Glord Funkelhand |
Hiho!
I am not sure I understand how the Kineticist works.
At lvl 1 I get an infusion and a blast.
Let's say I chose "Electric Blast."
That means I can try to electrocute my enemies whenever I feel like it.
Let's say I use kinetic blade as infusion.
If I look at the table, I get new Utility Wild talents every other level. I also get infusions.
As far as I can tell I don't get a different blast.
At level 6 I can use the "extra wild talent" feat to get a talent two spell level lower than max - but, since I don't get a feat at level 6, that will need to wait until level 7.
(Unless I am human, I can use my racial favored class bonus to get another wild talent at level 6.)
At 7 I get another element, including one simple blast.
So, levels 1-5 I have exactly one blast. At 6 humans might have 2.
At level 7 I could have 3 different blasts, 4 if I am human.
This doesn't feel right,
Am I missing something?
Drake Brimstone |
The FCB is only for a Wild Talent, not a blast. One thing to note about the extra Wild Talent BTW, it isn't limited the same as the feat and you can select one based on your current level, not level -2. Also, like the feat, it is not specific to a type of Wild Talent so you can pick either Utility or Infusion.
Unfortunately, at this time if you have an Electric Blast, you are very limited on your choices for Infusion Wild Talents so you are likely to want to pick a Utility. If you delay receiving your FCB extra Wild Talent by a single level however, it opens up your choices considerably as you will have 2 more blasts.
Glord Funkelhand |
Oh, right,
So, at lvl 7 I get my 2nd simple blast? And all compositie blasts My elemental choices open up?
So, at lvl 20 I still have only the three simple blasts selected at first, 7th and 15th?
It also says that I gain access to all composite blasts, once I reach lvl 7.
So I have 2 simple blasts (at 7th), but all composite blasts?
One thing to note about the extra Wild Talent BTW, it isn't limited the same as the feat and you can select one based on your current level, not level -2
How's that? It
Ravingdork |
You can retrain one of your existing feats into Extra Wild Talent, allowing you to pick it up earlier than 7th.
I think what Drake meant to say was the bonus wild talent you might get from your favored class bonus doesn't have the same limitations as the Extra Wild Talent feat.
Protoman |
1 person marked this as a favorite. |
For the OP:
Level 1 - Simple blast (electric blast). Level 1 Infusion (kinetic blade). Basic aerokinesis utility talent.
Level 2 - Level 1 Utility
Level 3 - Level 1 Infusion
Level 4 - Level 1-2 Utility
Level 5 - Level 1-2 Infusion
Level 6 - Level 1-3 Utility. 6 levels of Human Favored Class benefit can score you a Level 1 infusion/utility talent you qualify for.
Level 7 - Expanded Element.
If you pick up another element, you one of that element's simple blasts (Hint: Pick a physical one to go with your current energy one).
If you had picked your primary element (in your case, Air), then you'd get the other simple blast of your element if there is one (air blast) AND you get a level 1-3 infusion or utility talent of your choice.
In both cases you get a composite blast you qualify for depending on what Expanded Element you pick or the blasts you have.
If you got Extra Wild Talent feat at this level, you can get a level 1 infusion or utility talent.
This continues to level 15, when you get Expanded Element again.
You can either choose to either pick up a 3rd element for yourself and get a new simple blast and new composite blast,
OR
Pick Expanded Element (air) for second time and get a +1 to attack, damage, caster level, and DCs for talents that use Air.
Milo v3 |
Is there a point to the kinetic form utility talent. It doesn't mention any effects other than a size change, which gives you a penalty to hit. It also doesn't mention any cosmetic effects like looking like an elemental. I don't see any point in this ability.
Extra reach basically. Personally I think the change was a dumb decision because it just screws over overwhelming souls.
Milo v3 |
Shouldn't I get all composite blasts?
Expanded Element reads:
"She also gains all composite blast wild talents whose prerequisites
she meets"
You don't meet the prerequisites for all composites.
If you have air, electricity and fire blasts for example. You would only get the Plasma and Thunderstorm composites. While if you took Air, Earth, Fire blasts; you would get Sand, Plasma, and Magma.
Glord Funkelhand |
With all I meant "all I qualify for" instead of "a [single] composite blast"
But yeah, you're right. I need to be way more careful asking my questions when it comes to rules.
:)
Not really a rules question anymore.. but how do you play the kineticist? Is there a thread I can look at? Right now it feels like a pretty boring class.
With not so many options, esp. in the 1-5 range.
Faelyn |
With all I meant "all I qualify for" instead of "a [single] composite blast"
But yeah, you're right. I need to be way more careful asking my questions when it comes to rules.
:)Not really a rules question anymore.. but how do you play the kineticist? Is there a thread I can look at? Right now it feels like a pretty boring class.
With not so many options, esp. in the 1-5 range.
No guides yet that I know about. As far as boring.... What?! As far as attacks go, yes, it's pretty limited early on, but the awesomeness comes in the form of Infusions and Utility Talents. You can do some really crazy things with those. For instance, you chose Air, at 6th level you get get permanent fly, Evasion, a miss chance for ranged attacks, increase the range of your blasts out to 240 feet, etc.
The thing that's great about Air is you can position yourself way above the battlefield with awesome range and not have to worry about cover. Now if you want options more like casting, then the kineticist is not for you. If you to play something that's very blasting focused with some cool options, then it is for you.
Glord Funkelhand |
I mainly play PFS, and many encounters are based on "do a lot of damage as fast as possible."
It also means that I am lvl2 (if I decide to reroll as a Kinetecist).
As an air kineticist I'd stay at range, right? Lot of people seem to focus on the melee side, and I am not sure that's something I'd like.
The NPC |
Is there a point to the kinetic form utility talent. It doesn't mention any effects other than a size change, which gives you a penalty to hit. It also doesn't mention any cosmetic effects like looking like an elemental. I don't see any point in this ability.
It mentions that you suspend your body in your element. That's a cosmetic change right there.
An increase to reach has been mentioned, but your unarmed damage dice goes up, you can wield a larger sized weapon, natural armor class increases, and the amount you can lift or carry also increases.
Coupled with situational benefits, like being a large distraction or a wall, there are benefits to this talent. Additionally unlike Enlarge person there is no Dexterity penalty.
Protoman |
It'll get boring if you stay in range in my opinion. I did that with my pryo for PFS since the playtest for several levels. You get loads of HP and bunch of money for defensive stuff since you don't invest in a weapon. What's the point of having a really tanky ranged character that shoots in the distance all the time with almost little risk to itself? Switch it up and join in on the melee and have some fun. If you do so, wear cestus to keep counting as armed to provide flank for allies.
someweirdguy |
Not really a rules question anymore.. but how do you play the kineticist? Is there a thread I can look at? Right now it feels like a pretty boring class.
With not so many options, esp. in the 1-5 range.
You don't get a lot of options in the first few levels, much like a fighter of similar levels. You do have a bit of options though.
At level 1, you get the Basic version of your element's utility talent, which is a fun little ability regardless of element. Not hugely powerful, but flavorful as heck.
At level 2, you get a Utility Wild Talent so you have a max of 8 options as an Aerokineticist and a minimum of 3 as a geokineticist.
At 4, you get another, and you have the same options with an additional couple options for everything but Air (which only gets the universal option of Greater Skilled Kineticist added on).
All in all, decent utility. But you'll have a single blast you can do until level 7, and you'll only have two Infusions to use (1st and 3rd level). These low levels will be far more mobile than later for a Kineticist (no need to gather power unless you're using one of your infusions to change your blasts).
Protoman |
With all I meant "all I qualify for" instead of "a [single] composite blast"
But yeah, you're right. I need to be way more careful asking my questions when it comes to rules.
:)Not really a rules question anymore.. but how do you play the kineticist? Is there a thread I can look at? Right now it feels like a pretty boring class.
With not so many options, esp. in the 1-5 range.
I wrote "a composite blast" because I can only think of one you qualify for each time. The ones that mixes two elements specifically look at which blasts you have, not just the elements, so you could potentially have no composite blasts at level 7. For example, if you have fire blast, and pick Expanded Element (Air) but pick up a electric blast, you don't qualify for any composite blasts because none use fire+electric blast. Instead Plasma uses air blast and fire blast as prereqs.
"Dragonfly" |
The Burn mechanic scared the crap out of me from the start, so over the course of 5 levels during the playtest I never took a single point of Burn.
I built my character (this profile) with high Dex for accuracy and Int for skills. When I retrained this weekend I bumped up my Charisma and took the Overwhelming Soul archetype. It catered perfectly to my love of social skills and fright of Burn.
I went with the Air Blast to start, and I'll pick up the Electricity one next. That'll give me versatility.
Right now, at level 6, I'm +11 to-hit, and 3d6+7 for damage (not including Point Blank Shot). Empowering is amazing. I don't think Deadly Aim is worth the to-hit penalty, but with the Snake Infusion it might be.
Right now I'm looking to grab a Bodyguarding Bird Animal Companion via Animal Ally by level 7.
someweirdguy |
Glord Funkelhand wrote:I wrote "a composite blast" because I can only think of one you qualify for each time. The ones that mixes two elements specifically look at which blasts you have, not just the elements, so you could potentially have no composite blasts at level 7. For example, if you have fire blast, and pick Expanded Element (Air) but pick up a electric blast, you don't qualify for any composite blasts because none use fire+electric blast. Instead Plasma uses air blast and fire blast as prereqs.With all I meant "all I qualify for" instead of "a [single] composite blast"
But yeah, you're right. I need to be way more careful asking my questions when it comes to rules.
:)Not really a rules question anymore.. but how do you play the kineticist? Is there a thread I can look at? Right now it feels like a pretty boring class.
With not so many options, esp. in the 1-5 range.
Note to self: NEVER TAKE THAT COMBO!
In fact, there are a few combinations that give access to no composite blasts. Both of the Fire/X double energy combinations give no composite blast, and Earth/Electric gives nothing. I think that's the most disappointing, as the only options if you're Earth/Air are physical blasts.
Deadbeat Doom |
Imbicatus wrote:I really wish Earth had an Acid energy blast.I would hope that it was just from a lack of room in the book. Air and lightning are as related as earth and acid.
I wouldn't hold my breath. I seem to recall Mark saying he actually wanted to get away from the whole Acid=Earth thing (at least for the Kineticist).
Falgaia |
Jimmy of the Sad Panda wrote:Is there a point to the kinetic form utility talent. It doesn't mention any effects other than a size change, which gives you a penalty to hit. It also doesn't mention any cosmetic effects like looking like an elemental. I don't see any point in this ability.It mentions that you suspend your body in your element. That's a cosmetic change right there.
An increase to reach has been mentioned, but your unarmed damage dice goes up, you can wield a larger sized weapon, natural armor class increases, and the amount you can lift or carry also increases.
Coupled with situational benefits, like being a large distraction or a wall, there are benefits to this talent. Additionally unlike Enlarge person there is no Dexterity penalty.
Technically, you forgot one other benefit: size bonus to CMB. I think that would apply to CMB on Substance infusions, but more importantly, I can see a legitimate Pyrokineticist Grapple Build that utilizes the size increase and their Defensive talents to deal damage every round without needing to roll. It'd probably work well with the Aescetic.
Other than that, I'm getting ready to pick back up my Hydrokineticist who I intend to rebuild into a blood bender, or, as I prefer to call them, a Sanguineticist. Water blasts are the best for Kinetic Healing for Hydrokineticists, but water blasts lack good infusions unless you pick up the blood bender archetype, so I'm going to be using it to my advantage. Probably the coolest thing about the archetype is that you can autohit for a damage penalty while ignoring DR and everything, which is pretty sweet when you're fighting things that aren't immune to it. Level 7 looks like it'll be fun as well, as combining the Blood composite blast with the Bleeding Infusion they get at level 5 can really stack up the bleed damage. I'll be sure to report back once I've planned out the build more and ran it in a few games.
Faelyn |
I mainly play PFS, and many encounters are based on "do a lot of damage as fast as possible."
It also means that I am lvl2 (if I decide to reroll as a Kinetecist).As an air kineticist I'd stay at range, right? Lot of people seem to focus on the melee side, and I am not sure that's something I'd like.
Air is best at ranged, there is no reason to get into melee with Air. They have the best range, can Fly at will, and their Defense Wild Talent is geared towards defeating ranged attacks. So why anyone would willingly go into a melee with Air, I don't know.
Water is really good for melee, as is Earth I'm assuming, and Aether. The Defense Talen for Water grants armor or Shield bonus, while Earth grants DR.
Sphynx |
Melkiador wrote:I wouldn't hold my breath. I seem to recall Mark saying he actually wanted to get away from the whole Acid=Earth thing (at least for the Kineticist).Imbicatus wrote:I really wish Earth had an Acid energy blast.I would hope that it was just from a lack of room in the book. Air and lightning are as related as earth and acid.
Not to mention that acid isn't energy. If you wanted an earth "energy" it's have to be something like seismic/vibrations, definitely not Acid...
Faelyn |
You can call it flippity-floppity-floop for all I care, as long as it defeats regeneration and isn't resisted as much as fire.
That's why I was very confused why Paizo selected Fire for the Kineticist pregen. Also, the selection of Spell Penetration over Precise Shot boggles my mind. At lower levels there is a low likelihood of encountering SR.
I think for my first Kineticist, I'm going to try out Water; I love the versatility of it and being able to pull of a pretty awesome heal for free is nice.
Imbicatus |
I think for my first Kineticist, I'm going to try out Water; I love the versatility of it and being able to pull of a pretty awesome heal for free is nice.
It's not exactly free, either you or the person you heal has to accept that burn, unless you use your internal buffer. You can only gather power on blast talents.
Faelyn |
Faelyn wrote:It's not exactly free, either you or the person you heal has to accept that burn, unless you use your internal buffer. You can only gather power on blast talents.
I think for my first Kineticist, I'm going to try out Water; I love the versatility of it and being able to pull of a pretty awesome heal for free is nice.
True. I suppose I should have rephrased that better. I'd definitely take a burn for some healing. Obviously, you've got to keep track of it as a front-liner, but not a bad option.
PaulH |
What about Lava Gnomes? The ones that have the Pyromaniac Racial Trait.
May be a silly question, bit do they count as having +1CL for PyroKinetecists too?
As in, Lvl 2 Gnome Pyro has 2d6+2 (+ Con mod) fire blasts?
Just looking at a Gnome Pyro Kinetecist for PFS games.
St 9 Dex 16 Con 18 Int 10 Wis 10 Cha 11
CalethosVB |
1 person marked this as FAQ candidate. |
What about Lava Gnomes? The ones that have the Pyromaniac Racial Trait.
May be a silly question, bit do they count as having +1CL for PyroKinetecists too?
As in, Lvl 2 Gnome Pyro has 2d6+2 (+ Con mod) fire blasts?
Just looking at a Gnome Pyro Kinetecist for PFS games.
St 9 Dex 16 Con 18 Int 10 Wis 10 Cha 11
Your class level determines the progression of your Kinetic Blast, not your caster level. And the Pyromaniac racial trait does not, by RAW, extend to Kinetic Blast.
PaulH |
Same could be said about Flame Oracles or Clerics with Fire Domain.
But they were out when the APG specifically said they add +1cl to the fire stuff. (As in caster level is Caster level +1)
Occult book wasn't out yet, so was thinking the same applies
Maybe this is something for an update or listing in an FAQ?
PaulH |
@ Texas Snyper:
Pyro Gnomes
......Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability)....
Please note the Bombs bit. Can't see anywhere where the Alchemist's bombs are based on caster level either.....
They're based on CLASS levels too. But specifies extra damage as if one level higher, is my point
Oh, BTW, The blasts are ALL Spell Like Abilities (sp), so Kineticists DO have a Caster Level equivalent for some things
PaulH |
wasn't asking about powers, specifically asking if the Gnome gets the +1 lvl for damage ONLY as alchemists do.
Both are level dependent.
Alch bombs go to 2d6 at 3rd lvl
Kinesticist goes to 2d6+2 at 3rd lvl
Gnome states that he can get the former at 2nd lvl (if Pyromaniac)
Some of the statements earlier suggest they don't and that the specific text that says they do in the Pyromaniac listing is wrong