kestral287 |
@ kestral287
Excellent data, speaks volumes to me about the class. A lot of people have been tossing "no out of combat utility" around, so mixing multiple forms of movement and such tells me we do have a bit more function than some people have led me to believe. Definitely going to need to adapt the parameters for the combat PV-CR, I'm used to way power gamed third party characters in my home games. CR-1 is breakfast to my usual group, mostly my fault.Still, it also tells me what needs to be worked on. No knowledges, survival, cha based checks of any kind, or USD to get through the door, tells me we have a lot of gaps for something that's supposed to be a balanced utility class. If we aren't blasters, and we aren't meat shields, then I'd suspect we should be able to handle several more of those situations than that. I'll try a Earth/Water kineticist tomorrow, and see if I can dig up an Iconic sheet. If I'm really feeling ambitious, I'll test all the iconics and maybe do it on a larger course now that I see how this works in action.
Thank you for the help!
On the skills- I would point out that frankly, most characters would fail a significant number of those challenges. Tanya had more skill points but failed more and bypassed one solely because of her race (and thus SLA). An Int-based caster, Rogue, Slayer, or Investigator might be able to handle the majority, but not many. Arashi only had three skills but passed the majority of tests that are, honestly, way above what you'd see in a standard game (a DC 25 Swim check?)
Not that I don't think the Kineticist needs 4+Int skills, I'm just saying.
Also, Earth/Water or Earth/Air might be best for actually being able to get past the doors. I really want to add Earth to Arashi but it doesn't fit the character.
I don't wanna be an elemental, I want to be a Kineticist.
Play a Geokineticist or a Telekineticist (or cross the two) then.
Otherwise, frankly, Kinetic Form is our Beast Totem.
Zwordsman |
Yeah.. I don't wanna transform fully. That just causes a whole lot of weird issues..
Like does that mean yo ucan no longer talk as well? or use a few abilities that require free hands? by rule of obvious you should still be able to use the free hand requirement things.. but I know a few GMs who restrict what yo ucan do when your transformed.
I'm thoroughly hoping it just becomes a normal buff, that any element can use. Either just bonuses in some stats and you glow/excude your element o rsomething. You could add resistances of each element as well (I guess.. Aether would have to be DR though).
I'd also love to personalize how m ykinetic form looks.. Could make some cool uniqueness
Still.. A stat boost sorta thing would be more preferable, even if it ended up being really similar to rage or mutagens.
mplindustries |
I don't wanna be an elemental, I want to be a Kineticist.
And my ninja doesn't want to turn invisible, she wants to kill people face to face. Guess we're both going to suck.
You can't refuse to use one of a class's best ability and then complain that the class is no good (it's still not good, but it's not as bad as it would be without kinetic form).
Honestly, I don't like the flavor of being an elemental either, but it's just so powerful. As I said before, I intend to just look like me, with elemental stats, and a GM that would say no is not a GM I want to play with.
And as for people wanting to be an Aether kinetic:
If I'm being honest, I just don't even consider this class psychic. They're Benders and that's awesome. The Aether thing, to me, feels tacked on--it uses totally different rules than the other four. It alone requires junk to actually throw, rather than conjuring elemental material, and with rare few unusual exceptions (Kinetic Healing) and the totally generic ones (extended range, for example), it shares very few options with the others. Seriously, how many options have Air, Earth, Fire, and Water versions with no Aether? How many Aether options have any other type listed? The Aether rules also get handwaved a lot more. The actual item you hurl at people doesn't matter...because!
No, from my perspetive, the class is this super awesome elemental bender they came up with, but they were like, "well, where can we put this?" "Oh, we have a psychic book coming up." "But they're elemental, not psychic." "Hmm, ok, got it! Add regular telekinesis, act like that's the real focus, and claim it's really a psychic class!"
Zwordsman |
And as for people wanting to be an Aether kinetic:
If I'm being honest, I just don't even consider this class psychic. They're Benders and that's awesome. The Aether thing, to me, feels tacked on--it uses totally different rules than the other four. It alone requires junk to actually throw, rather than conjuring elemental material, and with rare few unusual exceptions (Kinetic Healing) and the totally generic ones (extended range, for example), it shares very few options with the others. Seriously, how many options have Air, Earth, Fire, and Water versions with no Aether? How many Aether options have any other type listed? The Aether rules also get handwaved a lot more. The actual item you hurl at people doesn't matter...because!
No, from my perspetive, the class is this super awesome elemental bender they came up with, but they were like, "well, where can we put this?" "Oh, we have a psychic book coming up." "But they're elemental, not psychic." "Hmm, ok, got it! Add regular telekinesis, act like that's the real focus, and claim it's really a psychic class!"
Eh.. I love that show but it's really ruined a genre haha. (the genre being psychic kinetics). Benders are so solidly magic now that they've revealed so much of it's origins and world effects than anything else.
TK/Aether is a lot harder to quantify in a way that does not require like a page or two just on how various items work. Parts of it does seem much less worked on, and taked on though.. They just broke up the TK spell I guess. With a little thinking and creativity there are easily aether versions of ride the blast, kinetic form and most of the other form infusions.
Honestly almost every infusion could easily be done in more elements than they currently have.. Uniqueness is pretty nifty but at the same time it really gimps othe relement.s I almost wish they were all fairly generic in flavor, and just have different levels for each element-because certain elements are more suited for some things. Like fire would get AOE earlier that sorta thing.
Though on the bit about it absolutely requiring an item. It doesn't require you to provide the item at least. So by raw you could still use it in a room that's been sweept clean sealed and your in naked. Though it's a bit harder to imagine. Granted if a gm didn't like that I'd just use my spit or a flake of dead skin.
They really should just make it a force blast (not the damage type, i meant visually. does the same damage it does now. It'd basically be Sylerand the other TK folks from Heroes) and add a substance that allows using properties of items. (either scale the weight as per the original TK blast we have right now, or be Char lv lbs, that can expand via tie in to the mage hand effect line-which is what I'd prefer)
If they did that. It would solve the visual weirdness of using an item that doesn't actually have any baring on the attack... and allow really cool combos like that investing in the mage hand line of wyld traits to increase lifting weights, and lauching Trees, and what have you at people. The damage for weights of things is sorta set, or you could just put in a weight table and limit how much extra damage things of a certain weight can do. I mean it is not going to be very often that you have access to something weighing 500lbs all the time (well excluding having to dump it out of a elsewhere item I guess)
Artanthos |
*depending on if you'd already included your size bonus to dex or your natural armor increase in that final AC number or not, if you'd already added it to 7 that's still a good number to put here.
Yes, a total of 12 AC.
The +7 AC came from using Shroud of Water with 1 point of burn. It also saved me the 14,000 gold I had originally spent on armor.
Artanthos |
I'm pretty sure you can keep your hands and arms if you go into kinetic form, since elementals can look like whatever according to the bestiaries. Or you could choose to turn yourself into a shark made of fire....
It has been a long standing argument on the forums, one that FAQ's have been requested for many time.
While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion).
The rules are very vague, leaving everything except dragon form up to GM discretion.
Rerednaw |
I'm not understanding how the interaction of Expanded Element works with Kinetic Form.
I've seen many folks here post Kinetic form builds at 10th where they switch elemental types on the fly.
How is that possible?
Under Expanded Element it states:
You gain one of that element’s simple blast wild talents that you do not already possess, if any. You also gain all composite blasts whose prerequisites you meet.
If your chosen element is different than your primary element, you can learn 1st-level wild talents from that element. At 10th level, you can learn 4th-level wild talents from that element. At 16th level, you can learn 6th-level wild talents from that element...
And Kinetic Form
...
Element air, earth, fire, or water; Type Sp; Level 6; Burn 0
Prerequisites kineticist level 10th
If you start with say Aether(telekinetic) and at 7th pick up Expanded Element (Water), you now qualify for the 6th level Wild Talent Kinetic Form at 10th? How did that happen since by RAW (if I'm reading this right) you would only qualify for 4th level powers from that element at 10th and Kinetic Form is 6th?
Or if you start with Water and pick up Air at 7th, you now can change into an Air Elemental at 10th with Kinetic Form(Water)?
That doesn't appear to be what RAW states...but maybe I'm reading this wrong. The *only* abilities explicitly mentioned are simple and composite blasts...not having the other element's Wild Talents being treated as your primary level.
I mean it would be nice to be to switch back and forth to different forms (water for con/swim, air for dex/fly) and such at 10th level.
Rynjin |
7 people marked this as a favorite. |
So ehhhh, basically you're stuck with 1st level powers until 16th. Since there are no 4th level talents.
Neat.
Here's one thing I can suggest without a big huge major overhaul of core mechanics that would help a ton: Stop with the weird level locks of expanded Kineticist options. Like the Extra Wild Talent Feat (why limit what level of Talents you can get?), and this.
Shiroi |
Shiroi wrote:
*depending on if you'd already included your size bonus to dex or your natural armor increase in that final AC number or not, if you'd already added it to 7 that's still a good number to put here.Yes, a total of 12 AC.
The +7 AC came from using Shroud of Water with 1 point of burn. It also saved me the 14,000 gold I had originally spent on armor.
Ah, well, since we're referring to the AC gained from burn itself and the shroud gave 6 to start, that means burn only increased your ac by 6, a mere double the effect of spending those ability points elsewhere.
If you had spent the other 2 burn on shroud instead of Kinetic form, for those who don't want to be an elemental, which I admit is inconvenient at times...
+3 AC, +3 Hit, +6 DMG, +3 Fort.
Or, exactly what you'd have gotten from putting it in dex, but switching ref for fort and the skills for +3 DMG. Admittedly a closer margin, but still a trade that could honestly be considered marginalized loss for flavor, not an outright despicable waste of character power.
Without the three AC from Shroud, you got *something* else, which is at least moderately useful if you're TK or Air or Earth, though I feel usually less so for fire. Even then, if we compare to putting those points in Str and using a 2 handed weapon, we still are up three total save points (3 fort vs no save bonus) and 2 DMG(1 1/2 of 3 vs 6 flat), in exchange for the skill points and the load capacity increase. Also whatever defense bonus you got, which is half a con of regenerating HP that misses poison effects, 3 DR, or a 15% miss chance for projectiles. Or some D6's of situational fire damage. Even then, it's almost a fair trade, and that's with suboptimal results (and to be fair if we expect to be using suboptimal results with the kineticist then we should be expecting to use suboptimal results with the comparison class as well).
In other words, you aren't putting points into Con, you're putting them into Pseudo-DexStreCon, a stat that only this class gets. Welcome to flavor, population Kineticists.
Heladriell |
4 people marked this as a favorite. |
What we found s far(IMO):
Damage:
Is very low at the moment, mostly at low levels. Certain builds can achieve spikes with blade/whip at mid to high level, but costing burn. The same damage can be beaten by other classes with low cost.
Accuracy:
Physical blasts are lagging behind, and the class is forced into feats like weapon focus, point blank shot, and anything else that can provide a little boost. Most people find unsatisfying to lose those options n order to achieve medium power.
Utility:
It has been proposed more than once that combat talents and utility talents come from different pools. It is a consensus that the skill points are low, as well as the skill selection. Several people suggested something like cantrips. Weight and volume of the elements has been discussed, and those volumes and forms of manipulation are not yet integrated.
Burn mechanic:
It has been discussed in detail. Most people don't find the sacrifice of HP a satisfying mechanic, specially to achieve standard power. The idea behind burn seems to be appreciated and many agree that an initial non damaging pool is the way to go.
Overall flexibility:
Lack of proficiency, feats or style support makes the class a bit rigid.
Kinetic form:
The need to assume an elemental form is worrying some people. While it doesn't fit many concepts, its mandatory to remain competitive. Gaining those bonus without changing shape would be most welcome.
Shiroi |
What we found s far(IMO):
Spoiler:I second almost every part of this, with a minor correction that it does support styles. In fact, my best build used a 1st level dip into Monk of Many Styles and used a Hydro/Geo with snake and panther style. Styles only work with Fist to my knowledge, but the fact that it does less damage on it's own means the styles boost it to reasonable levels. And unlike the blade/whip it's only one talent to get AoO, freeing a talent slot for other things. An archetype which treats Kineticist levels as monk levels and elemental blasts as elemental fist for the purposes of styles is likely to be an archetype, so I'm not worried about this.
Damage:
Is very low at the moment, mostly at low levels. Certain builds can achieve spikes with blade/whip at mid to high level, but costing burn. The same damage can be beaten by other classes with low cost.Accuracy:
Physical blasts are lagging behind, and the class is forced into feats like weapon focus, point blank shot, and anything else that can provide a little boost. Most people find unsatisfying to lose those options n order to achieve medium power.Utility:
It has been proposed more than once that combat talents and utility talents come from different pools. It is a consensus that the skill points are low, as well as the skill selection. Several people suggested something like cantrips. Weight and volume of the elements has been discussed, and those volumes and forms of manipulation are not yet integrated.Burn mechanic:
It has been discussed in detail. Most people don't find the sacrifice of HP a satisfying mechanic, specially to achieve standard power. The idea behind burn seems to be appreciated and many agree that an initial non damaging pool is the way to go.Overall flexibility:
Lack of proficiency, feats or style support makes the class a bit rigid.Kinetic form:
The need to assume an elemental form is worrying some people. While it doesn't fit many concepts, its mandatory to remain competitive. Gaining those bonus without changing shape would be most welcome.
Hargert |
I also found it strange there was a level requirement for the extra wild talent feat. There is no such requirement for the other "extra class feature" feats except maybe what level that ability becomes available to the class.
This looks like a hold over from the original warlock feat for extra invocations. That one limited you to picking a extra power that was one tier lower then what your max is.
Lukas Stariha |
What we found s far(IMO):
Damage:
Is very low at the moment, mostly at low levels.
I have to disagree with this point, the general consensus seems to be that blast damage is fine until roughly level 7 or so. Until level 5, the base damage is pretty par for anything that isn't a 2-handed Barbarian and at 5 you get a nice boost with Empower to carry you for a few levels. The problem is that mid-high level builds REQUIRE Kinetic Whip for iterative/vital strike shenanigans to stay competitive with all those full-attacking real martials.
Talon Stormwarden |
So ehhhh, basically you're stuck with 1st level powers until 16th. Since there are no 4th level talents.
Neat.
Here's one thing I can suggest without a big huge major overhaul of core mechanics that would help a ton: Stop with the weird level locks of expanded Kineticist options. Like the Extra Wild Talent Feat (why limit what level of Talents you can get?), and this.
There are certainly 4th level talents, e.g. Firesight, Torrent, Impale. It refers to the level of the talent, not the level you need to be to get the talent on the prerequisite line.
Slacker2010 |
Kaio-Ken
Prerequisites: Power Level 9001
Benefit: For each half-hour you scream and grunt inarticulately, the GM plays out a cut-scene with other characters reacting to your power charge. When you release this charge, if you charged for at least 1 hour, reduce your total burn by 2 and you can apply your available metakineses twice. If you charged for at least 8 hours, reduce your total burn by 4, you can ignore your per-round limit on burn, and you can apply your available metakineses three times. If you charged for at least 24 hours, reduce your total burn by 6, you can ignore your per-round limit on burn, and you can apply your available metakineses four times. If you charged for at least 72 hours, reduce your total burn by 8, you can ignore your per-round limit on burn, and you can apply your available metakineses five times. If you charged for at least 168 hours (1 full week), reduce your total burn by 10, you can ignore your per-round limit on burn and you can double the normal limit of 3+Constitution modifier on burn, and you can apply your available metakineses six times.
Damn Power Level 9001 requirement, I was going to use this to buff my Defenses at the beginning of the day.
Artanthos |
I finished comparing two versions of my strength based geokineticist. both focus on melee, but can blast with fire if needed.
One was focused on using a Nodachi while in melee.
The other focused on using a Kinetic Blade
Both options seem equally viable, and comparable to DEX builds, with a modest DPR advantage to Kinetic Blade.
Earth Blast +12 (45/20/x2) - Point Blank
.4(45) + .4(.05)(45) = 21.2625
DPR = 21.2625
Fire Blast +12 (43/20/x2) - touch, Point Blank
.95(43) + .95(.05)(43) = 42.8925
DPR = 42.8925
Kinetic Blade (fire) +19/+11 (5d6+21/20/x2) - touch
.95(29.5) + .95(.05)(29.5) = 29.4625 * 2 = 58.8525
DPR = 58.8525
Kinetic Blade (earth) +19/+11 (5d6+23/20/x2)
.75(40.5) + .75(.05)(40.5) = 31.89375
.35(40.5) + .35(.05)(40.5) = 14.88375
DPR = 46.7775
Nodachi +21/+13 (1d8+28/15-20/x2)
.85(32.5) + .85(.3)(32.5) = 35.9125
.45(32.5) + .45(.3)(32.5) = 19.0125
DPR = 54.925
Earth Blast +12 (46/20/x2) - Point Blank
.4(46) + .4(.05)(46) = 19.32
DPR = 19.32
Fire Blast +12 (44/20/x2) - touch, Point Blank
.95(44) + .95(.05)(44) =
DPR = 43.89
Kinetic Blade (fire) +19/+11 (5d6+21/19-20/x2) - touch
.95(31.5) + .95(.1)(31.5) = 32.9175 * 2 =
DPR = 65.835
Kinetic Blade (earth) +21/+13 (5d6+25/19-20/x2)
.85(42.5) + .75(.1)(42.5) = 39.7375
.45(42.5) + .45(.1)(42.5) = 21.0375
DPR = 60.775
Arachnofiend |
I'd also like to throw my chip in on "kinetic form does not actually change you from your real body, just gives you stats as if you did".
Removing the level requirements on a bunch of Kineticist options would be great, too. As it stands, the Geokineticist is heavily limited by the fact that your kinetic form only boosts strength. It's impossible to ever pick a kinetic form for a different element if your primary is earth so... that kinda sucks for people wanting to hurl rocks around.
And another thing: could we make Expanded Element available at level one? It would help alleviate the issues with some elements only being able to do one type of blast. You could leave Composite Blasts as a level 7 class feature.
Shiroi |
I'd also like to throw my chip in on "kinetic form does not actually change you from your real body, just gives you stats as if you did".
Removing the level requirements on a bunch of Kineticist options would be great, too. As it stands, the Geokineticist is heavily limited by the fact that your kinetic form only boosts strength. It's impossible to ever pick a kinetic form for a different element if your primary is earth so... that kinda sucks for people wanting to hurl rocks around.
And another thing: could we make Expanded Element available at level one? It would help alleviate the issues with some elements only being able to do one type of blast. You could leave Composite Blasts as a level 7 class feature.
I agree, I see no particular reason to limit Expanded Element at all, if someone wants their simple blasts to hit with all the elements then they are welcome to. It comes at the cost of not having as many other talents that improve said simple blasts.
Mark Seifter Designer |
So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?
Shiroi |
So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?
I've updated and expanded the test gauntlet now that I'm not on midnight brain. This is the White Fire Gauntlet.
This should help us to establish baselines in numerous areas of play. I hope it answers some questions about the functionality of different classes!I should be back later on to post at least 1 Iconic character being run through it, if I can find a level 10 Iconic sheet. Shouldn't be too hard to manage.
Mark, can you possibly examine this gauntlet and let me know if it's reasonably in line with a stress test of a class? Is there any situation you'd like to add to it, or recommendations on alternate monsters or wording? Not really your job, I know, but I'd like a little feedback on the feedback, since I'm hoping many of the classes here will be running this Gauntlet it makes sense for you to be able to determine some of how it functions, so you can gather the best information from it.
Especially since you seem to be reaching different conclusions than many people here about the accuracy of this class, and I'm sure there's plenty of other areas where you and a playtester are seeing two different things. Also, feel free to run your own characters through, if you want to show them off!
Hmm... Seems most Iconics are 1, 7, or 12. I've based all these combats off the wrong level to be compatible with that. I may just have to build my own, or reverse engineer them.
kestral287 |
I'm not understanding how the interaction of Expanded Element works with Kinetic Form.
I've seen many folks here post Kinetic form builds at 10th where they switch elemental types on the fly.
How is that possible?
Under Expanded Element it states:
Expanded Element wrote:
You gain one of that element’s simple blast wild talents that you do not already possess, if any. You also gain all composite blasts whose prerequisites you meet.
If your chosen element is different than your primary element, you can learn 1st-level wild talents from that element. At 10th level, you can learn 4th-level wild talents from that element. At 16th level, you can learn 6th-level wild talents from that element...
And Kinetic Form
Kinetic Form wrote:
...
Element air, earth, fire, or water; Type Sp; Level 6; Burn 0
Prerequisites kineticist level 10th
If you start with say Aether(telekinetic) and at 7th pick up Expanded Element (Water), you now qualify for the 6th level Wild Talent Kinetic Form at 10th? How did that happen since by RAW (if I'm reading this right) you would only qualify for 4th level powers from that element at 10th and Kinetic Form is 6th?
Or if you start with Water and pick up Air at 7th, you now can change into an Air Elemental at 10th with Kinetic Form(Water)?
That doesn't appear to be what RAW states...but maybe I'm reading this wrong. The *only* abilities explicitly mentioned are simple and composite blasts...not having the other element's Wild Talents being treated as your primary level.
I mean it would be nice to be to switch back and forth to different forms (water for con/swim, air for dex/fly) and such at 10th level.
Kinetic Form never specifies that it requires you to select a single element. There is no "Kinetic Form (Water)", just Kinetic Form. So, as a 10th level Hydrokineticist, Arashi qualifies for Kinetic Form-- it's listed under the talents for Water at that level. However, Kinetic Form itself specifies "any of the elements you possess". Hence, Air is a legal choice, since at level 7 he took Expanded Element for Air.
Your first example, a Telekineticist who picks up Water with Expanded Element, does not qualify. This is because a 10th level Telekineticist can't take Kinetic Form, and his Water element doesn't qualify to take 10th level Talents either.
But so long as you can qualify with your primary element, the RAW on Kinetic Form is any element you have.
I'd also like to throw my chip in on "kinetic form does not actually change you from your real body, just gives you stats as if you did".
Removing the level requirements on a bunch of Kineticist options would be great, too. As it stands, the Geokineticist is heavily limited by the fact that your kinetic form only boosts strength. It's impossible to ever pick a kinetic form for a different element if your primary is earth so... that kinda sucks for people wanting to hurl rocks around.
And another thing: could we make Expanded Element available at level one? It would help alleviate the issues with some elements only being able to do one type of blast. You could leave Composite Blasts as a level 7 class feature.
How is it impossible to ever pick a Kinetic Form for a different element? Unless you intentionally don't pick up another element, or go Earth/Aether, but that's a choice, not a mechanical enforcement.
Kolokotroni |
So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?
Any chance we can see this playtest character? I think seeing what you made yourself would help us provide feedback if we have like a 'baseline' to compare to.
Mark Seifter Designer |
Mark Seifter wrote:So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?I've updated and expanded the test gauntlet now that I'm not on midnight brain. This is the White Fire Gauntlet.
This should help us to establish baselines in numerous areas of play. I hope it answers some questions about the functionality of different classes!
I should be back later on to post at least 1 Iconic character being run through it, if I can find a level 10 Iconic sheet. Shouldn't be too hard to manage.Mark, can you possibly examine this gauntlet and let me know if it's reasonably in line with a stress test of a class? Is there any situation you'd like to add to it, or recommendations on alternate monsters or wording? Not really your job, I know, but I'd like a little feedback on the feedback, since I'm hoping many of the classes here will be running this Gauntlet it makes sense for you to be able to determine some of how it functions, so you can gather the best information from it.
Especially since you seem to be reaching different conclusions than many people here about the accuracy of this class, and I'm sure there's plenty of other areas where you and a playtester are seeing two different things. Also, feel free to run your own characters through, if you want to show them off!
The doozy, for me, is something I think I mentioned really early in one of these playtest threads. It matters a lot more to me how well a character can handle things in a group, not solo (note that it isn't all positive to be in a group; being in a group sometimes will actually weaken a strategy, for instance, kestral's excellent "fly out of melee reach" strategy will lead to other group members being killed if not everyone can do it, and party members can harm stealth, etc).
Arachnofiend |
So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?
My heavily optimized Geokineticist who does take all of that stuff has a 90% chance to hit with the blast against equal CR enemies, so... I pretty much agree.
How is it impossible to ever pick a Kinetic Form for a different element? Unless you intentionally don't pick up another element, or go Earth/Aether, but that's a choice, not a mechanical enforcement.
Because of this:
If your chosen element is different than your primary element, you can learn 1st-level wild talents from that
element. At 10th level, you can learn 4th-level wild talents
from that element. At 16th level, you can learn 6th-level wild
talents from that element.
Kinetic Form is a 10th level talent so you cannot take it with your expanded element. I didn't notice it at first either, had to entirely rework my character into primary air secondary earth to fix it...
Shiroi |
The doozy, for me, is something I think I mentioned really early in one of these playtest threads. It matters a lot more to me how well a character can handle things in a group, not solo (note that it isn't all positive to be in a group; being in a group sometimes will actually weaken a strategy, for instance, kestral's excellent "fly out of melee reach" strategy will lead to other group members being killed if not everyone can do it, and party members can harm stealth, etc).
Hmmm... Perhaps a better way to examine this situation then would be to remove the time restriction on the fights, and set a standard team of 4 Iconics, to make this a functional party, with room for 1 additional character to be tested. According to the CR Chart, a team of 5 lvl 7's will mean I can leave the Mook challenges as the are, and they'll still be a CR+3 Epic challenge. Hard, but not impossible, especially since the APL is good for 4 or 5 players and we're using 5. Would you recommend a particular group to have our playtest dummies alongside? I'm thinking Valeros, Seoni, Harsk and Seelah, for DPS/Magic/Range/Healashield. Does this feel fair?
Mark Seifter Designer |
Mark Seifter wrote:Hmmm... Perhaps a better way to examine this situation then would be to remove the time restriction on the fights, and set a standard team of 4 Iconics, to make this a functional party, with room for 1 additional character to be tested. According to the CR Chart, a team of 5 lvl 7's will mean I can leave the Mook challenges as the are, and they'll still be a CR+3 Epic challenge. Hard, but not impossible, especially since the APL is good for 4 or 5 players and we're using 5. Would you recommend a particular group to have our playtest dummies alongside? I'm thinking Valeros, Seoni, Harsk and Seelah, for DPS/Magic/Range/Healashield. Does this feel fair?The doozy, for me, is something I think I mentioned really early in one of these playtest threads. It matters a lot more to me how well a character can handle things in a group, not solo (note that it isn't all positive to be in a group; being in a group sometimes will actually weaken a strategy, for instance, kestral's excellent "fly out of melee reach" strategy will lead to other group members being killed if not everyone can do it, and party members can harm stealth, etc).
4 standard + new character is fairly scientific in my mind. I did that with magus during the UM playtest long ago, running a 1-7 PFS scenario 15 times (each time I replaced the magus for one of the five PCs, fighter, wizard, cleric, rogue, and bard, I think, and at all three subtiers).
Mark Seifter Designer |
Mark Seifter wrote:So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?Any chance we can see this playtest character? I think seeing what you made yourself would help us provide feedback if we have like a 'baseline' to compare to.
Of relevance, he had 26 Dex once he hit 12, and the following magical gear at 13: "+4/+4 Dex/Con belt, +5 cloak, celestial armor, +2 ring, drp ioun, menacing aomf, +1 mithral buckler, lenses of detection, circlet of persuasion, sleeves of many garments, traveler’s anytool". This is under WBL for that level, I believe. His only accuracy-related feat was Weapon Focus.
Jason Robbs |
So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?
Does your geokinetist (at level 12) have something like 9 (bab) + 4 (FtB) + 6 (dex) = +19 to hit? Vs a random selection of CR 11-13 enemies:
CR 11 Adult Black Dragon: AC 28 (32 after mage armor) => 60% (40%) hit chance, has DR 5/magic (which you bypass)
CR 11 Ash Giant: AC 25 => 75% hit chance, no DR
CR 11 Mute Hag: AC 24 => 80% hit chance, has DR 10/cold iron and magic
CR 11 Moon-Beast: AC 25 => 75% hit chance, has DR 10/piercing or slashing (which you bypass)
CR 11 Elder Water Elemental: AC 24 => 80% hit chance, has DR 10/-
CR 12 Adult Green Dragon: AC 27 (31 after shield) => 65% (45%) hit chance, has DR 5/magic (which you bypass)
CR 12 Clockwork Golem: AC 26 => 70% hit chance, has DR 10/adamantine
CR 12 Lich: AC 23 (27 after shield) => 85% (65%), has DR 15/bludgeoning and magic (which you bypass)
CR 12 Coloxus Demon: AC 26 => 70% hit chance, has DR 10/good
CR 13 Alraune: AC 27 => 65% hit chance, no DR
CR 13 Ghaele Azata: AC 28 => 60% hit chance, DR 10/cold iron and evil
CR 13 Thanadaemon: AC 27 => 65% hit chance, DR 10/good
CR 13 Iron Golem: AC 28 => 60% hit chance, DR 15/adamantine
CR 13 Adult Void Dragon: AC 29 (33 with mage armor) => 55% (35%), has DR 5/magic (which you bypass)
Looks like you should expect somewhere between 80% to 60% hit chance (with iteratives being 25% lower). Roughly half of the creatures in this sample have DR that you can't bypass (at lvl 12 you should do 6d6+11 so ~32 damage, which means DR 5 lowers your output to around 82% and DR 10 lowers it to around 68%).
After doing this exercise I think that the kineticists to hit at level 12 is in line with what I would expect. Just by adding Point Blank Shot and Weapon Focus you can increase the hit percentage to 90 - 70%, which seems reasonable to me. The real problem that I see is the lack of damage. VS the elder water elemental it would take ~7 rounds to kill it. Even with empower it would take ~4 rounds. And that is a CR 11 monster! Either the kineticist needs more damage or more utility at higher levels (hopefully both)
EDIT: Forgot that FtB adds damage as well. The average damage increases to 36.
Shiroi |
Shiroi wrote:4 standard + new character is fairly scientific in my mind. I did that with magus during the UM playtest long ago, running a 1-7 PFS scenario 15 times (each time I replaced the magus for one of the five PCs, fighter, wizard, cleric, rogue, and bard, I think, and at all three subtiers).Mark Seifter wrote:Hmmm... Perhaps a better way to examine this situation then would be to remove the time restriction on the fights, and set a standard team of 4 Iconics, to make this a functional party, with room for 1 additional character to be tested. According to the CR Chart, a team of 5 lvl 7's will mean I can leave the Mook challenges as the are, and they'll still be a CR+3 Epic challenge. Hard, but not impossible, especially since the APL is good for 4 or 5 players and we're using 5. Would you recommend a particular group to have our playtest dummies alongside? I'm thinking Valeros, Seoni, Harsk and Seelah, for DPS/Magic/Range/Healashield. Does this feel fair?The doozy, for me, is something I think I mentioned really early in one of these playtest threads. It matters a lot more to me how well a character can handle things in a group, not solo (note that it isn't all positive to be in a group; being in a group sometimes will actually weaken a strategy, for instance, kestral's excellent "fly out of melee reach" strategy will lead to other group members being killed if not everyone can do it, and party members can harm stealth, etc).
I've made some adjustments to that thread, so with luck we'll see a reasonable crop of results from it. I won't be able to run it immediately on one of my builds, but I'll try to get to it this afternoon or tomorrow.
Artanthos |
Mark Seifter wrote:So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?Does your geokinetist (at level 12) have something like 9 (bab) + 4 (FtB) + 6 (dex) = +19 to hit? Vs a random selection of CR 11-13 enemies:
I will say that at 11th level, my strength based geokineticist has +21/+13 to-hit with his Kinetic Blade. Simple level progression would put this to +24/+16 at 13th level.
10 BAB + 9 STR +4 FTB +1 WF = +24
For ranged attacks, it's fire blast or nothing, but at 13, he would be using Ride the Blast even if his opponent were fire immune or vulnerable to fire.
Jason Robbs |
Jason Robbs wrote:Mark Seifter wrote:So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?Does your geokinetist (at level 12) have something like 9 (bab) + 4 (FtB) + 6 (dex) = +19 to hit? Vs a random selection of CR 11-13 enemies:I will say that at 11th level, my strength based geokineticist has +21/+13 to-hit with his Kinetic Blade. Simple level progression would put this to +24/+16 at 13th level.
10 BAB + 9 STR +4 FTB +1 WF = +24
Yeah it looks like I was too conservative (used base 18 dex, +3 levels, +2 from belt for 23 => +6). Regardless my point stands - the kineticist doesn't have problems hitting at level 12 even with a more conservative build and assuming that you max feel the burn.
Mark Seifter Designer |
Artanthos wrote:Yeah it looks like I was too conservative (used base 18 dex, +3 levels, +2 from belt for 23 => +6). Regardless my point stands - the kineticist doesn't have problems hitting at level 12 even with a more conservative build and assuming that you max feel the burn.Jason Robbs wrote:Mark Seifter wrote:So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?Does your geokinetist (at level 12) have something like 9 (bab) + 4 (FtB) + 6 (dex) = +19 to hit? Vs a random selection of CR 11-13 enemies:I will say that at 11th level, my strength based geokineticist has +21/+13 to-hit with his Kinetic Blade. Simple level progression would put this to +24/+16 at 13th level.
10 BAB + 9 STR +4 FTB +1 WF = +24
So I'm wondering, then, where the strong sentiment that it does is coming from? I think everyone more-or-less agreed its accuracy was fine at lower levels, before it starts falling more behind in BAB. And my playtests back my own math (in fact, the accuracy on the iteratives is rather high, even). Plus you and I were pretty conservative, Jason. So what all were the people fighting when they kept missing all the time? Or did they roll super-terribly all the time? I need to know how this could be so I can make sure I have the accuracy where it should be in the final version.
Jason Robbs |
Jason Robbs wrote:So I'm wondering, then, where the strong sentiment that it does is coming from? I think everyone more-or-less agreed its accuracy was fine at lower levels, before it starts falling more behind in BAB. And my playtests back my own math. Plus you and I were pretty conservative, Jason. So what all were the people fighting when they kept missing all the time? Or did they roll super-terribly all the time?Artanthos wrote:Yeah it looks like I was too conservative (used base 18 dex, +3 levels, +2 from belt for 23 => +6). Regardless my point stands - the kineticist doesn't have problems hitting at level 12 even with a more conservative build and assuming that you max feel the burn.Jason Robbs wrote:Mark Seifter wrote:So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?Does your geokinetist (at level 12) have something like 9 (bab) + 4 (FtB) + 6 (dex) = +19 to hit? Vs a random selection of CR 11-13 enemies:I will say that at 11th level, my strength based geokineticist has +21/+13 to-hit with his Kinetic Blade. Simple level progression would put this to +24/+16 at 13th level.
10 BAB + 9 STR +4 FTB +1 WF = +24
Its the kineticist + FtB = rogue + magic weapon analogy (with the implication that the rogue has a hard time hitting so the kineticist must have that problem too). If you replaced the kineticist with a rogue in my above example the rogue would have the same percentages which goes to prove that the hit chance isn't the problem.
mplindustries |
I think the accuracy "issue" is about perception and privilege, not real numbers or playtesting.
To a lot of people, they don't care what the actual accuracy is, only that the kineticist isn't "shorted" some attack bonuses that other similar classes get. It doesn't matter that most classes actually have more accuracy on their first attack than is necessary or helpful.
People see low dpr (and I think you know, Mark, that this is the case) and just jump at the problem shared by the other weak classes like monk and rogue that lack dpr. Those classes really have sufficient accuracy for one attack to land, they just both have to and can't afford to take penalties to hit and land iteratives to compete.
In this case, though, it's definitely damage that's short, not accuracy.
I am running my hydrokineticist through shiroi's suggested playtest challenge now and having no trouble. I have 18 to hit (just need a 3 for those centipedes) and they can't touch me (38 AC and the low wall blocks their trample). But, it's taking too long to kill these things, even hitting every round. I will post a full report when I come up with an alternate build to compete against.
But yeah, top priorities for me:
1) Damage!
2) More Wild Talents and/or separate blast infusions from utility powers
3) Unlock extra wild talent from the level limit
Mark Seifter Designer |
Mark Seifter wrote:Its the kineticist + FtB = rogue + magic weapon analogy. If you replaced the kineticist with a rogue in my above example the rogue would hit just as well which goes to prove that the hit chance isn't the problem.Jason Robbs wrote:So I'm wondering, then, where the strong sentiment that it does is coming from? I think everyone more-or-less agreed its accuracy was fine at lower levels, before it starts falling more behind in BAB. And my playtests back my own math. Plus you and I were pretty conservative, Jason. So what all were the people fighting when they kept missing all the time? Or did they roll super-terribly all the time?Artanthos wrote:Yeah it looks like I was too conservative (used base 18 dex, +3 levels, +2 from belt for 23 => +6). Regardless my point stands - the kineticist doesn't have problems hitting at level 12 even with a more conservative build and assuming that you max feel the burn.Jason Robbs wrote:Mark Seifter wrote:So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?Does your geokinetist (at level 12) have something like 9 (bab) + 4 (FtB) + 6 (dex) = +19 to hit? Vs a random selection of CR 11-13 enemies:I will say that at 11th level, my strength based geokineticist has +21/+13 to-hit with his Kinetic Blade. Simple level progression would put this to +24/+16 at 13th level.
10 BAB + 9 STR +4 FTB +1 WF = +24
I see. Well, yeah, I even feel like I could have just not used FtB and been fine, with more HP if I wanted. Especially if I had taken magnetic blast, which at that level I totally could have if I wanted.
Kolokotroni |
Kolokotroni wrote:Of relevance, he had 26 Dex once he hit 12, and the following magical gear at 13: "+4/+4 Dex/Con belt, +5 cloak, celestial armor, +2 ring, drp ioun, menacing aomf, +1 mithral buckler, lenses of detection, circlet of persuasion, sleeves of many garments, traveler’s anytool". This is under WBL for that level, I believe. His only accuracy-related feat was Weapon Focus.Mark Seifter wrote:So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?Any chance we can see this playtest character? I think seeing what you made yourself would help us provide feedback if we have like a 'baseline' to compare to.
26 dex at level with just a +4 item? Unless he's a goblin, that seems rather high unless you have a rather generous stat generation, or your con isnt all that great. I can definately see having more success with a dex that High then i'd expect at my group. Starting stats over 17 are rare (and expicately forbidden in the game I myself run), so your character's dex mod is probably 3 higher then someoen in my group would be at the same level. Thats the difference between 3/4 and full bab at that level.
Mark Seifter Designer |
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Mark Seifter wrote:26 dex at level with just a +4 item? Unless he's a goblin, that seems rather high unless you have a rather generous stat generation, or your con isnt all that great. I can definately see having more success with a dex that High then i'd expect at my group. Starting stats over 17 are rare (and expicately forbidden in the game I myself run), so your character's dex mod is probably 3 higher then someoen in my group would be at the same level. Thats the difference between 3/4 and full bab at that level.Kolokotroni wrote:Of relevance, he had 26 Dex once he hit 12, and the following magical gear at 13: "+4/+4 Dex/Con belt, +5 cloak, celestial armor, +2 ring, drp ioun, menacing aomf, +1 mithral buckler, lenses of detection, circlet of persuasion, sleeves of many garments, traveler’s anytool". This is under WBL for that level, I believe. His only accuracy-related feat was Weapon Focus.Mark Seifter wrote:So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?Any chance we can see this playtest character? I think seeing what you made yourself would help us provide feedback if we have like a 'baseline' to compare to.
Started with 17 + 2 human. Then put all stat raises into Dex. Yes, my Con was only 20. I would imagine that my Dex would at worst be 24. Do your players give themselves lower stats than the elite array? Even the elite array can pull 24 by level 13 with a +4 item.
Jason Robbs |
A quick test at level 17:
12 BAB + 5 FtB + 9 dex (18 start + 4 levels + 6 item) = +26 to hit before extras (WF, PBS etc.)
CR 16 to CR 19 averages AC 31 to AC 35 which means a hit chance of 80% to 60% which is in line with the level 12 test. With some simple items/feats you can achieve 90%+ accuracy.
Mark Seifter Designer |
I think the accuracy "issue" is about perception and privilege, not real numbers or playtesting.
To a lot of people, they don't care what the actual accuracy is, only that the kineticist isn't "shorted" some attack bonuses that other similar classes get. It doesn't matter that most classes actually have more accuracy on their first attack than is necessary or helpful.
People see low dpr (and I think you know, Mark, that this is the case) and just jump at the problem shared by the other weak classes like monk and rogue that lack dpr. Those classes really have sufficient accuracy for one attack to land, they just both have to and can't afford to take penalties to hit and land iteratives to compete.
In this case, though, it's definitely damage that's short, not accuracy.
I am running my hydrokineticist through shiroi's suggested playtest challenge now and having no trouble. I have 18 to hit (just need a 3 for those centipedes) and they can't touch me (38 AC and the low wall blocks their trample). But, it's taking too long to kill these things, even hitting every round. I will post a full report when I come up with an alternate build to compete against.
But yeah, top priorities for me:
1) Damage!
2) More Wild Talents and/or separate blast infusions from utility powers
3) Unlock extra wild talent from the level limit
By the way, I certainly agree that damage could use some tweaks. In fact, I was counting on it. Other than the concerning reports about accuracy that didn't seem right, everything else in the playtest has been more-or-less what I wanted and expected to see. It's much easier to have you guys do your best to make awesome DPR machines with a conservative version of the class and then add to the damage if I'm right, keep it the same if you find a loophole or other interaction I didn't than it is to give y'all something I think does enough damage assuming I found everything and then have to take things away if I didn't. This playtest so far just means I found everything successfully when I did my own simulations, so I can be safe to add more! :)
Tels |
Probably comes from people not wanting to require Fuel the Burn in order to hit. If you didn't max FtB, your chance to hit drops substantially, which is a big deal because people don't want to have to require dropping their HP by (level*ftb cap) in order to hit.
Is your intention to make the Kineticist as accurate as the Rogue? Because that's where he currently stands as FtB roughly equals that of the Rogue's weapon enhancement bonus.
Kolokotroni |
Jason Robbs wrote:So I'm wondering, then, where the strong sentiment that it does is coming from? I think everyone more-or-less agreed its accuracy was fine at lower levels, before it starts falling more behind in BAB. And my playtests back my own math (in fact, the accuracy on the iteratives is rather high, even). Plus you and I were pretty conservative, Jason. So what all were the people fighting when they kept missing all the time? Or did they roll super-terribly all the time? I need to know how this could be so I can make sure I have the accuracy where it should be in the final version.Artanthos wrote:Yeah it looks like I was too conservative (used base 18 dex, +3 levels, +2 from belt for 23 => +6). Regardless my point stands - the kineticist doesn't have problems hitting at level 12 even with a more conservative build and assuming that you max feel the burn.Jason Robbs wrote:Mark Seifter wrote:So guys, I've been playtesting in the 11-14 range with a geokineticist who explicitly did not take kinetic form, nor rare metal infusion, nor magnetic, nor any odd accuracy boosters from other books like bracers of falcon's aim, reckless shot, etc. I am maxing feel the burn. I'm pretty much having no trouble hitting. When I switch-hit into melee, even my iteratives are usually hitting except against solo boss types. Can someone who was missing with a geo (or other kineticist who had no touch choices) walk me through the AC of the enemies they were fighting again?Does your geokinetist (at level 12) have something like 9 (bab) + 4 (FtB) + 6 (dex) = +19 to hit? Vs a random selection of CR 11-13 enemies:I will say that at 11th level, my strength based geokineticist has +21/+13 to-hit with his Kinetic Blade. Simple level progression would put this to +24/+16 at 13th level.
10 BAB + 9 STR +4 FTB +1 WF = +24
I think from a couple places:
1. If you compare it against other primary combatants, the +to hit is much lower. Many dms (including some of the ones I play with) will adjust to the strengths of the party. So if say the fighter is hitting on anything but a 1, in the next session he will have higher AC enemies. A kineticist cant keep up in that situation, since not only does the fighter have full bab, he has lots of rooms for feats, and magic weapons as well as class features to add to hit (just about all combat focused classes have these sorts of benefits in some fashion).
2. Feel the burn. This is obviously dependend on how much burn you do or dont take early on. If you take it early, then you get that benefit for most of the encounters, but some people wont spend limited resources like this immediately if they dont have to. Many adventures follow a sort of easy fight, moderate fight, hard fight pattern of some sort. Its entirely possible some of them dont have feel the burn maxed for a significant portion of the day.
3. Stats. Your stats are fairly high compared to some tables. If someone goes by the AP default 15 point buy, and the dm doesnt allow custome treasure, you dont have a 26 dex. You probably have closer to a 20 dex, maybe less if you cant get a hold of a dex/con belt.