VampByDay |
Hey guys, I'm currently in the middle of making a Kineticist guide, But I need your help. I'd like to know anyone's thoughts on which races (particularly uncommon and rare races) would be good for Kineticists. I'm not looking for you to do a giant breakdown, or to do EVERY ancestry out there, just . . . I can only keep so much info in my head, so if you figure out an ancestry that has some good synergy with kineticists, let me know.
And yes I KNOW that anyone can choose human ability scores. I'm talking about heritages and ancestry feats that pair well with kineticist. Or if the base ability scores are better than +2 to any two, let me know. I'll read through them, and if you make a good point and it ends up being true, I'll credit you in the guide.
Thanks!
gesalt |
As always, ancient elf stands tall with their free dedication feat and high speed.
Human is the followup with natural ambition for a second impulse at level 1 and multitalented at 9. Half-elf preferred unless you're looking to push medium armor at 1 and sentinel at 2.
Otherwise, any 3 stat ancestry that dumps int or cha. Maybe adopted ancestry to steal multitalented.
VampByDay |
Human is very good for getting medium armor and another lvl 1 feat. Low level human kineticists have uncommonly more power than usual compared to other classes.
Should mention goblins too if and when Burn It! Is reprinted tp include impulses for even more damage for pyrokinetisists
Burn it is a status bonus, as is the con to damage from a 2-action blast, so those don't stack, but yes, I already accounted for that.
aobst128 |
aobst128 wrote:Burn it is a status bonus, as is the con to damage from a 2-action blast, so those don't stack, but yes, I already accounted for that.Human is very good for getting medium armor and another lvl 1 feat. Low level human kineticists have uncommonly more power than usual compared to other classes.
Should mention goblins too if and when Burn It! Is reprinted tp include impulses for even more damage for pyrokinetisists
Pyrokinetisists thankfully have a lot more impulses to work with than their 2 action blasts.
Ashanderai |
Dwarf is a good pairing with earth element for the Rock Dwarf heritage and feats like Stonecunning, Unburdened Iron (at low-level), Boulder Roll, and some others. But, the best ones would be Sheltering Stone Slab (for use with Igneogenesis in particular) and Echoes in Stone (to reduce the need for Geologic Attunement if you want to swap that impulse for a different one and not have to completely lose out on Tremorsense). Fire might work well with some feats and heritages, too.
Sylph versatile heritage is nice for added movement with Swift. I gave my Sylph dwarf earth kineticist Swift to help offset movement penalties from being a dwarf with Armor in Earth. Smokesoul could be nice for fire, if you want to hide in smoke, fog, haze, or mist.
Sanityfaerie |
Halfling's Cultural Adaptability is pretty much perfectly placed to give you access to a 1st-level impulse on whatever new element you took at 5th (if you took a new element at 5th). For stats... if you're looking to be long-ranged (and thus don't care much about strength) the +dex/+wis/+free/-str is a pretty decent lineup.
Aerokineticists really like move speed, which matters for a few.
Leshy statline (+con/+wis/+free/-int) is looking pretty shiny overall, and they *do* have a lot of ways to fit in on the wood side. Also, Ritual Reversion feels like more of exactly the kind of shenanigans that Kineticists are into.
...but the real issue is that there isn't much. Kineticists have no real use for natural weapons, and their only real interactiosn with the stranger sorts of ancestral power tend to be either "just the same as everyone else" or "I have an impulse that basically invalidates that".
Goblins wind up with a number of different ways they coudl contribute (though most are mutually exclusive). In addition to the maybe-will maybe-won't of Burn It, there's the bit where tailed goblins get some real benefits for tripping (useful for front-liner earth kineticists who invest in strength), and goblins in general get access to some nice sneakiness feats. Aerokineticists in particular have some reasons they might benefit from investing in stealth, and aquakineticists have a number of ways of creating concealment. Finally, for the real silliness, if you're an aerokineticist unbreakable goblin and make it ot level 17, you can have Unbreakable-er Goblin and Bouncy Goblin, which will allow you to do silly things like starting battle by dropping yourself into the enemy encampment from a great heat, and then exfiltrate by bouncing back out again, thus saving yourself the problems of having to spend actions on movement. Also, it would be funny
One thing worth looking for, though, would be good reactions. A lot of the kineticist reactions are weird or niche or just not great in general. I don't actually know which ancestries have good reactions (Goblin has Scuttle, and its upgrade, which certainly aren't bad.) but I suspect that there are some solid ones out there.
Applied_People |
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Hey guys, I'm currently in the middle of making a Kineticist guide, But I need your help. I'd like to know anyone's thoughts on which races (particularly uncommon and rare races) would be good for Kineticists
Just in case you weren't aware, there is a very good Kineticist guide out already: HunterIV's PF2e Kineticist Guide
I don't think it was ever posted here... Just on Reddit. Might be worth a read if you haven't yet.
It is light on ancestry content though so this is a great area to give some extra love in your guide.