Recently ran a wood kineticist root leshy in an undead themed one shot, the on tap vitality damage was very nice to have. Frontline was me with a champion I could overlap auras with and a warpriest who had some very nice 3 action heals across the session. We were very much the right tools for the job. (Had a sorcerer and an investigator in the back if you are curious.)
Wow, I LOVE this party composition. Champion and Cleric are two of my favorites, and I especially like warpriest. That is such a cool front line without having any of the traditional front line builds like Fighter or Barbarian. The Investigator is actually way better as a ranged build, imo, so that's a great backline option there. And then having that sorcerer for some spontaneous casting to compliment the prepared cleric is just perfect.
14:41 Our fire Kineticist gets massive utility out of the fire impulse, Burning Jet. Combined with Flying Flame, she solod a pair of black Puddings while the entire team ran and hid.
I’m playing a single gate air Kineticist. Freaking LOVE HIM. I can toss the boomerang, move and catch it. Or I can use 4 winds to move all 4 of my teammates plus myself without using their turns. And still have 1 action. Side note. My backup character is a leshy wood kineticist. My son is an inventor currently and his backup character is an earth kineticist awakened honey badger.
A side note: Weapon Infusion is INCREDIBLY useful - way beyond what you explained. You see, if you check the description, ranged blasts powered by Weapon Infusion no longer have a fixed range, like cantrips - they have range INCREMENTS, like weapons. A blast with Volley, in fact, has an increment value of 100' - meaning that, while it'd be VERY imprecise at that range, it would be able to blast up to a distance of 1000'. Not many casters can reach that range, and most martials that can have to worry about ammo. The kineticist? Nope. Living sniper rifle, there and then. And if the kineticist is an Automaton Sniper (who can literally ignore the first three range increments)... well, "pop goes the forehead".
" Attack rolls beyond a weapon's range increment take a -2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible." So 600' max range, unless you do some dips into an archetype like Ranger to get Far Shot, but I don't believe that works RAW, as Far Shot only increases *weapon* range increments, and despite gaining weapon traits, Elemental Blasts are not weapons
Love your videos! The reason for reach at 23:50 is so you get off-guard more easily by flanking with someone while still being in relative safety. With thrown weapons it's harder to pull off if your teammates don't set up off-guard with other means.
Love this video! (As usual!) Kineticist is definitely one of my favorite classes. I think it’s up there with Witch for me, and love all the elements and the possible builds you can do around them Answering the question from the title, I think Earth or Wood are probably the best single elements from a combination of really good impulses + excellent junctions (though air is my personal favorite) Though I think my favorite part with the class is how much you can really cover each element’s weakness by adding another one. For example, I think metal, while fun, falls a bit behind others from a single element perspective. But if you combine it with fire, it makes a combination that makes both better than the sum of their parts, and it’s what I am currently playing!
Thanks, very helpful video! But I have 2 questions: 1. Goblin Fire Kineticist: Why didn't you choose "Burn it"? I guess because the wording in the Core rule book "your spells and alchemical items" was published before the kineticist, therefore no impulses are mentioned, but it works, or not? 2. Channel Element ("make elements flow around you"), does it work with the Terrain Stalker feat? For example Wood Kineticist with Terrain stalker wood, does Channel elements make me undetected? Or would the aforementioned both be OP? What do RAW say? (Nothing, that's why I'm asking your advice)
I think that RAW "Burn It" does not work with kineticists. Player Core 1 states "spells and alchemical items that deal fire damage" and the kineticist wording says this about impulses: "impulses are magical, and though they aren't spells...". So, impulses aren't spells, and Burn It only works with spells and alchemical items. I'd also rule that Channel Element does not work with Terrain Stalker. Though you are causing bits of wood or earth to swirl around you, you are not changing the terrain. Additionally, I think that "Wood" and "Earth" are elements found in terrains, but are not terrains themselves. For example, meadows, prairies, swamps, forests, caves, mountains, and more would contain "earth". But then again, I don't think this is clearly defined RAW so if you made a strong case to your GM, perhaps it could work in some situations.
@@RebelThenKing a heartfelt thank you for taking the time to reply! Unfortunately, the tidings that you bear are rather unpleasant. Since I'm new to PF, I have the impression, that it is way more restrictive than D&D in terms of shenanigans that you can pull off.
@@tillfangohr9286 A bit of necromancy here, but I think you're selling the system short. Can you do less crazy sh*t than in D&D? Yes, but that is because of good design and besides, the stuff you get to do is soooo cool anyway, who cares? Have you seen what level 20 monks can do? Straight up anime attacks! I'd like to see a D&D monk do that xD
Ran a fire/metal kineticist in an epic level three-shot. Skill junctions are definitely no joke, especially fire. I was adding +38 to intimidate checks. Scare to death was getting kills. Never underestimate the power of adding a status bonus to skills. It often puts you above and beyond skill thresholds of your level.
+38 to intimidation at Level 3? Or do you mean a 3 session game at like level 18-20? Otherwise, can you explain how? I can't picture getting higher than around a +10 with Expert in intimidation, an item that grants +1, and perhaps a Critical Success on an Aid check? Maybe a little higher with status bonuses from something like a Bard or appropriate spells
My metal Kineticist half Automation, half Leshy (basically made without the ability to photosynthesize but witj a connection to the Plane of Metal, so the Leshy made the suit so he COULD photosynthesize) is so much fun. Metal feels like such a "bag of tricks" that its kinda funny ino.
I was wondering, if I have a Kineticist of Metal and Wood, and I use Metal Carapace and Timber Sentinel. When the tree dies, let's suppose it takes 15 damage (it has 10 life), the remaining 5 damage would hit me. Can I use the Shield Block action to avoid taking that damage? The steel shield has a hardness of 5. What do you guys think?
The tree produced by Timber Sentinel does not require using a reaction, so it could be used in conjunction with shield block. However, RAW, Timbers Sentinel doesn't protect you - only allies. That's because the corresponding spell, Protector Tree, states "Whenever an ally adjacent to the tree is hit by a Strike", and you do not count as your own ally (see the How It's Played video on this). Were I GMing though, I'd probably allow it to protect yourself.
@@RebelThenKing I forgot that part, so I think it's not possible unless the GM allows it. Shame. =( I would like to take the opportunity to ask a question that I forgot to include in the post. The metal carapace shatters if I take critical damage, right? If that critical damage is up to 5 and I use the shield block, in this case, the carapace wouldn't shatter, correct? because the shield has Hardness 5. Thank you so much for the attention! Love your channel!
11:32 Your earth Kineticist could definitely use a Shield. Our fire Kineticist uses a Shield. Just a normal. Shield at 1stnlevel, but she has upgraded it significantly along the way. Now, with the strength, if you can bring yourself to it... Consider the Tower Shield. You can get up to +4 AC from your twr Shield. But, that's raise Shield +take cover actions. So expensive. But when you spend 1 action to raise your tower Shield, You grant all allies 'behind you', +2 circumstance AC. FREE And, instead of them raising a Shield, or casting Shield Cantrip, for a +2 Circ AC... They can Take Cover action, to gain a +4 Circ AC. Now. I want every party to enjoy a tower Shield on the front line. It is just so dominant. It really seems to aggro the smart enemies, who figure out that they must deal with the Tower, and can barely touch anyone behind it...
@@RebelThenKing I think I love that it rewards the character. It allows them an option to double down on AC cover... But at the same time that it becomes a major complication for enemies, and a mobile boulder of cover for the allies. I have found, that it can be difficult for the allies to find good cover mid combat, even with plentiful terrain... We don't make many maps like we play... Gears of War or other cover fire games...
Recently ran a wood kineticist root leshy in an undead themed one shot, the on tap vitality damage was very nice to have. Frontline was me with a champion I could overlap auras with and a warpriest who had some very nice 3 action heals across the session. We were very much the right tools for the job. (Had a sorcerer and an investigator in the back if you are curious.)
That sounds like a ton of fun!
Wow, I LOVE this party composition. Champion and Cleric are two of my favorites, and I especially like warpriest. That is such a cool front line without having any of the traditional front line builds like Fighter or Barbarian. The Investigator is actually way better as a ranged build, imo, so that's a great backline option there. And then having that sorcerer for some spontaneous casting to compliment the prepared cleric is just perfect.
I’m playing a Dwarf Warpriest of Torag in Pathfinder Society play at a local game store. 3 action heals while surrounded by undead are definitely fun.
14:41
Our fire Kineticist gets massive utility out of the fire impulse,
Burning Jet.
Combined with Flying Flame, she solod a pair of black Puddings while the entire team ran and hid.
I’m playing a single gate air Kineticist. Freaking LOVE HIM. I can toss the boomerang, move and catch it. Or I can use 4 winds to move all 4 of my teammates plus myself without using their turns. And still have 1 action.
Side note. My backup character is a leshy wood kineticist. My son is an inventor currently and his backup character is an earth kineticist awakened honey badger.
A side note: Weapon Infusion is INCREDIBLY useful - way beyond what you explained.
You see, if you check the description, ranged blasts powered by Weapon Infusion no longer have a fixed range, like cantrips - they have range INCREMENTS, like weapons. A blast with Volley, in fact, has an increment value of 100' - meaning that, while it'd be VERY imprecise at that range, it would be able to blast up to a distance of 1000'. Not many casters can reach that range, and most martials that can have to worry about ammo. The kineticist? Nope. Living sniper rifle, there and then. And if the kineticist is an Automaton Sniper (who can literally ignore the first three range increments)... well, "pop goes the forehead".
" Attack rolls beyond a weapon's range increment take a -2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible."
So 600' max range, unless you do some dips into an archetype like Ranger to get Far Shot, but I don't believe that works RAW, as Far Shot only increases *weapon* range increments, and despite gaining weapon traits, Elemental Blasts are not weapons
@@tyrusdalet Still very good, particularly in comparison to the 30 ft. of the standard Elemental Blast, don't you think?
@@alarkhar Oh I'm not arguing that it's not good! But not quite 1000' max range good xD
Weapon Infusion is my go-to Level 1 class feat
Love your videos! The reason for reach at 23:50 is so you get off-guard more easily by flanking with someone while still being in relative safety. With thrown weapons it's harder to pull off if your teammates don't set up off-guard with other means.
Ah yes, that's a great point.
Love this video! (As usual!) Kineticist is definitely one of my favorite classes. I think it’s up there with Witch for me, and love all the elements and the possible builds you can do around them
Answering the question from the title, I think Earth or Wood are probably the best single elements from a combination of really good impulses + excellent junctions (though air is my personal favorite)
Though I think my favorite part with the class is how much you can really cover each element’s weakness by adding another one. For example, I think metal, while fun, falls a bit behind others from a single element perspective. But if you combine it with fire, it makes a combination that makes both better than the sum of their parts, and it’s what I am currently playing!
Thanks, very helpful video! But I have 2 questions:
1. Goblin Fire Kineticist: Why didn't you choose "Burn it"? I guess because the wording in the Core rule book "your spells and alchemical items" was published before the kineticist, therefore no impulses are mentioned, but it works, or not?
2. Channel Element ("make elements flow around you"), does it work with the Terrain Stalker feat? For example Wood Kineticist with Terrain stalker wood, does Channel elements make me undetected?
Or would the aforementioned both be OP? What do RAW say? (Nothing, that's why I'm asking your advice)
I think that RAW "Burn It" does not work with kineticists. Player Core 1 states "spells and alchemical items that deal fire damage" and the kineticist wording says this about impulses: "impulses are magical, and though they aren't spells...". So, impulses aren't spells, and Burn It only works with spells and alchemical items.
I'd also rule that Channel Element does not work with Terrain Stalker. Though you are causing bits of wood or earth to swirl around you, you are not changing the terrain. Additionally, I think that "Wood" and "Earth" are elements found in terrains, but are not terrains themselves. For example, meadows, prairies, swamps, forests, caves, mountains, and more would contain "earth". But then again, I don't think this is clearly defined RAW so if you made a strong case to your GM, perhaps it could work in some situations.
@@RebelThenKing a heartfelt thank you for taking the time to reply! Unfortunately, the tidings that you bear are rather unpleasant. Since I'm new to PF, I have the impression, that it is way more restrictive than D&D in terms of shenanigans that you can pull off.
@@tillfangohr9286 A bit of necromancy here, but I think you're selling the system short. Can you do less crazy sh*t than in D&D? Yes, but that is because of good design and besides, the stuff you get to do is soooo cool anyway, who cares? Have you seen what level 20 monks can do? Straight up anime attacks! I'd like to see a D&D monk do that xD
Nice video!
I looking pretty hard at a metal/earth kineticist in our next campaign. Enjoyed watching.
10:00
Good news... This earth Kineticist, will enjoy the Air Aura... +10 speed
Ran a fire/metal kineticist in an epic level three-shot. Skill junctions are definitely no joke, especially fire. I was adding +38 to intimidate checks. Scare to death was getting kills. Never underestimate the power of adding a status bonus to skills. It often puts you above and beyond skill thresholds of your level.
+38 to intimidation at Level 3? Or do you mean a 3 session game at like level 18-20?
Otherwise, can you explain how? I can't picture getting higher than around a +10 with Expert in intimidation, an item that grants +1, and perhaps a Critical Success on an Aid check? Maybe a little higher with status bonuses from something like a Bard or appropriate spells
I'm guessing higher level all totalled up
My metal Kineticist half Automation, half Leshy (basically made without the ability to photosynthesize but witj a connection to the Plane of Metal, so the Leshy made the suit so he COULD photosynthesize) is so much fun. Metal feels like such a "bag of tricks" that its kinda funny ino.
I was wondering, if I have a Kineticist of Metal and Wood, and I use Metal Carapace and Timber Sentinel. When the tree dies, let's suppose it takes 15 damage (it has 10 life), the remaining 5 damage would hit me. Can I use the Shield Block action to avoid taking that damage? The steel shield has a hardness of 5.
What do you guys think?
The tree produced by Timber Sentinel does not require using a reaction, so it could be used in conjunction with shield block.
However, RAW, Timbers Sentinel doesn't protect you - only allies. That's because the corresponding spell, Protector Tree, states "Whenever an ally adjacent to the tree is hit by a Strike", and you do not count as your own ally (see the How It's Played video on this). Were I GMing though, I'd probably allow it to protect yourself.
@@RebelThenKing I forgot that part, so I think it's not possible unless the GM allows it. Shame. =(
I would like to take the opportunity to ask a question that I forgot to include in the post. The metal carapace shatters if I take critical damage, right? If that critical damage is up to 5 and I use the shield block, in this case, the carapace wouldn't shatter, correct? because the shield has Hardness 5.
Thank you so much for the attention! Love your channel!
Hardness 5 would save you there!
3:32
Or. A Returning wpn, however that generally comes at the cost of a more powerful DMG rune...
You made an impact on me, you sly reb..err.. king!
11:32
Your earth Kineticist could definitely use a Shield.
Our fire Kineticist uses a Shield.
Just a normal. Shield at 1stnlevel, but she has upgraded it significantly along the way.
Now, with the strength, if you can bring yourself to it...
Consider the Tower Shield.
You can get up to +4 AC from your twr Shield.
But, that's raise Shield +take cover actions.
So expensive.
But when you spend 1 action to raise your tower Shield,
You grant all allies 'behind you',
+2 circumstance AC. FREE
And, instead of them raising a Shield, or casting Shield Cantrip, for a +2 Circ AC...
They can Take Cover action, to gain a +4 Circ AC.
Now.
I want every party to enjoy a tower Shield on the front line.
It is just so dominant.
It really seems to aggro the smart enemies, who figure out that they must deal with the Tower, and can barely touch anyone behind it...
Oh yeah, I LOVE the idea of a tower shield for this imposing front-line character.
@@RebelThenKing definitely
@@RebelThenKing I think I love that it rewards the character.
It allows them an option to double down on AC cover...
But at the same time that it becomes a major complication for enemies, and a mobile boulder of cover for the allies.
I have found, that it can be difficult for the allies to find good cover mid combat, even with plentiful terrain...
We don't make many maps like we play... Gears of War or other cover fire games...