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No pressure, but I need that neurokineticist you mentioned asap.
Also, I think this is the first I've heard of the elemental shinobi, but I'm already stoked. Did you mention it earlier in this thread and I just missed it?
The Neuro is coming out soon enough, although there's some previews for it on the guide. And same with the Shinobi, which is looking like a lot of fun.
A new class? I'm eager to that ^_^ Frankly, I always thought that it would be easier to just add kinetic blasts and talents as new ninja tricks, but a brand new class should be interesting ;)
See, a lot of people think things like that, but there's so many moving parts that come together to make the kineticist work that just doing that wouldn't be great. You need some way to mitigate burn, some way to gauge it all, and it just becomes a much bigger process than it seems. This is something that really goes into archetype building, as the kineticist has a few pillars that are difficult to move without the entire class crumbling.
Kineticists of Porphyra III has now broken even. Thank you for your continued support on this series.
And thank you Mark for giving me the chance to write this. I never thought things would get this big, and I do thank you for taking a chance on me to help put out such a quality product. I've learned a lot working with you, and I'm looking forward to future projects with you and Perry once everything gets a bit more settled for me.
So, again, thank you, and N. Jolly and his comrades for working to help expand the class with the Kineticists of Porphyra line, and I hope it will continue to do well enough to justify even more products in the future.
I owe you thanks as well Luthorne, as you've been helping me out a good deal here. I appreciate how much of your own interest with the class that you've shared with me, it's always seriously energizing to have someone with a lot of passion to bounce ideas off of.
Hey, N. Jolly, I've got a bit of a question. How does Startoss Style, Comet, and Shower interact with Kinetic Bomb?
I'm with Jamie here, it doesn't feel like K. bomb would work due to not being in the weapon group or being wielded.
Sorry I've been AWOL for a bit, I've had a lot to work on and I wanted to make sure things are going to turn out as good as they possibly can.
I'll just let you know that I'll be making a new thread for other announcements I have regarding other things, but there's a lot that I'm working on that I think people in this thread will enjoy.
Again, thanks to everyone who's been following this thread and my stuff, I appreciate all of you and your help in making these products and my writing as a whole the best it could possibly be!

wynterknight |

wynterknight wrote:No pressure, but I need that neurokineticist you mentioned asap.
Also, I think this is the first I've heard of the elemental shinobi, but I'm already stoked. Did you mention it earlier in this thread and I just missed it?
The Neuro is coming out soon enough, although there's some previews for it on the guide.
You added the reviews and ratings for the Mind talent to your guide before actually releasing the talent? ...That's just cruel.

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You added the reviews and ratings for the Mind talent to your guide before actually releasing the talent? ...That's just cruel.
True Psychic should be getting added either tonight or tomorrow as well, just so you know the power of that archetype. But spoiler alert, it's a somewhat upgraded fusion kineticist involving aether and mind. I'd suggest going to the LK thread if you want to talk more about it though. Now that I have a second thread for it, I'm going to clam up about it here.

JiCi |

JiCi wrote:A new class? I'm eager to that ^_^ Frankly, I always thought that it would be easier to just add kinetic blasts and talents as new ninja tricks, but a brand new class should be interesting ;)See, a lot of people think things like that, but there's so many moving parts that come together to make the kineticist work that just doing that wouldn't be great. You need some way to mitigate burn, some way to gauge it all, and it just becomes a much bigger process than it seems. This is something that really goes into archetype building, as the kineticist has a few pillars that are difficult to move without the entire class crumbling.
Actually, I would have replaced the Burn cost by Ki points, to a minimum of I Ki point needed ;)

Porridge |

Regarding the 3rd Party Addendum to the Guide:
Just got the first two KOP books, and checking the guide against my initial impressions.
I was surprised to see the "Fade into Mist" talent rated red. I'd be inclined to rate it green.
My reasons: An at-will Gaseous Form is a fantastic ability for spying and infiltration types. (Especially is paired with at-will invisibility!) And it seems at least as good as some of the other espionage-oriented talents, like Earthmeld and Spying Touchsight, which are rated orange or green.
(The guide's reason for rating is red is that it's largely useless in combat. I agree. But so are Earthmeld and Spying Touchsight.)

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Regarding the 3rd Party Addendum to the Guide:
Just got the first two KOP books, and checking the guide against my initial impressions.
I was surprised to see the "Fade into Mist" talent rated red. I'd be inclined to rate it green.
My reasons: An at-will Gaseous Form is a fantastic ability for spying and infiltration types. (Especially is paired with at-will invisibility!) And it seems at least as good as some of the other espionage-oriented talents, like Earthmeld and Spying Touchsight, which are rated orange or green.
(The guide's reason for rating is red is that it's largely useless in combat. I agree. But so are Earthmeld and Spying Touchsight.)
This is fair, I might have been a bit overly critical on it, I could see at least raising it up to orange at the moment. I think the burn cost is what keeps it from being green. Mort did the ratings for KOP 1, so maybe she'll have a say in revising this.

The Mortonator |

This is fair, I might have been a bit overly critical on it, I could see at least raising it up to orange at the moment. I think the burn cost is what keeps it from being green. Mort did the ratings for KOP 1, so maybe she'll have a say in revising this.
That is a fair reasoning for rating it higher. But, loosing supernatural abilities still scares the hell out of me when playing Kin. So, orange maybe... low orange. With the caveat it's bad outside of stealth...

Porridge |

N. Jolly wrote:This is fair, I might have been a bit overly critical on it, I could see at least raising it up to orange at the moment. I think the burn cost is what keeps it from being green. Mort did the ratings for KOP 1, so maybe she'll have a say in revising this.That is a fair reasoning for rating it higher. But, loosing supernatural abilities still scares the hell out of me when playing Kin. So, orange maybe... low orange. With the caveat it's bad outside of stealth...
It's also true that I missed the burn cost. :P
So I agree that green is too high. (If it didn't have the burn cost, though, I'd peg it as green.)

Porridge |

Another comment on the 3rd Party Addendum:
I didn't see the Thorn Wall utility talent in the 3rd party guide. Did that get left out?
FWIW, it strikes me as an amazing talent -- at least blue, maybe even purple. It's Wall of Thorns at will (0 burn), and Wall of Thorns is fantastic. Unlike wall of fire, or the standard Kineticist wall, It's not something people can just walk through if they're willing to take a little damage. And you can use it much more aggressively than most walls -- you can trap people (no save, no SR!) inside, forcing them to either take damage and waste a couple rounds getting out, or to stay on ice until you want to deal with them. And despite the name "wall", you can shape it any way you want.
I'd say it's almost too good, but it's a wood element ability, and they need all the help they can get...
(I did find it a little strange that it was a utility wild talent instead of an infusion, given that the other wall effects are infusions.)

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Another comment on the 3rd Party Addendum:
I didn't see the Thorn Wall utility talent in the 3rd party guide. Did that get left out?
FWIW, it strikes me as an amazing talent -- at least blue, maybe even purple. It's Wall of Thorns at will (0 burn), and Wall of Thorns is fantastic. Unlike wall of fire, or the standard Kineticist wall, It's not something people can just walk through if they're willing to take a little damage. And you can use it much more aggressively than most walls -- you can trap people (no save, no SR!) inside, forcing them to either take damage and waste a couple rounds getting out, or to stay on ice until you want to deal with them. And despite the name "wall", you can shape it any way you want.
I'd say it's almost too good, but it's a wood element ability, and they need all the help they can get...
(I did find it a little strange that it was a utility wild talent instead of an infusion, given that the other wall effects are infusions.)
I did forget to rate this, thanks for reminding me. I put it at blue, it's a high blue, but it's still blue. I didn't make it an infusion because I didn't want to tie it to kineticist damage or anything like that, and it's just another tool to help control the battlefield.
Also can I get a hell yeah over KOP 1 having been on the top 10 list for 6 months now? KOP 1 and 2 are also best copper sellers over on Drivethru RPG, which is currently having a sale for all PDG products. If you haven't picked up all 3 KOPs, now is the best time to do it, especially if you want to leave a review there (WINK).

wynterknight |

Question about Telekinetic Grasp (KoP3): The description says that a target affected by your telekinetic grasp automatically fails their save against your Foe Throw or Many Throw talent... but as far as I can tell, Many Throw doesn't have a saving throw. Was something else intended, or was this just a mistake?
Also, there really needs to be some way to combine Foe Throw and Many Throw, because that would just be freaking hilarious.

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Question about Telekinetic Grasp (KoP3): The description says that a target affected by your telekinetic grasp automatically fails their save against your Foe Throw or Many Throw talent... but as far as I can tell, Many Throw doesn't have a saving throw. Was something else intended, or was this just a mistake?
Also, there really needs to be some way to combine Foe Throw and Many Throw, because that would just be freaking hilarious.
Ah, that was a mistake. I think at the time I thought many throw was just a better version of foe throw.
And yeah, I think in KOP 4 I might tinker with that a bit, KOP 4 is pretty wide open on ideas. I'm looking forward to finally ending the 4 part trilogy.

Azten |

So I realized Kinetic Duelist and Elemental Scion stacked and made a(I think) nasty little build out of it.
My only question is how Kinetic Blade from Kinetic Duelist interacts with Composite blasts(do you only need to Gather Power to avoid burn once, or every time you use it?) and what happens when you add Alteration Amplification into the mix.

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So I realized Kinetic Duelist and Elemental Scion stacked and made a(I think) nasty little build out of it.
My only question is how Kinetic Blade from Kinetic Duelist interacts with Composite blasts(do you only need to Gather Power to avoid burn once, or every time you use it?) and what happens when you add Alteration Amplification into the mix.
You would need to keep gathering power, at least that's how I would rule it. And are you talking about using AA on a composite, or on a basic blast? I doubt you'd be able to reduce enough burn to get an AA composite blast, at least not without some magical item support.
KOP 1-3 are going to be reviewed this month by Thilo, and I have to admit, I'm a bit anxious for it. I never expected KOP to have done this well, and having them looked over like this is going to be pretty interesting to see how I've grown as a writer. As always, thanks to everyone who's helped make these products so successful, you're all straight up amazing!

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I was just wondering if the you had to gather power every time, and what the Burn Cost of an AA Epoch Blast would be.
You'd have to gather power every round, which would be pretty hard with magic items. And for that, I'd say it was 3 burn as AA was intended to work like the other boosting composite blast.

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Not every round, since you can have the Kinetic Blade as long as you want, yes?
I'd rule it as every round just for balance's sake. Channeling the energy into your hand doesn't actually do anything aside from allow you to use it as kinetic blade, so any infusions/composites you want to use with it must be applied normally. You couldn't say use gather power as a round and move action, get the 3 point burn reduction, and then use it to always have an AA Epoch blast for free constantly.
Each attack with it is considered its own use of the ability for infusions and composites. At least that's how it's intended. I might throw this into the FAQ since I haven't touched that in a while.

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Azten wrote:Cheers love!Just looking for Clarification on the subject, since it seemed really strong.
In unrelated news, I think I accidentally made Tracer from Overwatch with the build.
As I remember, some of Time's powers were inspired by Tracer. I'm not too deep in the Overwatch lore, but I think I'll probably watch some more gameplay later to figure out exactly how to go about making a more synced in character that can better emulate her, since Tracer's sweet.

Tels |

The Mortonator wrote:As I remember, some of Time's powers were inspired by Tracer. I'm not too deep in the Overwatch lore, but I think I'll probably watch some more gameplay later to figure out exactly how to go about making a more synced in character that can better emulate her, since Tracer's sweet.Azten wrote:Cheers love!Just looking for Clarification on the subject, since it seemed really strong.
In unrelated news, I think I accidentally made Tracer from Overwatch with the build.
I play Overwatch a lot and have spent a fair amount of time as Tracer. I could send you a PM with some details on her and my own thoughts on adapting her abilities if you want?

Tels |

Tels wrote:I play Overwatch a lot and have spent a fair amount of time as Tracer. I could send you a PM with some details on her and my own thoughts on adapting her abilities if you want?Sure, sounds good. I'm always up for throwing in more Time stuff, and Tracer is hype.
Getting ready to clock on for work, so it probably won't be until tomorrow morning.

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So, I picked up kineticists of porphyra, how would you make a good aether/time kineticist with that? Would a different element work better with aether?
As I said in the other thread, I'm a big fan of aether/light. Aether gives a lot of utility, and light gives the kind of flexibility that can't be found through aether, which to me makes them a good match. Time isn't the best here since it's not giving a lot of things that aether can't do solo, especially the way aether infusions mess with targets. For which one to pick first, I'd probably say light, since aether has a lot of good early game talents, not needing most of its later game ones while light has great scaling talents to use.

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And what of Void? Is it a good primary element with the KoP triad allowed? What would it pair well with, as a primary or as a secondary?
I'd say it depends on which side of void you'd like to work with. For negative void, I'd go void primary, aether secondary for the same reasons as stated before (helps make a sick Dimensional Ripper), but for gravity void, you're better off going Legendary Kineticists due to things like gravity sculptor and other things like that.
Negative void probably plays better with aether since gravity void has a lot of the same style of battlefield manipulation, making the necrotic side of void probably a better call overall.
Let me know if you have any issues with anything in KOP 1-3 or Lk, and if you get the chance, please drop a review for them if you can.

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For gravity void primary then, what would you suggest for expanded element? More void? Light? Time? Something else entirely?
Void primary? Aside from picking up LK to expand your utility wild talent options (KOP 1 is great for the infusion side of things, as I think they'd have some fun interactions), I actually like earth for that to pick up the slack a bit. Void's lacking defense can be bolstered by earth's, and earth just has a lot of good utility that I think works well with it. Sound is another good call here, but this may just be me having a soft spot for it.

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Well, I did get Legendary Kineticists. I probably should've specified that before. Is earth still your recommendation in that case?
With LK and KOP both in the mix, gravity provides a lot of mobility, so picking an element that provides a bit of utility could help. If that's the case, I think water/earth could both make a fun mix here, and both give you a much stronger elemental defense.

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Me again, sorry to be a bother, but what elements would pair well with time?
No bother at all, I'm here to help after all.
Now time's thing is single target debuffs, that's what it does well. Its talents are more along the single target line as well, so for me, I like either void (gravity) for some more group manipulation and mobility or viscera just as a chance to take advantage of those debuffs with a natural attacking machine. For that, I'd probably go viscera/void primary, but going brutal mutation fusionist would probably make a strong combination too, since you really need to get both off the ground ASAP.

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So, I'm toying with the idea of a dimension mage type kineticist idea, and to that end, I was thinking Dimension Ripper, and time as second element, but am torn as to what would work better for the primary element there, a gravity-focused void, or aether. What do you think?
That's seriously hard. I'm going to say aether myself, as while both have great manipulation with rips, aether's better defense wins it out for me.

Onyx Tanuki |
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Thanks for the links! :D
And thank you for the reviews! I'm looking forward to your verdict on KoP III~
Also, since you did raise a number of questions in the review, I figured I'd answer them as best I can:
- For the DPK's claws and bite attacks, the damage type and attack type default to what they would be for most creatures with a bite or claw (so they're all primary, with the bite being all three physical damage types at once while the claws are both bludgeoning and slashing). Same applies to those gained through Bone Blades. I can't really answer to why the DPK's claws and tail were made d6 instead of d4, however. That might be something worth the team discussing, honestly.
- To my knowledge, the prehensile nature of the DPK's tail is mostly just flavor; it shouldn't provide you the ability to take out items as a swift action. N can correct me here if I'm wrong, though.
- Okay, the FK's composite blasts were born kind of out of the weirdness of OA and OO's definitions of the damage types, and honestly making them "X and Y" rather than "half X half Y" is a pretty bad thing when dealing with immunities. For example, Magma Blast is half fire, half bludgeoning. A creature with fire immunity would normally blot out half that damage, leaving the bludgeoning half alone. Since the FK's Magma Blast is fire and bludgeoning, however, fire immunity just flat out prevents the damage completely. It's a two-sided coin, though, as if you use it against an enemy with fire vulnerability, you're dealing 1.5x damage by default rather than 1.25x (since all the damage is multiplied rather than half). It's also helpful for bypassing DR on blasts with only physical damage types; for example, using Spring Blast on a skeleton normally would allow its DR to apply to the half of the damage which isn't bludgeoning, while the FK's Spring Blast would pass right through since all the damage is bludgeoning. While it's ultimately a bit of a downgrade, though, it does fit flavor-wise, as this isn't a kineticist slapping two individual elements together, but one melding them so seamlessly that they can barely be discerned for one another. Essentially, if it says half X and half Y, I'd treat the damage as split into two individual pools (half only affected by things that work on one damage type, half only affected by things that work on the other), while if it's just X and Y, all the damage is treated as both types (and therefore would be affected in full by anything that would affect either damage type).
- Although it wasn't asked in your review, I figured I should elaborate on some errata for the Hex Kineticist, or more specifically, its familiar: yes, they can use a blast without having a prehensile limb. The intent was to have them use whatever they use for their natural attacks (such as their paws if they have claw attacks or their mouths if they have a bite). Otherwise the viable choices here would be down to monkeys and octopi.
Overall, I'm quite glad you enjoyed the content as much as you did! Viscera was/is probably my favorite element in the series, and this book did quite a good job expanding on Void as well IMO.

RaizielDragon |
I'm interested in more options for an electricity-based Kineticist, and was wondering if there was a specific KOP (or other 3rd party material, if you're willing to do so) you'd recommend for that.
I see in your 3rd party addendum for your guide that Thunder Flash Blast is in KOP 3 (which would let me use Fire's Fury, which is cool) so I'm already interested in that one, but if there were a way to expand my options while staying purely electric, that would be even better. I also saw that there is already a composite called Lightning Blast in KOP 1 but that it's a Light composite, as opposed to the air/expanded air purely electrical energy composite that I was hoping for.
Does the book also list what existing infusions can be used with the new blasts? It would be good to know what AOE infusions are still allowed if I go with splashing fire.
Any other recommendations for where to find 3pp support for an electric-based Kineticist would be greatly appreciated.

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I'm interested in more options for an electricity-based Kineticist, and was wondering if there was a specific KOP (or other 3rd party material, if you're willing to do so) you'd recommend for that.
I see in your 3rd party addendum for your guide that Thunder Flash Blast is in KOP 3 (which would let me use Fire's Fury, which is cool) so I'm already interested in that one, but if there were a way to expand my options while staying purely electric, that would be even better. I also saw that there is already a composite called Lightning Blast in KOP 1 but that it's a Light composite, as opposed to the air/expanded air purely electrical energy composite that I was hoping for.
Does the book also list what existing infusions can be used with the new blasts? It would be good to know what AOE infusions are still allowed if I go with splashing fire.
Any other recommendations for where to find 3pp support for an electric-based Kineticist would be greatly appreciated.
Hm, let me look up all the electric options I've written.
KOP 1
Overload Infusion
KOP 2
Elemental Eater
KOP 3
Discharging Infusion
Elemental Acceleration
Elemental Limb, Improved, Greater
Flash Step
Magnetic Pull, Improved
Storm Cloud
Storm Diffuser
Thunder Flare Blast
Legendary Kineticists
Improved Celerity
Elemental Airstrike
...yeah, seems like KOP 3 is the best chance if you're looking to go electric is, and I can't say it has those suggestions, and KOP is the only game in town for dedicated electric, since Occult Archetypes feels more earth heavy and Everyman Options: Kineticists is too focused on Dream. Note that this isn't all of the air content in the books, just closer to what I figure an electromancer would use.

RaizielDragon |
Cool. Thanks N Jolly. I will likely end up with all 3 at some point, but I will start with the 3rd one then, since it has what I'm most interested in right now.
Since it looks like Thunder Flare/Flash Blast is the only new blast I'd be interested in (according to both the list above and the list in your guide), does it say in the book which existing infusions work with the new composite blasts?