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Kineticist in Starfinder


Advice


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Lets first take the conversion rules described in the Core Rulebook. How well does the class, converted by these marks, stack up? Are there any glaring issues with bringing it over (other than the fact every Wild talent would need to be evaluated, as with bringing over any caster)? Do you think it would be at all advisable to bring a kineticist to the table along side the classes built for the starfinder system?

That aside then, what changes would you recommend to help bring the class in line in terms of power (converting an archetyped form of the class, tweeks in rules, alteration of number of Wild talents, talent levels, damage scaling, ect).? If the game isn't suitable after the basic conversion rules are used.. What would it take?

And, to add on: How would burn interact with Starfinder's Stamina and Hit points? Would it be best to just use the Psychokineticist and avoid this question/problem?


I consider making a series of legacy conversations so I actually put some thought into the kineticist (which is, besides the arguably sometimes weird design choices one of my fav classes)

The core attribute would for the kineticist of course be constitution

I would consider making burn only burn stamina but not hit points (maybe give them asynchrone sta/hp - 7/5 instead of 6/6 OR let them burn hp, they are even burned more effective then the (regenerable) stamina, but cannot be healed)

for kinetic blast damage I would consider looking at the solarian/longarm damage to get a good scaling - the old scaling will be probably to much in the early game and too weak in the late game

the scaling of most wild talents should be fine though


Burn would probably have to be redesigned because of Hit Points/Stamina differences in SF, and lack of non-lethal damage.

Maybe Burn could reduce the max Stamina Pool? Or should it be changed completely?


Drejk wrote:

Burn would probably have to be redesigned because of Hit Points/Stamina differences in SF, and lack of non-lethal damage.

Maybe Burn could reduce the max Stamina Pool? Or should it be changed completely?

Non-lethal damage does exist in starfinder. It is mentioned on 32 pages and its mechanics are discussed on page 252.

I would agree though that, perhaps it should be applied to Stamina.


You could just spend Resolve for Burn.


whew wrote:
You could just spend Resolve for Burn.

thats an interesting notion. You could use the pool that is 1/2 character level + Con mod.. At best 5 points at 1st level, rather than the pool that is 3 + con mod at 1st level, which would then be at best 7. It would be lower but less debilitating at 1st, and you have a large pool by the time you hit 8th level.


While the notion might seem interesting I don't think it would work out very well. Burn is needed in too many skills and important for survival at certain points. It should be used for capstone abilities only


Pathfinder Starfinder Adventure Path Subscriber

Spending resolve for burn would be the best way to convert it, imo. Combat in SF is deadly enough for the first few levels without your own class abilities bringing you inches from death. Also, some wild talents, once converted, should cost no resolve vs burn, due to changes in the availability in fly speeds and movement boosts.

But never mind the variance in how many points you'd get in SF vs PF, the part you need to worry about would be how to measure elemental overflow. And that, sadly, is going to require either a complete rework or some wonky counting mechanic where you separately count how much resolve you've spent on burn vs any other use of it. A rework could be, idk, "elemental attunement" that worked similar to solarian attunement maybe.

Or...huh. You could make a burn mechanic that temporarily lowers your max resolve rather than chip away at your health with non-lethal damage. Could that work?

Seisho wrote:
While the notion might seem interesting I don't think it would work out very well. Burn is needed in too many skills and important for survival at certain points. It should be used for capstone abilities only

Probably, but even at first level there's ways to mitigate how much burn you actually spend. My "elemental attunement" idea could be another one, burn/resolve costs could be lowered the more attuned you are. I suppose even my "burn eats away at max resolve" could do the same.

IDK, I'm just spitballing I suppose.


I will stick to the "burn stamina" idea and are building the whole thing right now :P


Pathfinder Starfinder Adventure Path Subscriber
Seisho wrote:

for kinetic blast damage I would consider looking at the solarian/longarm damage to get a good scaling - the old scaling will be probably to much in the early game and too weak in the late game

*checks damage of longarms* Actually...kinetic blast doesn't do badly compared to longarms. At level 19, when your damage tops out, you're doing 10d6+10+con for physical attacks, or 10d6+half con for energy. Compostite blasts deal double of course. In comparison, longarms at level 20 chime in at 8d12 or 12d8 for kinetic armor or 11d6 for energy. That's not terrible (and increasing both to d8s would let them catch up), although the range for kinetic blasts need tweaking to be truly comparable with longarms.

On the low end, longarms dish out 1d8 for both energy and kinetic damage, or roughly equal to 1d6+1 anyways.

So my suggestions would be:
1 Let physical and elemental blasts do the higher damage, since the difference between ACs is almost nonexistent.
2 Allow a baseline longer range. Maybe 100 to start, with an extended range of 1000, because why not let them be snipers?
3 Consider allowing full attacks with kinetic blasts starting at level 3 or so. Since composite blasts are roughly comparable to a full attack at no attack penalty to the same target (arguably, the 3/4 bab is a built in attack penalty, so perhaps fix that too?), you could also just let kineticists use composite blasts for cheaper, or even free. Cheaper composite blasts that you are also able to full attack with might bring them within shouting distance of a soldier in DPR.
Edit: For clarity's sake, I wouldn't recommend combining sniper range with composite blast damage or full attacks. Although...hmm. Might be interesting.


Sounds solid
I should really increase the range
I considered for damage letting weapon specialisation apply
Physical blasts get the long arm treatment and energy blasts are like small arms

this makes a difference of +10 in the endgame for 5-15% additional hit chance (if you go with the standard arrays)
besides lategame kineticists will usually have multiple blasts and therefore a chance to switch for what is useful for both situations

I would allow full attacks straight from the start though, but not with composite blasts

RPG Superstar Season 9 Top 16

Unfortunately, the kineticist would likely have to be rebuilt from scratch for Starfinder. I've been seriously considering designing one.


Pathfinder Starfinder Adventure Path Subscriber

Definitely let weapon specialization apply. Otherwise damage will be very low.


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The question was not exactly if but rather which weapon specialisation

For now the (unfinished) work I have done in setting up the class for sf

just consider the wild talents and infusions as unchanged until further notice (will look into them for sure)

SF Kineticist (beta)

tried to stay close to the original


Seisho wrote:

The question was not exactly if but rather which weapon specialisation

For now the (unfinished) work I have done in setting up the class for sf

just consider the wild talents and infusions as unchanged until further notice (will look into them for sure)

SF Kineticist (beta)

tried to stay close to the original

Is it on purpose that the table lists: Fort, Will, Ref, in that order? That does change the Save bonus progression between Will and Reflex from the original class.

Also: How about instead of creating a divide between the Energy and Physical blasts in terms of proficiency, why not instead between Simple and Composite? Or even, why create a proficiency distinction at all? If memory serves, under pathfinder one could take Weapon Focus and Weapon Specialization (given multiclassing) in Kinetic Blast as if it was a distinct weapon type.


Oh man, I've been working on this exact thing. I have a beta version too.

Short note: for my own personal flavor purposes, Wood kineticists can control acid rather than positive energy. It's not meant for "general" appeal but rather a trait of kineticists in my homebrew setting.

Aside from that, I'd love to hear some feedback, or engage in some collaboration!

WIP Starfinder kineticist

WIP list of elements and talents


Pathfinder Starfinder Adventure Path Subscriber
Xuldarinar wrote:
Also: How about instead of creating a divide between the Energy and Physical blasts in terms of proficiency, why not instead between Simple and Composite? Or even, why create a proficiency distinction at all? If memory serves, under pathfinder one could take Weapon Focus and Weapon Specialization (given multiclassing) in Kinetic Blast as if it was a distinct weapon type.

I agree that there doesn't need to be a separation in energy and physical blast proficiencies. As I said upthread, the difference between KAC and EAC is tiny compared to the difference in Touch AC vs AC. Using the unchained arrays for quick comparison, the PF difference is something like 15 points vs 1 or 2 in SF. So an energy blaster is going to land maybe 1 more hit out of 20 rolls, but over the course of those 20 rolls do about 150 points less damage (assuming roughly 50 points of damage per hit). If anything, the energy blasts, which have to deal with relatively stronger energy resistance instead of DR, might need the extra help in damage dice.

I would simply treat them both as longarms for the purposes of weapon proficiency and specialization, or treat simple blasts as small arms and composite blasts as longarms (as Xul suggests). We see in solarians that SF prefers to tie specializations to ones already out there rather than spin off a new one, so may as well continue that trend.
Edit: a fun alternative to doubling composite blast damage might be to make the die d12 instead of d6. It doesn't quite double the 1d6+1 of old, but might be cool at the table.


There's a fairly major difference in how nonlethal damage works between PF & SF. In PF those points of nonlethal damage are a buffer between you and death. In SF it only matters what type the final point of damage that took you down is - if it was nonlethal you're unconscious, if it was normal you're dying. I'd be careful about using the kineticist burn mechanic without making some allowance for this.


AnimatedPaper wrote:

I agree that there doesn't need to be a separation in energy and physical blast proficiencies. As I said upthread, the difference between KAC and EAC is tiny compared to the difference in Touch AC vs AC. Using the unchained arrays for quick comparison, the PF difference is something like 15 points vs 1 or 2 in SF. So an energy blaster is going to land maybe 1 more hit out of 20 rolls, but over the course of those 20 rolls do about 150 points less damage (assuming roughly 50 points of damage per hit). If anything, the energy blasts, which have to deal with relatively stronger energy resistance instead of DR, might need the extra help in damage dice.

I would simply treat them both as longarms for the purposes of weapon proficiency and specialization, or treat simple blasts as small arms and composite blasts as longarms (as Xul suggests). We see in solarians that SF prefers to tie specializations to ones already out there rather than spin off a new one, so may as well continue that trend.
Edit: a fun alternative to doubling composite blast damage might be to make the die d12 instead of d6. It doesn't quite double the 1d6+1 of old, but might be cool at the table.

I think it's most appropriate to treat all blasts as longarms and having simple blasts follow the same damage track as the solarian's solar weapon. Starfinder seems to follow a philosophy of "simplifying" a lot of the distinctions and categories that already exist in Pathfinder. This seems simple and elegant; the difference between blast types are already in their damage types, there isn't much need to differentiate them further.

The d12 is painfully underused in both Pathfinder and Starfinder, so you might be on to something here -- although I'd be worried that the damage rolls might be too variant with d12s. I'm not sure if that's a pro or a con for most players.

avr wrote:
There's a fairly major difference in how nonlethal damage works between PF & SF. In PF those points of nonlethal damage are a buffer between you and death. In SF it only matters what type the final point of damage that took you down is - if it was nonlethal you're unconscious, if it was normal you're dying. I'd be careful about using the kineticist burn mechanic without making some allowance for this.

Spending resolve for burn seems like the correct answer here. It also has the nice benefit of "updating" the mechanic to the standard in Starfinder. Thematically it fits well, I find -- since Resolve is used to recover stamina, burn costing resolve pool has the same narrative implication as nonlethal damage, that having burn tires you out without causing direct physical harm.


Lets always consider average damage here as we are charting out the damage progression.

If we want to go with a 'ranged solarian' route, then we want: 1d6+con for basic blasts, and that advance at 6th, 9th (10.5), 12th, and each level thereafter.. Ultimately becoming 12d6(+Con mod). 3.5x12, 42 damage on average.

If we want to go with the small arms route, which does give us a precedent for composite blast damage, then we want things to scale to a small arms of its level:
1st: 1d6 (at most)
6th: 2d4
7th: 2d6
9th: 3d4
10th: 3d6 (10.5)
13th: 4d6
15th: 3d12
17th: 4d12
20th: 5d12

Though the end has less damage on average, ultimately they do scale at roughly the same rate, the Solarian is more consistent in damage however.

Composite blasts in Pathfinder do roughly twice the amount of damage of simple blasts. Given values, and my desire to NOT just keep rambling on, if we want to follow the trend then we would have to best equate Composite blasts to Heavy Weapons instead.


Pathfinder Starfinder Adventure Path Subscriber

So a small arms, using the solarian weapon progression, would be 42+10 for specialization. If we went with d12s for composite blasts, and they were treated as long arms, you'd wind up with 78 average for dice and 20 for specialization, or ~98 per shot. Not quite double, but close. Maybe add a bonus die and put it over the top?

I know I've got zero buy in, but concepts I'd now like to see:
1. Burn converted to resolve. Specifically, I want burn to lower max resolve (unused points are lost). This lets elemental overflow and elemental defense still work as written.
2. Range extended on all blasts. 100 might be too much, but 60 seems reasonable (extended range of 240)
3. Flurry of blasts gets put on a bus; full attacks with blasts does the same thing. Alternatively, composite blasts can have the unwieldy property, and flurry of blasts removes it for 1 burn/resolve.
4 Elemental buffer increased to be your con modifier. Starting at 6th, you'd also add a number of bonus points per round to your buffer equal to the internal buffer listed (1 per round at 6th, 2 at 11th, and 3 at 16th). These bonus points in your buffer are lost upon leaving combat.
Between this, gather power, and infusion specialization, you're able to greatly reduce the amount of resolve you might spend in a day.


AnimatedPaper wrote:

So a small arms, using the solarian weapon progression, would be 42+10 for specialization. If we went with d12s for composite blasts, and they were treated as long arms, you'd wind up with 78 average for dice and 20 for specialization, or ~98 per shot. Not quite double, but close. Maybe add a bonus die and put it over the top?

I know I've got zero buy in, but concepts I'd now like to see:
1. Burn converted to resolve. Specifically, I want burn to lower max resolve (unused points are lost). This lets elemental overflow and elemental defense still work as written.
2. Range extended on all blasts. 100 might be too much, but 60 seems reasonable (extended range of 240)
3. Flurry of blasts gets put on a bus; full attacks with blasts does the same thing. Alternatively, composite blasts can have the unwieldy property, and flurry of blasts removes it for 1 burn/resolve.
4 Elemental buffer increased to be your con modifier. Starting at 6th, you'd also add a number of bonus points per round to your buffer equal to the internal buffer listed (1 per round at 6th, 2 at 11th, and 3 at 16th). These bonus points in your buffer are lost upon leaving combat.
Between this, gather power, and infusion specialization, you're able to greatly reduce the amount of resolve you might spend in a day.

1. That's not any different from converting resolve points to burn and tracking burn separately. Same math, different wording.

Elemental overflow increases your base stats, something Starfinder explicitly seems to avoid in class features. Modifying it to grant an Enhancement bonus to attack, AC, and/or elemental resistance seems more appropriate.

2. 60 feet sounds like the sweet spot.

3. Completely agree on removing flurry. Making composites unwieldy seems like their intended use will be to focus your power for higher accuracy and to bypass resistance, rather than to increase damage output in the same round. Seems reasonable to me.

4 & 5. In my home games, we removed internal buffer as a mechanic but made infusion specialization useable for all blasts (including composites and metakinesis) and it didn't create any imbalance for the game. The goal of that was just to give the class a minor boost and a lot of simplification. Maybe that's also applicable here.


Pathfinder Starfinder Adventure Path Subscriber
Lady Funnyhat wrote:


1. That's not any different from converting resolve points to burn and tracking burn separately. Same math, different wording.

Elemental overflow increases your base stats, something Starfinder explicitly seems to avoid in class features. Modifying it to grant an Enhancement bonus to attack, AC, and/or elemental resistance seems more appropriate.

Yep, that's the intent. Also to give one number you can look at on a character sheet and go "I'm at that many burn." I'd also be cool with just removing burn as a separate mechanic, and just giving a state of elemental attunement, where you get the bonuses upon entering combat or for one round after using a wild talent like solarians. I had a longer post earlier where you gradually gained the benefits of higher and higher state of attunement as round of combat wore on, but felt that was stepping TOO much on the Solarian's toes.

Still, come on. You know you want to be able to shout "FLAME ON" and suddenly have 7 burn of elemental overflow all at once.
I 100% agree about enhancement vs increasing stats. It's weird that they didn't go that route in Occult Adventures, actually.
Lady Funnyhat wrote:


4 & 5. In my home games, we removed internal buffer...

Works for me. And simplification always sounds good.


I would avoid making some of the mechanics too close to solarian. Keeping burn the same (but spending resolve rather than taking damage to get there) honestly seems like it sticks closest to the original while still using Starfinder's conventions.

I don't see a lot of problems with saying "every time you spend a resolve point on a talent, you gain a point of burn". Perhaps we should rename "burn" to something else in this case. Atunement point could work, or points of "elemental overflow" (because at this point that's the only thing the burn track is used for).


Alright. So:

HP: 6
Stamina: 6 + Con modifier
Key Ability Score: Constitution
Skills: 4 + Int modifier
Acrobatics, Intimidate, Medicine, Mysticism, Perception, Profession, Stealth
Weapon Proficiencies: Basic Melee, Small Arms
Armor Proficiencies: Light Armor

BaB: Average
Good Saves: Fort, Ref
Poor Saves: Will

Elemental Focus: As normal
Wild Talents: As normal
Burn: Use resolve, but the number of resolve spent on Kineticist class features and Wild Talents are tracked. Does not incur Stamina or HP damage. Can be called Elemental Attunement
Kinetic Blast: Scales to Solarian Damage, plus Constitution modifier. Range 60ft., and functions with all abilities (including feats, such as weapon focus and weapon specialization) that explicitly interact with small arms. Energy target EAC, physical target KAC, and both use the same damage. At 3rd level, full attacks can be made using kinetic blasts.
Gather Power; As normal* (But burn takes away resolve. If you don't have any resolve left, then one takes 1 point of damage per level per point of excess resolve that would be spent).
Infusion: As normal.
Elemental Defense: As normal. (Though bonuses like shield bonus get converted)
Elemental Overflow: Bonuses from this count as enhancement bonus instead of size.
Infusion Specialization: As normal.
Metakinesis: As normal.* (Metamagic feats don't exist, but the effects should work fine?)
Internal Buffer: Con Mod instead of listed value, increasing by +1 at levels it normally would increase.
Expanded Element: As normal.* Composite Blasts: Same number of die, but using d12. Unwieldy.
Supercharge: As normal.
Composite Specialization: As normal.
Metakinetic Master: As normal.
Omnikinesis: As normal.

Aether Class Skills: Engineering and Slight of Hand
Air Class Skills:Acrobatics and Life Science (Problem: Acrobatics is already a class skill)
Earth Class Skill: Athletics and Physical Science
Fire Class Skills: Acrobatics and Life Science (Problem: Acrobatics is already a class skill)
Void Class Skills: Acrobatics and Physical Science (Problem: Acrobatics is already a class skill)
Water Class Skills: Athletics and Life Science
Wood Class Skills: Life Science and Survival

Specific talent changes:
Extended Range (Doubled)
Flurry of Blasts (Removed)

What else?


Xuldarinar wrote:
Alright. So...

Compiled what you wrote and things that were discussed before, with some changes.

Since metamagic feats don't exist, I have no idea what to do with metakinesis right now, so I didn't add them in this version. I'm not sure how the mechanics would work out with them since blasts now count as weapons rather than spell-like abilities.

On the topic of blasts, they are currently all longarms (so full level damage bonus with specialization). Since Gather Power requires all hands free anyway, small arms blasts don't really do much to free up the other hand.

Minor changes for personal use:

- Renamed kinetic blasts to elemental blast, and physical blast to kinetic blast, to accommodate the new AC rules.
- Renamed Wild Talents to Elemental Talents because I use Dreamscarred Press psionics.

WIP Starfinder Kineticist V2

WIP elements and talents.


Pathfinder Starfinder Adventure Path Subscriber

Some feedback:

I like what you've done with attunement and resolve, but tbh I've come to the conclusion that it might be easier bookkeeping all around if burn/attunement was eliminated altogether, and anything based on the number of burn you've used that day (so...basically just elemental overflow I think) could just use the max number and be done with it, with the enhancement bonuses becoming automaticly applied when you're in combat.

But the bit about if forced to spend resolve you don't have so you take damage instead? I like that part.

I took a closer look at the defensive talents, and had more thoughts:

Due to the collapsing of various bonuses and how KAC and EAC interact, Wood and Water are came out not balanced against one another, and Air and Force could probably use a rework too. And going with what I said above, as well as reducing the need to spend resolve, I advocate instead of "spending resolve for better defense" you simply apply your elemental overflow bonus. So, at 3rd, you apply the defense talent as if you had spent 1 extra burn, 2 at 6th, etc. (sorry if I'm wording this wonkily, I'm a little tired).

Possible suggestions:

  • Air: Electric Aura- As (current) flesh of wood, but applying to EAC, as your innate ability to tap into elemental air interferes with energy attacks and, if you concentrate, deflect some missiles.
  • Aetheric: Force Ward- Consider simply applying one of the force fields in the equipment chapter, with it costing zero resolve for the brown force field and taking a point to increase this ability by one step up in effectiveness, limited by your kineticist level. Spending a resolve on an aetheric talent heals your stamina by the amount listed on your force field's fast healing.
  • Water: Shroud of Water- As (current) flesh of wood. Oh, and for this and Electric Aura, specifically let it stack with elemental overflow and overlap with worn armor. In fact, if you take my "burn goes away" suggestion, you can word this as "while active, you gain double the KAC enchancement bonus from elemental overflow, plus 1 (minimum 1)."
  • Wood: Flesh of Wood (new)- Since I already stole this talent for both air and water, AND natural armor is no longer a thing, I'd say allowing 5% fortification, plus an additional 5% fortification per attunement spent on the talent might work. Although, it should said that crits are rarer, less deadly thanks to stamina, and chaosicts got fortification PLUS bonus to will saves, so this one might still be underpowered. Any suggestions? Perhaps a bonus to AC against combat maneuvers?

Edit: Something I just thought of: a different way of making electric aura is let it give you temporary capacity points, that are spent first and refreshed each time you use an Air talent. If you do that Shroud of Water can be "Shroud of Mist" that improves EAC and Flesh of Wood goes back to more or less how you had it.


AnimatedPaper wrote:

Some feedback:

I like what you've done with attunement and resolve, but tbh I've come to the conclusion that it might be easier bookkeeping all around if burn/attunement was eliminated altogether, and anything based on the number of burn you've used that day (so...basically just elemental overflow I think) could just use the max number and be done with it, with the enhancement bonuses becoming automaticly applied when you're in combat.

But the bit about if forced to spend resolve you don't have so you take damage instead? I like that part.

I took a closer look at the defensive talents, and had more thoughts:

Due to the collapsing of various bonuses and how KAC and EAC interact, Wood and Water are came out not balanced against one another, and Air and Force could probably use a rework too. And going with what I said above, as well as reducing the need to spend resolve, I advocate instead of "spending resolve for better defense" you simply apply your elemental overflow bonus. So, at 3rd, you apply the defense talent as if you had spent 1 extra burn, 2 at 6th, etc. (sorry if I'm wording this wonkily, I'm a little tired).

Possible suggestions:

  • Air: Electric Aura- As (current) flesh of wood, but applying to EAC, as your innate ability to tap into elemental air interferes with energy attacks and, if you concentrate, deflect some missiles.
  • Aetheric: Force Ward- Consider simply applying one of the force fields in the equipment chapter, with it costing zero resolve for the brown force field and taking a point to increase this ability by one step up in effectiveness, limited by your kineticist level. Spending a resolve on an aetheric talent heals your stamina by the amount listed on your force field's fast healing.
  • Water: Shroud of Water- As (current) flesh of wood. Oh, and for this and Electric Aura, specifically let it stack with elemental overflow and overlap with worn armor. In fact, if you take my "burn goes away" suggestion, you can word this as "while active, you gain
...

I'll keep attunement as is for now. An extra number noted in the corner of your character sheet isn't significantly more bookkeeping, not after the burn-to-HP mechanic is removed and burn-buffer being applicable to all blasts now. If the way my players play kineticists is any indication, all burn/attunement for elemental overflow would be filled up in the morning with defense talents anyway, and barely changed in combat except significant "nova" moments.

Defense talent already stack with overflow, since overflow is enhancement and defense is armor. I don't know about letting it stack with normal armor though, as AC bonuses in Starfinder are meant to be deliberately rare. I like the idea of some Kineticists being lightly armored -- using amour to protect against environmental hazards, but otherwise relying on their mastery of natural elements for self defense.

Good idea on the air one. Miss chance is functionally the same as an AC bonus anyway, just with an extra roll. It's good for area concealment like fog or darkness, but on a single character, might as well use AC bonuses to speed it up. Water is fixed to be similar as well.

Force ward now scales (sort of) as force fields, but without fortification. Force field items don't scale linearly, so at level 20 instead of a prismatic force field equivalent, the telekineticist instead gets 50 temp HP and fast healing 11 (rather than 10).


By the way. The kineticist here changed to 5d6 damage at 5th level, but the Solarion does it at 6th level. Just a minor mistake.


CactusUnicorn wrote:
By the way. The kineticist here changed to 5d6 damage at 5th level, but the Solarion does it at 6th level. Just a minor mistake.

I'm not sure where you're seeing that. The simple blast damage progression is written to be identical to solar weapon.


concentration is no longer a cheak fyi


Honestly, Id just drop Elemental overflow altogether, it feels to me like it mostly exists to compensate for the lack of enhancement bonuses to blasts, which aren't a thing in SF

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