Kinetesist hype thread


Pathfinder Second Edition General Discussion

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It seems better to have golem weakness resistance be phrased in terms of "the monster is extremely resistant to X, and particularly harmed by Y"

Like a Flesh Golem should be mostly immune to electric damage, but should be vulnerable to fire (because Frankenstein.) If you're attacking it with poison or sonic or cold, it works like attacking anything else with those.

Liberty's Edge

PossibleCabbage wrote:

It seems better to have golem weakness resistance be phrased in terms of "the monster is extremely resistant to X, and particularly harmed by Y"

Like a Flesh Golem should be mostly immune to electric damage, but should be vulnerable to fire (because Frankenstein.) If you're attacking it with poison or sonic or cold, it works like attacking anything else with those.

Indeed. Let's just say that golems are animated by elemental energies and have elemental immunities and weaknesses that depend on the kind of elemental mix that animates them.


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Pathfinder Rulebook Subscriber

Air Kinet has a couple abilities, lightning dash and aeriel boomerang, that don't say they can be fired "up to" a distance, just say the whole way. Lightning dash in particular can be frustrating this way.

HOWEVER!!! Lines terminate when you hit a wall/floor. Just aim your lightning dash slightly down, or your boomerang at the space the enemy is in, and it will end where you want it to.


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I'm in love with solar detonation. An aoe blinding effect even without the damage is fantastic.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Ravingdork wrote:
I hope we keep the golems. I also hope that their antimagic abilities are replaced with something more interesting and less problematic.

I can’t see how we won’t given none of them are especially D&D. The clay golem is the original Golem of Prague. The iron golem is Talos. Flesh golem Frankenstein’s monster and there are enough animated statues to take the stone golem from.

They might not be called golems (except the clay golem) but they almost certainly will be there.

Dark Archive

Pathfinder Rulebook Subscriber
aobst128 wrote:
I'm in love with solar detonation. An aoe blinding effect even without the damage is fantastic.

I did as well until I noticed the Incapacitation trait. That ruined it for me. As it stands (hopefully errata will fix) the incapacitation is not only for the blind, but damage too. That makes this horrible in my eyes.

Liberty's Edge

Paul Watson wrote:
Ravingdork wrote:
I hope we keep the golems. I also hope that their antimagic abilities are replaced with something more interesting and less problematic.

I can’t see how we won’t given none of them are especially D&D. The clay golem is the original Golem of Prague. The iron golem is Talos. Flesh golem Frankenstein’s monster and there are enough animated statues to take the stone golem from.

They might not be called golems (except the clay golem) but they almost certainly will be there.

The problem lies not in the golems' inspirations. It lies in this : "A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons."

How is this different enough from the DnD golem ?

Especially if said forms of magic that affect certain golems in PF are the same that affect their DnD compatriots.


Invictus Fatum wrote:
aobst128 wrote:
I'm in love with solar detonation. An aoe blinding effect even without the damage is fantastic.
I did as well until I noticed the Incapacitation trait. That ruined it for me. As it stands (hopefully errata will fix) the incapacitation is not only for the blind, but damage too. That makes this horrible in my eyes.

Well, on one end, if you've got enough targets to justify an aoe, it's likely most won't be affected by incapacitation. It's likely it's meant just for the blinding effect though.

Dark Archive

Pathfinder Rulebook Subscriber
aobst128 wrote:
Invictus Fatum wrote:
aobst128 wrote:
I'm in love with solar detonation. An aoe blinding effect even without the damage is fantastic.
I did as well until I noticed the Incapacitation trait. That ruined it for me. As it stands (hopefully errata will fix) the incapacitation is not only for the blind, but damage too. That makes this horrible in my eyes.
Well, on one end, if you've got enough targets to justify an aoe, it's likely most won't be affected by incapacitation. It's likely it's meant just for the blinding effect though.

Meh, glad you still like it. Doesn't seem worth the feat for me unfortunately. If it were recorded so the incapacitation only applied to the blind then perhaps. But then there are other options I suppose.


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While not explicitly allowable, I will fight any gm that says my wood/fire kineticist using fresh produce cannot spontaneously produce bread.

Edit: and a wood/fire/metal kineticist could produce sliced bread.


I think you'd also need at least earth (a rock to grind the grain up into flour) and water to make bread as a kineticist


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Why just bread, why not fresh pizza? A Gate baked pizza chain taking all od Golarion by storm


Tangorin wrote:
Why just bread, why not fresh pizza? A Gate baked pizza chain taking all od Golarion by storm

There is no plane of milk to summon the cheese unfortunately.

Liberty's Edge

People always forget about yeast :(

Dark Archive

Pathfinder Rulebook Subscriber
Themetricsystem wrote:
People always forget about yeast :(

I prefer my yeast with a little barley and hops.


I love the line in the resistance junction that allows you to turn it off if you want to be affected by something. They figured people would be hitting themselves to activate stuff like consume power. lol


aobst128 wrote:
I love the line in the resistance junction that allows you to turn it off if you want to be affected by something. They figured people would be hitting themselves to activate stuff like consume power. lol

All Shall Perish in Flames self immolation is the main use.


Themetricsystem wrote:
People always forget about yeast :(

Yeast is everywhere all at once. That one is free.


Themetricsystem wrote:
People always forget about yeast :(

Unleavened bread is a thing. Bannock, for instance, can be as little as flour/meal, salt and water. :)


Themetricsystem wrote:
People always forget about yeast :(

Could Yeast be considered something a wood kineticist has access to


Pieces-Kai wrote:
Themetricsystem wrote:
People always forget about yeast :(
Could Yeast be considered something a wood kineticist has access to

I'd say that it's the same question as whether or not they get fungus... and I'm not seeing any fungus.


Pieces-Kai wrote:
Themetricsystem wrote:
People always forget about yeast :(
Could Yeast be considered something a wood kineticist has access to

Yeast is a single-celled fungus, and I think we do see one fungal power, based on spores showing up in a power.


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Fungus either exists in the wood plane, or it exists in every plane somehow.


Magnetic pinions seems damn good. Kind of a stand in for a useful version of chain blast. Roughly equivalent to scorching ray in practice and scaling but the extra accuracy is pretty promising for when you've got 3 targets.


One more thing I like is that most if not all of the buffs you pick up can feasibility be kept up in exploration mode. Like furnace form. Walking around as the human torch might be a bit awkward but when the minute is up, why not just use it again? Lol. Zero resources is funny.


aobst128 wrote:
One more thing I like is that most if not all of the buffs you pick up can feasibility be kept up in exploration mode. Like furnace form. Walking around as the human torch might be a bit awkward but when the minute is up, why not just use it again? Lol. Zero resources is funny.

you'd need level 16 for that though, since you can't sustain over an extended period of time during exploration.

but yeah, in general, there are power in there that seem to be ok to be kept "up" like armors, flying, level 16 furnace, and etc.

similarily, you can be in aura as well, although not in a stance (since that still has the encounter only limit).


shroudb wrote:
aobst128 wrote:
One more thing I like is that most if not all of the buffs you pick up can feasibility be kept up in exploration mode. Like furnace form. Walking around as the human torch might be a bit awkward but when the minute is up, why not just use it again? Lol. Zero resources is funny.

you'd need level 16 for that though, since you can't sustain over an extended period of time during exploration.

but yeah, in general, there are power in there that seem to be ok to be kept "up" like armors, flying, level 16 furnace, and etc.

similarily, you can be in aura as well, although not in a stance (since that still has the encounter only limit).

Well, furnace form is specifically sustained "up to one minute" which avoids becoming fatigued if you just use the 2 action version every minute between sustains. Plus, you get a free half speed fly every sustain so you're not giving up too much with the effort if you're dungeon crawling.

Edit: and by 13th level you could have the free sustain and furnace form so you're actually faster with this buff up.


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Xenocrat wrote:
aobst128 wrote:
I love the line in the resistance junction that allows you to turn it off if you want to be affected by something. They figured people would be hitting themselves to activate stuff like consume power. lol
All Shall Perish in Flames self immolation is the main use.

I disagree. The main use is that it's the last word in BIG EXPLOSION, having the largest radius and multiple maps worth of range. I believe it's the largest single chunk of damage, longest range, and largest AoE across all elements. For when all you want is maximum force. The phoenix effect is gravy.


So, I started putting together a wood/water kineticist, and I noticed... each of the elements really does have its own feel to it, at multiple levels. Like... something like nine of the fifteen total available water impulses are overflow. I think they have one non-overflow impulse capable of dealing damage (other than the blast) and that's available at level 1. Now, that's pretty cool in some ways. It's appropriate that water, fo all elements, woudl be into the ebb and flow overflow/channel dynamic. It's something to be aware of, though. It means that if you're going heavy into water, there's a good chance that it's just not worth investing in a stance in the first place. There's a number of options out there designed to make stances work better for you, and you can just skip all of them.

QuidEst wrote:
Yeast is a single-celled fungus, and I think we do see one fungal power, based on spores showing up in a power.

Which one? I looked and didn't see one. Pollen, yes. Spores?


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aobst128 wrote:
shroudb wrote:
aobst128 wrote:
One more thing I like is that most if not all of the buffs you pick up can feasibility be kept up in exploration mode. Like furnace form. Walking around as the human torch might be a bit awkward but when the minute is up, why not just use it again? Lol. Zero resources is funny.

you'd need level 16 for that though, since you can't sustain over an extended period of time during exploration.

but yeah, in general, there are power in there that seem to be ok to be kept "up" like armors, flying, level 16 furnace, and etc.

similarily, you can be in aura as well, although not in a stance (since that still has the encounter only limit).

Well, furnace form is specifically sustained "up to one minute" which avoids becoming fatigued if you just use the 2 action version every minute between sustains. Plus, you get a free half speed fly every sustain so you're not giving up too much with the effort if you're dungeon crawling.

i think that's 100% against the spirit of the rule.

saying that you can simply recast an ability every minute and sustain the rest 9 out of 10 rounds is not the same as sustaining continusly.

at least in my table it wouldn't fly at all.

if it is something you have to sustain, you can't do indefinately in exploration mode.


'Spore' appears three times in the book: Twice in the description of air/wood composite Tree of Duality and once in the description of the wood geniekin.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Made my first RoE kineticist. :)


shroudb wrote:
aobst128 wrote:
shroudb wrote:
aobst128 wrote:
One more thing I like is that most if not all of the buffs you pick up can feasibility be kept up in exploration mode. Like furnace form. Walking around as the human torch might be a bit awkward but when the minute is up, why not just use it again? Lol. Zero resources is funny.

you'd need level 16 for that though, since you can't sustain over an extended period of time during exploration.

but yeah, in general, there are power in there that seem to be ok to be kept "up" like armors, flying, level 16 furnace, and etc.

similarily, you can be in aura as well, although not in a stance (since that still has the encounter only limit).

Well, furnace form is specifically sustained "up to one minute" which avoids becoming fatigued if you just use the 2 action version every minute between sustains. Plus, you get a free half speed fly every sustain so you're not giving up too much with the effort if you're dungeon crawling.

i think that's 100% against the spirit of the rule.

saying that you can simply recast an ability every minute and sustain the rest 9 out of 10 rounds is not the same as sustaining continusly.

at least in my table it wouldn't fly at all.

if it is something you have to sustain, you can't do indefinately in exploration mode.

I mean, the raw has pretty clear distinctions between a sustained effect with a specified time and an unspecified time. You can't otherwise keep the effect going without reusing it every minute since it simply ends after one minute. I don't think this is really trying to bend the rules backwards here. I'd probably do the same thing with elemental artillery too.


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aobst128 wrote:
shroudb wrote:
aobst128 wrote:
shroudb wrote:
aobst128 wrote:
One more thing I like is that most if not all of the buffs you pick up can feasibility be kept up in exploration mode. Like furnace form. Walking around as the human torch might be a bit awkward but when the minute is up, why not just use it again? Lol. Zero resources is funny.

you'd need level 16 for that though, since you can't sustain over an extended period of time during exploration.

but yeah, in general, there are power in there that seem to be ok to be kept "up" like armors, flying, level 16 furnace, and etc.

similarily, you can be in aura as well, although not in a stance (since that still has the encounter only limit).

Well, furnace form is specifically sustained "up to one minute" which avoids becoming fatigued if you just use the 2 action version every minute between sustains. Plus, you get a free half speed fly every sustain so you're not giving up too much with the effort if you're dungeon crawling.

i think that's 100% against the spirit of the rule.

saying that you can simply recast an ability every minute and sustain the rest 9 out of 10 rounds is not the same as sustaining continusly.

at least in my table it wouldn't fly at all.

if it is something you have to sustain, you can't do indefinately in exploration mode.

I mean, the raw has pretty clear distinctions between a sustained effect with a specified time and an unspecified time. You can't otherwise keep the effect going without reusing it every minute since it simply ends after one minute. I don't think this is really trying to bend the rules backwards here. I'd probably do the same thing with elemental artillery too.

the raw says you can't sustain over prolongeued periods of time.

saying that you only sustain 9rounds every 10 rounds is effectively the same.

it's the same as saying that you can Hustle indeffinatelly if you Hustle for 9 rounds, stop for 1, and repeat.

It's trying to game the system.


shroudb wrote:
aobst128 wrote:
shroudb wrote:
aobst128 wrote:
shroudb wrote:
aobst128 wrote:
One more thing I like is that most if not all of the buffs you pick up can feasibility be kept up in exploration mode. Like furnace form. Walking around as the human torch might be a bit awkward but when the minute is up, why not just use it again? Lol. Zero resources is funny.

you'd need level 16 for that though, since you can't sustain over an extended period of time during exploration.

but yeah, in general, there are power in there that seem to be ok to be kept "up" like armors, flying, level 16 furnace, and etc.

similarily, you can be in aura as well, although not in a stance (since that still has the encounter only limit).

Well, furnace form is specifically sustained "up to one minute" which avoids becoming fatigued if you just use the 2 action version every minute between sustains. Plus, you get a free half speed fly every sustain so you're not giving up too much with the effort if you're dungeon crawling.

i think that's 100% against the spirit of the rule.

saying that you can simply recast an ability every minute and sustain the rest 9 out of 10 rounds is not the same as sustaining continusly.

at least in my table it wouldn't fly at all.

if it is something you have to sustain, you can't do indefinately in exploration mode.

I mean, the raw has pretty clear distinctions between a sustained effect with a specified time and an unspecified time. You can't otherwise keep the effect going without reusing it every minute since it simply ends after one minute. I don't think this is really trying to bend the rules backwards here. I'd probably do the same thing with elemental artillery too.

the raw says you can't sustain over prolongeued periods of time.

saying that you only sustain 9rounds every 10 rounds is effectively the same.

it's the same as saying that you can Hustle indeffinatelly if you Hustle for 9 rounds, stop for 1, and repeat....

That's not what the raw says. It says if you sustain a spell for over ten minutes, you become fatigued, which can't happen with specified time sustains. It's a new effect every time you use it. It would be a homerule to force a fatigue this way.


aobst128 wrote:
shroudb wrote:
aobst128 wrote:
shroudb wrote:
aobst128 wrote:
shroudb wrote:
aobst128 wrote:
One more thing I like is that most if not all of the buffs you pick up can feasibility be kept up in exploration mode. Like furnace form. Walking around as the human torch might be a bit awkward but when the minute is up, why not just use it again? Lol. Zero resources is funny.

you'd need level 16 for that though, since you can't sustain over an extended period of time during exploration.

but yeah, in general, there are power in there that seem to be ok to be kept "up" like armors, flying, level 16 furnace, and etc.

similarily, you can be in aura as well, although not in a stance (since that still has the encounter only limit).

Well, furnace form is specifically sustained "up to one minute" which avoids becoming fatigued if you just use the 2 action version every minute between sustains. Plus, you get a free half speed fly every sustain so you're not giving up too much with the effort if you're dungeon crawling.

i think that's 100% against the spirit of the rule.

saying that you can simply recast an ability every minute and sustain the rest 9 out of 10 rounds is not the same as sustaining continusly.

at least in my table it wouldn't fly at all.

if it is something you have to sustain, you can't do indefinately in exploration mode.

I mean, the raw has pretty clear distinctions between a sustained effect with a specified time and an unspecified time. You can't otherwise keep the effect going without reusing it every minute since it simply ends after one minute. I don't think this is really trying to bend the rules backwards here. I'd probably do the same thing with elemental artillery too.

the raw says you can't sustain over prolongeued periods of time.

saying that you only sustain 9rounds every 10 rounds is effectively the same.

it's the same as saying that you can Hustle indeffinatelly if you Hustle for 9 rounds, stop

...

again.

by the same logic, you can say that if you sustain for 9 minutes and 9 rounds, and recast after that, you can do so indeffinately, is 100% trying to game the system.

i can quote the RAW as well:

Quote:
You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.

and by your definition, if you Hustle for 9xCon minutes, stop for 1 round, and repeat, you will never be fatigued.

all those are trying to game the system.


shroudb wrote:
aobst128 wrote:
shroudb wrote:
aobst128 wrote:
shroudb wrote:
aobst128 wrote:
shroudb wrote:
aobst128 wrote:
One more thing I like is that most if not all of the buffs you pick up can feasibility be kept up in exploration mode. Like furnace form. Walking around as the human torch might be a bit awkward but when the minute is up, why not just use it again? Lol. Zero resources is funny.

you'd need level 16 for that though, since you can't sustain over an extended period of time during exploration.

but yeah, in general, there are power in there that seem to be ok to be kept "up" like armors, flying, level 16 furnace, and etc.

similarily, you can be in aura as well, although not in a stance (since that still has the encounter only limit).

Well, furnace form is specifically sustained "up to one minute" which avoids becoming fatigued if you just use the 2 action version every minute between sustains. Plus, you get a free half speed fly every sustain so you're not giving up too much with the effort if you're dungeon crawling.

i think that's 100% against the spirit of the rule.

saying that you can simply recast an ability every minute and sustain the rest 9 out of 10 rounds is not the same as sustaining continusly.

at least in my table it wouldn't fly at all.

if it is something you have to sustain, you can't do indefinately in exploration mode.

I mean, the raw has pretty clear distinctions between a sustained effect with a specified time and an unspecified time. You can't otherwise keep the effect going without reusing it every minute since it simply ends after one minute. I don't think this is really trying to bend the rules backwards here. I'd probably do the same thing with elemental artillery too.

the raw says you can't sustain over prolongeued periods of time.

saying that you only sustain 9rounds every 10 rounds is effectively the same.

it's the same as saying that you can Hustle indeffinatelly if

...

Except that neither of those things has anything to do with this use of furnace form. It's very simple. You use it, sustain it for a minute, it ends automatically. There's nothing stopping you from using and sustaining it again. It is explicitly right there in the rules that you do not become fatigued when sustaining things with a specified time.


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aobst128 wrote:
You use it, sustain it for a minute, it ends automatically. There's nothing stopping you from using and sustaining it again.

and i'm saying that the exact same gaming of the system can be done with any prolongued activity if you stop them for 1 round every 1 or 10 minutes.

"Nothing in the RAW says you can't Hustle for 9 minutes, stop for 1 round, and start Hustling again for 9 minutes. It specifically says you can't Hustle for 10. (add an *Con to the times)"

so yes, it is gaming the system 100% in my table.

if your GM is ok with allowing such manipulations of the RAW, then sure, but most people i know will not let that fly.


shroudb wrote:
aobst128 wrote:
You use it, sustain it for a minute, it ends automatically. There's nothing stopping you from using and sustaining it again.

and i'm saying that the exact same gaming of the system can be done with any prolongued activity if you stop them for 1 round every 1 or 10 minutes.

"Nothing in the RAW says you can't Hustle for 9 minutes, stop for 1 round, and start Hustling again for 9 minutes. It specifically says you can't Hustle for 10. (add an *Con to the times)"

so yes, it is gaming the system 100% in my table.

if your GM is ok with allowing such manipulations of the RAW, then sure, but most people i know will not let that fly.

I disagree with your equivalence. It is not a manipulation of the raw. It's simply using your abilities when you can. Your hustle example is irrelevant to the rules on sustaining. A new effect can be sustained just fine with every use. It's entirely benign.


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aobst128 wrote:
shroudb wrote:
aobst128 wrote:
You use it, sustain it for a minute, it ends automatically. There's nothing stopping you from using and sustaining it again.

and i'm saying that the exact same gaming of the system can be done with any prolongued activity if you stop them for 1 round every 1 or 10 minutes.

"Nothing in the RAW says you can't Hustle for 9 minutes, stop for 1 round, and start Hustling again for 9 minutes. It specifically says you can't Hustle for 10. (add an *Con to the times)"

so yes, it is gaming the system 100% in my table.

if your GM is ok with allowing such manipulations of the RAW, then sure, but most people i know will not let that fly.

I disagree with your equivalence. It is not a manipulation of the raw. It's simply using your abilities when you can. Your hustle example is irrelevant to the rules on sustaining. A new effect can be sustained just fine with every use. It's entirely benign.

it is exactly the same.

if you want a sustained example, one can keep casting Invisibility curtain every 9 minutes and 9 rounds and he will never be fatigued.

if you want a no-resource permasustain, just pick up a 10min sustained focus spell and now a sorc can keep it up "9 minutes and 9 rounds up -1 round down" forever.

i say that this is manipulation of the RAW.


shroudb wrote:
aobst128 wrote:
shroudb wrote:
aobst128 wrote:
You use it, sustain it for a minute, it ends automatically. There's nothing stopping you from using and sustaining it again.

and i'm saying that the exact same gaming of the system can be done with any prolongued activity if you stop them for 1 round every 1 or 10 minutes.

"Nothing in the RAW says you can't Hustle for 9 minutes, stop for 1 round, and start Hustling again for 9 minutes. It specifically says you can't Hustle for 10. (add an *Con to the times)"

so yes, it is gaming the system 100% in my table.

if your GM is ok with allowing such manipulations of the RAW, then sure, but most people i know will not let that fly.

I disagree with your equivalence. It is not a manipulation of the raw. It's simply using your abilities when you can. Your hustle example is irrelevant to the rules on sustaining. A new effect can be sustained just fine with every use. It's entirely benign.

it is exactly the same.

if you want a sustained example, one can keep casting Invisibility curtain every 9 minutes and 9 rounds and he will never be fatigued.

i say that this is manipulation of the RAW.

Not really because again, that's not what's happening here. It's the second part of the rule that's relevant. Specific time sustains are exempt from fatigue


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sure, if it was sustained over 10minutes, i would give you that maximum duration. it's not, it is sustained for 1 minute. if you cast it 10 times, then that's your limit.

anything else, i say it's a manipulation of the RAW.

Again, all my examples of "gaming the system" like Hustle for 9minutes and 9 rounds, are RAW-legal and follow your logic 100%.

that's your defence here as well "that's the letter of the RAW".

i'm not saying you are wrong "by RAW", i'm saying you are gaming the system if you think that stopping for 1 round every 1 minute allows you to keep up indefinately.

Such manipulations of the RAW will indeed fly in some tables, it's just that i usually don't play in those and i certainly don't run my tables as such.

edit:

also to quote the entire rule for clarity:

Quote:
Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”).

there is another valid reading of the above sentence: A listed time changes the 10minutes fatigue.

"if you sustain a 1 minute spell for 1 minute, ends the effect and you are fatigued"

basically, the "unless" word can be either applied to the effect (fatigue) OR the time (10minutes), both are valid readings.

this is also probably the intended reading as well, because it is the only one that makes sense with the "1 minute" example since you can't sustain a 1minute effect for 10minutes to begin with.


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I'm looking at the Exploration Mode rules, and I see Repeat a Spell:

Archives of Nethys Rules Index: Exploration Mode wrote:

You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you’ll likely use this activity only when something out of the ordinary occurs.

You can instead use this activity to continue Sustaining a Spell or Activation with a sustained duration. Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration.

Now, this pretty clearly applies.

There is the suggestion that repeatedly castign a spell over and over again (even a cantrip) is fatiguing, and that's fair... but kineticist impulses are not cantrips. Indeed, Yoon's Meet the Iconics blog post puts a bit of emphasis on the idea that, yeah, a kineticist can just keep doing this stuff.

Meet the Iconics: Yoon wrote:
Yoon soared through the air in a trail of sparks, whooping with the joy of a teenager flying for the first time. The harbor grew smaller underneath her, then held in place as she reached her apex and gravity gripped her. Yoon refused to fall—she had always loved heights. She summoned her flames anew, blasting herself higher still, then again, shooting herself over the water toward the ship. She wasn't the least bit tired. The Plane of Fire was inexhaustible, so why shouldn't her flames be as well?

So... why shouldn't a kineticist be able to just keep doing what they're doing, as long as they make that their exploration action? (...and possibly roll dice at an appropriate time to find out how many rounds they have left)

...or another way to ask the question - Should Yoon be able to use that fire-jumping technique as a primary means of overland travel? I'd assert that yes, she should. That's part of what being a kineticist is.


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There's also the matter of "why would concentration be limited to ten minutes?" It's partly so you can't string one spell out for the entire day, like having an Illusory Creature accompanying the party as a member. Kineticist stuff is at-will with no cost, so you're not even hitting the same sorts of concerns.


Dubious Scholar wrote:
Xenocrat wrote:
aobst128 wrote:
I love the line in the resistance junction that allows you to turn it off if you want to be affected by something. They figured people would be hitting themselves to activate stuff like consume power. lol
All Shall Perish in Flames self immolation is the main use.
I disagree. The main use is that it's the last word in BIG EXPLOSION, having the largest radius and multiple maps worth of range. I believe it's the largest single chunk of damage, longest range, and largest AoE across all elements. For when all you want is maximum force. The phoenix effect is gravy.

The main use of turning off resistance.


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Sanityfaerie wrote:

I'm looking at the Exploration Mode rules, and I see Repeat a Spell:

Archives of Nethys Rules Index: Exploration Mode wrote:

You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you’ll likely use this activity only when something out of the ordinary occurs.

You can instead use this activity to continue Sustaining a Spell or Activation with a sustained duration. Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration.

Now, this pretty clearly applies.

There is the suggestion that repeatedly castign a spell over and over again (even a cantrip) is fatiguing, and that's fair... but kineticist impulses are not cantrips. Indeed, Yoon's Meet the Iconics blog post puts a bit of emphasis on the idea that, yeah, a kineticist can just keep doing this stuff.

Meet the Iconics: Yoon wrote:
Yoon soared through the air in a trail of sparks, whooping with the joy of a teenager flying for the first time. The harbor grew smaller underneath her, then held in place as she reached her apex and gravity gripped her. Yoon refused to fall—she had always loved heights. She summoned her flames anew, blasting herself higher still, then again, shooting herself over the water toward the ship. She wasn't the least bit tired. The Plane of Fire was inexhaustible, so why shouldn't her flames be as well?

So... why shouldn't a kineticist be able to just keep doing what they're doing, as long as they make that their exploration action? (...and possibly roll dice at an appropriate time to find out how many rounds they have left)

...or another way to ask the question - Should Yoon be able to use that fire-jumping technique as a...

The key of the rule is the number of actions taken.

Exploration activities assume that you spend 1 action each round for 10 minutes to avoid getting fatigued. This is why you move at half speed. The same applies to martials who might try to do too many things, if they do too many for 10 minutes they will become fatigued. Kineticist is no different.

Is their ability to fly a single action? Congrats you don't get fatigued. Is it two actions with sustained? Well then you would either get fatigued after the duration expires or 10 minutes, depending on the interpretation.

* P.S. I agree that kineticist should be able to use their movement abilities for overland travel. But by RAW if its a 2-action ability that is not possible without explicit mention.


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Also if we consider that sustain, stop, them sustain again is not possible. How we will handle this?
If sustain up to 9 minutes and 9 rounds and rest for 1 round isn't possible, how much time rest time do you will need to cast a sustainable impulse/spell again?

In general the 10 minutes sustain limits exists to prevent spellcasters to keep a daily limited resource spellslot's spell like a summon to be maintained during all the day. This same limitation don't need to exists for impulses and cantrips.

This limit always was a game solution not something to have verisimilitude.


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I view it more so as effort required vs no effort.

So, a duration based ability that you can fire and forget, like fly or lvl 16 fiery body, is not an issue to keep up.

Every minute or so just reapply, so most of the time you aren't putting effort.

While sustain takes effort every round, so it's more taxing and can't be kept up indefinitely.

That's why the rules basically say that if a sustain doesn't have a duration you can keep them up for 10 minutes, or different duration if a duration is specified.


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This might change with errata, but I think if the intention was not to allow an impulse to be used immediately after it ended and sustain it basically indefinitely, there would have been a clause in the impulse like Clear as Air's "This impulse weakens if you use it too frequently" clause.


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PossibleCabbage wrote:
This might change with errata, but I think if the intention was not to allow an impulse to be used immediately after it ended and sustain it basically indefinitely, there would have been a clause in the impulse like Clear as Air's "This impulse weakens if you use it too frequently" clause.

I feel that this is specifically in Clear as Air for the in combat complications. Basically that you cannot keep turning invis every round after you break it (invis/break invis/invis/break invis/etc)

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