Jokes on you, I'm listening to this on the way to my girlfriend's house who happens to live 3 hours away and I WILL listen to the whole thing in one sitting
@defiantmars9910 Жыл бұрын
I had to break the video into two segments. Plenty of time to listen at the gym. I get the feeling that the volume (pun intended) of overflow impulses for Water is meant to thematic of tides ebbing and flowing.
@grizl1232 ай бұрын
Yep driving to work
@armanhammer Жыл бұрын
Everytime I see Gate's Threshold: "Do you want to Expand the Portal or say 'Fork it' and try something new?"
@thewordywarlock7159 Жыл бұрын
I think while criticizing the Fire feats for weak damage you forgot about the Fire impulse junction that increases the damage die size on any 2-action impulse. And the weakness from the aura junction.
@martinobispo8724 Жыл бұрын
Yeah and if we add the extra damage from fire aura junction and thermal nimbus stance (that also procs the aura junction) suddenly fire kineticist has a lot of more extra damage
@SteveMan92 Жыл бұрын
@@martinobispo8724 Yup. I've seen someone do the math, a Fire Kineticist with Thermal Nimbus and Aura Junction can compete with a Two-Handed Weapon Fighter in single target damage by doing Flying Flame and one-action Elemental Blast
@CorruptionAura Жыл бұрын
I'm only sad that aether isn't an element but I'm so happy kineticist is here (also I meant for this to be its own message but now it is in your thread and stating here)
@Merchant074 Жыл бұрын
This, I was going to say this.
@9652769 Жыл бұрын
@@SteveMan92 Then, you add Combustion aura from the fire oracle.
@amelialonelyfart8848 Жыл бұрын
Kineticist is such a well designed class; it's actually so good that it almost depresses me in a way because I wish classes I liked more had the same level of detail and design as it.
@einkar4219 Жыл бұрын
after playing for a while I see few weak points, most of them are rather caused by fact that system wasn't prepared for something that is neither caster or martial 1. will o wisp is completely immune to impulses amd there is no exeptions 2. marial themed archetypes don't work with kineticis and due to how much ability boost kineticis should put into physical score it is difficult to met requirements for casting archetypes before 5th lv 3. some things that affect spells also affect impulses is very vague
@natanoj16 Жыл бұрын
@@einkar4219from what I see there isnt anything in will o wisp that males them immune to impulses as they are only immune to spells specifically
@allenbroussard1451 Жыл бұрын
@@natanoj16 impulses count as spells when dealing with resistances.
@amelialonelyfart8848 Жыл бұрын
@@einkar4219 Makes sense, no system is perfect. Con as a KAS is always gonna be a bit rough whenever you try to do things outside of your main thing since it doesnt have any skills attached to it and I'm unsure how many archetypes utilize it beyond bigger HP/fortitude. Still, I absolutely love its progression system, even if it made me not like the "over-specialized" subclasses some of the other classes before it have (like Inventor or Gunslinger)
@Commandant_Aeon Жыл бұрын
@@einkar4219 As a massive player of PF2, I'll anwser your points. 1 - You rarely, if ever, only uses one weapon in PF2. I'd argue that you should in D&D and PF (either editions) always have at least two weapons, specifically *because* of the point you just brought up. There are ennemies that are completly immune to you *specificaly* which means two things : 1 - your party and you need to coordinates... which is the premise of any TTRPG anyway. 2 - you need to prepare before adventuring. Like. You know. Using knowledges check in town before going out, or anticipating potential threat before assaulting such or such foe. It's not a good point to bring up if you want to show the lack of preparedness of a system for something. 2 - This is flat out wrong, for two reasons : 1 : Archetype are an *optionnal* rule. You can simply not take any if your DM doesn't allow you to both take class skills and archetypes. 2 : you are Dex and Con, any martial based on Dex will help you. 3 - you lack of understanding does not reduce the clarity of the rule.
@ccheart8574 Жыл бұрын
1:52:00+ You can actually potentially have even MORE suns. At Level 12, you can take the Effortless Impulse Kineticist feat, which lets you sustain one of your sustainable impulses as a free action at the start of your turn.
@JayskaTeag11 ай бұрын
Can't the "you gain quicken, but can only be used for x" feat also be used for sustaining an impulse? Could you have 4 freaking suns at the same time?
@cool_dude_like_really11 ай бұрын
@@JayskaTeag neither kinetic pinnacle nor final gate let's you sustain the impulse... And I can see why 😄
@sianine2765 Жыл бұрын
Bladderwort and Molten Wire arent the strongest, but I _adore_ how horrifying they are in the roleplay sphere. Like, the party watching a wood/water Kineticist eat the bandit they trapped in a fruit, or watching the metal/fire Kineticist wrap an enemy in glowing hot wire might cause some expressions of concern and questioning of Edicts
@justins34011 ай бұрын
Mmmm, body horror~
@senritsujumpsuit602111 ай бұрын
Small child doing said body horror >:|@@justins340
@SteveMan9211 ай бұрын
3:15:00 Really feels like you're underestimating how much area Jagged Berms covers. You get 6 squares of your choice within 120 feet that are now occupied, meaning enemies can't move through them. Additionally, you can have the spikes stick out of every side of each square if you want. That's 8 squares of spikes per berm you create, for up to *48 squares* of hazardous terrain. ALSO, the damage is 2d6 with no save, and scales very well considering. If you have a party that is good at range, you can absolutely use Jagged Berms to torment enemies. In an open area, you can force the enemy to either waste a lot of actions going around the berms, or take a lot of damage to get to your party. In an enclosed area, you're very likely forcing the enemy to either be stationary, or take a ton of damage
@heyfell4301 Жыл бұрын
I awaited ages for this video, but I would never imagine it would have such a perfect timing. At the time the Kineticist dropped I was OBSESSED with it... for a few weeks. Then I moved on, tried other systems and accepted my fate as the forever GM. The only Kineticists I'd be building would be NPCs. I gave up on playing one of my own. But then, months later, I finally get the chance to be a player once more, and I knew which class I'd make. I was back on track, rescanning old sheets and trying to build something new, but I was missing something. I used to always watch NoNat1's deep dives when building a character but... where were he now? I once again accepted my fate, I would not have his contagious enthusiasm and creativity-inducing hype this time... or that's what I thought. Your video released roughly one week before the game starts, catching me by surprise as I expected you to still take a month or so to make the deep dive. A surprise, to be sure, but a VERY welcome one. AND IT'S L THREE HOURS LONG, WHAT MORE COULD I ASK FROM YOU?! I AM THE PINNACLE OF HAPPINESS IN THIS EXACT MOMENT!
@fernandoraposo8460 Жыл бұрын
2 parceiro
@Swimavidly Жыл бұрын
For Four Winds, I noticed that you only considered moving towards enemies. You can also move people away from enemies or around enemies. You set up allies for flanking or deny flanking to your enemies. Or you could remove allies from hazards. There are lots of problems that could be solved by movement. Many of them could be worth two actions. BUT you need to play smart to make full use of this feat.
@derekbowen5820 Жыл бұрын
Agreed, its very useful to let a bunch of melee allies gang up on the boss then move away in opposite directions, or just letting your party spread out to avoid being a juicy AoE target. Also it eventually scales to full movement speed at character level 10. Given the popularity of Fleet as one of the best general feats, the ability to buy Wands of rank 2 Longstrider at level 5, this spell should only grow in power as an air Kineticist levels. Also, it's a 2 action air impulse, so if you have the AIr Impulse Junction that's a lot of battlefield positioning.
@PolskiSuzeren Жыл бұрын
the assessment of four winds is definitely a miss, I think this is THE reason to take air. It's a 2 action air impulse so it triggers your impulse junction, giving you just shy of a full move if you include yourself (or an actual full move if you have 30ft speed) while letting allies reposition as needed without spending their own actions/reactions. PF2 players love to emphasize the importance of denying enemies even a single action, and this has the chance to deny multiple, position your aura, and so much more. Honestly the fact that it doesn't have any kind of cooldown is wild to me.
@saprone88856 ай бұрын
@PolskiSuzeren I am theorizing an optimal Cleric build and considering picking Kineticist almost exclusively for this feat. It seems very strong, especially paired with a couple Fighers with reach weapons and Reactive Strike. But even without that setup it still has many applications. The idea of the Cleric build is to use a Whip to Trip at reach. A Cleric is amazing at healing, but lacks consistent impactful actions when not healing or buffing allies. Do you guys think it is worth it?
@MagmaRiver Жыл бұрын
8:00 not sure if this gets touched on later but the ranged blasts are *fixed ranges*, like spells, not range increments. The feat that lets you add weapon traits to your blasts lets you give them range *increments*.
@alarkhar Жыл бұрын
Indeed. This, in the case of the 100 range increment, increases the range of the average blast THIRTY TIMES - beating many ranged weapons and most spells by a lot.
@FirstLast-wk3kc Жыл бұрын
Oh my god, you are right
@normal6483 Жыл бұрын
@@alarkhar 500 ft blasts... dear Nethys...
@fatboy158 Жыл бұрын
@@normal6483Nope, 600ft. It's at -10 though.
@PurpleCyanideTube Жыл бұрын
34:10 The thrown trait has a 20 ft range not 30 and adds your full strength modifier. probably just mixed up propulsive and thrown but wanted to fix that mistake for anyone who was mistaken and reading comments. Also you can NOT use WI every time you elemental blast. when you get your free blast for gathering element it is within the action of gather element so there is no time in which you can use weapon infusion so that "your next action is an elemental blast". On top of that example you can not use it paired with any of the other free action augments of elemental blast for the same reason. It's strong but it isn't all powerful. Something to keep in mind is you are taking this feat instead of one of your limited known spells. You are taking this instead of say a scaling fire damage cone attack that is always available.
@KalaamNozalys Жыл бұрын
What I find funny with base kinesis is that at higher level it can have some pretty practical use. A fire Kineticist can extinguish part of a burning house or forest path. An air kineticist can sustain breathable air, suck out the air to turn off a fire. An earth kineticist can create dig a trench to carry water A water kineticist can supply water, or prevent someone drowing. A wood and metal kineticists can drag unnatended weapons and tools to them (bows, arrows, staves, weapons, armor) And with imagination you can do a lot more i'm sure
@simondiamond9628 Жыл бұрын
With Mining Lore and Extended Kinesis, not to mention GM permission, you can theoretically start mining for gold deposits in rock formations as an Earth Kineticist.
@Suavemente_Enjoyer Жыл бұрын
Let’s Go!! He actually did it! He cleaned his bookshelf 🎉
@Nonat1s Жыл бұрын
It's true! I did!
@Skidiwili Жыл бұрын
With Impulse Junction and Aura junction, Flying flame suddenly becomes premium damage for a kineticist hanging around in melee. It zig zags around, importantly also avoiding your allies. Most importantly it's two action non overflow damage impulse! Those really are rare and kineticist really struggles with having enough actions.
@themightyphill1853 Жыл бұрын
Something that I think is important to note, with the fire impulses, their often 2 action, which means they get upgraded a damage die, so their 1d8, but since the base dmg is only 1d6, their allowed a bit more flexibility, such as flying flame being a path rather than a line
@Nimoot11 ай бұрын
Yeah ... odd that he said Flying Flame was 'okay' ... when like at lvl 10 it does 5d8 ... FIVE TIMES if you're in melee with the target and you drag it in and out of their space.
@StarryxNight510 ай бұрын
Flying Flame only does damage to a creature once, though? They only make the reflex save once
@danielgarridomartinez74219 ай бұрын
@@StarryxNight5 I believe that means that either they fail the save and take all the damage or succeed and take none, there's no in-between.
@traceamountsofolive7273 Жыл бұрын
The GOAT, can't believe you finally- THREE AND A HALF HOURS?? Amazing. That's the rest of my day set :)
@kablueyjoe Жыл бұрын
Kineticist is so hard to go over because of how the gate and junctions interact with each other. Flying flame if you have the level 1 junction does 1D8 scaling. 1 extra average damage sure, but it’s a lens to look through. Same for air and flying boomerang. The starter junction let’s you move so you can sustain and cast a new one in the same turn. Kineticist is crazy to keep track of all the interlocking pieces.
@DGenHero5 ай бұрын
At level 5+, Flying Flame adds your level to its average damage if you have the Impulse and Aura Junctions. At lv20 that's 55 average damage to 2 targets easily. Plus Thermal Nimbus? That's an Extra 20. The Fire Kineticist can easily be a storm of Fire in the center of the battlefield, that's constantly incinerating any opponent that so much looks their way. With Furnace form they're gonna burn for even hitting you, adding 22 fire damage for every hit they try to get on you. And if you build up your damage. Ignite the Sun, Molten Wire. Its nuts.
@joshuaferraiuolo2565 Жыл бұрын
Living bonfire range is only when cast, but afterwood (see what I did there) there is no range limit. For instance, your hidden familiar can watch the bonfire. It can warn you of a threat, you share senses from up to a mile away and then attack through the bonfire. A niche use, but it has potential. Watched in 1 sitting, for the Horde!
@cool_dude_like_really Жыл бұрын
Man, that's smart! Best ambushes ever Too bad you can't reflow into composite impulses as needed, otherwise it'd be really really useful
@commenter1430 Жыл бұрын
I feel like there is some slight underestimation of how much water the level 18 feat "Usurp lunar reins" creates. 5 feet by 50 feet by 50 feet is 12500 cubic feet of water. A cubic foot of water is approximately 62 pounds. This spell creates a total of 780,000 pounds of water or 390 tons of water. That is not "splash your ankles" amount, that is devastating to ecosystems amount of water that can be conjured every *12 seconds* (or six seconds depending on your build). I would say as written, since there isn't much guidance on how this is to be run its hard to say the effects of this which makes it kinda dependant on your GM. However if you treat this as a flexible feat like base kinesis, I would say that this could rule of cool do some crazy things, drag people down stream, be enough water to treat the effect as "in water" for your other impulse effects, create flash floods, destroy dungeons and/or towns...
@yuripugliesi Жыл бұрын
Yes that's the ideal behind the Usurp lunar reins. You can use it in a closed room to basically flood it. So if you are in a dungeon room with the doors and windows closed you easily flood it entirely forcing your opponents to hold their breath, preventing their spellcasting (unless they have spells or feats to workaround) while you and your party if you get many other water impulses that becomes stronger in water and that allows you and your party to normally breath and move underwater this could be a huge advantage and even trivialize many encounters. The real problema is that this is situational. While can be devastating in a closed room, is useless in an open ground.
@commenter1430 Жыл бұрын
@yuripugliesi like I said before, the idea that this is useless outside a dungeon is kinda up to GM interpretation. Creating that much water shouldn't just "dissipate" realistically. I think that they didn't give specifics to the effect because it should be up to GM fiat on how it affects the world around you, but 390 tons of water manifesting out of thin air *should* have an effect on the world, not to mention that the spell does otherthings too.
@windermelon95676 ай бұрын
It's not cubic because you can't create the water in air, only on surfaces
@Mage-mc7mz5 ай бұрын
@@windermelon9567Displacement will push the water upwards naturally, thus cubic.
@ajparker7575 Жыл бұрын
2:44:55 a funny thing I noticed with the Tumbling Lumber's fail effect is that if you literally do this on a cliffside and the open air above the cliff is the most direct path out of the area, you can push people over a cliff on a fail. Now, it's still situational, but man, is it way easier to pull of than running up to, and then pushing someone.
@FormerRuling Жыл бұрын
At around 20:00 remember Extract Element only works against enemies that have that specific trait. It does *nothing* against an enemy that is immune to your element but isn't literally made of your element. Fire for example has alot of resistant/immune creatures that aren't fire elementals.
@FormerRuling Жыл бұрын
At around 38 - Safe Elements I wish was worded better, because as written its already caused arguments when the aura provides an effect that can be both good or bad depending on circumstance and when you make an ally immune to that effect...they are immune from it even in the good situations.
@xogdo526011 ай бұрын
FYI, looking on AoN for all the monsters with fire immunity for example, out of 131 monsters, 80 of them have the fire trait and 51 of them don't
@josephgreen9497 Жыл бұрын
1:00:54 Flinging updraft: at the end of the first paragraph it states that you choose the distance and direction of the jump. It's kind of weird that it's tucked away toward the end of the text.
@Giozize11 ай бұрын
3:18:00 you’re missing the point of molten wire here. This feat compliments a tank build for a fire/metal kineticist. You make them clumsy so reduced AC and they take damage passively which they are weak to if you build with the aura effect. You pair that with a grapple build and you keep enemies in a headlock with greatly reduced AC taking passive damage from your aura and from the molten wire every turn - and it doesn’t have the attack trait so you can do both in the same turn if you’re already next to them. It is a fantastic feat
@simondiamond9628 Жыл бұрын
Been playing a Fire/Earth dual-gate Kineticist since ROE's release, and it's been a massively fun ride (Versatile Heritage Human, Field Medic Background). For Free Archetype, I went with the Medic Dedication in order to play backup to the primary healer. Eventually, I'll also transition into Sentinel & Herbalist Dedications as well (over the course of 20 levels). Ancestral Paragon has also been a significant boon (something that my group allows). Taking Canny Acumen (Perception) at level 1 has been a real life-saver. Yeah, this class is massive and it feels like it can do it all, when it wants to. Armor in Earth has been phenomenal (I just wish it came woth a Shield, like Wood and Metal does. 😊) This wasn't easy to do, I can tell. Bravo Zulu all the same. (FWIW, I also watched the whole video in one-sitting.)
@bijnahonderdeuro Жыл бұрын
I wanna sell you on Four Winds. It is amazing. Situational? Sure, but oh boy are there a lot of situations where this is good (especially when taking in account the Delay action.) - You can waste enemy actions by forcing them to move by denying them targets. - Your martials can gang up on one enemy, but avoid subsequent fireballs or 2-3 action monster attacks (bonus question: do you have a friend with a strong trip or improved knockdown)? - Do you have a melee flurry ranger or a fighter build that wants to spam strikes? A rogue with Preparation? A magus who would like to spellstrike every single turn? All the above? - Do you have a wall spell at hand and want your entire party to spend 2 actions sniping the enemy or casting spells, while you move them in and out of cover as appropriate - and *still* use an elemental blast? - etc. On top of all that, Four Winds triggers air impulse junction *and* lets you extend Cyclonic Ascent. Four Winds enables so many strategies.
@lurchEbean Жыл бұрын
17:59 According to Google, 40 lbs of air is roughly 530 cubic feet (13.33 cu ft/lb). So I guess you can create a vacuum in a sealed 20'x25' room. Neat.
@shredderswipe Жыл бұрын
No you can't, you're only considering surface area not volume. 530 cubic feet is a cube with a side length of about 8 feet so the biggest room you could do is a walk-in closet.
@LastTigerEyes Жыл бұрын
Yeah, I was gonna say, that's a 20' x 25' x 1' room -- gotta account for the 3rd dimension there. xD
@allenbroussard1451 Жыл бұрын
more importantly, 40lbs of fire (which has almost no weight) could cover quite a large area.
@hellfrozenphoenix13 Жыл бұрын
@@allenbroussard1451i just checked and, assuming its a more oure flame, its a fourth of the weight of air! Its heavier if it has pollution and snd the like within it, but jot to an insane degree.
@werevamp4 ай бұрын
@@hellfrozenphoenix13 so fire kineticist is the ultimate arsonist. Makes sense.
@ThatGuyKazz Жыл бұрын
Ok so I want you to imagine that you are in a dungeon as you often are in a game of Pathfinder. Then you get to the end of the dungeon and it's a room that is 50 feet by 50 feet wide and 15 feet tall and you see the big bad boss guy standing menacingly in the middle of the room and he glares at you daring you to step foot into his domain. And then you create a wall of ice at the door and flood to room completely. The boss drowns and you all go home happy. The end.
@Nimoot11 ай бұрын
Or if you find the Big Bad Boss in his bed chamber and it's a small room ... just "FIRE" everywhere and wall of fire at the door... 🙂 lol
@ZaberFangAT Жыл бұрын
34:10 It's even better than that; Propulsive is for half your strength mod (the 50' option). Thrown adds your FULL strength modifier. 2:53:19 They actually need to be at least 15' FROM each other. 2:57:16 I think you can still fail your normal recovery checks; allies just get an immediate free check, and they can't fail that one specifically. 3:18:28 I think the thing that makes Molten Wire much better than the Ambush Bladderwort is that it's only 2 actions, and isn't an overflow impulse. If they spend their entire turn getting out, you can just do it again straight away! 3:21:11 The grammar does actually make sense for the 'a creature/the creature' thing - 'a creature' refers to any creature hit by the impulse. 'The creature' then refers to the implied creature in the phrase "while [a creature that failed its save is] coated in mud, the creature...". English is stupid. Still doesn't work, of course, since we have no way of defining targets.
@SomeoneMysterious1352 Жыл бұрын
The final sentence of flinging updraft says "You choose the distance and direction of the bump." And it's before the paragraph about unwilling creatures so it applies to them as well.
@connornewell9895 Жыл бұрын
some utility to Usurp the Lunar Reins you might not be taking into account, when you are trying to fight underwater these are the following affects: "You’re flat-footed unless you have a swim Speed. You gain resistance 5 to acid and fire. You take a -2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. You can’t cast fire spells or use actions with the fire trait underwater. At the GM’s discretion, some ground-based actions might not work underwater or while floating." in addition: "You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air. When you run out of air, you fall unconscious and start suffocating. You can’t recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you’re at 0 Hit Points)." so you can precast the impulse that gives the party water breathing and swim speed from the early levels, then cast this in any kind of indoor environment, you have a minute of 50x50 feet (x20 feet if you also raised the water level) that the enemy is hampered in, while your party can operate mostly fine if they know this is in your arsenal. its less effective when you are say out in an open field or whatever, but how many BBEGs have their lairs outside? you use this in a castle or a cave where the water will take a lot of time to drain away, and the enemy is screwed
@connormcguire484 Жыл бұрын
Man, I don’t even play PF/pf2e but I just like hearing you be really enthusiastic about stuff. I struggle with motivation to even do things that I enjoy but like listening to you in the background and it helps me stay on task if I wanna do stuff like play games. Cheers buddy.
@matthewcunningham2675 Жыл бұрын
Shattered Mountain Weeps actually calls for a Fortitude save, and it has difficult terrain built into it already. All Shall End in Flames doesn't necessarily damage you either. Emanations let you exclude or include yourself at will.
@miguelgilcasas356011 ай бұрын
I love the water impulses having overflow. It's just really thematic with the whole rise and fall of the tides
@noahs2k Жыл бұрын
I sure loved watching this video with its compounded chapters. My favorite part was probably the way all the information was compounded into such a short and comprehensive video format. Compound.
@Nonat1s Жыл бұрын
I wanted to punch my computer every time I said it. I EVEN SAID "Composite" CORRECTLY ONE TIME....AND THEN WENT RIGHT BACK TO CALLING THEM "Compound"!!!
@undrhil Жыл бұрын
Now you're just compounding the issue LOL
@kaii9306 Жыл бұрын
Hey, certain things I want to bring up, but before that, massive respect for the "no sponsor segment part". It's normal to have them but to avoid it and say "I want the support to be from you" is a big placing of trust into your audience. I am not without fault, so if I understood something wrong or am not aware of certain rules, please correct me so I can learn. 1) Channel elements allows for 1-action blasts or _stance_ impulses specifically. Normal 1-action impulses can't be used. 2) As far as I understand sustaining can only be done on 1 effect at a time (currently renamed to "sustain _an_ activation" meaning singular. So for Ignite the Sun, you could have 3 suns because you need to use 3 actions to sustain. Even with effortless impulse, you would manage 3 sustained suns, since the 1 action that would be left couldn't produce a new one. You _could_ make a new one if moving 1 would not give you any benefit. 3) Architect of flame (Wall of Fire for the kineticist) also gives the option for a dome. Meaning enemies that could exit it via flight or other similar means still need to go through and your flying allies (or if you are on higher elevation) get concealment. 4) Metal seems to have a theme of "interference". Dishing damage if attacked, hazardous terrain and absorbing certain effects. It's not much but it's the closest I could put it. 5) Sea glass guardians doesn't distinguish between allies and enemies (trigger is "a creature"), so safe elements is needed to avoid helping critically hit enemies. 6) Rouse the forests fury says "at least 15ft of _from_ each other" which (unless my grammar is wrong because eng is not my primary language) would mean they can't be closer than 15ft, but further away is fine. So you can't make a wall, but can maybe give allies a form of cover, or block multiple pathways (if 10ft wide). They can also be placed to provide flanking for martials that might lack a companion in that case. 7) Whirling Grindstone is usable by enemies, so careful who you use it against. 8) Jagged berms, while not dealing damage on use, can be placed so that any movement triggers damage by placing them around the enemy. It's amazing area denial more than an immediate damage source. It deals fantastic damage, and the area control and cover providing, in my opinion, make up for not dealing damage on the spot. If I need correcting I'm all ears/eyes.
@tristanmitchell1242 Жыл бұрын
40 pounds of air, assuming STP, is approximately 495 cubic feet of air, or 14 cubic meters. If you just "move" that air to be at the edges at a much higher pressure, thereby preventing more air from filling the resulting vacuum, you have a pretty darn big killing chamber, on command, for two actions and sustain until dead.
@itsmefirefox11 ай бұрын
Yea a roughly 4 by 3 dead zone or air I would rule also cancels out all fire effect because of the lack of oxygen
@asherclark1020 Жыл бұрын
Ambush Bladderwort is a pretty good time waster if someone fails the save. Even if they immediately escape, the escape action has the attack trait, so they've lost their most potent strike that round. It's kinda like a really strong summon, you really can't ignore this effect if you get ensnared, but dealing with it takes effort and time, which isn't being used to kill your allies.
@undrhil Жыл бұрын
Plus, they are submerged completely in water! Aren't there rules about being submerged in water which limits damage and stuff
@TheNaturalnuke Жыл бұрын
It’s also the only native way the kineticist has to heal undead :]
@SilvrSavior11 ай бұрын
@@undrhil Just looked it up and these are the "Aquatic Combat" rules Source Core Rulebook pg. 478 4.0 Use these rules for battles in water or underwater: You’re flat-footed unless you have a swim Speed. You gain resistance 5 to acid and fire. You take a -2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. You can’t cast fire spells or use actions with the fire trait underwater. At the GM’s discretion, some ground-based actions might not work underwater or while floating. So non piercing melee attacks are less accurate, many ranged attacks are impossible, and if the enemy is fire based then they might be boned.
@jesterbravo33179 ай бұрын
Listened to this during a 10-hour shift at work. Took a mild rest on my break to send some texts, but otherwise yeah, all in one sitting. Bruh. I was ready to ditch Pathfinder and tell my group that I just couldn't find the interest to finish making my character for Saturday, but this video and class made me excited about the system and the campaign. I owe you a great debt of gratitude and will be making a wood Kineticist in the next two days. Possibly wood and water, but we'll see. Oh, and we're using the variant rules where we get two classes (which I've never heard of, but our DM is insisting on it), so I'll pair it with the chirugeon alchemist and be a healing/support character. Thanks again for this video my dude.
@SteveMan92 Жыл бұрын
27:20 Final Gate works on every turn, not just your first turn of combat. So you can end your turn with an Overflow Impulse, and then at the start of your next turn, activate you Kinetic Aura again, with a stance or Elemental Blast, as a free action before doing anything else. And you could do that every turn if you want to
@robertcarter953511 ай бұрын
I mentioned to you this the other day that I’m a truck driver and I listen to your videos while I drive, so yeah I went through this entire video in one sitting while I was driving
@Distantone11 Жыл бұрын
Adding con and str to melee is amazing. Overall I love how using con for abilities gives you more freedom with how you use your other ability scores
@TheGrandUser11 ай бұрын
Regard Timber Sentinel:: There was an old DOS era video game called "Gladiator" by Forgotten Sages, fun action game. It had various D&D style classes one of which is the Druid. It's level one special power was to summon a tree! Useful as a barrier in that game. They stuck around permanently until an enemy destroyed them. So quite similar to this.
@AmusementOverlord Жыл бұрын
I made it through in one sitting. This was fantastic. Thank you for all your hard work. Get some rest my guy
@lockepersonal Жыл бұрын
Winter Sleet is even more OP than I originally thought, melee enemy approaching you must stop at the edge of it and take a Balance action. So at most they'd have one attack on you. And you can push them away with the impulse junction.
@Hyoseph Жыл бұрын
I drive a semi truck for a living and this is going to get me most of the way through a state. Kudos on the megavideo
@undrhil Жыл бұрын
Which state? Exhaustion? Confusion? LOL
@Hyoseph Жыл бұрын
@undrhil5281 Both? Yes. Both is good.
@Captainpigraven Жыл бұрын
For a game that’s all about teamwork, you certainly swing and miss pretty hard when it comes to teamwork-focused abilities. The Four Winds air feat that lets you move up to four people is absurdly good action economy. It’s giving four free actions to get in position, like flanking, or help move a player out of danger.. And then you’ve got Jagged Berms which lets you dictate the battlefield provided you have one or two martials capable of shoving, repositioning, etc. The Kineticist at my table has been crushing it using that ability, with help from her teammates.. Same with Ambush Bladderwort, you’ve just got to have teammates willing to help you out. And yes, it’s all dependent on your party member composition. But that’s true of some of the best teamwork exploits in this game, like the Rogue/Fighter/Bard combo combining Dirge of Doom with Dread Striker. And yes, Four Winds is going to be moving at least 15 feet, because no teammate is going to ignore Feet when they know they’ve got an Air Kin w/that feat.
@lishuss Жыл бұрын
liking and commenting at the start of this because 3 and a half hours of my favorite 1st ed class needs that engagement!
@kyurecon311 Жыл бұрын
Ever since Kineticist came out, I've had an idea in the back of my mind of a Ben 10 type NPC who is relatively normal until initiative starts, and then transforms into a form that uses 1 or multiple gates and all forms are separate from each other, meaning they can't use one form's impulses in another. And maybe flat checks to see if they get the form they want or a random one! Also, all in one sitting! 😁
@undrhil Жыл бұрын
That is incredible! You should definitely do it! I played Ben 10 in 5e adventurers League and I had a blast with it! No pun intended, since he spent most of his time as heat blast but that's incidental because it just happened to be the only alien I could think of that disguise self would really work with and that I knew well enough to play with LOL
@kyurecon311 Жыл бұрын
Nice! How'd you end up doing that? My idea back in D&D was to pretty much homebrew a Druid version of Divine Soul Sorcerer.@@undrhil
@undrhil11 ай бұрын
@@kyurecon311I reflower a bunch of spells as alien abilities and I mentioned that the Omnitrix was malfunctioning and not allowing him to stay fully transformed into an alien form. So whenever he cast a spell, it was him activating the Omnitrix and getting a partial alien transformation which only lasted for about 6 seconds. I eventually picked up the Warlock invocation to get disguise self at will and was able to have a full alien transformation that lasted for an hour but then I had to figure out a way to have him using other alien abilities, so I ended up giving him a familiar which was the Slime be out from Omniverse
@undrhil11 ай бұрын
@@kyurecon311sorry about any typos or weird misspellings..... Google speech services doesn't always like my accent lol
@kyurecon31111 ай бұрын
@@undrhil No worries on that, I got what you meant! But those are some pretty cool ideas!
@McFatson Жыл бұрын
49:05 yeah Kinetic Pinnacle feels a little redundant. However, I've noticed that most kineticists can broadly be sorted into a "stance" playstyle where you use stances (fire's great for that) or an "overflow" bursty style (metal and water, due to sheer abundance of overflow powers). Like you said, Kinetic Pinnacle can let you Channel Elements to get an aura active. But this can also let you get a stance going. Fire in particular has a great aura that deals continual damage to enemies while providing resistances. Now imagine being able to drop 3-action overflow blasts and throw the Sun at enemies every round while also slowly cooking them. You kinda have to plan your build around it but there's a lot of potential if you're the sort to lay out a build plan to follow as you level.
@TheNaturalnuke Жыл бұрын
For Igneogenesis: there’s no bull limit, if you wanna make a fort or other building in a reasonable time frame your going to need igneogenesis
@lillka8426 Жыл бұрын
What fantastic timing. I have spent the last week trawling through Kineticist stuff and no one does thorough deep dives the way you do; going through every mechanic AS WELL AS giving your personal thoughts to how they might actually play in game. Can't wait to dive in (huhu) and listen to this during work. Thanks for the hard work Nonats, despite the injuries and sicknesses recently
@hawktitan7896 Жыл бұрын
For anyone having trouble keeping track of weapon infusion here's a simplified version of Weapon infusion that uses what range you're at to determine what the effect is- Adjacent - Agile, can benefit from flanking, Full Str damage 10' - Reach, can benefit from flanking, Full Str damage 15-20' - Thrown weapon - Full Str damage 25-50'- Propulsive - Half Str Damage 55+ - Volley - No Str Damage Any physical damage type. It's not quite that simple as you can mix and match somewhat, but 95% of the time this is what you choose.
@undrhil Жыл бұрын
One correction: any damage type that your Elemental blast could already do plus the physical damage types
@urimor6236 Жыл бұрын
Wow, gigantic, playing a low int earth kobold kinaticist and so far having fun, will review all of the earth chapter so thanks.
@piedpiper1185 Жыл бұрын
2:21:34 - I think you're underestimating how busted Winter Sleet is. It causes _uneven_ ground which means that any creature that gets hit while standing on it automatically falls prone. Also, any creature that has fallen prone cannot stand back up. Standing is a specific move action that is decidedly _not_ Balance. RAW if a creature tries to stand up, it automatically falls again Edit: Correction, getting hit causes a Reflex save or fall prone. Still broken
@flyinmehkite384 Жыл бұрын
I have 3 things I really want to do with this class. A leshy or Ghoran that is based on a lotus and is a water / wood healer. An earth / air character that embodies a sandstorm. Lastly a metal kineticist that is a mechanic in a Starfinder campaign. This is one of my favorite classes, tied with the witch. Love the flexibility the class has in building as well as the out of combat things it can do. Also it just oozes flavor.
@LoredanSunstrider Жыл бұрын
34:42 iirc the melee forms also allow you to add STR to your damage. I love this class.
@hannahtoennis8860 Жыл бұрын
If you set up jagged berms as a wall it’s pretty good crowd control. If enemys wanna get to you they need to traverse deadly spike fields first or move around it all. I also wanna try playing a very specific build with ravel thorns and the earth aura junction + jagged berms. Will be amazing at Level 10 and beyond but even before that -10 ft movement and difficult terrain makes it pretty hard to move away from me and jagged berms assures they’ll not get away undamaged
@moonglade42011 ай бұрын
got through on two sittings while at work :3 next time is probably going to be all at once cause your voice is great and I like these long videos
@FirstLast-wk3kc Жыл бұрын
54:30 And remember => its two action impulse, so if you have air junction u can move as a free action
@YamiKyougi1311 ай бұрын
regarding the composite feat bladderwort at 3:03:00 : I think it would actually be decently effective against spellcasters, in theory. Per the drowning rules, you have 5 + CON rnds to save yourself yes. But if you speak at all (including to cast with a verbal component), you lose all those rounds and immediately begin to drown. The fort save on this straight kills you on a crit fail. So a low Con character character could have some real trouble with this. Granted, this is more effective as an enemy vs. the Party, not for the party vs. an enemy, but I think some of these feats actually ARE geared towards making interesting antagonists to the party. Plus, with the later level Kinetists' ability to just change feats with an action, these much more situational feats serve an interesting niche.
@robertcarter9535 Жыл бұрын
As far as counter element is concerned, treated like any other feet… If you take a fit that has a prerequisite fee, and at some point you get rid of the prerequisite feet by retraining, you also lose the feet that required the earlier feat as a prerequisite
@rvnender Жыл бұрын
About time! The book shelf was gross
@NhojDDB Жыл бұрын
1:00:47 Clear as Air doesn’t say sustain for up to a minute. It just says you can sustain it, with no specified time limit. So you can sustain it up to the 10 minutes, then at 10 minutes, cast it again to keep it up. That is permanent invisibility as long as you don’t take a hostile action.
@ajparker7575 Жыл бұрын
1:41:10 Unless I'm mistaken, it's not you specifically, but rather it just IS cumulative with resistance from ANY Gate Junction... Which, for my Fire/Water (Steam) Kineticist, I've taken the Water Aura Junction so that when I take this stance, I boost the Half My Level Fire Resistance I grant to all creature to My Level and a Half for me and my allies, and I use Safe Element to designate enemies to not gain the benefits of my aura, so they still take the Fire Damage, but me, my allies, and even random non-combatants don't take the Fire Damage from my Aura. I've also added onto that the Fire Aura Junction, so that things have weakness to MY Fire Damage from MY Impulses, which include stance Impulses, so casual Half My Level in both Fire damage & Fire Weakness to enemies.
@mannyvalerio6822 Жыл бұрын
Kinetic Pinnacle effectivrly removes the drawback on your 3Act Overflow Impulses, and allows you to keep Auras up btwn turns even when using them.
@Visteus Жыл бұрын
2:58:18 Turn the Wheel of Seasons should work with Safe Elements, meaning you can make your party concealed but not the enemy or vice-versa, I believe
@rileymcleran2895 Жыл бұрын
1:38:02 My Ruby Pheonix party used scorching column to deal incredible damage by having the monk use whirling toss to throw enemies through the hazardous terrain and whatever area spell the wizard had out. If you let the monk use whirling toss vertically (which nothing in the feat says you cant) the damage is bonkers. I ended up ruling that vertical tosses only went half as far.
@okagisama Жыл бұрын
I first had the same view about kinetic pinacle, but lately i view it differently: it allows to keep your kinetic aura at the end of your turn, even if using oveflow abilities. Having kinetic aura means keeping junctions, for instance immunities to some damages at this level if you chose resistance junction.
@skeletonghost610 Жыл бұрын
Beasts of Slumbering Steel not being able to link together like Voltron is a tragedy.
@jermz783 ай бұрын
Great work, Nonat! I love your exuberance in describing all of the details!
@VJK102 Жыл бұрын
I didn't expect a video 3 1/2 Pirullas long for an ATLA class
@chorranthu5746 Жыл бұрын
The one use case I've noticed that makes Kinetic Pinnacle for Channel Elements actually pretty useful is if you have an overflow reaction. That means you automatically channel elements at the start of your turn, then you can 3-action overflow for your turn, and Kinetic Pinnacle Channel Elements to get your gate back so you can use your overflow reaction off-turn.
@SteveMan9211 ай бұрын
1:30:47 I think you're confusing Armor in Earth with Assume Earth's Mantle. Armor in Earth isn't a stance, you can have it up and use Rebirth in Living Stone at the same time. You just can't combine Assume Earth's Mantle with Rebirth in Living Stone, as these are both Stances I think the confusion is coming from Assume Earth's Mantle stating you can also get the benefits of Armor in Earth at the same time. What that really means is that when you use Assume Earth's Mantle, you can also gain Armor in Earth at the same time, if it isn't already active. This will probably never come up, because there's no reason to not always have Armor in Earth active, but if it does it's a nice little action compression bonus
@hilarymoonmurphy11 ай бұрын
I have been listening to this one chapter at a time -- delightful amount of work. I especially like the chapter announcements for each element.
@ericfeatherstone77622 күн бұрын
2:40:45 Timber Sentinel - I’m in a PF2e “Kingmaker” campaign, and my Tengu is (at the time) a 3rd level Wood/Earth Kineticist. I have Fresh Produce and Timber Sentinel. At the time, we didn’t realize how TS scaled, so I was using a basic 10 THP Tree in all of our fights. In the first three encounters, the Protector tree survived, and became a normal tree. In the following encounters, if the Protector Tree did not survive, I’d pull out another one. The Meme in my group is that (so I’ve stated) these Protector Trees will serve as Historical markers for the generations to come, once we’ve established our Kingdom. The best part, though, is the BBEG fight just before leveling to 4. Again, we hadn’t realized the Protector Tree scaled until after the conclusion of the 2-session fight. We calculated that my Timber Sentinel soaked over 160 points of incoming damage. Then we realized that I should have tanked something like 300+ points of damage if the Protector Trees had been at the 20THP level. 😂
@icefirepython Жыл бұрын
Something important to note about Ignite the sun and its sunlight vulnerabilities. It kills any vampire in the area in 3 turns maximum. With that noted, a lot of the "weaker" impulses and features of the class rely on the absolutely insane amounts of flexibility and creativity that the class offers. Many of them might not stand up to others in terms of raw power for many APs that Paizo has released, but for flavor and RP situations are absolutely unmatched. Keep in mind, something as simple as base kinesis can potentially have massive effects in the game once you realize its implications. You can snap your fingers and delete AIR around someone, sure its a small amount of air at first but this increases to a sizable amount over time, however I would like to point out what just a small vacuum collapsing next to something can do, and now you can delete MORE than just a small vacuums worth of air. Same thing with water, just a few millimeters is all it takes for water to crash out the bottom of a bottle, its a party trick that anyone can do by hitting the top of the bottle and having the bottom explode, now imagine being under water and deleting all the water around someones head. Usurp the Lunar Reins you slated as at best providing water for a village dying of thirst and at worst, basically doing nothing. However, with flood and control, you have turned any land combat into underwater combat by creating 15 foot deep water. And with all the other abilities that water provides, you and your party are equipped to handle water combat while surely, most any enemy you are fighting doesnt even have a swim speed and now basically cannot fight back. Even if you consider control as just lifting the water and not expanding it up 10 feet, thats still a 125 cubic foot section of water held 10 feet above everyones head, you position that above an enemy army and sure, there is no LISTED mechanical effect, but I would absolutely gobsmock the hell out of anyone my players threw that at, considering thats nearly 8 tons of water dropping onto everyone in that area.
@gobblin330610 ай бұрын
For the air suppression of 4 bulk question you could remover 10000+ liters of air or equivalently 70 5ft cubes of air you could rule this as happening over the period of a couple of rounds to ensure hypoxia. They try to breathe but the air is gone by the time it hits their lips. Truely horrifying. One action sustained force choke.
@FirstLast-wk3kc Жыл бұрын
OH MAH GOD, IS IT REAL?! Yeah, that's one of my favourite classes from the start. Especially love half of Air feats and etc, feels so flavourful and etc... So much cool stuff! Four Wonds is possibly my most veloved 1 lvl feat of a class
@GrimmDichotomy Жыл бұрын
Great job, NoNat! Definitely went all out on this, and even though Kineticist was out for a while this makes a FAB resource (particularly with distinct chapters!) for veterans and newbies alike! 💚
@AndrewHauck-v7s11 ай бұрын
Glorious. Thanks for all the effort you put into these.
@jmooreftw Жыл бұрын
Had to ignore this few a day or so because work/life.. sitting down now to watch it. Good Job getting this monster out there.
@KalaamNozalys Жыл бұрын
Not to forget ('cause I sure did) that if you start as single gate fire or pick its impulse junction, you increase all of those damage by one size, so flying flame becomes d8 and all. Might in part be why some of them are "just okay" in damage. regarding living bonfire, I think one benefit is terrain control. It is a 10ft by 10ft bonfire, so I imagine it's like those very tall log construction of bonfires so it'd provide cover maybe ? That's how i'd rule it at least.
@HistorysRaven Жыл бұрын
I am SOOOOO glad I didn't watch this until now. Nothing against you, but I work nights and I needed sleep when this dropped at noon. The funny thing is, if I wasn't at work, I'd have BG3 up on the other monitor. Instead, I have Pathfinder Nexus up and making my Inventor Gunslinger Archetype on the other monitor. Usurp the Lunar Reins Slow is a lot more powerful than it seems at first. Five creatures with the "Water" trait: Adult Brine Dragon, Adult Bronze Dragon, Adult Sea Dragon, Ancient Brine Dragon, Ancient Bronze Dragon. Yeah, that's gonna do some mayhem.
@SkarmoryThePG5 ай бұрын
Still a joy to watch. Glad I finally got over my ambivalence about this class, it's very tighly designed.
@spookyfish260510 ай бұрын
One sitting! But it took me like 6 hours, because I was pausing a lot to look things up. New to Pathfinder, and loving your videos.
@Evalam-c5eКүн бұрын
Imagine making an air+earth kineticist using air’s impulse junction to move half your speed for free to fly around the battlefield in heavy stone armor. You lightning dash through an enemy, move half your speed to another or the same enemy then you channel into a melee earth kineticist blast. Your never out of position, you have the COMPOSITE impulse giving you consealed, aoes, flying, and defence. It feels good and just looks awesome.
@mosezekiel5915 Жыл бұрын
watched the whole thing in a sitting, but at a high speed. thanks for the feature length film on the kineticist.
@meuconmyeuc13376 ай бұрын
I watch all YT videos on 2x so it really wasn't that bad in one sitting. Kudos to you for the editing and filming this comprehensive guide. =8-Þ
@anamtuirseach Жыл бұрын
I believe 40 pounds of air would equate to roughly 495 cubic feet of volume which would be a little shy of a 9 foot cube of air.
@jimxiang11659 ай бұрын
Actually Thrown trait adds your full strength modifier rather than half your strength modifier
@Aystyn Жыл бұрын
Listened to it In all one sitting while working. Impressive!
@carstonbuss679911 ай бұрын
Something I think you are forgetting is a lot of waters abilities will increase in effects while in water so summoning 50 by 50ft of water will almost always likely allow you to enjoy those amplified effects. It also has a lot of role play/world interaction potential.
@jjblu_ Жыл бұрын
Ain't nothing like the XL Nonat video to get me through my work day
@TheNaturalnuke Жыл бұрын
I saw a build for Wood that stacked Ravel of Thorns with I think earth/metal and a sprite racial feat to give every creature like -20ft + difficult terrain, then damages you for hitting him
@CommissarMitch Жыл бұрын
So doing some maths on the Protector Tree Wood Kineticist power. 1 tree every 6 seconds is 10 a minute (accounting for relocation and whatnot). 10 trees a minute is 600 an hour. 600 trees an hour is 4800 trees in an 8 hours work day. 4800 trees in a work day is 24 000 trees every work week (Weekends off). 24 000 trees a work week is 96 000 trees a work month. 96 000 trees a work month is 960 000 trees a year (With 2 months of vacation).
@undrhil11 ай бұрын
That would be great for a lumber industry, but the trees aren't rooted into the ground so they will die eventually
@jameelwatson91119 ай бұрын
Shout out to you man. Serious in depth description
@ntrong32 Жыл бұрын
I did watch in one sitting. Thanks for the video. I understand Kineticist a bit more now.
@Smendon22 Жыл бұрын
3 and a half hours… absolute mad lad ❤
@toxicthorn769 Жыл бұрын
I don't have work tomorrow, so this seems like a perfect way to spend my night.
@submortimer Жыл бұрын
"This video is over two hours long. " I mean, that's TECHNICALLY true.