
SirPeach |
So, my confusion is mainly with the feat "safe elements", but the term I'm confused about is in other feats too. There's a term that keeps popping up that I'm trying to figure out. That term is "stance impulse that affects your kinetic aura". I know what a stance impulse is. The part that confuses me is "affects your kinetic aura". Don't they all affect your kinetic aura? Are they referring to tags like overflow? If they are what other tags are they referring to? Does it only qualify if you have a gate open matching the impulse? A little help?
EDIT: misspelled intended thread name.

shroudb |
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Those that say that interact with your aura, do. Those which don't, don't.
Currently, from the printed ones, the only stance that has nothing to do with your aura is Rebirth, all others affect stuff within your aura.
I just pointed out an example that actually exists of "how a stance that doesn't interact" would be.

SirPeach |
Those that say that interact with your aura, do. Those which don't, don't.
Currently, from the printed ones, the only stance that has nothing to do with your aura is Rebirth, all others affect stuff within your aura.
I just pointed out an example that actually exists of "how a stance that doesn't interact" would be.
By my understanding of your rules, I can say tidal hands also doesn't affect your aura, and I found that quickly. I can probably find others too. Sorry, I'm just trying to say that I still don't get it.
EDIT:To clarify, I know that tidal hands implies that it uses water from your aura, but it doesn't outright state it. Besides, the rocks from rebirth can also be implied to be from your aura, so I still don't see the difference.
SECOND EDIT: I just remembered that tidal hands has overflow, so let's say air cushion instead.

shroudb |
shroudb wrote:Those that say that interact with your aura, do. Those which don't, don't.
Currently, from the printed ones, the only stance that has nothing to do with your aura is Rebirth, all others affect stuff within your aura.
I just pointed out an example that actually exists of "how a stance that doesn't interact" would be.
By my understanding of your rules, I can say tidal hands also doesn't affect your aura, and I found that quickly. I can probably find others too. Sorry, I'm just trying to say that I still don't get it.
EDIT:To clarify, I know that tidal hands implies that it uses water from your aura, but it doesn't outright state it. Besides, the rocks from rebirth can also be implied to be from your aura, so I still don't see the difference.
SECOND EDIT: I just remembered that tidal hands has overflow, so let's say air cushion instead.
Those are not Stance impulses.
You need to search for impulses with the stance trait.

shroudb |
To clarify the above a bit more, ALL impulses need you to be channelling your Element.
While you channel you also gain an aura.
By itself, the aura does nothing, but there are Junctions that modify what your aura does.
In addition to the above, Kineticist has specific Stance Impulses (they have the Stance trait). Apart from those following the normal Stance rules they also "usually" affect things within your aura (as described in their effect). The only Stance that doesn't affect stuff in your aura (that is currently printed) is Rebirth.
But that doesn't mean that more can't be printed.
Safe elements affects those Stances as described in the feat.

SirPeach |
Ok, I think I'm starting to get my confusion. I only just realized that not all impulses have the stance trait and I'm guessing it's not a stance impulse unless it has the stance trait. Maybe it's just a bias coming from my realization, but that makes safe elements a lot less cool than I thought it was.
EDIT: Well, moderatly less cool anyways. Having to use that extra action for safety can be a pain, especially if it's a three action impulse.

Baarogue |
1 person marked this as a favorite. |
Ok, I think I'm starting to get my confusion. I only just realized that not all impulses have the stance trait and I'm guessing it's not a stance impulse unless it has the stance trait. Maybe it's just a bias coming from my realization, but that makes safe elements a lot less cool than I thought it was.
EDIT: Well, moderatly less cool anyways. Having to use that extra action for safety can be a pain, especially if it's a three action impulse.
good news then. there are no three action stances. All of the existing kin stances are a single action, and will typically be entered when the kin channels their elements

SirPeach |
Ok, but I'm talking about impulses in general with that statement. More specifically if you want to attack with a three action impulse but want it to be nonlethal, or more likely want to avoid hitting someone you basically have to use pacifying infusion the turn before and hope the move is still decently set up when your next turn comes around. All things considered I guess it's fair if I'm being completely honest, but the realization still hit me a little.
EDIT: Curse you spell check.

Baarogue |
use pacifying infusion the turn before and hope the move is still decently set up when your next turn comes around
and you've stepped in another argument entirely with that one, but I won't get distracted
All I can do is try to console you with the fact that there aren't many 3-action impulses so it's unlikely to come up frequently. Considering their power I suspect making them 3 actions and thus usually un-infusible was a design choice, much like 3-action spells are quite limited in spellshape options for the same reason

SirPeach |
Alrighty, well, my initial question has been answered, so thank you for your help everyone.
I know you didn't want to be distracted but now I'm curious where the discussion would go, and the previous topic is fully discussed as far as I'm concerned. I admit I don't know much about RAI but RAW it makes perfect sense to me that you can end turn 1 with pacifying impulse and use a three action impulse for turn 2 and the impulse is affected by pacifying impulse.
(I get the feeling I'm going to be writing the word "impulse" a lot for a while.)

Blave |

Abilities and effects that care about what you did with your previous actions or what yoi do with your next action do not carry over between turns. Yoi must use them at the same time as the thing they interact with. This has been clarified by Lead Designer Logan Bonner about 2 years ago.
So you can't use pacifying infusion with a 3 action impulse. Ever. (Unless there's a way to get quicken for infusions. I don't think so but Kineticist isn't exactly a class I'm very familiar with.)

shroudb |
Alrighty, well, my initial question has been answered, so thank you for your help everyone.
I know you didn't want to be distracted but now I'm curious where the discussion would go, and the previous topic is fully discussed as far as I'm concerned. I admit I don't know much about RAI but RAW it makes perfect sense to me that you can end turn 1 with pacifying impulse and use a three action impulse for turn 2 and the impulse is affected by pacifying impulse.
(I get the feeling I'm going to be writing the word "impulse" a lot for a while.)
There is a long standing debate about carrying over actions from round to round.
we know for a fact that a lot of those do not actually carry over (like spellshape feats) but for the entirety of them there is debate going around.
Given how Safe Elements behaves like spellshape though, I'd argue that you cannot carry over it from one round to the other (meaning that it would be impossible to use it with 3 action impulses)

SirPeach |
Well, ok. I think that's silly personally but he said what he said. Homebrew exists though so honestly it's not much of a big deal anyways.
EDIT: I was ninja'd. Meant to reply to Blave.
EDIT: So I watched the video now and I admit I kind of agree with what he's saying but not completely. Here's my perspective. I see how something like "you can grab as your next action" can be complicated by waiting until your next turn to do it, and I do think that should probably have to be the same turn though I'd have to read the text entirely to be sure. With something like pacifying impulse though, I entirely disagree for two reasons sort of being combined into one reason. The first reason is that in the characters' perspective the combat is happening in real time and the passing of turns doesn't actually mean anything to them. The second reason is that at least in the case of pacfying impulse (sorry, I keep referencing that because it's the only example I can think of right now) it's very easy to figure out how that would work.
YET ANOTHER EDIT: I just want to make it clear that I know that guy made pathfinder and he kind of has authority over me. Still, I'm allowed to state my opinions and all that.
I SWEAR THIS IS MY LAST EDIT UNLESS I'M FIXING A TYPO OR SOMETHING: I guess the way I see it is if it's "if your next/previous action is/was x then y happens" then it can carry between turns, but if it's "as your next action you can x" then it should be the same turn. Probably not a perfect explanation but I'm hoping it's enough.

Finoan |

YET ANOTHER EDIT: I just want to make it clear that I know that guy made pathfinder and he kind of has authority over me. Still, I'm allowed to state my opinions and all that.
Certainly. In fact, houseruling things to be the way that you want is officially supported by the rules.
The first rule of Pathfinder is that this game is yours. Use it to tell the stories you want to tell, be the character you want to be, and share exciting adventures with friends. If any other rule gets in the way of your fun, as long as your group agrees, you can alter or ignore it to fit your story. The true goal of Pathfinder is for everyone to enjoy themselves.
You just have to discuss it with the other players at your gaming table first. They are the only ones you actually need to convince.

SirPeach |
Certainly. In fact, houseruling things to be the way that you want is officially supported by the rules.
[...]
You just have to discuss it with the other players at your gaming table first. They are the only ones you actually need to convince.
I mean, of course. Any TTRPG that doesn't encourage house rules is a TTRPG I'm not interested in. Sure, house rules have limits but should still be allowed in general.