Any good items for a telekineticist?


Advice

1 to 50 of 52 << first < prev | 1 | 2 | next > last >>
Dark Archive

1 person marked this as a favorite.

I already looked at n jolly's guide but.Did anyone find a good item?I am just looking at items but there is no fun item in a nice price range for a TK.I have to stack ac items right?Did you guys hear any items that doesnt need thousands of burns to be exepted to work such as that new ring?Do we have any usefull items?


There are a couple of Magic Items for Kineticists... but the list is fairly sparse. There is the Hollow Rod (OA 254), the Overflowing Rod (OA 254), the Vril Staff (OA 255), and the Kineticist's Diadem (OA 259). There are also Conductive Weapons (UE 137), but they are only useful for energy blasts (as it only works with abilities that rely on touch attacks)


I don't know what the newest book has, but there aren't really any items for the kineticist that are worth it, except for the Overflowing Rod and that's only if your GM accepts the RAI version of you don't need to be holding it in hand to gain the benefits of it. Other than that, whatever generic items that you want for yourself.

Dark Archive

I know they exist.But for me since they are that expensive they are also non existant.Since ı will never be able to afford them.I just act like pazio intentionally leaved the pages of those items blank.Plus that is not a nice price range.I may be able to afford medium diadem but thats realy it.

Dark Archive

Texas Snyper wrote:
I don't know what the newest book has, but there aren't really any items for the kineticist that are worth it, except for the Overflowing Rod and that's only if your GM accepts the RAI version of you don't need to be holding it in hand to gain the benefits of it. Other than that, whatever generic items that you want for yourself.

Antholgy doesnt have items for kineticist only wild talents and an archtype.Only good one though.My tk realy doesnt benefit from psychic antholgy.I get why there is no items for kineticist since wild talents are only usefull for kineticist and they already took so much space in that book.

Liberty's Edge

I'd get mainly stat-increasing items like belt of dex+con, headband wis, and similar. Also get cloak resistance and clear spindle ioun+wayfinder.

I think another trick is you can get a belt of just +con and really push that to be +6 asap, and just try to get an ioun stone for dex.

Dark Archive

nennafir wrote:

I'd get mainly stat-increasing items like belt of dex+con, headband wis, and similar. Also get cloak resistance and clear spindle ioun+wayfinder.

I think another trick is you can get a belt of just +con and really push that to be +6 asap, and just try to get an ioun stone for dex.

I have belt of might +2 and cloak of resisitance +2 with +1 mithral breast plate .I am working towards boots of speed ring of prot +2 and amulet of natural armor.I maybe able to get that items that prevents grapples but that is optional.


If you aren't playing PFS, you might have luck convincing your GM to let you have/find/buy custom Kineticist specific items. For example, in a short campaign I had an Aquakineticist with a set of bracers that applied an Enhancement Bonus to her Shroud of Water when it was used to provide a shield bonus. However those bracers could only be used by Aquakineticists.

Dark Archive

This is for pfs.

Grand Lodge

Pathfinder Rulebook Subscriber

I'd say Stat Belts, Kineticist's Diadem, and Overflowing Rod.


2 people marked this as a favorite.
Lausth wrote:
This is for pfs.

Then you are pretty much hosed. PFS doesn't generally let players have nice things.


For PFS I recommend:

Wayfinder + Clear Ioun Spindle. No one needs you being dominated to blast party.

Boost Will Saves (and in general other saving throws). No wants you confused and blasting party members. Cloak of resistance, and lucky horseshoe (especially with the as of yet not errata'd/campaign clarified to be nerfed Fate's Favored trait) works great.

Cracked pale green prism ioun stone (4000 gp) for +1 competence bonus to attack. Attack roll bonuses are rare for Kineticists so might as well get cheap options.

Load up on wands of infernal healing/cure spells. Lots of hp to heal up to max and fast healing is a cost-efficient (though time consuming). Regular cure wand for more time-sensitive cases.

Stat-enhancing belt (Dex and Con).

Things I've found useful:

Boots of the Cat: Using (greater) flame jets or for self telekinesis can be dispelled while high in the air and it's pretty cool to fall to the ground in a FAST and (mostly) safe manner if dispelled or stop hovering.

Necklace of Adaptation: Can breathe underwater, in a void (and that should definitely help with extreme altitude issues if wanting to self tk yourself REALLY high up in the air), and not worry about cloudkill damaging Constitution on a bad roll. My pyro got knocked unconscious into "nonlethal damage is higher than HP" range and fell into a river since couldn't maintain greater flame jets. Would have been outright killed due to suffocation if not for necklace.

This is an odd one, I use the ring of serene contortions for the once per day true strike for combat maneuver rolls to escape grapples. Being grappled and trying to use blasts suck due to the ever-increasing concentration check DC of kinetic blasts and monster CMB's and I'd rather escape grapples than trying again and again to blast something only to roll poorly.

Dark Archive

You cant have cracked ioun stones for pfs.Atleast that is what my friends told me.Ring of serene contortion though.Lol ı now have +17 to my escape artist skill.Adaptation necklace seems awesome ı dont know should ı get that or amulet of natural armor.I wish ı could get the wands but ı cant. ı have 7 cha.Although poisons doesnt effect me that much since i have 24 con.My kineticist is level 6.Boots of cat is nice but is it beter than boots of speed though.That is a tough one.


Lausth wrote:
You cant have cracked ioun stones for pfs.Atleast that is what my friends told me.

Your friends are wrong.

You can have cracked stones, but they do not have resonant powers.

Check Additional Resources.


Lausth wrote:
You cant have cracked ioun stones for pfs.Atleast that is what my friends told me.

It's always better to confirm rules on your own instead of relying on what someone simply tells you. It's not a trust-issue, but they could be running on the same incorrect word-of-mouth rules info for years without actually looking up rules themselves; and no one ever really benefits from that. This is especially true for PFS, since there's bunch of circumstances/rules for so many character ideas, shouldn't rely on others for the legwork on making sure a character/item/idea is legal or not.

Dark Archive

Well ı never checked it realy.I thought ı wouldnt need ioun stones.I stand corrected.Hmm that +1 doesnt stack with bracers of falcon.Still a better choice.


Lausth wrote:
Ring of serene contione though.Lol ı now have +17 to my escape artist check.Adaptation necklace seems awesome ı dont know should ı get that or amulet of natural armor.I wish ı could get the wands but ı cant since ı have 7 cha.Although poisons donest affect me that much since i have 24 con.My kineticist is level 6.Boots of cat is nice but is it beter than boots of speed though.That is a tough one.

The escape artist check can get iffy to rely on, since when grappled you get penalties to dexterity. But it's nice to have that or CMB as options.

Amulet of natural armor is useful if you want higher AC. I find I stopped caring about AC after a certain point if not doing character level + 15 or 20, things just hit me easy enough as is so I'd rather focus on HP or ways to mitigate effects/damage.

The wands are for someone else to use, and even if Charisma 7 (which most kineticist and bunch of other class characters have) can still have a rank in UMD and simply trying for a 20. If you ever roll a 1, give it to someone else who can cast the spell with no issues.

Boots of the Cat is admittedly pretty situational. I just enjoy it since I'm using an element type with flight-capability and feather fall is too slow for my tastes when wanting to get down quickly. Boots of Speed's haste effect is less situational, but only good for melee kineticists for 10 rounds a day since haste doesn't benefit ranged kineticist's gather power (move action) + SLA kinetic blast (standard action) action economy. So whether you want Boots of Speed or not is whether you wanna invest heavily in melee combat or not. Also, could have both; the Boots of the Cat are pretty cheap and can simply wear those ones when using self-telekinesis for travel purposes or knowing you'd wanna stay in the air (of course this is assuming you even pick up self telekinesis) and if you know you're gonna be on the ground a lot, switch to Boots of Speed.

Dark Archive

I want boots of speed for blade nova.Even as a tk ı can hit for (12d6+9)*1.5 with empowered force blade at level 8.I probably will use it on every boss.Though gold is the real problem.I have 20dex weapon finesse and kinetic blade.I feel like ı should make the most of it.Maybe ı can convince our cleric to prepare one blessing of fervor for me.


You sure about that damage?

Force Blast wrote:

Element(s) aether; Type composite blast (Sp); Level —; Burn 2

Prerequisite(s) primary element (aether), expanded element (aether)
Blast Type: energy; Damage force (see text)

You throw a burst of force at a foe. Force blast deals damage as a simple energy blast instead of a composite energy blast.

Kinetic blade doesn't add elemental overflow damage bonus, so Level 8, force blade should do 4d6+ half Con mod. I guess maybe "12d6+9" is actually meaning 3 force blade attacks that do 4d6+3?

Assuming you didn't gather power for a full round previously, that's costing 2 burn. 3 if you're empowering it. And I believe you're limited to only accepting 2 burn per round until level 9 for 3 burn.

You sure you don't wanna just go for telekinetic blade? 3 attacks that do 4d6+4+Con (I assume 6 if half Con was 3) for 0 burn, 1 with empower. You might not hit as often, but at least you aren't racking up burn for several rounds. Force blade nova seems to just really increase accuracy (which also increases DPR) but the increase doesn't seem to be worth the burn cost, even for a few rounds.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

For a telekineticist, a vest of escape is pretty nice if you're making use of your telekinesis via telekinetic finesse for Disable Device, plus helps boost your Escape Artist more.

I'm also fond of a robe of infinite twine with use with telekinetic finesse...not so useful in combat, but with some time and creativity you can do a lot of things with an unending amount of rope or twine and the ability to float it and tie it places with your mind.

The traveler's any-tool is always nice, but more so when you can use the various tools it can be turned into from a distance.

A bag of holding can also be quite fun, since unlike normal mage hand you can move it around...potentially you can ferry your allies or other objects around from place to place...even potentially squeezing the sack through smaller areas a normal person couldn't fit through...quite fun.

A campfire bead can also telekinetically be placed in a strategic location, then activated via command word. Good for distractions.

An eversmoking bottle is a bit pricier, but you can unplug it via telekinetic finesse, which can be a fun way to deal with archers or similar obstacles for a bit.

A mallet of building can also offer some fun options, especially in combination with a robe of infinite twine, creating plenty of pitons to run rope through, blocking off doors and windows from a distance, and other tricks like that.

So much fun you can have telekinesis...so much fun...

Dark Archive

Yeah 3 atacks with with force blade.I also have internal buffer 1.So ı use it once then continue with normal kinetic blade.

Eversmoking bottle and vest of escape seems like awesome items.Lol ı hope ı can afford them all.


Goz mask to go with the eversmoking bottle.

Dark Archive

Hmm.Can ı wore headband of wisdom+2 and kineticist diadem at the same time?

EDİT:It seems like ı have 5 slots in my head slot.Which seems wierd.


Lausth wrote:

Hmm.Can ı wore headband of wisdom+2 and kineticist diadem at the same time?

EDİT:It seems like ı have 5 slots in my head slot.Which seems wierd.

Nope.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Protoman wrote:
Goz mask to go with the eversmoking bottle.

Well, that can be a potent combination, but it can also really mess with your party members if they don't have fog-cutting lenses, a goz mask, a habit of the winter explorer, a sniper's helmet, or a similar magic item...especially in Pathfinder Society, when you never know who you'll be working with.

Dark Archive

Luthorne wrote:
Protoman wrote:
Goz mask to go with the eversmoking bottle.
Well, that can be a potent combination, but it can also really mess with your party members if they don't have fog-cutting lenses, a goz mask, a habit of the winter explorer, a sniper's helmet, or a similar magic item...especially in Pathfinder Society, when you never know who you'll be working with.

This needs slight correction.You dont know who you will team up with in pfs at low levels.However at high levels you will have pretty good idea about that.


Luthorne wrote:
Protoman wrote:
Goz mask to go with the eversmoking bottle.
Well, that can be a potent combination, but it can also really mess with your party members if they don't have fog-cutting lenses, a goz mask, a habit of the winter explorer, a sniper's helmet, or a similar magic item...especially in Pathfinder Society, when you never know who you'll be working with.

Well with your earlier suggestion of eversmoking bottle, it was gonna be just like any other situation where one drops large area concealment, such an action should get party input. Even without at least one person with such methods to see through them, they were gonna cause problems. If they're cool with it and you got the mask, then it's all good.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Protoman wrote:
Luthorne wrote:
Protoman wrote:
Goz mask to go with the eversmoking bottle.
Well, that can be a potent combination, but it can also really mess with your party members if they don't have fog-cutting lenses, a goz mask, a habit of the winter explorer, a sniper's helmet, or a similar magic item...especially in Pathfinder Society, when you never know who you'll be working with.
Well with your earlier suggestion of eversmoking bottle, it was gonna be just like any other situation where one drops large area concealment, such an action should get party input. Even without at least one person with such methods to see through them, they were gonna cause problems. If they're cool with it and you got the mask, then it's all good.

True enough.

Lausth wrote:
This needs slight correction.You dont know who you will team up with in pfs at low levels.However at high levels you will have pretty good idea about that.

Hmm, guess that depends on your group...the guys I play with have a pretty wide range of characters at various levels, so it still tends to vary a fair bit...often at least two or three characters. Need to work on that myself.


Lausth wrote:
Well ı never checked it realy.I thought ı wouldnt need ioun stones.I stand corrected.Hmm that +1 doesnt stack with bracers of falcon.Still a better choice.

I'm not sure those bracers are legal in pfs

Dark Archive

Shakalaka wrote:
Lausth wrote:
Well ı never checked it realy.I thought ı wouldnt need ioun stones.I stand corrected.Hmm that +1 doesnt stack with bracers of falcon.Still a better choice.
I'm not sure those bracers are legal in pfs

I didnt check them either since i was considering them.I wasnt sure.I only check items,talents or feats after ı am sure about buying them.I may have a chronicle sheet that gives me though but at this point ı wont check since ioun stone clearly beats bracers of falcon aim.Now ı will check the ioun stone.

Dark Archive

What do you guys think about stormlure vs Necklace of Adaptation.I realy cant decide.


Natural Armor goes in the neck slot.
Not sure I would give up that for a situational bonus, even as powerful as those are, but if you have some insight into what you're going to face in he near future...


Copper coins make really cheap weapons you can carry about easily

Silver Crusade

Pathfinder Adventure Path Subscriber

And no one will think twice about someone carrying it, which helps in social situations where you really don't want to be carrying around a sword or arrows. It's one of the reasons my telekineticist uses decks of cards for his blast, one card at a time.


A bunch of acid flasks?

Silver Crusade

Pathfinder Adventure Path Subscriber

Strictly speaking, that won't work. Makes no sense, but it falls under the whole bit about telekinetic blast not adding any properties of the weapon thrown.


Don't have to use the Blast acid flasks way 1lb could use your basic telekinesis move a bunch on them by level 10 you could drop 25


Chromantic Durgon <3 wrote:
Don't have to use the Blast acid flasks way 1lb could use your basic telekinesis move a bunch on them by level 10 you could drop 25

Or with telekinetic haul, which every telekineticist should take, you can drop a crate of 100 of them per level.

Of course there is nothing in the rules that state that 100 flasks of acid deal 100d6 damage, and even "real world" reasoning would have it stop scaling long before that.


I've seen someone do a similar thing with a flock of fiery bloody chicken skeletons each does 1D6 fire damage, so 20D6 in their case but resistance applied to each individual explosion so even fire resist 5 basically made it harmless.

Dark Archive

I am using alchemist fire with telekinetic blast.

Dark Archive

Alderic wrote:

Natural Armor goes in the neck slot.

Not sure I would give up that for a situational bonus, even as powerful as those are, but if you have some insight into what you're going to face in he near future...

İt is realy not that situational.Attacks come in two ways.Ranged or melee.Stormlure gives you %50 chance to not get hit by those ranged atacks.Problem is area atacks such as fireball.But those kind of attacks can be solved with high reflex save bonus + ring of avesion.

Dark Archive

Chromantic Durgon <3 wrote:
I've seen someone do a similar thing with a flock of fiery bloody chicken skeletons each does 1D6 fire damage, so 20D6 in their case but resistance applied to each individual explosion so even fire resist 5 basically made it harmless.

My friend is working on a suicide bomber alchemist.Uses the same idea but with alchemist fire's.


Eh, if your GM doesn't let you stack them (and they should not stack, because its not in the rules and also breaks the game), then a basic telekinetic blast is much more powerful than using alchemist's fire. And doesn't cost anything.

(Also, please add spaces between your sentences. Them running together is driving me nuts. Not to be nasty. Just.... *twitch*)


Thaago wrote:

Eh, if your GM doesn't let you stack them (and they should not stack, because its not in the rules and also breaks the game), then a basic telekinetic blast is much more powerful than using alchemist's fire. And doesn't cost anything.

(Also, please add spaces between your sentences. Them running together is driving me nuts. Not to be nasty. Just.... *twitch*)

It doesn't work. BUT the fun (and expensive) one that does work is a necklace of fireballs. Shoot out that necklace, it receives the blast damage as well, and as an immediately following but separate event breaks and then KABOOM!!!

Dark Archive

They should stack.Kinetic blast doesnt damage items before the blast hits its target.Guys come on.Foe throw clearly states how telekinetic blast works.What gives you the idea of alchemist fire not working with telekinetic blast.

And texas snyper.You think kinetic blast can do that with necklace of fireballs but not with alchemist fire?

Dark Archive

Thaago wrote:

Eh, if your GM doesn't let you stack them (and they should not stack, because its not in the rules and also breaks the game), then a basic telekinetic blast is much more powerful than using alchemist's fire. And doesn't cost anything.

(Also, please add spaces between your sentences. Them running together is driving me nuts. Not to be nasty. Just.... *twitch*)

İt is a language issue. We never put spaces between sentences in my mother tounge. Well if we do my teachers never thought me that.

Plus it doesnt break the game.And it is clearly within the rules.Check foe throw.


Sorry, confusion on my part: I thought you were throwing like 20 flasks at once like was suggested. I agree that just 1 flask isn't game breaking at all.

Silver Crusade

Pathfinder Adventure Path Subscriber

Game breaking, maybe not, but it falls under the same rules that I can throw a chunk of cold iron at a fey creature, and unless I alter the way I'm using telekinetic blast it still fails to go through DR.

And the necklace of fireballs trick also doesn't work. Reread the description, it can only be made to detonate all at once by failing a save against fire damage, which your telekinetic blast doesn't deal.

Dark Archive

One alchemist flask works.Hundreds of them.Well it lacks a delivery system.

Scarab Sages

For telekineticists specifically, Numerian grenades (if you can get them) can make things very interesting. Also Feather Token: Tree.

1 to 50 of 52 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Any good items for a telekineticist? All Messageboards

Want to post a reply? Sign in.