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With Occult Adventures recently released and there being so much buzz about it, I was excited to get my hands on the book and start reading through. Overall, it's seemed decent, though still with a fair number of issues.

But one thing, at least that I've seen so far, stood out. One feat that's so mind-bogglingly bad that I just don't understand how it came about. I can't see any conceivable purpose for it at all, even for a Kineticist NPC to throw against your PCs.

Parting Blast
When you die, your body explodes in one final, destructive
kinetic blast.
Prerequisite: Kinetic blast class feature.
Benefit: You can accept 1 point of burn to prepare a
kinetic blast that automatically triggers upon your death.
If you are killed at any point before your burn is removed,
your body instantly erupts in an explosion that deals an
amount of damage equal to that of your simple blast to
all creatures in a 5-foot radius. A parting blast destroys
your body, which might prevent any magic that requires
an intact corpse.

You need to die to use it. You need to accept burn to activate it, on the off chance that you die. It deals damage in a 5ft radius of your body, only the damage of your Simple Blast so it's barely even the equivalent of a single attack from any other character, and it won't hit anything not in direct melee with you. And if that wasn't bad enough, it completely destroys your corpse so that you have to use high-level magic to resurrect yourself.

Why was this feat printed? Why did this absolute waste of page-space get through editing?


Overall, the class seems like it's actually fairly handy. It's flavorful and generally looks to be relatively well made, though it does still have it's share of issues that are going to pull it down a lot.

The issues that I've noted so far are:

Mono-element problems. The only real way that you're doing respectable damage is either Sand or Metal, and only then if you soak regular burn damage. I suspect there will end up being feats or abilities to reduce this, and there already are to some extent, but as it stands this ends up putting the Kineticist fairly far behind other similar damage dealers.
As an example: Take a level 9 Kineticist and level 9 Archer Fighter. Assuming statblocks of Kineticist having 20 Dex, 22 Con, and any other stat for it being irrelevant for this purpose, and the Archer having a 22 Str, 20 Dex and others being irrelevant for this, you'll come out roughly as follows. Archer gets 5 attacks per round (2 base +1 Rapid Shot +1 Manyshot +1 Haste) at a bonus of +15/+15/+15/+15/+10(+9 BaB, +1 Weapon Focus, +2 Gloves of Dueling, +1 Enhancement, +2 Weapon Training, +5 Dex as a baseline), and will do roughly 1d8+(+1 Enhancement, +4 Weapon Training/Gloves, +6 Str, +2 Weapon Spec) for a total of 1d8+13. That's fairly low-end, and if you really try and optimize for it at all you can decently easily beat that hard. Deadly Aim alone would up your damage by 4 points for only -2 hit. Average damage, assuming 4 hits and Deadly Aim, will be roughly ~80 damage. Clustered shots will help with DR, and arrows can be made of various materials to help bypass any material based DR.

A Kineticist can get, barring Whip or Blade shapes, one attack per round for 2d6+2+7(Con)+8d6+16 for a total of 10d6+25, at normal AC. You'll be looking at roughly +6 BaB, +1 Weapon Focus, and not really terribly much else barring you pumping your Dex up via items. You can't get Gloves of Dueling, you can't Enchant your blast, and the only other real option you have is buffing via spells or having the party caster buff you. For the sake of argument, say you hit. You'll do roughly an average of about 60 damage.

Barring some alternate way to boost your to-hit and damage, you're falling behind the Fighter in terms of damage even. Even if you go for a Touch blast, you're still doing fairly poor damage, or you're dealing with Fire damage and the associated immunities and resistance which are the single most common in the game. Against any class like a Ranger, Paladin, or even a Gunslinger, the Kineticist only falls behind further in terms of damage. This isn't taking into account that in order to put out even this much burst, the Kineticist needs to soak Burn damage with no way to resist it, and only has a d8 hit die to do so with.

The class appears to be based around blasts and combat, yet it's surprisingly lackluster at it. It's got a medium HP pool which it uses as it's resource, a medium BaB when it needs all the To-Hit bonuses it can get due to not being able to access a good half of them like any other Striker type can, and yet again falls into the trap of having 2+Int skills on a class that doesn't prioritize Int. It ends up coming together in a class that, even when optimized (At least as it currently stands), manages to fall behind the Fighter, which is commonly recognized as sub-par at best.

It's a class that basically screams for needing Full BaB, d10 HD, and 4+Int skills at minimum, and unless it ends up able to use blasts as part of a full-attack or attack action by default, yet still keeping them as SLAs for purposes of anti-magic, it's going to rarely if ever see play at many tables simply due to it not being able to hold it's own. At low levels, it can be a reasonably competent blaster and do okayish, but past somewhere around level 4-6 or so, it tapers off extremely hard and never really picks up again.

Once we end up seeing the feats given in the book, Extra Wild Talent get revised to work like all the other Extra X feats and let you select any talent available to you, and where it ends up going through playtest, it might be good. But unless it gets some changes, it's going to end up relegated, at least mechanics wise, down with the Rogue and Monk in terms of being thematically cool but still fairly sub-par or even outright bad in terms of ability.


I had an idea recently thanks to a couple sources of inspiration, and I was thinking about how I might be able to use it in a game a friend would be running soon. However, I'm not quite sure how to go about statting it up with the ARG.

The basic idea is a soldier that fell in battle, and has managed to make a pact to be returned to life to avenge himself and his comrades. I was thinking some sort of either soul bonded to a suit of armor might work, but I'm not quite sure how to go about statting that. What would be a good way to represent this using the ARG?


If you were to have a large sized character in this AP, would it cause a lot of problems?


Actual campaign, not play-by-post. 20-25 Point Buy preferably. I'll play just about anything you can come up with. Skype or IRC would be the prefered thing to use for the campaign for me. Skype: Grom2.0 I'll be on most days.


Does Pathfinder Channel Energy count for 3.5 feats like Divine Metamagic, or would you need to actually take Turn/Command Undead as a feat for it to count as?


As the title says, I am currently building a rogue for the Legacy of Fire campaign, and I have no idea what I am doing really. So far all I have is that I want to be a halfling, and will likely be trying to be as sneaky as possible, and be able to steal things easily. The basic idea is something along the lines of a halfling that goes around posing as a human child, and robs people blind.