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Organized Play Member. 13 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


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BlueTuesday33 wrote:
I want more reasons to swap into the worn ikon at early levels, but I also love domain focus spells. One thing I want to try is to have a 4th lvl feat that Transcends your worn ikon when you cast one of your domain focus spells. It would give a spot in the "Ikon Swap Loop" to fit in your domain focus spells if you really want to lean into them.

Maybe this could even be apart of the 2nd level domain feat?


I want more reasons to swap into the worn ikon at early levels, but I also love domain focus spells. One thing I want to try is to have a 4th lvl feat that Transcends your worn ikon when you cast one of your domain focus spells. It would give a spot in the "Ikon Swap Loop" to fit in your domain focus spells if you really want to lean into them.


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Yeah...a giant instinct barbarian with max strength and a d12 two handed weapon will do more damage than a one handed ranged character...

You're not wrong, but not the best comparison when there's a lot of specific build choices needed to get that avg 16 damage to compare to. Straight forward choices for building a barb, but it's a thin cut of all possibilities in the martial pie.


Sibelius Eos Owm wrote:

The air junction for being a dedicated air gate kineticist was that any time you cast a 2-action impulse you can Stride half speed, step, or (if you can fly) Fly half speed.

There are also a set of other standardized junctions including a skill, resistance, and a crit spec

Dedicated Gates get an Impulse junction, Aura junctions are something else.


Probably not going to happen, but I'd love the idea of a high level single gate fire kineticist that has flames that burn so intensely they can deal spiritual damage and bypass any sort of fire resistance or immunity.


I'm nearly positive the blasts still have different dice sizes/traits. There was a table for it "shown" at Paizocon when the book was lifted to the camera. Really blurry, but you could piece together what it was describing. Some blasts are going to do a d4, and others are going to do a d10. Maybe there's a basic blast that everyone comes with, that'd be cool, but I think the idea is that if you want higher damaging blasts you'd speck into more elements or find a way through feats.

I'm really hyped for the hybrid elements, I wonder what metal + wood could be.


I'm curious if the class will still have light armor prof only. Maybe elements like earth or metal could let them gain medium armor prof? It'll be hard to rationalize putting points into strength if you wanna keep Con and Dex high for your DC/AC, you could always go sentinel but it'd be great if that was within the class's chassis. Maybe a kinetic aura or stance like mountain stance could be fitting.


aobst128 wrote:
Probably should just shorten the distance between targets. Choose a target within 30 feet and then another one within 10 feet of the first target. Would keep its niche but limit its superiority over other options.

I really like that a lot, making it harder to trigger the bounce.


BlueTuesday33 wrote:

Not exactly the thread for it, but a homebrew I thought of is that EA only does stat damage to one of the targets, while the other is only effected by the d4s... though whenever I think of actually introducing it with my players I feel like it might make the spell too weak.

I do like the con to Elemental Blast idea in the book, lets ranged Kineticists get more consistent damage, but also if Elemental Blasts add strength to damage on melee attacks that could feel great in the early levels too where you can use a blast and impulse on the same turn. Hopefully there are action condensers to gather your element so it doesn't feel like an action tax, something like a gunslinger way's reload.

Maybe we make EA into another variable action spell, with only the 3 action version adding your spellcasting stat to damage. Though that might just make it the best but also just feel bad to use too.


Not exactly the thread for it, but a homebrew I thought of is that EA only does stat damage to one of the targets, while the other is only effected by the d4s... though whenever I think of actually introducing it with my players I feel like it might make the spell too weak.

I do like the con to Elemental Blast idea in the book, lets ranged Kineticists get more consistent damage, but also if Elemental Blasts add strength to damage on melee attacks that could feel great in the early levels too where you can use a blast and impulse on the same turn. Hopefully there are action condensers to gather your element so it doesn't feel like an action tax, something like a gunslinger way's reload.


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I feel like comparing everything to Electric Arc isn't the best metric. Since at lvl 1 every caster should be spamming EA if there's at least two enemies close enough to each other, at least if we're just looking at raw damage. I know this has been discussed to death, but maybe EA is too strong compared to other cantrips/cantrip-like-abilities, at least at lvl 1? Or maybe other cantrips are just that lack luster. I haven't played enough spell casters to make that judgement.


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Verzen wrote:

I am not feeling good about kineticist. From what it looks.like, 1d8 damage for water from 2d6 dmg.

The ONLY saving grace is if we had con to damage..I can deal with 1d8+4 dmg... thats 5-12 dmg or 8.5 avg dmg. Compared to 2d6 in the playtest which was 7 avg dmg.

But if they don't do that, that's 4.5 avg damage a whopping 2.5 less damage. Significantly weaker.

In comparison, electric arc deals 6.5 dmg to two targets. At level 1, kineticist might as well just use electric arc because it's stronger at that point which feels bad.

The base damage is worse, but the playtest version only scaled by 1d6 where this version scales by 1d8. So by lvl 5/7 it's already doing more damage than in the playtest. While it's not burning hands strong, it only costs actions to keep spamming


It was on the discord that Logan mentioned that Kineticists aren't using handwraps for item bonus. I'm curious if they'll have something unique, or their blasts will work like lack an item bonus like spell attacks. They are getting legendary class dc, so that makes sense. They are also getting items to give item potency to their impulse attacks in the form of a new set of magic items that have once per day spells they can use. I think it was a +1 item that was available at lvl 13 or something?