Kineticist vs. Will o' Wisp


Rules Discussion

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Lantern Lodge

Pathfinder Rulebook Subscriber

A kineticist's impulses (particularly including Elemental Blast and Extract Element) are treated as spells in some situations:

Rage of Elements wrote:
Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature’s bonus to saves against spells) also apply to impulses.

Will o' wisps, of course, are immune to almost all spells.

Monster Core wrote:
Magic Immunity A will-o’-wisp is immune to all spells except force barrage, quandary, and revealing light.

Does this mean my kineticist player is just basically helpless against a will o' wisp? Do I need to get one of the other players to casually recommend that the poor guy carry a spear or something, despite the fact that he's essentially useless with it?

Spoiler:
Specifically, the Spirit of Stisshak on the Isle of the Lizard King in Kingmaker, which my players will probably find somewhat soon (they just finished off the Stag Lord and his buddies). This encounter just comes completely out of left field with an extremely polarizing enemy, although I guess the fighter will kill it eventually as long as the druid has revealing light prepared!


There was another thread not too long ago about Will-o-wisp's and how annoying they are to fight against. It may have even been regarding this same encounter.

They do have the Air trait, so a level 3 Air Kineticist could Extract Elements against it. For what that is worth. I'm not entirely sure that the wording of Extract Elements would actually let the Kineticist bypass the spell immunity since that isn't a damage type.

Other than that, yes there are some enemy vs PC match-ups that are really harsh to the player. Houserule if/as needed to make the game enjoyable.

Lantern Lodge

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Pathfinder Rulebook Subscriber

Extract Elements is still an Impulse, so it would presumably be covered under the rule I quoted above, making the will o' wisp immune to the entire effect in the first place. The resistance-ignoring effect it provides pretty clearly applies specifically to immunities or resistances to particular damage types, which is not what the will o' wisp has. It's not that the will o' wisp is immune to the damage from your spells by virtue of being an Air creature (which is the kind of immunity common to elementals that Extract Element is supposed to beat); it's just immune to the entire effect right from the word "go."

(It wouldn't help anyway because my kineticist won't have Air until 5th level, and they'll be finding this guy well before that, probably. But the bard is taking Esoteric Polymath at 4th, so maybe I can convince him to prepare revealing light temporarily as well!)


Yes Wisps are a problem.

I allow Weapon Infusion + Elemental Blast to count as a Strike and not an Impulse.

That patches most of it. But it is a house rule.


Paul Zagieboylo wrote:
Extract Elements is still an Impulse, so it would presumably be covered under the rule I quoted above, making the will o' wisp immune to the entire effect in the first place. The resistance-ignoring effect it provides pretty clearly applies specifically to immunities or resistances to particular damage types, which is not what the will o' wisp has. It's not that the will o' wisp is immune to the damage from your spells by virtue of being an Air creature (which is the kind of immunity common to elementals that Extract Element is supposed to beat); it's just immune to the entire effect right from the word "go."

An interesting exercise for you: What would you like the rules to be? What would be fair and balanced and allow the Kineticist character to participate effectively in the battle?

Lantern Lodge

Pathfinder Rulebook Subscriber

I really don't know. I just wanted to confirm that I was reading this right, and it looks like I am. The problem isn't limited to kineticists, either; pretty much all casters can just go out for pizza in a fight with a will o' wisp, once someone's managed to stick revealing light.

I think the intention here is that "your special stuff doesn't work on this this thing, only basic attacks", so if I were designing the will o' wisp anew, I would say that its spell immunity doesn't apply to cantrips (as well as force barrage, revealing light, and quandary), and Elemental Blast (but not other impulses) is considered a cantrip. And I would probably give the will o' wisp an amount of HP somewhat more commensurate with its level, instead of the absurdly low amount it has right now, since this change would make it much easier for many character types to attack it. But that's clearly not how it was actually written.

And maybe its actual purpose is "this is where you pure martial characters get to shine", which would be a shame to take away; it's just that the kineticist in particular feels like a martial character otherwise but gets totally whammied by this. In fairness, my untamed order druid is supposed to be a primary caster but will have no problem with this one! I don't hate Gortle's house rule that a Weapon Infusion Elemental Blast counts as a weapon instead of a spell. It seems like a hideous patch though, and makes Weapon Infusion even stronger (it's already on the strong side as a feat, at least assuming that you've made some kind of ruling to let the added traits do literally anything).


I think the issue of creatures having hard rules like W o Wisps really is a problem of pf2e's encounter design, not monster design.

The issue is that when players talk about fighting W o Wisps, the expectation is that ALL of the foes of that fight are that one monster. That normal is horrendous. So much of the system (and AP play experience) is kneecapped by how many encounters are ~4 indistinguishable clones VS the party.

If wisps were normal to see in a mixed foe group, the issue would nearly vanish as the party quickly scrambles to match with their appropriate targets, while the foes are trying to do the same, wisps bee-lining for the caster that's trying to avoid them. That's genuinely great. Though, if I had a magic wand, I might replace wisp immunity for "auto crit succeeds any spell save roll"; pf2e makes it too painful for casters to swing Strikes via accuracy numbers, *and* weapons need to be runed before use.

Wisps aside, monsters designed more as single encounters are for sure an issue when such inflexibility is at play (hello, voidglutton), and party vs 1 foe encounters are NOT friendly to pf2e's math to begin with.


The description of Extract, is that you pull out the very essence that the being is made out of, and make it part of your Aura, thus allowing you to affect it since now you command part of it.

I feel the spirit of the ability is to allow exactly stuff like pulling the essence of a wisp with your air gate, the essence of the wood Golem with your wood gate, and etc. even if the hard RAW doesn't completely allow it.


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The general conclusion by the designers appears to be "that was a mistake, and we'll do it differently now." In particular, the golem-replacements no longer do the "I am immune to magical everything" that golems did.

Personally, i'd figure that it's houserule-bait. Ideally you wont' use will-o-wisps all that many times in a campaign anyway, so it should be a temporary houserule based on the needs of the moment. What role is the will-o-wisp playing in your adventure? What would best permit the effect that you want to go for?


Trip.H wrote:
If wisps were normal to see in a mixed foe group, the issue would nearly vanish as the party quickly scrambles to match with their appropriate targets, while the foes are trying to do the same...

I like this solution for home campaigns. And, as you say, it's also a good reason not to use such immune-everything monsters as a solo boss.

But yes OP, you're reading it right. If your level 4 party with a kineticist comes across a single boss Will-o-Wisp, they'd better start dropping trees and doing support actions.

...Or just pull out that backup crossbow. Before L5 most martials are at trained weapon proficiency anyway, so you're not actually too far behind them in a "we encountered a will o wisp two levels above us" case.


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Pathfinder Adventure Path Subscriber

Also, enemies with tough defenses and low hit points are what force barrage is for, and if your casters don’t have it, then at least trying to aid your Allie’s with the best chances to hit can finish a tough enemy too. Flanking and aid is a pretty big shift for a tough monster.


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Yeah, I mean, if you build a Kineticist that only uses offensive impulses, that's your choice - it's like taking exclusively fire spells and meeting a fire-immune enemy.
There are usually other things you can do to contribute during the rare fight where your offensive abilities don't work.


Sanityfaerie wrote:

The general conclusion by the designers appears to be "that was a mistake, and we'll do it differently now." In particular, the golem-replacements no longer do the "I am immune to magical everything" that golems did.

Personally, i'd figure that it's houserule-bait. Ideally you wont' use will-o-wisps all that many times in a campaign anyway, so it should be a temporary houserule based on the needs of the moment. What role is the will-o-wisp playing in your adventure? What would best permit the effect that you want to go for?

The problem is will-o-wisp shows up in a lot of published adventures. It is a classic, and not just one monster but a family of monsters. It is easier to house rule it than replace the monsters.


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Megistone wrote:

Yeah, I mean, if you build a Kineticist that only uses offensive impulses, that's your choice - it's like taking exclusively fire spells and meeting a fire-immune enemy.

There are usually other things you can do to contribute during the rare fight where your offensive abilities don't work.

Assuming you're playing one of the kineticist elements that has those types of impulses and chose to take them, yeah you might theoretically have something you can do during the fight.

But that's several layers of 'ifs' to just hit the bare minimum threshold of being able to contribute in any way.

Wisps are just badly designed.


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Gortle wrote:
Sanityfaerie wrote:

The general conclusion by the designers appears to be "that was a mistake, and we'll do it differently now." In particular, the golem-replacements no longer do the "I am immune to magical everything" that golems did.

Personally, i'd figure that it's houserule-bait. Ideally you wont' use will-o-wisps all that many times in a campaign anyway, so it should be a temporary houserule based on the needs of the moment. What role is the will-o-wisp playing in your adventure? What would best permit the effect that you want to go for?

The problem is will-o-wisp shows up in a lot of published adventures. It is a classic, and not just one monster but a family of monsters. It is easier to house rule it than replace the monsters.

Wisps are also a core component of what is the most successful, and I dare I say best, PF2 AP ever printed.

I was shocked that wisps made it into Monster Core virtually unchanged, especially given how golem antimagic was removed. The "complete immunity to magic outside of these four spells" thing is also just so D&D. There has to have been a way to move away from that and more into the mythological origins, as they did for so many other creatures.


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Squiggit wrote:
Megistone wrote:

Yeah, I mean, if you build a Kineticist that only uses offensive impulses, that's your choice - it's like taking exclusively fire spells and meeting a fire-immune enemy.

There are usually other things you can do to contribute during the rare fight where your offensive abilities don't work.

Assuming you're playing one of the kineticist elements that has those types of impulses and chose to take them, yeah you might theoretically have something you can do during the fight.

But that's several layers of 'ifs' to just hit the bare minimum threshold of being able to contribute in any way.

Wisps are just badly designed.

Again, if your character is built around the single idea of doing damage in a specific way, that's ok, but it also comes with the drawback that when that way isn't viable, you are ill-suited for this fight - not that much different from a melee martial against a flying enemy. It's only really a problem if it happens too often.

And even removing all class-specific abilities, you can still Seek and Point Out the invisible wisp, Demoralize it, Grab or Trip it, soak some damage, Aid your allies, help them with flanking, heal with Battle Medicine if you have it, or just try your luck and Strike with some weapon - a natural 20 will probably take out a good chunk of the enemy's HP.


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The problem with wisps is it isn't "doing damage in a certain way" they are immune to. They are immune to all magic. It's not like building to only deal fire damage and then having problems with devils. They are immune to virtually all spells. Only a handful affect them, and only one (which isn't available to all traditions) actually damages them. Its not like you can debuff them (beyond Revealing Light) either. Half the classes in the game rely on spells/impules, and just not getting to use any of it isn't fun. Especially given how much PF2 curtailed buff spells, which would have at least let you enhance your martial strikers. Canny casters can build for this with the force barrage and revealing light, plus summons or battle forms. Kineticists have far fewer options, though.

This is further exacerbated by the wisps having extreme AC, flight, and at will one action invisibility. Their evasiveness combined with spell immunity prolongs these fights where your entire class becomes useless. (Luckily they have lower than low HP, so once you do land hits they shouldn't last long.)

And wisps are like the only monster this is true for. Rogues still hurt oozes, just less than other creatures. Even pre-remaster golem antimagic left broad categories of spells that worked, and when you used those you got to do things like slow the golem with no save or use cantrips to deal top slot level damage. Wisp have a much, much smaller list of spells that simply work normally on them. Luckily, they are good spells you'll use on more than just wisps. But should they be mandatory spells?


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Captain Morgan wrote:
The problem with wisps is it isn't "doing damage in a certain way" they are immune to. They are immune to all magic.

Yeah. I'll second that. The problem is that as a spellcaster you have to have a very specific tool in order to be effective. So you can't adapt on the fly during combat when you are surprised with an encounter with a wisp.

You have to already know that you will be facing a wisp and build your character accordingly.

Megistone wrote:
And even removing all class-specific abilities, you can still Seek and Point Out the invisible wisp, Demoralize it, Grab or Trip it, soak some damage, Aid your allies, help them with flanking, heal with Battle Medicine if you have it, or just try your luck and Strike with some weapon

That is true as far as it goes.

However, that is also not much fun for the player. Having all of the character's most effective and useful tools - the ones the player wanted to play with - removed entirely and being forced to rely on the bog standard basic actions that any NPC villager could do... doesn't make for an enjoyable experience.


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A slowed Magus probably won't be able to Spellstrike as long as the condition stands, losing their most effective and useful tool, the one its player wanted to play with; does that mean that we should never use that condition on them? Or simply that putting a Slow-spamming enemy in every encounter is bad adventure design?

Maybe it's a stupid example, but I hope it makes my point of view more clear: if sometimes the conditions are far from optimal and you have to adapt, that's not entirely bad.
I think that it fosters creativity and makes you consider actions you would never use otherwise, even though they are much less effective of course and it would suck if you had to do so every other fight.


It isn't that it is a stupid example. But it is an incomplete one.

Spellstrike is one tool in the Magus toolbox.

Imagine an enemy that takes out their ability to use Spellstrike, cast spells directly, use arcane cascade, or use weapons with a die size larger than d4 other than a Dagger.

Edit: One specific weapon. Just like spellcasters get to attack with one specific spell even if it is a regularly used one.

Because that is closer to the equivalent. A spellcaster or Kineticist going up against an enemy that is immune to all magic means that the character has lost practically all of their abilities. Not just one of them - even if that one is their favorite.


Thaumaturge here. I would do pretty well against a Wisp. Especially as an Eared Catfolk, I could be helping out with pointing out the wisp's position as a free action.


Inscribed Witch. If I am aware that I will be facing a wisp during daily preparations, I can prepare Magic Missile/Force Barrage.

If not, I can at least use Discern Secrets to provide other characters actions to Seek with.

Radiant Oath

Um... Flames Oracle.

I have nothing useful to do. The wisp is immune to all of my spells. I don't carry a weapon. I am not strong and have no training in athletics to use grapple or trip with.

The best I can do is heal people when the fight goes badly. And feel that the fight goes badly because I can't participate.

And even if I know in the morning that we will be facing a wisp, there is pretty much nothing I can do to prepare better.


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Eoran wrote:

Inscribed Witch. If I am aware that I will be facing a wisp during daily preparations, I can prepare Magic Missile/Force Barrage.

If not, I can at least use Discern Secrets to provide other characters actions to Seek with.

In PFS, my casters like to make sure Magic Missile/Force Barrage is covered in mid-level+ play, even if mainly because of incorporeal creatures. That paranoia/preparedness saved at least one otherwise very effective party from a TPK!

And with the low h.p. of Will O' Wisps & incorporeal creatures (not to mention the hard shells of most bosses), even lower level spell slots can make a notable impact. Or a cheaper scroll, etc. A 1st level Magic Missile does 1/5 a Will O' Wisp's h.p. (even if every other round due to 3-action being best usage).

And I can't imagine building a caster PC that couldn't assist, whether through buffs, Resist Elements, flanking/Aid, giving Fly, healing, etc. As noted above, that falls in the "martial who can't handle flying/kiting opponents" category. Patch up the gaps, perhaps with allies' help.


I don't think anyone is claiming that the game is unplayable because of the existence of Will-o-wisp.

Sure - there are things that a character could potentially do against one. Even if it isn't fun. Even if it makes their character feel useless for an encounter.

But let's not mistake that for saying that this is reasonable enemy design. Will-o-wisp's magic immunity is bonkers level of unfair to broad categories of characters.

Imagine an enemy that was immune to all physical damage other than from a dagger. How is a Barbarian's player going to feel about that? How about any pure martial character that doesn't happen to have a dagger?

This isn't a matter of patching up gaps. Will-o-wisp is only affected by 4 spells.

Why should enemies exist like this?


And if people really want to be pedantic about the rules, "Immunities: Magic" is a different entry than the "Magic Immunity" that makes them immune to most spells. It can be argued that they can't be damaged by runed weapons either.


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Eoran wrote:

Inscribed Witch. If I am aware that I will be facing a wisp during daily preparations, I can prepare Magic Missile/Force Barrage.

If not, I can at least use Discern Secrets to provide other characters actions to Seek with.

Primal casters likewise have polymorph (themselves) spells to deal with it...if they know, and have time to prep. And have access to them.

When figuring out when and how to use such threats, GMs need to thread that needle between "it's good to challenge the PCs with threats that take thinking and strategy, not just brute force" and "it's a lazy, jerk move to challenge them by constantly removing their signature abilities."


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Paul Zagieboylo wrote:

A kineticist's impulses (particularly including Elemental Blast and Extract Element) are treated as spells in some situations:

Rage of Elements wrote:
Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature’s bonus to saves against spells) also apply to impulses.

Will o' wisps, of course, are immune to almost all spells.

Monster Core wrote:
Magic Immunity A will-o’-wisp is immune to all spells except force barrage, quandary, and revealing light.

Does this mean my kineticist player is just basically helpless against a will o' wisp? Do I need to get one of the other players to casually recommend that the poor guy carry a spear or something, despite the fact that he's essentially useless with it?

** spoiler omitted **

A compound complication in this discussion is that extract elements has specific wording to undo immunity.

If you 'extract' air, the wording is that a creature you have done that to that was immune to your impulses is now no longer immune.

This ability is 100% useless if it can't be used on something immune to your impulses - as it's use is to make something that was immune to you, no longer immune.

So... either extract elements is useless, or there's wording that needs to be cleaned up.


Pathfinder Adventure Path Subscriber

I wouldn't be upset if the wisps got a similar treatment to Golems in dialing down immunity into very high resistance to spells or something similar, but I think that the bigger issue of this thread is identifying whether, as the GM of an adventure where a problematic foe is on the horizon, how do you best help your table have fun with that encounter.

I don't think there is really 1 solution to that that will be fixed by errataing monsters or other rules-based solution. Like a GM can choose to switch the monster out (just as you might change a treasure that doesn't make sense for your party), you might modify the monster to make more sense to your party, you might give them some items and clues that will help them fight this creature (oh wow, we just found a wand of manifold missiles/Shardstorm at level 3 or 4! or a pile of scrolls of revealing light), you might talk to them in a session 0 or session 0 redo about why they are building characters that are trying to specialize in only doing one thing and why that has a good chance of getting the whole party killed in PF2.

If you, as GM, feel like you don't want to ever make your characters face challenges that invalidate their abilities, you have the power to do so. If you want to throw constantly more challenging encounters that require using different tactics and have a strong chance of killing PCs or the whole party, you can play that way too, and there are countless ways to balance between the too.


Unicore wrote:
I wouldn't be upset if the wisps got a similar treatment to Golems in dialing down immunity into very high resistance to spells or something similar,

Isn't that a foregone conclusion (as in, 'won't happen')? I don't own Monster Core yet, but my understanding is the remastered Will-o-Wisp is in it, and they didn't change it's immunity. So we have a strong indication from Paizo that yes this is really really we're serious y'all the way they want the monster to work.

Quote:
I think that the bigger issue of this thread is identifying whether, as the GM of an adventure where a problematic foe is on the horizon, how do you best help your table have fun with that encounter.

Agreed. Though that's the advanced, deeper question. The OP question ('am I reading this right? Does it work this way on kineticists'?) has already been answered, so hopefully Paul got what he was looking for... even if it's maybe not what he was hoping for. :P


Megistone wrote:
if sometimes the conditions are far from optimal and you have to adapt, that's not entirely bad.

But this is predicated on the ability to adapt being an option in the first place.

In your example, that's somewhat the case, because you're only debuffing the Magus, not stripping anything away, but that paints a radically different picture than the one the kineticist is in.

Furthermore, consider your solutions:
You've suggested the kineticist should pick a different element (since not all of them even have the utility abilities you're asking for), have different impulses, invest in specific skills.

Basically you've presented two scenarios, one in which the Magus should tactics or perhaps their preparation, and another in which the Kineticist should change their character.

So the best solution to encountering Wisps as a kineticist is to not play a kineticist in the first place. Calling that 'fostering creativity' feels like a bit of a stretch.


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Felinzi wrote:

Um... Flames Oracle.

I have nothing useful to do. The wisp is immune to all of my spells. I don't carry a weapon. I am not strong and have no training in athletics to use grapple or trip with.

The best I can do is heal people when the fight goes badly. And feel that the fight goes badly because I can't participate.

And even if I know in the morning that we will be facing a wisp, there is pretty much nothing I can do to prepare better.

A lot of that is on the player for making a character without options. Everyone needs a plan B.


Farien wrote:
And if people really want to be pedantic about the rules, "Immunities: Magic" is a different entry than the "Magic Immunity" that makes them immune to most spells. It can be argued that they can't be damaged by runed weapons either.

It is complex. You can work it out. But sometimes rules are ridiculously tricky in PF2. Attack anyone?


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Gortle wrote:


A lot of that is on the player for making a character without options. Everyone needs a plan B.

The thing is most of the time you don't. Not to that extent.

If our Pyrokineticist was playing in, say, Stolen Fate instead of Abomination Vaults, they'd have almost zero problem playing their character normally.

And on the flip side, playing through AV our Paladin was never expected to abandon core parts of her class wholesale through most of the campaign. Occasionally it was better for them to alter their tactics, but we never ran into an encounter that fundamentally bricked their class.

Nevermind that, again, there isn't much of a 'plan B' to have in the first place if literally none of your class features work.


Squiggit wrote:
Nevermind that, again, there isn't much of a 'plan B' to have in the first place if literally none of your class features work.

Well that's certainly an exaggeration. Their direct attack powers don't work. Party buffs like tree, armoring impulses, movement impulses, polymorph impulses, healing impulses, etc. - they all work just fine in those encounters. And again, levels 1-4 you're at the same weapon proficiency as every other class in the game except fighter and gunslinger, so if your L4 party is going up against flickerwisps or boss fight Will-o's, your accuracy with your backup crossbow or spear is going to be similar to everyone else's.

I don't disagree, however, that the k is one of the more "one trick pony" types of classes...and that trick is magic. If this is a major concern, talk to your GM before the campaign stars about whether this is a good choice. Talk to them about how they plan to run Extract Elements. Consider investing in ancestry attacks, archetypes, companions, shields, skills like medicine/battle medicine, skill debuffs like demoralize, etc. Heck even a runed weapon. Think about what you plan on doing in such encounters. Tank up and provide flanking? Aid? Battle Medicine? Drop a bunch of walls? Just strike despite the lower chance to hit? Etc. It's not the encounter you want to be in. It's not the encounter where you'll shine. But if it's someone else's turn to shine, get through it with the knowledge that a good GM and a well-crafted adventure will have other encounters, where you *can* shine.


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Pathfinder Adventure Path Subscriber

I think if you bring a kineticist to Abomination Vaults and your GM doesn’t talk to you about the limits you will face in that campaign, that is on the GM. If you decide to play it anyway and don’t give yourself options, that is on you. I would also warn players about bring Rogues or swashbucklers into Abomination vaults too.

Lantern Lodge

Pathfinder Rulebook Subscriber
arcady wrote:

A compound complication in this discussion is that extract elements has specific wording to undo immunity.

If you 'extract' air, the wording is that a creature you have done that to that was immune to your impulses is now no longer immune.

This ability is 100% useless if it can't be used on something immune to your impulses - as it's use is to make something that was immune to you, no longer immune.

So... either extract elements is useless, or there's wording that needs to be cleaned up.

No, this is straightforward enough. Normal elementals (example: fire elementals) aren't immune to effects that have the "fire" tag. They're only immune or highly resistant to the vast majority of the damage that such effects deal. You can still zap them with impulses no problem, and you'll get any ancillary effects the impulse might inflict (conditions or whatever); just not the damage. This is the immunity or resistance that Extract Elements defeats, which is fine because that's what the vast majority of creatures have. "If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse." (emphasis added)

That's not what a will o' wisp has, though. The wisp is just straight up immune to the entire ability. It can't even be targeted (well, it can, it just doesn't do anything). It is just plain completely immune to most spells, and, as an impulse, Extract Elements is spell-like enough to qualify.


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Paul Zagieboylo wrote:
arcady wrote:

A compound complication in this discussion is that extract elements has specific wording to undo immunity.

If you 'extract' air, the wording is that a creature you have done that to that was immune to your impulses is now no longer immune.

This ability is 100% useless if it can't be used on something immune to your impulses - as it's use is to make something that was immune to you, no longer immune.

So... either extract elements is useless, or there's wording that needs to be cleaned up.

No, this is straightforward enough. Normal elementals (example: fire elementals) aren't immune to effects that have the "fire" tag. They're only immune or highly resistant to the vast majority of the damage that such effects deal. You can still zap them with impulses no problem, and you'll get any ancillary effects the impulse might inflict (conditions or whatever); just not the damage. This is the immunity or resistance that Extract Elements defeats, which is fine because that's what the vast majority of creatures have. "If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse." (emphasis added)

That's not what a will o' wisp has, though. The wisp is just straight up immune to the entire ability. It can't even be targeted (well, it can, it just doesn't do anything). It is just plain completely immune to most spells, and, as an impulse, Extract Elements is spell-like enough to qualify.

Actually Fire Elementals are immune to all effects with the Fire trait though:

Quote:

When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. You can still be targeted by an ability that includes an effect or condition you are immune to; you just don't apply that particular effect or condition.

If you have immunity to effects with a certain trait (such as death effects, poison, or disease), you are unaffected by effects with that trait. Often, an effect both has a trait and deals that type of damage (such as a lightning bolt spell). In these cases, the immunity applies to the effect corresponding to the trait, not just the damage. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.

And since all impulses gain the Traits of your Aura, they are immune to Extract since Extract as well will have the Fire trait.

So, "technically" Extract which specifically works vs immunity, by RAW cannot be used on an immune target.

Which is why I originally said that the Intent of where Extract works and where it doesn't is clear even if the RAW doesn't fully support it.

Lantern Lodge

Pathfinder Rulebook Subscriber
shroudb wrote:

Actually Fire Elementals are immune to all effects with the Fire trait though:

Quote:

When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. You can still be targeted by an ability that includes an ability that includes an effect or condition you are immune to; you just don't apply that particular effect or condition.

If you have immunity to effects with a certain trait (such as death effects, poison, or disease), you are unaffected by effects with that trait. Often, an effect both has a trait and deals that type of damage (such as a lightning bolt spell). In these cases, the immunity applies to the effect corresponding to the trait, not just the damage. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.

That is... sure enough, what Immunity says, Player Core p. 408. But the last sentence just completely turns the rest of the second paragraph on its head. Surely, an effect that deals both acid and fire damage would invariably have both the acid and fire traits, which would mean a creature immune to "fire" would be immune to the entire effect. Honestly I think most of the second paragraph here is just total nonsense, because it's clearly self-contradictory. I feel like this is verbiage left over from a previous version, that wasn't thought about too hard.


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Paul Zagieboylo wrote:
shroudb wrote:

Actually Fire Elementals are immune to all effects with the Fire trait though:

Quote:

When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. You can still be targeted by an ability that includes an ability that includes an effect or condition you are immune to; you just don't apply that particular effect or condition.

If you have immunity to effects with a certain trait (such as death effects, poison, or disease), you are unaffected by effects with that trait. Often, an effect both has a trait and deals that type of damage (such as a lightning bolt spell). In these cases, the immunity applies to the effect corresponding to the trait, not just the damage. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.

That is... sure enough, what Immunity says, Player Core p. 408. But the last sentence just completely turns the rest of the second paragraph on its head. Surely, an effect that deals both acid and fire damage would invariably have both the acid and fire traits, which would mean a creature immune to "fire" would be immune to the entire effect. Honestly I think most of the second paragraph here is just total nonsense, because it's clearly self-contradictory. I feel like this is verbiage left over from a previous version, that wasn't thought about too hard.

The last sentence just says that if only part of an effect is the reason for the trait, disregard that. That one is a bit murky and you'll see arguments "this effect is due to the trait and this isn't" often.

Using you fire+acid example is the exact reason of that sentence: you'd still do the acid damage on a fire immune.

But the beginning is very clear:
Immunity to fire makes you immune to fire effects. (As an example, you can't grab a fire elemental with a magical hand made out of fire)
It's the same as immunity to Poison makes you immune to poison effects and not merely Poison damage. (As an example you cannot poison a skeleton to be clumsy).

---

So, if we take strict RAW in account, Extract can NEVER affect immunity, which is contradictory to the actual description of what Extract does vs immunity.

Basically using Extract Air vs Wisps is exactly the same as using Extract Fire vs Fire Elementals. Both are immune to Extract but both lose immunity from Extract.

So I say "specific trumps generic" and say it's allowed even if not explicitly called.


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Squiggit wrote:
Megistone wrote:
if sometimes the conditions are far from optimal and you have to adapt, that's not entirely bad.

But this is predicated on the ability to adapt being an option in the first place.

In your example, that's somewhat the case, because you're only debuffing the Magus, not stripping anything away, but that paints a radically different picture than the one the kineticist is in.

Furthermore, consider your solutions:
You've suggested the kineticist should pick a different element (since not all of them even have the utility abilities you're asking for), have different impulses, invest in specific skills.

Basically you've presented two scenarios, one in which the Magus should tactics or perhaps their preparation, and another in which the Kineticist should change their character.

So the best solution to encountering Wisps as a kineticist is to not play a kineticist in the first place. Calling that 'fostering creativity' feels like a bit of a stretch.

I was referring to my previous comment, where I listed some actions that you can do even when your class abilities are completely shut down.

I think there are two possible reactions to such a situation: one is to sit down and do nothing but complain that this single monster is especially nasty for you; the other is trying to find some way help, even if you are less effective than usual.

Squiggit wrote:
Gortle wrote:


A lot of that is on the player for making a character without options. Everyone needs a plan B.

The thing is most of the time you don't. Not to that extent.

If our Pyrokineticist was playing in, say, Stolen Fate instead of Abomination Vaults, they'd have almost zero problem playing their character normally.

And on the flip side, playing through AV our Paladin was never expected to abandon core parts of her class wholesale through most of the campaign. Occasionally it was better for them to alter their tactics, but we never ran into an encounter that fundamentally bricked their class.

Nevermind that, again, there isn't much of a 'plan B' to have in the first place if literally none of your class features work.

This is a self-fulfilling prophecy: you don't need a plan B because situations when you would need it just won't happen. Except that they do, sometimes.


Pathfinder Adventure Path Subscriber

Whether or not a table is going to build characters to do only one thing, and only be having fun when they are doing that one thing, is a session 0 conversation, not a rules discussion conversation.

Wisps are an enemy that can pop up in play and lead to unexpected issues, but it sounds like the GM here is on top of identifying these issues in advance, and has a lot of options for how to handle it, since the encounter is still ahead of the party.


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Gortle wrote:
Felinzi wrote:

Um... Flames Oracle.

I have nothing useful to do. The wisp is immune to all of my spells. I don't carry a weapon. I am not strong and have no training in athletics to use grapple or trip with.

The best I can do is heal people when the fight goes badly. And feel that the fight goes badly because I can't participate.

And even if I know in the morning that we will be facing a wisp, there is pretty much nothing I can do to prepare better.

A lot of that is on the player for making a character without options. Everyone needs a plan B.

I need a plan B... for the one and only creature that behaves this way.

So, similarly, every Barbarian needs to spend an Ancestry or even a Class Archetype feat to get at least one damage dealing Cantrip for the lone hypothetical creature that is immune to weapon damage other than from a dagger.

Radiant Oath

Gortle wrote:
Felinzi wrote:

Um... Flames Oracle.

I have nothing useful to do. The wisp is immune to all of my spells. I don't carry a weapon. I am not strong and have no training in athletics to use grapple or trip with.

The best I can do is heal people when the fight goes badly. And feel that the fight goes badly because I can't participate.

And even if I know in the morning that we will be facing a wisp, there is pretty much nothing I can do to prepare better.

A lot of that is on the player for making a character without options. Everyone needs a plan B.

What do you suggest for plan B?

Flames Oracle, so I can't get Magic Missile. Ever.


Pathfinder Adventure Path Subscriber

The highest level for any of the magic immunity wisps is 9th level. It is very reasonable for any character to still have a weapon to use at this point, probably with at least a striking rune on it. All of the wisps of this type have very low AC.

“Have a weapon you are default proficient in” is not a tall ask for character preparation.

Lantern Lodge

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Pathfinder Rulebook Subscriber
Unicore wrote:
The highest level for any of the magic immunity wisps is 9th level. It is very reasonable for any character to still have a weapon to use at this point, probably with at least a striking rune on it. All of the wisps of this type have very low AC.

No they don't? The specific creature we started talking about, the will o' wisp, has AC 27, which is "extreme" for a 6th-level creature. Even fighters are going to have a tough time hitting it reliably, and anyone else is looking at a 30% hit chance at best, if they can even find the thing in the first place. It has incredibly low, trash-tier HP, but... that doesn't matter if you can't deal any damage at all.


Pathfinder Adventure Path Subscriber

HP sorry. I think my phone autocorrected a mistype from big fingers on a cellphone

Liberty's Edge

shroudb wrote:
And since all impulses gain the Traits of your Aura, they are immune to Extract since Extract as well will have the Fire trait.

This is not actually the case. An impulse only gains the traits of your aura "[i]f an impulse allows you to choose an element," which Extract Elements does not.

EDIT: Not that this helps against wisps, since their immunity doesn't come from an elemental trait either.


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Shisumo wrote:
shroudb wrote:
And since all impulses gain the Traits of your Aura, they are immune to Extract since Extract as well will have the Fire trait.

This is not actually the case. An impulse only gains the traits of your aura "[i]f an impulse allows you to choose an element," which Extract Elements does not.

EDIT: Not that this helps against wisps, since their immunity doesn't come from an elemental trait either.

You cut the trait text in half here it is complete:

Quote:
The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the concentrate trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait.

In order to use an impulse, any impulse, it has to be an Impulse of one of the elements of your Aura. For the Impulses that are usable by all the elements (Blast, Kinesis, Extract) you are free to choose which Element you are using and the Impulse gets that Trait.

But the Impulse itself IS of the element of your Aura or else you cannot use it at all.

---

Which means, that by RAW, Fire Elementals are Immune to Fire Extract, which is obviously not the intent of Extract.


I pitted a 2nd-level fire kineticist against a Will-o'-Wisp in this week's Strength of Thousands game session. I delayed commenting on this event here because I wanted to write up the chronicle of the game session first: River Into Darkness Revisited. The chronicle is not a spoiler for Strength of Thousands because it is an additional quest based on Paizo's 2008 D&D module, GameMastery Module W2: River into Darkness.

The kineticist's impulses would have had no effect on the Will-o'-Wisp. However, I ruled that the fire trail from the kineticists Flying Flame impulse would reveal the wisp's location as a non-fiery spot if the trail went over the Will-o'-Wisp. That turned out to be unnecessary.

The kineticist was only one character among ten characters battling the Will-o's-Wisp. Moveover, the party was forewarned. Three arcane casters were prepared with Force Barrage/Magic Missile and Revealing Light/Glitterdust spells.

The kineticist had only two turns during the battle. During her first turn, she Repositioned a badly injured bard away from the Will-o'-Wisp so that she would no longer be a target. During her second turn, she flanked the Will-o'-Wisp opposite a martial character who could hit it. The -2 penalty to AC from the flank made the martial character's Strike into a critical hit that killed the Will-o'-Wisp.

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