Figuring Out Hydrokineticist


Advice


Hey everyone, I have just started a campaign with a GM that wants to do an occult campaign. And we are all super excited about it and as such I have chosen to be a kineticist. I am however having troubles figuring out how the wild talents or archtype spells/abilities are figured out. For example using entangled infusion, by this I mean what do I have to roll or figure out in order to use the blood kineticist's wrac ability/spell.It never says what I have to use to figure out if it is successful or a failure.

I don't use weapons as it hinders some spells/abilities later on so I am using gauntlets at the moment. But outside of combat my only real point of trouble is how to use the spells/abilities from the class since it doesn't say things like,

"to cast this successfully you need to roll to beat their AC, then upon a success roll 1d6+CON modifier+ 1/2 kineticist lvl".

I know how burn works, and that you have to meet prerequisites in order to choose advance versions or spells. Or that you can't cross spells if you don't use that element. Here is a current standing of my stats with my lvl 3 halfling.

str:12
dex:16
con:18
int:15
wis:14
cha:17

Any help would be greatly appreciated.


How did you get such great stats?

I would switch your dex and cha score, that way at level 4 you could have a 18 dex.


Dot

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Taft Vandercheese wrote:
what do I have to roll or figure out in order to use the blood kineticist's wrac ability/spell.It never says what I have to use to figure out if it is successful or a failure.

So with Wrack, it says at the end of the first paragraph that it's a 1st level, 0 burn form infusion for blood and water blasts. So it changes the way your normal blast works. I believe what it does is that you choose an enemy with blood and automatically deal damage without rolling to hit AC, dealing untyped damage that DR doesn't stop. You deal half your blast damage (so roll your damage and divide the total by 2), or 1/4 damage if they pass a fortitude save (the infusion ability of the base kineticist will tell you how to calculate the save DC for a form infusion).

Because Wrack is a form infusion, you can't use other form infusions with it but you can use substance infusions with it.

Does that help? What about Entangling Infusion is unclear to you?


Dragon78 wrote:

How did you get such great stats?

I would switch your dex and cha score, that way at level 4 you could have a 18 dex.

My GM gave us a point system that could not exceed 44 points, so the highest we could go before racial buffs is 18, but to have an 18 in our stats cost 15 points, then it went down by 1 or 2 depending on where the stat was placed. But then my halfling racial buffs put a negative on my str but added +2 to a couple of my other stats so I am completely cool with it especially since I know that halflings are better at combat from the shadows and great at a distance. I'm sure they are great at hand to hand but I haven't built one for a halfling.


mechaPoet wrote:
Taft Vandercheese wrote:
what do I have to roll or figure out in order to use the blood kineticist's wrac ability/spell.It never says what I have to use to figure out if it is successful or a failure.

So with Wrack, it says at the end of the first paragraph that it's a 1st level, 0 burn form infusion for blood and water blasts. So it changes the way your normal blast works. I believe what it does is that you choose an enemy with blood and automatically deal damage without rolling to hit AC, dealing untyped damage that DR doesn't stop. You deal half your blast damage (so roll your damage and divide the total by 2), or 1/4 damage if they pass a fortitude save (the infusion ability of the base kineticist will tell you how to calculate the save DC for a form infusion).

Because Wrack is a form infusion, you can't use other form infusions with it but you can use substance infusions with it.

Does that help? What about Entangling Infusion is unclear to you?

It does help clarify things for me, and what I don't understand about the Entangling Infusion's spell is if it has a DC or if the enemy or enemies just have to clear the saving throw reflex to get out of it. I understand that they need to use a standard action with a successful Escape Artist or Strength check that has to meet or beat my kintetic level twice, or rather twice my kineticist level.


Entangling Infusion has a save saying Reflex negates. The save DC for a form infusion is 10 + spell level + Dex mod; for you with entangling infusion that's 10 + 2 + 3 = 15.

With Wrack, that's a separate (1st level) form infusion so you can't apply it to a blast using Entangling Infusion. The save is Fort for 1/2 damage, DC 10 + 1 + 3 = 14.

When you get elemental overflow you can increase your Dex when you have burn and therefore increase the save DC.


Also, to escape the entangle once they've failed the save enemies have a choice: they can try an escape artist or strength check DC 15 (in your case) as a standard action, or deal damage to the matter entangling them with an attack. No further saves are made unless you target them with another entangling blast.

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Here's the Entangling Infusion text:

Quote:

Entangling Infusion

Element(s) earth or water; Type substance infusion; Level 2; Burn 2

Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm

Saving Throw Reflex negates

So you roll to hit with the blast, and if you hit then they get a Reflex save to ignore it. The save DC calculation is listed in the text for the infusion ability:

Quote:
The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.

Avr above me calculated the DC for you, but this text also says what happens if you combine substance with form infusions if they both allow saves.

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avr wrote:


With Wrack, that's a separate (1st level) form infusion so you can't apply it to a blast using Entangling Infusion.

Actually, since Wrack is a form infusion and Entangling is a substance infusion, you can use them both at the same time, yeah? Costs a lot of burn, though.


mechaPoet wrote:
avr wrote:


With Wrack, that's a separate (1st level) form infusion so you can't apply it to a blast using Entangling Infusion.
Actually, since Wrack is a form infusion and Entangling is a substance infusion, you can use them both at the same time, yeah? Costs a lot of burn, though.

Yeah, I misread that. OK, since entangling is a substance infusion, the DCs for it will be 10 + spell level + con mod, so 10 + 2 + 4 = 16.


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avr wrote:
Entangling Infusion has a save saying Reflex negates. The save DC for a form infusion is 10 + spell level + Dex mod; for you with entangling infusion that's 10 + 2 + 3 = 15.

Not quite:

In the Infusions section:

"The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion."

and in the Wild Talents section:

"Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th)."

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