
dmerceless |
7 people marked this as a favorite. |

What we really need is a hero who can somehow make those few pages Logan held up readable. I love what we've seen of water and would love to get more info. Just the names of the metal impulses we can see sound amazing.
I tried. Really hard. But the source quality is quite low, and combined with the bad lighting and lack of camera focus, neither an AI or my Photoshop skills were able to improve it all that much. All I was able to read is that:
- Elemental Blast is 1-2 actions, Con to hit. Michael said on Discord that the 2 action version adds Con to damage. Blasts also add Strength to damage with a clause I was not able to read. I believe it's on melee blasts.
- Water, Wood, Metal and Earth Blasts are all 1d8 damage, 30ft range. Air is 1d6 damage, 60ft range. I believe Fire is 1d8 damage, 60ft range, but that one was a little harder to read.
- Water blast does bludgeoning or cold by default. Earth is bludgeoning or piercing. Fire is... fire. Wood is slashing or piercing. Metal and Air I believe are both bludgeoning or slashing, but these were harder to read.
- Blasts gain a damage die every 4 (character) levels.
- There's a Fire impulse, Flying Flame, which is 2 actions, not Overflow, and has some sort of damage scaling every 2 (character) levels. Combined with what we know from Winter's Clutch, I expect every element to have a level 1 basic damage impulse without Overflow, as your "combat cantrip".

Sanityfaerie |

Well, it looks like there's pretty much explicit support for an impulse-then-blast three action rotation, so that's cool.
Getting +str to damage on melee blasts is interesting. I wonder if there will be enough optional strength support in the rest of the class to make that actually worth putting a 14-16 in.

PossibleCabbage |

Playtest kineticist had options to use Str on attacks (via the brutal tag); has there been something said at some point about that going away?
One of the main changes from the feedback on the playtest involved changing the basic blast to work more like a cantrip in that you use your KAS to hit, in this case Con.
Since the one piece of feedback they got a lot was "I like having Con as the KAS, but it doesn't seem to do much for me."

Gaulin |

Playtest kineticist had options to use Str on attacks (via the brutal tag); has there been something said at some point about that going away?
I think because blasts aren't strikes anymore, they're more like cantrips, it would follow that strength wouldn't be added to damage. Luckily devs gave blasts a reason for strength to be used so we get the best of both worlds!

Sanityfaerie |

Yeah, we've pretty much been told that there will be a class playtest coming out of the Gen-Con book. I've seen a suggestion somewhere that it might be only one class rather than two, but nothing I'd count as certainty.
I've also heard that the rulebook coming out soon (presumably the Gen-Con one) has been under a shroud of extreme secrecy but I don't even know how to parse that one in terms of whether or not it's one of the ones we've been maybe sort of expecting.

![]() |

I'm pretty sure the standard is "any time there's a new class, that's something they're going to playtest." So there aren't likely to be surprise classes.
Quite true. But we often get surprise archetypes that can have lot of impact. And archetypes can cover something that was a PF1 class.

![]() |

I still want to know if there'll be a feat or anything to add elemental damage to your unarmed/weapons attacks. Even if it's not the most optimized option, I'd still like to be able to set my character's sword or claws on fire, for the drama if nothing else.
Sounds like Spellstrike. I wonder if blasts can be used with it as if they were spells. But I guess they can't.