
Ed Reppert |

Given that there are six elements, and that a composite impulse contains the traits of at least two elements, the total possible number of composite impulses is C(6,N) where N varies from 2 to 6 and C is the Combination function C(M,N)=M!/(N!*(M-N)!), where M! designates "M factorial", the product of the integers from 1 to M.
We already have 15 Composite Impulses for two elements: C(6,2)=6!/(2!*(6-2)!)=6!/(2!*4!)=(6*5)/2=15.
For 3 elements: C(6,3)=6!/(3!*3!)=20. For 4 elements: C(6,4)=15. For 5 elements: C(6,5)=6. For 6 elements, there's only one.
Total is 15+20+15+6+1=57. Of which we have 15, so there are 42 more to discover. Any ideas?

Sanityfaerie |
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You're making two really big assumptions here.
The first is that there *are* any impulses for more than two elements. There are any number of reasons why that might simply not be a thing.
The second is that there can only be one impulse per configuration. While I think there might be solid gamist reasons to keep it down to just one per, I'm not seeing any sort of lore logic that would support that.
Its not like the C(6,1) options are limited to 1 each.

Ed Reppert |

True. Those assumptions are based on the fact that they gave 15 unique two element composite impulses and no more. If there are more, heck, maybe the number is (theoretically at least) infinite.
So, can we come up with more two-element composites?

yellowpete |
Two elements are kind of easy to combine into a thematic impulse that is both a cool ability by itself and that 'resonates', meaning it is naturally and intuitively apparent how the contributing elements come together to produce the effect. You could still pull it off for some 3-element combinations, but others would certainly feel strained. Starting with 4, I feel like the impulses would just become a very non-evocative blend of things stuffed together for the sake of it. So I don't think the vast majority of them are worth trying to discover.

Ed Reppert |

Hm. Why am I channeling Heinlein here? :-)
"Listen to the experts. They'll tell you what can't be done, and why. Then go ahead and do it." -- Time Enough For Love, 1973.

Sanityfaerie |
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Hm. Why am I channeling Heinlein here? :-)
"Listen to the experts. They'll tell you what can't be done, and why. Then go ahead and do it." -- Time Enough For Love, 1973.
Sure. Go ahead and do it, then. What are your proposed impulses for those slots?
He didn't say "Then go ahead and convince other people to do it for you."

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I am a huge Kineticist fan but don't really see the point in this... Why make Kineticist feats that are extremely limited. Just more Kineticist impulses in general would be better so you can mix and match them! I REALLY HOPE WE GET A KINETICIST EXPANSION BOOK :). If someone is making more impulses I want them to be even hard to pick up.
I feel like the extra restrictions of 3/4/5/6 are unnecessary.
I feel if more composite impulses are being created, they should just be more dual focused ones. There are tons of opportunities for these. Level 10-20 is already missing composite impulses.
Anyway, some idea for more dual composite impulses,
Flaming Forest (Wood/Fire): Create 3 trees that attack enemies for bludgeoning damage and cause persistent burning and bleeding damage.
Flame Sword (Fire/Metal): Sustain, Create a sword that uses your spell attacks and deal slashing and fire damage.
Healing Breeze (Water/Air): Sustain, heal an ally and move that ally or push all enemies around that ally.
Flame Coffin (Earth/Fire): Encase an enemy in earth. They are restrained and takes fire damage at the start of each time. Would have incapacitation of course.
Grasping Wires(Wood/Metal): Create grasping vines of metal that grapple foes until broken. (pretty much Black Tentacles)
Of course, these aren't balance. I just think there are endless possibilities in impulses with just dual and single impulses that 3+ aren't necessary.

Ed Reppert |

Ed Reppert wrote:Hm. Why am I channeling Heinlein here? :-)
"Listen to the experts. They'll tell you what can't be done, and why. Then go ahead and do it." -- Time Enough For Love, 1973.
Sure. Go ahead and do it, then. What are your proposed impulses for those slots?
He didn't say "Then go ahead and convince other people to do it for you."
I asked if anyone had any ideas. I'm not trying to convince anyone of anything. And if I come up with any ideas myself, I'll let you know.

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I am a huge Kineticist fan but don't really see the point in this... Why make Kineticist feats that are extremely limited.
I think you've hit it on its head.
Three-element impulses are more limited than two-element impulses, because only characters with those three elements can use them. Four-element impulses are available to even fewer characters. Six-element impulses are basically a high level vanity project.
So while a three-element impulse could exist, it would need to be something really awesome to justify writing something that exclusive. If you could tweak it a little to require one less element, it would be better because more people could use it.

R3st8 |
Cylar Nann wrote:I am a huge Kineticist fan but don't really see the point in this... Why make Kineticist feats that are extremely limited.I think you've hit it on its head.
Three-element impulses are more limited than two-element impulses, because only characters with those three elements can use them. Four-element impulses are available to even fewer characters. Six-element impulses are basically a high level vanity project.
So while a three-element impulse could exist, it would need to be something really awesome to justify writing something that exclusive. If you could tweak it a little to require one less element, it would be better because more people could use it.
Six elements is so many elements of the material plane that you might unlock some form of telekinesis

Pieces-Kai |
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I have been thinking about this but it is actually pretty hard to even think of a triple composition and maintaining the identity of elements without it turning into element soup or 2 elements massively overshadowing the 3rd to the point you'd even wonder why it is a 3 element impulse. I feel 6 would be easiest tbh it would be called something like "Elemental Assault" or "Overwhelming Elements" and it would just be this big blast that can hit most damage types

Reza la Canaille |
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It certainly *is* quite hard coming up with three elements impulses that can't already very reasonably be made with just two elements, but a challenge is a challenge.
Did not even try and throw actual values inside of it because what is balance.
"Ravenous quagmire" (Earth, Water, Wood) : A quagmire sprouting aggressive roots and thorns appears in the designated area. Creatures who start their turn in or enter the quagmire must attempt a reflex save to avoid being damaged and immobilized. Every time you sustain the impulse the roots attempt to pull ennemies around the quagmire into it with an athletics check.
"Flying dutchman" (Metal, Water, Wood) : Summon a ship under your command within range. Summoning the ship on land creates a pool of water in place of the ground underneath for it to land, but it cannot move outside of this area if there is not enough water for it to maneuver. When you sustain the impulse you can command the ship to move, fire cannons, or dive underwater. You and any ally in a 60 feet radius around the ship can breathe water and gains a swim speed equal to its normal land speed. When the impulse ends, the water dissipates and the ground returns to its normal regular form.
"The Twenty-first of Rova" (Earth, Air, Fire): The ground in the area shakes and splits open, spouting fire and scalding, foul air from the depths. Creatures starting their turn or entering the area take fire damage, and must then attempt a reflex check to not fall prone and a fortitude check to not be Sickened. Subsequent failed fortitude checks increase the sickened condition up to a maximum of 3.

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I do think a 6 elemental composite would be cool. So just wanted to add one. The earliest would be level 17. Your character would have 0 in junctions so I feel like it could be really powerful.
True Master of Elements Form: Stance/Polymorph.
Gives a one action attack that does 6d6 (1d6 of each element) +X damage
A passive for each element
Air: Flying movement equal to speed
Earth: AC
Fire: Enemies take persistent fire damage within aura.
Metal: Pull or push all enemies start of turn (attaches metal to the creatures)
Water: Healing Aura
Wood: Temporary hit points every round
Obviously not balanced but a fun idea mixes all elements into an amazing stances.

Sanityfaerie |

I do think a 6 elemental composite would be cool. So just wanted to add one. The earliest would be level 17. Your character would have 0 in junctions so I feel like it could be really powerful.
Earliest would be level 18. When you take an element unlock, your free impulse has to be a single-element impulse of that element. It would be competing directly with the big kids.
I mean, I could see that. A single level 18 feat that would give an end-of-the-road payoff for someone who'd done the crazy thing and taken all 6. I wouldn't necessarily call it a composite impulse, though. No need to give it to the single-element kineticists, after all.

Ed Reppert |

Um. "You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits." -- From Rage of Elements, the Kineticist, Key Terms.
So a single, double, triple, quadruple, or quintuple kineticist can't take a six element composite impulse. And a single can't take any composite impulse.

Pronate11 |
Um. "You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits." -- From Rage of Elements, the Kineticist, Key Terms.
So a single, double, triple, quadruple, or quintuple kineticist can't take a six element composite impulse. And a single can't take any composite impulse.
With Elemental overlap a single element kineticist could get any composite impulse that shares one of its traits, which this omni impulse would inherently do.