#Feder's Kineticist
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1st level abilities!
These are the basics of the class.
- The Element feature lets you decide what element you want to use (the elements are detailed somewhere else).
- The Gather Elements feature is what you want to use to actually activate all of your abilities: It lets you gather elemental charges, which you can then use on other abilities. For example:
- The Kinetic Blast feature! Your run of the mill elemental attack. Modified by the damage type of the chosen element, it's going to me a basic but useful damage source.
What do you guys think? Do you like the core of the class that these abilities display? <@&634107343180660739>
Sounds interesting? Although I worry about the class potentially running out of steam at lower levels and just kind of standing there as a result, although I dunno how big the limit is currently.
currently the limit is 3, but it gets larger as you level up
same with the Gather dice, currently it's a d4, but it grows
I'd increase it to 4 myself? But 3 isn't the worst admittedly.
Also just wanted to say that I am not saying it's bad, just worrying that it might be a bit undertuned but apart feom that I think the class idea is really solid and likely very fun.
yeah no worries, I started re-working on it today after 2 years of my previous version, and so I am still tuning it up
but Im glad to hear that you likewhat you see thus far!
Glad to hear it, depending on how progress goes thia might be my next chatacter lol.
hmmm I wonder, anything you wanna see in this class?
Absolutely basic opinion but I would be happy with just four elements monk but actually good, I am incredibly easy to please.
But if I was feeling spicy I would like clever play to be rewarded. Like a player being rewarded for using their resources in a clever way.
can you give me an example of the second idea?
Like say, driving the air out of somebody's lungs or using the earth to make a bridgeway or some such, I basically have no idea how a kinetist works so apologies for nonsense.
basically, the core of the class is based all around gathering and releasing elemental energy. You gather energy through Gather Elements, and then release it through your various abilities
some of the ability that you are describing would work as Elemental Disciplines, which is similar to the Mystic's disciplines system, and will allow me to give special abilities to each element
Ah okay, in that case I would have no notes? Some class fantasies would probably be handled by the subclasses tbh.
Seems like a decent start though you always have to keep in mind multi-class shenanigans. Especially with things based around cha.
That’s problematic, since these three abilities all create the core of the class, and you can’t really move them anywhere
I'm not sure I understand what you mean.
This is the class’s bread and butter, so I cannot help but keep all three abilities there
Ok? I think it's a good start.
Thanks!
I thought you showed concern about multi-classing with other cha characters
It could be a concern but I brought it up just as something to keep in mind. Not a deal breaker.
Hi
hello!
Gather elements is really restrictive
I am currently writing the level 2 features, which are just:
- Kinetic Focus: Subclasses
- Elemental Disciplines: Each element has a set of "Disciplines" you can learn, basically additional abilities that utilize your element and take elemental charge. Each might have a level requirement.
wdym?
If you want to make the class compatible with '24 I'd recommend putting the subclasses at 3rd level
Well, you roll a die, get rounded down, then it's halved, and there's a hard cap on how many you can have
that's the point though?
Okay but I think there's an oversight
Who says I can't do it outside of comabt
Combat
they dissapate after a minute, so unless you know that you are entering battle (in which case doing it will cause you to enter combat), you won't be able to actually use them
Yes they only last a minute, but it's still optimal to just sit there and spam it over and over
Even outside of combat
I don't think feder said anything about the clsss being 2024 compatibile?
im basing it off of '14, cause that's the version we play at my table
No no it doesn't have to be, but if you did want it to be then the subclass would be put at 3rd level
That's the only meaningful difference when it comes to homebrewing classes imo
Same, sticking with 2014 rules while taking some notes from 2024.
oh XD
how do you think I could combat this?
that is correct
The easiest answer is short rest restoration
However that goes against using the action to get points
You could lessen the restrictions on it
And have a hard limit of used
Uses*
What it feels like is there are a lot of hurdles being thrown in to try and stop infinitely spamming the ability, however, unless there's a downside
People will do it
Another option is being able to do it a number of times between long rests, and going over incurs levels of exhaustion
Or even more extreme would be a set amount of death save failures for anytime you go down before you take a long redt
Rest
So going over your limit once would give one death failure, a second would be two, and on your third if you went down you'd instantly die
if i add a limit it would probably be cha mod over short rest
cause this ability is the core of the class, you need to have elemental charge to use your abilities
I'd recommend for this specifically making the limit a column in the class table to prevent multiclass abuse
If you make it CHA then you start like the warlock or sorcerer multiclass shenanigans
And core features typically are tied to class tables for scaling
Sneak attack, bardic inspo
i mean there is a scaling in the table, both the Gather Dice and the Elemental Charge Limit
Right
the thing im scared of the most is that it really limits what you can do with the class, since almost everything requires you to have elemental charge
That's not a bad thing
Wizards are the most broken class in the game arguably
Yet do nothing without spells
I mean, bladesinger exists.
but that is due to the sheer girth of their utility and damage options
Yes
currently, Kineticist doesn't have that, especially considering it is limited into using a specific damage type (or types at higher levels through Improved Elements)
Limitations breed creativity is all I'm saying
that is true
ill probably need to sleep on it, but what you are saying is true and interesting
every time something like this talk happens, I remember how happy I am that I have this server XD
like im not kidding
all of this has been super helpful to me
and im just happy that i have a place to share my wacky ideas and talk to people
Subclass theming alert!
Each subclass will focus on the way a Kineticist focuses their energy:
- Weapon Focus: These kineticists infuse their weapons with elemental energy. Would work as weapon-based martials.
- Body Focus: These are elemental brawlers, creating an aura around them, and conducting the elements within them. Would work as unarmed martials.
- Spirit Focus: These kineticists focus on summoning helpful elemental spirits to fight alongside them. Would work as summoner-like martials and supports.
Maybe pile:
- Blast Focus: These kineticsts like to push their abilities to the limits by amplifying their blasts. Would work as ranged martials with risk-reward systems.
- Arcane Focus: Your run of the mill third-caster, with an elemental twist. Would work as third-casters.
<@&634107343180660739> Level 2 abilities of my Kineticist!
Time to kick this class into high gear with subclasses and disciplines!
Subclasses
The subclasses all focus on the way the kineticist channels their chosen element. Currently, I have conceptualized the Weapon, Body, and Spirit focuses, with maybe also Blast and Arcane joining.
Disciplines
Disciplines are the way the class enables "elemental abilities". Each element will have a set of disciplines, each requiring a certain amount of Elemental Charge points to use. The player will be able to take disciplines as they level up (primarily at levels 6, 13, and 20)
What do you think?
Full Class Table!
If you have any questions regarding what each ability does, do tell!
Interesting, why charisma?
I made an Elementalist class sorta inspired by the kineticist theyre fun
Charisma is related the sheer force of will, and i feel like it really fits the Kineticist I wanna have.
Also Wisdom is already taken (by Monk)
Fair i gave mine wis anyways
Mine is a more druidesque connection to the elements
Not a caster tho
ooh nice! mine is closer to Sorcerer in theming than to Druid
Understandable then!
I did a thing with my witch class where i let em choose an ability modifier from the mental stats, cause like any of em work / make sense. Considered doin the same for the elementalist
i thought about it, but Wisdom is more valuable than Charisma, so people would mostly pick it
ooh I might give the class a Fighting Style, but I'm not sure
I think i gave mine one
probably at level 3, considering Primordial Command is a ribbon (learn Primordial language, and advantage on charisma checks against elementals)
Mhm makes sense
i might also ditch Evasion in favor of resistance (and eventually immunity) to an element's damage type
Yeah evasion makes it feel more like a martial stepping towards monk / rogue territory
and then I'll have to think about my biggest issue: making the Elemental Disciplines XD
cause each element will have like 6 disciplines of varying levels and they all have to be unique
i dont want to just do: "you can spend X Elemental Charge to cast Fireball" or something
Also I love this ability
Subclass description!
Made the first subclass: Weapon Focus!
This subclass revolves around imbuing your weapon with elemental energy, and launching devastating strikes with it.
The image in my head is that of a warrior enforcing their blade with fire or water to launch smites at enemies.
What do you think? Is it too good or not that good?
Hi I am here to read
Is there a list of disciplines
not yet, I am building it
The parameters for this are confusing
Is it counterspell for spells of elemental magic?
spells and other effects, yes
I think it's too loosely specified as to what spells are eligible to be counterspelled this way
It also has no range
wait true i forgot to place range
(Well the range is like 300 feet)
This is a really strong feature
If you're wondering, the feature alone is basically 5 3rd level spells
With restrictions
they are pretty heavy though
you also get it insanely high
14th is pretty high level
and it requires a save from the enemy, that probably uses their good stat
Yeah the save needs to be a fixed ability score
Or make it follow counterspell rules
i was thinking about making it a Charisma save
Counterspell auto succeeds on spells of 3rd level or lower
But otherwise it's a DC of 10 + the spells level, that the spellcaster needs to make (The spellcaster casting counterspell rolls this DC)
yeah, but since the effect stretches further than just spells, there's no way to place a defined DC for it against the player
I'd lowkey copy-paste counterspell and just expand on the restrictions and remove the auto success on spells of 3rd level or lower
Wait
Would this work on like
Dragons breath attack
yes
that's its point XD
thats the exact reason why all of the restrictions are in placed, and why its written oddly
My knee-jerk reaction was to make it a DC equal to the creatures CR
XD
But that's metagame information
true
Because like
that's why I made the enemy roll the ability as save
Countermagicing tiamats breath weapon would be badass but also really unlikely
what ability does it use
Most of them are dex
One is con
But it wouldn't make sense that it's different for each one
That's a lot of bookkeeping
but waht ability does it use to calculate the DC
Oh I see
Monsters typically don't calculate DCs like that
Spellcasting is CHA
But it took me a bit to find it
And there are non-magical users that use like
Magical items
That would be eligible for your countermagic effect
But not have an easily available ability score
how do you think I could streamline it?
im not sure if that's needed, but if you have an idea for how to balance it, it would be good
Counter Elements
(14th-Level Kineticist Feature)
:
Your elemental abilities allow you to disipate even the most powerful of elemental forces.
When a creature within 60 feet that you can see induces a magical effect, such as casting a spell, a dragons breath attack, or using a magical item, and the magical effect deals acid, cold, fire, lightning, or poison damage, you may use a reaction to attempt to disipate the magic rendering it harmless.
Make a DC 15 Charisma save, or a Charisma save equal to the DC of the magical effect, whichever is higher. On a success, the magic fails and has no effects.
You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.
we just need to remove the damage type specifier, but it looks good actually
may I use it?
Well the damage type specifier is important otherwise it's busted
Because then you could counterspell stuff like hold person
Portal
youll only have 1 damage type active at the time
Portals
cause the damage type needs to match your active element
Not the way the feature is written now
Fire -> Fire
Water -> Cold
Air -> Thunder
Earth -> Bludgeoning
Oh okay I see, did you want it to counter that specific damage type?
yup
i can add it though
Okay yes you can use it
thanks a bunch man!
Go ahead! A Christmas gift from me to you
awwwwwww
It's very neat, a lot of people just slap immunities to elemental damages and call it a day
But this induces choice, much more creative than just ignoring stuff
And it's narratively fulfilling
Yes exactly
Fits the theme really well
It is still really strong but this isn't a spellcaster so it should be fine
What saves does this class get
The proficiencies I mean
at the beginning, Wis and Cha, and it gets Con at level 15
Ok
and now to conceptualize the 2 other subclasses XD
Yeah good luck with that lmao
And also a crapton of disciplines (at least 4-5 for each element)
Air discipline ideas:
- whirlwind
- suffocation
- slow fall
- flight
- updraft
At 1st level, everyone gets the Kinetic Blast, which is a ranged weapon
Though I could give each element a “weapon discipline” that conjures a weapon made out of elements for a single attack
Air bow
Fire sword
Water trident (I guess)
Earth hammer
And eventually:
Wood quarterstaff
Metal claymore
It kind of makes them all samey
Subclasses, and I have a hard time with this
Are as thematically distinct as they are mechanically distinct
I mean, these are not subclasses so…
The disciplines can go alongside any subclass
Interesting! Why not have the wubclasses based on element rather than weapon per say?
Elements have their own thing (element choice + disciplines), and I feel like it’s more important to distinguish how the kineticist uses their element rather than the elements themselves
(Also that way I can allow multiple elements)
(But I also alllow specializing into a single element)
Fair fair! i sorta did the opposite approach
primary class deals an elemental damage of your choice whenever you use the feature, and subclasses are element specific
but i can def see why youd go method over element
I will say tho the mini smite is a bit lackluster for their only 2nd level subclass feature besides proficiencies
Hmmmmm why do you feel that?
because it is a resource dependent d4 smite, which at 2nd level you can only use for three turns at most if you use one charge per attack
so at 3rd level you get a total of 3d4 bonus damage and thats it
Also there are multiple instances of "Expand" instead of "Expend" when spending elemental charges
😄
I agree with Eden, 1d4 per charge is an average of 2.5 damage, very low
English’s not my first language admittedly so I’m bound to make mistakes like these
That is okay
Should I maybe enhance it to something like 1d6 or even more?
I might also add the feature to call on that item into your hand at any time
There are clerics also that get extra damage on attacks
But typically it's more of a holy thing for some reason
Not that you can't do it that wya
Way
But there are more interesting options
Ranger subclass (i believe fey wanderer) gets a resourceless 1d4 bonus psychic once per turn
Yeah 1d4 is the lowest amount of damage you could give someone outside of like a +1 bonus to attacks and damage
1d6 at least
But since you get a lot of charges, no more than 1d8
1d6 probably the sweet spot, but if everything in the class competes with Elemental Charges, players might not even use this
i think a subclass's first feature shouldnt be resource dependent
yeahhhh but when the primary class already has resources that just makes it harder to track
That is true but monk subclasses are very weird compared to other classes
If i may give a suggestion, id narrow the scope of your weapon subclass at least
like making one subclass for using ranged weapons, one for thrown, one for melee
I’ll read the stuff in like 15 mins, driving rn
thatll let you give them more specific features that they can use and that tailors more to their playstyle
Subclasses also tend to be built around themes and not mechanics
true but i mean mechanics and themes sorta overlap for types of weapons
They can yes
like the theme of a bowman is very different from a swordsman
yeah
You can have a bowman and a swordsman with similar themes
Nature's attendant
Mystic
Is more what I meant by theme
fair though when looking at a subclass it should be unique both mechanically and thematically\
cause just changing the theme / flavor of a subclass is free
Oh for sure
I find it easier to set a theme of flavour and build around it than a theme of mechanics
Sometimes the theme gives you a mechanic to build around
my logic is its harder to make features that are broadly applicable to different fighting styles, rather than honing in on one or two
yeah
in my class i gave each subclass (each with their own element) a unique weapon / additional weapon properties that fit with the theming of that element. IE necrotic subclass is a scythe with semi lifesteal, radiant is a bow and arrow, lightning is a halbard (tho i also considered a thunder bolt), etc
I find that can work but you sort of railroad players into only having those weapons
oh thats why i have them be weapon properties not like actual specific weapons like the rogue
's psychic daggers
Yeah that's fair
I realise this is not helpful, and likely a me issue, but I keep reading the forum name as Feder's Kinect.
lmao
Thank you for your input Ovion
You're welcome.
when deciding a name for an elementalist class it did take me a while to land on smth that wasnt confusing or anything
Yeah Kineticist is a bit longwinded
Kineticist is a vibing name but its also one hell of a word to say
Stupid english language
and ive apparently probably got dyslexia which doesnt help but thats besides the point, but regardless i believe they wanted to take the name directly from PF2e's kineticist which is fair
neither have i tbh but ive looked at its classes for inspo before
I've played PF1e, and enjoyed it - but it's a rather different experience
I looked at early PF2e, and did not care for it.
I keep meaning to look at the more recent PF2e, but it's low down the list.
pf2e stuff has gotten really cool at least while looking at it
early PF2e had a lot of issues with illusion of choice I didn't like
modern PF2e... I see a lot of complaints about weird choices, and what I hear doesn't especially excite me.
but that's fine
i play modern pf2e, it's wierd
but it has a lot of charm
D&D3.x/PF1e is great though.
Fun to play, lots of crunch, lots of freedom and options.
Can take you 3-5 days to make a character, but that's part of the fun.
And D20 Modern, which is a 3.x system, is possibly my fave TTRPG
XD
im adding the Kinect to 5e, want some?
I have 2, but I wouldn't say no to more.
I should actually see if the local second hand stores have any kinects cheap.
ooh, £10
for both kinect 1 and 2
grab me some to rip apart and play with : P
lmao
may I ask for the cliffnotes about the convo above? I am not sure I understood the final position
Fair
Theme is important
When you make a subclass try to be a one size fits all you end up with a blank canvas
On the flipside, if you railroad too much you take away player agency
i fully agree
that is why i tried to both keep the Weapon focus loose enough, and stick to a cohesive theme
It just depends on the direction you want to take your subclasses
Body and Spirit focuses will be interesting though
Body is mainly about auras and using the body as a conduit. It would lend to an unarmed grappler fighting style.
Spirit is about summoning an elemental spirit to attack alongside you
i feel like the current direction works pretty well
What i was trying to say is i think your weapon subclass is too broad for its own good
cause it loses out on so many opportunities to give unique features inspired by a specific combat style like being a melee dualist or a ranged bowuser
may I ask?
Body kinda complements that with unarmed grapples
XD
well maybe but im talking about the weapon subclass specifically
cause the only 100% applicable features to every weapon type is a damage bonus
which gets boring very quickly
Or a hit modifier
yeah
When I imagine a kineticist with heavy armor and a huge hammer swinging through a battle
I imagine someone that really leans into the elements
Like a thor
But thor would not work if he didn't have a hammer
then you make a subclass speifically built around being that heavy weapon wielder with armored
then you could also make a subclass specifically for something like light armor and daggers in a more rogue esque way
etc
The other problem with making a subclass so broad is that if you ever wanted to make a subclass that's more narrow but steps on their toes it's awkward
Like if you make a different weapon based subclass there's overlap
i feel like having subclasses for each weapon "type" is a bit too specific for me
Yes it would be
But having a subclass about playstyles isn't
Like imagine a kineticist that uses a sword and has expertize in picking one dude and killing them
Eat all of my elemental energy sir
Or a support martial with a spear that summons pillars of ice for cover for their allies
that ice thing sounds like a discipline
the subclasses themselves are supposed to be broad, considering the disciplines add more specific "elemental maneuvers"
I see okay
i feel like i should have explained it a lot sooner XD
Subclasses - Broad ways to channel your energy.
Disciplines - Specific ways to channel each element.
so a stone wall would be a Discipline, not a subclass ability, but a smite is applicable to every element, and would be considered a subclass
when I add Ice as an element, sure
Is water an element
water != ice
it's like how Lightning != Air
me too, but I feel like you could do so much more with them separate
I think a small problem with water based things in DnD is like, unless there is already water present or you can make water, you need some help
in my thing you can make water
So With mine i went relatively unorthadox with the elements
I did:
Dawn
Dusk
Flames
Stone
Storms
Tides
and they each have a damage type corresponding
Radiant
Necrotic
Fire
Mag Bludgeoning
Lightning / Thunder
Cold
that also gives me room to expand into more specific things like Ice (cold), Earth (poison and/or acid), water (cold or acid), metal (mag bps), etc
id reccomend a similar approach, OR you go all in on the major four, Air, Earth, Fire, Water
i do 4 elements + Metal and Wood (for chinese)
might do, Light, Dark, Arcane, Lightning, and Ice when Im done with everythign else
lots of cultures have spirit as the fifth element
aether?
Would spirit be necrotic or is that not a thing
fair
Forgive my arrogance on the topic
depends on the culture, spirit is sometimes aether but not alwats
Wicca has spirit
Aether is a more greek word and is usually connected to the breath of life / upper air
spirit feels like Psychic
In my thing i have Aether as like the base element of all magic / power / etc
very tru
same
tho i think in most circumstances spirit and aether are semi-exchangeable
BTW if you have ideas for disciplines for each element I would love to hear them (currently only Fire, Water, Air, Earth)
Air:
- Suffecate (slowly suffecate an enemy in an area devoid of air)
- Slow Fall (slow your descent)
- Flight (basic flight)
- Updraft (launch yourself or your enemies up)
- Whirlwind (whirl enemies around)
Water:
- Bubble (contain an enemy inside of a bubble)
- Waterwalk (walk on water)
Earth:
- Cliff Face (create a wall of stone)
- Quicksand (make enemies stuck)
Fire:
- Flash Fire (blind enemies nearby)
- Explosion (kaboom)
- Trailblazer (light those in your path)
Fire is easy, just go full blaster and war crimes.
i dont want to do just "explosion"
though I can
Flash FIre to burn your enemies
maybe a Trailblazer to place fire where you go?
Perhaps? Could work and would certainly be evocative.
I wanna have at least one "utility" discipline for each element
for Air its Slow Fall and Flight, for Water its Waterwalk, but I dont have any for Earth or Fire
earth could just be tremorsense maybe
Tremorsense is honestly whatever but it is a old reliable.
Quicksand sounds more fun to me, a classic trap and it feels fun.
Fire definitely could have some light options
Like literally light production
Blinding effects
Heat can also incur exhaustion
Heat exhaustion is a real thing
do enemies have exhaustion effects?
ill actually start writing Disciplines tomorrow maybe
or ill get carried away and make the Spirit Focus
but right now, it's time to sleep
Night
if you have discipline ideas (elemental abilities), I would love to hear them
(When I wake up of course)
(But you can leave them here and I’ll get to them in the morning if you’d like)
Here are all of the 24 elemental disciplines! What do you think?
(I still need to write them all XD but these are the ideas)
And also, here's a discipline!
BTW I have a problem I would like your guys' opinions on:
I feel like the disciplines might be too strong to have infinite uses (provided you have charges), so I was thinking: What if we limited it in some capacity?
What I would recommend is
Make it a limit p/sr and have it as a column in the table
And then give it the ability to add charges to scale them up in power with maximums, so it's "theoretically" most efficient to only use them at max
But practically you can use them below maximum just to have their abilities ready
That way you sort of cap the amount of power you get even if you have perpetual resource generation
wdym?
New subclass alert! Spirit Focus!
This one revolves around conjuring an elemental spirit to aid you in battle
Seems cool, but maybe I would add in how it looks like and how you could flavour it yourself.
there is a line about flavoring it in there
though I can add a sort of "note" related to how you could flavor it
I just missed it then lol.
Disciplines are basically spells
You can have disciplines get better exactly the same way a spell gets better when cast at a higher level
i might do that to a specific subclass
I think it would be good as a general rule for the class
il lthink about it
Especially because
If you add a hard limit to your disciplines
Redundiates the point that your class resource is infinite
Basically you wouldn't make your class use elemental points for disciplines anymore
You can think of it as, for the monk, you're limited by your ki points
But since everything revolves around this resource, and it's in infinite supply, you have to come up with more creative ways to give the class limita
Limits
so add a 3rd tab for limiting the amount of points you can use at once?
like a discipline charge limit?
Yeah, the issue with the class you'll run into is like
Infinite resources very strong
yup
so like, starting at level 2, the limit is 2 charges, and then it goes all the way to 5?
Honestly I'd make it so each time you spend charges, you get a stacking increase of elemental exhaustion, and any abilities that require elemental charges cost an extra amount equal to your exhaustion
(Name pending)
But the idea is that instead of hard limiting your resource gain each turn you're making it more impractical to use abilities, it takes more strength in longer fights
And you no longer limit features
There will be a practical cap where you spend multiple turns getting charged
Charges
so:
- instead of limiting the amount of disciplines you can use.
i just: - limit the amount of charges you can use on disciplines?
(i am not sure how much I like the elemental exhaustion aspect, but if im getting this correctly do tell)
That's one way to go
The exhaustion way I mentioned makes all your stuff cost more
BTW these are the current disciplines, but if you have more disciplines I would love to hear them!
(Also, I thought about it, and I might go up to 7 elements, including Metal, Wood, and Aether. But only after I finish all the other elements)
Should we limit the amount of Discipline uses per long/sort rest?
2
4
3
Yes! Level + CHA modifier per long rest!
🟨
I finished writing all 24 disciplines...
oh god that was hard
the class has odd formatting rn, and is missing an introduction page, equipment, and an entire subclass, but it is 8 pages long (not including cover and back pages)
it will probably go up to 10-11 when I'm done, and that doesn't even take art into account
Still that's good progress, looking forward to seeing the completed version.
My weaver was about 12 when finished
Small note is that water whip could simply be called whip, or even wet lasso (which is a hilarious name)
Water whip and water walk are very similar in name and could potentially confuse players
i changed it to Tentacle
since it more resembles a tentacle
That is fair
XD thanks!
I got 2 sick days from work (what a way to end the year XD)
so ill maybe get a chance to finish it by then
You never know lol, would be pretty neat to see it completed by then lol.
Time to reveal a really cool feature I was doing: Improved Elements and Total Control!
So, there are 2 approaches that people may take when making an "elemental warrior" class:
- Slowly gain all elements, which would make you the avatar of some sort.
- Focus on a single element, and hone your abilities with it.
Now, in this Kineticist, the subclasses are tied to focuses, not elements, but...
You have the ability to choose to either hone a single element, or select multiple!
Using Improved Elements, you can choose whether to slowly gain more elements, or to learn more disciplines of the elements you know.
and with Total Control, you can either learn all elements, or all disciplines of an element!
Soon...
Improved elements is a really good idea, one small issue is that 99 times out of 100 it will just be better to stick to 1 element and adding more disciplines than it would be to give your kinetic blast a new damage type
Oh nvm I read bad
Ok new issue
The class table shows you how many disciplines you can have at once
When you get access to this feature
It doesn't specify if the disciplines count or overcome that limit
That’s not what the discipline limit means
It means that you can only use disciplines that cost up to that amount of charges
Might want a new name that implies some level of expenditure?
Yeah "limits" traditionally refers to how many times you can use a feature
How should I call it?
there already is an Elemental Charge Limit column
Vote!!
What should I do with the class now?
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Everyone, check out the new class I am working on: The Medium! #1456613272408297644
(Don't worry, I am going to release the Kineticist soon)