXXXVII wrote:

... because extra wild talent sucks, even though you still need at least one copy.

... Then, at 7th level you pick up foe throw, and extra wild talent for whatever crap talent you feel like having for three levels.

Why not just pick touchsight to begin with? Expanded Element doesn't give you the Extra Wild Talent feat, it just gives you "an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate."

Although if it were Extra Wild Talent, you wouldn't be able to pick a low level wild talent and retrain up, because when you retrain it has to be a wild talent of the same level or lower.


Legio_MCMLXXXVII wrote:

Empower isn't worth it for a TK. You should be using shenanigans with your abilities, not planning on doing raw damage with them. Foe throw is for chucking people into the ceiling and over the edges of cliffs. Or out windows. It's not for actually pinging people into each other, because that's a poor use of an ability that can quickly become save or die. It's literally the least efficient possible use of the power you can come up with.

Worth noting, you can use it to pull flyers out of the sky too. Save or hit the ground and fall prone.

Also overlooked is the fact that TK blast can just fling objects up to it's weight limit. They won't count as magic, but let's examine this. Spending a burn on telekinetic haul bumps you up to 1000 pounds/level. No burn: 100 lbs per level. Siege weapon ammo is south of 100 lbs a unit.

In other words...creativity is key. Fight Weird.


Philo Pharynx wrote:
Texas Snyper wrote:
Can you use you kinetic blast to hit a foe with, for example, a vial/flask of acid or poison? Since the object takes the damage as well, it should break the glass and the contents should spill onto the foe, correct?
Nope. Just like your weapon is covered on force to keep it from doing material damage, it also protects your flasks from breaking.

ahh but if you light the fuse on a grenade.... that could have possibilities also just pop the cork on that flask of acid and give it a good spin when throwing it with your aether blast from whats was said the blast should keep the acid from splashing out of its grasp until impact after which the acid should spill all over your target.

never give up on creativity.

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