Vamp By Day's Kineticist guide


Advice

51 to 68 of 68 << first < prev | 1 | 2 | next > last >>

Walk through the conflagration's synergy with eternal torch is probably worth mentioning.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Nice guide!

One typo: Tremor requires a basic Fortitude save, not a basic Reflex save.

This is actually one of the nice features of it - most impulses target Reflex saves, so Tremor offers you the option of targeting Fort saves when something has lower Fort saves than Reflex saves.

Scarab Sages

Fixed some stuff.

Took the eternal torch/walk thorugh the conflagaration synergy into account.

Wayfinders Contributor

I am looking forward to reading your thoughts on the sixth level composite feats.


One thing about Living Bonfire - a dual element Fire/Wood blast can benefit from Fire's impulse junction (also, the bonfire itself can), which brings the base blast up to 60' range for d10 mixed bludgeoning/fire damage, and the added dice of the bonfire are d8s. Whether this specific combination bumps it up or not, I dunno - it's a very specific setup.

Desert Wind's drawback of making things concealed to your allies can probably be negated with Safe Elements.

Horizon Hunters

Dubious Scholar wrote:

One thing about Living Bonfire - a dual element Fire/Wood blast can benefit from Fire's impulse junction (also, the bonfire itself can), which brings the base blast up to 60' range for d10 mixed bludgeoning/fire damage, and the added dice of the bonfire are d8s. Whether this specific combination bumps it up or not, I dunno - it's a very specific setup.

Desert Wind's drawback of making things concealed to your allies can probably be negated with Safe Elements.

I thought the majority of people state this isn't how it works...

I just wouldn't go into a game expecting a GM to allow dual impulse fire/X to go up to D10.

If your GM allows it, that is fine. I looked a lot into this and seemed like most people state Fire/Wood etc end up D8. There are a lot of Kineticist things that could use official clarification.


2 people marked this as a favorite.

I really don't think it's going to be normal to activate the armor impulses at the start of combat. I expect most people to play it where people can "put on their kinetic armor" basically any time other people would be walking around with their weapons out. After all, you can channel, put on your rock suit, and then suppress your kinetic aura and you still have a rock suit for the next 10 minutes.

So I would expect these to be basically always up unless the party has a valid reason to get caught unprepared.

Wayfinders Contributor

That is actually better because then you're not caught without your armor. So, what are everyone's thoughts on the tree of duality composite impulse? It has such competition for me from the sixth level impulses for air and wood...


Pathfinder Adventure Subscriber

I've played in a few PFS games and so far the GMs have been kind enough to let me walk around in my armor when I'm expecting combat.

I feel like tree of duality is a nice impulse but definitely has some stiff competition. I think it finds its home the best with someone going a build to capitalize on ravel of thorns. The aoe difficult+hostile terrain will make it hard for enemies to leave the tree's aura and the dazzle will complement your tankiness. Especially nice that its not overflow.

Personally I cannot wait for my Wood/Earth kineticist to get jagged berms. That's some next level area denial.

Grand Lodge

1 person marked this as a favorite.

The armor lasts 10 minutes, so that's just how that works. But your aura lasts indefinitely, so I'm not sure why you're turning that off in situations where others have their weapons drawn.


Super Zero wrote:
The armor lasts 10 minutes, so that's just how that works. But your aura lasts indefinitely, so I'm not sure why you're turning that off in situations where others have their weapons drawn.

I think a number of GMs will rule that the kinetic aura precludes stealth in a lot of situations, so you might want to have your aura off if you're being sneaky. But if you turn your aura off, your armor impulse doesn't deactivate or anything.


Cylar Nann wrote:
Dubious Scholar wrote:

One thing about Living Bonfire - a dual element Fire/Wood blast can benefit from Fire's impulse junction (also, the bonfire itself can), which brings the base blast up to 60' range for d10 mixed bludgeoning/fire damage, and the added dice of the bonfire are d8s. Whether this specific combination bumps it up or not, I dunno - it's a very specific setup.

Desert Wind's drawback of making things concealed to your allies can probably be negated with Safe Elements.

I thought the majority of people state this isn't how it works...

I just wouldn't go into a game expecting a GM to allow dual impulse fire/X to go up to D10.

If your GM allows it, that is fine. I looked a lot into this and seemed like most people state Fire/Wood etc end up D8. There are a lot of Kineticist things that could use official clarification.

I think you would need two-element infusion since living bonfire says "wood elemental blast"

What i am not sure about is how "two element infusion" works with the fire impulse junction, but it would be applied. Somehow.


2 people marked this as a favorite.

Yeah, two element infusion inherits the traits of both impulses. A plain reading ends up with d10s and d8s with living bonfire. Unless you choose the wood impulse junction.


Yeah, a two-action blast using two-element infusion is what I was talking about. But thinking about it, using two one-element blasts might be better, I'm not sure.


I note that this is not in the Guide to the Guides.

Wayfinders Contributor

I know! It should be! I just hope that Vamp gets the chance to finish composite feats, but it is a great guide already.


Several unrelated thoughts…

1. Water: 5 of it’s 15 impulses have some effect on the terrain (I include wall in this). While I agree it’s a good all-rounder, those five plus the ability to push things around gives this element something of a focus on area control.

2. All Shall End in Flames: there’s a whole thread about whether immunity to the Death tag means ‘you take zero fire damage’ or just ‘if you take fire damage that reduces you to 0 HP, you don’t instantly die.’ The purpose of this comment is not to rehash that debate, it’s just to say players considering taking this impulse should talk to their GM about how they interpret immunity to death effects. This impulse could be stronger at someone’s individual’s table than what your guide suggests.

3. Desert Wind: take look at how the damage add scales at level 10+ when used on a single action Air EB. At level 10 your 1a air EB attack is going to do 3d6+6 (+STR bonus for a melee attack). Contrast this to a martial, doing a base 2d[Weapon]+5+1d6 from a property rune (plus class effects). At level 20, you’re doing 5d6+16+Str to a martial's base 4d[Weapon]+6+(2-3ish d6s from property runes) (again, before class effects). No, an air Kineticist isn't a top dpr class by any means. But it's...interesting...how it compares. And the play style is martial-like: take two single action strikes per turn vs AC, likely in melee, with biggish single target damage.

Dark Archive

Sanityfaerie wrote:
I note that this is not in the Guide to the Guides.

Presumably because it is unfinished?

Or it was never submitted to Zenith.

51 to 68 of 68 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / Advice / Vamp By Day's Kineticist guide All Messageboards

Want to post a reply? Sign in.