Favourite elements / impulses


Kineticist Class


Having devoured the playtest material I have found I really love a good number of the impulses.

But I have found one element has far more of my favourites and that element is air.

I love at will flight and getting from level 8 and being able to share it is amazing.

I love invisibility and getting it at will is also amazingly solid.

Ferocious cyclone is my pick for the best aoe the kinetesist gets a 10ft wide 60ft line is a large area of effect but I also find lines easier than bursts to avoid friendly fire and the damage is almost as good as the 3 actions abilities with less hurdles to jump through.

I also like spiked skin as a long duration damage mitigation and damage hat scales really well.

So what are your favourite elements and impulses.


Earth and water.

Both are d8's, both have Ruger rider effects that should work with things like barrage or chain blast.

I like their feats.

Witches clutch is your level in cold damage to everyone in a radius. No save, no roll.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
siegfriedliner wrote:

Having devoured the playtest material I have found I really love a good number of the impulses.

But I have found one element has far more of my favourites and that element is air.

I love at will flight and getting from level 8 and being able to share it is amazing.

I love invisibility and getting it at will is also amazingly solid.

Ferocious cyclone is my pick for the best aoe the kinetesist gets a 10ft wide 60ft line is a large area of effect but I also find lines easier than bursts to avoid friendly fire and the damage is almost as good as the 3 actions abilities with less hurdles to jump through.

I also like spiked skin as a long duration damage mitigation and damage hat scales really well.

So what are your favourite elements and impulses.

Flinging updraft and tidal hands atm are my two favorite. Assume earths mantle is cool conceptually.


Adding more love to air:
Fair Winds is great, and so is the one that flings enemies/allies. When you get them they are useful, but then at 8th, 10th, and 12th levels they get very good. 8th to expand the aura, 10th to reposition the entire fight (enemies get a save, but you can move your entire party!), and 12th for another aura expansion.

With a small amount of playtest experience in, Aerial Boomerang is decent at low levels, almost good enough to be 3 actions. It does not scale well enough and so becomes obsolete, but for low levels it either hits twice or forces the enemy to move, both of which are good outcomes, especially if the enemy is inside the difficult terrain aura.

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