
Rfkannen |
How well do you think a support or control focused kineticist would work? Like could you make a useful kineticist that focused on things other than dealing damage? Could you build a kineticist as a "cleric replacement" in a classic wizard thief fighter cleric party?
Asking because the kineticist seems like the coolest thing ever flavorwise, but I don't really like playing focused damage dealers, get a lot more fun from healing, controll, buffs, debuffs, and stuff like that.

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So I know everyone loves metrics so here is what I can cobble together for fire based on the extremely little I know/inferred (I don't have access to the book, or text so it could be all wrong, but I at least think I've entered it into the community calculator correctly).
Base Inputs:
- 1D8 Fire Blasts from starting with only fire
- Caster to hit Scaling at 7/15/19
- Gate Attenuation item bonus at +1 at L3 and +2 at L11
- L1 Feat for Elemental Weapon (propulsive on first strike ranged, agile for second and third strikes). Also great as a back-up for fire immune creatures since it is a free action before EB to make it P/S/B instead of fire damage (please correct me if it forces that decision or not, because if so it will reduce the chart DPR).
- L4 Fire Aura Stance Feat (causes fire damage to enemies in melee equal to level) (I assumed no save/DC just happens so please let me know if there are limits)
- L5 Gate Expansion (causes fire weakness in enemies in melee equal to level within 10ft)
- L9 Crit Specialization (Crits cause 1d6 persistent fire assumed to burn for 2 rounds)
- Now showing non-goblin fire and goblin version if burn-it worked.
- Fire ranged = any 1D8 ranged since none of the aura stuff works
- Showing generic 1D8 element with none of the auras.
So general takeaways are that that aura/gate expansion are easily doubling a melee kineticists DPR. If you want a DPR kineticist that combo will probably be better than anything else. Goblin burn-it is worth 5-10% DPR boost so still great to have and hopefully it gets revised during remaster to work.
This is just blast blast blast which is not highly creative. But that aura/gate combo potentially is a 5 to 10ft radius nasty combo. If you're able to proc multiple enemies with it or use other feats as suggested in this thread to proc it multiple times you might be able to do better.
Obviously since I don't have the book, I don't know what I don't know and this isn't some exhaustive analysis looking at 2 action AOE (without the attack trait) + 1 strike or other possibly more damaging combinations. In many classes there are very non-sexy math fixer feats like certain strike, sticky bombs, etc. so there may be more options for scaling DPR at higher levels. As you all know from electric arc, even reliably being able to get a second person in an effect can dramatically up damage vs. single target DPR.

Ashanderai |

So I know everyone loves metrics so here is what I can cobble together for fire based on the extremely little I know/inferred (I don't have access to the book, or text so it could be all wrong, but I at least think I've entered it into the community calculator correctly).
Base Inputs:
- 1D8 Fire Blasts from starting with only fire
- Caster to hit Scaling at 7/15/19
- Gate Attenuation item bonus at +1 at L3 and +2 at L11
- L1 Feat for Elemental Weapon (propulsive on first strike ranged, agile for second and third strikes). Also great as a back-up for fire immune creatures since it is a free action before EB to make it P/S/B instead of fire damage (please correct me if it forces that decision or not, because if so it will reduce the chart DPR).
- L4 Fire Aura Stance Feat (causes fire damage to enemies in melee equal to level) (I assumed no save/DC just happens so please let me know if there are limits)
- L5 Gate Expansion (causes fire weakness in enemies in melee equal to level within 10ft)
- L9 Crit Specialization (Crits cause 1d6 persistent fire assumed to burn for 2 rounds)
- Now showing non-goblin fire and goblin version if burn-it worked.
- Fire ranged = any 1D8 ranged since none of the aura stuff works
- Showing generic 1D8 element with none of the auras.So general takeaways are that that aura/gate expansion are easily doubling a melee kineticists DPR. If you want a DPR kineticist that combo will probably be better than anything else. Goblin burn-it is worth 5-10% DPR boost so still great to have and hopefully it gets revised during remaster to work.
This is just blast blast blast which is not highly creative. But that aura/gate combo potentially is a 5 to 10ft radius nasty combo. If you're able to proc multiple enemies with it or use other feats as suggested in this thread to proc it multiple times you might be able to do better.
Obviously since I don't have the book, I don't know what I don't know and...
I don’t know if it survived from the play test, but there was that level 8 feat, Aura Shaping, that could potentially expand your Aura out to 20 ft., also.

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Red Griffyn wrote:...So I know everyone loves metrics so here is what I can cobble together for fire based on the extremely little I know/inferred (I don't have access to the book, or text so it could be all wrong, but I at least think I've entered it into the community calculator correctly).
Base Inputs:
- 1D8 Fire Blasts from starting with only fire
- Caster to hit Scaling at 7/15/19
- Gate Attenuation item bonus at +1 at L3 and +2 at L11
- L1 Feat for Elemental Weapon (propulsive on first strike ranged, agile for second and third strikes). Also great as a back-up for fire immune creatures since it is a free action before EB to make it P/S/B instead of fire damage (please correct me if it forces that decision or not, because if so it will reduce the chart DPR).
- L4 Fire Aura Stance Feat (causes fire damage to enemies in melee equal to level) (I assumed no save/DC just happens so please let me know if there are limits)
- L5 Gate Expansion (causes fire weakness in enemies in melee equal to level within 10ft)
- L9 Crit Specialization (Crits cause 1d6 persistent fire assumed to burn for 2 rounds)
- Now showing non-goblin fire and goblin version if burn-it worked.
- Fire ranged = any 1D8 ranged since none of the aura stuff works
- Showing generic 1D8 element with none of the auras.So general takeaways are that that aura/gate expansion are easily doubling a melee kineticists DPR. If you want a DPR kineticist that combo will probably be better than anything else. Goblin burn-it is worth 5-10% DPR boost so still great to have and hopefully it gets revised during remaster to work.
This is just blast blast blast which is not highly creative. But that aura/gate combo potentially is a 5 to 10ft radius nasty combo. If you're able to proc multiple enemies with it or use other feats as suggested in this thread to proc it multiple times you might be able to do better.
Obviously since I don't have the book, I
It's still in. It's level 10 though.

Sibelius Eos Owm |
2 people marked this as a favorite. |

If I may bring this up in a more visible position:
I was wondering what the names of the new genies and geniekin are. I've seen the names zuhra and jaathoom in preview, but it would be nice to have them all in one place so it's easier to start making the mental switch with a completed reference.
... oh and if you have the patience to indulge me, the correct plural if they differ from typical expectations of English.

Rfkannen |
3 people marked this as a favorite. |
If I may bring this up in a more visible position:
Sibelius Eos Owm wrote:I was wondering what the names of the new genies and geniekin are. I've seen the names zuhra and jaathoom in preview, but it would be nice to have them all in one place so it's easier to start making the mental switch with a completed reference.
... oh and if you have the patience to indulge me, the correct plural if they differ from typical expectations of English.
kizidhar are wood genie
jann are multi-element geniesjabali are earth genie
jaathoom are air genie
faydhaan are water genie
ifrit are fire genie
fire geniekin are now called naari
metal geniekin are called talos
wood geniekin are called ardande
undine, suli, oread, and sylph are the same

Xenocrat |
1 person marked this as a favorite. |

What do kineticists dedicated to fire specialization have to mitigate fire resistance and immunity?
Extract Element is an action to remove resistance or change resistance to immunity unless they crit succeed a save against it.
The 4th level aura stance can do fire or cold damage.
A 1st level feat adds cold to the damage type your blast can do.
A 1st level feat allows your blast to do your choice of B/P/S instead of fire.
Your big AOE fire impulses will suffer against groups (except for the cold stance aura) but for single target you have some options. A poor multi target option is cold blast with the Chain Blast feat.

HeHateMe |

TheGentlemanDM wrote:What levels do the Kineticist's proficiencies for their Class DC go up?
Is it standard caster progression (1/7/15/19), or a martial variant (1/5/13/19), or something else entirely?
Caster progression
LEGENDARY CLASS DC!!
Caster progression? Ugh, that's a gut punch. I was so looking forward to playing a Kineticist until I saw that. Thanks for answering all these questions though, very cool of you!

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Verzen wrote:Caster progression? Ugh, that's a gut punch. I was so looking forward to playing a Kineticist until I saw that. Thanks for answering all these questions though, very cool of you!TheGentlemanDM wrote:What levels do the Kineticist's proficiencies for their Class DC go up?
Is it standard caster progression (1/7/15/19), or a martial variant (1/5/13/19), or something else entirely?
Caster progression
LEGENDARY CLASS DC!!
It might feel like a gut punch, but the class itself is actually really amazing. I urge you to check it out.

HeHateMe |

HeHateMe wrote:It might feel like a gut punch, but the class itself is actually really amazing. I urge you to check it out.Verzen wrote:Caster progression? Ugh, that's a gut punch. I was so looking forward to playing a Kineticist until I saw that. Thanks for answering all these questions though, very cool of you!TheGentlemanDM wrote:What levels do the Kineticist's proficiencies for their Class DC go up?
Is it standard caster progression (1/7/15/19), or a martial variant (1/5/13/19), or something else entirely?
Caster progression
LEGENDARY CLASS DC!!
I will absolutely buy the book and check it out, no worries. Even if I end up not liking the Kineticist, there's alot more in the book besides that. Cheers!

Squiggit |
2 people marked this as a favorite. |

Verzen wrote:Caster progression? Ugh, that's a gut punch. I was so looking forward to playing a Kineticist until I saw that. Thanks for answering all these questions though, very cool of you!TheGentlemanDM wrote:What levels do the Kineticist's proficiencies for their Class DC go up?
Is it standard caster progression (1/7/15/19), or a martial variant (1/5/13/19), or something else entirely?
Caster progression
LEGENDARY CLASS DC!!
sort of half and half.
caster offensive proficiencies (max expert in weapons, class DC subbing in for spell DC scaling to legendary)
but martial defensive proficiencies, roughly (EET starting saves, eventual master in armor).

HeHateMe |

HeHateMe wrote:Verzen wrote:Caster progression? Ugh, that's a gut punch. I was so looking forward to playing a Kineticist until I saw that. Thanks for answering all these questions though, very cool of you!TheGentlemanDM wrote:What levels do the Kineticist's proficiencies for their Class DC go up?
Is it standard caster progression (1/7/15/19), or a martial variant (1/5/13/19), or something else entirely?
Caster progression
LEGENDARY CLASS DC!!
sort of half and half.
caster offensive proficiencies (max expert in weapons, class DC subbing in for spell DC scaling to legendary)
but martial defensive proficiencies, roughly (EET starting saves, eventual master in armor).
A hybrid? That's quite interesting actually. Thanks.

Rfkannen |
How do you read the level one kineticist familiar feat?
From what I can see, it lets you pick any of the specific familiars from the elemental familiar section of the book, including the elemental scamp, which requires 5 familiar abilities. However, that seems way too strong for a level 1 feat, so I imagine I am misreading it.

Arachnofiend |

How well do you think a support or control focused kineticist would work? Like could you make a useful kineticist that focused on things other than dealing damage? Could you build a kineticist as a "cleric replacement" in a classic wizard thief fighter cleric party?
Asking because the kineticist seems like the coolest thing ever flavorwise, but I don't really like playing focused damage dealers, get a lot more fun from healing, controll, buffs, debuffs, and stuff like that.
If you have a buddy who wants to play a polearm fighter I think a water kineticist could be really gross for battlefield control.

Tunu40 |
1 person marked this as a favorite. |
How do you read the level one kineticist familiar feat?
From what I can see, it lets you pick any of the specific familiars from the elemental familiar section of the book, including the elemental scamp, which requires 5 familiar abilities. However, that seems way too strong for a level 1 feat, so I imagine I am misreading it.
From some discussions I’ve seen, the specific familiars are just a separate thing.
What the feat seems to do:
-Grants you a familiar (2 abilities from basic rules)
-Gives it the elemental trait of your gate
-Swaps the ability score from master’s spellcaster ability to CON.
Overall, it’s just a regular familiar feat with adjustments for the Kineticist class.

Squiggit |

From some discussions I’ve seen, the specific familiars are just a separate thing.What the feat seems to do:
-Grants you a familiar (2 abilities from basic rules)
-Gives it the elemental trait of your gate
-Swaps the ability score from master’s spellcaster ability to CON.Overall, it’s just a regular familiar feat with adjustments for the Kineticist class.
The feat specifically points you to the elemental familiar page though.

shroudb |
shroudb wrote: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.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 badbut 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...
I still don't really like the buckler one, but yeah Wood is very good then.
Between the temp hp and the free shield blocks from the wood armor I can easily see a very tanky frontliner emerging.
Coupled with wood's healing capabilities, it sounds very interesting.
Wondering now if wood has any sort of wide crowd control options like entangles/immobilises to double up on that aspect...

Ryuujin-sama |
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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.
You mean stacks right? I assume you mean Thermal Nimbus which specifically calls out the Fire Resistance Junction as stacking with it.

Captain Morgan |

QuidEst wrote:shroudb wrote: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.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 badbut 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...
I still don't really like the buckler one, but yeah Wood is very good then.
Between the temp hp and the free shield blocks from the wood armor I can easily see a very tanky frontliner emerging.
Coupled with wood's healing capabilities, it sounds very interesting.
Wondering now if wood has any sort of wide crowd control options like entangles/immobilises to double up on that aspect...
I think you're undervaluing the buckler thing. +1 AC as a free action that will pretty much trigger every round is really good on a class with this much for competing actions. And IIRC that's tied to earth which means it is also going along with heavy armor AC as well.
But the other nice thing about the impulse junctions is that if you don't like one you can always dual gate instead. The compositd blasts seem pretty dang good.

Captain Morgan |
6 people marked this as a favorite. |

So I know everyone loves metrics so here is what I can cobble together for fire based on the extremely little I know/inferred (I don't have access to the book, or text so it could be all wrong, but I at least think I've entered it into the community calculator correctly).
Base Inputs:
- 1D8 Fire Blasts from starting with only fire
- Caster to hit Scaling at 7/15/19
- Gate Attenuation item bonus at +1 at L3 and +2 at L11
- L1 Feat for Elemental Weapon (propulsive on first strike ranged, agile for second and third strikes). Also great as a back-up for fire immune creatures since it is a free action before EB to make it P/S/B instead of fire damage (please correct me if it forces that decision or not, because if so it will reduce the chart DPR).
- L4 Fire Aura Stance Feat (causes fire damage to enemies in melee equal to level) (I assumed no save/DC just happens so please let me know if there are limits)
- L5 Gate Expansion (causes fire weakness in enemies in melee equal to level within 10ft)
- L9 Crit Specialization (Crits cause 1d6 persistent fire assumed to burn for 2 rounds)
- Now showing non-goblin fire and goblin version if burn-it worked.
- Fire ranged = any 1D8 ranged since none of the aura stuff works
- Showing generic 1D8 element with none of the auras.So general takeaways are that that aura/gate expansion are easily doubling a melee kineticists DPR. If you want a DPR kineticist that combo will probably be better than anything else. Goblin burn-it is worth 5-10% DPR boost so still great to have and hopefully it gets revised during remaster to work.
This is just blast blast blast which is not highly creative. But that aura/gate combo potentially is a 5 to 10ft radius nasty combo. If you're able to proc multiple enemies with it or use other feats as suggested in this thread to proc it multiple times you might be able to do better.
Obviously since I don't have the book, I don't know what I don't know and...
Your math looks off on a few fronts. As I said before, you should really wait until you get the class before you try running calculations because the interlocking pieces are complicated.
1. I'm pretty sure the damage dice upgrade only kicks in when you use a two action impulse, which includes the blast with con damage added but also any of your other feats, so there are a lot of options to mix and match.
2. You can't use agile at range, only melee.
3. You can deal full strength to damage at range with thrown, though only at a 20 foot range increment. You can also use reach for melee.
4. Burn it! Is frankly the wrong way to go. You're better off with Natural Ambition to snag versatile blast in addition to the mandatory Weapon Infusion, because cold damage is such an excellent addition to your option list. Extract element + cold damage is the sound of red dragons crying.
5. Con to damage is a really sizable boost. I think two action blast into one action blast will usually outweigh triple blasting, and I imagine the other impulses will further cement that.
I can't really give you all their ins and outs without just copying out the text itself, which I'm pretty sure Paizo frowns on. So I'd encourage you to just be patient instead of posting charts which will be misleading to folks.

Laclale♪ |
Laclale♪ wrote:Can you list remastered cantrips/spells that removed spell casting modifier from damage?Pretty sure that's "none", because this book isn't for remastering spells? It uses the remastered rules, but we won't know any changes until the web supplement comes out.
Assuming that cantrips/spells that removed spell casting modifier from damage also renamed too.

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1. I'm pretty sure the damage dice upgrade only kicks in when you use a two action impulse, which includes the blast with con damage added but also any of your other feats, so there are a lot of options to mix and match.
2. You can't use agile at range, only melee.
3. You can deal full strength to damage at range with thrown, though only at a 20 foot range increment. You can also use reach for melee.
4. Burn it! Is frankly the wrong way to go. You're better off with Natural Ambition to snag versatile blast in addition to the mandatory Weapon Infusion, because cold damage is such an excellent addition to your option list. Extract element + cold damage is the sound of red dragons crying.
5. Con to damage is a really sizable boost. I think two action blast into one action blast will usually outweigh triple blasting, and I imagine the other impulses will further cement that.
I can't really give you all their ins and outs without just copying out the text itself, which I'm pretty sure Paizo frowns on. So I'd encourage you to just be patient instead of posting charts which will be misleading to folks.
With your corrections:
Takeaways:
- 1D6x3 strikes and 1D8 2action + 1D6 1 strike are pretty much equivalent and a wash for ranged goblins, but the latter is better for non goblins.
- For melee (fire specific) is a wash for non-goblin fire kineticists, but the strikex3 pulls ahead for goblins because its an extra chance to proc the fire weakness.
-In either melee or ranged, the goblin feat will put you ahead of a standard non-goblin (a +1 to +4 status bonus on 2 or 3 strikes is better than a +4 to +7 on one strike, but nothing on the other).
Either way if the 2 action + 1 action attack sequence is largely a wash then that opens up different playstyles. Maybe there are cool 2 action rider effects/feats to improve things.
The real secret is how to reliably get a fire shield or similar mechanic on a melee kineticist so if anyone hits you you get to proc the fire weakness again not on your turn. I think the L1 feat to add weapon traits will more than make up for fire immunity (make it B/P/S) so I'm not sure adding cold damage really helps here? Either way, I don't know what I don't know. Just having fun exploring the mechanics and the numbers are what are more exciting to me. Helps me gauge if a feat/ability is cool/worth it or more of a trap option. This class looks like it has great flavour, but I won't want to play it if the specific mechanical niche isn't obvious or worthwhile.

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Can I ask about earth impulses?
I know about tremor already, have any playtest earth aoe impulses that made it in gotten buffed? Are there any new ones?
Have the two capstones for earth been changed (rebirth in living stone and the shattered mountain weeps?)?
Rebirth and shattered mountain are still in
Shattered Mt-
9d10 dmg and 3d10 for one minute in the area
10d10 and 4d10 at lvl 20

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Can I ask about earth impulses?
I know about tremor already, have any playtest earth aoe impulses that made it in gotten buffed? Are there any new ones?
Have the two capstones for earth been changed (rebirth in living stone and the shattered mountain weeps?)?
Earth is more or less the same but there's no stone shield reaction. Instead you get a suit of stone armor that you activate for 1 action and it upgrades to essentially plate at lvl 3. (5 AC 1 dex)

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Another thing I thought about: There has been some discussion of certain powers that are functionally just an Impulse or other Ability that quite simply casts an already published Spell. How common are these and are these types of Abilities available for each of the elements and do most of them come from the Core Rulebook or are they spread across several supplements?

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Another thing I thought about: There has been some discussion of certain powers that are functionally just an Impulse or other Ability that quite simply casts an already published Spell. How common are these and are these types of Abilities available for each of the elements and do most of them come from the Core Rulebook or are they spread across several supplements?
There's a couple. Walls, air cushion, plant protector. But not too many

Gaulin |

Gaulin wrote:Can I ask about earth impulses?
I know about tremor already, have any playtest earth aoe impulses that made it in gotten buffed? Are there any new ones?
Have the two capstones for earth been changed (rebirth in living stone and the shattered mountain weeps?)?
Rebirth and shattered mountain are still in
Shattered Mt-
9d10 dmg and 3d10 for one minute in the area10d10 and 4d10 at lvl 20
Rebirth does all the same stuff? Temp hp, crit immunity, ups damage to blast (eventually d12s?)?
Shattered mountain got a small damage buff to the ongoing effect and initial effect is the same damage, that's cool.
Have the numbers been bumped up for rolling boulder and hurtling rockfall? They were a little low in the playtest.
Thank you for answering

aobst128 |
aobst128 wrote:Are there sky metal effects that are available for metal kineticists?Not that I see. But there is a way to make your blasts coated with a metal type to trigger weaknesses.
So cold iron and silver I wager. But no adamantine? I figured they would get that at some high level.

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Verzen wrote:So cold iron and silver I wager. But no adamantine? I figured they would get that at some high level.aobst128 wrote:Are there sky metal effects that are available for metal kineticists?Not that I see. But there is a way to make your blasts coated with a metal type to trigger weaknesses.
Any metal you hold, you treat it as a Conduit.
So if you're holding adamantine, your impulses are plated in adamantine

aobst128 |
aobst128 wrote:Verzen wrote:So cold iron and silver I wager. But no adamantine? I figured they would get that at some high level.aobst128 wrote:Are there sky metal effects that are available for metal kineticists?Not that I see. But there is a way to make your blasts coated with a metal type to trigger weaknesses.
Any metal you hold, you treat it as a Conduit.
So if you're holding adamantine, your impulses are plated in adamantine
Ooh. That's neat

Tunu40 |
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The feat specifically points you to the elemental familiar page though.
Unfortunately, don’t have access. Wish I could see what the page looks like. There’s a difference between familiar and specific familiar. And my understanding talking to folks about it is that it grants you a familiar and not a specific familiar.
Edit: And I guess, rules are still rules. It doesn’t specifically say you can choose a specific familiar without meeting the requirements, so those specific familiars will still follow the specific familiar rules. I think it listed the page because the page also has things about the elemental trait for familiars in it. Being the first mentioning of the elemental trait, it’s pointing you to more details?