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KINETICIST CLASS GUIDE - PATHFINDER 2E REMASTER 

Nonat1s
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The Kineticist Class Guide for Pathfinder 2e is here. I hope you're ready for the single longest video I've ever produced.
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Intro: 0:00
Chapter 1 The Basics: 1:41
Chapter 2 Universal Feats: 28:01
Chapter 3 Air: 52:04
Chapter 4 Earth: 1:11:02
Chapter 5 Fire: 1:33:09
Chapter 6 Metal: 1:53:26
Chapter 7 Water: 2:16:38
Chapter 8 Wood: 2:35:54
Chapter 9 Composite: 3:00:08

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20 июл 2024

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Комментарии : 573   
@dragointothegame5403
@dragointothegame5403 8 месяцев назад
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
@defiantmars9910 8 месяцев назад
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.
@armanhammer
@armanhammer 8 месяцев назад
Everytime I see Gate's Threshold: "Do you want to Expand the Portal or say 'Fork it' and try something new?"
@heyfell4301
@heyfell4301 8 месяцев назад
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
@fernandoraposo8460 8 месяцев назад
2 parceiro
@amelialonelyfart8848
@amelialonelyfart8848 8 месяцев назад
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
@einkar4219 8 месяцев назад
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
@natanoj16 8 месяцев назад
​@@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
@allenbroussard1451 8 месяцев назад
@@natanoj16 impulses count as spells when dealing with resistances.
@amelialonelyfart8848
@amelialonelyfart8848 8 месяцев назад
@@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
@Commandant_Aeon 8 месяцев назад
@@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.
@sianine2765
@sianine2765 8 месяцев назад
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
@justins340
@justins340 7 месяцев назад
Mmmm, body horror~
@senritsujumpsuit6021
@senritsujumpsuit6021 7 месяцев назад
Small child doing said body horror >:|@@justins340
@ccheart8574
@ccheart8574 8 месяцев назад
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.
@JayskaTeag
@JayskaTeag 8 месяцев назад
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_really
@cool_dude_like_really 8 месяцев назад
@@JayskaTeag neither kinetic pinnacle nor final gate let's you sustain the impulse... And I can see why 😄
@thewordywarlock7159
@thewordywarlock7159 8 месяцев назад
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
@martinobispo8724 8 месяцев назад
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
@SteveMan92 8 месяцев назад
@@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
@CorruptionAura 8 месяцев назад
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)
@lrogersgaming4373
@lrogersgaming4373 8 месяцев назад
This, I was going to say this.
@9652769
@9652769 8 месяцев назад
@@SteveMan92 Then, you add Combustion aura from the fire oracle.
@MagmaRiver
@MagmaRiver 8 месяцев назад
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
@alarkhar 8 месяцев назад
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
@FirstLast-wk3kc 8 месяцев назад
Oh my god, you are right
@normal6483
@normal6483 8 месяцев назад
@@alarkhar 500 ft blasts... dear Nethys...
@fatboy158
@fatboy158 8 месяцев назад
​@@normal6483Nope, 600ft. It's at -10 though.
@ZaberFangAT
@ZaberFangAT 8 месяцев назад
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.
@Swimavidly
@Swimavidly 8 месяцев назад
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
@derekbowen5820 8 месяцев назад
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
@PolskiSuzeren 8 месяцев назад
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.
@saprone8885
@saprone8885 2 месяца назад
​@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?
@Skidiwili
@Skidiwili 8 месяцев назад
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.
@Suavemente_Enjoyer
@Suavemente_Enjoyer 8 месяцев назад
Let’s Go!! He actually did it! He cleaned his bookshelf 🎉
@Nonat1s
@Nonat1s 8 месяцев назад
It's true! I did!
@KalaamNozalys
@KalaamNozalys 8 месяцев назад
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
@simondiamond9628 8 месяцев назад
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.
@joshuaferraiuolo2565
@joshuaferraiuolo2565 8 месяцев назад
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
@cool_dude_like_really 8 месяцев назад
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
@josephgreen9497
@josephgreen9497 8 месяцев назад
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.
@themightyphill1853
@themightyphill1853 8 месяцев назад
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
@Nimoot
@Nimoot 7 месяцев назад
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.
@StarryxNight5
@StarryxNight5 6 месяцев назад
Flying Flame only does damage to a creature once, though? They only make the reflex save once
@danielgarridomartinez7421
@danielgarridomartinez7421 5 месяцев назад
​@@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.
@kablueyjoe
@kablueyjoe 8 месяцев назад
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.
@DGenHero
@DGenHero Месяц назад
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.
@traceamountsofolive7273
@traceamountsofolive7273 8 месяцев назад
The GOAT, can't believe you finally- THREE AND A HALF HOURS?? Amazing. That's the rest of my day set :)
@ThatGuyKazz
@ThatGuyKazz 8 месяцев назад
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.
@Nimoot
@Nimoot 7 месяцев назад
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
@connormcguire484
@connormcguire484 8 месяцев назад
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.
@FormerRuling
@FormerRuling 8 месяцев назад
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
@FormerRuling 8 месяцев назад
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.
@xogdo5260
@xogdo5260 7 месяцев назад
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
@Giozize
@Giozize 8 месяцев назад
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
@ajparker7575
@ajparker7575 8 месяцев назад
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.
@simondiamond9628
@simondiamond9628 8 месяцев назад
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.)
@lurchEbean
@lurchEbean 8 месяцев назад
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
@shredderswipe 8 месяцев назад
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
@LastTigerEyes 8 месяцев назад
Yeah, I was gonna say, that's a 20' x 25' x 1' room -- gotta account for the 3rd dimension there. xD
@allenbroussard1451
@allenbroussard1451 8 месяцев назад
more importantly, 40lbs of fire (which has almost no weight) could cover quite a large area.
@hellfrozenphoenix13
@hellfrozenphoenix13 8 месяцев назад
​@@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.
@werevamp
@werevamp 7 дней назад
@@hellfrozenphoenix13 so fire kineticist is the ultimate arsonist. Makes sense.
@PurpleCyanideTube
@PurpleCyanideTube 8 месяцев назад
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.
@tristanmitchell1242
@tristanmitchell1242 8 месяцев назад
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.
@itsmefirefox
@itsmefirefox 7 месяцев назад
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
@TheGrandUser
@TheGrandUser 7 месяцев назад
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.
@Distantone11
@Distantone11 8 месяцев назад
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
@SomeoneMysterious1352
@SomeoneMysterious1352 8 месяцев назад
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.
@noahs2k
@noahs2k 8 месяцев назад
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
@Nonat1s 8 месяцев назад
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
@undrhil 8 месяцев назад
Now you're just compounding the issue LOL
@catherinenyxsera3900
@catherinenyxsera3900 8 месяцев назад
One sitting gang. Been playing an Aerokineticist since Gencon, and Four Winds is basically crack that all the party wants in a fight. Been clutch on many occasions. Love the video and appreciate the effort.
@TheNaturalnuke
@TheNaturalnuke 8 месяцев назад
It’s soooooo good, I mixed it with a fleet elf with rogue dedication, the term ‘greased lightning’ has never been more accurate
@connornewell9895
@connornewell9895 8 месяцев назад
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
@commenter1430
@commenter1430 8 месяцев назад
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
@yuripugliesi 8 месяцев назад
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
@commenter1430 8 месяцев назад
@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.
@windermelon9567
@windermelon9567 2 месяца назад
It's not cubic because you can't create the water in air, only on surfaces
@Mage-mc7mz
@Mage-mc7mz Месяц назад
@@windermelon9567Displacement will push the water upwards naturally, thus cubic.
@kaii9306
@kaii9306 8 месяцев назад
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.
@matthewcunningham2675
@matthewcunningham2675 8 месяцев назад
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.
@kyurecon311
@kyurecon311 8 месяцев назад
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
@undrhil 8 месяцев назад
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
@kyurecon311 8 месяцев назад
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
@undrhil
@undrhil 7 месяцев назад
​@@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
@undrhil
@undrhil 7 месяцев назад
​@@kyurecon311sorry about any typos or weird misspellings..... Google speech services doesn't always like my accent lol
@kyurecon311
@kyurecon311 7 месяцев назад
@@undrhil No worries on that, I got what you meant! But those are some pretty cool ideas!
@TheNaturalnuke
@TheNaturalnuke 8 месяцев назад
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
@mannyvalerio6822
@mannyvalerio6822 8 месяцев назад
Kinetic Pinnacle effectivrly removes the drawback on your 3Act Overflow Impulses, and allows you to keep Auras up btwn turns even when using them.
@rvnender
@rvnender 8 месяцев назад
About time! The book shelf was gross
@welcometogeektown
@welcometogeektown 8 месяцев назад
Burning Jet: "A condensed burst of flame shoots behind you" I sense many fart jokes in my future...
@Hyoseph
@Hyoseph 8 месяцев назад
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
@undrhil 8 месяцев назад
Which state? Exhaustion? Confusion? LOL
@Hyoseph
@Hyoseph 8 месяцев назад
@undrhil5281 Both? Yes. Both is good.
@McFatson
@McFatson 8 месяцев назад
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.
@arturkushukov1815
@arturkushukov1815 8 месяцев назад
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.
@lishuss
@lishuss 8 месяцев назад
liking and commenting at the start of this because 3 and a half hours of my favorite 1st ed class needs that engagement!
@Captainpigraven
@Captainpigraven 8 месяцев назад
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.
@SteveMan92
@SteveMan92 8 месяцев назад
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
@robertcarter9535
@robertcarter9535 8 месяцев назад
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
@miguelgilcasas3560
@miguelgilcasas3560 8 месяцев назад
I love the water impulses having overflow. It's just really thematic with the whole rise and fall of the tides
@LoredanSunstrider
@LoredanSunstrider 8 месяцев назад
34:42 iirc the melee forms also allow you to add STR to your damage. I love this class.
@hannahtoennis8860
@hannahtoennis8860 8 месяцев назад
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
@AmusementOverlord
@AmusementOverlord 8 месяцев назад
I made it through in one sitting. This was fantastic. Thank you for all your hard work. Get some rest my guy
@flyinmehkite384
@flyinmehkite384 8 месяцев назад
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.
@asherclark1020
@asherclark1020 8 месяцев назад
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
@undrhil 8 месяцев назад
Plus, they are submerged completely in water! Aren't there rules about being submerged in water which limits damage and stuff
@TheNaturalnuke
@TheNaturalnuke 8 месяцев назад
It’s also the only native way the kineticist has to heal undead :]
@SilvrSavior
@SilvrSavior 8 месяцев назад
@@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.
@lillka8426
@lillka8426 8 месяцев назад
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
@urimor6236
@urimor6236 8 месяцев назад
Wow, gigantic, playing a low int earth kobold kinaticist and so far having fun, will review all of the earth chapter so thanks.
@VJK102
@VJK102 8 месяцев назад
I didn't expect a video 3 1/2 Pirullas long for an ATLA class
@skeletonghost610
@skeletonghost610 8 месяцев назад
Beasts of Slumbering Steel not being able to link together like Voltron is a tragedy.
@Visteus
@Visteus 8 месяцев назад
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
@robertcarter9535
@robertcarter9535 8 месяцев назад
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
@FirstLast-wk3kc
@FirstLast-wk3kc 8 месяцев назад
54:30 And remember => its two action impulse, so if you have air junction u can move as a free action
@bijnahonderdeuro
@bijnahonderdeuro 8 месяцев назад
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.
@SteveMan92
@SteveMan92 8 месяцев назад
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
@jesterbravo3317
@jesterbravo3317 5 месяцев назад
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.
@okagisama
@okagisama 8 месяцев назад
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.
@TheNaturalnuke
@TheNaturalnuke 8 месяцев назад
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
@rileymcleran2895
@rileymcleran2895 8 месяцев назад
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.
@hawktitan7896
@hawktitan7896 8 месяцев назад
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
@undrhil 8 месяцев назад
One correction: any damage type that your Elemental blast could already do plus the physical damage types
@GrimmDichotomy
@GrimmDichotomy 8 месяцев назад
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! 💚
@NhojDDB
@NhojDDB 8 месяцев назад
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.
@Quetzelkoa
@Quetzelkoa 8 месяцев назад
Thanks for putting in the work! Excited to watch this!
@chorranthu5746
@chorranthu5746 8 месяцев назад
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.
@jermz78
@jermz78 4 дня назад
Great work, Nonat! I love your exuberance in describing all of the details!
@user-vi1oh5nq5e
@user-vi1oh5nq5e 7 месяцев назад
Glorious. Thanks for all the effort you put into these.
@YamiKyougi13
@YamiKyougi13 8 месяцев назад
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.
@hilarymoonmurphy
@hilarymoonmurphy 7 месяцев назад
I have been listening to this one chapter at a time -- delightful amount of work. I especially like the chapter announcements for each element.
@piedpiper1185
@piedpiper1185 8 месяцев назад
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
@moonglade420
@moonglade420 8 месяцев назад
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
@toxicthorn769
@toxicthorn769 8 месяцев назад
I don't have work tomorrow, so this seems like a perfect way to spend my night.
@NINJAfries07
@NINJAfries07 8 месяцев назад
Omnikinisis only has reflow elements as a prerequisite, but not rapid reattunement. So that’s just a free swap right there without losing anything.
@9652769
@9652769 8 месяцев назад
The more i see, those impulsive, the more i realise that safe element is a very useful feat. There is so many AOE that can hurt your allies and now you have an infusion that stop this.
@submortimer
@submortimer 8 месяцев назад
"This video is over two hours long. " I mean, that's TECHNICALLY true.
@jediroshi
@jediroshi 8 месяцев назад
Wow... that was a great video. Very well done deep dive. Worth the wait.
@welcometogeektown
@welcometogeektown 8 месяцев назад
I was playing Twilight Struggle on my iPad while doing so, but I sat through this in one sitting. Thank you for the entertaining video. Looking forward to your remaster Deep Dives!
@FirstLast-wk3kc
@FirstLast-wk3kc 8 месяцев назад
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
@HistorysRaven
@HistorysRaven 8 месяцев назад
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.
@XandiG
@XandiG 8 месяцев назад
Just in time for you to start the Witch and Wizard Remaster Deep Dives 😂
@SkarmoryThePG
@SkarmoryThePG Месяц назад
Still a joy to watch. Glad I finally got over my ambivalence about this class, it's very tighly designed.
@DandDgamer
@DandDgamer 8 месяцев назад
Its been 3000 years! Jokes aside happy this is here. Listening at work and getting them good deets
@geraldeuton2419
@geraldeuton2419 8 месяцев назад
Thank you sir. This was amazing and very helpful. You're amazing
@KalaamNozalys
@KalaamNozalys 8 месяцев назад
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.
@OberonNaga
@OberonNaga 8 месяцев назад
I’m still watching but I wanted to thank you for making this gigantic video for us because I am going to be at work by the time you finish. So many feats!
@ObedientMammal
@ObedientMammal 8 месяцев назад
Im so proud of you NoNat!!! THANK YOU!!!!!!!
@jmooreftw
@jmooreftw 8 месяцев назад
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.
@dw3500
@dw3500 8 месяцев назад
That is a very nice and clean bookshelf. Good job nonats
@jameelwatson9111
@jameelwatson9111 6 месяцев назад
Shout out to you man. Serious in depth description
@ajparker7575
@ajparker7575 8 месяцев назад
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.
@Meemoe_
@Meemoe_ 8 месяцев назад
1:34 HOW DARE YOU CALL ME OUT :3 !! watching the entire thing in one sitting playing RoRR on my other screen thank you so much for this incredible video
@Aystyn
@Aystyn 8 месяцев назад
Listened to it In all one sitting while working. Impressive!
@Tgauchsin
@Tgauchsin 29 дней назад
Aerial boomarang still works with a pure air kineticist since you get a bonus action to move half your speed if you use an air impulse. Therefore you can 1/2 move, throw, 1/2 move, catch. Look at the air junction!
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