Golems and elemental impulses.


Kineticist Class

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Pathfinder Lost Omens, Rulebook Subscriber

Simple question. Impulses are magical, Golem magic immunity will make all of theair blasts useless correct?


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Pathfinder Lost Omens, Rulebook Subscriber
AdrasteiaLea wrote:
Simple question. Impulses are magical, Golem magic immunity will make all of theair blasts useless correct?

that is my reading, yes, golem antimagic is a bit... ill defined in some cases (such as weapon runes) but since impulses are a unique magical action that explicitly gets countered by things that counter spells, they almost certanly count


I think it's safe to say that it would be bad if Golems were just... immune to kineticists basically.


I wonder if Elemental Weapon would get around this, it seems to be the default solution to most of the other Impulse issues.


Pathfinder Lost Omens, Rulebook Subscriber
Dubious Scholar wrote:
I think it's safe to say that it would be bad if Golems were just... immune to kineticists basically.

it would absolutely be bad, however i dont see any other way to interperate it, "A golem is immune to spells and magical abilities other than its own" and elemental blast is explicitly a "magical ability"


I feel like that would still be an issue though. Running into a golem and just not being able to use any of your class, unless maybe you had one specific feat.

Although really I think that's more an issue with golem antimagic and how its worded.

The "too bad to be true" rule probably covers it, but I'd expect different GMs to come to different conclusions on it.


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Pathfinder Lost Omens, Rulebook Subscriber
Dubious Scholar wrote:

I feel like that would still be an issue though. Running into a golem and just not being able to use any of your class, unless maybe you had one specific feat.

Although really I think that's more an issue with golem antimagic and how its worded.

The "too bad to be true" rule probably covers it, but I'd expect different GMs to come to different conclusions on it.

not really? like the alternative is to pretend that impulses are just not magical effects? the only way i can interpret this as not being the case is if we pretend that "magical effects" is just a bit of flavor text and it only explicitly applies to spells, which is... unlikely.


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Golems are also blanket immune to almost everything a spellcaster can throw at them, so it actually seems on theme. If the spellcaster just doesn't have the right spells to bypass immunity they have nothing but physical attacks to throw. At least a Universal Gate can try to find the right element to trigger the weakness, though a dedicated gate is truly hooped since golems don't always have an elemental reason for their immunity and that also only works for their damage resistance ...


Yeah, I suppose it comes down to being a major feels-bad moment if it comes up? I'm not sure I'm happy about it for spellcasters either, but they would usually at least be able to make use of buffs and support spells still. (Which, yes, Kineticist has some of, but not nearly the breadth I guess? Mainly just their auras or heal abilities, and even the auras may not work right for some of them)


I ran an encounter with this very situation in my playtest. Definitely ran it as they are immune to almost everything with some flex for targeting specific elemental weaknesses.

Kineticists definitely hated this fight.


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Pathfinder Adventure Path Subscriber

The problem is that the golems were designed to give spell casters options. Spells cross over lists and have common names. Kineticist abilites don’t fit well in that niche except where elemental traits are used. Do we have a golem weak to air?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Saedar wrote:

I ran an encounter with this very situation in my playtest. Definitely ran it as they are immune to almost everything with some flex for targeting specific elemental weaknesses.

Kineticists definitely hated this fight.

me. I was the Kineticists (2 in a party of 4) and golems are the second worst fight. Hate them. Kill all of them. They need to go extinct.


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Pathfinder Rulebook Subscriber
Sibelius Eos Owm wrote:
Golems are also blanket immune to almost everything a spellcaster can throw at them, so it actually seems on theme.

This is true, but one key difference is that spellcasters tend to have a bigger breadth of options available to them. Golems can't stop buff magic or other forms of utility spells. A primal or arcane caster can hit the weakness of every golem except alchemical, glass, and obsidian with cantrips alone.

Golems definitely aren't fun for spellcasters, but there tend to be alternatives you can lean on while still focusing on magical abilities. Honestly on the other extreme, someone focusing on buffs and utility spells genuinely might not be care at all that they're fighting a golem.

A pyrokineticist fighting an iron golem (or pretty much any kineticist fighting a stone golem) just can't participate that combat.

In fact, this came up in one of my playtest games. A group of level 2 characters against a carrion golem. The wizard failed an acid splash then noticed his produce flame was doing extra damage, the cleric focused on healing and tossed out a couple buff spells.

The kineticist found it immune to their blasts, then moved next to the enemy to absorb a couple hits, and then did 0 damage trying to punch it.

... Again, not saying golems are fun for casters, just that the narrow kit a kineticist has makes those problems even worse.


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Pathfinder Adventure Path Subscriber

If the golem has the corresponding element trait, the Kineticist would be fine, but none of them do. I wouldn’t be surprised if one thing rage of elements has to do is go back and Errata a bunch of creatures to be consistent with elemental traits. A wood Golem not having the wood element, clay golems not having earth? This shouldn’t be something GMs are left to arbitrate.


Unicore wrote:
If the golem has the corresponding element trait, the Kineticist would be fine, but none of them do. I wouldn’t be surprised if one thing rage of elements has to do is go back and Errata a bunch of creatures to be consistent with elemental traits. A wood Golem not having the wood element, clay golems not having earth? This shouldn’t be something GMs are left to arbitrate.

Isn't that only if the Kineticist's gate matches?


As far as I understand it a Kineticist can only hurt/effect a golem if it has a specific clause saying it takes extra damage from Fire if a Fire Kineticist, or a specific clause that it takes extra damage from Bludgeoning if one of the other Elements, or Slashing for Air. Though Air and Water might be able to do a little something if the Golem has a clause about taking extra damage from Cold or Electricity.

I think the only thing that can harm a Golem that a Kineticist can do is if they can do the damage type listed in the Golem Antimagic feature.

Maybe an Elemental Weapon can do it, depends on what traits the weapon actually has and if it counts a magical ability.

Also even if the Golem had the Elemental Trait matching the Kineticist's Element I am not sure Extract Element would even work because of the Golem's Magic Immunity.


Squiggit wrote:
Sibelius Eos Owm wrote:
Golems are also blanket immune to almost everything a spellcaster can throw at them, so it actually seems on theme.

This is true, but one key difference is that spellcasters tend to have a bigger breadth of options available to them. Golems can't stop buff magic or other forms of utility spells. A primal or arcane caster can hit the weakness of every golem except alchemical, glass, and obsidian with cantrips alone.

... Again, not saying golems are fun for casters, just that the narrow kit a kineticist has makes those problems even worse.

On the other hand, kineticists do have a much better access (I mean proficiency mostly) to weapons, one step worse than optimal or even optimal attacking stats and fully-runed Handwraps at the very least. They also have better AC and quite a nice amount of HP. And honestly, they must have at least some useful utility. It should be manageable in the majority except for most unfortunate cases.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

The playtest specifically calls out Golems as being an option at the GM's discretion, which I know makes some groups uncomfortable.

As a GM I would probably allow most Golems to be affected by extract element, but I allowed extract element to work on skeletons to pull the calcium from their bones. I tend to say yes to fun.


Errenor wrote:
Squiggit wrote:
Sibelius Eos Owm wrote:
Golems are also blanket immune to almost everything a spellcaster can throw at them, so it actually seems on theme.

This is true, but one key difference is that spellcasters tend to have a bigger breadth of options available to them. Golems can't stop buff magic or other forms of utility spells. A primal or arcane caster can hit the weakness of every golem except alchemical, glass, and obsidian with cantrips alone.

... Again, not saying golems are fun for casters, just that the narrow kit a kineticist has makes those problems even worse.
On the other hand, kineticists do have a much better access (I mean proficiency mostly) to weapons, one step worse than optimal or even optimal attacking stats and fully-runed Handwraps at the very least. They also have better AC and quite a nice amount of HP. And honestly, they must have at least some useful utility. It should be manageable in the majority except for most unfortunate cases.

That's true. I'd forgotten about them using handwraps as their rune source, so unlike a spellcaster they actually have martial accuracy and damage if they punch the golem.

Still probably very unfun for them, but.

Also, thinking about it - it really makes the melee air blast seem awkward if I can do more damage by just kicking the enemy.


Unicore wrote:
The problem is that the golems were designed to give spell casters options. Spells cross over lists and have common names. Kineticist abilites don’t fit well in that niche except where elemental traits are used. Do we have a golem weak to air?

Air can maneuver people around at least.

Don't really need the air trait, but you're not going to do much unless you have electricity damage and a golem weak to it.


Dubious Scholar wrote:
Errenor wrote:
Squiggit wrote:
Sibelius Eos Owm wrote:
Golems are also blanket immune to almost everything a spellcaster can throw at them, so it actually seems on theme.

This is true, but one key difference is that spellcasters tend to have a bigger breadth of options available to them. Golems can't stop buff magic or other forms of utility spells. A primal or arcane caster can hit the weakness of every golem except alchemical, glass, and obsidian with cantrips alone.

... Again, not saying golems are fun for casters, just that the narrow kit a kineticist has makes those problems even worse.
On the other hand, kineticists do have a much better access (I mean proficiency mostly) to weapons, one step worse than optimal or even optimal attacking stats and fully-runed Handwraps at the very least. They also have better AC and quite a nice amount of HP. And honestly, they must have at least some useful utility. It should be manageable in the majority except for most unfortunate cases.

That's true. I'd forgotten about them using handwraps as their rune source, so unlike a spellcaster they actually have martial accuracy and damage if they punch the golem.

Still probably very unfun for them, but.

Also, thinking about it - it really makes the melee air blast seem awkward if I can do more damage by just kicking the enemy.

Aren't golems immune to nonlethal? The Kineticist would be punching at a -2.


Unfortunately golems are constructs and construct tag gives them "mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions".

So no you can't punch them without letal Strikes.

They are also a big problem for mostly occult and divine spellcasters because they probably won't have any useful spell against golems. They only can restrict themselves to support/heal, do some low-damage/low hit-rate Strikes or just sit on the corner.

But some golens may still be affected by some kineticists, carrion golems, flesh golems, ice golems and wood golems can be damaged by fire, clay golems, fossil golems, mithral golems and stone golems by water and obsidian golem can be slowed by fire. Making the fire and water kinetcists efficient against many golem types.

The only golem types that can be a problem for them are the alchemical golems, glass golems and off-corse the Adamantine Golem that are problematic against anyone.


Guntermench wrote:
Dubious Scholar wrote:

That's true. I'd forgotten about them using handwraps as their rune source, so unlike a spellcaster they actually have martial accuracy and damage if they punch the golem.

Still probably very unfun for them, but.

Also, thinking about it - it really makes the melee air blast seem awkward if I can do more damage by just kicking the enemy.

Aren't golems immune to nonlethal? The Kineticist would be punching at a -2.

True. So, it seems having these 2-3 sp gauntlets or Knuckle Dusters could be useful.

As far as I understand they work perfectly well with handwraps.


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Pathfinder Rulebook Subscriber

The other problem with relying on unarmed strikes is golems all have physical resistance and normal unarmed strikes have tiny damage dice. Unless the kineticist is rocking a decent strength score, their average damage will be 0 against a golem.


Captain Morgan wrote:
The other problem with relying on unarmed strikes is golems all have physical resistance and normal unarmed strikes have tiny damage dice. Unless the kineticist is rocking a decent strength score, their average damage will be 0 against a golem.

Yes, that's a problem too. I guess it's utility and support then (including flanking and Aid).


Errenor wrote:
Guntermench wrote:
Dubious Scholar wrote:

That's true. I'd forgotten about them using handwraps as their rune source, so unlike a spellcaster they actually have martial accuracy and damage if they punch the golem.

Still probably very unfun for them, but.

Also, thinking about it - it really makes the melee air blast seem awkward if I can do more damage by just kicking the enemy.

Aren't golems immune to nonlethal? The Kineticist would be punching at a -2.

True. So, it seems having these 2-3 sp gauntlets or Knuckle Dusters could be useful.

As far as I understand they work perfectly well with handwraps.

What supports the idea that Handwraps work with Knuckle Dusters?


Castilliano wrote:
Errenor wrote:
Guntermench wrote:
Dubious Scholar wrote:

That's true. I'd forgotten about them using handwraps as their rune source, so unlike a spellcaster they actually have martial accuracy and damage if they punch the golem.

Still probably very unfun for them, but.

Also, thinking about it - it really makes the melee air blast seem awkward if I can do more damage by just kicking the enemy.

Aren't golems immune to nonlethal? The Kineticist would be punching at a -2.

True. So, it seems having these 2-3 sp gauntlets or Knuckle Dusters could be useful.

As far as I understand they work perfectly well with handwraps.
What supports the idea that Handwraps work with Knuckle Dusters?

The more important question: Why wouldn't you just rune the Knuckle Dusters?


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Pathfinder Lost Omens, Rulebook Subscriber
beowulf99 wrote:
Castilliano wrote:
Errenor wrote:
Guntermench wrote:
Dubious Scholar wrote:

That's true. I'd forgotten about them using handwraps as their rune source, so unlike a spellcaster they actually have martial accuracy and damage if they punch the golem.

Still probably very unfun for them, but.

Also, thinking about it - it really makes the melee air blast seem awkward if I can do more damage by just kicking the enemy.

Aren't golems immune to nonlethal? The Kineticist would be punching at a -2.

True. So, it seems having these 2-3 sp gauntlets or Knuckle Dusters could be useful.

As far as I understand they work perfectly well with handwraps.
What supports the idea that Handwraps work with Knuckle Dusters?
The more important question: Why wouldn't you just rune the Knuckle Dusters?

because runed knuckle dusters would not boost your blasts?


Castilliano wrote:
Errenor wrote:

True. So, it seems having these 2-3 sp gauntlets or Knuckle Dusters could be useful.

As far as I understand they work perfectly well with handwraps.
What supports the idea that Handwraps work with Knuckle Dusters?

Nothing, I guess. Handwraps are for unarmed attacks, but gauntlets or Knuckle Dusters are simple weapons. =( They only have the weapon group in common.

You could've said so yourself.


So... reasons to take a race/heritage with a built-in natural attack, I suppose. There are a fair number of them. Even if you crave that extra level 1 class feat that you can get the human to give you, you can still go half-orc and pick up Iron Fists.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Squiggit wrote:


A pyrokineticist fighting an iron golem (or pretty much any kineticist fighting a stone golem) just can't participate that combat.

I feel that's a bit of a disingenuous oversimplification.

There's nothing stopping the character from picking up a weapon and joining the fight, or using a power that doesn't directly impact the golem, or assisting their allies in other ways.


Ravingdork wrote:
Squiggit wrote:


A pyrokineticist fighting an iron golem (or pretty much any kineticist fighting a stone golem) just can't participate that combat.

I feel that's a bit of a disingenuous oversimplification.

There's nothing stopping the character from picking up a weapon and joining the fight, or using a power that doesn't directly impact the golem, or assisting their allies in other ways.

Well, as noted, picking up a weapon runs into issues with golems usually also having physical resistances. If it's got runes and such you may get somewhere, but then you're probably borrowing a party member's backup weapon or something.


Creatures like golems are why characters need back-up plans and weapons.

Reflex is pretty bad on many golems, keeping one prone and aiding an ally's attack can help your party get crits and punch through their resistances.


Pathfinder Adventure Path Subscriber

Blasts get the element trait of their attack, so water and fire Kineticists are pretty decent against a fair number of golems. If GMs don’t require the exact trait, but majority composition for extract element, the wood, metal and earth will have some decent options too.

Air is really the odd element out, but I guess you just fly out of reach and the golems won’t be able to do much too you.


So kinetic blasts are the weapon like element of the class they function in most ways like weapons (use runes, has master proficiency etc) and so they are the obvious tool you would think to use against golums as opposed to the kinetesists more spell like abilities

Except your weapon has all the weakness of a spell and a lot less benefits than a notmal strike (no flurry of blows, haste, other weapon feats).

Arguably the best way to be a kinetesist in melee is take a monk archetype or martial artist as powerful fist is on par with all the melee kinetic blasts and doesn't provoke can be hasted, flurried, used with an attack of opportunity etc.

It's not necessarily a problem that options for what you can do with kinetic blasts are for the most part inferior to the options you can fish from archytpe a lot of casters fish for melee features from archytpes but kinetic blasts appear like a big part of the class identity and power and are really poorly supported.


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Captain Morgan wrote:
The other problem with relying on unarmed strikes is golems all have physical resistance and normal unarmed strikes have tiny damage dice. Unless the kineticist is rocking a decent strength score, their average damage will be 0 against a golem.

Yes, in my playtest our kineticist had a maximum possible unarmed damage of 6 against an enemy with resistance 5 to all physical damage.

Since they never rolled maximum damage, they never actually hurt the thing.

Ravingdork wrote:

I feel that's a bit of a disingenuous oversimplification.

There's nothing stopping the character from picking up a weapon and joining the fight, or using a power that doesn't directly impact the golem, or assisting their allies in other ways.

It's not an oversimplification. It's actual play experience. But I'll tell my kineticist player that someone online thinks they're a liar, I guess.

There are a few things the kineticist could have done differently to be better off, but they all essentially go back to making decisions at character creation or level up specifically to fight golems, or are simply unrealistic to expect someone to anticipate.

In the moment they had exactly zero actions that contributed in any way, barring standing next to the golem and hoping it hit them.

I guess for some people that's fun, but to me it's indicative of a systemic issue when most of the solutions essentially involve rebuilding the character. Or that if a specific option is mandatory for handling a certain category of problem, it probably should be baked in somewhere.


Pathfinder Adventure Path Subscriber

I think it is fair to ask how common should monsters be that PCs have almost no ability to affect, but golems present this challenge to many builds. Many psychics are going to be Simply Out of Luck in a golem fight too, hopefully with som support options in their tool kit. Bards probably have nothing but support to do, clerics as well. Champions often do little more than damage mitigation.

Often times, the thing I see kill Golems in play is mobility and effective battlefield control, which are two things the kineticist can contribute well


Unicore wrote:

Blasts get the element trait of their attack, so water and fire Kineticists are pretty decent against a fair number of golems. If GMs don’t require the exact trait, but majority composition for extract element, the wood, metal and earth will have some decent options too.

Air is really the odd element out, but I guess you just fly out of reach and the golems won’t be able to do much too you.

Won't Golems just be entirely immune to Extract Element? I don't think any are weak to what they're made of.


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Errenor wrote:
Castilliano wrote:
Errenor wrote:

True. So, it seems having these 2-3 sp gauntlets or Knuckle Dusters could be useful.

As far as I understand they work perfectly well with handwraps.
What supports the idea that Handwraps work with Knuckle Dusters?

Nothing, I guess. Handwraps are for unarmed attacks, but gauntlets or Knuckle Dusters are simple weapons. =( They only have the weapon group in common.

You could've said so yourself.

Yes, yet maybe you'd had a reason. Why would I rule out you knowing something I didn't? I prefer the Scout mindset to the Warrior's (or Scientist > Lawyer if that's your preferred analogy).


Pathfinder Adventure Path Subscriber

I am pretty sure that extract element would over ride Golem immunity. That is what it does, doesn't it? If you would normally be immune, then you gain resistance equal to your level.

I mean, right now, Golems don't get elemental traits, but the ability specifies that "elemental nature" which is pretty much subject to GM fiat.

I guess you are saying the ability itself wouldn't work because the golem is immune to magic? I mean, striking runes are magical too but I have never seen a GM rule those out.

Extract element certainly has some bugs to work out, but this kind of immunity seems like it is what extract element is for.


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Pathfinder Lost Omens, Rulebook Subscriber
Unicore wrote:
I guess you are saying the ability itself wouldn't work because the golem is immune to magic? I mean, striking runes are magical too but I have never seen a GM rule those out.

striking runes enhance a weapon, a golem is not immune to them the same way they are not immune to the extra strike given by a haste spell, because they aren't the thing the magic is even impacting, whereas extract element is an explicitly magical action that targets the golem, thus they would no-sell it as written

Edit: I think what we are learning here is that golem antimagic wasnt the best thought out ability from a future proofing perspective


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Unicore wrote:

I am pretty sure that extract element would over ride Golem immunity. That is what it does, doesn't it? If you would normally be immune, then you gain resistance equal to your level.

I mean, right now, Golems don't get elemental traits, but the ability specifies that "elemental nature" which is pretty much subject to GM fiat.

I guess you are saying the ability itself wouldn't work because the golem is immune to magic? I mean, striking runes are magical too but I have never seen a GM rule those out.

Extract element certainly has some bugs to work out, but this kind of immunity seems like it is what extract element is for.

The affecting even if immune happens as an effect of Extract Element, it itself does not possess a bypass to immunity. It only applies to Impulses you use while you have the element gathered from Extract Element. As the golem is immune to magical abilities, it is immune to Extract Element itself, thus preventing the effect from happening at all.

Striking Runes are different as they are not a spell or magical ability. Extract Element, however, has the Primal trait.


Side note: Combat Fleshgems give you a 1d6 piercing unarmed attack that gets boosted by handwraps and only costs 160gp. Now this *does* mean that you have sharp crystal shards implanted in your knuckles, and they're uncommon, but it's worth at least keepign in mind as an option, yes?


While definitely harder for a kineticist, there are items like the stone fist elixir or bestial mutagen, Ancestry feats for 1d6 unarmed attacks, elemental weapon, etc., not to mention theres the wall impulses and other support options, so I'm not really inclined to say they are useless in a fight against golems.

Imo, this is less an argument against making blasts magical and more an argument for giving more utility impulses. Golem antimagic (and any form of defensive ability) is supposed to make you approach the fight differently, it's okay for the magical martial to need creativity to get around it


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Pathfinder Rulebook Subscriber
Alchemic_Genius wrote:
Golem antimagic (and any form of defensive ability) is supposed to make you approach the fight differently, it's okay for the magical martial to need creativity to get around it

I mean that's a good thought, but often in practice that doesn't quite work out. Especially in this case, where "get creative" actually means "you should have picked a different feat two sessions ago when you leveled up"


Squiggit wrote:
Alchemic_Genius wrote:
Golem antimagic (and any form of defensive ability) is supposed to make you approach the fight differently, it's okay for the magical martial to need creativity to get around it
I mean that's a good thought, but often in practice that doesn't quite work out. Especially in this case, where "get creative" actually means "you should have picked a different feat two sessions ago when you leveled up"

If you've noticed, one of those options was "buy this cheap as heck item that offsets a weakness you know you have"

Golems also lose a lot of their design budget for anti magic, if you com prepared, they are basically glorified beatsticks


Alchemic_Genius wrote:
If you've noticed, one of those options was "buy this cheap as heck item that offsets a weakness you know you have"

That's true... but it also demands a degree of prior monster knowledge and prep that is, I think, somewhat unreasonable to demand. Like, "I'm a level 6 air/water elementalist. That means that I should buy a few mutagens, just in case we run into a wood golem." That's the kind of foreknowledge and preparation that you just can't expect of people. If they players are doing things honestly to the point of not reading the Bestiary, and they haven't encountered golems before.

Basically, "my standard strikes are technically a magical effect" isn't "a weakness you know you have" for players who don't happen to know the specific cases where it is a weakness.


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Pathfinder Adventure Path Subscriber

I mean, very few Golems have reliable long range weapons or means of moving very quickly. Many of them can be defeated by distraction and redirection and not directly fought. When Golems TPK a party, it is almost always because the party either had a "leave no one behind" mentality that got everyone killed when one person went down, or because the Golems were not activated until the party is trapped.

Almost every Kineticist has a way of either moving themselves, or stopping a Golem from moving well enough to never have to actually fight the golem.

Or be able to run away and come back when they are prepared to fight it.


Sanityfaerie wrote:
Alchemic_Genius wrote:
If you've noticed, one of those options was "buy this cheap as heck item that offsets a weakness you know you have"

That's true... but it also demands a degree of prior monster knowledge and prep that is, I think, somewhat unreasonable to demand. Like, "I'm a level 6 air/water elementalist. That means that I should buy a few mutagens, just in case we run into a wood golem." That's the kind of foreknowledge and preparation that you just can't expect of people. If they players are doing things honestly to the point of not reading the Bestiary, and they haven't encountered golems before.

Basically, "my standard strikes are technically a magical effect" isn't "a weakness you know you have" for players who don't happen to know the specific cases where it is a weakness.

Stuffing a cheap consumable into your bag of holding isn't really a big ask, not any worse than packing a scroll of remove disease. It's really weird to me how adverse people are to packing cheap consumables to be prepared, and then complain when they aren't prepared for the curveballs thrown at them.


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Alchemic_Genius wrote:
Stuffing a cheap consumable into your bag of holding isn't really a big ask, not any worse than packing a scroll of remove disease. It's really weird to me how adverse people are to packing cheap consumables to be prepared, and then complain when they aren't prepared for the curveballs thrown at them.

I agree that it's not a big ask. That's not my point. Knowing in advance that you need to stuff that consumable into your bag is, in some ways, a much larger ask.

I mean, personally I am one of those people who gets twitchy about having to use consumables basically ever, but first, that's not what I'm talking about here and second, this particular case would bother me much less than most as it's preparation for an edge-case scenario where the question of whether or not to use the thing is really obvious, so this particular case woudlnt' bother me all that much.

That said... I'll note that you, personally, are kind of at one extreme of the player base on this matter. Like, literally, you are the example that I use to make the claim of "Alchemist isn't weak. It's just particularly high-skill." When I describe to people what it's going to take for them to play a really effective alchemist, and what kind of benefits they can expect from same, I'm very nearly quoting things that you have said about your own playstyle. That speaks to you having an approach and a skill-set that most people will not be nearly as good at. For almost everyone else, these things do not come as naturally, and for a fair number of us the difference is severe.

Basically, if the question is "well, why aren't you all buying at least half a dozen specifically useful alchemical items each, just in case", the answer is that we just don't think like that... just like most of us don't heavily math out our DPR when considering different feat selections, and most of us don't go but so far in tactical analysis on board positioning or long-term feat/gear synergy planning, or party optimization techniques. They're all approaches and skill-sets that we could be pursuing. There's some of us that do each of these. We'd surely be stronger if we did all of them... but that's just not how we think.

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