Way out of your element - the Pathfinder 2e Kineticist

Ойындар

We're finally going over the latest Pathfinder 2e class in full detail! What exactly is a kineticist, how do you set one up, and what potential do they have?
0:00 Intro
0:50 Overview
1:24 Kineticist Concepts
2:47 The Elements
6:50 Channel Elements
8:01 Impulses
9:36 Elemental Blast
11:55 Base Kinesis
12:30 Element-specific Impulses
15:02 Composite Impulses
16:31 Other Terms
17:29 Thoughts?
18:28 Conclusion

Пікірлер: 22

  • @blykins80
    @blykins809 ай бұрын

    I played a lvl 10 Wood/Earth Kineticist and had an absolute blast (pun intended). I had some amazing support between keeping the enemy sickened while both preventing tons of damage, doing a bit myself, creating difficult and hazardous terrain, and healing a respectable amount. I always felt like I had something ground breaking (again, pun intended) to do each turn. I'm also now playing a lvl 2 dedicated Water (will fork to Wind at lvl 5) Kineticist that is focused on versatility and battlefield control. People underestimate the power to be able to move enemies. It plays completely differently than my Wood/Earth did (of course also vastly different levels) and choosing between Bludgeoning and Cold damage at level 1 has already proven very advantageous. In short, loving this well designed and versatile class!

  • @RebelThenKing

    @RebelThenKing

    9 ай бұрын

    That's the exact same dual gate I built out for myself but have yet to play! I love all of the protective and battlefield control options. Battlefield control always feels like an afterthought or side ability with so many other builds, and I love that it's front and center with earth and wood.

  • @DrPluton
    @DrPluton10 ай бұрын

    That sounds like a powerhouse of a class. I'm anxious to hear how it plays.

  • @DGenHero

    @DGenHero

    15 күн бұрын

    It's my beloved ❤

  • @kailakaila6376
    @kailakaila63768 ай бұрын

    Awesome video! Just started playing a kineticist at lvl 10 bcz my tangle grapple monk died. Going for air and wood: create protector trees, duality trees and pollen stance to make them dazzled / sickened while flinging enemies around.

  • @catherinenyxsera3900
    @catherinenyxsera39009 ай бұрын

    Bought RoE at Gencon and started playing it there. Mine is an Air single gate. Love the design and options within this class. Having no optimized skill(s) is definitely a drawback, but got to have one of those somewhere. Overall... it is a blast!

  • @RebelThenKing

    @RebelThenKing

    9 ай бұрын

    Great to hear that early gameplay is working out well!

  • @Dezbood
    @Dezbood3 ай бұрын

    Gunslinger just died at 11, so I’ve rolled up a single gate wood kineticist. Very excited for my leshy to explore the stolen lands. 😊

  • @jonathanbennison9220
    @jonathanbennison92204 ай бұрын

    2:01 1. Constitution is also Fortitude. So. Excellent. Kineticist can add CON and/or STR, or both, depending on the type of ability / action cost they use. Its also possible to grant Propulsive or Thrown property to an attack, and that might get, squirly... Anyway, lots of benefit, from Constitution alone. As to 'no extra skill built in' You have the same benefit from the other boosts, that any class gets. You get more freedom in choosing how much Dex / Wisdom / Str / Charisma you need, Or More freedom to grab a few points in INTELLIGENCE, which equals bonus trained skills compared to a class that couldn't spare the Boost. And the PROFICIENCY you invest into any skill will be much more relevant than a small. Difference in ability score. For example? If you only have a 14 in Charisma, you won't suck at social skills compared to the Charisma class that has an 18. Its only a 2 point difference. That won't often be the difference between a Success/Fail or a Critical. Moreover, non Rogue classes, a particularly higher Intelligence, often have a number of Trained skills that end up neglected as they level. If you invest in expert and master, you will quickly catch or surpass the trained Charisma PC. Worse, some Charisma PCs won't have the skills to train all 3, And might be Untrained in one or 2 of the social skills. If you have expert and master proficiency, you'll very quickly pass their Untrained bonuses. Because level bonus is the largest numerical component to skills, especially after level 3,5,7 and 9. Those levels exceed the Proficiency value... LVL 3 is higher than your trained bonus, level 5 is higher than your couple of expert bonuses, Level 7 is higher than your few master and climbs rapidly. By the time you get a +8 legendary, it has a +15 level bonus or higher. But if you are Untrained? Your high Charisma, alone, falls way behind. Untrained Improv, can help with that. Anyway. If you have a Str Dex or Charisma 16 You really won't be significantly underperforming a skill vs the class that has a starting 18. Even a 14 isn't that far behind. Yeah. And you really sell this idea that the ability score makes you good at a thing. At 1st level, it helps, for sure, but again, only so much, but by 7th level and beyond, if you aren't investing in that skill, if you aren't Trained at minimum, You will quickly fall way behind. And assurance. Is just, so good. It isn't foolproof autopassing everything automatically,but, one thing it does exceptionally well, Is remove Ability score differences. 2 PCs with opposite +/- modifiers... Have identical Assurance if they are both trained. And it ignores your penalties, so you can reliably do that thing even when frightened or sickened, Or maybe clumsy or enfeebled, Or worse. Some abilities work as well or better with Assurance. Losing the risk of failing can be worth way more than a low chance to Crit. And some abilities can gain an auto Crit Uograde to successes, Which is a huge benefit to an assurance success there. Yeah. Ability scores are good. And in your invested, specialty, they help top you up and maintain your edge. But anywhere else, proficiency, level, feats, bonuses, assurance, all make up or exceed raw, neglected ability talent.

  • @StabYourBrain
    @StabYourBrain10 ай бұрын

    I'm probably going to play a Fire/Earth Kineticist in my next Campaign, so maybe after a few session i can give some insights. I'm not so sure yet though if i want to go Fire and Earth as a Dualgate right away or go Singlegate Fire and later fork the path into Earth.

  • @RebelThenKing

    @RebelThenKing

    10 ай бұрын

    I don't know why but all of the kineticists I've built out so far start as Single Gate then Fork the Path later. I think that having the impulse junctions is just so nice at the lower levels.

  • @StabYourBrain

    @StabYourBrain

    9 ай бұрын

    @@RebelThenKing I did the same. The Fire Impulse Junction is extremely valuable, as it increases the Damage Dice for all 2+ Action Impulses from D6 to D8, which is BIG for Impulses like Scorching Column or Blazing Wave. However i feel like due to the Proficiency progression, Kineticist comes online rather late. In that specific campaign, higher level monsters are a lot more common than smaller ones and only having Trained Proficiency for my Blasts and Saves until Level 7 felt really like i wasn't very useful at all. Low Level Kineticist has a little bit of a hard time, depending on what they have to fight, i think.

  • @alarkhar

    @alarkhar

    8 ай бұрын

    If I can give a suggestion, I'd take the following: 1) dual gate fire/earth 2) fire impulse: Burning Jet (basically a superleap, evolves into actual flight at later levels) 3) earth impulse: Armor in Earth (the strongest armor impulse - basically turns you into a walking tank. Can be later - MUCH later, i.e. lvl 14 - combined with Assume Earth Mantle to turn into a giant, super-strong, invulnerable stone colossus) 4)Weapon Infusion feat (allows you to give weapon properties to your Elemental Blast - this is possibly the best feat for a purely destructive Kineticist, as it turns the fixed range of an Elemental Blast into an attack with range INCREMENTS, pretty much increasing your range by over thirty times) Mind you, this is a Pure Damage build - a combination mobile tank/ranged sharpshooter made to brutalize your enemies at any range.

  • @bobbertpugg
    @bobbertpugg11 ай бұрын

    Did you make a video on what the remaster also changed?

  • @RebelThenKing

    @RebelThenKing

    11 ай бұрын

    Not yet, but I'm kind of slowly incorporating those changes into new videos. I think I want to build out some characters with classes that are getting big updates (witch, warpriest) in a way that explains the remaster changes.

  • @nadinabbott3991

    @nadinabbott3991

    11 ай бұрын

    Just got the book. Can’t wait to read it

  • @great-roleplaying-debbie
    @great-roleplaying-debbie8 ай бұрын

    i think attempting to try and pin down the "role" of this class is a fundamental mistake! each element is geared to do STUFF, fire has mobility but even THAT is damage as well, dealing AOE ina line. currently playing a melee wood with air as his secondary expand the gate to help improve the teamplay a bit more with 4 winds.

  • @parttimehero8640
    @parttimehero86409 ай бұрын

    My book hasn't arrived yet

  • @undrhil

    @undrhil

    9 ай бұрын

    Don't you automatically get a PDF of any book that you buy through Paizo?

  • @jonathanbennison9220
    @jonathanbennison92204 ай бұрын

    9:31 This is not a new concept just one that waas largely skipped in 5e. But look at 3.5 and PF1, which are clearly the predecessors for PF2. Spell Like Abilities. Supernatural Abilities. They could often duplicate or approximate a Spell, in almost identical fashion, But had a few subtle differences, which mostly made a difference behind the scenes. In practicality, in gameplay, in ROLEPLAY, I'm not sure the average villager cared whether you cast fireball from a spellbook, magic staff, wand, scroll, or a bloodline spell like ability, or some innate supernatural duplicate that waas otherwise, indistinguishable in the size shape and damage of the fireball... Any of the abive, blew up their library exactly the same. (not quite true... As the Staff could use the casters stats to buff the DC power, metamagic etc, unlike tla wand. For example. But. Aside from that. Anyway. Point being. Kineticists are not spellcasters. They are mystical, magical, elemental. They do channel similar forces. Elemental King Fu seems like magic to common villagers, and many Monk abilities, despite using Ki points to accomplish, definitely seem like magic in game to a commoner, absolutely Kineticist powers could seem magical, 'spell-ish'... But the part that matters to us mechanically, You aren't using a spellbook, or a Spellstaff, or a. Sorcerous spell bloodline, You aren't using psychic power, or Bardic magic music. If they had started here, we might see some very interesting variants of the Bard, or the Witch, or the Oracle or the Sorceror. But, We inherited quite a lot from 3.5/PF1 So, some of the original. Stereotypes transferred over at launch. I imagine, that a future Pathfinder edition could be very diverse away from the old templates from the other game. The Wizard isn't useless. The Fighter and Rogue excel at what they do. The Thaumaturge, the Kineticist, really show us, different types of classes. Unlike the Sorceror, being just a subtly different type of wizard. The Kineticist is a very different type, of 'mage'. A true Elementalist. I'd really like to see how creative they can be in the future, once they break out of the Variant Fighter mold. Variant Wizard mold. Witch is like a Wizard except this. Sorceror is like a Wizard except this. Cleric is like this. Druid is similar except this. (ironically, the Cleric kept almost everything from its original form, and received some buffs in Divine Font) (the Druid was dismantled and separated into splinter versions of its former self...)

  • @jonathanbennison9220
    @jonathanbennison92204 ай бұрын

    8:01 Hunt Prey isn't a bad action tax, if you are using it to activate your Hunted Strike... Because eyiubget Two strikes for 1 action. That turn. So. 2.acrions to Hunt Prey and make 2 strikes. No actual loss there, and if they target survives, you don't have another action tax to continue. Whereas something like devise stratagem, does require an action everytime? And only benefits once per turn? Panache, requires an action to activate, and will often be consumed by a Finisher... And can only Finisher once per turn? Maximum, by default, without some exception... Right... So yes. Kinetic Channel Elements, costs one action, sort of, but allows either the Stance you wanted to turn on anyway, or a 1 action Blast, So it has rebates built in. And usually, unless you Overdrive, it persists after its activated, (like panache before a finisher) Benefit to it, it isn't target specific... Like Hunt Prey, or Early Personal Antithesis fro exploit vulnerability, Or other similar, So, once it's on, it's on usually until you Overdrive. A very very minimal 'tax'

  • @jonathanbennison9220
    @jonathanbennison92204 ай бұрын

    1:10 Comments comments comments. I'm guessing you've been over this and internet ranting has been over it. But. Yes Magic. No, not 'casting a spell'. Important for a few technicalities, Ie, you don't innately have the ability as a fire kineticist to use a Staff of Fire. You lack a Spellcasting tradition (divine/occult/primal/arcane) and you lack the Cast a Spell action feature. You can unlock the ability to use staves and wands and scrolls and such, that match your elements. That's cool. Kinetic activation? IIRC? But you don't have it by default. Many of your elemental abilities will hit the same walls that a fire or ice or lightning spell would, Ie. Fire IMMUNITY or Ice RESISTANCE , or Magic IMMUNITY . And some of your kinetic abilities will replicate a spell nearly identically, but from your Gate and element, rather than a spellcasting. Others will simply function nearly identically to a specific spell, but be a kinetic version. The other side of the Kineticist, is that even when you convert your Elemental. blast into a weapon like version... Ie a Reach weapon version or a long range volley ranged weapon version... And even when you alter your Damage type from elemental to standard weapon types (P/S/B) ... You are not making a Strike. You can make a Weapon Attack Roll as part of a Kinetic Ability, But it's not a classic Strike. So, not a Strike for interaction with other feats / abilities, And not a Spell, for interaction with other feats/abilities. That means... Kineticist abilities not eligible to fuse with like Eldritch Strike. The elements aren't 'spells', or strikes. Not eligible to mix with stride+strike combo actions, Flurry, Power Attack, hunted strike, etc etc etc etc. Not eligible for any 'cast a spell' actions either. You can use a generic weapon like anyone else. But you don't gain huge class benefits to their use the way other classes would. You are incentivize to stick to your kinetic variants. So potentially one of the least combo multiclass available. That said... While Hunted Shot wouldn't work, (make 2 Strikes)... The benefit to reduced MAP should apply to all. ATTACKS. So your Ranger can still Share Hunted Prey to you. Thaumaturge Regalia Adept bonus damage, from a nearby ally Thauma, applies really well to your kinetic abilities. There are some abilities out there, which don't require a STRIKE or a SPELL, and those are where you will find your combo gravy.

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