
Blave |

I'm planning to run Kingmaker2e starting early next year. One player will almost certainly bring a Kineticist and another one is thinking about a Barbarian with the Kineticist archetype.
We talked a bit yesterday (kind of like a very early session -1) and the Barb mentioned he considers getting Winter Sleet. Upon reading this impulse, I pretty much immediately decided to ban it (unless I find a good homebrew way to rein it in) because it seems a bit ridiculous. The players so far seem fine with my decision.
I'm not super familiar with the Kineticist and frankly, don't care enough about the class to do a deep dive. So I thought I'd ask here for anything you might think of as problematic in the class. Any other borderline OP impulses or weird interactions - within the class or betwen it and other classes/archetypes - to look out for?
Really not trying to be a spoilsport and there's quite a bit in the rules I'm willing to let slde, but Winter Sleet just seems way too much and now I wonder what else I might be missing.

Sibelius Eos Owm |
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... Perhaps it would help to know what you thought was ridiculous about Winter Sleet? For the Barb, being able to make enemies within 10' flat-footed and unable to step by level 8 doesn't seem entirely game breaking. Especially since it also affects your allies in 10'. The DC doesn't scale so by level 8, any creature 'trained' in Acrobatics needs at most 5 to move. Granted you have to interact with the somewhat clunky Balance rules, but I think those were getting cleaned up in post? I know Athletics had some changes so here's hoping.

Blave |

Automatically making anything near you off-guard without any check/save required already seems pretty damn strong to me. Allies can mostly ignore it as he can get Save Elements at the same level since we're playing with free archetype. And even without FAT the problem would just be delayed 2 levels.
The DC 15 acrobatics check is trivial for anything level appropriate that's trained in acrobatics, that's true. But there's also plenty of creatures that are untrained (about 40% of all creatures on AoN), often ones that are large and slow and have low Dex, so the DC 15 becomes almost a flat check. It has unlmited uses, doesn't require a check or save and (unlike abilities like Trip) don't interact with your MAP at all. And that is ON TOP of making everything difficult terrain and everyone off-guard.
The only balancing factor I see is that the Barb needs a free hand to activate it. But that doesn't seem nearly enough.

yellowpete |
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You might consider Jagged Berms as a problem candidate depending on how you rule it. It's basically a more flexible Wall of Stone with slightly less stopping power and a ton of damage. Incredibly powerful in enclosed environments.
Winter Sleet on the archetype seems okay, most creatures without Acrobatics are brutes with 10 ft reach which circumvents it entirely on the offense (using the diagonal), and it will affect allies.
Since you seem to have good communication with the players, you could always just allow everything, but announce that maybe some things will be reigned in later (with free retrains if necessary) if the group overall determines it's a bit ridiculous. Overall I predict you won't run into much, I've played with a few kineticists now and only Jagged Berms has really made me raise an eyebrow.

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I think you’re underestimating the action cost
You need an action to activte your kinetic gate, then an action for Winter’s Sleet, leaving you one action in turn one.
If you then Rage, your allies are still in the radius and flat-footed. If you move, you’re now amongst the enemies without your damage resistance or temporary hp and you’ve spent a whole turn not dealing damage, all for a -2 to enemie’s AC which isn’t going to help you much given a barbrian’s first and second hit are already likely to hit without it.
I would wait to see it in action before deciding it’s overpowered. A lot of time things that look game breaking balance out better in actual play.

Blave |
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Elemental Gate can be active at any time without any limit. There's no reason to not have it activated before combat. Friendly Fire is also not a concern when you can get a feat to negate it entirely on literally the same level.
A 10 ft emanation is large enough to block a significant part of the battle map with difficult terrain and a pretty good chance to trip about 40% of all creatures existing in PF2. Unless the enemies have ranged attacks, there's no need for the barbarian to run in between them. He can just sit there, let them come and see how they fall on their face. And on top of that every enemy in that sizable area is permanently off-guard without any check or save.
I definitely think that's too much for a single action.

Ravingdork |
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Friendly Fire is also not a concern when you can get a feat to negate it entirely on literally the same level.
It's worth noting that you only get one class feat at 4th-level, so if you want both, one of them is going to be competing with your higher level, more powerful feat choices.
Every decision comes with an opportunity cost.

Captain Morgan |

Elemental Gate can be active at any time without any limit. There's no reason to not have it activated before combat. Friendly Fire is also not a concern when you can get a feat to negate it entirely on literally the same level.
A 10 ft emanation is large enough to block a significant part of the battle map with difficult terrain and a pretty good chance to trip about 40% of all creatures existing in PF2. Unless the enemies have ranged attacks, there's no need for the barbarian to run in between them. He can just sit there, let them come and see how they fall on their face. And on top of that every enemy in that sizable area is permanently off-guard without any check or save.
I definitely think that's too much for a single action.
Your average battle map, maybe, but not necessarily Kingmaker's. In my experience most encounters take place in big outdoor maps and enemies have ranged attacks.

breithauptclan |
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If Winter Sleet is a problem, you should probably just ban Kineticist. Winter Sleet doesn't seem like it is all that much more powerful than anything else.
Ravel of Thorns - same level, same area, same ability to avoid friendly fire: Causes Hazardous Terrain, so all of the enemies take damage while moving around. Now stepping/striding away from enemies in order to mitigate the damage that they do to you also causes them to take damage when they close in again. No save.
Sand Snatcher - free flanking and a ranged grapple. Two actions and a free hand to start, but just one sustain action to keep it going.
Flinging Updraft - mobility that can be used on the entire party, or be used as crowd control/forced movement on enemies. Much like Whirling Throw, you can use it to force creatures into snares that have been set up.

Ravingdork |
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It's also worth noting that these are things that make the kineticist fun, not broken. Other classes can do much the same with a little bit of thought. Kineticist is just more straightforward (and more limited I might add) than other classes, and so it often looks more impressive than it really is.

Blave |

Ok, I'm starting to think I'm the crazy one here. Nobody else sees protential problems with Winter Sleet? I don't mind admitting I'm wrong, mind you, and I value all your opinions. It just seems very strange and I can't wrap my head around it (yet?).
It's worth noting that you only get one class feat at 4th-level, so if you want both, one of them is going to be competing with your higher level, more powerful feat choices.
As I mentioned this is primarily about a Barbarian with the Kineticist Archetype in a free archetype game, so getting both at the same level (8) is perfectly possible. But even a full class Kineticist can have both by level 5.
Your average battle map, maybe, but not necessarily Kingmaker's. In my experience most encounters take place in big outdoor maps and enemies have ranged attacks.
Haven't read through the whole AP yet, but I've already seen a decent amount of tighter spaces. At least tight enough for it to really matter. And even in a big open white room, the aura can still make all melee enemies either deal with its effect or take a rather large detour to get where they want. I'm also not judging balance based just on Kingmaker, though it is of course part of the discussion in this case.
If Winter Sleet is a problem, you should probably just ban Kineticist. Winter Sleet doesn't seem like it is all that much more powerful than anything else.
Ravel of Thorns - same level, same area, same ability to avoid friendly fire: Causes Hazardous Terrain, so all of the enemies take damage while moving around. Now stepping/striding away from enemies in order to mitigate the damage that they do to you also causes them to take damage when they close in again. No save.
The -10 speed penalty is less impactful than difficult terrain for most creatures. The damage is mitigated or outright negated by any kind of damage reduction. Frankly, I would expect Winter Sleet to deal more damage per fight by triggering Reactive Strikes and turning miss/hit into hit/crit due to making everything off-guard.
Sand Snatcher - free flanking and a ranged grapple. Two actions and a free hand to start, but just one sustain action to keep it going.
Flanking is Off-Guard which Sleet also provides - and it's better at it. Sand Snatcher comes with a significantly larger action investment, size limitations, actually needs a check to do more than flanking, shares your MAP and can't move and grapple on the same turn. It's good but not even the same ballpark as Winter Sleet.
Flinging Updraft - mobility that can be used on the entire party, or be used as crowd control/forced movement on enemies. Much like Whirling Throw, you can use it to force creatures into snares that have been set up.
Ok, this one is actually quite powerful and has good out-of-combat utility, mostly due to the surprisingly large bonus distance from heightening+2. But it still costs you two actions each turn instead of being a one action "fire and forget" ability.
Other classes can do much the same with a little bit of thought.
Can you give some examples? I really struggle to think of anything that's nearly as effective across the whole combat for a single action.
One nice/bad thing about Winter Sleet is that movement in its area has to be a Balance action, which means monsters can't use their special two or three action action move plus attack options - the move part doesn't qualify for movement inside Winter Sleet. Finally, some Gogiteth repellant.
That's just another reason why I think it might need to be toned down.
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I would be fine with Winter Sleet if it would work like Grease, giving the enemies the choice to either roll an Acrobatics check or a Reflex save. Alternatively, it would be ok-ish as a two action impulse that needs to be sustained or something like that.
As it stands, there's at least one level 25 creature that has a 75% chance to fall prone when trying to move through the sleet. That seems ridiculous. I also just read that the uneven ground rules say you need to succeed on a refelx save every time you are hit or fail a save while you're on uneven ground. DC is still only 15, but at least for a few levels or against very low reflex enemies, that's even more opportunity to get them prone without any extra effort.

shroudb |
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Kineticist stances are strong because they have the issue (unlike almost every other stance in the game) that you have to spend actions reactivating them midcombat numerous times, since they drop off every time you use an Overflow ability.
That said, I do agree that Winter sleet is a bit problematic, but mostly because it's very unclear in general how Balance works.
As written, someone needs to be ON uneven ground to do the Balance action, but you can't actually Stride from normal ground to uneven ground. Neither can you Balance on not-uneven ground.
So, the overall rules of Balance needs to be looked at.
AoE off guard is good, but nothing gamebreaking. Certainly less powerful than Dirge and I haven't seen anyone banning Dirge from games. The difficult terrain as well can be a tiny bit annoing, but nothing more than that.
So, the whole issue is "how you you even play Balance"
There are people that say you can stride on uneven terrain, but then you need to balance, others that say you need to use balance to go on uneven terrain, and etc.
That interaction, IF you think with how you normally run uneven ground is too much, is something that can be easily tweaked out without outright banning the ability imo, that would be what I would also probably do if I came across it on one of my tables.

aobst128 |
Winter sleet is pretty good for elemental barb. It's balanced with the rest of the water impulses since there's a lot of overflows in the water list and keeping a stance up is difficult so it might stand out for its multiclass potential. Rage of elements was written with the remaster in mind though so uneven ground and balancing might be cleaned up so as to not be so unequal in its potential. I'd wait before banning it. The rest of the kineticist should be fine though.

Trip.H |

Blave, I don't think you are crazy.
An aura that can affect that many enemies that substantially, passively, is damn nuts.
One little tool to help check the balance is to think about it being a spell/focus spell, and seeing what sort of LvL it might be appropriate to place it.
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Winter Sleet is crazy good, and as-is, a lot of people would think ban-worthy.
The more people have been throwing out "whatabout this thing", the more I'm agreeing with you that it's way too good in comparison, lol.
Forcing so many save or suck checks, shutting down non-balance movement, off-guard, doesn't even need an action to sustain each turn? And someone thought that even after all that, it needed that slow 1 on crit too.
I know that the forums tend to skew quite conservative, but dang.
I wonder if some people might be thinking about this in a 1v1, instead of guesstimating a whole party benefiting from the aura.
The idea that the poison Clown Monarch is too scary and PFS restricted, yet Winter Sleet is somehow fine, is certainly worth a slow head shake.

Dubious Scholar |
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It's a very good aura, it's not remotely broken imo - higher level enemies get more and more ways to ignore it, and it basically requires the investment in Safe Elements.
A big reason I don't see much issue is that flanking is very easy to set up as is for Barbarian starting at level 1, because Sudden Charge is really good for "I move into flank and strike".
I just think there's so many easy ways to get flat-footed on enemies that I'm unconcerned about it.
The effects it has on movement are impressive, but you should consider that the barbarian is going to be putting enemies into melee range anyways with them. It's more of a problem for enemies trying to get away from the barbarian, if anything. (It does impair enemies trying to run in to get the first hit, but... just have them go for the barbarian's allies. They're not in the center of the aura, so there's no space an ally can stand without being adjacent to a non-ice square. (At least until you can expand the radius at higher levels).

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Don't forget the handedness requirement of Impulses, too.
So if we assume pretty normal adventuring, weapons out:
Action to enter Rage, free action let go of weapon, Action to enter stance, Action to regrip weapon.
Assuming your Element for Elemental Barb is Water, and thus Winter Sleet gains the rage trait and can only be used while Raging.
Alternatively:
Free action let go of weapon with one hand, Action to enter stance, Action to Rage, Action to regrip weapon. (second and third actions can be done in any order)
Assuming your Element for Elemental Barb is NOT Water, thus entering the stance must be done before entering Rage.
Alternatively, you use a one-handed weapons. Which removes the handedness action tax, but then you're not using a 2-handed weapon, which is generally a downside for a Barbarian. And we can't exactly use that other hand for a shield or anything, without spending additional actions drawing.
The first case is alleviated at level 11, when Mighty Rage will allow you to enter the stance as a free action immediately after using Rage.
But still, it's a non-insignificant action tax for your big hitty character to be using a smaller weapon or to do nothing but set up on the first turn of combat.
(We can alternatively say that the Barb is walking around with their 2-h weapon held in one hand, but not "wielded". But this is functionally the same as holding it in two hands, since releasing is free, but regripping is an action)

Blave |

First of all, thanks for all the discussion, folks. I apprecate it.
And special thanks to Trip.H to confirm that I'm at least not completely alone in my concerns. :D
Some notes:
- As paizo said themselves, things should be balanced around their potential power ceiling, not the floor.
- Don't get too hung up on the specifics of the character I mentioned. The player isn't even fully decided on the class yet. A Barb/Kineticist might have some issues with action economy, but you can just as well slap the aura onto a champion, monk, rogue, free-hand fighter, swashbuckler or pretty much any other class. Many of them don't have stances themselves (or at least don't require them to work) and often have a free hand anyway.
- The Kineticist stances requiring frequent re-activation after Overflow as a balance point can be true, but even a pure class Kineticist can also be built around using the aura and going into melee with the stone armor and weapon infusion or something similar. I'm honestly not sure how effective this would be compared to some form of Overflow rotation, but it IS an option. Or you could just get both Overflow and Stance impulses and use whatever the situation calls for.
- The aura size isn't a great balancing factor either. 10 ft emanation isn't that small. Things like Enlarge exist. Pure class Kineticist can scale the emanation all the way up to 30 ft and this is the radius, not the diameter. Heck, even someone with just the archetype can ultimately get a 30 ft aura at level 20. Yes, yes, nobody plays at that level and so on and so forth. Again: Power Ceiling matters.
- Yes, it requires multipe feats to excel. But so do most powerful things in the game. A Magus also needs to invest at least two feats to get Imaginary Weapon.
- Saying it's fine because creatures have means to ignore the aura is like saying rogues are a weak damage class because there's things out there immune to precision damage. Anything without a fly speed will at the very least be constantly flat-footed to the whole party and unable to avoid AoOs with Step. Flying is also a mandatory move action even if you just hover so it triggers Reactive Strikes and if you land to avoid that, you're immediately flat-footed. Anything without training in acrobatics has a 65-ish% chance to lose an action or fall prone when they try to move through the aura. Again, that's roughly 40% of all creatures in the game. Some of them are probably incorporeal, have air walk or similar means of avoiding the aura, but even with just 20-25% of all creatures left, that's still a quite seizable number.
- Multiple posts claim other classes can do similar stuff or that the Kineticist has other equally powerful abilities. I'm still waiting for convincing examples. Jagged Berms, which yellowpete mentioned (thanks for that, btw!) so far is the only thing that seems like it could similarly be above the expected power level for an effectively unlimited ability. But at least it has Overflow and costs 3 actions.
I swear, I'm really just trying to get a good grip on the matter so I can make an educated judgement call. To be honest, I think I even WANT to be proven wrong. But so so far Winter Sleet seems like a balancing nightmare along the lines of Diverse Lore - if not worse.
Does anyone have actual play experience with it? Preferably over a longer adventure/campaign?

yellowpete |
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Regarding your first note: You do have to consider that paizo is trying to create a product that will work for EVERYONE, and they can't just change things on a dime when they turn out disruptive. Thus they must lean conservative on many things, which is where the 'balance around the power ceiling' thing comes from.
You, however, only need to make the game work for your own table, nothing else. Thus, you don't need to necessarily feel beholden to such restraints that paizo, understandably, imposes on itself. You can just say 'Just a heads up people, let's agree that if some ability in this book turns out to trivialize our game repeatedly and in a boring fashion, we'll find ways to nerf that ability a bit or have it be retrained to something else' and off you go. You don't actually need all this balancing data up front as long as you have that understanding with your players.

Squiggit |
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Winter Sleet is a little problematic, but mostly for process reasons because the rules for uneven ground are badly written, especially in the context of using it against monsters. If the Op wanted, they could change it from uneven ground to difficult terrain to make it easier to manage (that would even be a buff to the ability at high level).
That said I think the OP is overvaluing off-target (it's a good effect, but the easiest debuff in the game to apply) and a limited sphere of difficult terrain. Both good effects, but more in the sense of making positioning a little more forgiving than creating any broken new paradigm.

Dubious Scholar |
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I do have a water/wood kineticist I'm planning on using Winter Sleet on, but it almost certainly becomes my backup aura option once I hit level 8 and can take Drifting Pollen. Yes, I do like an aura of Dazzled and Sickened, and then I can fall back on Sleet if I'm fighting constructs or something. (And eventually retrain Sleet out entirely once I can get Sea Glass Guardians probably)

Sanityfaerie |
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One thing to note is that if he's an elemental barb, then being able to work well with the kineticist archetype is a significant part of his subclass build points.
...which gets to the place where I think you're not crazy. Elemental Barb is pretty much the only class/subclass build I know of that specifically advantages an archetype. combining that with Free Archetype might be a bit much... or it might not. It might be worth thinking about what feats he's going to have to spend.
- He needs the dedication feat: FA 2
- He needs to spend Base Kinesis on some level 1 or level 2 kineticist feat (base feat or Water impulse): FA 4
- He needs to spend his FA 6 on Kineticist as well, because it's still locked in. That's either Base Kinesis or another level 1/level 2 kineticist feat (base fet or Water impulse).
- He needs Winter Sleet itself and (at least by your suggestion) Safe Elements at the same level: FA 8 *and* Class 8.
...so the build turns on at level 8, and gives him some awesome at that point. It's not *overwhelming* awesome, because by that point many enemies will have answers to such things, but it is somewhat awesome.
Out of his dedication feat and his two lvl 1/2 feats, he's getting...
- An elemental blast that's *really* starting to feel pretty anemic by level 8
the two feats. Well, let's run down the list. Deflective Wave would be potentially useful as a reaction except that you need to have a free hand, and it's just not worth the cost (to a barbarian) of leaving that hand free. Elemental Familiar is a familiar, and thus profoundly meh. Extended Kinesis is not actually available, because you need Base Kinesis for it, and you can't get Base Kinesis until the second fo the two slots anyway. It's also not great. Ocean's Balm is pretty handy, and that's high praise right now. He'll take that. Tidal Hands and Winter's Clutch are both based on Class DC, and Tidal hands is overflow, so no. Versatile Blasts and Weapon Infusion are both boosting the anemic elemental blast, and unlikely to be worth it. Kinetic Activation does not function while raging, and Voice of the Elements is incredibly niche for a single-element kineticist, especially one who's unlikely to invest in charisma or diplomacy.
So they're pretty much grabbing Ocean's Balm (because it's actually somewhat useful, even if the "free hand" thing means that it's not as useful as it would be to a real kineticist) and then something else that basically won't contribute meaningfully to battle no matter what it is.
So, from a combat-oriented standpoint, we're talking FA 2, 4, 6, and 8, plus Class 8, plus some of your class path budget, for a ranged option that starts decent at level 2 and then slowly peters out, a heal that's a bit action-inefficient while in battle but still worth having, and (at level 8) an aura that makes nearby enemies slip at the cost of taking your early battle charge-up cycle from 1 action to 3. I'm not saying that the aura isn't good, but that's a nontrivial price tag.

aobst128 |
Grappling and athletics is something free hand barbs can be built for. It's a tradeoff but it's not just downsides to one handed builds. To put it simply, you're trading damage potential from a two handed build for versatility with a free hand and impulses. Deflecting wave in particular adds a lot of sustainability to elemental barbs with a good handful of common damage types.

Sanityfaerie |

Grappling and athletics is something free hand barbs can be built for. It's a tradeoff but it's not just downsides to one handed builds. To put it simply, you're trading damage potential from a two handed build for versatility with a free hand and impulses. Deflecting wave in particular adds a lot of sustainability to elemental barbs with a good handful of common damage types.
That's fair... but a trip/grapple build is also a bit redundant with Winter Sleet. Like, if you're putting together a build that's all about getting them off-guard by other means already....

aobst128 |
aobst128 wrote:Grappling and athletics is something free hand barbs can be built for. It's a tradeoff but it's not just downsides to one handed builds. To put it simply, you're trading damage potential from a two handed build for versatility with a free hand and impulses. Deflecting wave in particular adds a lot of sustainability to elemental barbs with a good handful of common damage types.That's fair... but a trip/grapple build is also a bit redundant with Winter Sleet. Like, if you're putting together a build that's all about getting them off-guard by other means already....
Making someone prone is still useful for shutting down movement and grappling is good for enemy casters. You can trip flying enemies too if you're adjacent and that puts them right into your aura.

Blave |

The thing is, even though off-guard is by far the most frequent condition, it's still not always trivial to apply. At the very least you need to spend movement for flanking which can cost extra actions or leave you open for Reactive Strikes and even then the enemy can easily get out of flanking with a Step so you need to move again next turn. Any other means of catching enemies off-guard will at least also require actions and a non-trivial check, and even then it's usually only for a single Strike or maybe one turn at beast.
Imagine you're playing a fencer swashbuckler or scoundrel rogue, tumbling and feinting to catch enemies off-guard. Even in the best circumstances, you will probably fail about 30% of those attempts, wasting your action and potentially leading to downsides (triggering reactions or leaving yourself off-guard).
Imagine you're playing protector champion, having spend your 12th level feat on Divine Wall to give yourself a teeny tiny 5 ft emanation of difficult terrain which doesn't even prevent enemies from just stepping away from you.
And then comes the Kineticist and spends a single action wiggling his toes to make multiple enemies off-guard for an unlimited duration without risking any reactions or rolling any checks. He also creates a significantly bigger emanation of effectively difficult terrain that doesn't only prevent enemies from stepping away but also has a 60+% chance of outright knocking a non-trivial amount of creatures prone if they try to move within it at all.
Oh, and to add insult to injury, his crits will now make the target slowed 1. You know, like the Brawling weapon specialization? But without the save - of course.
Sorry, if I'm starting to sound cranky, but the more I think about this ability and compare it to other things that work kinda similar, the worse it looks.

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Are we still talking the elemental Barb or the Kineticist?
In either case, you're starting to make somewhat bad faith arguments. It makes little sense to measure the strength of individual cross-class abilities against each other.
Sure, a Champion's area denial is worse than a water Kineticist. The Champion also has an incredible base reaction and way better HP and AC.
The kineticist has more consistent battlefield control. The rogue and swashbuckler do higher damage, especially vs a single target. Plus the rogue out skills the kineticist by a ton.
The kineticist can inflict slow on a crit? Too bad it's accuracy is lower than martials for big parts of the game:
5-6 and 13-14 when proficiency is just straight lower
Plus the +1 and +2 gate attenuators are level 3 and 11, vs 2 and 10 for +1 and +2 weapons. And there is no +3 gate attenuator.
And forget weapon property runes, entirely.

Blave |

Are we still talking the elemental Barb or the Kineticist?
Either one, really. Though the slow on crit effect is probably useless for the barb. Still, Winter Sleet seems to powerful either way. Main class or Multiclass doesn't matter.
In either case, you're starting to make somewhat bad faith arguments. It makes little sense to measure the strength of individual cross-class abilities against each other.
Not really? If a new class shows up and can throw party-friendly fireballs that deal double damage all day long - and this ability can be had via multiclassing at a reasonable level! -, I can absolutely compare that to a wizard and easily judge that it's probably too powerful.
Sure, a Champion's area denial is worse than a water Kineticist. The Champion also has an incredible base reaction and way better HP and AC.
But he can also get Winter Sleet. Higher feat investment, sure. But much better at its job than anything the Champion class can muster and it doesn't prevent him from doing his Champion stuff at all.
The kineticist has more consistent battlefield control. The rogue and swashbuckler do higher damage, especially vs a single target. Plus the rogue out skills the kineticist by a ton.
Both can still get Winter Sleet, a very powerful ability, at a comparatively low level. It's better than Gang Up unless you fight an overwhelming number of flying creatures. It's better than Instant Opening. And it sure as hell is better than any Feint a Swashbuckler can use.
The kineticist can inflict slow on a crit? Too bad it's accuracy is lower than martials for big parts of the game:
5-6 and 13-14 when proficiency is just straight lower
Plus the +1 and +2 gate attenuators are level 3 and 11, vs 2 and 10 for +1 and +2 weapons. And there is no +3 gate attenuator.
Kineticist also gets legendary proficiency. And can target saves.
Making enemies off-guard at will with a minimal one-time action investment and without any check or risk is also a pretty solid accuracy boost. And it works for the whole party. That Champion, Rogue and Swashbuckler in your group will never need to worry about flanking or feinting ever again. Sure, it's great to support your friends and hinder enemies. But in this case, the opportunity cost is tiny compared to the effect.
And forget weapon property runes, entirely.
I'm not sure how this is relevant here.

Trip.H |
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No one else has mentioned it yet, but the Off Guard is most important as a debuff for the Barb's ranged and caster buddies.
When Martials flank to get their -2, they are not actually inflicting Off-Guard as a status, only personally benefiting.
Most of the time, ranged attackers would need to Sneak or something to get a single Off-Guard shot.
With Sleet, the Kinetecist throws up a single action, and it's just inflicted for potentially the rest of the combat.
The pollen aura that Sickens has a Fort save, Sleet does not.

Easl |
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No one else has mentioned it yet, but the Off Guard is most important as a debuff for the Barb's ranged and caster buddies.
...With Sleet, the Kinetecist throws up a single action, and it's just inflicted for potentially the rest of the combat.
Within 10' of the kineticist. So now you're talking about a situation where a water kineticist must arrange to be in melee combat with all the adversaries while the Barb and casters stand at range and ping into that area. While the enemies don't think to, y'know, move. And where, if the kinetcist's allies try to melee those adversaries, they will suffer the same negative effects unless the kineticist takes an additional feat. It's a bit contrived. It's also a scenario in which the kineticist goes down in one round because every attacker is focusing their melee attack on them...so probably not the sort of scenario that PC wants to try and set up in the first place. Oh, and their keystone low-level attack, Tidal Hands, causes the effect to end and thus can't be used every round in combination with the stance. Because you can't turn Aura on (1a) + turn stance on (1a) + use Tidal Hands (2a) all in the same round, and any use of Tidal Hands forces the K. to use the 'turn aura on' action the next round.
Blave, I'd go with Raven's advice. You're talking about a game you will run next year. You're concerned that a level 4 water kineticist ability you've never played with might negatively impact the game. Assuming the players make those characters. Assuming the water kineticist even wants to stand up front, alone, in melee (I wouldn't). Assuming the ability plays out as effectively as you think it will. And assuming the enemies don't react to the area denial effect by simply going after another character, or engaging in ranged combat. That's a lot of ifs.
I would talk to the Kineticist player before the game starts, tell them you have concerns and warn them that this ability might go away/get nerfed if it unbalances the game. Then I'd just let the players play through. You've got three levels of play to get a handle on how the kineticist functions before Winter Sleet is even an option. You can then probably watch it work for a few sessions at level 4 before deciding if it needs to be nerfed or banned. As long as you've got good communication with your players, changing how it works or banning it and having the kineticist select another feat at that time/after experience with it should be no issue. And when your Champion gets to level 8, the issue has already either been addressed or been found to not be a problem.

Dragonhearthx |
Something that I am finding out. "Expand kenisis" has many shenanigans. Especially with wood (and probably and solid matter)
From bracing doors to blocking hallways. It's a lot of fun to prevent combat this way.
The gm allowed to me make a 5ft cube of black iron wood to block a tiny hallway. It's probably not going to move. It weighed 10,562.5 pounds.
The braced door I argued that it would be just the help action. As someone else braced it. He allowed it to be used that way.

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Blave wrote:Ectar wrote:Are we still talking the elemental Barb or the Kineticist?Either one, really. Though the slow on crit effect is probably useless for the barb. Still, Winter Sleet seems to powerful either way. Main class or Multiclass doesn't matter.
Quote:In either case, you're starting to make somewhat bad faith arguments. It makes little sense to measure the strength of individual cross-class abilities against each other.Not really? If a new class shows up and can throw party-friendly fireballs that deal double damage all day long - and this ability can be had via multiclassing at a reasonable level! -, I can absolutely compare that to a wizard and easily judge that it's probably too powerful.
Except they can't. Any decent radius burst in the Kineticist is a 3-action activity, which means it can't be used with the 1 action necessary to use Pacifying Infusion to exclude the chosen creatures from the effects. It's also 3 actions so you can't move in the same round. And most of them are overflow so it also costs them an action next turn if fighting is still happening.
Cherry on top: most of the Kineticist bursts do less damage than similarly leveled spells, on top of costing more actions. So yeah, they have unlimited mediocre spells; they intentionally don't compare well to what Wizards can do in most regards.Sure, a Champion's area denial is worse than a water Kineticist. The Champion also has an incredible base reaction and way better HP and AC.
But he can also get Winter Sleet. Higher feat investment, sure. But much better at its job than anything the Champion class can muster and it doesn't prevent him from doing his Champion stuff at all.
Quote:The kineticist has more consistent battlefield control. The rogue and swashbuckler do higher damage, especially vs a single target. Plus the rogue out skills the kineticist by a ton.Both can still get Winter Sleet, a very powerful ability, at a comparatively low level. It's better than Gang Up unless you fight an overwhelming number of flying creatures. It's better than Instant Opening. And it sure as hell is better than any Feint a Swashbuckler can use.
I guess if we hand wave the opportunity cost of four Class Feats and requiring a free hand, sure. Any character could get Winter's Sleet at no additional cost.
Except plenty of Champions want a shield or a 2-handed weapon. Which means using Winter's Sleet takes additional actions in combat to set up.Quote:The kineticist can inflict slow on a crit? Too bad it's accuracy is lower than martials for big parts of the game:
5-6 and 13-14 when proficiency is just straight lower
Plus the +1 and +2 gate attenuators are level 3 and 11, vs 2 and 10 for +1 and +2 weapons. And there is no +3 gate attenuator.Kineticist also gets legendary proficiency. And can target saves.
Making enemies off-guard at will with a minimal one-time action investment and without any check or risk is also a pretty solid accuracy boost. And it works for the whole party. That Champion, Rogue and Swashbuckler in your group will never need to worry about flanking or feinting ever again. Sure, it's great to support your friends and hinder enemies. But in this case, the opportunity cost is tiny compared to the effect.
At level 19, sure, the Kineticist has higher proficiency than most martials. But the gate attenuator only helps their impulse attack rolls, not saves. And AC is largely considered the worst defense for a caster to be targeting.
And it's not like the Kineticist can super easily target all the saves:Only Tremor, The Shattered Mountain Weeps, Glacial Prison, and Sanguiviolent Roots target Fort saves.
Only Wiles on the Wind and Infinite Expanse of Blues Heaven target will.
So they can't effectively "just target saves", since their options in that area are heavily limited.
And unless we're throwing a fifth feat into the mix, Aura Shaping, (at 20th level, mind you) you're going to have a real hard time positioning to affect a significant number of foes as an archetyped Kineticist.
And as a full class Kineticist. Sure. The class gets a few things other classes can't easily replicate but, like all classes, have strengths and weakness that inform why you should play one and not another.
Again, if you find that many class feats a trivial investment, I just don't think we're going to agree on things at a pretty base level.
But the point of bringing up Weapon Property Runes is that they're another thing you're giving up using as a Kineticist. More Opportunity Cost.
I dunno. If you want to ensure character aren't getting too powerful by having super easy access to cross-class abilities, you should place limits on Free Archetype choices. Sounds to me like disallowing Multiclass Archetypes on FA would solve most of your gripes about the Kineticist.

Easl |
1 person marked this as a favorite. |
Something that I am finding out. "Expand kenisis" has many shenanigans. Especially with wood (and probably and solid matter)
From bracing doors to blocking hallways. It's a lot of fun to prevent combat this way.
The gm allowed to me make a 5ft cube of black iron wood to block a tiny hallway. It's probably not going to move. It weighed 10,562.5 pounds.
Hmmmm, your GM isn't paying attention to the "precious materials" sidebar on page 17? Even so, that's a neat trick and even a 5 ft cube of plain ol' oak or pine or what have you is going to be hefty and useful blocking obstacle. Unless they have a water kineticist to float it away ;)

Dragonhearthx |
Dragonhearthx wrote:Something that I am finding out. "Expand kenisis" has many shenanigans. Especially with wood (and probably and solid matter)
From bracing doors to blocking hallways. It's a lot of fun to prevent combat this way.
The gm allowed to me make a 5ft cube of black iron wood to block a tiny hallway. It's probably not going to move. It weighed 10,562.5 pounds.
Hmmmm, your GM isn't paying attention to the "precious materials" sidebar on page 17? Even so, that's a neat trick and even a 5 ft cube of plain ol' oak or pine or what have you is going to be hefty and useful blocking obstacle. Unless they have a water kineticist to float it away ;)
What do you mean about the precious materials? Black iron wood is a real thing. It's the densest wood IRL.

shroudb |
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Also, to add on the above, with Proliferate you can only create natural forms of the elements and not crafted forms. "a block of wood" sounds very much like "durable, crafted goods", or processed material, especially when the example given is "a twig to a small tree".
A small tree that would fit inside a 5ft cube is not that big to fully close a corridor.

Dubious Scholar |
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Also, to add on the above, with Proliferate you can only create natural forms of the elements and not crafted forms. "a block of wood" sounds very much like "durable, crafted goods", or processed material, especially when the example given is "a twig to a small tree".
A small tree that would fit inside a 5ft cube is not that big to fully close a corridor.
Fallen logs are perfectly natural forms of wood.

Candlejake |
Not a huge fan of winter sleet as well, because i like abilities more self contained. Winter sleet is weird because it hinges on interpretations of balance and uneven ground and therefor has this weird static DC as well that doesnt increase with levels.
MAkes the ability feel like it being THAT strong wasnt intended.
Would prefer it using class DC and a Reflex save instead.

Dragonhearthx |
Using real life stats to decide in game stats is a slippery slope. Probably best to use the material statistics in the CRB or else things can get wonky. Also note that a kineticist can only make so much bulk with basic/extended kinesis.
Proliferate says it fills the square. Sculpt allows you to make rough shapes. The object I threw was more like a striped chunk of wood.
Also the GM does the rule of cool, but he also knows that if he says "no" to something, I'm cool with it. He also knows I don't gain the system. I hate meta gaming. (The bad kind)

shroudb |
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shroudb wrote:Fallen logs are perfectly natural forms of wood.Also, to add on the above, with Proliferate you can only create natural forms of the elements and not crafted forms. "a block of wood" sounds very much like "durable, crafted goods", or processed material, especially when the example given is "a twig to a small tree".
A small tree that would fit inside a 5ft cube is not that big to fully close a corridor.
a fallen log? sure.
a sturdy 5x5x5 cube of wood? nah.Gaulin wrote:Using real life stats to decide in game stats is a slippery slope. Probably best to use the material statistics in the CRB or else things can get wonky. Also note that a kineticist can only make so much bulk with basic/extended kinesis.Proliferate says it fills the square. Sculpt allows you to make rough shapes. The object I threw was more like a striped chunk of wood.
Also the GM does the rule of cool, but he also knows that if he says "no" to something, I'm cool with it. He also knows I don't gain the system. I hate meta gaming. (The bad kind)
Even his description "striped chunk of 5x5x5 wood" screams manufactured object rather than natural.
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GM allowing something that's not raw is by no means a measure to judge if something is strong, since at this point it's beyond what the ability can do by RAW.

Ravingdork |

Dragonhearthx |
Even his description "striped chunk of 5x5x5 wood" screams manufactured object rather than natural.
by that logic you would have to use a twig that naturally broke off. One not done by any outside force. In order to use your kenisis powers. Breaking off a twig would be considered manufactured. Also a 5ft cube of wood in this case is strictly game mechanics and general descriptions.
Also using that logic, sculpt can never work, or that that material can never be targeted again.

Dragonhearthx |
Some creative liberties need to be made especially with the metal element. Iron ore could also be considered manufactured, due to the fact you have to mine it. And pure metal of any kind have to go through a process.
Fire is also manufactured in some way too. A campfire would be an invalid target for example.

Easl |
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What do you mean about the precious materials? Black iron wood is a real thing. It's the densest wood IRL.
The sidebar says 'ordinary materials of negligible value.' Is ironwood an ordinary material of negligible value in your campaign?
Keep in mind I would completely allow the 5 foot cube of any ordinary wood to act as a serviceable door block. I have no problem with the PC's passage-blocking tactic. But if the player tried to tell me that they can use massively dense black ironwood in this instance, then they may find themselves facing a massively dense black ironwood door the next time they want to bust a door down. Because hey, you the player just told me the GM that black ironwood is a common and negligible cost material, so of course the villains use it for their doors. Be careful what conditions you set for the campaign, you just might get them.. ;)