General Discussion: Kineticist


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Designer

Rory wrote:
Fomsie wrote:
Where is the Arcane Strike qualification coming from? I believe earlier today Mark replied to a question stating that the Kineticist SLAs do NOT qualify you for Arcane Strike. That would cut a piece out of the damage totals.

I took Arcane Strike out of the comparison. If Mark said it doesn't count, then hey... I'm not sure why the spell-like abilities don't count. That's beyond my pay grade! :-)

I also fixed Feel the Burn to be +2/+2 at 6th instead of the +1/+1 carryover from levels 3 to 5. Thanks!

It doesn't count as a prereq because it isn't arcane, it's psychic.


So Mark, quick question! Is the Occult Adventures playtest going to be a single draft or multi draft format?

Like should we expect a new draft of the document before Nov. 24th?

Sovereign Court

While dependent on the CR, I have a PF bestiary with statistics (it is on my other computer at home) that has information on resistances of enemies. Something like 14% of enemies at CR 8 have an average Fire Resistance of 10 while another almost 10% have immunity and it only increases in potncy and frequency with time. Sure the Pyrokineticist can get expanded element for more blasts but it's been shown how badly the non-touch blasts pale compared to archery. Just food for thought. :D

Designer

Fomsie wrote:
Mark Seifter wrote:
Tels wrote:

I'm beginning to wonder if Mark isn't being all 'sneaky sneaky' and gave us an intentionally underpowered version of the Kineticist to see if we can't buff and break it in ways he didn't expect. Meanwhile, he's keeping the full powered one all to himself and running that one through his spreadsheets and stuff and tweaking it based off the playtest.

It would be a sneaky and yet, brilliant move.

I will say that Eram the hydrokineticist, who has over 100 hours of playtest in Skull and Shackles and has so far been a major badass, uses the current playtest build of kineticist.

To be fair, comparing all of the variants, the Hydrokineticist is also the most versatile and has the most utility on top of it's blast.

I would also question the 100 hours of playtesting to ask how much of that is actual mechanics of combat and of the remainder, what actually does he do? Not being snarky, but the class seems significantly lacking in the out of combat anything department.

It's Skull and Shackles, so without getting into major spoilers, his two top holy crap awesome noncombat factors have been cleaning the bilge faster than people thought someone with his physique could do and being awesome at drinking contests. He's gotten about as much out-of-combat stuff as the other characters, except the captain because she's the captain.


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Let's see... A fairly optimized 10th-level Kineticist could have...

Dwarf Aero-Kineticist 10:

Str 7 Dex 18 Con 22 Int 13 Wis 16 Cha 5

His to-hit with an Air Blast is... +7 BAB + 4 Dex + 1 Weapon Focus (if applicable) +1 Bracers of Falcon's Aim +1 Point-blank Shot

That's +14. Damage is 5d6+11.

He needs to suffer 3 points of non-healable damage just to have the same accuracy of a Warrior. Another 2 or 3 if he wants to compensate for his lack of weapon enhancement bonuses.

So... That's 6 non-healable damage per turn. 5 if he uses an move action. To attack once. From 30ft. While provoking AoO.

Am I missing something? Because if this is really underwhelming.

Designer

Insain Dragoon wrote:

So Mark, quick question! Is the Occult Adventures playtest going to be a single draft or multi draft format?

Like should we expect a new draft of the document before Nov. 24th?

As the playtest mentions, don't expect a second draft. However, it is possible that there will be one for some of the classes.

I will say that you have been doing great for this class so far, my kineticist brethren. We have been present in 100% of all the posted playtests so far (even the Occultist one had a kineticist), and you guys have given the most in-depth theorycrafting as well. Right now we have more posts on kineticist than the other 5 classes combined! With that in mind, I fully suspect that you will have given me the perfect tools I need by the end of the first month, so if there is a second phase, I think it's unlikely to have kineticist (that way we can get more data for the other classes). But that's only based on these first few days. A lot can change in a month!

Designer

Lemmy wrote:

Let's see... A fairly optimized 10th-level Kineticist could have...

Dwarf Aero-Kineticist 10:

Str 7 Dex 18 Con 22 Int 13 Wis 16 Cha 5

His to-hit with an Air Blast is... +7 BAB + 4 Dex + 1 Weapon Focus (if applicable) +1 Bracers of Falcon's Aim +1 Point-blank Shot

That's +14. Damage is 5d6+11.

He needs to suffer 3 points of non-healable damage just to have the same accuracy of a Warrior. Another 2 or 3 if he wants to compensate for his lack of weapon enhancement bonuses.

So... That's 6 damage per turn. 5 if she uses an move action. To attack once. From 30ft. While provoking AoO.

Am I missing something? Because if this is really underwhelming.

I am not certain based on your post, but I think you're missing that feel the burn is active for the rest of the day once you spent that much burn once. You don't need to spend the burn each round to get the bonus.


Mark Seifter wrote:
It doesn't count as a prereq because it isn't arcane, it's psychic.

Really?? Wow... I don't like that precedence, I confess.

All those monsters in the bestiary that have spell-like abilties when a goodly amount should be "psychic" but are mostly all are arcane. That is the precendence I think should be followed.

Aahhh well.. thanks for the info!

Liberty's Edge

Mark Seifter wrote:
Lemmy wrote:

Let's see... A fairly optimized 10th-level Kineticist could have...

Dwarf Aero-Kineticist 10:

Str 7 Dex 18 Con 22 Int 13 Wis 16 Cha 5

His to-hit with an Air Blast is... +7 BAB + 4 Dex + 1 Weapon Focus (if applicable) +1 Bracers of Falcon's Aim +1 Point-blank Shot

That's +14. Damage is 5d6+11.

He needs to suffer 3 points of non-healable damage just to have the same accuracy of a Warrior. Another 2 or 3 if he wants to compensate for his lack of weapon enhancement bonuses.

So... That's 6 damage per turn. 5 if she uses an move action. To attack once. From 30ft. While provoking AoO.

Am I missing something? Because if this is really underwhelming.

I am not certain based on your post, but I think you're missing that feel the burn is active for the rest of the day once you spent that much burn once. You don't need to spend the burn each round to get the bonus.

Right, but his self damage was off, at level 10 the damage he would be taking is 10 points per point of burn, so 3 burn to max out his potential Feel the Burn for his level would be 30 points of unhealable damage. If he never used Burn again for the day.


Are there more composite blasts to come in the final version? As it stands the energy blasts have none together nor do earth/cold earth/lightning or water/air.

Liberty's Edge

Rory wrote:
Mark Seifter wrote:
It doesn't count as a prereq because it isn't arcane, it's psychic.

Really?? Wow... I don't like that precedence, I confess.

All those monsters in the bestiary that have spell-like abilties when a goodly amount should be "psychic" but are mostly all are arcane. That is the precendence I think should be followed.

Aahhh well.. thanks for the info!

There is the notification of the difference in Arcane, Divine and now Psychic scrolls as well. It makes sense, however, I just hope that with this book they actually make a clear effort to ensure everything is backwards compatible and any things, such as Arcane Strike here, are addressed... so we don't have more cases of divine charisma based casters being forced to use wisdom for certain spells simply because they are from an earlier source and a simple adjustment statement was not included in the new book.


Pathfinder Adventure Path Subscriber
Mark Seifter wrote:

...

That said, if anyone can find a build that is outperforming a topped-out fighter archer without spending burn, please let me know so I can make some adjustments. It is my intention that such a build should not exist. That gives me lots of wiggle room for more cool utility stuff, skills, and that kind of fun stuff!

I have to say I love the Kineticist. Love the concept and love playing one :)

Since numbers were bought up I would add that I don't expect one to be a DPR king by any means.

How about a level 6 snapshot?
20 point buy, standard compaign guidelines.
Standard wealth by level is 16,000 gold.
Average monster CR6 AC 19 Touch 12
Open area, target at 30 feet.

maths:

Using Tejon DPR spreadsheet.

In the one corner we have Joe the Archer ranger.

st14dx15cn14in10ws12ch11
..05..07..05..00..02..01
ra....+2................

4th level +1 to dex.

final (6th)
str14 dex 18 con 14 int 10 wis 12 cha 11

combat gear:
2400 +1 adaptive longbow

feats:
01-point-blank shot human bonus: precise shot
02-ranger combat style: rapid shot
03-deadly aim
04-
05-open
06-ranger combat style: improved precise shot

atk: +4(dx)+1(enh)-2(rs)-2(da)+6(bab)+1(pbs) hit: 1d8+1(enh)+2(st)+4(da)+1(pbs)
+8/+8/+3 vs. AC hit: 1d8+8 20x3

DPR 19.3 on a full attack 8.4 single shot.

In the other we have Charlie the pyro

st10dx15cn14in10ws12ch11
..05..07..05..00..02..01
ra....+2................

4th level +1 to dex.
final (6th)
str 10 dex 18(20) con 14 int 10 wis 12 con 11

combat gear:
belt of dex+2 (better than +2 con for combat purposes)

talents/feats:
01-burning infusion point-blank shot human bonus: precise shot
02-extended range
03-toughness (for extra burn)
04-???
05-spec (sub)
06-???

empower (use move action for free empower)
atk: +5(dx)+4(bab)+1(pbs) hit: 3d6+1(con/2)+1(pbs)
+10 vs. Touch AC hit: 3d6+1 20x2


Final DPR
Joe the Ranger 19.3
Charlie the Pyro 15.8 (plus possible chance of catching on fire)

Things we are not factoring in:
Cover bonus for firing over a friend. Ranger ignores this with IPS and the Pyro's DPR plummets to 9.4.
Ranger class feature (favored enemy.) Ranger DPR soars with this (as would a fighter, slayer, paladin, barbarian...etc.)

Kineticists get...(only found burning as a damage add).

This is using fire obstensibly the best element for damage.

Under best circumstances (favored enemy, target has cover, and target catches on fire) and not including any pre-buffs, the disparity gets a bit more extreme:

Final DPR
Joe the Ranger 36.4 / 14.8
Charlie the Pyro: 12.9 / 12.9

commentary:

Outside of combat the ranger has 6+skill points, a party buff or combat pet and limited spell access. Plus wand use without having to make a UMD check or spending the points on the UMD skill which he can easily afford anyway.

This is not going silly with combat gear (bracers of falcon's aim) or pre-buffing (gravity bow) which the ranger has access to but the kineticist does not. Granted in society play bracers of falcon's cheese are banned.

At 8th level the kineticist gains access to composite blasts. For 2 burn, his burst DPR almost gets to 2/3 of what the ranger was doing 2 levels ago at 6th. And it's likely the ranger instead picked up either Manyshot for a massive DPR increase or Clustered Shots to get through pesky DR.


Oh just for the heck of it I made a fighter archer using nothing but core.

more maths:

combat gear:
2400 +1 adaptive longbow

feats:
01-point-blank shot human bonus: precise shot
02-bonus feat: rapid shot
03-weapon focus: bow
04-weapon specialization bow
05-deadly aim
06-bonus feat


Fighter DPR: 28.98 / 12.15. 2.5x better than kineticist on a full attack, a little worse on a single shot.

EDIT: Did not include burn. My pyro would not take 12 points of non-healing able damage for a better chance to hit (doesn't need it) or 2 points of damage. But if she did the DPR increases to 11.6 or 17.4 with Empower. 13.0 and 19.5 if no cover (add 3.5 to include being on fire)


Mark Seifter wrote:
Insain Dragoon wrote:

So Mark, quick question! Is the Occult Adventures playtest going to be a single draft or multi draft format?

Like should we expect a new draft of the document before Nov. 24th?

As the playtest mentions, don't expect a second draft. However, it is possible that there will be one for some of the classes.

I will say that you have been doing great for this class so far, my kineticist brethren. We have been present in 100% of all the posted playtests so far (even the Occultist one had a kineticist), and you guys have given the most in-depth theorycrafting as well. Right now we have more posts on kineticist than the other 5 classes combined! With that in mind, I fully suspect that you will have given me the perfect tools I need by the end of the first month, so if there is a second phase, I think it's unlikely to have kineticist (that way we can get more data for the other classes). But that's only based on these first few days. A lot can change in a month!

After all this theory crafting I think it's pretty obvious where perceived strengths and weaknesses of the class are located. Play testing will find out for us whether these are just non-applicable theory or legitimate issues.

If you don't mind could you post what you consider to be the strengths and weaknesses of the class and what you want the strengths and weaknesses of the class to be so that we can all be on the same page in terms of your intent? A post containing that would probably be best timed for the last week of playtest since it requires quite a bit of feedback to determine the viability of the document.

Silver Crusade

Forgive me if I missed this in the .pdf (I didn't see it asked anywhere in the thread so either the playtest covers it and I missed it or it just hasn't come up yet...) - but can Metamagic feats affect blasts/talents?

For example, Force Blast + Toppling Spell would be a nice combo...


I would love to see abilities that stop projectiles like stopping a hale of harrows with telekinesis or barriers of air, earth, fire, or water that blocks, deflects, or destroys such projectiles.

I would like to see an ability that lets you bypass energy resistance and do half damage vs immunity.

I think if you have control of fire, you should be able to put it out as well start it.

I think the ability to control a creature through it's blood, like bloodbending, would be awesome.

I think all elements should have options at level 1 to control there element not including there blast abilities.

I think Aether should get telekinesis at build into the class or at least much easier to get all it's abilities.

I would love to see more crowd control and utility based abilities for each element.

I would love to see a choice wich stat you base your powers, if not built into the class then through various archetypes.

I would love better skill points and bigger selection of class skills.

A lot more abilities that function like existing spells such as fly, levitate, move earth, transmute mud to rock/rock to mud, control winds, gust of wind, light, daylight, wall of ice, wall of fire, etc.

Designer

Rerednaw wrote:
Mark Seifter wrote:

...

That said, if anyone can find a build that is outperforming a topped-out fighter archer without spending burn, please let me know so I can make some adjustments. It is my intention that such a build should not exist. That gives me lots of wiggle room for more cool utility stuff, skills, and that kind of fun stuff!

I have to say I love the Kineticist.

However I don't expect one to be a DPR king by any means.

Yup! I just wanted to make sure to let everyone know that it was my express intention that we're not going to be doing more than the archer, thus giving breathing room for cool powers. If we do actually do more through some combination I didn't think of, then it's something to address!

Paizo Employee Design Manager

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Slacker2010 wrote:
Rory wrote:


Level 6: Fighter - Many Shot
Archer: +11/+11/+11/+6 4x 1d8+12
Kineticist: +11 (3d6+3)*150%+8

The archer is doing 3d8+36 (average 50) damage at +11 to hit to the kineticists 30 average damage at +11 to hit. The archer also has that +6 to hit attack hanging about PLUS a hasted attack potential.

I might have made a typo error, but it should be the correct ballpark. The kineticist is so far behind in ranged raw damage... you have a LOT of room for "more cool utility stuff, skills, and that kind of fun stuff!"

But since the Kineticist can target Touch AC you will see a huge swing in DPR in favor of the Kineticist.

Which is promptly negated when you factor in resistances, DR, criticals, etc. Accurate DPR projections are never even remotely close to being in the Kineticist's favor after the first couple levels. The class seems like it's an all day combat caster, but isn't actually that good at it. It also suffers from being so tied to its element that a single bad choice at character creation can make you useless for a fair stretch of the game (like bringing a pyrokineticist or even aerokineticist to the table and then finding out that the bulk of your opponents are tieflings and/or demons). 7th level is way too late in the game to finally be able to pick up an attack that actually works.

I think my biggest (remaining) issue is that the class has an astonishingly mediocre combat performance threshold which is supposedly making room for skill and utility facility that aren't reflected in the playtest document so far.

Liberty's Edge

Mark Seifter wrote:
Rerednaw wrote:
Mark Seifter wrote:

...

That said, if anyone can find a build that is outperforming a topped-out fighter archer without spending burn, please let me know so I can make some adjustments. It is my intention that such a build should not exist. That gives me lots of wiggle room for more cool utility stuff, skills, and that kind of fun stuff!

I have to say I love the Kineticist.

However I don't expect one to be a DPR king by any means.

Yup! I just wanted to make sure to let everyone know that it was my express intention that we're not going to be doing more than the archer, thus giving breathing room for cool powers. If we do actually do more through some combination I didn't think of, then it's something to address!

Yes but, he is not only not doing more than an archer, he is so far not even matching an archer.

I think that is part of the confusion (frustration?) here. Many of us are wondering what exactly the perceived niche for this class is.

It is one thing to test a class and say, "It does this", but it is a more informative test to test a class against a set of parameters so you can say, "It does this and performs at xxx level compared to yyy class in this regard, while falling behind zzz class here and exceeds the expectations of aaa class when in this situation".

Hints at ideas are great, however, we as testers can only test what we have and you don't get accurate results if you don't know the actual boundaries of the testing environment.


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It's not as if the exsisting archers don't have good utility either. Every class of archer has non-damage options. Rangers track, skill, cast and have animal companions.

Liberty's Edge

Well, the Fighter archer is pretty limited to only damage... as the Fighter is another class with long suffering design flaws, namely in terms of skills and secondary utility... so a comparison between them and the Kineticist seems the most direct.

If you throw in the Ranger with it's spells, AC and additional abilities, it completely upsets the apple cart.


Lemmy wrote:

Let's see... A fairly optimized 10th-level Kineticist could have...

Dwarf Aero-Kineticist 10:

Str 7 Dex 18 Con 22 Int 13 Wis 16 Cha 5

His to-hit with an Air Blast is... +7 BAB + 4 Dex + 1 Weapon Focus (if applicable) +1 Bracers of Falcon's Aim +1 Point-blank Shot

That's +14. Damage is 5d6+11.

He needs to suffer 3 points of non-healable damage just to have the same accuracy of a Warrior. Another 2 or 3 if he wants to compensate for his lack of weapon enhancement bonuses.

So... That's 6 non-healable damage per turn. 5 if he uses an move action. To attack once. From 30ft. While provoking AoO.

Am I missing something? Because if this is really underwhelming.

Some minor corrections:

- Feel the Burn costs 30 hitpoints to give +3/+3 at level 10. The 1d8 class is now a 1d2 hit die class. Whee!
- Swap DEX and CON. The to hit is MUCH more important.
- Empower Blast is Burn cost 0 if you take a full round action to blast

+16 to hit = +7 BAB +6 DEX +1 WF +1 PBS +1 Bracers -3 Deadly Aim +3 Feel the Burn

~47 damage = (5d6+5)*150%+14 (+4 CON +3 Feel the Burn +1 PBS +6 Deadly Aim)

I'm not sure how to add much more damage. You should be able to swap to an elemental form to add +DEX and +CON, it seems.

Supposedly, Composite Blasts double up damage (?), but cost Burn to do so. As such, I discount this damage avenue nigh completely as already being down 30 hitpoints, at most you can Burn 3 more points prior to being into too risky territory. (This is the part where I wish Mark would show a build and his math).

Overall, you are quite correct, I fear, for the ranged blaster side of Kineticists. They appear substantially weak.

You have a little more wiggle room with full attacking and getting haste. You can get 5d6+5+16ish for 3 attacks hasted at level 10. That's a bit better than the ranged version.

Your summary seems correct to me... for DPR comparisons at least... underwhelming. Alas.


How long does Kinetic Cover last?


I would also like to see energy resistance against your element. Aether could be resistance to force, which would be interesting or some other defense like DR.

I would like an AC boost of some kind built into the class.

Would like a water ability to grant a swim speed.

A burn point system and once your out of your limited number points then take non-lethal damage and/or ailments like confusion, shaken, daze, fatigue, etc..

A physical and touch blast options from the start at level one. Though I can't think of one for fire.

Ability to make your blast a line or cone at 1st level.

Blast range starts at 30', but increases in range with level by 10' at 3rd and every 2 levels after to a max 120'.

More healing abilities maybe earth can grant fast healing while you are touching the ground or the ability to be healed by your energy type at high levels. Aslo improved versions of kinetic healing.

Some bonus feats would be awesome.

Ability to sense the presence of creatures(as blindsight) with an elemental subtype the same as your element. Aether might sense constructs, incorporeal creatures or something else.


Melkiador wrote:
It's not as if the exsisting archers don't have good utility either. Every class of archer has non-damage options. Rangers track, skill, cast and have animal companions.

Agreed.

Ranger, Slayer, Paladin, Bard, Calvalier/Samurai, Warpriest, and Hunter all have very strong archer builds while having a large amount of Utility. In particular Paladins, Rangers, and Slayers have some of the highest DPR while also having loads of HP, utility out the wazoo, and the ability to become a switch hitter by simply taking power attack. Bards, Hunters, and Warpriests also have fairly powerful archery builds that are more in line with the DPR of the Kineticist, but are also 6th level casters. In the case of Hunters and Bards they have great skill use and other class features for utility purposes such as the animal companion and Performance. Warpriests get one of the best prepared caster spell lists and can turn empty spell slots into useful scrolls as well as a lot of Clerics.

Fighter and Zen Archer Monks weren't included in the list because they had less utility.

Maybe the point in comparison we should be using for Kineticist is the Bard Archer? The Kineticist would make the most sense with DPR higher than the Bard Archer and Utility lower than the Bard Archer.


I kind of wish that Pyrokineticists could use Deadly Aim to up their damage a bit, but the feat specifically calls out that it can't be used with touch attacks.

Mark, what do you think of the idea of taking a page from the gunslinger and making an exception that allows Kineticists of all types use Deadly Aim, and not just the standard AC targeting ones? (at least I think Gunslingers can use deadly aim...)


Fomsie wrote:

Well, the Fighter archer is pretty limited to only damage... as the Fighter is another class with long suffering design flaws, namely in terms of skills and secondary utility... so a comparison between them and the Kineticist seems the most direct.

If you throw in the Ranger with it's spells, AC and additional abilities, it completely upsets the apple cart.

Fighters get ranged combat maneuvers and enough combat feats to do archery and something other than archery.


Mark, what about combining two Composite into a great composite? Limitation being that they must share an element.

So an air/fire composite could combine with any composite using either air or fire, like an air/earth or a fire/fire.

Designer

Tels wrote:

Mark, what about combining two Composite into a great composite? Limitation being that they must share an element.

So an air/fire composite could combine with any composite using either air or fire, like an air/earth or a fire/fire.

Right now, there does exist one "great composite", using aetheric boost. Metal with aetheric boost and a few others do the most damage, pre meta.


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Mark Seifter wrote:
Tels wrote:

I'm beginning to wonder if Mark isn't being all 'sneaky sneaky' and gave us an intentionally underpowered version of the Kineticist to see if we can't buff and break it in ways he didn't expect. Meanwhile, he's keeping the full powered one all to himself and running that one through his spreadsheets and stuff and tweaking it based off the playtest.

It would be a sneaky and yet, brilliant move.

I will say that Eram the hydrokineticist, who has over 100 hours of playtest in Skull and Shackles and has so far been a major badass, uses the current playtest build of kineticist.

Mark, I have a concern regarding this. The first, is that from what I (and it seems most others) can see, Water is BY FAR the best element in the current play test rules. Combined with the fact S&S features mostly humanoids as opponents (very few of which feature resistances from my memories), it could be skewing you're results.

I have been trying to build a Level 7 Melee GeoKinetic for like 4 hours, and honestly, I keep running into a "Pay-Wall" of Burn that seems impossible to overcome.

I might just be building at an odd level, but using my "Big Gun" hits me with a massive 5 Burn in one round! (Empowered, Metal Whip Attack). Now, granted, that's me going Nova. But unlike, say, a Magus, If I miss with that attack (And as a Geo Im targeting FULL AC with a +11) I'm eating 35 non-lethal damage (In addition to the likely 14 im carrying from Flesh of Stone), and I can't try again.

Geo's really need some type of love.

Liberty's Edge

Melkiador wrote:
Fomsie wrote:

Well, the Fighter archer is pretty limited to only damage... as the Fighter is another class with long suffering design flaws, namely in terms of skills and secondary utility... so a comparison between them and the Kineticist seems the most direct.

If you throw in the Ranger with it's spells, AC and additional abilities, it completely upsets the apple cart.

Fighters get ranged combat maneuvers and enough combat feats to do archery and something other than archery.

Agreed, however, outside of an attack roll of some sort, be it damage or maneuver, a Fighter brings little to the table, so it is the most "fair" comparison to the Kineticist as is.

Same low Skill points

Entire ability set based on direct damage.

Minimal non combat utility.

Limited non damage in combat utility.

Only the Fighter has better to hit, better health, better AC in most cases, and better bonuses that don't cause self inflicted damage.

The other archer types either have more skills, more utility, more special abilities or improved attack benefits that just put them in another league from the Kineticicst as currently written.

Designer

Dexion1619 wrote:
Mark Seifter wrote:
Tels wrote:

I'm beginning to wonder if Mark isn't being all 'sneaky sneaky' and gave us an intentionally underpowered version of the Kineticist to see if we can't buff and break it in ways he didn't expect. Meanwhile, he's keeping the full powered one all to himself and running that one through his spreadsheets and stuff and tweaking it based off the playtest.

It would be a sneaky and yet, brilliant move.

I will say that Eram the hydrokineticist, who has over 100 hours of playtest in Skull and Shackles and has so far been a major badass, uses the current playtest build of kineticist.

Mark, I have a concern regarding this. The first, is that from what I (and it seems most others) can see, Water is BY FAR the best element in the current play test rules. Combined with the fact S&S features mostly humanoids as opponents (very few of which feature resistances from my memories), it could be skewing you're results.

I have been trying to build a Level 7 Melee GeoKinetic for like 4 hours, and honestly, I keep running into a "Pay-Wall" of Burn that seems impossible to overcome.

I might just be building at an odd level, but using my "Big Gun" hits me with a massive 5 Burn in one round! (Empowered, Metal Whip Attack). Now, granted, that's me going Nova. But unlike, say, a Magus, If I miss with that attack (And as a Geo Im targeting FULL AC with a +11) I'm eating 35 non-lethal damage (In addition to the likely 14 im carrying from Flesh of Stone), and I can't try again.

Geo's really need some type of love.

Is your infusion specialization not form? Next level you can get form again and then your lovely whip will be free! Free I say! (note: just the whip will be free, not the metal empower)


Rory wrote:
~47 damage = (5d6+5)*150%+14 (+4 CON +3 Feel the Burn +1 PBS +6 Deadly Aim)

Posterity Note:

There is potential for some multiple target hits. The Impale (name?) talent can hit a number of foes in a line. That can be a source of siginificant damage. Apply 47 damage to 3 or 4 foes in a round, all day long, is pretty decent.

Adding lots of debuffs (entangles, blinding, etc.) could add a lot as well, if lots of debuffs exist.

Those types of things can make a substantially lower damage threshold more appealing.

That said, blaster casters are said to be weak casters. I may not agree, but many think so. Building an even weaker blaster caster as a base character may not make a good chassis at all.

For comparison, a level 10 draconic sorcerer can easily cast (12d6+12)*150% damage blasts (empowered scorching rays) as touch attacks with 3rd level spell slots (Magical Lineage). That's 81 average damage touch attacks using their third highest spell slot. They can emergency "Burn" 5th level spell slots for 54 damage more in a round (Quickened Scorching Rays).


Yup it's form. I forgot to mention that was employing Rare earth as well (My bad). Considering that Rare Earth is one of the "Selling Points" of the Geo, I thought it was fair to include it.

Added Move action Reduction

Edit to Add Math:

Whip 2 Burn (-1)
Metal 2 Burn
Rare Earth 2 Burn
Total 5 Burn
Move Action -1 Burn
New Total 4 Burn (28 Non Lethal)

Melee Geo is Sad Geo

Suggestion: Make Rare Earth cost 1 burn to replicate Silver/Cold Iron, with an additional +1 Burn if used for Adamantine.


Quick (probably silly) question. Would all of the blasts work under water?

Also a talent suggestion while I'm here. Perhaps a greater earth sight? Essentially it stays on all the time or requires a swift or immediate action? Then one could more feasibly play a blind character, albeit needing to use a kineticist to do so. But still awesome IMO.

Liberty's Edge

Looking at some of the AoE effects possible, such as Sharding, Cyclone, Explosion, the saves are all "Dexterity based". Why is that when the save DCs and other effects are based on Constitution? While I understand that the person trying to avoid the blast is relying on their dexterity, why is the blast itself being based on the Kineticists dexterity?


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So, I tried today building some kineticist NPCs to fight the PCs in my group. I had a chance to take the adventure to some elemental themed places and a graveyard themed demiplane. In this game we have: an elven paladin, a human witch, a dwarven inquisitor, an elven ranger, a halfling druid, a samsaran oracle, and a human barbarian. All of them are 15th level, 25p buy and reasonably equiped for their level.

I made 7 kineticist NPCs for each encounter, with no magic items (it was not the intent to provide material rewards for those encounters) but with persistent magical effects that provided the same bonus as standard equipment for their level. They all were made with the same 25p buy and 15th level.

The fights ended quickly, as the NPCs had little protection from the PCs attacks. First I used pyrokineticists, each one going after one PC. That didn't go well for the poor pyros. Lack of will made them easy targets for the witch and the oracle, lack of AC made them die quickly from attacks.

At the second, I used hydrokineticists and changed tactics. They concentrated blasts into one PC at a time, managing to to kill the witch (that returned shortly after receiving a breath of life). While the fight lasted a bit longer, I felt the same issues although they avoided more attacks.

Air and earth had similar results, the DR didn't help against their magical weaponry, and although I tried using cover and distance to protect them, the PCs quickly caught up. Telekinesis made some fun moments as the PCs were bombarded with tombstones, but also not very challenging.

From this test I noticed some things:

1-This class is made for combat, but lacks survivability. The need for a free hand together with light armor makes a lousy AC. Also, withe they had some pretty decent Fort save, My NPCs had horrible Will saves. I had to spent their points in Con, Dex and Int (to have some minimum skills, like acrobatics, sense motive, and perception). I wanted them to make some amazing defenses in immediate actions, it would belong there.

2-They did good damage, similar to other classes, but had to take an awful lot of burn. It was good for one encounter, but if they had not died, they would have had a hell of a day from that point on, crippled by permanent damage. That said, if burn were recovered on a encounter basis, things could go better.

3-I wanted more feats to build them. Some bonus feats would be welcome, and not by far overpowering. While they were made for combat, they had no utility options (as they were never supposed to live to use them) But it felt like the number of wild talents was right for combat. I would create a separate pool for utility talents.

4-Their attacks made quite a visual effect. More options of area attacks and multiple attacks would be welcome.

Conclusion: The class has a beautiful concept, can grow much in power and still be balanced. There is ample room for swift and immediate actions talents, and some combat improvements.

Paizo Employee Design Manager

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Dexion1619 wrote:


Mark, I have a concern regarding this. The first, is that from what I (and it seems most others) can see, Water is BY FAR the best element in the current play test rules. Combined with the fact S&S features mostly humanoids as opponents (very few of which feature resistances from my memories), it could be skewing your results.

I'd kind of been tip-toeing around that same idea myself, but basically, Skull & Shackles is nothing like any other AP I've played. It's... weird. It's very combat light through the first book, doesn't have the breadth of creature types I'm accustomed to seeing elsewhere, and it's almost as though the Hydrokineticist was tailor made for that AP, which may give the character a "shine" that it wouldn't possess in other environments.

Liberty's Edge

OK, the wording on Impale is also a bit contradictory;

Impale wrote:
You extend a long sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30' line, staring with the closest target.

OK, seems simple enough, by that wording you make an attack roll against each target in the line.

Impale wrote:
If the result is a critical threat, roll to confirm only against the first target you hit

Now it seems as if the intent was a single attack roll against ALL the targets, but a crit would only effect the first one in the line? It says if THE result is a critical threat, singular.

Just curious what the intent is there. Is it supposed to be, "Roll one attack against each single target in the line, and only the first attack can be a critical threat". Or is it "Roll a single attack to hit all of the targets in a line, and only the first target can be critically hit".?


now that I take a closer look, why can't a geokineticist (put my vote in for it) or any other kineticist take vital strike on their blast.

Earth Blast (Sp): You shape earth into clumps or jagged
shards and send it f lying at a foe as a ranged attack..... Spell resistance does not apply.

vital strike
Benefit: When you use the attack action, you can make
one attack at your highest base attack bonus that deals
additional damage......

so someone better at rule laws then me, could you explain how the bold part of earth blast doesn't qualify for the bold part of vital strike

Shadow Lodge

A couple of thoughts I have about this class, and how to really make it fun.

1. Same camp as many: Geo is the way to go none of this Terra nonsense.
2. Kinetic Fist needs a new name Elemental Body, or Kinetic Embodiment maybe.
3. Elemental Fist, Kinetic Whip, and Kinetic Blade need to be persistent effects with a rounds per level, or until dismissed duration to make them really worth it. Also give us 2 handed and double weapon form infusions.
4. Feel The Burn could be worded more clearly to indicate that the bonus is persistent until the burn is healed, and as I suggested a page or 2 ago, allow the burn bonus to act as the enhancement bonus on a weapon for purposes of overcoming DR. by 15th level we gain the ability to bypass alignment DR at an opportunity cost of 5xlevel nonlethal. I think thats pretty reasonable and will clear up any complaints about DR.


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Some baseline theory crafting makes me think this class needs some big buffs.

Relying on Feel the Burn to keep your attack on-par with a Full BAB class totally destroys the character. Average HP, unmodified by Con or other feats and abilities, subtracting max Burn for FtB:

Level 1: 8
6: 24.5
10: 18.5
16: -4.5
20: -26.5

Just some small numbers to point out that Burn should NOT be required to keep the Kineticist on par with the attack levels of other classes.


An option to do non-lethal with the blast.

An ability for earth to create crystal shards(piercing) that has additional effect like sleep, bleed, slow, etc.

Light based blast ability that blinds and does more damage to undead(especially vampires) would be awesome.

A holy blast that does extra damage vs evil outsiders. Also other aligned blast as well.

Ability to summon creatures with your blast would be nice.

Ability to create tendrils of water like the octopus defense in Avatar the Last Airbender.

Earth element ability to control plants and plant creatures.

Some divination abilities would cool like stonetell for earth, scrying/greater scrying for water, etc.

More options for unarmed and weapon abilities.

Abilty to create a 30' burst effect centered on user plus additional effects like knockback, stun, entangle, etc.


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Mark: I'm really confused here, because you keep saying you want to keep damage low so that there can be cool toys/utility. The problem:

-Fighter Archers have utility
-Kineticists do not (at least in comparison)

From the posts I have seen, people are struggling to push damage past what an expert npc class (posted on p11), and they at least get 6 skills/level and aren't restricted to a single element (or burning themselves extreme amounts to push composite blasts, or taking a severe dpr hit to use another elements basic blast assuming the target isn't also immune).

So I guess I have to ask: how do you see this class playing? What is its 'point'? How does it fit into a group in pathfinder?


Mark: Why are you using archers as a basis for the DPR, when a gunslinger is far better at the job, with touch attacks, and has some useful utility themselves? Balancing around the fighter is generally a bad idea as is, but basing this class's damage on it seems extra problematic.

Shadow Lodge

I will just put in a humble request that if there is a second draft of the Playtest Document, I hope it gives few more Wild Talent choices for the current iteration of the Kineticist so we PFS folks have something a bit more fleshed out to play with until the finalized iteration is released.


Ssalarn wrote:
Dexion1619 wrote:


Mark, I have a concern regarding this. The first, is that from what I (and it seems most others) can see, Water is BY FAR the best element in the current play test rules. Combined with the fact S&S features mostly humanoids as opponents (very few of which feature resistances from my memories), it could be skewing your results.
I'd kind of been tip-toeing around that same idea myself, but basically, Skull & Shackles is nothing like any other AP I've played. It's... weird. It's very combat light through the first book, doesn't have the breadth of creature types I'm accustomed to seeing elsewhere, and it's almost as though the Hydrokineticist was tailor made for that AP, which may give the character a "shine" that it wouldn't possess in other environments.

Reminds me of Paladins in Carrion Crown.


well i 'm writing this while i'm on th epage before still reading but I'm pretty sure I'll forget it otherwise before I catch up.

Some people have been saying Burn giving ability to bypass DR would be cool. and somepeople seem to have been wanting some way to bypass resistance.

Of the two, I feel like burn helping bypass resistances makes more sense. Since your body is building up with more energy than your adapted to and as a result your abilitie sare strengthened. Blasting through resistance because your body is burnt seems cool..
I don't know what an aetherist would get though

Two questiosn

also i read earlier in this thread something about
1 infusion 1 form per blast? I can't seem to actually find that anywhere inthe pdf though. So is that accurate? or can you put in as much as you like as long as yo ucan handle the burn ratio?

second question.
The specializatio nthat reduces form/infusion burns. I'm not quite sure is that "reduce the selected (form or inufsion type) burn from the total score per blast used" i.e if i put on a few things does it reduce from the total cost only. or does it reduce each application? (assuming you can apply more than just 1 infusion 1 form)


There are some class examples to balance the kineticist:

The Ranger:

Combat: Full BAB, access to good all day ranged damage, that can be improved later by limited abilities (spells). Reliable in close combat and has circumstantial bonus (favored enemy).
Utility:Has lots of utility power (wild empathy, nature bond, 6 skills with wide selection, favored terrain, woodland stride, spells, etc...)
Defense: d10 HD, medium armor and shields, minor healing magic, minor protective magic, evasion and improved evasion.

The Summoner:

Combat: medium BAB, access to good all day ranged damage (the eidolon), that can be improved by limited abilities (spells). Reliable in close combat (eidolon).
Utility:Has lots of utility power (evolutions, high Cha, summoning, spells that can transport anywhere, etc...)
Defense: d8 HD, light armor, medium healing magic, good protective magic, double HP pool.

Both classes fill similar niches, providing ranged damage reliably while having flavorful features. While they can do their job all day, they can burn up /day resources to excel. Those resources, however do not reduce their power after used, so they can keep doing their regular job afterwards.

I can understand being cautious from a design point of view around a class that has many "at will" abilities, but regarding combat balance, most of the time anything past 5 encounters/ day won't matter much. So, I would suggest to give the class some new toys, no need to fear a bit more of power.

Paizo Employee Design Manager

Heladriell wrote:

There are some class examples to balance the kineticist:

The Ranger:

Combat: Full BAB, access to good all day ranged damage, that can be improved later by limited abilities (spells). Reliable in close combat and has circumstantial bonus (favored enemy).
Utility:Has lots of utility power (wild empathy, nature bond, 6 skills with wide selection, favored terrain, woodland stride, spells, etc...)
Defense: d10 HD, medium armor and shields, minor healing magic, minor protective magic, evasion and improved evasion.

The Summoner:

Combat: medium BAB, access to good all day ranged damage (the eidolon), that can be improved by limited abilities (spells). Reliable in close combat (eidolon).
Utility:Has lots of utility power (evolutions, high Cha, summoning, spells that can transport anywhere, etc...)
Defense: d8 HD, light armor, medium healing magic, good protective magic, double HP pool.

Both classes fill similar niches, providing ranged damage reliably while having flavorful features. While they can do their job all day, they can burn up /day resources to excel. Those resources, however do not reduce their power after used, so they can keep doing their regular job afterwards.

I can understand being cautious from a design point of view around a class that has many "at will" abilities, but regarding combat balance, most of the time anything past 5 encounters/ day won't matter much. So, I would suggest to give the class some new toys, no need to fear a bit more of power.

Considering that they're putting out a new version of the Summoner in Pathfinder Unchained that was written specifically because the original Summoner is considered overpowered, I wouldn't expect that as a balance point.

However, the Ninja, Inquisitor, Ranger, Zen Archer, Paladin, Samurai, Gunslinger, Slayer, Hunter, and Bard all make excellent points of comparison. Pretty much all of those classes can easily match or even substantially exceed the Kineticist's DPR, while simultaneously providing other substantial benefits to the party that the Kineticist currently seems to have no answer to.


Mark Seifter wrote:


I will say that Eram the hydrokineticist, who has over 100 hours of playtest in Skull and Shackles and has so far been a major badass, uses the current playtest build of kineticist.

When you playtest, are you actually playtesting or are you playing happy fun story time?

If I had 100 hours I could probably complete half (maybe more) of the combat encounters in skull and shackles, and you say eram is level 5?

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