Ok so I think it is important to start by taking a step back and asking what is the underlying purpose of this class. For me it feels like Kineticist is the inverse of Magus. Where Magus takes a spellcaster and gives them the single target ability of a martial character, the Kineticist takes the idea that many martial characters never run out resources and applies it to what is essentially spellcasting. What this means is that ultimately we want a character who can keep doing the same thing over and over again and not run out of resources. If this is the case then the way the class is currently structured gives the wrong impression. Currently as you read the class the first character defining feature you get is Elemental Blast however I don't think that is where the power of the class should be as then it just becomes another single target martial character. Suggestion 1) Give the class a base short range AOE with power similar to electric arc including CON to damage. Suggestion 2) Things that would usually be 2 action spells (like the above) should be 1 action casts for Kineticists as they need to Gather Elements. Suggestion 3) Reward players for having a elemental gathered when they end their turn. This might be in the form of a reaction, a buff that activates when the end their turn etc. etc. The combination of these three suggestions means that a Kineticist can do 1.5 times the damage of a caster who only cast cantrips if they go all out and don't have to move (1 turn gather AOE gather then AOE gather AOE). Or alternatively they can AOE once and then spend the 3rd action moving or Elemental Blasting. But either way they have options. Suggestion 4) Change gathering elements into essentially monk stances. So while you have X element gathered you can make the following strikes. Then gathering an element can provoke but if you do get stuck in melee you can attack without provoking further. Suggestion 5) Give a small status bonus to these strikes (say half CON round up or just a straight +2 like Thaumaturge gets) These two mean that you are ok at single target attacks but not great due to not having an 18 stat and only getting a small bonus to damage on essentially 1 handed weapon damage. It also opens up the possibility of gaining different strikes through feats which seems like an elegant way to do it. Suggestion 6) Just accept that this character casts spells even though they don't have spell slots. Make them trained in Primal spell DC's have their "spells" go up in power based on spell level etc. etc. People are used to this system and it isn't worth the extra work to avoid just using it. Suggestion 7) I think that the downside of being a Kineticist is that elemental power wants to achieve equilibrium and that once you use an overflow power that affects anything other than yourself or your immediate surroundings it quickly dissipates. So self buffs and aura's last as usual but debuffs and party buffs and the like only last at most to the start of your next turn. This gives a clear separation between what spells can do and what Kineticists can do. Curious what other people think.
Unicore wrote:
Ah yes, a 2nd level spell that lasts 1 minute and costs 2 actions and does no damage. That is what is needed to make Psychic’s competitive.
Unicore wrote: It is a pretty big stretch to say half of psychic cantrips are spell attack roll spells. There are 2 conscious minds that give you any spell attack roll spells. Uh, 4 of the 6 Conscious Minds have spell attack rolls The Distant Grasp - Telekinetic Projectile and Dancing Blade
So one of the things that we have all been dancing around but not actually discussing is number of encounters per day and length of encounters. I think we would all agree that if you only have one fight a day that spell casters have a significant advantage. They also have esentially a set number of rounds at a given loadout at which they can do cool stuff after which they are significantly restricted in what they are able to do. Equally if you had 20 encounters in a day martial characters would have a big advantage. Also for most martial characters the length of a fight doesn't make much difference as they don't have many encounter based powers (rage going away after 1 minute being one of many exceptions). Somewhere in the middle are classes that rely on focus points like the Psychic. They like having lots of encounters a day but they don't like encounters going long as they quickly drop off in power level as they run out of focus points. It feels like a lot of discussion is focused on the first few fights of the day where a caster has access to true strike and not a lot of focus on the later fights where those resources are gone. Psychic reads like a class that should be good at having lots of fights a day. Unfortunately because of the math in PF2 that isn't really true unless you choose options that don't rely on Spell Attacks.
I don't think doing typed damage is an advantage sure you get some monsters with vulnerabilities but you also get more monsters with resistences not to mention complete immunity. The basic problem with damaging cantrips is that electric arc is good and everything else is incredibly situational. That wouldn't be a problem except that half the casters don't get electric arc and psychic gives up a spell a level in order to get better cantrips only for most of those cantrips to be worse than electric arc because of the math in the system. One of the big advantages of PF2E is that there are almost no trap builds (alchemist aside). If you don't theorycraft and just choose abilities that sound fun you will do fine. Spell Attacks are a trap they are just straight up worse than save spells and you shouldn't pick them unless you have a plan for hitting with them (true strike etc.). That isn't a good place to be.
So, for me the big problem with Psychic is that a significant number of the cantrips it gets access to use Spell Attack Rolls. Unfortunately, this is an area where the PF2 rule system has some serious flaws. Here is the traditional attack progression for most martial classes Trained -> Expert at 5 -> Master at 13 Here is the Spell attack progression for primary casters Trained -> Expert at 7 -> Master at 15 -> Legendary at 19 So already we have 4 levels when martial characters are better and 2 where casters are better. However we also have item bonuses. Martial Non magic -> +1 at 2 -> +2 at 10 -> +3 at 16 Caster
The ring doesn't work with Amped cantrips (because it is a metamagic free action). If we ignore the ring then the Martial is ahead by the following Equal -> +1 at 2 -> +3 at 5 -> +1 at 7 -> +2 at 10 -> +4 at 13 -> +2 at 15 -> +3 at 16 -> +1 at 19 Now these are not completely comparable since cantrips take 2 actions but also do scaling damage etc. etc. But there isn't a good reason in my opinion as to why it should work like this especially since Psychic has a focus on Spell Attack Rolls. Solutions
What are people's thoughts?
I think we should be clear that you can get full sneak attack on cantrips or focus spells relatively easily (Rogue into Eldritch Archer or Beast Gunner) (you would have to first multiclass into the appropriate class to get a focus spell). Both require range attacks which makes getting flat-footed a bit more difficult, but it doesn't require dual class to do it. However, I think people also need to realise that ignoring fortune/misfortune effects making two attacks at the same attack bonus is exactly equivalent to making one attack and using it for both attack rolls. So, if you are ok with getting sneak attack when someone gets to make two attacks at the same bonus then you should be ok with someone getting sneak attack on two separate instances of damage using the same roll. It should be noted that getting a fortune effect on a 3 action attack is tricky. All in all, given that this combo requires a specific rogue feat, an Archetype, attacking with a ranged weapon plus your opponent being flat-footed and then hitting with a 3 action attack. Eh go for it. |