Spheres of Power Elementalist vs OA Kineticist


Product Discussion

Liberty's Edge

So I was looking at the Kineticist and was into it, until I really started trying to build with it. I found it a little too constraining (and the weirdness of Aetheric Boost annoys the hell out of me). Then I remembered the Elementalist from SoP. Does anyone have experience playing this class? How is the power level? Is there some way to do a d6 damage/Level blast without spending a spell point (like, say, using your full round action)?


Nope, just spell points. But they are a casting class so they can select from any Sphere they desire, not just Destruction, and still gain 1d6/2 levels.

The Kineticist's advantage is that it can spend action economy to improve its abilities all day long and can choose its rider effects, can mix and match to its hearts content, gains numerous other bonuses such as to-hit and damage from its class abilities. The disadvantage is that it gets only 3 elements until level 20 and it's utility talents are all SLAs but not spells or Spheres.

In the end, I think blasting with the Kineticist is stronger, but the Elementalist can be built to be more versatile, and can multiclass without losing blasting power for more Spheres and Talents.

Paizo Employee Design Manager

Elementalist is more versatile thanks to being able to branch out into different spheres, and their overall DPR is equivalent, with the edge going to the elementalist thanks to the riders that accompany his various blast talents and the fact that he can always target touch AC pretty much regardless of what element he's using.


The Elementalist also has room for serious optimization to improve its damage. A dip in Orc Bloodline Sorcerer gives you +1 damage per dice (cross-blooded is not natively compatible with spheres, due to modifying spells known while sphere sorcerer replaces spellcasting). Also, a dip in Incanter with Destruction specialization gives you a +1 stacking bonus to your caster level.

Further, you can pick up staves which give an "enhancement" bonus to your caster level, and you can spellcraft effects such as Steal Time into your favorite blast spells. This allows you to cast a spell as a full-round action, and if a single creature fails the will save vs. Steal Time (based on your Destruction save DC), then you regain a standard action you can use to cast a second blast. Other options for spellcraft include adding mind sphere effects such as Fear, or death sphere effects such as negative levels to your blast. Most of the good spellcrafted sphere blasts would cost 3 spell points plus a full-round action to cast (4 spell points if you want to use force damage).

Do not that you should always discuss a spellcrafted spell with your GM to make sure you agree on the rules for how it works, as spellcrafting is a relatively free-form system for combining sphere effects and can sometimes produce very powerful effects (dazing fireball powerful, not your campaign world ends here powerful).

You can also apply normal metamagic to your sphere effects, though I would generally not recommend it due to costing too many spell points.

As for spell points for normal blasting, as long as you don't have very long work days, picking several drawbacks for your tradition and a solid casting stat should be enough to give you plenty.

Basically, the Kineticist deals more at-will damage, but has a weaker nova. The Elementalist can easily keep up for a full normal work day, and is much more versatile and has much more room for optimization.


A big thing to realize is that while the Elementalist is limited by spell points, it does not have to deal with burn. Realistically, Kineticist all-day abilities aren't all-day at an effective level of power because burn is so limiting, much more so than spell points.

I haven't optimized a Kineticist but from the thread complaining about their damage, their damage should be lower even for at will abilities. A 19th level Elementalist with a one level dip in Sphere Sorcerer and a +5 destruction staff deals 13d6 + 28 from favored element + 13 from orc bloodline + 6 from Crafted Blast, or an average of 92 damage. From what I've seen, that's difficult for a Kineticist to do even with burn and all it's boosts. Additionally, an Elementalist can use a spell point ~25 times a day for 25d6 + 28 + 25 from orc bloodline + 12 from Crafted Blast, an average of 152 damage. That's 1 spell point and no metamagic.

That's just damage. An Elementalist also has much better access to utility effects from other Spheres and can use their blasts for incredibly effective battlefield control, especially with Crystal Blast.


A 20th level Kineticist with either a single element or an Orange Prism Ioun Stone, a Strand of Prayer Beads (standard), and a Greater Diadem is looking at 25d6 + 22 from composite blast + 15 Con (18 + 2 racial + 4 levels + 6 Belt + 4 Inherent +6 Size) +8 Deadly Aim + 12 Elemental Overflow + Empowered for an average of 199 with NO BURN + 7 Burn worth of Infusions for free. Throw in a Bead of Karma and for 10 minutes the damage increases to an average of 226, still with no Burn. One point of Burn allows for Maximize, which brings the regular damage to 293 and the Karma Bead boosted damage to 335, with 6 points of Infusions tacked on.

To be fair, this all requires a HUGE investment of the Kineticists' funds and assumes they are already walking around with seven Burn to get those bonuses.


Here is an example of a human Elementalist using the elite array and leaving a lot of gp unspent.

Edgar the Elementalist, level 5:
--------------------
Edgar the Elementalist
--------------------
Male Human Elementalist 4/Sphere Sorcerer [Orc Bloodline] 1
CG Medium humaniod (human)
Init +6; Darkvision 60; Perception +9
--------------------
Defense
--------------------
AC 17, Touch 13, Flat-Footed 14 (+2 Dex, +4 Armor, +1 Dodge)
Hp 30/30 (4d8+1d6+5)
Fort +6, Ref +7, Will +8
Evasion
Light Blindness
--------------------
Offense
--------------------
Speed 30 ft.

Basic Blast: +5 vs. Touch (3d6+5; B, P, and S; SR:No; 160 ft.)
1 Spell Point +5 vs. Touch (6d6+8; B, P, and S; SR:No; 160 ft.)
2 Spell Points (6d6+8; DC 17 Reflex half; SR:No; 15 ft. radius within 160 ft.)
+1 Spell Point (-2 damage, change type to force, SR yes, any creature damaged
must pass a DC 17 Reflex save or fall prone.)

Spell Pool (13/13); CL 6th, DC 17 with Destruction. CL 4th, DC 16 with other spheres;
Magic Skill +5; Magic Defense 16; Concentration +9
--------------------
Statistics
--------------------
Str 10 Dex 14 Con 13 Int 18 Wis 12 Cha 8
Base Atk +3; CMB +3; CMD 15
Feats: Point Blank Shot, Precise Shot, Extra Magic Talent, Improved Initiative,
Spellcrafting
Skills: Acrobatics [5] +10, Bluff [5] +7, Climb [1] +4, Escape Artist [5] +10,
Intimidate [5] +7, Knowledge (arcane)[5] +12, Perception [5] +9, Spellcraft [5] +12,
Stealth [5] +10, Survival [1] +5, Swim [1] +4
ARMOR CHECK PENALTY -1
Favored Element (+2 Stone Blast)
Favored Class Bonus: +1/6 Extra Magic Talent
SQ: Touch of Rage
--------------------
Equipment
--------------------
+1 Staff of Destruction
+1 Chain Shirt
+1 Cloak of Resistance

4 250 gp spent. 6 250 gp left to use as you wish.
--------------------
Spheres of Power
--------------------
Magical Tradition [Magical Signs, Somatic Casting, Verbal Casting]
Having 3 drawbacks, Edgar's magical tradition gives him 1 extra spell
point every odd level.
When Edgar uses a sphere power, the four elements create visible
manifestations that swirl around his body. He then makes a simple
physical and verbal command to cause the energy to produce his
desired effect.
Sphere Specific Drawbacks: Necromantic Limit [Reanimate]. You may not use the
reanimate death effect, or take any talents which augment reanimate without
first spending a magic talent to unlock reanimate.

Death Sphere
Drain

Destruction Sphere
Force Blast, Stone Blast, Explosive Orb, Extended Range

Warp Sphere
Emergency Teleport
--------------------
Edgar's Draining Rock Explosion
Sphere: Destruction
Cost: 3 Spell Points
Casting Time: Full-Round Action
Range: Medium (100 ft. + 10 ft. per caster level)
Area: 15 ft. radius.
Duration: Instantaneous (see text).
Saving Throw: Reflex half and negates (see text); Spell Resistance: No
Prerequisites: Death Sphere (Drain), Destruction Sphere (Explosive Orb, Stone Blast,
Extended Range)
Crafting Time: 6 Days; Spellcraft DC 30

You create and lob a boulder which explodes within range littering the field
with rubble that lasts for 1 minute. Creatures within the area take 1d6+1 damage
per caster level plus 2 damage (DC 17 Reflex half). This damage is piercing,
bludgeoning, and slashing damage. Creatures that fail their saving throw also
take 1d2 temporary negative levels which last for 1 hour per caster level. If
these negative levels would reduce a creature to 0 Hit Dice, the creature instead
takes 4 points of Constitution drain for the duration of the effect.

Edgar's Negative Stone
Sphere: Destruction
Cost: 3 Spell Points
Casting Time: Full-Round Action
Range: Medium (100 ft. + 10 ft. per caster level)
Target: One creature.
Duration: Instantaneous (see text).
Saving Throw: No; Spell Resistance: No
Prerequisites: Death Sphere (Drain), Destruction Sphere (Stone Blast, Extended Range)
Crafting Time: 5 Days; Spellcraft DC 25

You create and fire a fist sized rock at your target as a ranged touch attack.
This can be used as a melee touch attack instead, in which case your fist
temporarily turns into a rock as you punch the target. The target takes
1d6+1 damage per caster level plus 2 damage. This damage is piercing,
bludgeoning, and slashing damage. The target also takes 1d2 temporary negative
levels. If these negative levels would reduce a creature to 0 Hit Dice, the
creature instead takes 4 points of Constitution drain for the duration of the
effect.

I selected Point Blank Shot and Precise Shot at 1st level, so you can blast accurately. After that, I didn't really know what combat feats to take using the bonus combat feats, so I just selected some.

Edgar the Elementalist, Level 10:
--------------------
Edgar the Elementalist
--------------------
Male Human Elementalist 9/Sphere Sorcerer [Orc Bloodline] 1
CG Medium humaniod (human)
Init +7; Darkvision 60; Perception +14
--------------------
Defense
--------------------
AC 24, Touch 17, Flat-Footed 19 (+3 Dex, +6 Armor, +1 Natural, +1 Deflection, +2 Dodge, +1 Luck)
Hp 77/77 (9d8+1d6+30)
Fort +11, Ref +11, Will +11
Evasion
Resistance 5 to acid, electricity, fire, and cold.
Light Blindness
--------------------
Offense
--------------------
Speed 30 ft., Fly 20 ft. (average)

Basic Blast: +9 vs. Touch (6d6+15; B, P, and S; SR:No; 880 ft.)
1 Spell Point +9 vs. Touch (12d6+21; B, P, and S; SR:No; 880 ft.)
2 Spell Points (12d6+21; DC 21 Reflex half; SR:No; 20 ft. radius within 880 ft.)
+1 Spell Point (-5 damage, change type to force, SR Yes, any creature damaged
must pass a DC 21 Reflex save or fall prone.)
+0 Spell Points (reduce damage dice to d4, change type to piercing damage,
SR Yes, target must pass a DC 21 Reflex save or be entangled and unable
to move.)

Spell Pool (21/21); CL 12th, DC 21 with Destruction. CL 7th, DC 18 with other spheres;
Magic Skill +10, +12 to Counterspell; Magic Defense 21; Concentration +19
--------------------
Statistics
--------------------
Str 10 Dex 16 Con 16 Int 20 Wis 12 Cha 8
Base Atk +6; CMB +6; CMD 23
Feats: Point Blank Shot, Precise Shot, Extra Magic Talent, Improved Initiative,
Spellcrafting, Extra Magic Talent*, Counterspell, Combat Casting,
Counterspell Mastery
Skills: Acrobatics [10] +16, Bluff [10] +12, Climb [1] +4, Escape Artist [10] +16,
Fly [10] +16, Knowledge (arcane)[10] +18, Perception [10] +14, Spellcraft [10] +18,
Stealth [10] +16, Survival [10] +14, Swim [7] +10
ARMOR CHECK PENALTY -1
Favored Element (+9 Stone Blast, +4 Force Blast)
Favored Class Bonus: +1/6 Extra Magic Talent
SQ: Touch of Rage
--------------------
Equipment
--------------------
+2 Staff of Destruction
+2 Chain Shirt
+2 Cloak of Resistance
+2 Headband of Vast Intelligence (Fly)
+2 Belt of Physical Might (Dex, Con)
+1 Ring of Protection
+1 Amulet of Natural Armor
Jingasa of the Fortunate Soldier
Handy Haversack

41 250 gp spent. 20 750 gp left to use as you wish.
--------------------
Spheres of Power
--------------------
Magical Tradition [Magical Signs, Somatic Casting, Verbal Casting]
Having 3 drawbacks, Edgar's magical tradition gives him 1 extra spell
point every odd level.
When Edgar uses a sphere power, the four elements create visible
manifestations that swirl around his body. He then makes a simple
physical and verbal command to cause the energy to produce his
desired effect.
Sphere Specific Drawbacks: Necromantic Limit [Reanimate]. You may not use the
reanimate death effect, or take any talents which augment reanimate without
first spending a magic talent to unlock reanimate.

Death Sphere
Drain

Destruction Sphere
Force Blast, Stone Blast, Explosive Orb, Extended Range x2, Energy Wall,
Crystal Blast

Warp Sphere
Emergency Teleport, Ranged Teleport
--------------------
Edgar's Draining Rock Explosion
Sphere: Destruction
Cost: 3 Spell Points
Casting Time: Full-Round Action
Range: Long (400 ft. + 40 ft. per caster level)
Area: 20 ft. radius.
Duration: Instantaneous (see text).
Saving Throw: Reflex half and negates (see text); Spell Resistance: No
Prerequisites: Death Sphere (Drain), Destruction Sphere (Explosive Orb,
Stone Blast, Extended Range x2)
Crafting Time: 7 Days; Spellcraft DC 35

You create and lob a boulder which explodes within range littering the field
with rubble that lasts for 1 minute. Creatures within the area take 1d6+1 damage
per caster level plus 9 damage (DC 21 Reflex half). This damage is piercing,
bludgeoning, and slashing damage. Creatures that fail their saving throw also
take 1d3 temporary negative levels which last for 1 hour per caster level. If
these negative levels would reduce a creature to 0 Hit Dice, the creature instead
takes 4 points of Constitution drain for the duration of the effect.

Edgar's Negative Stone
Sphere: Destruction
Cost: 3 Spell Points
Casting Time: Full-Round Action
Range: Long (400 ft. + 40 ft. per caster level)
Target: One creature.
Duration: Instantaneous (see text).
Saving Throw: No; Spell Resistance: No
Prerequisites: Death Sphere (Drain), Destruction Sphere (Stone Blast, Extended Range x2)
Crafting Time: 6 Days; Spellcraft DC 30

You create and fire a fist sized rock at your target as a ranged touch attack.
This can be used as a melee touch attack instead, in which case your fist
temporarily turns into a rock as you punch the target. The target takes
1d6+1 damage per caster level plus 9 damage. This damage is piercing,
bludgeoning, and slashing damage. The target also takes 1d3 temporary negative
levels. If these negative levels would reduce a creature to 0 Hit Dice, the
creature instead takes 4 points of Constitution drain for the duration of the
effect.

Edgar's Wall of Crystal Force Blades
Sphere: Destruction
Cost: 3 Spell Points
Casting Time: Full-Round Action
Range: Long (400 ft. + 40 ft. per caster level)
Area: 20 ft./Caster Level wall, or hemisphere with 5 ft./2 caster level radius.
Duration: 1 round/caster level.
Saving Throw: Reflex negates (see text); SR: Yes
Prerequisites: Destruction Sphere (Crystal Blast, Force Blast, Energy Wall,
Extended Range x2)
Crafting Time: 6 Days; Spellcraft DC 30

You create a wall of blades made out of crystal and force that attack anyone
passing through the wall. The wall is either 20 ft. long per caster level and
20 ft. high, or shaped as a hemisphere with a radius of 5 ft. per 2 caster
levels. The wall does not block line of effect, line of sight, projectiles,
or thrown objects. Creatures who pass through your wall suffer 1d6+1 damage
per caster level plus 4 damage. Half of this damage is force damage, the other
half is piercing damage. Creatures who take damage from the wall must make a
Reflex save (DC 21) or be knocked prone, entangled, and unable to move. Breaking
free of the entangled condition is a move action requiring a A DC 21 Strength
check or Escape Artist check. A target may also break free by dealing 3 damage
per caster level to the crystals pinning it. Creatures standing in the wall's
space when it is created are allowed a Reflex save to avoid damage.

Edgar the Elementalist, Level 15:
--------------------
Edgar the Elementalist
--------------------
Male Human Elementalist 14/Sphere Sorcerer [Orc Bloodline] 1
CG Medium humaniod (human)
Init +8; Darkvision 60; Perception +19
--------------------
Defense
--------------------
AC 32, Touch 22, Flat-Footed 24 (+4 Dex, +8 Armor, +2 Natural, +2 Deflection, +4 Dodge, +1 Insight, +1 Luck)
Hp 130/130 (14d8+1d6+60)
Fort +18, Ref +18, Will +17
Improved Evasion
Resistance 10 to acid, electricity, fire, and cold.
Light Blindness
--------------------
Offense
--------------------
Speed 30 ft., Fly 30 ft. (average), Burrow 25 ft.

Basic Blast: +14 vs. Touch (10d6+24; B, P, and S; SR:No; 1200 ft.)
1 Spell Point +14 vs. Touch (20d6+34; B, P, and S; SR:No; 1200 ft.)
2 Spell Points (20d6+34; DC 21 Reflex half; SR:No; 30 ft. radius within 1200 ft.)
+1 Spell Point (-5 damage, change type to force, SR Yes, any creature damaged
must pass a DC 21 Reflex save or fall prone.)
+0 Spell Points (reduce damage dice to d4, change type to piercing damage,
SR Yes, target must pass a DC 21 Reflex save or be entangled and unable
to move.)

Spell Pool (31/31); CL 20th, DC 28 with Destruction. CL 11th, DC 22 with other spheres;
Magic Skill +15, +17 to Counterspell; Magic Defense 26; Concentration +26
--------------------
Statistics
--------------------
Str 10 Dex 18 Con 18 Int 25 Wis 12 Cha 8
Base Atk +10; CMB +10; CMD 32
Feats: Point Blank Shot, Precise Shot, Extra Magic Talent, Improved Initiative,
Spellcrafting, Counterspell, Extra Magic Talent, Combat Casting,
Counterspell Mastery, Sphere Focus [Destruction], Dodge, Improved Counterspell,
Extra Magic Talent, Extra Magic Talent, Weapon Finesse
Skills: Acrobatics [15] +22, Bluff [15] +17, Climb [1] +4, Diplomacy [15] +14,
Escape Artist [15] +22, Fly [15] +22, Knowledge (arcane)[15] +25,
Perception [15] +19, Spellcraft [15] +25, Stealth [15] +22, Survival [15] +19,
Swim [12] +15, Use Magic Device [15] +14
Favored Element (+14 Stone Blast, +7 Force Blast)
Favored Class Bonus: +1/6 Extra Magic Talent
SQ: Touch of Rage
--------------------
Equipment
--------------------
+5 Staff of Destruction
+4 Mithral Chain Shirt
+5 Cloak of Resistance
+6 Headband of Vast Intelligence (Fly, Diplomacy, Use Magic Device)
+4 Belt of Physical Might (Dex, Con)
+2 Ring of Protection
+2 Amulet of Natural Armor
Jingasa of the Fortunate Soldier
Ioun Stone - Dusty Rose Prism
Handy Haversack

196 100 gp spent. 43 900 gp left to use as you wish.
--------------------
Spheres of Power
--------------------
Magical Tradition [Magical Signs, Somatic Casting, Verbal Casting]
Having 3 drawbacks, Edgar's magical tradition gives him 1 extra spell
point every odd level.
When Edgar uses a sphere power, the four elements create visible
manifestations that swirl around his body. He then makes a simple
physical and verbal command to cause the energy to produce his
desired effect.
Sphere Specific Drawbacks: Necromantic Limit [Reanimate]. You may not use the
reanimate death effect, or take any talents which augment reanimate without
first spending a magic talent to unlock reanimate.

Death Sphere
Drain

Destruction Sphere
Force Blast, Stone Blast, Explosive Orb, Extended Range x2, Energy Wall,
Crystal Blast

Illusion Sphere
Invisibility

Time Sphere
Ranged Time, Group Time, Steal Time

Warp Sphere
Emergency Teleport, Ranged Teleport
--------------------
Edgar's Draining Rock Explosion
Sphere: Destruction
Cost: 3 Spell Points
Casting Time: Full-Round Action
Range: Long (400 ft. + 40 ft. per caster level)
Area: 30 ft. radius.
Duration: Instantaneous (see text).
Saving Throw: Reflex half (see text); Spell Resistance: No
Prerequisites: Death Sphere (Drain), Destruction Sphere (Explosive Orb,
Stone Blast, Extended Range x2)
Crafting Time: 7 Days; Spellcraft DC 35

You create and lob a boulder charged with negative energy which explodes within
range littering the field with rubble that lasts for 1 minute. Creatures within
the area take 1d6+1 damage per caster level plus 14 damage (DC 28 Reflex half).
This damage is piercing, bludgeoning, and slashing damage. Creatures that fail
their saving throw also take 1d6 temporary negative levels which last for 1 hour
per caster level. If these negative levels would reduce a creature to 0 Hit Dice,
the creature instead takes 4 points of Constitution drain for the duration of
the effect.

Edgar's Negative Stone
Sphere: Destruction
Cost: 3 Spell Points
Casting Time: Full-Round Action
Range: Long (400 ft. + 40 ft. per caster level)
Target: One creature.
Duration: Instantaneous (see text).
Saving Throw: No; Spell Resistance: No
Prerequisites: Death Sphere (Drain), Destruction Sphere (Stone Blast, Extended Range x2)
Crafting Time: 6 Days; Spellcraft DC 30

You create and fire a fist sized rock charged with negative energy at your
target as a ranged touch attack. This can be used as a melee touch attack
instead, in which case your fist temporarily turns into a rock as you punch
the target. The target takes 1d6+1 damage per caster level plus 14 damage.
This damage is piercing, bludgeoning, and slashing damage. The target also
takes 1d6 temporary negative levels. If these negative levels would reduce a
creature to 0 Hit Dice, the creature instead takes 4 points of Constitution
drain for the duration of the effect.

Edgar's Wall of Crystal Force Blades
Sphere: Destruction
Cost: 3 Spell Points
Casting Time: Full-Round Action
Range: Long (400 ft. + 40 ft. per caster level)
Area: 20 ft./Caster Level wall, or hemisphere with 5 ft./2 caster level radius.
Duration: 1 round/caster level.
Saving Throw: Reflex negates (see text); SR: Yes
Prerequisites: Destruction Sphere (Crystal Blast, Force Blast, Energy Wall,
Extended Range x2)
Crafting Time: 6 Days; Spellcraft DC 30

You create a wall of blades made out of crystal and force that attack anyone
passing through the wall. The wall is either 20 ft. long per caster level and
20 ft. high, or shaped as a hemisphere with a radius of 5 ft. per 2 caster
levels. The wall does not block line of effect, line of sight, projectiles,
or thrown objects. Creatures who pass through your wall suffer 1d6+1 damage
per caster level plus 4 damage. Half of this damage is force damage, the other
half is piercing damage. Creatures who take damage from the wall must make a
Reflex save (DC 21) or be knocked prone, entangled, and unable to move. Breaking
free of the entangled condition is a move action requiring a A DC 21 Strength
check or Escape Artist check. A target may also break free by dealing 3 damage
per caster level to the crystals pinning it. Creatures standing in the wall's
space when it is created are allowed a Reflex save to avoid damage.

Edgar's Temporal Rock Explosion
Sphere: Destruction
Cost: 3 Spell Points
Casting Time: Full-Round Action
Range: Long (400 ft. + 40 ft. per caster level)
Area: 30 ft. radius.
Duration: Instantaneous (see text).
Saving Throw: Reflex half and Will partial (see text); Spell Resistance: No
Prerequisites: Time Sphere (Steal Time), Destruction Sphere (Explosive Orb,
Stone Blast, Extended Range x2)
Crafting Time: 7 Days; Spellcraft DC 35

You create and lob a boulder that distorts time around it and explodes within
range littering the field with rubble that lasts for 1 minute. Creatures within
the area take 1d6+1 damage per caster level plus 14 damage (DC 28 Reflex half).
This damage is piercing, bludgeoning, and slashing damage. Creatures within the
area are also dazed for 1 round unless they pass a DC 28 Will save. If one or
more creatures is dazed by this spell, you gain an extra standard action. You
can only gain a single extra standard action per round from a Steal Time effect.

Edgar's Multishot
Sphere: Destruction
Cost: 3 Spell Points
Casting Time: Full-Round Action
Range: Long (400 ft. + 40 ft. per caster level)
Target: Creatures equal to 1 + 1 per 2 caster levels.
Duration: Instantaneous
Saving Throw: No; Spell Resistance: No

Prerequisites: Time Sphere (Group Time), Destruction Sphere (Stone Blast,
Extended Range x2)
Crafting Time: 6 Days; Spellcraft DC 30

You create and fire multiple fist sized rocks, one against each of your
targets as ranged touch attacks. This can be used as a melee touch attack
instead, in which case your fist temporarily turns into a rock as you punch
the target. The target takes 1d6+1 damage per caster level plus 14 damage.
This damage is piercing, bludgeoning, and slashing damage.

A typical nova at level 15 would be a Temporal Rock Explosion followed by your standard Explosive Stone Blast. Assuming that at least 1 creature within a 30 ft. radius burst fails a DC 28 Will save should be a relatively safe assumption. If this succeeds, each target in burst takes 40d6+68 damage (reflex half) split over two attacks. Or an average of 208 damage reflex half. In addition, those that fail their will saves are dazed for 1 round. This costs 5 out of 31 spell points, so while you can perform this combo only a few times per day, it is still often enough to blow up 2-3 combat encounters.

A 20th level version would have CL 26th (20 + 5 Staff + 1 Ioun Stone), DC 35 (10 + 13 CL + 11 Int +1 Focus) and a spell pool of 41 (20 level + 10 tradition + 11 int), dealing 52d6+108 damage over 2 blasts (5 spell points). That averages to 290 damage (reflex half) which is comparable to the above Kineticist example nova. If you really want to blow up stuff you can add Quicken Spell and spend an additional 6 spell points to fire off 26d6+54 additional damage for a total of 435 damage (reflex half).

I don't know enough about Kineticist to say anything about how it compares. But my guess is still that you will have lower at will damage, but a stronger nova. And that if you spend your spell points correctly then you can keep up during a full normal adventuring day.


Gah! Elementalists are Cha based casters, so swap Cha and Int in the examples above. This reduces skill points and screws over your spellcraft check for spellcrating, so you will need a +X item of Spellcraft to have a chance at making the DCs.

By the SoP rules you can also dip 1 level in Incanter to get all your casting to your favorite mental stat, and a +1 CL bonus to Destruction, (and 2 first level domain powers), and a couple of extra magic talents.


Pathfinder Starfinder Roleplaying Game Subscriber

A lot of people seem to be using orc bloodline sphere sorcerer, but doesn't the orc bloodline only work with spells, which sphere magic doesn't provide, and thus should be swapped out for a focus sphere for the +1 caster level? Your DM might houserule it, sure, but by that argument your DM might also houserule it that a kineticist could dip orc bloodline sorcerer (or take variant multiclassing) and benefit with their kinetic blasts...

I mean, I'm all for generous DMs and all, but I don't think it ought to be taken for granted when comparing/contrasting the two classes...


Luthorne wrote:

A lot of people seem to be using orc bloodline sphere sorcerer, but doesn't the orc bloodline only work with spells, which sphere magic doesn't provide, and thus should be swapped out for a focus sphere for the +1 caster level? Your DM might houserule it, sure, but by that argument your DM might also houserule it that a kineticist could dip orc bloodline sorcerer (or take variant multiclassing) and benefit with their kinetic blasts...

I mean, I'm all for generous DMs and all, but I don't think it ought to be taken for granted when comparing/contrasting the two classes...

Technically a Sphere effect isn't called a spell, but the spellcrafted effects are actually called spells. And all sphere effects count as having a spell level = 1/2 the caster level (rounded down) it is cast at, and shares basically all the features of spells when interacting with the world of spells. Really, a sphere effect is more similar to a spell than a spell-like ability is, a normal spellcaster can counterspell a sphere effect with a readied dispel magic (spell-like abilities cannot be counterspelled).

The Casting: ability is not typed as (Sp) or (Su), just like normal spellcasting, and in the end a GM would have to make a ruling about what sphere casting is in his world. The default answer the way I see it is that sphere effects = spells for all purposes when interacting with the world around you.

Spheres of Power, page 120 wrote:
Focus Sphere: Many bloodline arcanas do not function correctly when using the Spheres of Power system. As such, a sphere sorcerer may always choose to replace his bloodline arcana with a focus sphere. The sphere sorcerer gains one sphere of his choice as a bonus magic talent and treats his caster level as being one higher when using that sphere.

When I read this text, my understanding is that many bloodline arcana are not compatible with sphere effects due to the difference between vanician casting and sphere casting. However, many bloodline arcana still function so the player may choose if he wants to replace it or not.

Of the bloodline arcana, every single one in the Core Rulebook says it only works with your spells. If your sphere effects do not count as spells for the purpose of your bloodline arcana, then the above rule text should have said you have to make the exchange due to the other option not being functional. If you assume it works with spells, then the Arcane Bloodline isn't functional due to metamagic no longer increasing the spell slot needed, while all the bloodline arcana that refer to a subschool would need a GM ruling about which sphere effects apply (though it is generally quite easy to spot the equivalents). Assuming it is possible for a bloodline arcana to apply to a sphere effect, then Draconic and Elemental are the two that can be applied as damage types and energy descriptors still exist. Similarly, if it is possible for a bloodline arcana to apply to sphere effects (and my reading of the above rule text says it is), then the orc bloodline arcana applies, as changing your vision and the fact that some spells deal damage is unchanged when you switch from vanician to sphere casting.

A GM would be free to rule however he likes. But once he allows spheres of power, I believe ruling that orc bloodline does not apply to sphere effects should also be called a houserule.


Pathfinder Starfinder Roleplaying Game Subscriber

Well, that's an opinion, as you note, it's still possible to cast spells via spellcrafting, but basic use of the spheres and their talents are not spells, so if you intend to get involved in spellcrafting or otherwise acquire spells, it could still be used with spells created via spellcrafting without necessarily applying to the use of spheres. Ultimately, I would certainly ask my DM first whether or not it should apply and accept his ruling because it seems ambiguous. I don't think either ruling would be a houserule, just the DM determining how the two interact. I can certainly also imagine a DM ruling that it works with spell-like abilities as well and that not being a houserule, just because it's rather vague as to what things apply to spells and also apply to spell-like abilities, though some that definitely don't have been determined (such as metamagic, for example).

Ultimately, the fact that you're making the interpretation that things that apply to casting spells in the Vancian system should inherently apply to spherecasting means that interpretation is required, in my opinion...much like many class options or feats oriented towards Vancian spellcasting. Still, that's just my opinion...I suppose you can also argue as to whether or not allowing (or replacing Vancian casting with) Spheres of Power constitutes a houserule in and of itself...

Edit: Unless we can get someone from Drop Dead Studios to make an official ruling as to intent, I suppose...


A J Gibson wrote:
Is there some way to do a d6 damage/Level blast without spending a spell point (like, say, using your full round action)?

Here is Adam Mayers comment regarding a homebrew talent that allows you to do a d6 damage/Level blast without spending a spell point.

Adam Mayers wrote:
@Blasting Discussion: We were thinking of making it just cut the cost by 1 spell point so it could also apply to blast shapes as well, and making it cost a talent for the reasons mentioned, and because we feel it's similar to talents such as Enhancement's Lingering Enhancement; it's a way for those who want to invest in the sphere to go from 'i can be cool when I want to' to 'I can use this all day'.

So while there isn't any option for blasting all day yet, you can show this part of the discussion to your GM and ask him to houserule in that talent.

Luthorne wrote:
Edit: Unless we can get someone from Drop Dead Studios to make an official ruling as to intent, I suppose...

I looked through most of the Ask Me Anything thread on Giant in the Playground, and while other posters have had examples of Sphere builds using orc bloodline to boost their damage with sphere effects, Adam Mayers hasn't commented on that (as far as I could see).

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