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I disagree on the 20 stat aspect because it's so costly. In a 20 point buy you're spending 17 of your points on a single stat. If you're going to say options are a good thing, then don't reduce your options in this matter.
At most, I would suggest a 19 to start, because that lets you up it to 20 at level 4.
Limitations sometimes make for really fun characters. I absolutely do not understand the huge level of outrage at the idea of a 10 point buy. Naturally you're going to have a less powerful character than if you had higher stats, but people are acting like it's unplayable.
It is a different thing if the GM is legitimately trying to discourage his players from enjoying Pathfinder, but I can absolutely imagine a game where I enjoy playing an average joe with middling or worse stats who eventually becomes mighty through force of will, and yes, luck. This is a dice game after all.
Occultist arcanist would be very easy to do with a 10 point buy. You can get away with a 16 Int no problem, and since your biggest tool is summoning, you have no worries about your saving throw DCs.
I would suggest a spread like:
Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 8
Going with Spell Focus (conjuration) and Augment Summoning at level 1 means that all of your summoned spells (which last 10 rounds at first level) probably have a strength score as high as the fighter. Look at the dog, which with Augment Summoning has a 17 strength and bites at +4 for (1d4+4). Eagles with three attacks at +3 for (1d4+2). You can shred first level, and to be honest, a 5 point buy could do the same.
Mystic Lemur wrote:
You're correct that your paladin could choose to observe the letter of those laws, but I hardly think that a paladin need fall for preserving life and liberty of religious refugees over turning them over to a possibly corrupt government (and there are murmurs of such a thing during the briefing if I recall).
What classes are in play exactly? A common practise for PFS players is spending the first two prestige points on a wand of cure light wounds, which tends to remove any difficulty in out of combat healing. In combat healing is generally not the best idea anyway, so it works out.
I would recommend every single character purchasing a wand of cure light wounds for themselves, as it means that everyone is responsible for their own healing resources, rather than draining one person's wealth.
So that's not what happened. Let's say that someone wakes you up having broken into your room. That someone looks like a demon, and you typically kill demons on sight because that's sort of your job. The demon approaches you shouting obscenities in a language you don't understand and then tries to put a claw on your shoulder. In Pathfinder, absolutely you are justified in slaying that demon.
The Paladin should fall in this case.
Let's take a look at the paladin code! What conditions cause a paladin to fall?
1. Paladin ceases to be Lawful Good
Now let's see what happened using the code as our guide.
The Paladin attacked a being that was not attacking him.
The paladin did not violate 1 to be certain. Is attacking someone before they attack you an evil act? I'd hardly call it a good act, but I could see many situations where striking first is not evil.
So we're left with a possible code of conduct violation. The paladin is fine for a) and b), and d) and e) aren't going to come up in this situation. Did the paladin act with honour? I would say so, as he was defending himself from what he identified as a threat who had invaded his room.
That said, it's not even a question of him striking first. It's a question of an attack of opportunity!
The being even though a illusion was offering a their hand.
Not exactly. We have a gibbering creature who has invaded the room now approaching and attempting to TOUCH the paladin. The GM insists that it's a touch and not an attack, but I would point out that most debilitating spells require only a touch. We have a gibbering monster trying to touch you, and that's not threatening?
The Paladin had the tools to detect evil, did he not use this? Why not?
Two reasons I can think of. First of all, there was really no time. If something is coming at you with a possible spell, you're not going to avoid taking an attack on them so that you can spend a move action next round.
Secondly, there are so many ways to fool detect evil from level 3 on that I would not ever call not using it a fall. A 20th level lich sorcerer has disguise self and misdirection up, and guess what? Not evil! A level 4 fighter who has just finished murdering his way through an orphanage doesn't detect as evil either. Should the paladin let him go?
Looking again at our code: The paladin is Lawful Good. He defended himself from an identified threat that for all he knew was trying to attack him. If it was this easy to make a paladin fall, then necromancers the world over would just start disguising and dominating puppies and ducklings and sending them into battle.
Outperforming a fighter at level 1 is not a difficult thing. I'm assuming you're taking into account the fact that spending points from your transmutation implement will cause you to eventually lose your resonant +1, right?
In any case, this doesn't outperform a same-level barbarian, and I think you might be looking at this class the wrong way. Why not start with a falchion and make it keen with your transmutation resonant power? Nothing has a 15-20 crit range at level 1.
EDIT: Based on the wording of the ability, I don't think you can even give your weapon straight bonuses. You need to pick an ability that is a +1 equivalent.
Actually, a barbarian/occultist with a furious weapon at level 2 sounds nasty...
Let's go crazy and assume Mark is going to say yes to every one of our suggestions. I would like to see each kineticist receive a free elemental movement and elemental resistance that gets better as time goes. From first level they should be able to manipulate their element, and that should get more powerful as they grow stronger.
For movement we could see:
Aether: Swift action five-foot steps like a wizard's shift ability from level 1. Levitate at will at level 5 but with the ability to shift five feet laterally with a swift action while levitating. No attack penalties and the ability to move 20 feet any direction instead of just up and down at level 10, and immunity to gravity at level 15 (so just pick a direction and move that way at your base movement speed).
The ability for kineticist to control creatures with same elemental subtype (or just elementals specifically) of there element would be cool. So would Aether kineticist get incorporeal creatures instead or creatures from the ethereal, or astral planes, or something else?
Maybe Aether could get limited control over allies and function more as a battle-field supporter. If you could push your allies into flanking position or pull an enemy out of cover, then you would be helping your party surround and smash.
Skaldi the Tallest wrote:
To this end, I think composite blasts of the same element (fire/fire, cold/cold, electricity/electricity, and acid/acid if Mark decides to add it) should be taking a look at mythic fireball.
Composite blasts cost 2 burn, but maybe for an additional point of burn I can halve a creature's resistance or turn immunity into resist 20. For 2 points of burn, maybe I can make fire so hot, or acid so caustic that it ignores resistance and immunity.
The other post regarding whether a kineticist should run from elementals or laugh in their face speaks of the need for a pyrokineticist to be able to tear the fire out of a fire elemental. Give the kineticist an ability to energize himself with elementals. Let him do damage to those creatures, and if they're not summoned, let him remove burn points at the same time. He should be excited when he sees a large fire elemental, because that's food.
Mark Seifter wrote:
It sounds really cool, and a lot of home games would probably enjoy it. I can see it also slowing down play as a player figures out what their abilities do each day. Ideally this class should take no longer to run than a summoner. :P
A lot of people are commenting on the lack of out of combat options that this class has. The truth is it has some out of combat tricks, but there is very little room for someone who wants to remain competitive with damage to take them.
I would propose providing far more talents, and splitting them into blast talents and wild talents. Blast would cover offence, and wild would cover utility. Then just give the kineticist kinetic blade at first level along with a wild talent, and then a blast talent every even level and a wild talent every odd level. More options means that it won't feel like a waste to take something like Light Touch, which is a really cool power, but is pretty low as far as offensive priorities go.
Mark Seifter wrote:
While this may be true, you're still giving anyone looking into making a medium a very hefty read before making a character. Having to plan out which of the 54 I'm going to start with means reading all 54 before playing a single game.
I'll point out again that all of these builds show strength and charisma at 7. There are no rewards for a kineticist having a strength or charisma score that hasn't been dumped into the ground, especially because UMD is such an easy skill to run off Intelligence instead.
If you give kinetic blade automatically and allow strength to impact its damage, we may see some bruiser kineticists come out to play.
So the sidebar says that this is only 18 of the 54 possible spirits that will be available. I'm a little worried that the direction of this class will end up with a huge number of options that make it nearly impossible for most players to have any level of system mastery with it. Granted, there are a lot of different sorcerer bloodlines, but I don't think there are close to 54 of them, and even if there are, they were released gradually.
Looking at and parsing 18 different spirits is enough to make my head swim a bit, so I can barely imagine 54.
Insain Dragoon wrote:
I'm a fan of the crush idea. People have a lot of wobbly parts inside, and it only takes a little tug to pull something where it probably shouldn't be.
Biggest worry is still the attack boost. I just can't seem to make it work without seriously dumping non-vital stats, and I can't see myself enjoying playing such a character.
I would push for two blast options for each type of kineticist. Right now taking Expanded Element in Earth or Aether while already being of the same means you're shorted a blast option.
Acid is the only element not making an appearance with this class, so that could pretty easily move to Earth. For Aether, possibly something that involves warping an enemy's insides? That would give every element a ranged touch and ranged option.
WBL for a level 13 character is 140,000 gp. So let's be INSANE and budget 6,000 gp for consumables. Crrrrazy. We're also going to assume that the "prepared for everything" fighter already has a handy haversack.
Alchemical Remedies: 1,150 gp:
alchemical grease (5)x3 = 15
alchemist's kindness (1)x5 = 5
antiplague (50)x2 = 100
antitoxin (50)x4 = 200
fire ward gel (150)
frost ward gel (150)
meditation tea (30)
smelling salts (25)
soul stimulant (300)
troll oil (45)
vermin repellent (5)x2 = 10
wismuth salix (30)
Alchemical Tools: 350 gp:
alchemical glue (20)
alchemical glue accelerant (25)
alchemical solvent (20)
impact foam (25)x2 = 50
smokestick (20)x2 = 40
sunrod (2)x5 = 10
tindertwig (1)x10 = 10
water purification sponge (25)x2 = 50
weapon blanch (adamantine) 100
weapon blanch (cold iron) 20
weapon blanch (silver) 5
Alchemical Weapons: 500:
acid (10)x5 = 50
alchemist's fire (20)x5 = 100
alkili flask (15)x2 = 30
holy water (25)x2 = 50
liquid blade (40)
skyrocket firework (50)
tanglefoot bag (50)x3 = 150
Oils, potions, and wands: 3,754 gp:
oil of infernal healing (50)
potion of air bubble in potion sponge (52)
potion of fly (750)
potion of gaseous form (750)
potion of lesser restoration (300)x2 = 600
potion of magic circle against evil (750)
potion of touch of the sea in potion sponge (52)
wand of cure light wounds (750)
Total spent: 5,754 gp
Add to that a cloak of resistance +4 and the handy haversack for 18,000 gp total, and you've spent 23,754 gp of your 140,000 gp. So you have a lot of cash left.
Sundering Strike doesn't seem that useful. You're better off just going in for the sunder and relying on Greater Sunder for your damage. An enemy with no weapon can be considered pretty handily neutralized.
Whirlwind Attack sunder is probably the most horrifying thing imaginable, especially enlarged with Lunge and a reach weapon.
A new feat in the ACG gives a character with the aberrant bloodline the ability to gain a tumor familiar, as the alchemist discovery. Bloodragers can get said bloodline, and it even ends up being one of the best in my opinion. So start with a bloodrager with the Aberrant Tumor feat for a tumor familiar. Familiars get the BAB of their master (so full BAB), and half their hit points. Bloodrage explicitly does not give temporary hit points, so expect your tumor's health to fluctuate up and down as your character bloodrages.
Get an Improved Familiar (level 11 without Magical Knack, level 9 with), preferably with the highest strength possible while remaining tiny sized. With a cursory glance, the Nycar has the highest, with a Cacodaemon and Cythnigot coming in at a close second. A tiny familiar when polymorphed to something small or larger gets an automatic +4 to strength and –2 to dexterity before the polymorph affect is added, so that Nycar has an effective strength of 17 before any buffs. Not bad for two feats and a spell! You can even start as a human for the Eye for Talent alternate race trait to give him another +2 to his strength.
Implementing this to fight as a team: Make your familiar a valet archetype from the Animal Archive so that he shares your teamwork feats. From that point you're able to take the Improved Spell Sharing teamwork feat, along with maybe Outflank. I'm sure you can see where I'm going with this.
Buff yourself and familiar with beast shape I, bull's strength if you've got time, and enjoy your full BAB flank buddy!
Any thoughts on how to make this better? I'm seeing a medium cat familiar with 21 strength (25 with bull's strength) available at level 10. So a class feature that can bite/claw/claw at +17/+17/+17 for (1d6+7).
While it's possible that the writers meant to make the AC penalty scale, the damage is the only part of it that scales currently. It's also pretty easy to bring some potions of reduce person along for those medium-sized boss fights. While it has its downsides, more damage without attack penalties is just what we need.
If you're going to be taking Weapon Finesse and making use of an agile weapon, halfling is an incredibly strong race. Not as strong as goblin, but most goblins aren't allowed in places where halflings are allowed.
Assuming a finesse build, what makes a halfling so weak? Is +1 to AC and +1 to hit not something you want? What about higher saves, or Adaptable Luck if you like? I am legitimately confused as to what problem you have with halflings.
I take a bit of issue with how little charisma the arcanist needs, despite being based partially on the sorcerer. I would propose the arcanist requiring both the requisite Intellect and Charisma scores to cast their spells, and then allow them to take the higher stat for the purposes of spells per day and DCs.
That would mean that an arcanist that wanted to cast level 4 spells would need at least an Int and Cha of 14, and if one of those two stats were higher, they would be able to use that stat for DCs.