Then I'm missing something.Occult Adventures wrote:
Instead of a single kinetic blast, you shoot two kinetic blasts at
targets within 120 feet that each deal damage as if your kineticist
level were 1st (effects or abilities that increase your kinetic blast’s
damage don’t apply). At 10th level, you can shoot three blasts
with flurry of blasts; this increases to four blasts at 16th level and
to five blasts at 20th level. If you are under the effect of haste
or similar magic that increases your number of attacks in a full-attack
action, the number of kinetic blasts in your flurry of blasts
increases by 1.
No two targets can be more than 30 feet apart. You must assign
the targets of all your blasts before rolling any of the attacks. Any
blast beyond the first that hits the same target adds 1d6 points of
damage; bonuses and penalties to damage don’t apply. If you are
using a substance infusion that requires a saving throw, a target
attempts its save only once (even if it was hit multiple times),
but it takes a penalty on the save equal to the number of times
it was hit beyond the first. If you are using a substance infusion
that requires a caster level check or combat maneuver check, you
roll the check only once against each target, but you gain a bonus
on the check equal to the number of times that target was hit
beyond the first. If you are using the pushing substance infusion,
the maximum distance of the push increases by 5 feet for each
time the target was hit beyond the first.
Given each attack is a level 1 Blast, you roll attacks separately, and consecutive hits add 1d6 to the level 1 Blast that hits a second time, damage should go:
Hit 1: 1d6+1 + Con
Hit 2: 2d6+1 + Con
Total: 3d6+1 + Con
This ability requires 2 Burn to use (1 Burn with Infusion Specialization) and at level 7 it would be better to just hit for the 4d6+4 + Con for 0 Burn, unless I include some substance infusion. Even then, I'm losing 1d6 of damage (potentially more of my 1st or 2nd attack misses) for a potential +1 to save DC or CMB. Damage would increase considerably if I somehow had access to Haste as the 3rd attack would deal 3d6+1 + Con for a total of 6d6+1 + Con, provided all the attacks actually hit. If it works the other way we have:
Hit 1: 1d6+1 + Con
Hit 2: 1d6
Total: 2d6+1 + Con
Which is semi-pitiful for the same end result. With possible Haste access, I'm left with 3d6+1 + Con which is still less than a Burn free normal blast. Again, assuming all attacks even hit. Given either of these scenarios (barring Haste from the equation) it would I appear I have stumbled into another garbage Form Infusion. At least I can deal 1d6+1 + Con to 2 separate targets. That's nifty... Oh wait, Foe Throw.
Can we have an official clarification about Flurry of Blasts damage?The way I'm reading it seems to indicate that 1d6 is added in addition to base damage of each hit (case A written by the OP in the quoted text).
This is possibily the ranged alternate version of Kinetic Blade in terms of damage in case of A, or a not very useful in terms of cost/effect in case of B scenario.
For its 2 burn cost, it should do much more than this...
Also, about "effects or abilities that increase your Kinetic Blast's damage don't apply", what are considered effects that add damage? Elemental overflow? Metakinesis? Feats? Disintegrating infusion?