Telekineticist, any way to target touch AC?


Rules Questions


Hello people.

With the telekineticist shooting against normal AC, which becomes more difficult to target than the energy base kineticists, is there a way to shoot against touch at later levels, with telekinesis?

I'd like to know for sure, so i can plan ahead.

Thanks.


Whether a blast targets regular AC or Touch AC is determined wholly by the type of blast. All physical blasts target AC and all energy blasts target Touch AC. There are no ways to turn a physical blast into an energy blast or vice versa. Telekinetic blast will always be a physical blast, but at least it's not subject to SR like energy blasts are.

If you choose Aether a second time at level 7 you will get access to the force blast, which does damage as a basic energy blast (so targets touch AC) but costs 2 burn (because it's a composite blast.) This is generally not recommended.

You're better off taking another element at level 7 that has an energy blast option (air, for example), and using that basic energy blast as a basic energy blast without the burn cost that the force blast has.


Ok, thanks.

Lantern Lodge

Another option to use touch ac is to target helpless creatures.

This may not help.

Grand Lodge

PossibleCabbage wrote:

Whether a blast targets regular AC or Touch AC is determined wholly by the type of blast. All physical blasts target AC and all energy blasts target Touch AC. There are no ways to turn a physical blast into an energy blast or vice versa. Telekinetic blast will always be a physical blast, but at least it's not subject to SR like energy blasts are.

If you choose Aether a second time at level 7 you will get access to the force blast, which does damage as a basic energy blast (so targets touch AC) but costs 2 burn (because it's a composite blast.) This is generally not recommended.

You're better off taking another element at level 7 that has an energy blast option (air, for example), and using that basic energy blast as a basic energy blast without the burn cost that the force blast has.

Actually, I kinda like the force blast. It's highly useful against incorporeal creatures.

Thing is, I have a L9 telekineticist and I never have trouble hitting. But the real magic comes from telekinetic maneuver and telekinetic haul. Oh, and bowling infusion for the lulls. Bowling infusion, point-blank shot, and precise shot with greater trip = AoO's for EVERYONE!

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
tchrman35 wrote:


Thing is, I have a L9 telekineticist and I never have trouble hitting. But the real magic comes from telekinetic maneuver and telekinetic haul. Oh, and bowling infusion for the lulls. Bowling infusion, point-blank shot, and precise shot with greater trip = AoO's for EVERYONE!

That sounds pretty cool, actually, but the feat tax for Greater Trip would seem prohibitive, and the need for INT 13 could be a problem in a 20 pt. build.

Grand Lodge

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Check out the feat Dirty Fighting

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Hadn't seen that before. It seems like they wanted to simplify maneuver builds without changing the feat chains themselves, which is kind of a backhanded way to do it. That's something I need to take for my PFS telekineticist, I think.

Sovereign Court

tchrman35 wrote:


Thing is, I have a L9 telekineticist and I never have trouble hitting.

It depends upon your build & the rest of your group. If you are going to rely upon physical blasts and are smart, you should focus on your DEX even more than your CON to keep your accuracy up. I've seen kineticist builds which are built almost like SAD casters focusing on CON - and they have major accuracy issues later on. On the other hand, a kineticist with only energy attacks can get away with a 14 DEX without too much trouble.

It also depends upon the group. If you have a buffing bard, his song and other buffs can easily make up for your mid BAB.

Grand Lodge

Yeah. I kept Dex and Con about even. I pushed Con with belts, and I pushed Dex with L4 and L8 increases, along with Weapon Focus. I also didn't bother with Deadly Aim, and I take burn as quickly as possible to get Elemental Overflow (+3/+6 along with Dex and Con boosts). I put one point in my reservoir as soon as I wake up, and I usually make my first blast a force blast just because. That really gives me everything I need.

Actually, come to think of it, Elemental Overflow takes care of the BAB problem and actually will surpass your BAB deficit at 12.


With an aetherkineticist, I take burn once I wake up to get the max overflow boost and fill up on THP. Including the con boosts, you can usually stay within half your level in terms of net HP. The THP's come back again and again and the nonlethal gives you a big buffer before dying.


tchrman35 wrote:
Thing is, I have a L9 telekineticist and I never have trouble hitting.

That is the thing with kineticists: they hardly have to worry about hitting, since they are a 'one big hit' class. They will always have all their damage in one hit that uses full BAB. Maybe kinetic blades suffer a bit....but that is about it. They are fairly solid for attack bonuses.

Provided that you make sure you have good dex and use overflow at least a bit, of course. Dex for attack roll stat, overflow as both your class attack booster and replacement for enhancement bonuses.

Sovereign Court

tchrman35 wrote:


Actually, come to think of it, Elemental Overflow takes care of the BAB problem and actually will surpass your BAB deficit at 12.

The BAB deficit - yes. But all full BAB classes (that I can think of) have extra accuracy on top of that. (Weapon Training/Rage/Smite etc.) Really - Elemental Overflow just makes up for the fact that you don't get a magic weapon bonus.


Charon's Little Helper wrote:
The BAB deficit - yes. But all full BAB classes (that I can think of) have extra accuracy on top of that. (Weapon Training/Rage/Smite etc.) Really - Elemental Overflow just makes up for the fact that you don't get a magic weapon bonus.

Yeah, the class's advantages for attack bonuses can be summarized as:

1. stat boost from overflow. About par for course for attack boosters. Makes it on par with other 3/4 BAB classes
2. One big hit. They often only hit with full BAB, which makes accuracy less of a problem.
3. SAD. SAD. SAD. If you can't get at least a decent set of stats for a kineticist, then you couldn't get good stats for anything, really.

Scarab Sages

Kineticists really don't have accuracy problems. They don't usually make iterative attacks, so between a good Dex, elemental overflow, and 3/4 BAB they are fine. Make friends with a bard if you're worried about missing. They also have very little need of feats, so weapon focus isn't a terrible idea for them. You could also take bullseye shot to use your move action for +4 to hit, but you're usually better off using the move action to gather power.

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