Pathfinder: WotR (Beta) - Kineticist Class & Archetypes Mechanics/Overview

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what's going on everybody mortem here this time bringing you a video about the kineticist class and its archetypes in pathfinder wrath of the righteous which is currently in beta right off the bat the kineticist works very differently than most other classes in pathfinder and because of that we're going to do this video a little differently we're going to start off with me explaining how some of the things work for the kineticist combat wise one kineticists get to pick an element right when they get made a character creation this is going to give them types of blasts which is the primary way that they attack they typically don't wield weapons and when they do there is an archetype that kind of revolves around that however when they do they use their kineticist powers to make the weapon so even that functions differently now this little combat overview is not meant to be all-encompassing by any means but it's a brief explanation of how it works for them simply because it's so vastly different than pretty much all of the other classes so once you've picked your associated element it gives you an elemental blast these are divided into two types of blasts just right off the bat physical and energy and the tooltip will tell you what kind of blast it is this is important because physical means that it is a ranged attack most of your blasts though there are things that will change these drastically so i won't say they're specifically just a ranged attack but more often than not it's you throwing a blast of some sort at an enemy essentially and for a physical blast that is essentially just a ranged attack roll now for the other kind the energy blast that is a ranged touch attack that's important because that goes up against very different kinds of ac that is to say armor class a physical blast will just be up against your opponent's regular armor class as a ranged attack whereas an energy blast is a ranged touch attack going up against their touch armor class now that's important to note because it gives kineticists in particular a lot of ways to hit a target much easier than a lot of other classes also there are things called composite blasts so at i believe it's seventh and fifteenth level kineticists can pick up an expanded element they call it now you can choose to learn more about your chosen element which will then give you stronger blasts of that type or you can choose to learn about another element this will give you like the basic blast attack from that element and it'll also give you access to composite blasts these are blasts that combine the two and i'm not trying to get too complicated with it i just want to explain that there are blasts beyond just the basic ones now a couple other just real quick things you might be thinking so since the kineticist doesn't wield weapons does that mean they don't benefit from things like weapon focus that's incorrect while you are not dealing with weapons specifically these are typically just ranged attacks technically so if you pick up the weapon focus feet there is an option under there for a weapon type that is just kinetic blast specifically for this class that's the basics now we need to talk about infusions so before we talk about them we need to talk about burn kineticists as a bit of a class feature or mechanic whatever you want to call it operate on what is called burn so using these blasts which are often very strong can sometimes incur burn if they want to do extra things with them you can have as a kineticist so much burn typically speaking it's three plus your constitution modifier but that does change with some archetypes now burn will actually give your character non-lethal damage that is level dependent that can only be healed by resting now you can't ever kill yourself with this however it will you know incur some pretty serious damage but again you can only have a max amount of burn so in my experience the actual damage usually isn't that big of a deal what it will do is limit you from using your infusions because infusions modify your blasts or the blast themselves as a base depending on their level might just incur burn naturally but specifically the infusions in this case usually cost burn that is to say you have to take on burn to use them but the infusions modify your blasts in significant ways so in our example here we're looking at the burning infusion this makes our blast attacks if we have this turned on actually catch the foe on fire and give extra fire damage in this particular case but there's all sorts of stuff for this this can change the shape of your blast it can take it from like you know a fire bolt or whatever to like a cone attack it can turn it to a wall effect it can make it a kinetic blade like i mentioned earlier which will then of course give you a more melee focused kineticist now again this isn't meant to be all-encompassing and each infusion does affect different blasts but i just want to give a basic overview of how this works you might be thinking if you can't get rid of burn unless you rest you're kind of limited with what you can do per day yes and no so the base class gets access to these gather power abilities it comes in low medium and high so basically for an ever increasing amount of action that is to say low being a move action medium being a full round action and high being a full round action and a move action you can gather energy or elemental matter or however you want to think about it and reduce the burn cost of a blast and then use that blast so you'll activate one of these abilities and then you'll activate your blast or you'll have them you know active at the same time as long as you have one of these gather power abilities toggled when your character goes to use their blast they'll first gather power and reduce the burn cost until they can use it so in this way they remain effective however the obvious trade-off here is that gathering power takes time which is an especially interesting trade-off in my opinion because kineticists are capable of dealing some serious damage they're a bit of a glass cannon in my opinion but if you do it right they can pull off just some insane hits with that out of the way that is just a quick overview of how the kineticist approaches combat in my opinion very differently than most classes it's cool to me at least simply because it's very different and i actually played a kineticist quite a bit in king maker and with all the elements and stuff and in this game the archetypes there's just a lot of options here and i just kind of wanted to explain how this works before we even try to jump into our mechanical overview which we're about to get into now so with that out of the way let's talk about our base class for class skills we have mobility persuasion stealth use magic device and perception geneticists are proficient with simple weapons and light armor but not shields now again typically speaking you're not going to be equipping weapons you can if you want to but a lot of your abilities actually require your hands to be free like you can't use gather power if your hands aren't free but keep in mind simple weapons light armor now as i mentioned we have an elemental focus this is at level one when we pick our element that we focus on and this is of course from fire air earth or water now at seventh level as i again mentioned we can pick up an expanded element we can actually choose the element we originally chose and this will give us a more concentrated version of our blast or we can choose to expand that element and take a simple blast from the new element as well as the new combined composite blast of the two elements that we now have and then at level 15 we can do this again and then at level 16 we pick up composite specialization this will reduce the burn cost of all composite blasts by one and it mentions this a lot about not reducing the cost of your blasts below zero and basically that just means that at no point will a blast be able to return burn to you or take it away however you want to put it and then we come to our infusions so there are a ton of infusions i'm not going to go over all of them hopefully i will have the list of infusions up on screen right now but they come in a lot of different forms they affect a lot of different stuff some of them are locked behind archetypes some of them are locked behind specific elements there's a lot going on here but suffice to say infusions usually drastically change the way your blasts work in some way at the cost of burn and then we have our wild talents which again hopefully i'll have up on screen here wild talents are like feats and magical abilities but specific to a kineticist a lot of times they replace them in some ways for instance a kineticist can pick up a restoration based one that is essentially a lesser restoration spell that they can take on burn to use because kineticists are not spell casters or at least not without multi-classing and that brings us to our metakinesis so at 5th 9th and 13th level we'll pick up some metamagic but the kineticist version that costs burn to use this will again allow us to change our kinetic blasts but as if we were using the metakinesis options at fifth level we pick up the empowered metamagic at ninth we pick up the maximized metamagic at 11th we actually gain supercharge supercharge will allow us to use gather power as a move action and reduce the total burn cost of a single wild talent by two points instead of one and when using it for a full round that is to say medium you can reduce the burn cost of a wild talent by three points instead of two so essentially this will just reduce the burn cost further depending on the type of gather power you're using and then real quick at 19th level you will be able to pick one of your metakinesis abilities and reduce the burn cost of it by one and that brings us to our blood kineticist the blood kineticists are forced to use the water element as you might imagine with them manipulating blood and because of this they only get one expanded element and it has to be the second iteration of the water expanded element so they don't let you pick anything but the water element to be a blood kineticist and we trade off some of our regular infusions for new blood blast infusions so this starts at level one when we pick up a rack when we attack a target within 30 feet harming them by manipulating its blood from the inside they will take half the normal damage of a kinetic blast and can attempt a fortitude save to reduce it to 1 4 normal damage but the damage is untyped and ignores damage reduction now this doesn't actually cost any burn and can be used with water and blood blasts this is again a type of infusion and then at fifth level they pick up bleeding infusion which will allow them to infuse their blasts with a power that on a failed fortitude save also inflicts some bleed damage and will cost two points of burn to use and again water and blood blasts and at seventh level you'll pick up blood blast when you pick the expanded water element instead of getting the stronger water version you get this blood blast version which cost two points of burn and is a physical blast that deals bludgeoning damage and is associated with basically all the same infusions that the water blast can use then at ninth level we can pick up gut wrenching infusion you will be able to twist your opponent's insides essentially sickening them for one minute if they fail a fortitude safe and it costs three burn and then at eleventh level you can pick up vampiric infusion if your blast hits or the enemy fails its saving throw against a blast without an attack roll the blood kineticists can activate the kinetic healer utility wild talent without paying the burn cost this is a fifth level substance infusion and costs three points of burn and can be used with water and blood blasts then at 20th level they pick up blood mastery which basically makes your blood kineticist immune to bleed poisons diseases and sickened and nauseated conditions then we have the dark elementalists now the only thing that really changes here is that you pick up an ability called soul power and what this does is makes it impossible to pick up burn beyond just three and the amount of burn you can take is typically three plus your constitution modifier however in this case you're only able to take three period a number of times per day equal to your intelligence modifier as a full round action you can gather up souls of dead creatures with a hit dice sum equal to or higher than your character level when you do you will unload some of your burn onto the departed souls which torments them a great deal but also reduces your current burn which is one of the few ways to get rid of burn outside of actually resting you will gain attack and damage bonuses based on how many times that you have successfully used this ability per day it gives an example here whereas at ninth level if you've used your soul power three times in a day you would add a plus three bonus to your attack rolls and a plus six on damage rolls however you don't get size bonuses to physical ability scores or a chance to ignore critical hits and sneak attacks from these now i should probably mention here that elemental overflow doesn't seem to be in the game at the moment at least not that i can find but typically what that is is that as you accept burn you will take on extra attack and damage bonuses again i don't actually see this anywhere in game so if it is i can't really tell so this might just be a text thing that they just haven't fixed yet or something but elemental overflow is typically where you accept burn and then you get bonuses based on that you know at the expense of taking the non-lethal damage and everything that can't be cured outside of rest so take that for what you will i suppose and that brings us to the kinetic knight so the kinetic knight is fairly different from the rest of the kineticists for starters they gain the kinetic blade form infusion immediately at level one and it cost zero points of burn instead of one point moreover they can't use their blasts at all without using this infusion or an infusion that lists this infusion as a prerequisite so kinetic blade allows you to form a weapon using your kinetic abilities which will let you create a non-reach light or one-handed weapon in your hand formed of pure energy or elemental matter its shape is cosmetic and doesn't affect the damage dice critical threat range critical multiplier or anything of that effect but it will allow you to make melee attacks with your kinetic blasts and also using it is technically part of another action and doesn't provoke additional attacks of opportunity this essentially just deals your kinetic blast damage through a sword or other weapon and then at third level the kinetic knight picks up night's resolve once per day at third level and then one additional time per day every two kinetic night levels beyond third as a standard action they can spend one of their resolve to remove the fatigued shaken or sickened conditions if you are at least 11th level you can also remove exhausted frightened nauseated or staggered moreover whenever you are required to make a fortitude or a will save you can spend one of your resolve as an immediate action to roll twice and take a better result now this ability replaces your infusion gained at level three as well as the supercharged ability from the base class moreover the kinetic knight gets kinetic warrior this allows you to use your constitution score in place of your intelligence score when qualifying for combat feats and this ability counts as having combat expertise for the purpose of feet prerequisites and then we see elemental bastion at first level the kinetic knife becomes proficient with medium and heavy armor and shields except tower shields as well as as well as gives us the elemental defense ability for our element at fourth level rather than second this is a defensibility that varies depending on which element you pick but basically it just gives you some form of defensive bonus that again just kind of changes depending on what you have so as you can see there the kinetic knight focuses mostly on being more of a melee kineticists and using armor and that brings us to overwhelming soul so this starts with mental prowess this makes it to where you cannot accept burn at all but you can use wild talents and things that reduce the cost to zero points such as you know through gather power or infusions or abilities that just reduce the burn cost in general and then you'll be able to use those things but you can't accept burn at sixth level once per day you can reduce the total burn cost of pretty much anything by one and you can use this ability an additional time per day at 10th level and every four levels thereafter now it says wild talent but it seems to be a text thing because this seems to apply to everything not just wild talents and then we have mind over matter this swaps out any constitution modifier on your wild towns blasts any of that stuff with your charisma modifier instead so basically anything you got going on with your kineticist that uses constitution is replaced with charisma and then starting at third level an overwhelming soul will actually also pick up a plus one bonus on attack and damage rolls with your kinetic blasts this bonus does not apply to the kinetic blade kinetic whip or other infusions that don't apply the damage bonus from elemental overflow again elemental overflow doesn't seem to be in the game but i would assume this doesn't apply to kinetic blade kinetic whip and other infusions just in general and every three levels this will increase the bonus and that brings us to psychokineticist they will use their wisdom modifier instead of their constitution modifier for all of their stuff however anytime they take on burn specifically for each point of burn that you accept you'll take a negative two penalty to will saves wisdom checks and wisdom-based skill checks but you don't take non-lethal damage from the burn it also changes the amount of burn you can take to your wisdom modifier as a flat modifier rather than three plus your wisdom modifier it'll just be flat wisdom modifier and that's actually pretty much it for the psychokineticists beyond that they're essentially the same as the base class there you go guys there is a look at the kineticist and some of its archetypes in pathfinder wrath of the righteous i actually really like the kineticist simply just because of how different it is from basically every other class it is just very strange and very complex with this mechanic of balancing your burn versus just all this stuff you can do it's just really cool it stands out just by its very nature and i'm a big fan so i hope you guys liked it as well if you did or if you didn't remember to like comment subscribe all that youtube jazz but honestly just thank you guys so much for watching i really do appreciate it may you wander in wisdom and have an amazing day
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Channel: Mortismal Gaming
Views: 43,056
Rating: undefined out of 5
Keywords: Mortym, Mortismal Gaming, Pathfinder, Class, Guide, Kineticist, Elements, blasts, wrath of the righteous, wotr, infusions, wild talents
Id: yE44KA-tZKI
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Length: 19min 8sec (1148 seconds)
Published: Thu Mar 04 2021
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