Occult Class Review: Kineticist part 4
(art by pbmoj on DeviantArt)
Itâs kinda surprising, but itâs taken us till part four to actually talk about the elements themselves, because each one helps determine the different sorts of builds you can do with the class, and each one plays different, so without further adoâŚ
Starting off, we have aether, an element that is not, strictly speaking, an element, at least not by the 2e definition, but it is element-like enough that it counts. Naturally, aetherkineticists draw their power from the astral plane and ethereal plane, where the mysterious substance of the same name can be found.
The fact that this element focuses heavily on telekinetic manipulation is perhaps the heaviest justification for the kineticist qualifying as a âpsychicâ class overall. Whatâs more, it also works a little differently than other elements when it comes to the blast. Unlike other elements, aether actually needs ammo, since you have to telekinetically lift and toss a permanent physical object. This has itâs advantages (getting infusions to unwravel the aether envelope so that any properties like damaging weapon enchantments can be used, as well as another infusion that lets you chuck multiple objects at once, getting a force-based composite blast for hitting ghosts, but it also has disadvantages. (Again, the ammo thing, but also the fact that their âcompositeâ blast with all other elements is just a flat damage buff to the simple blasts of other elements.
Overall, the aether element has some neat tricks. Its defensive talent is a renewing buffer of extra hp, a lot of itâs infusions let you do ranged combat maneuvers, and plenty of defensive talents, as well as healing and flight.
Next up is the element of air, which covers both wind and electricity.
As you might guess, air has a lot of mobility, and battlefield control, as well as multiple ways to punish large groups of foes. The wind blast and electricity blast are both fun, and their composite blasts tend to add bludgeoning or slashing, or just electricity to the equation.
Their defensive talent grants a nice miss chance against ranged attacks, which suits them just fine because air really rewards hanging back out of melee in the air and blasting foes from afar.
Then we have earth, which covers all earthen material, and due to 1e not separating them yet, metal as well.
Earth is a very defensive elements, creating barriers and difficult terrain, and both their core blasts, earth and the composite metal blast, are the most versatile physical blasts, able to be shaped to deal bludgeoning, slashing, or piercing as needed. Their cross-element blasts add a physical damage element to every composite blast.
Geokineticists love getting into the thick of it, both in melee and at mid-range with their many infusions and talents that turn the terrain to their advantage and hit hard and take hits in kind, especially since their defensive talent grants damage reduction. In my experience though, youâll still want to increase your AC. These kineticists also have an advantage in the rare-earth infusion letting them bypass material-based DR with their physical blasts.
If any element focuses on raw damage dealing over any other, it would be fire.
Indeed, fire only gets one basic blast, the composite version being hotter fire, and all their cross-element options being âadd fire to itâ, but they enjoy perhaps the largest number of shape infusions as well as some lovely substance infusions to set foes alight or even burn away magical defenses.
They do have some utility talents though, protecting themselves and others from the elements, enhanced mobility as they rocket around, and even resurrect themselves like a phoenix. Fair warning though, their defensive talent lets them deal feedback damage to foes that touch them, but many argue itâs the least impressive of such talents since it doesnât do anything to actually keep you alive.
Then we have the other non-element, void, representing both negative energy and gravity, both of which can be seen as consumptive forces.
Void gets a gravity blast and negative blast, though the latter is not viable against the undead. The gravity blast does increase the base damage dice size of other blasts in a composite, so thatâs nice, and void adds negative energy, making them difficult for living foes to resist.
The talents of void fall into two categories, either manipulating oneself or the battlefield with gravitational forces, or being a pseudo-necromancer draining life away from the living and bolstering the undead. Their defensive talent can be handy in a pinch as it acts like a lesser form of fortification, blocking crit damage.
Next up is water, which covers both the fluid substance itself, as well as cold.
Water gets both a bludgeoning blast and a cold blast, which can be combined with piercing icicles, but it also combines well with other elements, creating freezing winds, jets of steam, and so on, but do note that not every element combines with both the cold and the water aspect.
The element of water offers an even selection of healing, damage and debuffs, and battlefield control, and it has one of the better defensive talents, creating a shield or armor of water to block attacks outright.
Finally, we have wood, which is flavored as being tied to the First World since the elemental plane of wood wasnât written yet.
Though it didnât have it in the original printing, wood has both an ordinary blast of plant matter, but also positive energy. The latter is a very poor choice as a first blast though, since it only works on undead foes. The combined verdant blast is fun though, and wood has a composite blast for all four of the western classical elements as well.
Wood also boasts a nice variety, being the third and final healer element (with caveats for taking kinetic chirugeon too despite coming out later than that archetype), as well as having lots of battlefield and hazard manipulation, as well as some lovely debuff options and utility talents for a very plant druid flair. Their defensive talent is nice as well, taking the form of a barkskin-like natural armor buff.
There are of course plenty of universal talents that all elements can take, such as kinetic blade, attacking elemental creatures by manipulating their elements from within, creating pseudo-elemental minions (and those that canât take that last one have their own versions for their element), and so on.
As we can see, each element has something to offer, and the sheer variety here and the fact you can take three elements total or specialize in one means that no two kineticists will behave alike.
On that note, however, time will demonstrate that what we think of as an element can change, and in 2e, aether and void are considered element-like, but not enough so to warrant being in the kineticist arsenal, while wood and metal are fleshed out into their own elements fully. Are aether and void completely non-canon now, or do you homebrew your own 2e kineticists that use them?
Either way, that will do for today, but we have one last wrap-up to do. Look forward to it tomorrow!