A Couple of Kineticist questions...


Rules Questions


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If I am an 8th level Hydrokineticist and I am using a Blizzard Blast Composite (2 Burn) along with the Extra Range infusion (1 Burn) for a total of 3 Burn...

And I spend one movement Gathering Power to reduce the cost by one... and my Infusion Specialization is 2, do I pay:

a) 0 Burn as the Infusion cost is part of the whole cost and therefore my specialization reduces the whole.

b) 1 Burn as the specialization makes the range free and 1 point of the the 2 Burn is offset by my move action Gather.

I think the answer is B but I want to be sure.

Ice Sculptor, to me the name implies that you require ice and snow to use the power, but the power says as Wall of Stone which does not require previously existing stone... Can I do this on a sun drenched beach? Is my wall as permanent as a wall of stone is (unmelting)?

Thanks


b.

Infusion specialization only covers the cost of infusions. Composite blasts are their own costs.

This is part of the basic progression of how a kineticist's basic, routine blast goes. It is about what you can pull off without doing burn (which is when you nova- I am talking about your 'I do this through most of every fight' attacks):

1-4: Simple, no fluff blast. May add the range infusion and cover it with gather.
5-10: Simple blast with Empower metakinesis for 50% more damage. The cost is covered by gather power. Infusion specialization can cover the cost of basic infusions like the ranged one.
11-15: Composite blast, no frills. Gather power can now cover the cost of that. Infusion specialization also allows infusions on top.
16-20: Composite+Empower. You can reduce the cost of a metakinesis with metakinesis master. Doing that with empower means it is a from 50% increase in damage all the time. Gather power covers composite blast costs still. Still more infusion specialization.

This is basically your substitute for iterative attacks, based off the logic that each iterative is worth less than the last (since they are less likely to hit). Each upgrade to consistent damage comes at around the same level as a new iterative. So your damage goes like this:

1-4: 100% of simple blast's damage
5-10: 150%
11-15: 200%
16-20: 300%

And of course, you always have the option to make your HP take a nose dive in order to nova and get the abilities out anyway. Your choice, although I would generally avoid it. I prefer just spending burn on defense powers adn the like, and then running with the overflow buffed abilities for consistent output.


It is worth noting that while 11-15 is the no frills composite blast time, empowered simple blast is practically the same for average damage if you need the extra burn mitigation for your infusions.

Assuming a CON mod of 8, overflow +3.
11 composite: 11d6+25=62.5
11 simple empower: 1.5*(6d6+20)=61.5

Although, it can be more satisfying to roll double the d6s.


Texas Snyper wrote:

It is worth noting that while 11-15 is the no frills composite blast time, empowered simple blast is practically the same for average damage if you need the extra burn mitigation for your infusions.

Assuming a CON mod of 8, overflow +3.
11 composite: 11d6+25=62.5
11 simple empower: 1.5*(6d6+20)=61.5

Although, it can be more satisfying to roll double the d6s.

Ah, yes, forgot to account for multiplied static multipliers.

Although, thinking about it, that might be because I prefer earth and the physical water blasts. So it depends to a small extent on your blast- physical blasts get an extra +1 damage per dice, so composite might at least provide some small upgrade in damage. Probably just 3-5 points though. Definitely not as extreme as the level 5 and level 16 boosts in damage when you can put empower on for free on the respective blasts.

If that wasn't your math already.

And composite is likely preferable on blades, since they don't get the overflow bonuses. Basically, the less static modifiers from other sources, the more appealing composite becomes compared to empower.


Thanks guys... you helped me to follow not only the rule but also the thinking behind it...

As for the Ice sculpting question... any opinions on whether I can do it on a sunny beach or not? Or in a room out of snow and ice? Or must I have a source handy?


Yrtalien wrote:

Thanks guys... you helped me to follow not only the rule but also the thinking behind it...

As for the Ice sculpting question... any opinions on whether I can do it on a sunny beach or not? Or in a room out of snow and ice? Or must I have a source handy?

Since the talent says "as stone shape" we will then refer to the spell it mimics.

Quote:
You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

Stone shape requires existing stone so ice sculptor would require existing ice or snow.


lemeres wrote:

Ah, yes, forgot to account for multiplied static multipliers.

Although, thinking about it, that might be because I prefer earth and the physical water blasts. So it depends to a small extent on your blast- physical blasts get an extra +1 damage per dice, so composite might at least provide some small upgrade in damage. Probably just 3-5 points though. Definitely not as extreme as the level 5 and level 16 boosts in damage when you can put empower on for free on the respective blasts.

If that wasn't your math already.

And composite is likely preferable on blades, since they don't get the overflow bonuses. Basically, the less static modifiers from other sources, the more appealing composite becomes compared to empower.

The problem with composite on the KBlade and KWhip is that you're then relegated to a single hit or have to accept burn (or use a buffer charge) to keep your full attack. As for an energy blast we have:

Composite energy blast: 11d6+7=45.5
Empowered simple energy blast: 1.5*(6d6+7)=42

The difference is a bit larger because of fewer static bonuses that you can multiply off of. But this is also only relevant for a pure pyrokineticist since they're the only ones with an energy composite blast. The funny thing is any extra outside bonuses you can get (Point-Blank Shot) swing towards empowers favor by 0.5 damage per extra damage added. Of course this is also only relevent for when you have to exclusively choose between empower and composite and doesn't take into consideration resistances or DR types of the target.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Texas Snyper wrote:
The problem with composite on the KBlade and KWhip is that you're then relegated to a single hit or have to accept burn (or use a buffer charge) to keep your full attack.

Keep in mind that KWhip both lasts till the start of your next turn, and has reach. This opens up the possibility of some serious shenanigans with Combat Reflexes that can make up for the lost full-attack.

Also, void (Occult Origins) can get a energy composite blast with any other energy blast.


Texas Snyper wrote:
Yrtalien wrote:

Thanks guys... you helped me to follow not only the rule but also the thinking behind it...

As for the Ice sculpting question... any opinions on whether I can do it on a sunny beach or not? Or in a room out of snow and ice? Or must I have a source handy?

Since the talent says "as stone shape" we will then refer to the spell it mimics.

Quote:
You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.
Stone shape requires existing stone so ice sculptor would require existing ice or snow.

Wow, color me deluded... I've read and re-read Ice sculpting and until now I would have sworn it said Wall of Stone... not Stone shape... Thanks Snyper.

Shadow Lodge

A new hydrokineticist question: I have a player with a 5th level hydrokineticist who wants to know how large a craft he could move upstream, using basic hydrokinesis. PC has a Con of 18.

Quote:
create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.


Sewicked wrote:

A new hydrokineticist question: I have a player with a 5th level hydrokineticist who wants to know how large a craft he could move upstream, using basic hydrokinesis. PC has a Con of 18.

Quote:
create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

...are there even rules for this?

I guess we could label this as 'drag' under the carrying capacity rules (ie- the hydrokineticist is 'dragging' the boat upstream). In which case, I would say 1500 (because max carrying capacity of 18 str is 300, and drag capacity is 5 times that).

So it might just work out, if the party put low values for their weight and aren't carrying too much.


Assume 250 pounds for a medium adventure in medium gear? with a four man party that leaves 500 pounds of boat to move around. enough for a longboat with food and water i'd imagine.


Torbyne wrote:
Assume 250 pounds for a medium adventure in medium gear? with a four man party that leaves 500 pounds of boat to move around. enough for a longboat with food and water i'd imagine.

Yeah, I was just thinking of a 200 pound barbarian with 18 str and full light equip load (100 lb). So a total of 300.

And that doesn't even get into 5 member parties, or people with animal companions.

It is usually doable, but I can also see where it could go over without too much difficulty.

Dark Archive

Pathfinder Adventure, Adventure Path Subscriber

I may have missed this in my readings, but do the kinetic blasts qualify for ranged feats like Rapid Shot? I remember the wording specifically stating that the blasts do not qualify for Vital Strike, but I can't remember if anything has been said about feat like Rapid Shot or Snap Shot.


While kinetic blasts can be augmented by feats that enhance ranged attacks, such as Point Blank Shot, they are not weapons you can use through the attack action. It is their own unique action to fire a kinetic blast, and so you can't attack when feats let you do so (Shot on the Run), nor make full attack actions (Rapid Shot).

The Elemental Annihilator archetype is am exception, as it grants you an infusion that explicitly permits this.


Saethori wrote:

While kinetic blasts can be augmented by feats that enhance ranged attacks, such as Point Blank Shot, they are not weapons you can use through the attack action. It is their own unique action to fire a kinetic blast, and so you can't attack when feats let you do so (Shot on the Run), nor make full attack actions (Rapid Shot).

The Elemental Annihilator archetype is am exception, as it grants you an infusion that explicitly permits this.

Conversely, you can read the opposite from the elemental annihilator- you HAVE to have that archetype's infusion in order to use rapid shot. Since that ability grants you the power to use that feat, then it is a power that HAS to be granted to you.

This is further reinforced by the fact that there are about two metakinesis..es that grant you additional blasts. They are the quickened spell metakinesis, which costs 3 burn, and the metakinesis that lets you shoot 2 blasts in a standard action (or 2 in a swift action if you are also using quickened). Those are VERY expensive, and it is exceedingly hard to use either of them without taking on burn (since they both go over gather power's limits).

So getting more blasts is a big deal, and shouldn't just come from a feat and a slight -2 penalty.


lemeres wrote:
Torbyne wrote:
Assume 250 pounds for a medium adventure in medium gear? with a four man party that leaves 500 pounds of boat to move around. enough for a longboat with food and water i'd imagine.

Yeah, I was just thinking of a 200 pound barbarian with 18 str and full light equip load (100 lb). So a total of 300.

And that doesn't even get into 5 member parties, or people with animal companions.

It is usually doable, but I can also see where it could go over without too much difficulty.

Oh yeah, i was averaging 250 per adventurer, there will be the 80 pound wizard and maybe a 40 pound gnome. Put the rogue at 140? :P Anyways, i would assume the power is enough to move a boat with a flat bonus to movement and speed over a boat without it, just so that the power can do something other that take up space on a character sheet.


Torbyne wrote:
lemeres wrote:
Torbyne wrote:
Assume 250 pounds for a medium adventure in medium gear? with a four man party that leaves 500 pounds of boat to move around. enough for a longboat with food and water i'd imagine.

Yeah, I was just thinking of a 200 pound barbarian with 18 str and full light equip load (100 lb). So a total of 300.

And that doesn't even get into 5 member parties, or people with animal companions.

It is usually doable, but I can also see where it could go over without too much difficulty.

Oh yeah, i was averaging 250 per adventurer, there will be the 80 pound wizard and maybe a 40 pound gnome. Put the rogue at 140? :P Anyways, i would assume the power is enough to move a boat with a flat bonus to movement and speed over a boat without it, just so that the power can do something other that take up space on a character sheet.

And even if they are a bit short, they are like...just a bit of elemental overflow away from succeeding.

Anything that raises the con would have explosive results, since we are talking about the heavyloadx5 of drag weight. A bonus to strength usually doesn't go far, since you are aiming for light capacity, but dragging is much, much different.

Unless the 18 con is with elemental overflow.


lemeres wrote:
Torbyne wrote:
lemeres wrote:
Torbyne wrote:
Assume 250 pounds for a medium adventure in medium gear? with a four man party that leaves 500 pounds of boat to move around. enough for a longboat with food and water i'd imagine.

Yeah, I was just thinking of a 200 pound barbarian with 18 str and full light equip load (100 lb). So a total of 300.

And that doesn't even get into 5 member parties, or people with animal companions.

It is usually doable, but I can also see where it could go over without too much difficulty.

Oh yeah, i was averaging 250 per adventurer, there will be the 80 pound wizard and maybe a 40 pound gnome. Put the rogue at 140? :P Anyways, i would assume the power is enough to move a boat with a flat bonus to movement and speed over a boat without it, just so that the power can do something other that take up space on a character sheet.

And even if they are a bit short, they are like...just a bit of elemental overflow away from succeeding.

Anything that raises the con would have explosive results, since we are talking about the heavyloadx5 of drag weight. A bonus to strength usually doesn't go far, since you are aiming for light capacity, but dragging is much, much different.

Unless the 18 con is with elemental overflow.

How have i not thought of this before... Hydrokineticist's on surfboards. How fast do you think they could get with this power and a little Elemental Overflow? If i have around 200 pounds between Kineticist and board with an EO/belt con of 22... and assuming that dragging something across the lower friction of water counts as "Favorable conditions can double these numbers" from dragging than we have a force capable of moving 5200 pounds pushing our little surfer along. Any ideas on how fast this would be?

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