Should the keneticist be removed?


Pathfinder Second Edition General Discussion

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PossibleCabbage wrote:

And with the errata for Rage of Elements, while there are some oversights with the Kineticist it was basically stuff like "we left off a trait", "this is unclear", "there's a typo in tremor", "we left off the area of effect for Roiling Mudslide" with exactly one ability impulse highlighted as too powerful and in need of changing.

So whatever problems the Kineticist had with being developed during a busy time at Paizo, the things they didn't actually mess up are basic things like "mechanics" and "balance" and "fun to play."

The change to the Earth's 18th level impulse is also pretty big, changing it from a Stance to a sustain, although it being level 18 it won't see much actual playtime either (especially with how limited and powerful those level 18 impulses actually are)


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Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Oh no, please let this thread die. The necro wasn't needed, lol.

Liberty's Edge

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VestOfHolding wrote:
Oh no, please let this thread die. The necro wasn't needed, lol.

Come on.

How else could I have said "Called it" ?

The Raven Black wrote:

Not having the area is really bothersome and an errata is sure to be issued once they have a little time.

Because it speaks about enemies, I would make it a cone. Based on Tidal Hands and Blazing Wave, I would propose a 30-foot cone.

Called it.


Removed? No...

Improved? Definitely!

I do have some minor gripes with the Kineticist, but nothing that can't be fixed.

Reworked Blasts; I'll stand by my idea that each blast should have both a physical and an energy type.
- AIR: 1d6 electricity or 1d8 slashing, 60 feet
- EARTH: 1d6 acid or 1d8 bludgeoning, 30 feet
- FIRE: 1d6 fire or 1d8 piercing, 60 feet
- METAL: 1d6 poison or 1d8 slashing, 30 feet
- WATER: 1d6 cold or 1d8 bludgeoning, 30 feet
- WOOD: 1d6 vitality or 1d8 piercing, 30 feet

Versatile Blasts slight reworked; In addition of an extra energy type, you could get a 2nd physical type. The blasts would now be as follow.
- AIR: electricity, cold, 2 types
- EARTH: acid, poison, 2 types
- FIRE: fire, cold, 2 types
- METAL: poison, electricity, 2 types
- WATER: cold, acid, 2 types
- WOOD: vitality, poison, 2 types

Expanded Versatile Blasts; More options would be welcomed. You gain a 3rd energy type and the "last" physical type, changing to Versatile (B, P or S). As added bonuses, there could be a rule that allows you to mix damage types.
- AIR: electricity, cold, versatile (B, P or S), sonic
------> sound is a vibration in the air

- EARTH: acid, poison, versatile (B, P or S), sonic
------> sound was often associated with Earth, thanks to crystal resonance

- FIRE: fire, cold, versatile (B, P or S), electricity
------> heating the air creates plasma

- METAL: poison, electricity, versatile (B, P or S), fire
------> molten metal would still work

- WATER: cold, acid, versatile (B, P or S), fire
------> hot water would be fine

- WOOD: vitality, poison, versatile (B, P or S), acid
------> some plants do have acidic/corrosive attributes

Area Shaping; Pick an area between Cone, Line, Burst, Pillar, etc, and have it deal your Blast damage. Elements do offer this, but it's often exclusive. This would show how they can control their elements.

Expanded Weapon Infusion; I'm surprised that there's no higher-level feat that adds more traits, such as Shove, Razing, Two-Hand, Finesse, Disarm, Trip and others. A way to also keep it active for longer would be appreciated too.

Expanded Composite Feats; While combos can get out of hand, getting composite feats with 3 or even all 6 elements would be a good deal.

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