it should be noted that while barbarians can't use these abilities while raging, if they take the new barbarian instinct in the Rage of Elements book than any kineticist impulse gains the rage trait. I was already planning on building an elemental rage barbarian with this dedication just because it looks insane.
Great for summoners. Summoners tend to max out their Constitution and have only 4 spell slots. In addition to getting non-MAP impulses, they can take an armor impulse for defense, kinetic aura impulses to buff themselves and their eidolon, and select healing impulses, which can cheat the "heal once per X minutes" limitations because you and your eidolon count as different creatures. Summoners can also stomach the action economy of Channel Elements, overflow, and utility impulses better than other classes because of Act Together.
@@darkjodo Depends on element of choice, but AoEs, utility, and heals. I'd be tempted to make a tank with the wood element via Fresh Produce, Timber Sentinel, Hardwood Armor. Air with Four Winds, andAerial Boomerang would be good, too.
Even as caster this archetype is nice, I'm playing a bard in a full support role and air and wood give me support actions to improve my party mobility and healing
My favorite part of this archetype is its synergy with Monks with free archetype. At 20th level you can get Fuse Stance, but it doesnt say the have to be Monk stances, so you can take Aura stances and combine 2 of them together which is awesome
@@rbkskillzif this was D&d I'd agree, but in Pathfinder2e lvl20 adventures are actually quite cool. I can't wait for my players to reach lvl20, you can bet Imma be giving them at least 15 sessions for them to enjoy their power against absurd foes.
I'm not sure it'll work out to be particularly good in practice. Investing all three actions on melee + 2 action impulse while being unable to dual wield, hold a shield, use a two hander, move or use any defensive moves as a melee character is quite limiting. No doubt there will be cases where it's very useful, but I think this might be one of those "white room" situations where it looks better on paper than it plays in practice. I suspect the real benefit will come from non-damaging utility impulses that give will give classes options they won't otherwise have. One thing that did cross my mind is that a race like Catfolk with Clawed Catfolk might be able to get a certain amount of joy out of the "free hand" aspect, since they're effectively always armed with half decent weapons.
Yeah I'm playing a trickster troll type Fleshwarp unarmed melee ranger with a Lion companion and am just generally looking forward to the hijinks I can do with the different air impulses and repositioning both friend and foe
This isn't quite as 'best' as you claim, because we can already do this with casting archetypes. Cantrips still scale to your character level, not your max spell level, so by picking up a cantrip that targets saves (*electric arc*) gives the same effect and is not limited to having a hand free. It's still very strong, but I'm not sure that it's more powerful than what can be done already. Certainly a nice option though. And if a Monk with a caster archetype picks up a spellheart like Jolt Coil they even get some spicy additional melee damage. I may have a monk that does this....
Another good class to take this with is the Summoner. Since you share MAP with your eidolon and have limited spell slots, getting multiple effects that you can use turn after turn instead of just spamming a cantrip is really good.
It sounds good for utility, but the damage aspect sounds heavily exaggerated. Martials have had access to Wizard archetype since forever, but I normally see the advice to grab lots of buff and utility spells that won't be penalized by the lower DC, instead of Fireballs.
So the thing is that martial's con scores are likely to be much better than their int, wis or even cha. So a Fighter taking a Kineticist archetype is likely going to have a much better class DC than a fighter taking Wizard archetype. That being said, he probably did exaggerate the damage aspect a touch.
@@webbowser8834 You need a 14 in the relevant stat to take any of the archetypes mentioned. If you're using it offensively (damage, debuffing, etc) you're probably boosting it at least to 18 or 20 on level ups. A martial might have an easier time justifying starting 16 CON instead of only 14 CON, but that means the Kinetist archetype only has a DC that is +0 or +1 higher (depending on level) compared to a Druid archetype starting at 14 WIS. And I'm not knocking it. Even having low-accuracy resourceless AoE might be preferable on some builds to having no AoE. But I'm worried Nonat is misleading about the instant-gish factor.
@@pavfeira yeah, I also think that he overlooks the importance of DC scaling, since the Archetype only scales to expert. But in contrast to the wizard archetype, the impulses scale way better, because they scale with your character lvl, not spell rank. And yes utility should be strong with this one, everyon in the group picking earth kineticist archetype and together building the biggest bridge ever? nice
@@tamadesthi156 to be fair, the archetype scales at the usual rate caster archetypes do, just doesn't get master at 18. So levels 2-17, you're not behind a caster archetype (and can be above one if you use to-hit spell and have gate attenuator). If i was a gm i would likely allow making up a level 18 master proficiency feat for kineticist if it felt necessary
@@pavfeira I mean, if I'm a martial and I am indeed planning on boosting an off stat to 18 or 20 for an archetype, I'd much rather that off stat be CON than INT or even WIS. Granted WIS is def debatable because will saves are important, but I'd rather fix will saves with magic items if possible.
7:59 "...not going to be wielding a great sword AND channeling kineticist elements..." No, but my tower shield wielding, free-handed gauntlet wearing, Magus ice tank CAN! WOO! I cannot wait until Pathbuilder has the new job available in their system!
I don’t think it’s necessarily good for damage, more for utility like deflecting wave and cyclone ascent. But it offers such a unique archetypal skillset which is dope
That's how I see it, too. Best you can get is Expert proficiency, which means most things even at lower levels aren't going to really be phased by the middling damage. The utility, healing, and defense Impulses, though, that DON'T really depend on Class DC, are INSANELY valuable by comparision.
So level 4 monk, chose a stance level 1 and archetypes into kineticist twice as air. He chose the four winds impulse which lets 4 creatures move half speed for two actions. If he goes first, he can move the front liners 10 feet, possibly 15 for speedy boys and 15-20 for himself. If he got lucky and flanked great and he can still flurry of blows if he’s in range. At 10’th level he’s moving 40ft and three party members 25ft getting melee fighters positioned or racing away squishy back liners. Just an absolute menace 😂 All he needs to do is keep his gate open and air is definitely the most subtle to keep open
Really overblowing how good this is, mate. Don't get me wrong, its a nice option to be able to have if it fits the theme of the character, but between being locked into unarmed or free hand fighting and the pitiful DC means that this isn't better than any of the spellcasting dedications.
A Sorcerer with the Kineticist Dedication looks to be really decent to play. I'd be curious to know, especially for the fire kineticist, if it's possible to pick up their fire auras in order to help with increasing damage and stacking weakness on top of it. Otherwise, a Fire or Earth/Wood Kineticist with the Sentinel Dedication looks crazy good to run with.
The thing that i like about Kineticist is that... you can indeed use your devoted element and fire it without almost any consequences, what i mean is, of course there are the impulse that make you overflow but, it's fucking amazing the fact that you can be a nonstop firethrower if you choose the right impulses and things, and yes, i wanted to make an only element kineticist because i love Fire Bending
I would like to note that the free archetype lets you take a crap load of those kineticist impulses. Example: 4, 6, 8, 10, 12, 14, 16, 18, 20... Also lets be honest a lot of classes have levels where there feats are just not good. So that could be another 3 or 4!
Elemental Instinct Barbarian grants the Rage trait to Kineticist impulses that match your Instinct. The Instinct is planned around taking Kineticist dedication in place of less Elemental Instinct specific Barbarian feats. I'm probably trying this next campaign; I'm very excited and haven't quite decided what element to choose.
Air if you want to become the storm. Earth if you want to be as resilient as a mountain. Fire if you want to rage like a wildfire Metal you want to be as sharp as iron. Water if you want the unstoppable force of the tsunami. Wood if you want your foes to feel the wrath of mother nature. Just a few vibe phrases to inspire you. :)
I'm really curious, based on what the Kineticist class has shown us, what changes will bring other classes up to this level with the Remasters. I have already been looking at this archetype for my next game.
I'm a little confused on how barbarian works with kineticist archetype. Can the impulse blast be used with sudden charge or is it completely its own separate action? Is there anyway to make raging and channeling your element not almost take your whole turn, if not should you beef up with both right at the start of combat or wait to use one of them until a different turn? Should you even be using your impulse blasts in melee range? They seem pretty cool when adding your strength and constitution, but it obv gets outscaled easily.
I think it'd be too MAD (Multi-Ability Dependent). Your main stat is Charisma, so inevitably you're locked into that for your highest attribute. Then you need Strength or Dex for your martial prowess and Constitution for Impulses. I guess you could run with Impulses being your main damage source, but they have the issue of not being very accurate since you're getting them from an archetype. Overall, really cool but not that strong.
A fighter forcing a save on its second attack instead of MAP still hardly seems worth it on fighter of all things, considering they are still very likely to hit and even crit with the second attack roll meanwhile monster saves are always tilted towards success.
Would you see this working well with a Magus? The flavor is perfect, and Magus usually doesn't make multiple attacks. Recharging Spellstrike as an action clutters up their action economy though. I'm not familiar enough to have a sense of whether this would fit in with their action economy, but it seems like an awesome way to bring more "spellcaster" flavor to the class. Thoughts?
No, It'd be clunky on a magus. The magus already has 4 actions worth of things it wants to do every round (move, spellstrike, recharge spellstrike) plus a stance (arcane cascade) to enter into for minor bonuses. Might work on a summoner though.
I think this would fit perfectly on a magus. First turn of combat, Channel element and spell strike assuming you were near them I suppose. Or you could Channel element move and use your attack maybe an elemental blast in melee. And then next turn spell strike and into your arcane stance. And then the third turn you can recharge spell strike and use a two action Elemental blast immediately and then the next turn you can spell strike and do a normal Elemental blast or a one action impulse. I think it would work perfectly!
The main issue is that you don't get the freebie one action and pulse or stance from Channel limit like you do as a full kidneticist. You also don't get a junction such as the air Junction that can give you movement from using a two action air impulse.
@@undrhil It sounds like you don't have much experience playing a magus in PF2E, which is fine, but understand the kineticist archetype does not really provide the magus any useful benefits. 1. Magus already has arcane cantrips. After the first 2 levels, these will scale better and do more damage than the 2 action elemental blast from the kineticist archetype. 2. You have to take 3 feats to scale your elemental blast vs your cantrips that scale for free 3. Your weapon will do equal or better damage than a single elemental strike 4. Movement is a challenge that you have to plan for with a magus. Some ways to solve it are the beastmaster/cavalier archetype, haste, Starlit Span Study, or the dimensional assault focus spell. The kineticist archetype does not help in this regard. 5. Opportunity cost of taking the kineticist archetype vs magus feats that improve your spellstrike or other archetypes like wizard, witch, psychic, investigator, sentinel, beastmaster, etc. that synergize better with the the magus. Finally, if you're only planning spellstriking once per battle (which you describe above), if you insist on magus/kineticist, a better build for you would probably be full kineticist with the magus archetype
0:36 That is "Procrastiworking". See Chris Halbecks video of same name. 9:06 Unless you are the new Elemental Barbarian, of course. 10:45 That wizard would need the Armor Impulses just to avoid getting insta-critted with their 12 DEX.
Dragon Barbarian with Dragon Rage Breath can do this as well...and is 6d6 that scales better. You can then add Kobold breath and Dragon Disciple's dragon breath attacks if you really want.
Worth noting that the DC capping at Expert puts the DC in line with Martial Class DC for most of the game since martials don't get master in that until the last few levels. Most of the damaging impulses are around the same strength as martial pseudo-magic AoEs like Dragon Rage Breath but some have CC on them. So it's not as bad as it looks. You probably won't slap bosses with them, but if your CON is tip top you can still get some good use.
Damage impulses are quite bad on other classes primarly because of lower DC. Though dedication is still really good. Jyst because of armor impulses, reactions and cool utility
It doesn't really let you avoid Multiple Attack Penalty. Average martial's attack bonus at Lv20 is 20(Level)+6(Master)+3(Potency)+7(Strength with Apex item bonus)=36, so for there to be no attack penalties the kineticist DC from the architype would need to be equal to 46 The Average Kineticist DC from the architype is equal to 10(DC bonus)+20(Level)+4(it only goes up to expert at lv12 via Expert Kinetic Control feat)+2(Gate attunateor) +5(Con)=41 So compared to martial attacks impulses are on a -5 penalty (or -7 for fighters/gunslingers).
At level 4 you could take the kineticist class feat that lets you create a weapon out of your element to wield. I believe the weapon counts as your free hand for your impulses even though your hand is filled, since you are basically holding your elemental energy with it anyway. But I could very well be wrong. Admittedly, they nerfed the class feat in the official publishing. Now you get one of a set of premade weapons, instead of being able to form any martial weapon in the game. I still really wish it worked like it did in the playtest, where you could do fun things like make polearms for reach or even deadly and fatal weapons. I was in love with the idea of creating a katana out of wind which was basically invisible, and using the ranged version of the blast to do basically wind sword beams. And then multiclass into fighter for all the one-handed fighting feats. But oh well.
That unfortunately isn't an actual weapon. It's a shape you can give to your blast. You ain't striking with it, you're casting an Impulse, and I suppose it vanishes when your attack is over.
Admittedly though, if you're going for flavor, the class doesn't specify what flavor your weapon has to get (it only gives suggestions), so an Air blast with the Reach trait can be a whip of pressurized air, a lightning spear, a halberd made out of oxygen crystals (did you know those exist?) or just a really big wind sword.
as far as i understand, barbarians CAN rage and use impulses, because they don't have a verbal component, which is what gave most spells the "concentrate" trait
If I'm not mistaken, the action for casting an Impulse does have the Concentrate trait. However, he completely forgot that Elemental Barbarians gives Impulses the Rage trait.
Are we sure it doesn't treat it as "your kineticist level" cause all archetypes are pretty much "half class" and the advanced element control dear says for the purposes of prerequisites..... I would argue that heightened effects are prerequisite of your level..... Not that you can't take great utility impulses that don't need to scale but letting them free scale at full level seems..... Not as intended
New to pf2e. When an elemental instinct barb rages, do you lose the kineticist elemental blast? The impulse does not have the concentration trait. What does the rage trait do for the kineticist impulse if it can't be used while raging?
No at is very good at pitching but I'm not drinking the Kool-aid yet. I don't get how this dedication is more versatile than any spellcasting dedication that allows you to pivot your spells daily (faster than retraining feats)
Armor of Stone is nutty. Nutty, I tell you! Because for 2 actions it allows you to get a monk in PLATE ARMOR WITH LEGENDARY PROFICIENCY! No offense, but this feat makes Armor Proficiency general feat look like a joke. Yes, it's a general feat which means you can get it without compromising your class build. But I would argue general feats are even more valuable than class feats since there are rarer and have powerful options like Cunning Acumen, Fleet, Shield Block, Adopted Ancestry, Prescient Planner, etc. Plus 1 feat forever trained heavy vs 2 feat for scaling heavy with an ability to pull it right out of your behind is a no-brainer for me
On that monk note, would a monk’s fuse stance feat be able to work on a kineticist stance? Like as long as you have your gate open, could be in a monk stance and a kineticist stance?
im new to pf2e, can i use this with an alchemist/bomb build? i want to take sprite for flight or corgi DM says i can use the features of the alchemical familair with the corgi. the idea is to have throw bombs that do neat impulses AOE like a fire tornado or w/e
I think this is really being oversold. I was expecting something much stronger given "MOST POWERFUL MULTICLASS ARCHETYPE". Before this video I thought beastmaster was the most powerful archetype and I was excited to learn about something even stronger. It's still beastmaster by a long shot.
I remain disappointed in Kineticist's ability to be a primary healer, especially compared to 1e's Kinetic Chirurgeon. Other than that it's an amazing class.
Wood/Water dual gate with battle medicine is pretty decent healer. Yes it requires an interact on part of the person receiving the healing in the case of the “Produce” ability and “Ocean Balm” is a one shot per 10 minute
Each healing impulse has its own "target can't benefit from this impulse for 10min" cooldown. That suggests you could just load up on "enough" healing impulses and rotate through them during combat.
Not so great for offence, cause of the misely scaling DC, but utility is nice. Anyone can spam protector tree. Anyone can learn to build the earth bridge. Anyone can summon the plate earth armour and still uses their unarmored defence modifier, if there just was a class thats stronger in unarmored defence than any other class, oh wait..
in what kind of way are kineticist attacks different compared to spellcasting cantrips? do those scale better? spellcaster archtypes allow you to go to master in spellcasting eventually. I would imagine that a cantrip like electric arc would be simular compared to some kineticst blast.(I haven't look at the numbers for kinesticsts so their scaling might be better)
Blasts are not that different from Cantrips, but Impulses are built more like full spells than Cantrips. So you're getting stuff like large AoE's, heals and even flight completely for free. Hell, if you're high enough level you can take Solar Detonation and have an at-will fireball (that you have to recharge each turn, but still).
Once you channel the element does it stay active or do you have to do it every time you want to blast? If so, you would never be able to use a three action impulse
Channel Elements stays active until you are knocked out, use an overflow impulse, or dismiss it. So you can have it up during exploration unlike a stance.
A lot of these require Class DC, which makes them no better than a Cantrip. It's useful but it's not as good as you're making it out to be. Also your example with the Precision Ranger isn't very good, because every Precision Ranger has an animal companion. They will always use an action to command them.
Respectfully, I disagree. The most powerful multiclass is still rogue or investigator, depending on your flavor and attribute distribution. The amount of skill versatility it provides is insane, in addition to having a lot of really strong feat options.
I'm looking at the Channel the Elements ability and it specifies in the ability itself you can use a 1 action impulse. I don't see where it says only main class kineticists can get the 1 action impulse for free.
Whiteout can fix the hard-copy version. For covering it in the PDF, a third-party PDF editor is needed. (Adobe's version is too costly) Once this "callout" in the Kineticists ArchetypeDedication no longer exists, enjoy! 😊
This is pretty sweet, but if your goal is just to strike and force a saving throw every turn, then why not just pick up a cantrip from a spellcasting dedication? I like the amount of options kineticist archetype gives you, but I don't think it's OP or anything
I honestly dont understand why they didnt make the extra dice for blasts part of thd feat that increases to hit and class dc. Some of class feats are already so completly bonkers, that it wouldnt matter much. Besides the feats to increase dice are so extremely taxing, that you would never be able to reason doing it. Besides, the only ones who might actually get something from blasts are casters and they can just pick the archer archetype - which essentially does the same for 1 feat. All martials can just pick up a bow and shoot. The choice to split dize and the expert feat makes the blasts completely pointless outside of free archetype, and it is even taxing on free archetype.
Are you absolutely certain there is nothing about impulses that tie the Character level or the scaling level that it uses for impulses to the kineticist level? I could have sworn there was something in the dedication feat about your kineticist level equaling half of your character level... this just feels like the entire issue with warlock invocations from 5th edition where in people were confused about the prerequisites for the invocations talking about your level when it meant your warlock level and if you didn't read the paragraph before the invocations list you didn't realize that unless you asked and someone told you.
It's definitely good but the accuracy suffers even more than it would on a caster archetype. Even if you put everything you can into it, you are at -3 compared to a real kineticist, eventually going to -5. I understand why they did this because you really shouldn't get a damage option that is better than your class things but this really reduces it to utility 90% of the time in my opinion. Which isn't even a bad thing because it's amazing utility.
This is still better than Spellcasting Archetypes since you can get a Gate Attenuator that works like Runes that boost the accuracy of your impulses (level three even boosts your constitution)
Correct, but after the impulse, you require an Interact action to regrip the greatsword. If you're casting impulses frequently, you might fare better with a longsword & free hand, or a bastard sword that can function either in one or two hands. If Impulses are going to be for emergencies only, maybe you can stick with the greatsword and deal with the occasional action tax.
I don't really get your class DC argument. Talking about a basic save doing half damage on a save is meaningless when you progress to expert at L12 and never beyond. Con probably caps at 18 vs. 24 so you're Like a -2 to -7 behind a kineticist on DC. That makes crit saves very likely by almost any monster. What you want to do is take feats that don't have an attack role or DCs tied to your class (e.g., the water stance one has a static 15DC balance/acrobatics check, the wood timber sentinel feat, thermal nimbus, flaming jet, four winds, all the 'armour feats' but mostly the earth one for armor specialization, etc.). Those are all good options for getting bonuses to saves or inflicting status effects and damage without caring about your class DC.
it should be noted that while barbarians can't use these abilities while raging, if they take the new barbarian instinct in the Rage of Elements book than any kineticist impulse gains the rage trait. I was already planning on building an elemental rage barbarian with this dedication just because it looks insane.
That sounds fun as fuck
@@connormcconnell7805 you also at higher levels get a feat option to do a burst ability similar to solarian’s nova burst in Starfinder
Sooo we can FINALLY channel a bit of the good ol Bloodrager then?
@@Sorrior basically yeah
9:09 elemental barbarians get the rage trait on their impulses. Really cool for the kinteicist archetype or dual-class characters
Great for summoners. Summoners tend to max out their Constitution and have only 4 spell slots. In addition to getting non-MAP impulses, they can take an armor impulse for defense, kinetic aura impulses to buff themselves and their eidolon, and select healing impulses, which can cheat the "heal once per X minutes" limitations because you and your eidolon count as different creatures. Summoners can also stomach the action economy of Channel Elements, overflow, and utility impulses better than other classes because of Act Together.
That sounds like fun! Which impulses would you use?
@@darkjodo Depends on element of choice, but AoEs, utility, and heals. I'd be tempted to make a tank with the wood element via Fresh Produce, Timber Sentinel, Hardwood Armor. Air with Four Winds, andAerial Boomerang would be good, too.
This is DnD Goodberry juggling all over again
I love it
Even as caster this archetype is nice, I'm playing a bard in a full support role and air and wood give me support actions to improve my party mobility and healing
My favorite part of this archetype is its synergy with Monks with free archetype. At 20th level you can get Fuse Stance, but it doesnt say the have to be Monk stances, so you can take Aura stances and combine 2 of them together which is awesome
Level 20 is kind of irrelevant though right?
I made a build for that! It looked like a blast hell just mixing the level 4 water stance is great.
@@rbkskillz it's just the theoretical fun, not saying it's a given but it's interesting to think about
@@rbkskillz I mean I recently ran like... I wanna say 3 but it might have been 4 sessions at level 20. So it happens.
@@rbkskillzif this was D&d I'd agree, but in Pathfinder2e lvl20 adventures are actually quite cool. I can't wait for my players to reach lvl20, you can bet Imma be giving them at least 15 sessions for them to enjoy their power against absurd foes.
An elemental barbarian actual can add the rage trait to their kineticist dedication impulses of their element!
Imagine everyone in the party picking up Kineticist Dedication to get Fresh Produce and Timber Sentinel.
F*ck
This class with the Monk would make D4 Deep Dives happy. He definitely likes Monks.
I'm not sure it'll work out to be particularly good in practice. Investing all three actions on melee + 2 action impulse while being unable to dual wield, hold a shield, use a two hander, move or use any defensive moves as a melee character is quite limiting.
No doubt there will be cases where it's very useful, but I think this might be one of those "white room" situations where it looks better on paper than it plays in practice.
I suspect the real benefit will come from non-damaging utility impulses that give will give classes options they won't otherwise have.
One thing that did cross my mind is that a race like Catfolk with Clawed Catfolk might be able to get a certain amount of joy out of the "free hand" aspect, since they're effectively always armed with half decent weapons.
There are some single action impulses.
I'm not convinced this is good in a white room...
Yeah I'm playing a trickster troll type Fleshwarp unarmed melee ranger with a Lion companion and am just generally looking forward to the hijinks I can do with the different air impulses and repositioning both friend and foe
This isn't quite as 'best' as you claim, because we can already do this with casting archetypes. Cantrips still scale to your character level, not your max spell level, so by picking up a cantrip that targets saves (*electric arc*) gives the same effect and is not limited to having a hand free. It's still very strong, but I'm not sure that it's more powerful than what can be done already. Certainly a nice option though.
And if a Monk with a caster archetype picks up a spellheart like Jolt Coil they even get some spicy additional melee damage.
I may have a monk that does this....
Another good class to take this with is the Summoner. Since you share MAP with your eidolon and have limited spell slots, getting multiple effects that you can use turn after turn instead of just spamming a cantrip is really good.
So excited to play my Hobgoblin Thaumaturge/Kineticist/Motorcyclist
It sounds good for utility, but the damage aspect sounds heavily exaggerated. Martials have had access to Wizard archetype since forever, but I normally see the advice to grab lots of buff and utility spells that won't be penalized by the lower DC, instead of Fireballs.
So the thing is that martial's con scores are likely to be much better than their int, wis or even cha. So a Fighter taking a Kineticist archetype is likely going to have a much better class DC than a fighter taking Wizard archetype.
That being said, he probably did exaggerate the damage aspect a touch.
@@webbowser8834 You need a 14 in the relevant stat to take any of the archetypes mentioned. If you're using it offensively (damage, debuffing, etc) you're probably boosting it at least to 18 or 20 on level ups. A martial might have an easier time justifying starting 16 CON instead of only 14 CON, but that means the Kinetist archetype only has a DC that is +0 or +1 higher (depending on level) compared to a Druid archetype starting at 14 WIS.
And I'm not knocking it. Even having low-accuracy resourceless AoE might be preferable on some builds to having no AoE. But I'm worried Nonat is misleading about the instant-gish factor.
@@pavfeira yeah, I also think that he overlooks the importance of DC scaling, since the Archetype only scales to expert. But in contrast to the wizard archetype, the impulses scale way better, because they scale with your character lvl, not spell rank. And yes utility should be strong with this one, everyon in the group picking earth kineticist archetype and together building the biggest bridge ever? nice
@@tamadesthi156 to be fair, the archetype scales at the usual rate caster archetypes do, just doesn't get master at 18. So levels 2-17, you're not behind a caster archetype (and can be above one if you use to-hit spell and have gate attenuator). If i was a gm i would likely allow making up a level 18 master proficiency feat for kineticist if it felt necessary
@@pavfeira I mean, if I'm a martial and I am indeed planning on boosting an off stat to 18 or 20 for an archetype, I'd much rather that off stat be CON than INT or even WIS.
Granted WIS is def debatable because will saves are important, but I'd rather fix will saves with magic items if possible.
7:59 "...not going to be wielding a great sword AND channeling kineticist elements..." No, but my tower shield wielding, free-handed gauntlet wearing, Magus ice tank CAN!
WOO! I cannot wait until Pathbuilder has the new job available in their system!
Doesn’t the one water stance cause everyone within its aura to be “off guard” thus allowing a rogue to just flat foot everyone with ease?
I don’t think it’s necessarily good for damage, more for utility like deflecting wave and cyclone ascent. But it offers such a unique archetypal skillset which is dope
That's how I see it, too. Best you can get is Expert proficiency, which means most things even at lower levels aren't going to really be phased by the middling damage.
The utility, healing, and defense Impulses, though, that DON'T really depend on Class DC, are INSANELY valuable by comparision.
So level 4 monk, chose a stance level 1 and archetypes into kineticist twice as air. He chose the four winds impulse which lets 4 creatures move half speed for two actions.
If he goes first, he can move the front liners 10 feet, possibly 15 for speedy boys and 15-20 for himself. If he got lucky and flanked great and he can still flurry of blows if he’s in range. At 10’th level he’s moving 40ft and three party members 25ft getting melee fighters positioned or racing away squishy back liners. Just an absolute menace 😂
All he needs to do is keep his gate open and air is definitely the most subtle to keep open
Really overblowing how good this is, mate. Don't get me wrong, its a nice option to be able to have if it fits the theme of the character, but between being locked into unarmed or free hand fighting and the pitiful DC means that this isn't better than any of the spellcasting dedications.
Any casting dedication can do the same thing with damaging cantrips and is not limiting hands while doing so.
It's more useful for at will utility (like most of the air impulses).
Pitiful dc? If it's based on con it should be pretty high on any martial
A Sorcerer with the Kineticist Dedication looks to be really decent to play. I'd be curious to know, especially for the fire kineticist, if it's possible to pick up their fire auras in order to help with increasing damage and stacking weakness on top of it.
Otherwise, a Fire or Earth/Wood Kineticist with the Sentinel Dedication looks crazy good to run with.
If you are using a fan that means your ac is off? Meaning you are vulnerable to sneak attack
Also! I'd love to see you do a breakdown of good archetypes for base class kineticists to take!
The Kineticist Archetype on a Ranger Flurry build to make your Witcher if you are into that sort of thing.
The thing that i like about Kineticist is that... you can indeed use your devoted element and fire it without almost any consequences, what i mean is, of course there are the impulse that make you overflow but, it's fucking amazing the fact that you can be a nonstop firethrower if you choose the right impulses and things, and yes, i wanted to make an only element kineticist because i love Fire Bending
*Avatar the last Airbender intensifies*
Monk with his Flury of blows saving actions would be AMAZING with it.
Oh! Oh! Oh, the mountain stance! Less ability scores needed, ouch
I would like to note that the free archetype lets you take a crap load of those kineticist impulses.
Example: 4, 6, 8, 10, 12, 14, 16, 18, 20...
Also lets be honest a lot of classes have levels where there feats are just not good. So that could be another 3 or 4!
Elemental Instinct Barbarian grants the Rage trait to Kineticist impulses that match your Instinct. The Instinct is planned around taking Kineticist dedication in place of less Elemental Instinct specific Barbarian feats. I'm probably trying this next campaign; I'm very excited and haven't quite decided what element to choose.
Air.
You choose air.
Fluffy 🧇 waffles 🧇 and whipped cream depend on air.
Air if you want to become the storm.
Earth if you want to be as resilient as a mountain.
Fire if you want to rage like a wildfire
Metal you want to be as sharp as iron.
Water if you want the unstoppable force of the tsunami.
Wood if you want your foes to feel the wrath of mother nature.
Just a few vibe phrases to inspire you. :)
I'm really curious, based on what the Kineticist class has shown us, what changes will bring other classes up to this level with the Remasters. I have already been looking at this archetype for my next game.
I'm a little confused on how barbarian works with kineticist archetype. Can the impulse blast be used with sudden charge or is it completely its own separate action? Is there anyway to make raging and channeling your element not almost take your whole turn, if not should you beef up with both right at the start of combat or wait to use one of them until a different turn? Should you even be using your impulse blasts in melee range? They seem pretty cool when adding your strength and constitution, but it obv gets outscaled easily.
im more interested in the aura passive effects as battlefield control such as the auto-flat footed stuff.
I would love to see you review this comboed with the Thaumaturge class.
I think it'd be too MAD (Multi-Ability Dependent). Your main stat is Charisma, so inevitably you're locked into that for your highest attribute. Then you need Strength or Dex for your martial prowess and Constitution for Impulses. I guess you could run with Impulses being your main damage source, but they have the issue of not being very accurate since you're getting them from an archetype. Overall, really cool but not that strong.
"Are you a Barbarian who... Are you a Champion who... Are you a monk?"
laughcry.mp4
A fighter forcing a save on its second attack instead of MAP still hardly seems worth it on fighter of all things, considering they are still very likely to hit and even crit with the second attack roll meanwhile monster saves are always tilted towards success.
Would you see this working well with a Magus? The flavor is perfect, and Magus usually doesn't make multiple attacks. Recharging Spellstrike as an action clutters up their action economy though. I'm not familiar enough to have a sense of whether this would fit in with their action economy, but it seems like an awesome way to bring more "spellcaster" flavor to the class. Thoughts?
No, It'd be clunky on a magus. The magus already has 4 actions worth of things it wants to do every round (move, spellstrike, recharge spellstrike) plus a stance (arcane cascade) to enter into for minor bonuses. Might work on a summoner though.
I think this would fit perfectly on a magus. First turn of combat, Channel element and spell strike assuming you were near them I suppose. Or you could Channel element move and use your attack maybe an elemental blast in melee. And then next turn spell strike and into your arcane stance. And then the third turn you can recharge spell strike and use a two action Elemental blast immediately and then the next turn you can spell strike and do a normal Elemental blast or a one action impulse. I think it would work perfectly!
The main issue is that you don't get the freebie one action and pulse or stance from Channel limit like you do as a full kidneticist. You also don't get a junction such as the air Junction that can give you movement from using a two action air impulse.
@@undrhil It sounds like you don't have much experience playing a magus in PF2E, which is fine, but understand the kineticist archetype does not really provide the magus any useful benefits.
1. Magus already has arcane cantrips. After the first 2 levels, these will scale better and do more damage than the 2 action elemental blast from the kineticist archetype.
2. You have to take 3 feats to scale your elemental blast vs your cantrips that scale for free
3. Your weapon will do equal or better damage than a single elemental strike
4. Movement is a challenge that you have to plan for with a magus. Some ways to solve it are the beastmaster/cavalier archetype, haste, Starlit Span Study, or the dimensional assault focus spell. The kineticist archetype does not help in this regard.
5. Opportunity cost of taking the kineticist archetype vs magus feats that improve your spellstrike or other archetypes like wizard, witch, psychic, investigator, sentinel, beastmaster, etc. that synergize better with the the magus.
Finally, if you're only planning spellstriking once per battle (which you describe above), if you insist on magus/kineticist, a better build for you would probably be full kineticist with the magus archetype
Shortbow precision ranger and barehand monk sound like good classes.
0:36 That is "Procrastiworking". See Chris Halbecks video of same name.
9:06 Unless you are the new Elemental Barbarian, of course.
10:45 That wizard would need the Armor Impulses just to avoid getting insta-critted with their 12 DEX.
"Are you a Monk?"
Amazing
"Are you a monk-!?"
10/10
Playing pathfinder for the first time, came from 5e, we have free archetype rule at the table. And I wasn't even asking google this question.
Dragon Barbarian with Dragon Rage Breath can do this as well...and is 6d6 that scales better. You can then add Kobold breath and Dragon Disciple's dragon breath attacks if you really want.
Worth noting that the DC capping at Expert puts the DC in line with Martial Class DC for most of the game since martials don't get master in that until the last few levels. Most of the damaging impulses are around the same strength as martial pseudo-magic AoEs like Dragon Rage Breath but some have CC on them. So it's not as bad as it looks. You probably won't slap bosses with them, but if your CON is tip top you can still get some good use.
Me and a friend just made this discovery last night! It's interesting
It kinda sounds like there should have been a rule somewhere saying that kineticist feats scale at half your level
Damage impulses are quite bad on other classes primarly because of lower DC.
Though dedication is still really good. Jyst because of armor impulses, reactions and cool utility
Elemental Barbarians get to add the rage trait to kineticist archetype.
It doesn't really let you avoid Multiple Attack Penalty.
Average martial's attack bonus at Lv20 is 20(Level)+6(Master)+3(Potency)+7(Strength with Apex item bonus)=36, so for there to be no attack penalties the kineticist DC from the architype would need to be equal to 46
The Average Kineticist DC from the architype is equal to 10(DC bonus)+20(Level)+4(it only goes up to expert at lv12 via Expert Kinetic Control feat)+2(Gate attunateor) +5(Con)=41
So compared to martial attacks impulses are on a -5 penalty (or -7 for fighters/gunslingers).
I've been waiting for kineticist to build a saiyan, it's cliché but I just love trying to build DBZ style characters in every system I play.
At level 4 you could take the kineticist class feat that lets you create a weapon out of your element to wield. I believe the weapon counts as your free hand for your impulses even though your hand is filled, since you are basically holding your elemental energy with it anyway. But I could very well be wrong.
Admittedly, they nerfed the class feat in the official publishing. Now you get one of a set of premade weapons, instead of being able to form any martial weapon in the game. I still really wish it worked like it did in the playtest, where you could do fun things like make polearms for reach or even deadly and fatal weapons. I was in love with the idea of creating a katana out of wind which was basically invisible, and using the ranged version of the blast to do basically wind sword beams. And then multiclass into fighter for all the one-handed fighting feats. But oh well.
That unfortunately isn't an actual weapon. It's a shape you can give to your blast. You ain't striking with it, you're casting an Impulse, and I suppose it vanishes when your attack is over.
Admittedly though, if you're going for flavor, the class doesn't specify what flavor your weapon has to get (it only gives suggestions), so an Air blast with the Reach trait can be a whip of pressurized air, a lightning spear, a halberd made out of oxygen crystals (did you know those exist?) or just a really big wind sword.
So I can get the banana ability on any character you say? I'm listening.
as far as i understand, barbarians CAN rage and use impulses, because they don't have a verbal component, which is what gave most spells the "concentrate" trait
If I'm not mistaken, the action for casting an Impulse does have the Concentrate trait. However, he completely forgot that Elemental Barbarians gives Impulses the Rage trait.
@@heyfell4301 yeah. i missed that part. but yes, elemental barb
Are we sure it doesn't treat it as "your kineticist level" cause all archetypes are pretty much "half class" and the advanced element control dear says for the purposes of prerequisites..... I would argue that heightened effects are prerequisite of your level..... Not that you can't take great utility impulses that don't need to scale but letting them free scale at full level seems..... Not as intended
This is my thought exactly!
finally I can roleplay as Magneto!
New to pf2e. When an elemental instinct barb rages, do you lose the kineticist elemental blast? The impulse does not have the concentration trait. What does the rage trait do for the kineticist impulse if it can't be used while raging?
As a Monk player, I feel called out by the first 30 seconds of this video
No at is very good at pitching but I'm not drinking the Kool-aid yet. I don't get how this dedication is more versatile than any spellcasting dedication that allows you to pivot your spells daily (faster than retraining feats)
This is…this is nice.
If you are playing a Monk, you can't take more than 1 element. You are not the Avatar.
Do you have a podcast? I tend to only listen to your videos (driving, gardening, painting etc…)
Armor of Stone is nutty. Nutty, I tell you! Because for 2 actions it allows you to get a monk in PLATE ARMOR WITH LEGENDARY PROFICIENCY!
No offense, but this feat makes Armor Proficiency general feat look like a joke. Yes, it's a general feat which means you can get it without compromising your class build. But I would argue general feats are even more valuable than class feats since there are rarer and have powerful options like Cunning Acumen, Fleet, Shield Block, Adopted Ancestry, Prescient Planner, etc. Plus 1 feat forever trained heavy vs 2 feat for scaling heavy with an ability to pull it right out of your behind is a no-brainer for me
Yeah that level scaling is going to do a lot with your expert save dc
brother
procrastinate freely
nobody is ready for the 6 hour deep dive
How wrong you are
On that monk note, would a monk’s fuse stance feat be able to work on a kineticist stance? Like as long as you have your gate open, could be in a monk stance and a kineticist stance?
im new to pf2e, can i use this with an alchemist/bomb build? i want to take sprite for flight or corgi DM says i can use the features of the alchemical familair with the corgi. the idea is to have throw bombs that do neat impulses AOE like a fire tornado or w/e
Since the elemental barbarian adds the rage trait to impulses, doesn’t that mean they can’t use impulses if they are not raging?
So I'm curious what a kenitist with a beastmaster mc would look like?
Have you peeps seen the messege /transfer 'sale' on Demiplane for the future books? ^^
You mentioned that barb can't use the impulses while raging.
Do all impulses have the concentrate trait?
Yes! But they've also added a new Barbarian instinct that I didn't know about that gives all impulses the "Rage" trait!
@@Nonat1s a barbarian could also use the Moment of clarity feat in order to use an Impulse feat while raging
"Are you a monk?!" LOL also: Called out by that >_>
Wait, why can't barbarians use impulses while raging? They don't have concentration do they?
I think this is really being oversold. I was expecting something much stronger given "MOST POWERFUL MULTICLASS ARCHETYPE". Before this video I thought beastmaster was the most powerful archetype and I was excited to learn about something even stronger. It's still beastmaster by a long shot.
I remain disappointed in Kineticist's ability to be a primary healer, especially compared to 1e's Kinetic Chirurgeon. Other than that it's an amazing class.
Wood/Water dual gate with battle medicine is pretty decent healer. Yes it requires an interact on part of the person receiving the healing in the case of the “Produce” ability and “Ocean Balm” is a one shot per 10 minute
Each healing impulse has its own "target can't benefit from this impulse for 10min" cooldown. That suggests you could just load up on "enough" healing impulses and rotate through them during combat.
@@pavfeira correct. So with those two impulses + battle medicine is three instances of healing per individual per 10 minutes.
I love the ost. It's from digimon world right?
Not so great for offence, cause of the misely scaling DC, but utility is nice. Anyone can spam protector tree. Anyone can learn to build the earth bridge. Anyone can summon the plate earth armour and still uses their unarmored defence modifier, if there just was a class thats stronger in unarmored defence than any other class, oh wait..
So question, would taking add element at 12 instead of 10 let me take roiling mudslide if I add water as my element and originally chose earth?
Welp, time to make the Avatar... What do y'all think? Monk with Kineticist dedication or vice versa?
monk dedication would be better for the avatar emulator.
Can I use Impulse feats while in Battleform?
Good stuff!
in what kind of way are kineticist attacks different compared to spellcasting cantrips? do those scale better? spellcaster archtypes allow you to go to master in spellcasting eventually.
I would imagine that a cantrip like electric arc would be simular compared to some kineticst blast.(I haven't look at the numbers for kinesticsts so their scaling might be better)
Blasts are not that different from Cantrips, but Impulses are built more like full spells than Cantrips. So you're getting stuff like large AoE's, heals and even flight completely for free. Hell, if you're high enough level you can take Solar Detonation and have an at-will fireball (that you have to recharge each turn, but still).
nonat will you do ancestry guides on the ancestries you have yet to do, like vishkanya and nagaji
Once you channel the element does it stay active or do you have to do it every time you want to blast? If so, you would never be able to use a three action impulse
It stays active until end of combat or you use an impulse with the Overflow trait.
Channel Elements stays active until you are knocked out, use an overflow impulse, or dismiss it. So you can have it up during exploration unlike a stance.
Would that archetype work with magus? Or do impulses not count?
Impulses are not spells
A lot of these require Class DC, which makes them no better than a Cantrip. It's useful but it's not as good as you're making it out to be. Also your example with the Precision Ranger isn't very good, because every Precision Ranger has an animal companion. They will always use an action to command them.
Respectfully, I disagree. The most powerful multiclass is still rogue or investigator, depending on your flavor and attribute distribution. The amount of skill versatility it provides is insane, in addition to having a lot of really strong feat options.
I'm looking at the Channel the Elements ability and it specifies in the ability itself you can use a 1 action impulse. I don't see where it says only main class kineticists can get the 1 action impulse for free.
In the Dedication feat, it adds the limitation
If you read the archetype text, it specifically calls out that you don't get the 1 action impulse for free.
Whiteout can fix the hard-copy version. For covering it in the PDF, a third-party PDF editor is needed.
(Adobe's version is too costly)
Once this "callout" in the Kineticists ArchetypeDedication no longer exists, enjoy!
😊
This is pretty sweet, but if your goal is just to strike and force a saving throw every turn, then why not just pick up a cantrip from a spellcasting dedication? I like the amount of options kineticist archetype gives you, but I don't think it's OP or anything
I honestly dont understand why they didnt make the extra dice for blasts part of thd feat that increases to hit and class dc. Some of class feats are already so completly bonkers, that it wouldnt matter much. Besides the feats to increase dice are so extremely taxing, that you would never be able to reason doing it. Besides, the only ones who might actually get something from blasts are casters and they can just pick the archer archetype - which essentially does the same for 1 feat. All martials can just pick up a bow and shoot. The choice to split dize and the expert feat makes the blasts completely pointless outside of free archetype, and it is even taxing on free archetype.
The more I hear about Kineticist, the more I hear it becoming banned and unbalanced.
Paizo critically failed the save vs Power Creep with this class.
@@RadeFoxxy They're just making a new class that's close to the core book power classes like bard or fighter.
I'm a Bardbarian who's equally bad at fighting as they are at anything creative
I didnt enjoy GMing for a kineticist in 1e, I'm really... weary.
DragonBall Z has entered Pathfinder.
If I subscribe, do I get the Kineticist Deep-Dive?
Are you absolutely certain there is nothing about impulses that tie the Character level or the scaling level that it uses for impulses to the kineticist level? I could have sworn there was something in the dedication feat about your kineticist level equaling half of your character level... this just feels like the entire issue with warlock invocations from 5th edition where in people were confused about the prerequisites for the invocations talking about your level when it meant your warlock level and if you didn't read the paragraph before the invocations list you didn't realize that unless you asked and someone told you.
Good content, but one thing bugged the heck out of me: Archetype is pronounced aar·kuh·tipe :)
It's definitely good but the accuracy suffers even more than it would on a caster archetype. Even if you put everything you can into it, you are at -3 compared to a real kineticist, eventually going to -5. I understand why they did this because you really shouldn't get a damage option that is better than your class things but this really reduces it to utility 90% of the time in my opinion. Which isn't even a bad thing because it's amazing utility.
This is still better than Spellcasting Archetypes since you can get a Gate Attenuator that works like Runes that boost the accuracy of your impulses (level three even boosts your constitution)
07:55 Why would you not be able to use Greatsword with Impulses? RAW, could you not just let go of one of the hands momentarily to use the Impulse?
Correct, but after the impulse, you require an Interact action to regrip the greatsword. If you're casting impulses frequently, you might fare better with a longsword & free hand, or a bastard sword that can function either in one or two hands.
If Impulses are going to be for emergencies only, maybe you can stick with the greatsword and deal with the occasional action tax.
@pavfeira is gripping back, not a free action?
@@aaa1e2r3 Nope. Releasing is a free action, but gripping back is 1-action Interact. (CRB p272)
3d4 damage on a trained basic save DC at level 4 for 2 actions...is kinda bad.
I can make Street fighters now
True, the problem with the archetype is that the feats scales with your level. They should consider half your level in the archetype.
Asks questions about Bard and champ that may not be utilizing Con to the fullest, then just simply asks "are you a Monk?"
LMFAO
🤣😂🤣💀
I don't really get your class DC argument. Talking about a basic save doing half damage on a save is meaningless when you progress to expert at L12 and never beyond. Con probably caps at 18 vs. 24 so you're Like a -2 to -7 behind a kineticist on DC. That makes crit saves very likely by almost any monster. What you want to do is take feats that don't have an attack role or DCs tied to your class (e.g., the water stance one has a static 15DC balance/acrobatics check, the wood timber sentinel feat, thermal nimbus, flaming jet, four winds, all the 'armour feats' but mostly the earth one for armor specialization, etc.). Those are all good options for getting bonuses to saves or inflicting status effects and damage without caring about your class DC.