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Some thoughts on the playtest
Kineticist
Burn should be 1/2 level rounded up otherwise at high levels it is way too high. A 10 th level water Kin decides to upgrade his armor so it gives him
7 points of armor and 3 burn= Temp 30 HP. That's alot.
Can you use a move action to reduce the burn when buffing?
Kinetict heal.
If you use a move action to reduce the burn by 1=neverending heal. Should be minimum burn of 1. This will lead to a lot less deaths if everyone has Temp HP damage.
Kin DCs
DC should be dice based.
DC 10 +con + number of dice rolled for damage. Combined power=1/2 dice rolled.
The class probaly needs some feats to reduce burn on powers to put them on a par with spell casters or allow specilization to be on specific powers or empower.
Exp 11 Kin does a combined empowerd blast =3 burn. Move action reduces it to 2 burn. Single target non touch attack=12D6+12 plus con. Say a 22 con=12D6+18 avg damage=90 but if it cost 22 temp hp to do=very limited. A Red Dragon sor can do use a 4th level spell slot to do a empowered scorching ray for almost the same damage and will have the versitility of 1st-5 level spells at that point.
Occultist Probaly needs a full BAB and the ability to take more then one Impliment abilty per implimant. They should also get as a class skill the skill a implimant improves. Exp Compass gives a bonus to survival but survival isn't a class skill.