RAGE OF ELEMENTS AMA


Pathfinder Second Edition General Discussion

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Ahm, added ancestry feat for already existed geniekin, including naari?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Guess I’ll ask again… Anything about the new Versatile Heritages? How do they compare to the other Geniekin?


rainzax wrote:
Verzen wrote:
Water gives shove but in any direction
Like, if you attack me, Save or be Shoved?

A water blast/impulse if it hits, they fail a save, or they choose to be moved (allies) will move the target/subject 5' in any direction you choose. It's a impulse junction, works automatically with any 2-3 action impulse.

Red Griffyn wrote:
Xenocrat wrote:
Archpaladin Zousha wrote:
Anything resembling the old Kinetic Knight in there where you could conjure a sword or something made of your element of choice instead of just shooting projectiles?
There's an elemental weapon feat (not the name I think) that lets you give one weapon trait to your blast (e.g. reach, agile, thrown, ranged 100 w/30 volley, ranged 50 with propulsive) and on choice of B/P/S as your damage type. It still uses Con to attack because it's still a blast for all other purposes, including the two action version to add Con to damage.
Does this cost and action or is always on? Are there limits like agile only on 1D6 EBs? Can you re-take this multiple times? What level?

It's neither always on nor an action. It's an infusion (a metamagic), there are other infusions that modify blasts, only one per blast use. It's a 1st level feat.


Red Griffyn wrote:
Xenocrat wrote:
Archpaladin Zousha wrote:
Anything resembling the old Kinetic Knight in there where you could conjure a sword or something made of your element of choice instead of just shooting projectiles?
There's an elemental weapon feat (not the name I think) that lets you give one weapon trait to your blast (e.g. reach, agile, thrown, ranged 100 w/30 volley, ranged 50 with propulsive) and on choice of B/P/S as your damage type. It still uses Con to attack because it's still a blast for all other purposes, including the two action version to add Con to damage.
Does this cost and action or is always on? Are there limits like agile only on 1D6 EBs? Can you re-take this multiple times? What level?

It is a free action which you can apply anytime your next action is a blast. You don't need to take the feat multiple times because it gives you your choice of any of those options each time you use it. Really good feat.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Sanityfaerie wrote:
Subutai1 wrote:
From the little bit I saw so far, there are plenty of solid/great impulse feats that are not offensive and thus, do not require a check. Those will be the best options for multiclass Kineticists. I can already see insane potential with classes like Monk, who can Flurry for 1 action and then still do utility stuff like throwing down a protector tree for cover/damage absorption with the remaining actions.

The lack of free stance/blast on gather is going to mean that overflow is effectively more expensive in actions, I'm guessing there's no way to boost it with gate junction, and you have the classic halving of feat level, but yeah, that sounds about right.

Str-monk is also going to love that Earth Armor. Makes you a bit more picky about which stances you can use, but *worth* it.

Now it says it scales with armor proficiency (your highest one) I am assuming unarmored proficiency counts in this regard?


Sanityfaerie wrote:

The lack of free stance/blast on gather is going to mean that overflow is effectively more expensive in actions, I'm guessing there's no way to boost it with gate junction, and you have the classic halving of feat level, but yeah, that sounds about right.

Str-monk is also going to love that Earth Armor. Makes you a bit more picky about which stances you can use, but *worth* it.

The mentioned tree is not an overflow, so once you have channeled, you are free to spam it. I am certain that there will be plenty of other, similar options you can choose from.

Verdant Wheel

Xenocrat wrote:
rainzax wrote:
Verzen wrote:
Water gives shove but in any direction
Like, if you attack me, Save or be Shoved?
A water blast/impulse if it hits, they fail a save, or they choose to be moved (allies) will move the target/subject 5' in any direction you choose. It's a impulse junction, works automatically with any 2-3 action impulse.

So, a Single Gate Water Kineticist, if they succeed at a Blast or Impulse, automatically may shove their target any direction?

Does this go for Healing an Ally too? Can they basically Heal and get a free Move?

=)


Ashanderai wrote:
Guess I’ll ask again… Anything about the new Versatile Heritages? How do they compare to the other Geniekin?

I can't be bothered to go through all the feats, but one works like the default versatile heritage with vision upgrades, while metal gives you electricity resistance and the new detect metal cantrip.


rainzax wrote:
Xenocrat wrote:
rainzax wrote:
Verzen wrote:
Water gives shove but in any direction
Like, if you attack me, Save or be Shoved?
A water blast/impulse if it hits, they fail a save, or they choose to be moved (allies) will move the target/subject 5' in any direction you choose. It's a impulse junction, works automatically with any 2-3 action impulse.

So, a Single Gate Water Kineticist, if they succeed at a Blast or Impulse, automatically may shove their target any direction?

Does this go for Healing an Ally too? Can they basically Heal and get a free Move?

=)

Yes, I asked about the ally use and it says a subject can choose to be moved, it's not just if they are hit or fail a save.


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Xenocrat wrote:
A water blast/impulse if it hits, they fail a save, or they choose to be moved (allies) will move the target/subject 5' in any direction you choose. It's a impulse junction, works automatically with any 2-3 action impulse.

Well damn. They just became the snarecrafter's very best friend in a very big way, didn't they?

Does that mean that you get a free shift on your allies if you hit them with a healing impulse? Because that kind of friendly repositioning could also be a pretty big deal, especially for the ever-classic "I'm on the ground because a scary enemy with Opportunity Attack recently dropped me to 0 HP."

edit: now there is the bit where their two healing powers are "and now you're immune for 10 minutes", but hilariously, it makes Return to the Sea less niche. Even if you're in the middle of the desert, the level 6 version lets you legit target up to 5 willing creatures, which is effectively the same as a free Step for you and 4 of your closest friends.


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How are you doing today?

Verdant Wheel

Thank you Xenocrat!


Verzen wrote:
Sanityfaerie wrote:
Subutai1 wrote:
From the little bit I saw so far, there are plenty of solid/great impulse feats that are not offensive and thus, do not require a check. Those will be the best options for multiclass Kineticists. I can already see insane potential with classes like Monk, who can Flurry for 1 action and then still do utility stuff like throwing down a protector tree for cover/damage absorption with the remaining actions.

The lack of free stance/blast on gather is going to mean that overflow is effectively more expensive in actions, I'm guessing there's no way to boost it with gate junction, and you have the classic halving of feat level, but yeah, that sounds about right.

Str-monk is also going to love that Earth Armor. Makes you a bit more picky about which stances you can use, but *worth* it.

Now it says it scales with armor proficiency (your highest one) I am assuming unarmored proficiency counts in this regard?

Probably not.


Captain Morgan wrote:
Verzen wrote:
Sanityfaerie wrote:
Subutai1 wrote:
From the little bit I saw so far, there are plenty of solid/great impulse feats that are not offensive and thus, do not require a check. Those will be the best options for multiclass Kineticists. I can already see insane potential with classes like Monk, who can Flurry for 1 action and then still do utility stuff like throwing down a protector tree for cover/damage absorption with the remaining actions.

The lack of free stance/blast on gather is going to mean that overflow is effectively more expensive in actions, I'm guessing there's no way to boost it with gate junction, and you have the classic halving of feat level, but yeah, that sounds about right.

Str-monk is also going to love that Earth Armor. Makes you a bit more picky about which stances you can use, but *worth* it.

Now it says it scales with armor proficiency (your highest one) I am assuming unarmored proficiency counts in this regard?
Probably not.

why wouldn't it?


Sanityfaerie wrote:
Xenocrat wrote:
A water blast/impulse if it hits, they fail a save, or they choose to be moved (allies) will move the target/subject 5' in any direction you choose. It's a impulse junction, works automatically with any 2-3 action impulse.

Well damn. They just became the snarecrafter's very best friend in a very big way, didn't they?

Does that mean that you get a free shift on your allies if you hit them with a healing impulse? Because that kind of friendly repositioning could also be a pretty big deal, especially for the ever-classic "I'm on the ground because a scary enemy with Opportunity Attack recently dropped me to 0 HP."

edit: now there is the bit where their two healing powers are "and now you're immune for 10 minutes", but hilariously, it makes Return to the Sea less niche. Even if you're in the middle of the desert, the level 6 version lets you legit target up to 5 willing creatures, which is effectively the same as a free Step for you and 4 of your closest friends.

Well, the level 1 healing impulse is 1 action, so you can't use an impulse junction on it. The level 4 cone heal though, sure. Oh hey, this counts as forced movement, right? That means the movement doesn't trigger reactions either...


Tactical Drongo wrote:
Captain Morgan wrote:
Verzen wrote:
Sanityfaerie wrote:
Subutai1 wrote:
From the little bit I saw so far, there are plenty of solid/great impulse feats that are not offensive and thus, do not require a check. Those will be the best options for multiclass Kineticists. I can already see insane potential with classes like Monk, who can Flurry for 1 action and then still do utility stuff like throwing down a protector tree for cover/damage absorption with the remaining actions.

The lack of free stance/blast on gather is going to mean that overflow is effectively more expensive in actions, I'm guessing there's no way to boost it with gate junction, and you have the classic halving of feat level, but yeah, that sounds about right.

Str-monk is also going to love that Earth Armor. Makes you a bit more picky about which stances you can use, but *worth* it.

Now it says it scales with armor proficiency (your highest one) I am assuming unarmored proficiency counts in this regard?
Probably not.
why wouldn't it?

Actually I might revise that opinion. I was thinking about the Sentinel dedication scaling but that specifically prohibits unarmored scaling. Worth noting you could do something similar with Dragon Disciple already, though.


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Hello! I had a few questions;

1) What is the hit die for the Kineticist?
2) What are the skill proficiencies for the Kineticist?
3) Was the Elemental Spell List adjusted?

Thank you all for your time in doing this for the rest of us BTW!

Dark Archive

Pathfinder Rulebook Subscriber
AevumNova wrote:

Hello! I had a few questions;

1) What is the hit die for the Kineticist?
2) What are the skill proficiencies for the Kineticist?
3) Was the Elemental Spell List adjusted?

Thank you all for your time in doing this for the rest of us BTW!

1) d8

2) Nature + 3 per INT
3) Yes


Pathfinder Rulebook Subscriber
AevumNova wrote:


1) What is the hit die for the Kineticist?

8 HP per level.

Quote:
2) What are the skill proficiencies for the Kineticist?

They start with nature and 3+Int, have standard skill scaling, but the 'skill junction' option gives you a status bonus to an elemental based skill while your aura is up.

Quote:
3) Was the Elemental Spell List adjusted?

Elementalists now have to pick a philosophy when they take the dedication, effectively letting them choose to trade away Air spells for Wood and Metal spells.

A handful of SoM spells have gained new traits associated with Wood and Metal or new Wood/Metal coded variant abilities.

Sorcerers now have the ability to gain Elementalist focus spells instead o their normal focus spells if they take the Elemental Bloodline.

Witches, Summoners, and Magi still don't have access to elemental focus spells.


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Captain Morgan wrote:
Ashanderai wrote:
Guess I’ll ask again… Anything about the new Versatile Heritages? How do they compare to the other Geniekin?
I can't be bothered to go through all the feats, but one works like the default versatile heritage with vision upgrades, while metal gives you electricity resistance and the new detect metal cantrip.

OK, having now looked at the feats, I'm impressed, particularly for unarmed Talos builds. They have a feat that upgrades fists to 1d6 with modular B/P/S, another that adds precious materials to unarmed strikes, and a special unarmed strike that you can use after tumble through that inflicts persistent poison damage and sickened. Both heritages also have really sexy defensive options.

If this is an indication of what ancestry feats will look like in the Remaster, I can't wait for the new books.


Is the Elementalist class archetype potentially worth playing now, or is it still pretty much just a lose plan?

I'm not particularly interested in Elementalist itself, but if they're starting to make "viable class archetype" a thing, that's pretty important.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Question - Can i only use glass shield once per ten minutes (if I shield block)??


Pathfinder Rulebook Subscriber
Sanityfaerie wrote:

Is the Elementalist class archetype potentially worth playing now, or is it still pretty much just a lose plan?

I'm not particularly interested in Elementalist itself, but if they're starting to make "viable class archetype" a thing, that's pretty important.

It's more or less the same before. Like I said you don't even get the new spells automatically, you have to give up Air to gain access to Metal and Wood.

Seems like they tried very intentionally not to make the archetype any stronger than it was in SoM.


I honestly haven't read it that closely, but from what I have seen if there are changes they are subtle.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Quick Q are impulses considered spells for the purposes of the Burn it! Feat? If not, such a shame...


Pathfinder Rulebook Subscriber

Impulses are just impulses, not spells.


i heard that they interact with counterspell and such like spells, so there might be a provision somewhere that gives them spell-like traits?
i dont have the book, but that's what nonat was saying in his video at least.


Being magical and subject to effects that suppress/counteract magic is not the same as being a spell. The key will probably be in the definition of the Impulse trait.

Dark Archive

Captain Morgan wrote:


*Fire blasts starg at 1d6 damage, but at level 5 for a specialist they can be 2d8+strength+con+half level in weakness+half your level for aura passive which also triggers weakness.

what is the aura effect and how does it scale?

seconding the burn-it inquiry from a poster above... will my poor pyro goblin get to burn-it... please say his impulses to burn-it are simpatico.


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Elemental familiars are surprisingly combat relevant. They all get full elemental immunities which helps their survivability. They also get a variety of unique options for specific familiars:

Once a day reroll on saves for an ally

Breath weapon for 1d6 per 2 levels you have, once per hour

+1 status bonus for damage rolls of alchemical and magical effects with the same elemental trait

A pivoting option of auto-aid to your choice of Diplomacy, Deception, or Intimidate checks.

These will likely be popular choices for witches.


Pathfinder Rulebook Subscriber
Red Griffyn wrote:


what is the aura effect and how does it scale?

Aura effect is one of the options you can pick for expanding a single element, and it varies between elements.

For fire, it's weakness equal to half your level.

Water on the other hand gives out fire resistance, while Wood gives 1/2/3 temp HP at 1/10/15 (which is some awful scaling ngl).

Quote:
Another highly important goblin question... will the L1 goblin burn-it feat apply to EB?

EB is neither a spell nor an item so not at all.


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Red Griffyn wrote:
Captain Morgan wrote:


*Fire blasts starg at 1d6 damage, but at level 5 for a specialist they can be 2d8+strength+con+half level in weakness+half your level for aura passive which also triggers weakness.

what is the aura effect and how does it scale?

Another highly important goblin question... will the L1 goblin burn-it feat apply to EB?

The aura is Thermal Nimbus, a level 4 stance feat that grants you and your allies either fire or cold resistance equal to half your level in your kinetic aura and deals the same damage to creatures in your aura. So if you have gone all in on fire and aura boosting, every enemy that gets close to you is taking your full level in damage between this and the gate junction on their turn. You can also use the 6th level feat Volcanic Escape to trigger the weakness again AND move, potentially triggering the Nimbus/weakness combo AGAIN if they chase you.

Doesn't seem like burn it applies to impulses but it will to any persistent damage you deal, and there's a crit spec effect to enable that. But you can already get bigger status bonuses to damage with the two action version of blast anyway.

Edit: I should note this is stacking to different aura enhancements: the gate junction and the 4th level Thermal Nimbus aura stance feat.

Dark Archive

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Pathfinder Rulebook Subscriber
Captain Morgan wrote:

Elemental familiars are surprisingly combat relevant. They all get full elemental immunities which helps their survivability. They also get a variety of unique options for specific familiars:

Once a day reroll on saves for an ally

Breath weapon for 1d6 per 2 levels you have, once per hour

+1 status bonus for damage rolls of alchemical and magical effects with the same elemental trait

A pivoting option of auto-aid to your choice of Diplomacy, Deception, or Intimidate checks.

These will likely be popular choices for witches.

And if you take one as part of Kineticist they have a feat to replace your familiar with a full on Elemental (leveled per the summon elemental spell) for a while. Kinda neat!


Hi hello I am currently shaking violently in my chair.

Q : What are all the options available when you expand Air? How about Metal?


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Verzen wrote:
Question - Can i only use glass shield once per ten minutes (if I shield block)??

Yes you take all Shield cantrip characteristics except from those that Glass Shield cantrip explicitly changes.

But you can you still can cast each of them independently due their are different spells with separated cooldowns.

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Xenocrat wrote:
Wood has an impulse that just casts Protector Tree. FFS.

"I DIDN'T MEAN TO PROTECT YOU LIKE THI-OH GOOOOD HOW DO I WHY DO I FEEL PAIN?! WHY AM I SENTIENT?!"


I hope the elemental eidolons are cool. I'll be all over that even if I don't love the summoner. I have to try to my elemental eidolons. I love elemental characters. The barbarian sounds cool too. Might a change a character to try that.


Do dedicated fire kineticists get anything to deal with fire immune creatures that are not elementals? Or are they forced to tax into the impulse/feat for an extra damage type since they're locked into only one to start.


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Pathfinder Adventure Path Subscriber

It is possible that the wording on burn it is going to change a little if the wording on impulses doesn’t include Burn It!


i'm a bit dissapointed about the disparity between some of those Single element benefits.

air is an/half an action which is amazing
free shove on water is amazing, especially since you can also use it on allies
fire damage boost is ok i guess, more damage is never bad

but then you have stuff like basically a buckler or 1-3 temp hp?

not sure about metal's damage shield scaling since i havent seen the numbers there, but at least 2 of the above don't look equal to the others...


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Pathfinder Lost Omens, Rulebook Subscriber

elemental barbarian instinct feels sorta unfinished

the actual chassis is fine and it gives any impulses you happen to have the rage trait. But it only has 2 feats, one of which is just extra damage types and the other is a once per rage AOE thing. feels like a page is missing


Pathfinder Rulebook Subscriber

I wonder if that's why. The subclass fills up a page while conspicuously being the only barbarian instinct without a high level feat option (though superstition also only has two feats).

It does seem kind of neat though.


Pathfinder Lost Omens, Rulebook Subscriber

working with kineticist archetype is super nice and makes me happy but one of the cool things about barbs for me is the BIG STUFF feats, like giant can become big and dragon gets a supercharged dragon form. Elemental doesnt get anything like that. still very much gonna play it, but I wish it got some of its own flavor.

I forget about superstition because its... you know...


shroudb wrote:

i'm a bit dissapointed about the disparity between some of those Single element benefits.

air is an/half an action which is amazing
free shove on water is amazing, especially since you can also use it on allies
fire damage boost is ok i guess, more damage is never bad

but then you have stuff like basically a buckler or 1-3 temp hp?

not sure about metal's damage shield scaling since i havent seen the numbers there, but at least 2 of the above don't look equal to the others...

Pretty sure 1-3 temp hp is the aura junction benefit for wood (giving it to your nearby allies), and the impulse junction is your level as temp HP. And raising a buckler for no extra actions/reactions is pretty good.


Yes that’s correct. The wood impulse junction is level temp up to yourself, the aura is refreshing temp hp every round for your allies.


The resistance junction disparity between fire and everyone else is where the pain is. But that seriously overlaps with a very strong stance you probably want.


Taking this in a different direction : in very broad strokes, can you tell us what the elemental lords of wood are about? Maybe just edicts and anathema?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

What do kineticists dedicated to fire specialization have to mitigate fire resistance and immunity?


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On the fire immunity front, I think the fire immunity thread around here mentions that fire gate specialists have the ability to suck heat out of their target to deal cold damage. Alternatively somewhere up this thread somebody mentioned hints of a feat that would let fire kins deal versatile physical damage. I don't have the book but I've been skimming these updates a bit.


Can you list remastered cantrips/spells that removed spell casting modifier from damage?

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