Looking for testimonials: Kineticists and APs...


Advice


Pathfinder Adventure Path Subscriber

I playtested several during the beta but have not actually rolled with one since the rules were finalized.

I was wondering if anyone had used one in say an AP and how well they worked out. Please if it isn't too much trouble provide the basic build and the party makeup.
Assuming some combos (say cold kineticist in Reign of Winter) as obviated. :)

The only real strength I have come across is if the campaign is non-standard. Say excessive encounters with little of rest opportunities and such.

Granted I like the fluff and it is the closest I will likely ever get to a 3.5 dragonfire adept. Or warlock.


I had a goblin Pyrokineticist in Carrion Crown that did fairly well up until the [redacted] coup de grace'd him around level 8. His damage was targeted and consistent. With Flame Jet he was even able to get around places he normally could not, getting out of reach of enemies.

I can't imagine a Cryokineticist would be very useful in Reign of Winter. Logically I'd expect a lot of cold immune and resistant creatures.

RPG Superstar 2012 Top 32

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I played a geokineticist through the first volume of Mummy's Mask, but dropped out of the group due to personality conflicts.

My character was an elf, and I focused entirely on the kinetic blast, primarily using kinetic cover as a convenient way to make it a pain in the rear for enemies to open doors. As the city is mostly stone, the ability to walk up stone walls came in handy, and since I always maxed out my DR via burn at the beginning of each day (once I had it) I was the most survivable character next to the group tank. As for the rest of our group...

We had a Dwarf Warpriest of Torag who went for the massive defense/HP. He was tough, but generally had issues getting to opponents. My range and fairly heavy damage helped make up for this. We also had a dex-based rogue with a rapier, but the player made frequent questionable decisions, so was all but a non-entity most of the time. We also had a brand new player playing a dragon-bloodline sorcerer focusing on fire, who did a decent amount of damage.

Overall, I hit like a ton of bricks, I could take lots of damage, and I could do it from the back lines. However, I had major issues with how boring/few most of my choices for abilities/items were, so it was driving me away from the class slightly. Don't get me wrong, it was good to play, but the build was astoundingly simple, and I only needed maybe 4 items in total.


I played a telekineticist in RotRL. The highlight was dunking a golem in a magic cauldron with foe throw (close second was a certain infiltration sequence where "at-will invisibility" is super handy). I built for out of combat utility and battlefield control and was one of two characters who survived the entire campaign.

Despite investing heavily in disable device, I couldn't keep up with the DCs on things so I'm not sure that was a great idea; later on most traps I "disarmed" by triggering remotely via dropping something heavy on them. It was pretty hard to get my save DCs to where most enemies couldn't beat them pretty easily, though I have a certain runelord roll a 1 on his fort save against suffocate. Having 400+ HP at level 18 is really very handy.


Pathfinder Adventure Path Subscriber

I played a hydrokineticist in Council of Thieves. Had a lot of fun with him. I took the kinetic fist talent as well as Improved Unarmed Strike, so he generally punched people in the face with his water-fists. He had some other neat tricks too, like the ice path and impale talents. It's been awhile, but I remember him having a pretty good damage output. We made it up to level 15 since we added some extra stuff at the end of the path.

My main wish for the class would be more talents to support it, but I know they were probably running short on space as-is. Hopefully more will be forthcoming.


Currently playing an Aero/Hydrokineticist ins Legacy of Fire (just recently got into module 5). So far I'm consistently out-damaging everyone except in a few specific instances where Fireball works better. Survivability is great, given my ludicrous CON score and ability to fly at will.

Spoiler:
The highlight so far has been my character one-shotting the Golden Ram due to a combination of my blast critting and the Ram being vulnerable to lightning.


I played a Telekineticist through the first few books of Skull and Shackles. Turns out that you can get to be pretty versatile with that much telekinesis.

RPG Superstar 2012 Top 32

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Okay, I found my character and pulled the full stats out. Don't know about any other characters. I don't remember the full details of how we generated stats, but I believe it was something along the lines of getting an 18 and a 7, and then rolling a d10+7 for each of the remaining attributes.

I'll note that I was building toward Evangelist for RP purposes, and I never actually got to play a session with the class in effect.

Also, for numbers, since I activated my DR to 3/adamantine at the start of each adventuring day, I'll include that in my totals. I generally had +8 to-hit, dealing 3d6+8 bludgeoning, piercing, or slashing damage that counts as magical. If I took time to gather power, that has a range of 120 feet. If within 30 feet, add +1 to attack and damage. I nearly took Deadly Aim at 5th, but to keep from outshining others I took the Deific Obedience instead. If I had, I'd have +7 to hit, 3d6+10 damage when active. And when I wanted to nova, I would take burn and Empower it, to deal 3d6+8*1.5 damage.

Of course, it helped a lot I was attacking so often that I critical hit with depressing frequency.

Character:

Therialla Windsong
Female elf evangelist 1/geokineticist 5 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Occult Adventures 10)
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 60 (6d8+18)
Fort +7 (+2 circumstance bonus vs. hot weather, +4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +9, Will -1; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 30 ft., climb (earth and stone surfaces) 30 ft.
Melee cestus +5 (1d4+2/19-20)
Special Attacks kinetic blast, metakinesis (empower)
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—bowling infusion, draining infusion (DC 15), extended range
. . Blasts—earth blast (3d6+6)
. . Utility—basic geokinesis, earth climb, kinetic cover
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 17, Int 15, Wis 7, Cha 12
Base Atk +3; CMB +5; CMD 19
Feats Deific Obedience, Point-Blank Shot, Precise Shot
Traits - custom trait -, trustworthy
Skills Acrobatics +10, Bluff +1 (+2 to fool others), Climb +13, Craft (sculpture) +9, Diplomacy +11, Escape Artist +8, Knowledge (history) +3, Knowledge (nature) +3, Knowledge (planes) +3, Knowledge (religion) +9, Perception +9, Perform (dance) +7, Stealth +8, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Sylvan
SQ burn (1 point/round, max 6), desert runner, elemental overflow +1, gather power, infusion specialization 1
Combat Gear oil of magic weapon, potion of cure light wounds, oil; Other Gear studded leather, cestus[APG], backpack, belt pouch, caryatid column piece (2 lb), hooded lantern, hot weather outfit[APG], sack, silver holy symbol of Calistria, sunrod, torch, waterskin, mule, blanket, crowbar, feed (per day), folding ladder, folding pole, grappling hook, holy text (Book of Joy), pack saddle, piton, sack, sack, silk rope (100 ft.), soap, torch, trail rations, twine (50'), 384 pp, 84 gp, 13 sp, 10 cp
--------------------
Special Abilities
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Bowling Infusion Blast also trips foes.
Burn 1/round (6 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Climb (30 feet, earth and stone surfaces) You have a climb speed, but only on limited surfaces.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Draining Infusion (DC 15) Blast only effects targets with the same subtype as your blast, but ignores DR, immunities or resistances
Earth Blast (Sp) Level 2; Burn 0
Earth Climb (Su) Gain a climb speed on earth and stone
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elven Immunities - Sleep You are immune to magic sleep effects.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
--------------------
+1 Saving throws vs. Charm/Compulsion effects.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

RPG Superstar 2012 Top 32

Also, note that I had NO magical gear. The items that dropped were useless for me, and my group gave whoever needed one of the items, which left me...well, with nothing, really. That's the other reason I quit.

Edited for spelling. *sighs*

And next time I play a kineticist, I'm going water. I like the way builds look.


I'm DMing a group through Strange Aeons at the moment, and have a player using a Telekineticist with the healing archetype. So far, it's been extremely effective and flavorful, and he has been able to heal the party with careful management of burn as well as nearly any other healing build.

He's started to transition into a melee build (he picked up the Promethean corruption with a mechanical arm), and it's been great watching him use the kinetic blade in conjunction with his ability to pull people in close with his wild talents.


Cydeth wrote:

I played a geokineticist

*snip*
I hit like a ton of bricks

Well played.

RPG Superstar 2012 Top 32

Azten wrote:
Cydeth wrote:

I played a geokineticist

*snip*
I hit like a ton of bricks
Well played.

...yay, for unintentional puns!


I'm running Hell's Rebels and one of my players is an aetherkineticist. He's got good damage, fair utility, contributes well enough. He's being run by a 14 year old kid. We're running with Automatic Bonus Progression, which is kind of a net-nerf from an optimization standpoint, but it greatly simplifies loot.

hero lab export:
Robin
Male human (Chelaxian) telekineticist 10 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 19 (+6 armor, +2 deflection, +3 Dex, +1 natural)
hp 115 (10d8+62)
Fort +16, Ref +13, Will +10
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +10/+5 (1d4-2/19-20) or
. . evil outsider-bane frost adamantine sickle +11/+6 (1d6-2 plus 2d6 vs. evil outsider and 1d6 cold)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Spell-Like Abilities (CL 10th; concentration +11)
. . Constant—feather fall
Kineticist Spell-Like Abilities (CL 10th; concentration +11)
. . Constant—fly
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, foe throw (DC 18), kinetic blade, pushing infusion
. . Blasts—electric blast (5d6+3 electricity), telekinetic blast (5d6+11)
. . Utility—air cushion, basic aerokinesis, basic telekinesis, kinetic healer, telekinetic finesse, telekinetic invisibility, telekinetic maneuvers, wings of air
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 22, Int 18, Wis 14, Cha 12
Base Atk +7; CMB +5; CMD 20
Feats Extra Wild Talent[OA], Iron Will, Point-Blank Shot, Precise Shot, Signature Skill, Stealthy, Weapon Finesse
Traits - custom trait -, highlander (hills or mountains)
Skills Acrobatics +13, Appraise +5, Bluff +11, Diplomacy +6, Disable Device +15, Escape Artist +6, Fly +13, Intimidate +7, Knowledge (local) +14, Knowledge (planes) +7, Linguistics +5, Perception +7, Sleight of Hand +21, Stealth +26 (+28 in hilly or rocky areas), Survival +6, Use Magic Device +5; Racial Modifiers highlander (hills or mountains)
Languages Common, Dwarven, Elven, Gnome, Infernal, Protean
SQ burn (3 points/round, max 9), elemental overflow +3, expanded element (air), gather power, infusion specialization 2, internal buffer 1
Combat Gear potion of blur (2), potion of reduce person (2), tanglefoot bag (11); Other Gear +2 darkleaf cloth lamellar (leather) armor[UC], dagger, evil outsider-bane frost adamantine sickle, sling bullets (10), cloak of elvenkind, daredevil boots[ARG], figurine (silver raven), gloves of larceny[UE], handy haversack, heavyload belt[UE], concealable thieves' tools, cool mask (worth 50 gp, 0.5 lb), fancy vyre outfit (1 lb), fashionable accessories, thieves' tools, wrist sheath, spring loaded (2), 2,551 gp
--------------------
Special Abilities
--------------------
Air Cushion (Sp) Constantly under the effects of feather fall.
Burn 3/round (10 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Electric Blast (Sp) Level 5; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Foe Throw (DC 18) Throw a creature if it fails its save.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pushing Infusion (CMB +13) Your kinetic blasts makes Bull Rush CMB using Con.
Telekinetic Blast (Sp) Level 5; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Wings of Air (Sp) You are constantly under the effects of fly.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


None of the published APs really have schedued loot drops that are Kineticist appropriate. Of course, of all published loot, very little of it is Kineticist appropriate (you basically don't need much beyond a Dex/Con belt, a cloak of resistance, and things that give AC). So you kind of need a GM who will work with you on this, either put stuff you can use in lootpiles or let you buy some of those things by selling stuff you don't want.

Sovereign Court

I played an aether ne through Carrion Crown. Was fun with flight, and healing (we allowed gather power to work with wild talents) as well as suffocation of the few living enemies near the end. Ring of invisibility and the blur cloak were handy too.


My aerokineticist in Giantslayer is working out pretty well, although we're only through book 1 so far. She does consistent damage with an energy blast, can take hits well, has decent skills and a few magical tricks that have come in handy already so far. I've found she's able to help the party in whatever way is needed without needing much gear to be functional.

Our group includes a pretty traditional magus, a sorcerer who generally does crowd control, and a healer life oracle. Probably the thing we are lacking the most is a front-liner, so she started to transition into that role more with Kinetic Blade and Weapon Finesse. The high Dex and Con helps her stay up front as long as she doesn't use too much burn.

Also, I can't wait for constant flight at level 6. Game changer.


"" between my inability to do anything but electricity and the magus' reliance on shocking grasp, we are TERRIBLE vs electricity immune foes though


Ellias Aubec wrote:
I played an aether ne through Carrion Crown. Was fun with flight, and healing (we allowed gather power to work with wild talents) as well as suffocation of the few living enemies near the end. Ring of invisibility and the blur cloak were handy too.

Wait, did you guys allow Kinetic Healer to have its burn removed as well? If so, that's pretty ridiculously strong, and I'm jealous.


i made a thread a while back about my experience with low level play of an aerokineticist in Iron Gods.

My take away is that low level play sucks for this class. If you cant precise shot at level one than you should just suck it up and go kinetic blade/weapon finesse until level 5 when you can actually participate reliably in ranged combat. Accuracy was rough and its an all or nothing class... the other side of that though is that when a hit landed everyone noticed. towards the end of my play with that character the accuracy was rising and the damage wasn't as dramatic as early levels where most things can be dropped by ~10 points of damage. The class was still a lot of fun but you need to know what you are doing going into it because each element seems to have only one or two workable builds and everything else is a flavorful trap.

Here is the basics of the character

Traits: Reactionary, Builder's Apprentice (+3 Kn: Engineering), Local Ties (+1 Disable Device and its a class skill and count as a technologist for it)
Drawback: Family Ties

FCB on HP at level 1 and then on the human bonus for the next 18 levels.

Stat line of: STR 10 DEX 16 CON 18 INT 10 WIS 10 CHA 10

1 – Extended Range / Tribal Scars, PBS
2 – Air Shroud
3 – Gusting Infusion / Precise Shot
4 – Air Cushion
5 – Kinetic Blade / Weapon Finesse
6 – Wings Of Air
7 – Kinetic Whip / Weapon Focus / FCB: Air's Reach

In a do over i would switch the dex and con for a physical blaster and either drop Trbial Scars for Precise Shot or pick up Weapon Finesse and use Kinetic Blade.


Captain Battletoad wrote:
Wait, did you guys allow Kinetic Healer to have its burn removed as well? If so, that's pretty ridiculously strong, and I'm jealous.

Allowing someone to gather energy to defray the burn cost kinetic healer out of combat is basically "infinite out-of-combat healing"... which is kind of unbalancing.


PossibleCabbage wrote:
Captain Battletoad wrote:
Wait, did you guys allow Kinetic Healer to have its burn removed as well? If so, that's pretty ridiculously strong, and I'm jealous.
Allowing someone to gather energy to defray the burn cost kinetic healer out of combat is basically "infinite out-of-combat healing"... which is kind of unbalancing.

Agreed. There's a reason why it costs burn. But it does let you push the burn onto the injured to allow you more heals per day so keeping the cost shouldn't be much of a problem anyways.


Here's my Kobold Aerokineticist from Skull and Shackles. Going to pick up water as my second element to be a storm lizard. Stats were rolled, which is why I am not as optimized as I could be. As of 4th level, I'm pretty good. I had to take a level of rogue when I got elected as captain for skill points and to get more favored skills.

Being able to breathe underwater is cool, and I expect that at higher levels I'll be more effective than a siege engine. The party gets extra teamwork feats to make up for being all kobolds, so stealth synergy makes us all ninjas.


I'm a few sessions into a Strange Aeons campaign and I have one player who is a telekineticist of the psychokineticist archetype. It's probably too early to make proper judgement but at the moment she appears to have the highest damage potential out of the party though this is mitigated by the way she RPs the character, the cramped conditions of the asylum and lack of precise shop.

I stepped in to a friends home brew campaign with a level 3 kineticist to make up party numbers due a no-show in part to become more familiar with the class my player has chosen. At the moment I'm finding it to be a bit of a one trick pony combat wise though that one trick is a rather potent one with the damage output from the blasts. Unfortunatly the GM can't see past the damage and is taking a rather dim view of the class. Once we're out of the trog filled mines I think things will become a bit more interesting for Corinthian who I conceived of as a thief/burglar turned adventurer where he can make use of telekinetic finesse and kinetic leap.


PossibleCabbage wrote:
Captain Battletoad wrote:
Wait, did you guys allow Kinetic Healer to have its burn removed as well? If so, that's pretty ridiculously strong, and I'm jealous.
Allowing someone to gather energy to defray the burn cost kinetic healer out of combat is basically "infinite out-of-combat healing"... which is kind of unbalancing.

That was kind of the point of the question. Kinteic healer is great as a "this guy is about to die" flash heal, but beyond that the only thing limiting it from being game-breaking is the burn cost.

RPG Superstar 2012 Top 32

Captain Battletoad wrote:
PossibleCabbage wrote:
Captain Battletoad wrote:
Wait, did you guys allow Kinetic Healer to have its burn removed as well? If so, that's pretty ridiculously strong, and I'm jealous.
Allowing someone to gather energy to defray the burn cost kinetic healer out of combat is basically "infinite out-of-combat healing"... which is kind of unbalancing.
That was kind of the point of the question. Kinteic healer is great as a "this guy is about to die" flash heal, but beyond that the only thing limiting it from being game-breaking is the burn cost.

I actually built a drow hydrokineticist NPC who used Kinetic Healing to good effect. The way the encounter was set up, there were about a dozen relatively low-level drow warriors and the like, and whenever one of them was close to down, the hydrokineticist (who was 8th level and defense-spec) hit them with Kinetic Healing, forcing them to take the burn. When the NPCs have only 2-3 hit dice, and you can heal them for the full amount of your blast it can be absolutely amazing.


game breaking is a bit of an overstatement, but it would be pretty good.

Dark Archive

A void kineticist blasted the ever living cap out of some giants in giantslayer. Many outdoor fights really let the range of his blast shine. It wasn't uncommon for us to spot an enemy and start blasting and he'd get two attacks in before it got to us.

Sovereign Court

To be honest we didn't find it that bad. Consider you could get a few wands and heal up between combat anyway. Plus it had been set that way as I was the primary healer (started as a backup healer but the main one left the group).

Sovereign Court

So what can you do to widen your out of combat utility/participation? I've been meaning to try more new classes.


I have a telekineticist currently playing in my Kingmaker game, and while I use some extensive house rules few of them are actually in play that have an affect on kineticists at the moment. He most recently trapped a werewolf (don't worry about spoilers, that's a homebrew side-quest they're on where they did that) by using his bear traps that were connected to a piton; he launched the piton with his telekinetic blast and got it well and stuck, then grabbed onto the werewolf by triggering the traps with telekinetic finesse.


Pathfinder Adventure Path Subscriber

Thanks all for the information.

So far based on the responses, it seems that TK has the most out of combat utility. I was thinking about going dwarf-rock kineticist (a.k.a. "I throw a rock!" ) but now I'm not so sure for the out of combat stuff.

Will try a few builds and guides...


You'll get at least two elements during the course of an AP, "aether/air" and "aether/earth" are my favorite combinations. Telekinetic Haul/Finesse are some of the better low-level utility talents, and "always on invisibility" and "flying at no cost" are two of the biggest draws of the class IMO.

You do give up some offense with aether, since it has the worst composite blasts, so you'll have to rely on things other than "raw damage" in combat.

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