Kinetesist hype thread


Pathfinder Second Edition General Discussion

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Well, fine as long as elemental themes aren't important to you. Might feel bad if you want to be offensive and aquatic or mobile but wielding earth or sand.


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Verzen wrote:
I think a wood/water healer will be effective.

If not, you can always start a farm.


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Tactical Drongo wrote:
shroudb wrote:
Camata022 wrote:
YuriP wrote:
shroudb wrote:

Nonats said in the end of his video that he will be making a full dive video, just that because of the volume of kineticist it'll take him a week to make (also it's probably good for his channel to spread things).

So we should have more details, numbers wise, in a week or so.

I hope he makes the archetype analysis too. I'm very curious how it will work.

Predicting it here: Kineticist archetype will grant you a single elemental gate, that you can use a modified gather element (doesn't let you use 1 action impulse when you gather) and the associated kinetic blast.

-It'll have Basic and Advanced Kinesis as the feat granting feats
-A feat to increase damage of blast (my guess level 8 and 16 either auto scale or 2 feats)
-A feat to give you either a dual gate or a gate junction
-One last feat granting Master Fortitude if you have Expert.

Now to wait and see how my predictions turn out

You don't need a feat to increase blast damage since that autoscales.

But I'm pretty sure that there will be a feat (probably level 13) to give you Expert Kineticist DC since that's what your attack bonus for Impulses is based on.

And there will probably be a separate impulse gaining feat.

I think I heard we get legendary proficiency with class dc on kineticist

judging by that I would assume that we can get master for impulses from the archetype on roughly the same level as spellcasters do

i don't think that will be the case.

we also have fighter getting legendary in weapons, you dont see the archetype giving master to whomever gets fighter archetype.

master in the dc would give master in a pseudo 1action attack, which would be comparable to getting master in a weapon, and i don't think paizo wants to give that through simply an archetype.

although it does depend on what level the item that gives +2item bonus to the blasts is, if that's a 16th level item (akin to a +3 weapon) then maybe


JiCi wrote:

I feel like the kineticist is "supposed" to be a mobile class, similar to a rogue or monk. I don't see them wearing heavy armor on a regular basis. Even then, it seems like impulses can provide AC bonuses depending on the element, making armor kinda redundant.

Again going back to my "unlimited ammo pistol" blast analogy, those kinds of users often seek cover and snipe opponents like modern law enforcers.

Depending from your elements combination it could be anything.


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shroudb wrote:


we also have fighter getting legendary in weapons, you dont see the archetype giving master to whomever gets fighter archetype.

But we do have spellcasters getting legendary and their archetypes giving master, and Kineticist impulses are specifically modeled after spells.


Squiggit wrote:
shroudb wrote:


we also have fighter getting legendary in weapons, you dont see the archetype giving master to whomever gets fighter archetype.
But we do have spellcasters getting legendary and their archetypes giving master, and Kineticist impulses are specifically modeled after spells.

as i edited in, it totally depends on when the kineticist gets his item bonus to blasts.

while the rest of the impulses are more akin to spells, his blasts are more akin to weapon attacks. so it will depend when you get the +2 item bonus to the blasts. if you get them when the martials get their +3 weapons, then maybe.

Verdant Wheel

Pathfinder Lost Omens, Rulebook Subscriber
shroudb wrote:
Squiggit wrote:
shroudb wrote:


we also have fighter getting legendary in weapons, you dont see the archetype giving master to whomever gets fighter archetype.
But we do have spellcasters getting legendary and their archetypes giving master, and Kineticist impulses are specifically modeled after spells.

as i edited in, it totally depends on when the kineticist gets his item bonus to blasts.

while the rest of the impulses are more akin to spells, his blasts are more akin to weapon attacks. so it will depend when you get the +2 item bonus to the blasts. if you get them when the martials get their +4 weapons, then maybe.

+...4?


Magis wrote:
shroudb wrote:
Squiggit wrote:
shroudb wrote:


we also have fighter getting legendary in weapons, you dont see the archetype giving master to whomever gets fighter archetype.
But we do have spellcasters getting legendary and their archetypes giving master, and Kineticist impulses are specifically modeled after spells.

as i edited in, it totally depends on when the kineticist gets his item bonus to blasts.

while the rest of the impulses are more akin to spells, his blasts are more akin to weapon attacks. so it will depend when you get the +2 item bonus to the blasts. if you get them when the martials get their +4 weapons, then maybe.

+...4?

blame the typos on the hour i post ^^

p.s. fixed now^^


Sanityfaerie wrote:

[...] Yeah... except that in the playtest wrap-up post, "mobility" was one of the areas of potential focus, and some of the elements were good at it, and some weren't.

Air was a 4. Water was a 3. Fire and Metal were 2. Earth and Wood were 1 (ie, "not a thing"). I'm not seeing anything that would have made them change their minds on that one.

So it could be... but it probably isn't. [...]

I am going to inhale a copious amount of hopium and point out to the fact that in the playtest the Air kineticist had access to Gaseous form even though defense options for Air was supposed to be a 1 in this case. Sooo... Fingers crossed to have the mole-man back?


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Yeah, Earth and Wood should be less an "I move" and more a "you can't move me" thing.

I'm very curious to learn how tanky I can make a kineticist if I just choose the tankiest thing every time I have a choice.


PossibleCabbage wrote:

Yeah, Earth and Wood should be less an "I move" and more a "you can't move me" thing.

I'm very curious to learn how tanky I can make a kineticist if I just choose the tankiest thing every time I have a choice.

we know we can get resistances at least. 2 resistances for an element through specialization.

what i'm not sure since i'll need to read the actal ability text is if we can pick the same "type" of specialization for "each" element, or if a specialization can only be picked once and then never again regardless of the amount of elements you have.

because being able to pick up 4 scaling resistances (that even grow to immunities) would be really strong.

(as a complete guess, i also think the earth initial ability for pure earth kineticists would be something like a free "earth shield raise" of some sorts)


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Squiggit wrote:
Well, fine as long as elemental themes aren't important to you. Might feel bad if you want to be offensive and aquatic or mobile but wielding earth or sand.

No... it's the other way around. You don't get highly mobile Wood Kineticists because the themes are important... and "highly mobile" isn't part of the theme for wood. So if you want highly mobile, then there are ways to do that. If you want to play wood, then there are ways to do that. If you want both... then we have dual-element for a reason. If you want to play specifically an Earth/Wood kineticist and your idea is that they're going to using their Wood and Earth powers to dance all over the battlefield... well, that's just not what Wood and Earth do.

I mean, personally, I think that's great. It lets you come into the class with a few ideas, and have the rest grow organically around you. You want to play a solid, stolid tank-build? Well, Wood/Earth looks like a good combo, and now you automatically have a bunch of interesting themes from those planes that you might want to consider integrating. You want to dig deep into themes of rot and rust and decay? Well, that means that you'll probably want a metal kineticist, and that's going to have some interesting implications for your role in the party... and so on. Choices on the one side have implications on the other, and it's not all the same.

I mean, maybe you really like high-mobility, and you just want to be able to play high-mobility in your choice of flavors. I'm sorry. That's not what this is. Personally, I'm glad that it's going to be possible to play kineticists that are not that thing... but also have kineticists that are... even if it's not in quite as many flavors as you might have preferred.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
shroudb wrote:
PossibleCabbage wrote:

Yeah, Earth and Wood should be less an "I move" and more a "you can't move me" thing.

I'm very curious to learn how tanky I can make a kineticist if I just choose the tankiest thing every time I have a choice.

we know we can get resistances at least. 2 resistances for an element through specialization.

what i'm not sure since i'll need to read the actal ability text is if we can pick the same "type" of specialization for "each" element, or if a specialization can only be picked once and then never again regardless of the amount of elements you have.

because being able to pick up 4 scaling resistances (that even grow to immunities) would be really strong.

(as a complete guess, i also think the earth initial ability for pure earth kineticists would be something like a free "earth shield raise" of some sorts)

I do think this may be a thing.

For one action, you channel earth and you gain shield block while its channeled.


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Sanityfaerie wrote:


No... it's the other way around.

Maybe I phrased it poorly.

If you want to play a tank or a mobile build, and don't care about what that looks like, you're fine. If you want to play a specific element and be mobile or tanky, you may or may not be SoL. Hence "as long as themes aren't important to you" because if you have two dimensions you're interested in you may be in trouble.

Sanityfaerie wrote:
If you want to play specifically an Earth/Wood kineticist and your idea is that they're going to using their Wood and Earth powers to dance all over the battlefield... well, that's just not what Wood and Earth do.

Like this is pretty much just restating what I said, although stated a little bit circularly.


I'm curious if Wood/Water are the only healing elements now, and how well I can remake my ex-girlfiend's old Undine Water-type kine who was a walking pressure washer of pain and decimation. Do we know any of the aura junctions aside from fire? I'm mostly curious about Metal, since it's all rot and DOOOOOOOM.


It sounded like the aura junctions are all generic weakness auras? The more detailed aura abilities are impulses.


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In the playtest both Air and Earth had options for healing, maybe they reworked and tweaked some of it since then but I doubt they would remove all of it.

Liberty's Edge

nick1wasd wrote:
I'm curious if Wood/Water are the only healing elements now, and how well I can remake my ex-girlfiend's old Undine Water-type kine who was a walking pressure washer of pain and decimation. Do we know any of the aura junctions aside from fire? I'm mostly curious about Metal, since it's all rot and DOOOOOOOM.

Metal is also creativity.


Xenocrat wrote:
You'd also need to describe the benefits (I forget the new technical term) for specializing in that element via Widen the Gate selections and your impulse junction if you select it as sole element at 1st level.

Ah, good point! I hadn't updated my mental count since the new info came out. Call that four pages solid- a beefy paragraph to explain why you aren't using one of the six elemental planes, the rest of the page dedicated to non-impulse element details, two pages of impulses, and one page of all the composites.

Xenocrat wrote:
I don't think it gets extra damage in melee. It gets strength damage in melee, just like everything else. It also gets Con in melee or ranged if it spends the extra action. Nothing melee specific here.

Ah, I mean "extra damage relative to their ranged strike", not "extra damage relative to other melee classes".

Xenocrat wrote:
I agree that fire and water combined start to do good things in melee at 9th level, but that's kind of late. You need 5th level to have both the fire impulse junction (boosted die damage on your fire impulse) and the aura passive (weakness to fire) and then 9th you can add water and pick up the water stance. Or delay getting one of those fire boosts to 9th if you start with water earlier.

Nah, I'm just looking at 5th. If you're going melee, boosted die damage isn't a big deal yet because your blast gets at least as much benefit from weakness as from damage boost. So, dual-gate at 1st, fire aura junction at 5th. The water stance is a fourth level feat, Winter Sleet. Then at 9th, you can pick up the fire impulse junction. That's just with the very limited options we know about so far, without knowing any fire impulses or water junctions.

Xenocrat wrote:
Fire plus beneficial stance from another element will be one of the things I look at. The water one for off balance to enhance accuracy in melee/short range will be nice, expecially if (alas, at 13th) you pickup the crit speciality to put on persistent fire to go with your weakness aura.

Oh yeah, definitely an option. Although if we get any two-action fire impulses that deal persistent damage, you can just skip the crit specialty and also use those to trigger your fire impulse junction.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
nick1wasd wrote:
I'm curious if Wood/Water are the only healing elements now, and how well I can remake my ex-girlfiend's old Undine Water-type kine who was a walking pressure washer of pain and decimation. Do we know any of the aura junctions aside from fire? I'm mostly curious about Metal, since it's all rot and DOOOOOOOM.
Yes, we know the air aura junction from the very same source, the video by Nonat1. It is the one that lets the air kineticist step or move at half speed.
Dubious Scholar wrote:
It sounded like the aura junctions are all generic weakness auras? The more detailed aura abilities are impulses.

Nope; see the air Aura junction; no weakness.


The air junction for being a dedicated air gate kineticist was that any time you cast a 2-action impulse you can Stride half speed, step, or (if you can fly) Fly half speed.

There are also a set of other standardized junctions including a skill, resistance, and a crit spec


Sibelius Eos Owm wrote:

The air junction for being a dedicated air gate kineticist was that any time you cast a 2-action impulse you can Stride half speed, step, or (if you can fly) Fly half speed.

There are also a set of other standardized junctions including a skill, resistance, and a crit spec

Dedicated Gates get an Impulse junction, Aura junctions are something else.


BlueTuesday33 wrote:
Sibelius Eos Owm wrote:

The air junction for being a dedicated air gate kineticist was that any time you cast a 2-action impulse you can Stride half speed, step, or (if you can fly) Fly half speed.

There are also a set of other standardized junctions including a skill, resistance, and a crit spec

Dedicated Gates get an Impulse junction, Aura junctions are something else.

Right, I should have paid closer attention to the specifics of the terms being used. I hadn't internalized which is which yet so I jumped to the first kind of junction we heard about before the others. Thank you for correcting me!


PossibleCabbage wrote:

I mean, I want to see the class before I would figure out how an Kinetic Knight class archetype would work.

Since like the big thing the Kinetic Knight did in PF1 is it removed the burn cost of "Kinetic Blade" so you could use it every round from level 1. It seems like people can just do that now.

It also made it so Kineticist could use a blast while wielding a shield, gave the class the Kineticist version of Sudden Charge (move twice and attack twice), gave better innately better armor, gave a limited amount of better better saves and/or temp HP.

So, such an archetype would: Change the armor proficiency to heavy, allow you to use a shield and a blast, allow even elements that are being to be "immobile" to dash across the battle field, and get some instances of better HP/saves. But no ranged blast allowed.


Speaking of earth and wood not having mobility. Earth really should have the ability to "ride on the earth". Wood really should have the ability to at least woodland stride.

In any case they all (but aether) should if not now eventually have the ability to "ride the blast" to more to were they aimed with the blast. (For people wondering, that was an at-will level 6 ability. Its mechanically equivalent to Sudden Charge, but limited to blast range).


Sanityfaerie wrote:
Verzen wrote:
I think a wood/water healer will be effective.
Oh, I definitely think they'd be effective... but I don't expect that you'll be able to build them dedicated. Like, you'll take three to healing impulses... and then have to figure out what you're doing with the rest of your build, because you won't really have any healing impulses left to take. It won't be a mistake, and you wont' be weak, but you'll have to find something else to do with your day on top of that.

Well, If you build any healer that is not going to Grab all the feats possible you can often still have a Lot of feats left

Medic is an expensive archetype but lets say you are a cleric with a big divine Font and healing hands for those Juicy d10 and with that you are already a dedicated healer with 9 feats left and a Lot of spell Slots you won't have to Invest into healing


Temperans wrote:
PossibleCabbage wrote:

I mean, I want to see the class before I would figure out how an Kinetic Knight class archetype would work.

Since like the big thing the Kinetic Knight did in PF1 is it removed the burn cost of "Kinetic Blade" so you could use it every round from level 1. It seems like people can just do that now.

It also made it so Kineticist could use a blast while wielding a shield, gave the class the Kineticist version of Sudden Charge (move twice and attack twice), gave better innately better armor, gave a limited amount of better better saves and/or temp HP.

So, such an archetype would: Change the armor proficiency to heavy, allow you to use a shield and a blast, allow even elements that are being to be "immobile" to dash across the battle field, and get some instances of better HP/saves. But no ranged blast allowed.

Wouldn't kineticists already be able to use a Shield? I can imagine *some* Shield support in that CA but also I'd imagine their thing is that their 1 action melee blasts would also get CON damage

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Gobhaggo wrote:
Temperans wrote:
PossibleCabbage wrote:

I mean, I want to see the class before I would figure out how an Kinetic Knight class archetype would work.

Since like the big thing the Kinetic Knight did in PF1 is it removed the burn cost of "Kinetic Blade" so you could use it every round from level 1. It seems like people can just do that now.

It also made it so Kineticist could use a blast while wielding a shield, gave the class the Kineticist version of Sudden Charge (move twice and attack twice), gave better innately better armor, gave a limited amount of better better saves and/or temp HP.

So, such an archetype would: Change the armor proficiency to heavy, allow you to use a shield and a blast, allow even elements that are being to be "immobile" to dash across the battle field, and get some instances of better HP/saves. But no ranged blast allowed.

Wouldn't kineticists already be able to use a Shield? I can imagine *some* Shield support in that CA but also I'd imagine their thing is that their 1 action melee blasts would also get CON damage

I think all we need is a single free hand


Verzen wrote:
Gobhaggo wrote:
Temperans wrote:
PossibleCabbage wrote:

I mean, I want to see the class before I would figure out how an Kinetic Knight class archetype would work.

Since like the big thing the Kinetic Knight did in PF1 is it removed the burn cost of "Kinetic Blade" so you could use it every round from level 1. It seems like people can just do that now.

It also made it so Kineticist could use a blast while wielding a shield, gave the class the Kineticist version of Sudden Charge (move twice and attack twice), gave better innately better armor, gave a limited amount of better better saves and/or temp HP.

So, such an archetype would: Change the armor proficiency to heavy, allow you to use a shield and a blast, allow even elements that are being to be "immobile" to dash across the battle field, and get some instances of better HP/saves. But no ranged blast allowed.

Wouldn't kineticists already be able to use a Shield? I can imagine *some* Shield support in that CA but also I'd imagine their thing is that their 1 action melee blasts would also get CON damage
I think all we need is a single free hand

Depends on the exact wording, so (at least I) have to wait to read what it says.


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Xenocrat wrote:
I don't think it gets extra damage in melee. It gets strength damage in melee, just like everything else.

In melee you add your str. If you make a 2 action blast, you add your Con as a status bonus. Neither has qualifiers so I don't see why a melee 2 action blast wouldn't add both. 12:45 of his video has the text for the blast.


Here's a question: you can either start with ONE or TWO elements...

Could you end up with more, such as getting all 6 by 20th level?


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JiCi wrote:

Here's a question: you can either start with ONE or TWO elements...

Could you end up with more, such as getting all 6 by 20th level?

Yeah nonat's video said at 5th and every 4 levels after you can choose to expand your elements or boost one of the ones you've already got so if you start with two elements you can end at 6 at level 17

Liberty's Edge

I feel many elements of the Kineticist's design strongly remind me of the Thaumaturge's design.


Karneios wrote:
JiCi wrote:

Here's a question: you can either start with ONE or TWO elements...

Could you end up with more, such as getting all 6 by 20th level?

Yeah nonat's video said at 5th and every 4 levels after you can choose to expand your elements or boost one of the ones you've already got so if you start with two elements you can end at 6 at level 17

I'm definitely gonna go all in on one element at every single opportunity. Unless the composites are like, really really nice.

Speaking of, have we seen any of the composite impulses so far? I don't remember them being in the playtest.


Pathfinder Starfinder Society Subscriber
Reza la Canaille wrote:
Speaking of, have we seen any of the composite impulses so far? I don't remember them being in the playtest.

We haven't, the playtest document specifically brought up that they were excluded from the playtest for simplicity (same as why wood & metal weren't in there). Very interested to see how they'll work


Reza la Canaille wrote:
Karneios wrote:
JiCi wrote:

Here's a question: you can either start with ONE or TWO elements...

Could you end up with more, such as getting all 6 by 20th level?

Yeah nonat's video said at 5th and every 4 levels after you can choose to expand your elements or boost one of the ones you've already got so if you start with two elements you can end at 6 at level 17

I'm definitely gonna go all in on one element at every single opportunity. Unless the composites are like, really really nice.

Speaking of, have we seen any of the composite impulses so far? I don't remember them being in the playtest.

there are 4 gate junctions gained at 5,9,13,17 and the initial one gained at 1.

there are only 4 available choices for each junction, so in the end, a fully focused kineticist would gain all 4 extra junctions (the skill increase, the aura effect, the resistances, and the crit spec)

it's not bad.

each extra element basically makes you choose which gate junction not to get, so if you don't care about the skill increase, you can pretty comfortable get a double element at some point.

Liberty's Edge

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
JiCi wrote:
Sanityfaerie wrote:

I think some kineticists are supposed to be mobile. Water and Air certainly are. Earth? Maybe not so much.

One of the interesting things about the kineticist (from the grok I'm getting) is how very different the different builds are from one another

Then again, all elements can go both ways.

- What if with Earth, you can rapidly move underground, Bugs Bunny style?
- What if with Metal, you can adapt a quicksilver form?
- What if with Wood, you can sprout vines to swing from like Spider-Man?

Likewise, anchoring yourself with heavy armor while summoning a tornado, a whirlpool or fire storm... is equally possible.

Just remember to watch out for that left turn at Alberquerque.


Reza la Canaille wrote:
Karneios wrote:
JiCi wrote:

Here's a question: you can either start with ONE or TWO elements...

Could you end up with more, such as getting all 6 by 20th level?

Yeah nonat's video said at 5th and every 4 levels after you can choose to expand your elements or boost one of the ones you've already got so if you start with two elements you can end at 6 at level 17

I'm definitely gonna go all in on one element at every single opportunity. Unless the composites are like, really really nice.

Speaking of, have we seen any of the composite impulses so far? I don't remember them being in the playtest.

Really hope that we can mix and match, or else... getting 2 elements at the start is gonna feel pointless. Beside, it's not like we cannot already mix.

AIR:
- with Earth = sand
- with Fire = smoke
- with Water = ice
- with Metal = sound
- with Wood = flowers

EARTH
- with Fire = magma
- with Water = mud
- with Metal = crystal
- with Wood = fossil

FIRE
- with Water = steam
- with Metal = lightning
- with Wood = ash

WATER
- with Metal = rust
- with Wood = leaves

METAL
- with Wood = weapons

Yes, it's REALLY cheesy... and some of these are already covered by the base elements, but you get the point ^^;


JiCi wrote:
Reza la Canaille wrote:
Karneios wrote:
JiCi wrote:

Here's a question: you can either start with ONE or TWO elements...

Could you end up with more, such as getting all 6 by 20th level?

Yeah nonat's video said at 5th and every 4 levels after you can choose to expand your elements or boost one of the ones you've already got so if you start with two elements you can end at 6 at level 17

I'm definitely gonna go all in on one element at every single opportunity. Unless the composites are like, really really nice.

Speaking of, have we seen any of the composite impulses so far? I don't remember them being in the playtest.

Really hope that we can mix and match, or else... getting 2 elements at the start is gonna feel pointless. Beside, it's not like we cannot already mix.

AIR:
- with Earth = sand
- with Fire = smoke
- with Water = ice
- with Metal = sound
- with Wood = flowers

EARTH
- with Fire = magma
- with Water = mud
- with Metal = crystal
- with Wood = fossil

FIRE
- with Water = steam
- with Metal = lightning
- with Wood = ash

WATER
- with Metal = rust
- with Wood = leaves

METAL
- with Wood = weapons

Yes, it's REALLY cheesy... and some of these are already covered by the base elements, but you get the point ^^;

Ya, in 1e kineticists could mix and match elements for kinetic blasts, which were called composite blasts and I did hear the word "composite" in Nonat's video, which would indicate that mixing elements is coming back, although there seemed to be more to it than just making more colorful explosions. Which is nice to hear.


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As far as we can tell, composite impulses aren't going to be like 1e where they give you a different damage type/more damage to your blast. The composite impulses are going to be more like other elemental impulses. We've gotten word of a wood/water impulse that summons a giant pitcher plant full of water that eats an enemy, trying to drown them. For other impulses we have names but little else - whirling grindstone, lava leap, molten wire, and we know there's a metal/air composite impulse where you embed metal into an enemy and fire lightning at the metal chunk (might be called lightning rod). I'm sure a lot of them do damage but they're going to be more interesting than 'you have earth and air, you get a sand blast'


Well for sure there will be composite impulses.

We even have specific text that "you can't pick a composite impulse when you fork the path"

Although with the class already being such a massive part of the book, I'm just not sure how much space will be available for them.

Personally I think we will have 2-4 pages dedicated to composite impulses, which should give like 1-2 composite impulses for most types.


Reza la Canaille wrote:
Ya, in 1e kineticists could mix and match elements for kinetic blasts, which were called composite blasts and I did hear the word "composite" in Nonat's video, which would indicate that mixing elements is coming back, although there seemed to be more to it than just making more colorful explosions. Which is nice to hear.

I remember that ^_^

Now imagine mixing MORE than 2 elements XD
Now imagine mixing ALL SIX ELEMENTS XDD

There's your Elemental Annihilator's Omnicide Blast right there :P

Then again, something that replicate the Cataclysm spell... would make sense for a kineticist ;)


We have a couple composite impulse examples:

The most detailed one we have is water + plant = Ambush Bladderwort, allowing you to make a pitcher plant to drown someone in. They moved the playtest's Drowning Sphere over, which indicates a few things. Composite impulses aren't just damaging abilities, they aren't somehow out of line or stronger than regular impulses, and they're probably of varied levels.

Air + metal = Lightning Rod.

Metal + earth = Whirling Grindstone, a stone top with jagged metal sticking out. (Definitely feels like something an enemy would have in a shonen tournament arc.)

Earth + fire = Lava Leap. Presumably different from Flame Jet in some important way.

Fire + Metal = Molten Wire.

(Apologies if some of these got mixed up somehow in the game of telephone; we'll know more on Monday.)


Okay the metal/earth giant beyblade of murder may or may not cause me to reevaluate my element choices.
Also i'd assume Lava leap would leave behind a damaging area, or at least difficult terrain.
Cool stuff.


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Reza la Canaille wrote:

Okay the metal/earth giant beyblade of murder may or may not cause me to reevaluate my element choices.

Also i'd assume Lava leap would leave behind a damaging area, or at least difficult terrain.
Cool stuff.

Listen. I'm not saying I'm going to play earth/metal. But if I do, how can I not focus my entire build around the massive Beyblade of death and then loudly monologue to my enemies about its strengths in a manner that subtly exposes its weaknesses?


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QuidEst wrote:
Listen. I'm not saying I'm going to play earth/metal. But if I do, how can I not focus my entire build around the massive Beyblade of death and then loudly monologue to my enemies about its strengths in a manner that subtly exposes its weaknesses?

Depends, if you are in an Evil group then yes, monologuing about the giant beyblade of death and how the heroes will never defeat it because its one weakness is inaccessible to them while being unaware that they may in fact have access to it would be the way to go.

In a Good group however you gotta go for the monologue about how the giant beyblade of death was made by the power of all your friends and how they got you where you are now.


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Reza la Canaille wrote:
QuidEst wrote:
Listen. I'm not saying I'm going to play earth/metal. But if I do, how can I not focus my entire build around the massive Beyblade of death and then loudly monologue to my enemies about its strengths in a manner that subtly exposes its weaknesses?

Depends, if you are in an Evil group then yes, monologuing about the giant beyblade of death and how the heroes will never defeat it because its one weakness is inaccessible to them while being unaware that they may in fact have access to it would be the way to go.

In a Good group however you gotta go for the monologue about how the giant beyblade of death was made by the power of all your friends and how they got you where you are now.

Look, if this were a normal Beyblade, I'd be with you on your assessment. But this is made of stone and sharpened scrap metal. Regardless of what alignment the party is, that's the most "tournament arc villain who has exactly one gimmick and never shows up again" thing I've seen, so they're getting the evil-sounding monologue. If we're a good aligned party, then I am cleverly not revealing that the true source of my power is friendship by pretending that it's actually my giant murder-top.

In a private moment later in the woods:

"Hey man, what's with the evil-sounding 'you can't hope to defeat my Stone Tomb Blade Dervish, which will crush all who stand before it (in a literal on-the-ground fashion rather than a more metaphorical one that might encompass flight or levitation)' speech? It sounded kinda... y'know, evil?"

"I just really care about you guys a lot, and you're the real reason I was even able to create the Stone Tomb Blade Dervish in the first place. I just figure, if they're focused on a massive two-ton spinning sandstone top bearing down on them with artfully rusty blades sticking out all over it, then you guys would be safer, y'know?"

"Aww, shucks. We care about you too, Chisel Slashton."


But what if it's a nice beyblade of death, made with friendliness scrap metal that smells like chocolate chip minth ice cream, that only horribly maims bad people and gives pats to all dogs in a 60ft radius.

Back on topic i wonder if magnetism (because they are bringing back magnetism it's non negotiable) will be available to both air and metal like it was in 1e or if it becomes air only / metal only. Or a composite of the two. If it is I might have to say goodbye to my air only idea.


Reza la Canaille wrote:

But what if it's a nice beyblade of death, made with friendliness scrap metal that smells like chocolate chip minth ice cream, that only horribly maims bad people and gives pats to all dogs in a 60ft radius.

Back on topic i wonder if magnetism (because they are bringing back magnetism it's non negotiable) will be available to both air and metal like it was in 1e or if it becomes air only / metal only. Or a composite of the two. If it is I might have to say goodbye to my air only idea.

From the previews we saw, magnetism seems like it's very much a metal thing. (A creature had magnetic senses, there was a high-level spell that repositioned people in metal armor and gave you Magnetic Repulsion, etc.) We already know that the composite air/metal is Lightning Rod.


graystone wrote:
Xenocrat wrote:
I don't think it gets extra damage in melee. It gets strength damage in melee, just like everything else.
In melee you add your str. If you make a 2 action blast, you add your Con as a status bonus. Neither has qualifiers so I don't see why a melee 2 action blast wouldn't add both. 12:45 of his video has the text for the blast.

It would, I'm saying that's not extra to melee (relative to ranged). If anything it's in favor of ranged, as the extra con option narrows the relative difference between the two proportionally.

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