
pixierose |

Can anyone comment on what the Ardande Versatile Heritage looks like mechanically and what lineages it has?
They get the usual visual improvements that a lot of versatile heritages get. Their lineages are based on Sap, decay, and spring growth. Their might be a fourth i'm forgetting off the top of my head.

TheSageOfHours |

Rfkannen wrote:Deriven Firelion wrote:How high is the rage damage for elemental barbarian?instinct ability raises it from two to four. Specialization turns it from 4 to six.So tops out at 12?
Lower than dragon and giant instinct. We'll see what else it does, but that is usually not great.
It does not do much sadly. It gives impulses the rage trait for you, but you are still stuck with having to get them from the archetype, so they will be pretty weak and only worth using for utility rather than damage which limits the useful options alot. It does not just give you the dedication for free like the caster rogue does either.
Only has 2 feats, one gives you an extra damage type and the other gives you a once per rage AOE damage effect. These are level 2 and 6 respectively.
I am going to make a few builds with it to see if there is some potential in the archetype feats for Barb but it is very disappointing. It feels unfinished.
It feels weird that my posts about this book have only been complaining about elemental barb, I love everything else in the book, this is just a strange standout disappointment compared to the hype of everything else

Ashanderai |

Ashanderai wrote:Can anyone comment on what the Ardande Versatile Heritage looks like mechanically and what lineages it has?They get the usual visual improvements that a lot of versatile heritages get. Their lineages are based on Sap, decay, and spring growth. Their might be a fourth i'm forgetting off the top of my head.
Awesome! Thanks for responding. I heard they get some sort of a good defensive ability ability, but nothing else. I don’t suppose you could shed some light on what that looks like; AC bonus, damage reduction, temp HP, a reactive ability of some kind, or something else?

Ryuujin-sama |

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.
Reminder that the Aura Junction for Fire gives Fire Weakness equal to half your level, but only against your impulses so it won't work with any other form of fire you have or your allies' fire.

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Red Griffyn wrote:Reminder that the Aura Junction for Fire gives Fire Weakness equal to half your level, but only against your impulses so it won't work with any other form of fire you have or your allies' fire.
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.
Also you have thermal nimbus which IS an impulse and benefits from that fire weakness while making your allies resistant to it.
So you can essentially deal 4 fire dmg per turn to anyone in your aura as a level 4 pyrokineticist.

Ryuujin-sama |

Ryuujin-sama wrote:Red Griffyn wrote:Reminder that the Aura Junction for Fire gives Fire Weakness equal to half your level, but only against your impulses so it won't work with any other form of fire you have or your allies' fire.
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.Also you have thermal nimbus which IS an impulse and benefits from that fire weakness while making your allies resistant to it.
So you can essentially deal 4 fire dmg per turn to anyone in your aura as a level 4 pyrokineticist.
5 at 5th level maybe, but you can't have the Aura before then. Though with half level on both it might still be 4?

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Ryuujin-sama wrote:Red Griffyn wrote:Reminder that the Aura Junction for Fire gives Fire Weakness equal to half your level, but only against your impulses so it won't work with any other form of fire you have or your allies' fire.
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.Also you have thermal nimbus which IS an impulse and benefits from that fire weakness while making your allies resistant to it.
So you can essentially deal 4 fire dmg per turn to anyone in your aura as a level 4 pyrokineticist.
Thats too bad. That could have been cool to do to get a reaction or something to proc it again.

gesalt |

Can I get a quick check on a potential combo I saw mentioned?
Jagged Berms followed by flinging updraft or other reposition tool (either on another turn or from an ally) to push an enemy through a number of saveless damage instances.
Probably hard to do on your own without some other way of locking up enemies but I'm curious.

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Verzen wrote:5 at 5th level maybe, but you can't have the Aura before then. Though with half level on both it might still be 4?Ryuujin-sama wrote:Red Griffyn wrote:Reminder that the Aura Junction for Fire gives Fire Weakness equal to half your level, but only against your impulses so it won't work with any other form of fire you have or your allies' fire.
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.Also you have thermal nimbus which IS an impulse and benefits from that fire weakness while making your allies resistant to it.
So you can essentially deal 4 fire dmg per turn to anyone in your aura as a level 4 pyrokineticist.
Oh right. So it would be 4 dmg at 5th level and 6 dmg at 6.

Deriven Firelion |

Deriven Firelion wrote:Rfkannen wrote:Deriven Firelion wrote:How high is the rage damage for elemental barbarian?instinct ability raises it from two to four. Specialization turns it from 4 to six.So tops out at 12?
Lower than dragon and giant instinct. We'll see what else it does, but that is usually not great.
It does not do much sadly. It gives impulses the rage trait for you, but you are still stuck with having to get them from the archetype, so they will be pretty weak and only worth using for utility rather than damage which limits the useful options alot. It does not just give you the dedication for free like the caster rogue does either.
Only has 2 feats, one gives you an extra damage type and the other gives you a once per rage AOE damage effect. These are level 2 and 6 respectively.
I am going to make a few builds with it to see if there is some potential in the archetype feats for Barb but it is very disappointing. It feels unfinished.
It feels weird that my posts about this book have only been complaining about elemental barb, I love everything else in the book, this is just a strange standout disappointment compared to the hype of everything else
It is a disappointment. Once the designers set dragon as the high end standard with no real limitations, all dual types of damage should be based on dragon, not a 12 point rage ability. It should be standard.
Though I'm not sure of the damage type. I'm assuming fire is going to be fire and all others will be bludgeoning like elemental sorcerer? If that is the case, then that sort of explains it as bludgeoning stacks with bludgeoning making maul elemental barbarians good. Fire will be the odd man out unless they get 16 or something since they do a separate energy damage of a commonly resisted element.
I guess I'll what the final looks like. If 12 points of bludgeoning for all the others, then maul or bludgeoning barbarian likely be doable.
The barbarian is the purest damage machine in the game. If they don't do high damage, not much of a reason to play them with the weaker AC and limitations on rage limiting build options with caster archetypes and such.

Rfkannen |
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What options are there for anything with ice?
level 1 non-impulse feat: you can use cold for your blasts.
level 1, two action, 10 foot burst in range, does damage and makes difficult terrain that lasts until melted with fire or time.
level 4, 1 action, stance, things that try to move in your aura fall over. things you hit with impulses are slowed
level 12, 2 action overflow, target a creature, it gets slowed, frozen solid, or frozen then slowed depending on how bad save.
level 14. 3 action overflow, cast wall of ice.
I think thats enough to make an ice themed character? not really sure though.

Captain Morgan |
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Elemental instinct has a few advantages over dragon instinct that aren't as obvious as the raw rage amounts. (Which I will note takes a while to fall behind.)
*As Xenocrat mentioned, you get automatic concealment against ranged attacks at level 1. (Don't think this includes non-attack roll spell targeting, but still a nice defensive buff that costs other instincts a 6th level class feat.)
*You get a choice of damage types which can let you double down and punch through resistances better. Using a physical damage type that matches your weapon means you don't need to worry about resistance or immunity negating all your rage damage, or getting double dinged against resist all foes like ghosts. This a similar stealth advantage giant instinct has.
*There's a second level feat which lets you choose your rage damage type every time you rage between two options. Air, fire, and water all have the option for cold damage, which is a good option for common weaknesses. (Fire + Cold will leave you grumbling against ghosts but gets great weakness coverage in exchange.)
*The 6th level Elemental Explosion feat is stronger than Dragon's Rage Breath. It deals d8s per level instead of d6s and is only restricted to once per rage instead of Dragon's damage getting halved if you use it more than once per hour. The 15 foot emanation would be a worse Area of Effect for a caster but may play better than lines or cones for a front liner with Uncanny Dodge and Swipe/Whirlwind Strike type options.
Then there's the kinecist archetype to consider, since you're the only instinct that can use impulses while raging...
*Elemental blast is actually a pretty respectable ranged back up option for a class that wants more Con than Dex. It's main competition is raging thrower, which requires dex investment and competes for hand usage. That's a bummer if you're swinging two handed weapons. Channel elements can be done outside of combat. You wind up some really versatile damage options here, despite lagging proficiency. If you Sudden Charge and finish a foe but the next one isn't in range, fling a blast at them. Biggest downside is you need to sink more feats into this eventually, and I have a hard time justifying it outside of free archetype.
*While your class feat selection will be limited to half character level and blasts don't scale automatically, other impulse feats heighten at full level. That opens up a lot of interesting options, like:
--The armor impulses: earth gets heavy AC and bulwark without the need for sentinel, wood and metal get you regenerating shields that don't take up arms plus the shield block feat.
--Volcanic Leaps is nice mobility and damage mitigation.
--Spike skin is an excellent buff to pass around the party.
--Burrow speeds are fun for shenanigans.
--Plate in Treasure is basically all the precious materials for your weapons you could want.
--Wall effects are always good.
--Deflecting Wave is just good damage mitigation.
--Hey now you can heal too.

Shriketalon |

Do the elemental Versatile Heritages (talos, ardande, undine, suli, oread, sylph, and naari) get any special synergies with the Kineticist? For instance, some of them have access to innate cantrips or spells, and there are a few things like Charred Remains that trigger from the Cast a Spell action, which was really nice for elemental-themed spellcasters.
Along with the two new ones and the renaming, is there anything that makes these versatile heritages really good picks for a kineticist?

Evan Tarlton |

Evan Tarlton wrote:What options are there for anything with ice?level 1 non-impulse feat: you can use cold for your blasts.
level 1, two action, 10 foot burst in range, does damage and makes difficult terrain that lasts until melted with fire or time.
level 4, 1 action, stance, things that try to move in your aura fall over. things you hit with impulses are slowed
level 12, 2 action overflow, target a creature, it gets slowed, frozen solid, or frozen then slowed depending on how bad save.
level 14. 3 action overflow, cast wall of ice.
I think thats enough to make an ice themed character? not really sure though.
Thank you!

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didn't know it already come out
does everything kineticist use constitution or does attack still use str and dex
really doesn't want to build another multiple attribute dependent class
Con for attack, str for damage.. with the right feat, can use str for ranged damage as well (give your blast the thrown trait)

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4 people marked this as a favorite. |
didn't know it already come out
does everything kineticist use constitution or does attack still use str and dex
really doesn't want to build another multiple attribute dependent class
I'd say, looking at the class, 80% = con, 15% = str and 5% = dex just for AC.
STR for dmg for elemental blasts, but those aren't a main focus... Con for literally everything else.

Rfkannen |
didn't know it already come out
does everything kineticist use constitution or does attack still use str and dex
really doesn't want to build another multiple attribute dependent class
You can build a kineticst that is 100% constition, but your going to want either dex or (with certain implueses) str for ac. But you could limit dex to 16 and use studded leather.
You can build a more strength based one if you want, but it isn't necessary.

Arachnofiend |

You do get four boosts and with constitution as your main stat STR/DEX/CON/WIS is really easy. If you specifically wanted to build a Kineticist that does not care about strength you'd have to find some excuse for INT or CHA.
Air gets illusion stuff right? Maybe you can throw around enough will saves to justify Bon Mot.

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You do get four boosts and with constitution as your main stat STR/DEX/CON/WIS is really easy. If you specifically wanted to build a Kineticist that does not care about strength you'd have to find some excuse for INT or CHA.
Air gets illusion stuff right? Maybe you can throw around enough will saves to justify Bon Mot.
Fire just about needs 14 cha though. Oracle dedication flame is just too good

TheGentlemanDM |
3 people marked this as a favorite. |

Is there a way for a PC (any class) to get an attack that has both the Fire and Cold traits ?
Alternately, a way to get 2 attacks within a single round, one with Fire trait and the other with the Cold trait, ideally while doing similar amounts of damage ?
At low levels if possible.
Fire Kineticists can take the Versatile blasts feat at 1st level to have the option for either damage type on their kinetic blast.
As noted, you can also go fire/water dual gate, but the advantage of this particular choice is that you can benefit from the impulse junction from 1st level which increases your die size when using the two-action blasts and impulses.

Dubious Scholar |
You do get four boosts and with constitution as your main stat STR/DEX/CON/WIS is really easy. If you specifically wanted to build a Kineticist that does not care about strength you'd have to find some excuse for INT or CHA.
Air gets illusion stuff right? Maybe you can throw around enough will saves to justify Bon Mot.
I feel like any character can justify investing in CHA/Intimidate. Overall, Kineticist should be very flexible on stats since all you need is CON and then whatever combination of STR/DEX gets you AC cap. Only a Thief Rogue has more flexibility I think.

Gaulin |

Aside from what level you get it, is nourishing gate unchanged?
From the playtest - You can sustain yourself on a single drop of elemental dew or
the slightest spark from the Plane of Fire. You gain a +2 status
bonus to saving throws against poisons, sleep, and effects
that would make you paralyzed. You don’t need to breathe, eat, or sleep, though you still must take a full night’s rest
every 24 hours to be able to make your daily preparations.
During this time, you remain awake and alert but must spend
the time meditating or attuning to your inner gate rather than
engaging in other complex activities. Each kineticist attunes in their own way.
I always thought it was wierd it didn't make it so you don't need to drink either, and I also hoped it would make it so you don't age, like an elemental. Given the level being lowered to 14 from 18 I doubt it but a person can hope.

PossibleCabbage |
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What is the in-world explanation given for the newly revealed planes of metal and wood? Why were they previously unknown and/or inaccessible to us? What changed?
I think the general explanation for "something changed in the metaphysics" is that even the leading metaphysical scholars had an incomplete picture. It's not really different from how Druid magic became different from Cleric magic in the edition switch.
For example, the leading magical scholars in Tian Xia probably always understood there were planes of wood and metal, they just missed the Air one.

Perpdepog |
I thought it was the chain reaction of the good elemental lords being freed. Their imprisonment and he disappearance of wood/earth were linked parts of a plot by the evil earth guy to steal some domains and get rid of some earth overlap.
That's what I understood as well. It's all because of something something new elemental balance something something, and now Metal and Wood are visible again.

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Need some help with interpretation for the Flying Flame.
It creates a flame that you send out on any path you wish for 30 feet and every creature it passes through takes 1d6 damage with a basic reflex save. My question is in the last sentence "A creature attempts only one save, even if the flame passes through it multiple times."
So, does that mean:
1) The creature can only be damaged once by it
2) The creature makes one save that applies to each time it was passed through and thus can take more damage?
I would normally go with #1, however usually spells like this say they can only be affected once, but in this case it is saying specifically that they only make the save once. It is feasable that if the creature is adjacent to you, you could have it pass through them 3 times.

Xenocrat |
1 person marked this as a favorite. |

Need some help with interpretation for the Flying Flame.
It creates a flame that you send out on any path you wish for 30 feet and every creature it passes through takes 1d6 damage with a basic reflex save. My question is in the last sentence "A creature attempts only one save, even if the flame passes through it multiple times."
So, does that mean:
1) The creature can only be damaged once by it
2) The creature makes one save that applies to each time it was passed through and thus can take more damage?
I would normally go with #1, however usually spells like this say they can only be affected once, but in this case it is saying specifically that they only make the save once. It is feasable that if the creature is adjacent to you, you could have it pass through them 3 times.
BidenCmonMan.jpeg
It’s 1.

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What is the in-world explanation given for the newly revealed planes of metal and wood? Why were they previously unknown and/or inaccessible to us? What changed?
Pathfinder society released one of the good elemental lords. That one released the rest.
Due to this disruption, the earth evil elemental lost access and control of metal and had to consolidate his power elsewhere, releasing his grip on it which allowed metal to gain back its authority. As far as I remember...

Unicore |

rainzax wrote:One that we saw in the earth preview is Glass Shield, a shield-style cantrip that has fewer hit points, but also shatters into shards when it's destroyed, causing damage.Any defensive / reactive Earth cantrips?
(Asking for a Stone Druid)...
Are we sure the standard shield spell will still be around after the remaster?