aobst128 wrote: This would be interesting. Although you'd probably have to tac on "once per turn" to overflow abilities. If they add stoke element or some other 1 action damage booster as a core feature, you could have a variety of different routines on your turn, like gather + overflow + blast, or gather + stoke + overflow. Overflow already has the "once per turn" restriction.
Apologies if this is a bit rambly, I know I am not the best essay writer. tl;dr: A class feels bad if their bread and butter combos cost 3 actions as the "third action question" is one of the most interesting and unique parts of the system. To fix this, they should standardize 1 action impulses so you can blast + impulse on the same turn, and either add more ways to gather for free or make gathering itself be more interactive (like Gunslinger or Magus) Most classes are built on having a go-to 2 action combo/ability and a third varying action, with the occasional 3 action combo being more exclusive/rare. Since there is very little cost to using Blast the first time, you always want to Blast at least once each turn, filling up the first action slot. Almost nothing can compete with this, in the same way Demoralize cannot compete with hunted shot if you had to choose only one. That leaves 2 variable actions each turn. Since most of the "good" impulses are 2 actions (to match spells), you have what is effectively an optimal 3 action turn that is dramatically better than having to leave off one action. This is the same problem Magus had, where they had no flexibility in their action economy to interact with the most fun and unique mechanic of the system. On their "off" turn they are slightly better, as they are able to Gather + Blast, although gather + impulse or gather + 2 action blast is still so much better that it's hard to justify using using that third action for Demoralize or movement. So how does one fix this? My suggestion is to first reduce the action cost of all impulses by 1. This would allow Blast + 2 action impulse to leave 1 action remaining to do... something with, similar to Magus' 2 action spellstrike. This is also why I don't advocate simply removing the overload trait: Splitting the action cost over 2 turns allows the Kineticist to have a variable first turn, in the same way Magus's spellstrike allows the spellstrike turn to have more variety. Of course, this idea is only half baked, and is more of a suggestion of lines to think along for designers rather than a request to copy paste my system into the game. I understand abilities will need to be rebalanced, and ideas such as disallowing overload and gathering on the same turn will need to be considered to meet these goals. That being said, I think this is a good starting point for revisions of the class.
After playing a level 8 one-shot, I think the action economy can work. The 2+1 and 3+1 cost spells encourage you to do multiple different things each turn, and combo together multiple turns. For air (what I tested) Blast + Boomerang into Gather + 2 action blast felt very good, and leans into the strength of being able to make an attack roll AND a spell save in the same turn for max value. On the other hand, this further restricts the usage of overflow per combat, and lends credence to the argument that they should be more compareable to focus spell strength. The "infinite" argument means little when you use them twice per 4 round combat. For my two cents they should have legendary DC, but that won't actually increase the power of the class in any noticeable way most of the time and is mostly a QoL change. Because the class is designed around what is effectively a 6 action basic combo, even using a single move action can noticeably reduce your efficiency. I won't say this is a bad thing just yet, but I wouldnt be surprised if having built in 3rd action choices that are almost mandatory means common 3rd action options will go unused, and the support systems built into the game won't interact with the class. Going back to the main topic of this thread, the biggest problem is the payoff. The unique action economy can work, but this means you get maybe 2 overflow effects off per combat. The damage on the damage overflow is way to small, and the fun utility effects are way too underwhelming. It's easy enough to buff the damage on the damage overflow, but the utility effects will need more creative solutions.
Great write up! I was initially confused why so many people wanted burn back, but I found your arguments very convincing. That being said, I have to disagree with your conclusion that blast and impulses should be connected. Impulses having their own varying costs and damage let's them have much more fun and unique effects, even more so with the reintroduction of burn. Going the other way might hurt the "feel" of the class, as from preliminary playtesting it seems like elemental blast -> other impulse is a core feeling. I think a simple damage buff on impulses, giving the blasts the two-handed trait, and replacing overload with burn would a more fun solution than forcing the player to choose between bread and butter basic damage and other more unique effects.
Gayel Nord wrote:
That doesn't automatically make it good. A spellcaster would suck if they just used cantrips, even if they can be used infinitely per day. In my experience spellcasters only ever run out of their highest level slots, and never their second highest or worse slots. Additionally, most combats don't last so long that spellcasters need to burn considerable non-focus resources.
Gaulin wrote: If kineticist is going to be a con based class anyway, blasts would be better off as spell attacks with the class having legendary class DC/attacks. At high levels you end up with only -1 under a martials to hit (same as it is now with full handwraps and Apex item to str/dex) but also have legendary class DC, 2 higher than now (3 if the plan now is to put Apex item into str/dex instead of con) At level 19 this is true, but there are many levels before that where spell accuracy is -2 or -3 compared to martials, getting as high as -4! This would swing too far the other way and make elemental blasts feel worthless.
Is anyone else somewhat disappointed by the lack of options to wield elemental power in two hands? The effects seem to be balanced around being able to wield medical tools, a shield, a scroll, or have an empty hand. The problem is, not every character will want to have their other hand full flavor-wise. I think it just feels bad to be forced to pay a power tax for something your character might not like.
Oh I get it would be stronger. I was assuming Paizo would nerf the elements in some other way in exchange, which is something I should have included in my original comment. As it is, it feels odd that they have an entire core class features built to get around elemental immunities, and yet only one element actually uses that feature. Especially since I can't see wood or metal dealing elemental damage. EDIT: I think Nitro-Nina has the right idea. Having multiple attacks you choose between would be the perfect solution.
About Khellek the historian[SIZE=+1]Khellek the Historian[/SIZE]
Knowledge skills:
Knowledge skills Arcana +30 Dungeoneering +26 Engineering +27 Geography +29 History +31 Planes +30 Religion +27 others all trained and +24 All at +1 in Absalom (Rescued Minotaur Prince) All at another +1 when in the Grand Lodge (Friend of Janira) FJC +4 to any one knowledge or linguistics check once/adventure (Archivist) FJC:
Season 8 9 goals (some extra +1) Enduring Scholar: Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 plus half the number of goals you have completed. (extra +1 from season 9 completion; extra +1 from season 10 completion; Total +6) Archivist: You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language. Master librarian: You may request at the start on an adventure up to 3 magical or alchemical items with a combined value of up to 100x CL. Return any unused at the end. Season 9 - 6 goals completed Enduring Scholar (as above) Magical TinkererYou have a known for analyzing and activating magic items. Once per adventure you may use this with a skill of 5+2xgoals (+17) Season 10 - 2 goals completed Enduring Scholar (as above) Boons:
Confirmed Field Agent: Having successfully completed and documented your Conirmation, one of the Three Masters has formally recognized you as a ield agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1). Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realise the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfilment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet. Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon of your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class. Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made. Draconic Sidekick You returned several stolen psudo dragon eggs. Easier access to improved familiar or alternatively get one to come along for a single adventure by crossing off the boon. Fortunes Return: One time bonus on skills or ability checks (+2 for specific use) (Constitution) Fort saves, Constitution chcks vs fatigue or exhaustion (Int) Performing research (Wis) avoiding getting lost, or navigation (Cha) Speaking to a person in a position of authority Elemental Acclimation: Although you have a hint of janni ancestry, it manifests only in subtle ways. You gain energy resistance to one of the following energy types: acid, cold, electricity, or fire. Your resistance is equal to half your character level (minimum 1). If you already resist that energy type, your resistance instead increases by 1. Warm friend in a cold land: You have befriended Iliyara, a stilyagi Jadwiga and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location allowing hr to grant you the effects of this bon outside of Irrisen. When you use this boon outside of Irrisen cross it off your Chronicle sheet. Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon of the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium. Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon of your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos. You Rescued the Minotaur Prince: You rescued Nuar Spiritskin. +1 circumstance bonus to any Int or Cha based check in Absalom. Prophets Ally: You may purchase a modified properts of Kalistrade vanity.[/b] Ekujae's Blessing: Permanent endure elements (heat to 110o); Kagaze Redeemed:: Whenever you adventure in Mwangi, Sargava, the Shackles or the Sodden lands, you receive a collection of gifts that includes a vial of antiplague, a piece of +1 animal bane ammunition and a heal potion. Frozen Fortitue (#16) as a swift action get cold resistance 5+level; (or level as an immediate or heal your regular Cold resistance in HP); [b]Martyr's Shard give an item a +1 bonus and over come DR as cold iron and good for one minute Triumph Over Scales has learned draconic; +10 to confirm a crit vs a dragon or reptilian humanoid. OR get heavy fortification vs a crit from one. Nemesis of the Aspis: (#17) force Aspis to re-roll one d20 and then cross off the boon. Hill Giant (#19) use enlarge person 1/day and get some temporary hp at the same time. Siege's Resolve[ #20/b] get +1 insight to AC for 1 minute when threatened by three or more opoonents. +3 if they are giants or orcs and also affects companions. [b]Secrets of the Grave(#31) +2 to a failed save vs necromancy or an undead (retroactive) Gremlin's Token (#23): Activate for +2 on saves vs curse for 1 hour (immediate acton) [b]Ulfen Ally Up to five times I may get a scroll with a third (or lower) level bard spell on it at the start of an adventure. For free. Whispers of the Ambehollow use of Sanctuary. (two times only) Siege-Hardened(#24) +1 to damage vs demons. Cross off boon to get +3 to a caster level check vs a demon Defender of Nerosyan while in Mendev or the worldwound reduce the cost of the prestige aware while outside a settlement. 10% discount on magic items the require a Good spell as a prerequisite. Werewoilf's Resilience []Asaha has granted you the ability to call upon a lesser form of her blessing again in the future. You can check the box that precedes this boon to gain DR 5/silver for a number of rounds equal to your character level. If you also have the Celestial Lycanthropy boon, checking the box that precedes this boon also grants the benefits of Celestial Lycanthropy. #30: Snowmask induction"[b] Permanent endure elements(cold) [b]#31: Student of the Void: (limited used: 3 available) divination, stoneskin, restoration [b]#31: Wary of Space: (limited use: 2 available) +2 to save vs aberation or creature from dark tapestry. Bot me:
Khellek doesn't do much in combat. First order is to identify resistances, immunities and weaknesses of creatures, followed by their special attacks. Other than that he mostly just uses inspire courage, spells to heal (or wand if spells are all used up) and failing all other things... fires Bessie his crossbow (no point blank shot or precise shot, so his chance of hitting is...not good). |