IwearSILLYhats's page

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I wouldn't necessarily list compatible races and economical magic items as a strength of any particular archetype, as both of those are secondary to the actual class features. The intention isn't to make the cerebral kineticist stronger than the standard, but keeping them in line with each other would be nice, right?

Even the ability to use gathering power to fuel wild utility powers would be fair, considering how gimped they are in regards to burn. If they aren't incredibly frugal when choosing wild talents with low burns costs, they risk going under much faster than any of the alternatives. That doesn't seem like something I would expect out of a class with INT as a primary attribute.

Also, please don't mistake my blunt comments as me trying to be rude. Everything I say is meant only as constructive criticism, and my manner of speaking doesn't necessarily lend itself very well to conveying that across the internet.

Edit: I think the real solution is somewhere in gathering power. Fight smarter, not harder seems like the way to go, so we need to think of a way to give them an advantage via planning ahead. Maybe let them hold a charge for gathering power for an extra period of time? It wouldn't be overly powerful considering an errant magic missile could put them in a coma if they go too hard with it.


Well you have to consider what you're giving up in place of your higher CON score. You gain a few skill points in exchange for worse fort saves, worse HP, a lower burn cap, and increased MAD on the class. Something more in line with a version of the class that values intellect and tact over brute durability would be something like an increase to gather power or maybe the something like infusion specialization but for utility talents.

I could see something like "spend a swift action to reduce the cost of one infusion or utility talent by an amount equal to your mental barrier". The goal is to fight smarter, not harder.

Edit: also forgot to mention that in addition to all the other sacrifices listed above, you lose your first infusion and your basic utility talent.


But it doesn't mention a refresh time. Without stating when you are able to use it again, you either have to assume that it only happens once, or it happens at will. I would hope that it's the latter, as it would make the archetype an attractive choice while sacrificing the classes previous focus on durability. Especially interesting is how debilitating it is if you get hit while gathering power.

Edit for clarification: Meaning "can accept x points of burn per day without suffering negative effects". As it is currently written, it seems similar to DR. If the archetype is intended as Onyx is stating, then it is actually worse than the standard kineticist. If that is the case, I would suggest increasing the mental barrier by some ability modifier or give it better scaling to be more in line with the standard burn consequences.


Super interested to see what your guide has to say about the three new elements; time in particular. It seems like some of the lower level infusions and wild talents fall off pretty hard as you level, especially distorted timeline.

Also, am I reading it correctly, that cerebral kineticist lets you grand intercession ad nauseum? Specifically, that mental barrier is basically DR for burn. How does it interact with defensive talents? Does it mean that you can basically pump up your defensive talent to max for free? Or did you mean to add "per day" to the end of that sentence? If so, it changes it from potentially really powerful to a second, smaller internal buffer.

Reading further, how is the cerebral kineticist ever supposed to benefit from cerebral overflow? It looks like you're basically required to feeblemind yourself in order to gain any benefit. Also unlimited healing. Burn DR is really, really good.