Melee Kineticist - more support


Kineticist Class

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Guntermench wrote:
It's still pretty bad for multiclass since you're going to need another 2 feats from it after.

Ideally, you would pick it up at some point before level 13 and after your 3 archetype feats from multiclassing. So level 8-12. A lot easier with free archetype.


I suppose if you want to multiclass its a higher cost, but otherwise its just 1 feat, and 1 more general to make heavy. I really wish it weren't needed, but thats the way it is.


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Pathfinder Adventure Path Subscriber

Michael Sayre ran a monk in the initial PF2 play test or in the first days of the original release, that had a very low Dex and used dragon stance. The character moved in, attacked twice, and moved out, moving far enough that attacking the monk would cost 2 actions of movement.

I feel like that presence is in this kineticist playtest. The auras make it pretty compelling to want to end your turn not adjacent to your enemy. Earth is really the only exception and to pull that off you have to be ready to spend 2 actions a turn readying defenses when the enemy focuses in on you.

But all of them can do skirmisher pretty well. Water’s ability that lets your aqueous orb do melee strikes with you blast is probably the weirdest cool power in the playtest. Getting sweep against targets trapped in side it can be pretty walloping on a strength build.


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Pathfinder Lost Omens, Rulebook Subscriber
Unicore wrote:

Michael Sayre ran a monk in the initial PF2 play test or in the first days of the original release, that had a very low Dex and used dragon stance. The character moved in, attacked twice, and moved out, moving far enough that attacking the monk would cost 2 actions of movement.

I feel like that presence is in this kineticist playtest. The auras make it pretty compelling to want to end your turn not adjacent to your enemy. Earth is really the only exception and to pull that off you have to be ready to spend 2 actions a turn readying defenses when the enemy focuses in on you.

But all of them can do skirmisher pretty well. Water’s ability that lets your aqueous orb do melee strikes with you blast is probably the weirdest cool power in the playtest. Getting sweep against targets trapped in side it can be pretty walloping on a strength build.

where are you getting the actions to stride this often? there is very little the class can do with just one action, and using a two action ability will have you either ending or starting your turn "in the thick of it"


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Kineticist has the range to mostly Stride away. No need to spend actions getting closer to the enemy.


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Pathfinder Adventure Path Subscriber

Yeah, with the possible exception of the Earth defender build, the kineticist never has to move into melee range, but when they find themselves there, and it make sense to do so, attacking with a melee boost is a significant damage boost, and then one move action away is likely 2 from the enemy to get back to melee.

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