Ascalaphus
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Armor (+runes)
Gate Attenuator
Wands/scrolls/staff if using Kinetic Activation feat
The usual nice magic items that are good for anyone (boots of bounding, rings of energy resistance etc.)
I guess you could get a magic weapon but they'd be for pretty specific use cases (ghost touch, swallowed whole)?
| Dragonhearthx |
Armor (+runes)
Gate Attenuator
Wands/scrolls/staff if using Kinetic Activation feat
The usual nice magic items that are good for anyone (boots of bounding, rings of energy resistance etc.)
I guess you could get a magic weapon but they'd be for pretty specific use cases (ghost touch, swallowed whole)?
is that what you like to get? What kind of wands do you prefer to look out for with your keneticist?
Ascalaphus
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The remaster preview lists Tailwind as the replacement for Longstrider, and it has the air trait. So that's a spell that an air kineticist could use with kinetic activation. I pretty often pick up the wand of Longstrider level 2 for my casters, so this is an obvious pick.
Aside from that I actually don't use wands very much; wands of lower-level (damaging) spells quickly become less relevant when you level up. I think wands are only good for spells that you expect to keep casting nearly daily for a long time.
| Dragonhearthx |
The remaster preview lists Tailwind as the replacement for Longstrider, and it has the air trait. So that's a spell that an air kineticist could use with kinetic activation. I pretty often pick up the wand of Longstrider level 2 for my casters, so this is an obvious pick.
Aside from that I actually don't use wands very much; wands of lower-level (damaging) spells quickly become less relevant when you level up. I think wands are only good for spells that you expect to keep casting nearly daily for a long time.
so that doesn't really answer the original question then.
For my characters, I always like to grab earplugs and a climbing kit(or just a grappling hook). So I was curious what other people like to grab for thier gear.
Cylar Nann
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I have been really going into theory crafting Kineticist but not sure what to get when it comes to items.
My current character is a level 16 Air Kineticist without Kinetic Activation (I made the class pretty quick) with Loremaster and Ghost free archetype.
I got all the mandatory "skill, armor runes etc"... but now I am stumped. I could pick up some extra resistances I guess.
If you go the "mage route" with a dedication and/or kinetic activation it seems good to pick up wand and a staff would be good.
If you don't go the "mage route" I have no idea what to buy. I feel this way with all characters though. There never seems to be anything I want to buy outside of the +X items.
One day I will have to go through all the items thoroughly. I am sure there must be something fun to buy... The problem is anything with a flat item DC just scales so bad that I find them useless. So many items have this issue.
so that doesn't really answer the original question then.
For my characters, I always like to grab earplugs and a climbing kit(or just a grappling hook). So I was curious what other people like to grab for thier gear.
Just reread this comment. I thought you were talking about magic items. Maybe it is just games I am in, but I never put much thought into starting gear like this. Mostly because I don't like to fill my inventory full of junk... In every game of PF1/5e/PF2 when I used this stuff is almost always irrelevant. Maybe there are some GMs that really dig into the survival aspects and needing everything like rations etc.
In PF2 I just make sure I have the correct tools like healer's tools, thieves' tools for my skills and rope.
| Dragonhearthx |
My issue is without kinetic activation I'm really struggling to find something to purchase personally.
I could get the medicine skill baton but I hate the fact it's a held item, and I have no interest really in any other skills.
There are a bunch of non-magic items that you can take to boost skills. And some magical ones as well. I think there's at least 1 item for every skill that gives a +1 boost and potentially some other effects.
| shroudb |
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It kinda depends on the character, no?
Something like a magic shield on a kineticist that plans to spend a lot of time on frontlines, or boots/cloak of elvenkind if you are focusing on dex.
Haste potions/boots for action economy, extra senses items to get darkvision, scent and the likes, etc.
Basically I find this question to focus too much on the class rather than the character.
The class item is the attenuator, beyond that, the choice is mostly based on other character decisions rather than class imo.
| Sanityfaerie |
Various interesting bits of gear I'm finding...
- There's a tattoo that gives flight. Now, some kineticists get this from their powers, but not all do.
- There's another tattoo that gives perception bonuses and increased sight range, with a cool little side effect if you have darkvision
- The Bottomless Purse contract is interesting if you don't tend to carry consumables.
- From the Blighted Boons, constantly cycling an Elder Seed (by regularly meeting new and more interesting arboreals/druids/fey, and performing quests for them) is at least an interesting idea. Consider hanging around the edges of the Magaambya in order to assure yourself easy access to a constantly replenishing pool of druids that you've never met before.
The assistive item Verdant Branch would at least be very on-brand for a Wood kineticist.
Cloak of the Bat, in addition to their ability to fly, allow you to hang upside down from any surface that can support your weight as long as you're not trying to move around on it. There's some moderately entertaining ways to use that.
Eye of Fortune (worn eyepatch) helps on all attacks against concealment or cover, and that would apply to impulses. No limit on uses per day.
The knapsack of Halflingkind is just handy.
Ring of Energy Resistance is a classic. Buying them for your friends may be appropriate if you're fond of area-effect attacks that are not party-friendly.
Homeward Wayfinder is potentially very worth it as a way out of unpleasant but not instant situations. Of course, you'd want all of your friends to have homeward wayfinders too. Normally I don't like buyign gear with daily powers, but in general, using this one means that you just want the day to be over *anyway*.
The Pink Rhomboid aeon stone gives you 15 temp HP that will stick around all day until they're needed. That's not *amazing* at level 12, but it's not nothing.
| beowulf99 |
I tend to grab a whole Adventurer's Kit and modify it if needed for a specific ancestry basically no matter what class I take. Then I sprinkle in some flavor items that have a significance to the character, like a "coffee cup" or a deck of cards. That sort of thing that doesn't cost much but really makes a character peek through.
From there, for a Kineticist, it depends on the level. If an Attenuator is available for purchase, and I can afford it, probably that first. Then armor if I'm not using an armor impulse, or explorer's clothes if I am.
If we are talking first level, then either armor/explorer's clothes as above, and then frankly bank the money. Unless there is some story cost or party fund I can pool money into. Then it could go there if I feel it would be beneficial.
| arcady |
Kinda hard to pick gear for the class. My game uses Free Archetype and I had the same issue there - what archetype to throw in.
I went with Rogue just to get light armor, a feat to give me detect magic cantrip, and then past level 8 the skill boosting feats (which I mostly don't need).
So Gear wise... I got some thieve's tools, and then I started doing random stuff like bags of holding, mirrors, thieve's tools, and a shield.
- I put the glamor rune in my leaf armor just because whatever.
I got leaf armor over leather because it cost more so that was a tiny amount of coin less to wonder over...
Kineticist is so self contained that gear starts to seem extraneous.
If I recall right, cantrips don't open me up to being able to use magic items of that magic type, so I couldn't even burn a few hundred gold on scrolls of 'make dad jokes'.
(If I'm wrong about that - thank you... I will finally have something to go shopping for.)
| Sanityfaerie |
If I recall right, cantrips don't open me up to being able to use magic items of that magic type, so I couldn't even burn a few hundred gold on scrolls of 'make dad jokes'.
(If I'm wrong about that - thank you... I will finally have something to go shopping for.)
I want to say that cantrips give wands and scrolls but not staves? I'm not certain of that one, but it's what I seem to recall.
As for archetypes to use with FA...
- Some kineticists get pretty good reactions. Others do not. Picking up a useful reaction from your archetype isn't a bad plan, if you're on the "not" side.
- Kineticist gets no focus spells - focus spells and utility cantrips are evergreen. If you're one of the ones that doesn't get good reactions, then the classic Psychic for Amped Guidance is a classic for a reason, and it doesn't take actions (like the bard) or your stance slot (like the Marshal).
- Beastmaster archetypes are similarly useful to basically anyone, once they hit Mature.
- If you aren't one of the ones with a shield, then leaving a hand free is pretty easy, which can make Medic worthwhile.
- If you like the idea of heavy armor and/or shields, then Sentinel and Bastion have some cool stuff in there to offer that goes beyond the basic entry stuff that everyone grabs at. Definitely a way to build up some of that defender role.
...and if you're wanting to tank but *not* use the Wood or Metal armor impulses, you might want to spend money on a shield.