Kinetesist hype thread


Pathfinder Second Edition General Discussion

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Interesting amount of healing items and abilities mixed in there. I wasn't expecting air to have that many.


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Paul Watson wrote:
Verzen wrote:

Look what I found.

Air.

Linkified

Here I fixed the link for you link


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Verzen wrote:
arcady wrote:
I’ve never been into superhero characters with telekinesis powers even if I did read X-men in the 80s growing up. It seems like an even weirder angle to base a fantasy class on, so I’ve not been following this one.

They aren't really superheroes.

Think of Kineticists as playable elementals. Or players that embody one of the elementals.

So what kineticists are, is that they embody one of those elemental flavors.

At some level I was aware they are actually elementalists and not kineticists.

But it's bugging me so much that the class is horribly misnamed that I have actually lost interest in it. I'll end up with the book anyway as I have a pathfinder subscription. I might read it and my opinion might change. But the name... just makes me think it's an X-men class and not an elementalist.

.


Well, airlift looks good at least. After dimension door got beaten into the floor it's about time we got a new party movement spell even if the range is a little lacking.

The Frankenstein reanimation spell is pretty funny though.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
arcady wrote:
Verzen wrote:
arcady wrote:
I’ve never been into superhero characters with telekinesis powers even if I did read X-men in the 80s growing up. It seems like an even weirder angle to base a fantasy class on, so I’ve not been following this one.

They aren't really superheroes.

Think of Kineticists as playable elementals. Or players that embody one of the elementals.

So what kineticists are, is that they embody one of those elemental flavors.

At some level I was aware they are actually elementalists and not kineticists.

But it's bugging me so much that the class is horribly misnamed that I have actually lost interest in it. I'll end up with the book anyway as I have a pathfinder subscription. I might read it and my opinion might change. But the name... just makes me think it's an X-men class and not an elementalist.

.

Technically, it's an appropriate name.

Kinetics is defined as

"the branch of chemistry or biochemistry concerned with measuring and studying the rates of reactions."

Or loosely, it's about studying the elements.


gesalt wrote:

Well, airlift looks good at least. After dimension door got beaten into the floor it's about time we got a new party movement spell even if the range is a little lacking.

The Frankenstein reanimation spell is pretty funny though.

Assuming it's the same spell level it looks less helpful than Breath of Life, though it does heal more HP, which is handy.


4 people marked this as a favorite.
arcady wrote:
Verzen wrote:
arcady wrote:
I’ve never been into superhero characters with telekinesis powers even if I did read X-men in the 80s growing up. It seems like an even weirder angle to base a fantasy class on, so I’ve not been following this one.

They aren't really superheroes.

Think of Kineticists as playable elementals. Or players that embody one of the elementals.

So what kineticists are, is that they embody one of those elemental flavors.

At some level I was aware they are actually elementalists and not kineticists.

But it's bugging me so much that the class is horribly misnamed that I have actually lost interest in it. I'll end up with the book anyway as I have a pathfinder subscription. I might read it and my opinion might change. But the name... just makes me think it's an X-men class and not an elementalist.

.

why is it misnamed?

ther might be no telekinesis

but aerokinesis, pyrokinesis, terrakinesis, aquakinesis, ferrokinesis, phytokinesis

if you look up superpowers you will find all those ;)

in terms of power discriptors [term-]kinesis just describes the ability to manipulate something and that is most certainly the main schtick of the kineticist


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I'd use hydrokinesis just to keep up the Greek word teeming, but yeah those are the names by which I knew fantasy elemental powers by even before they named the 1e kineticist. Maybe I wouldn't have chosen kineticist out of the hat myself in 1e, but it serves well enough for what it's supposed to do--move elements.

Liberty's Edge

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The characters of Fate: The Winx Saga are definitely Kineticists.


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- W.I.T.C.H.
- Avatar: The Last Airbender
- X-Men
- Rivals of Aether
- Granblue Fantasy
- Arcana Hearts
- Golden Sun
- Genshin Impact
- Kingdom Hearts (Organization XIII)


Tactical Drongo wrote:
arcady wrote:
Verzen wrote:
arcady wrote:
I’ve never been into superhero characters with telekinesis powers even if I did read X-men in the 80s growing up. It seems like an even weirder angle to base a fantasy class on, so I’ve not been following this one.

They aren't really superheroes.

Think of Kineticists as playable elementals. Or players that embody one of the elementals.

So what kineticists are, is that they embody one of those elemental flavors.

At some level I was aware they are actually elementalists and not kineticists.

But it's bugging me so much that the class is horribly misnamed that I have actually lost interest in it. I'll end up with the book anyway as I have a pathfinder subscription. I might read it and my opinion might change. But the name... just makes me think it's an X-men class and not an elementalist.

.

why is it misnamed?

ther might be no telekinesis

but aerokinesis, pyrokinesis, terrakinesis, aquakinesis, ferrokinesis, phytokinesis

if you look up superpowers you will find all those ;)

in terms of power discriptors [term-]kinesis just describes the ability to manipulate something and that is most certainly the main schtick of the kineticist

Aetherkinesis (telekinesis) is still canon, hopefully they port it well.

Chaokinesis (void/gravity/negative energy) is also still canon, hopefully it to gets ported well.

Then there is also the offshoots: Elysiokineticist (elysium + Ethereal)
Psammokineticist (sand)
Blight (radiation)
Aeon (telekinesis but with aeon stones)
Blood
Leshy (leshy controlling themselves in wild new ways)

Dark Archive

Pathfinder Rulebook Subscriber
Verzen wrote:
Invictus Fatum wrote:


Though, this is a hype thread so I digress. Metal Kineticist sound awesome. The teased impulse that creates a giant metal top that just whirls around the battlefield sounds very fun.

Where is this teased impulse at?

Whirling Grindstone teased within the first 5 minutes or so during the Primal panel of PaizoCon. It is a composition impulse of Earth and Metal which sounded very fun. The lightning rod teased sounded neat as well. I'm just very excited for Metal Kineticists.


I feel like it's hard to distinguish a Telekineticist from a Distant Grasp Psychic, but my brain might just be small. Is "aether" a thing in 2e?


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keftiu wrote:
I feel like it's hard to distinguish a Telekineticist from a Distant Grasp Psychic, but my brain might just be small. Is "aether" a thing in 2e?

It's been mentioned a few times, but Kineticist seems a lot more focused on the full elemental planes.


keftiu wrote:
I feel like it's hard to distinguish a Telekineticist from a Distant Grasp Psychic, but my brain might just be small. Is "aether" a thing in 2e?

The two are similar in effect, but different in origin. Aether has its origin on the ethereal plane as opposed to Psychic's Mind.

Also yes it is: Aether Appendage
Aether Marble
As well as all the lore and creatures that should still be canon, which include the Aether Wisp and Elementals.


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Temperans wrote:
Tactical Drongo wrote:
arcady wrote:
Verzen wrote:
arcady wrote:
I’ve never been into superhero characters with telekinesis powers even if I did read X-men in the 80s growing up. It seems like an even weirder angle to base a fantasy class on, so I’ve not been following this one.

They aren't really superheroes.

Think of Kineticists as playable elementals. Or players that embody one of the elementals.

So what kineticists are, is that they embody one of those elemental flavors.

At some level I was aware they are actually elementalists and not kineticists.

But it's bugging me so much that the class is horribly misnamed that I have actually lost interest in it. I'll end up with the book anyway as I have a pathfinder subscription. I might read it and my opinion might change. But the name... just makes me think it's an X-men class and not an elementalist.

.

why is it misnamed?

ther might be no telekinesis

but aerokinesis, pyrokinesis, terrakinesis, aquakinesis, ferrokinesis, phytokinesis

if you look up superpowers you will find all those ;)

in terms of power discriptors [term-]kinesis just describes the ability to manipulate something and that is most certainly the main schtick of the kineticist

Aetherkinesis (telekinesis) is still canon, hopefully they port it well.

Chaokinesis (void/gravity/negative energy) is also still canon, hopefully it to gets ported well.

Then there is also the offshoots: Elysiokineticist (elysium + Ethereal)
Psammokineticist (sand)
Blight (radiation)
Aeon (telekinesis but with aeon stones)
Blood
Leshy (leshy controlling themselves in wild new ways)

Based on the way RoE has been described and marketed I'm 99 percent sure you're setting yourself up for disappointment if you're expecting anything outside the 6 described elements and their combinations for the kineticist.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
WWHsmackdown wrote:
Temperans wrote:
Tactical Drongo wrote:
arcady wrote:
Verzen wrote:
arcady wrote:
I’ve never been into superhero characters with telekinesis powers even if I did read X-men in the 80s growing up. It seems like an even weirder angle to base a fantasy class on, so I’ve not been following this one.

They aren't really superheroes.

Think of Kineticists as playable elementals. Or players that embody one of the elementals.

So what kineticists are, is that they embody one of those elemental flavors.

At some level I was aware they are actually elementalists and not kineticists.

But it's bugging me so much that the class is horribly misnamed that I have actually lost interest in it. I'll end up with the book anyway as I have a pathfinder subscription. I might read it and my opinion might change. But the name... just makes me think it's an X-men class and not an elementalist.

.

why is it misnamed?

ther might be no telekinesis

but aerokinesis, pyrokinesis, terrakinesis, aquakinesis, ferrokinesis, phytokinesis

if you look up superpowers you will find all those ;)

in terms of power discriptors [term-]kinesis just describes the ability to manipulate something and that is most certainly the main schtick of the kineticist

Aetherkinesis (telekinesis) is still canon, hopefully they port it well.

Chaokinesis (void/gravity/negative energy) is also still canon, hopefully it to gets ported well.

Then there is also the offshoots: Elysiokineticist (elysium + Ethereal)
Psammokineticist (sand)
Blight (radiation)
Aeon (telekinesis but with aeon stones)
Blood
Leshy (leshy controlling themselves in wild new ways)

Based on the way RoE has been described and marketed I'm 99 percent sure you're setting yourself up for disappointment if you're expecting anything outside the 6 described elements and their combinations for the kineticist.

Sand = earth and air

Lava = fire and earth

I bet those will be in.


keftiu wrote:
I feel like it's hard to distinguish a Telekineticist from a Distant Grasp Psychic, but my brain might just be small. Is "aether" a thing in 2e?

I mean the obvious difference is that the Distant Grasp Psychic can cast spells from the Occult list, including spells that have nothing to do with Telekinesis, and a finite number of them.

Whereas the Telekineticist cannot cast any spells, is limited to "things related to telekinesis/aether", and doesn't run out of their ability to do stuff.

Like the Distant Grasp gets good mage hand and good telekinetic projectile, but it doesn't get "throw the one bad guy into the other bad guy." Instead, it gets Synesthesia. One really important aspect of the Kineticist is that all of your stuff is on theme.


WWHsmackdown wrote:
Temperans wrote:
Tactical Drongo wrote:
arcady wrote:
Verzen wrote:
arcady wrote:
I’ve never been into superhero characters with telekinesis powers even if I did read X-men in the 80s growing up. It seems like an even weirder angle to base a fantasy class on, so I’ve not been following this one.

They aren't really superheroes.

Think of Kineticists as playable elementals. Or players that embody one of the elementals.

So what kineticists are, is that they embody one of those elemental flavors.

At some level I was aware they are actually elementalists and not kineticists.

But it's bugging me so much that the class is horribly misnamed that I have actually lost interest in it. I'll end up with the book anyway as I have a pathfinder subscription. I might read it and my opinion might change. But the name... just makes me think it's an X-men class and not an elementalist.

.

why is it misnamed?

ther might be no telekinesis

but aerokinesis, pyrokinesis, terrakinesis, aquakinesis, ferrokinesis, phytokinesis

if you look up superpowers you will find all those ;)

in terms of power discriptors [term-]kinesis just describes the ability to manipulate something and that is most certainly the main schtick of the kineticist

Aetherkinesis (telekinesis) is still canon, hopefully they port it well.

Chaokinesis (void/gravity/negative energy) is also still canon, hopefully it to gets ported well.

Then there is also the offshoots: Elysiokineticist (elysium + Ethereal)
Psammokineticist (sand)
Blight (radiation)
Aeon (telekinesis but with aeon stones)
Blood
Leshy (leshy controlling themselves in wild new ways)

Based on the way RoE has been described and marketed I'm 99 percent sure you're setting yourself up for disappointment if you're expecting anything outside the 6 described elements and their combinations for the kineticist.

I have no expectation of those being in that books. I do want them to be available options at some point, preferably sooner rather than later.


Wait, is Shock to the System arcane healing? That sounds like it could be an Arcane spell. It's either that or Primal exclusive.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
Arachnofiend wrote:
Wait, is Shock to the System arcane healing? That sounds like it could be an Arcane spell. It's either that or Primal exclusive.

Prob primal.and divine


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Temperans wrote:
WWHsmackdown wrote:
Temperans wrote:
Tactical Drongo wrote:
arcady wrote:
Verzen wrote:
arcady wrote:
I’ve never been into superhero characters with telekinesis powers even if I did read X-men in the 80s growing up. It seems like an even weirder angle to base a fantasy class on, so I’ve not been following this one.

They aren't really superheroes.

Think of Kineticists as playable elementals. Or players that embody one of the elementals.

So what kineticists are, is that they embody one of those elemental flavors.

At some level I was aware they are actually elementalists and not kineticists.

But it's bugging me so much that the class is horribly misnamed that I have actually lost interest in it. I'll end up with the book anyway as I have a pathfinder subscription. I might read it and my opinion might change. But the name... just makes me think it's an X-men class and not an elementalist.

.

why is it misnamed?

ther might be no telekinesis

but aerokinesis, pyrokinesis, terrakinesis, aquakinesis, ferrokinesis, phytokinesis

if you look up superpowers you will find all those ;)

in terms of power discriptors [term-]kinesis just describes the ability to manipulate something and that is most certainly the main schtick of the kineticist

Aetherkinesis (telekinesis) is still canon, hopefully they port it well.

Chaokinesis (void/gravity/negative energy) is also still canon, hopefully it to gets ported well.

Then there is also the offshoots: Elysiokineticist (elysium + Ethereal)
Psammokineticist (sand)
Blight (radiation)
Aeon (telekinesis but with aeon stones)
Blood
Leshy (leshy controlling themselves in wild new ways)

Based on the way RoE has been described and marketed I'm 99 percent sure you're setting yourself up for disappointment if you're expecting anything outside the 6 described elements and their combinations for the kineticist.
I have no expectation of those being in that books. I do want them to be available options at some point, preferably sooner rather than later.

Yes it's still a book focused in elements from Inner Sphere. Maybe Paizo can give us more Kineticist subclasses from other places in other books but not in this.


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https://www.youtube.com/watch?v=Ust4H_7PvWY
Nonats preview


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Huh... Elemental Blast sounds decent, and it scales on its own :)

I hope Acid, Sonic and Poison are added.
- Acid would work for Earth and Metal.
- Sonic would work for Air... and even Earth, considering crystals are often used.
- Poison would work for Metal and Wood.


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The blasts adding both strength and con if used with two actions seems great. Also loving using con to hit


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Tangorin wrote:

https://www.youtube.com/watch?v=Ust4H_7PvWY

Nonats preview

Dear God, it's finally here. Actual material to get hyped on.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Tangorin wrote:

https://www.youtube.com/watch?v=Ust4H_7PvWY

Nonats preview

Linkified.


JiCi wrote:

Huh... Elemental Blast sounds decent, and it scales on its own :)

I hope Acid, Sonic and Poison are added.
- Acid would work for Earth and Metal.
- Sonic would work for Air... and even Earth, considering crystals are often used.
- Poison would work for Metal and Wood.

I remember there being something about an expanded blast feat that adds additional damage types to kinetic blast. Don't know the details but I would assume most if not all of those types and more are included.


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I'm pretty stoked! When I ran Reign of Winter one of my players wound up with a Fire Kineticist Goblin and was a lot of fun.

I like that there are multiple options for damage types, air getting electricity and slashing sounds very fun.

Verdant Wheel

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The Kinetic Blast being 1-action or 2-action and adding different ability modifiers depending on range gives the class a lot of flexibility in terms of shuffling ST, DX, CON, and the mentals!

Super cool.


Has there been any release on water or wood or something maybe having some healing ability?

It would be fun if you could have a viable all Kineticist party with a bunch of niches covered.


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So much to get excited about in that video. Channel element (the new gather power) allowing a free blast or aura stance to go along with it is huge for overflow actions. The whole gate junction thing is awesome; a ton of extra feats, a way to expand your element, or further specialize in one you already have in really cool ways.


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It feels like at least from this preview, they've managed to capture one of the major selling points of the Kineticist from 1e, it's ability to be really tuned into different "off" playstyles. Like the secondary things you can do with the class are insanely flexible and it seems to show with the preview, as well as having a way to just ask "How much damage would you like to do, and how much do you want to pay to do it?"

It's not the same, but it feel like it arrives at the same spot through different roads now, and I like it.


Ahaha. Phytokineticist having vitality blasts makes them a bad day for undead.

Water can heal from earlier previews. I'm assuming Wood will be able to from that blast element.

It sounds like they nailed it on the choice between focusing on elements or expanding elements. The impulse junctions previewed are great - half speed move for air, increased damage for fire. If the other four are on par with those then single gate starts are going to be appealing for getting one off the bat. (The other kinds of upgrades are cool too. Crit specialization, resist, a weakness aura (!), etc. I'm wondering how much immunity a kineticist can pack at level 20, as you should be able to get 3 resistance junctions off a dual gate start that way, and all your resists become immunity at 17, so that's potentially six immunities? I'm assuming there's overlap and it's not just the types of the blasts, because otherwise that's full physical immunity plus some extras possible. Or maybe you just can't take resist junction repeatedly.)


JiCi wrote:
Huh... Elemental Blast sounds decent, and it scales on its own :)

Not only decent it becomes very good.

A melee lvl20 1d8 kineticist is able (that can be increased to 1d10) to do 1d8 + 7 (con) + 5(str) + 10(fire weakness) is almost a draconic barbarian damage bonus! This is huge, because this is comes only from the blast!

The other fantastic thing that we asked during playtest is that each element has 2 damage types including 2 energy ones. Electricity for air and Cold for water!

I'm very excited to see the complete analysis with all we will get. We may finally get a real sustainable DPR "caster".

The other thing that becomes way batter was Gather Element that is now Channel Elements that merges in one action gather+blast+aura+multiple elements in same action. So no more wasting an action just gathering because you used an overflow.

I'm hyped because it appears that they solved all our complains during playtest.


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I am very happy that the elemental blasts are not just Bludgeoning Damage with special guest fire.

We actually get the energy blasts that people wanted, at least the fundamental ones.


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Pathfinder Lost Omens Subscriber

I hope the final version of the kinetecist bodes well for a future remaster Elemental sorcerer.


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YuriP wrote:
JiCi wrote:
Huh... Elemental Blast sounds decent, and it scales on its own :)

Not only decent it becomes very good.

A melee lvl20 1d8 kineticist is able (that can be increased to 1d10) to do 1d8 + 7 (con) + 5(str) + 10(fire weakness) is almost a draconic barbarian damage bonus! This is huge, because this is comes only from the blast!

The other fantastic thing that we asked during playtest is that each element has 2 damage types including 2 energy ones. Electricity for air and Cold for water!

It says: Level (+4) The damage increases by one die (from 1d6 to 2d6, for instance). So the damage increases at 5th, 9th, 13th and 17th level.


I am a little concerned that the two action blast probably needs to scale a little at later levels to remain competitive with the one action one but that probably nit picking and I haven't seen the final product.


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Here is my second contribution to the thread, and my current mood. (image)


siegfriedliner wrote:
I am a little concerned that the two action blast probably needs to scale a little at later levels to remain competitive with the one action one but that probably nit picking and I haven't seen the final product.

I'm hoping so too, and from what I've seen I'm pretty confident it'll be worthwhile.


1 person marked this as a favorite.

Yeah, I don't see a lot of value to the two-action blast if it's just adding CON in the long run. Throwing a 1-action blast and a 2-action impulse is the obvious choice for maximizing damage, but there may be impulses and feats to improve the basic blasts we don't know about yet.


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two action blast from what we've seen just seems like it's a heighten +2 cantrip equivalent (with a bigger base die on not-air or fire)


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One upside of the 2 action blasts is that seems like it kicks off those juncture powers. A 2 action air blast giving them half movement or a step action for free seems like it would be pretty useful. Overall it looks at least from what we have seen so far a lot of the things I was a bit concerned about are pretty much fixed. The overall damage seems like it will be reasonable and the action economy seems a lot better as well as not constantly having to shift which elemental aura you are in so if you have multiple gates you can fling off stuff from any of them without having to constantly action tax yourself switching.

Also seems like they nailed pretty well the choice between super focus on one element or branch out to others. Go all in on one or two and you would be pretty strong offensively with those powers and also able to pick up a bunch of resists/immunities or go broad and have a ton of at your finger tip options for hitting vs almost any weakness out there.


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And yet they can benefit from flanking/feinting/whatever melee advantages there are while not provoking aoos


Now, powerwise what we know about elemental blast sounds awesome. But I really don't like that you apperently need to invest in strength if you want a high damage kineticist, and it makes me wish even more for something like a psychokineticist class archetype. I just really want a viable mentally strong and physically weak kineticist in pf2e.


Pathfinder Lost Omens Subscriber

This may sound weird, but I doubt I will ever play a kineticist that goes for all 6 elements but I am really happy that it looks like they balanced specialized generalist really well. I personally prefer the idea of specialization with 1 or maybe up to 3 based on a fun theme or concept, the more stacked on gets a bit conceptually unwieldy unless if I wanted to go for the Avatar vibe. but the fact that it does look mechanically fun means that maybe one day I will change my mind if the right concept comes to me. + It means the people who do have a ton of character ideas for it means that it will work for them.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
_shredder_ wrote:
Now, powerwise what we know about elemental blast sounds awesome. But I really don't like that you apperently need to invest in strength if you want a high damage kineticist, and it makes me wish even more for something like a psychokineticist class archetype. I just really want a viable mentally strong and physically weak kineticist in pf2e.

Str only in melee.


Dex focusing ranged kineticists seem very doable. The STR is melee only and they are likely a fragile unless earth or metal give you some boosted armor/defenses. Air and fire with their range probably going to want to stay at range often.

Given they are going for the avatar type character earth benders being physically very strong and punch seems pretty legit while air is dancing around shooting and moving.


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QuidEst wrote:
Squiggit wrote:
The two-action version sounds a bit weird unless there's something else you get from them later on, because ability mod damage scales really badly.
Solidly in the category of being so weird that we can take it as given that the scaling text will include something for the two-action version.

Well, put that as another thing in the "predictions Quid seems to have been wrong about" category. I guess it's something to get them off the ground until they have a few more impulses under their belt, punching through resistances, and so they don't find themselves wishing for a crossbow at low levels.

That said, I'm really excited about all those great junctures!

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