General Discussion: Kineticist


Rules Discussion

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As a final note, the lists of effects that I included above are not all inclusive, just stuff off the top of my head as I was writing.

I also do not expect that all of the stuff above should make it into the base class; a great deal of it would work well as an archetype. I could easily see an archetype for each element that excludes the others. At the same time, I could see an archetype that focuses on summoning and dominating elementals to serve it, while maintaining only limited blasting capabilities.

Over all, I think the Kineticist chassis is going to prove to be very archetype friendly and, with it's elemental theme, it could have a lot of versatility when it comes to character ideas.

Oh! One more thing, is there any way for the Kineticist to get some backwards compatibility with other things in the game? The elemental Fist and the Dragon/Janni/Shaitan/etc. style feats would all be great fun for the Kineticist. Prestige classes like Dragon Disciple would also be interesting little combos.

[Edit] Gonna just... leave this here....


okay just went back through every single one of marks post and couldn't find the one where he said that kinetic blade/whip/fist provoked attacks of opportunity, admittedly i was rushing a little so if someone finds it can you post it so we can confirm it because currently it looks like we may have randomly added it for no reason.


I agree that materials should apply, and honestly don't feel that we should restrict using alchemical items to increase a TK's damage. After all, you paid for that flask, and at the levels that it increases your damage by enough to matter you paid quite dearly for it. I feel that letting magic weapon properties be used would be a mistake, and would argue RAI that a magical weapon left unatended wouldn't exhibit the same effects as one being held and used. I could also see adding a feat to spend a move action or some burn to activate a magical weapon in a telekinetic hand as Dancing Blade, to use the weapons normal effect but no added blast damage.

With that in mind, I'd also be okay with seeing different damage levels for different blasts as Tels has stated. If this is the case, then TK could take a slight damage hit to balance these effects.


Lemmy wrote:
Rynjin wrote:

You gain a few things:

-Multi-target options.
-Vital Strike compatibility
-Potentially higher damage (if all hit and even out to about average 16d6+2*Con is an average of 56 plus double mods, versus a flat 48 plus one mod).
-Better image (Mustang or Avatar-esque repeated fire throwing > Spirit Bomb)

Wouldn't Vital Strike be too much, though? Admittedly, it would only bring the blast damage to Fireball levels, but doing it for free, all the time, every time might be somewhat excessive...

Then again... Blasting is all the Kineticist does. So maybe it's okay.

I don't think so. It's single target for most elements, and Fireball is hardly the king of damage as-is. It would be an amazingly powerful single shot at higher levels (20d6 with VS, 30d6 with IVS, and 40d6 with GVS), which coincidentally...all makes it only as powerful as a single max level Disintegrate.


some shiny stuff there.

I still support the idea of changing burn so you get a set amount free, then it starts damaging your con stat. Honestly I still kind of support the idea of the 3+con being it. anything past that starts burning your con straight up. This allows you to use more than a few burns without damaing yourself emmensly but still scre you up if you play with it too much. It would take some rebalancing perhaps? I can't tell if this class is meant to be high damage or not right now so maybe it'd push the burnability too high for what they want.

Though I'd prefer an alchemist sorta zone... Droping the spell infusion stuff for infinate blastings but still high skill value...

This class more than any other screams artillery and scout in one. I'd love to have enough skills to be useful as a scout along with the atypical rogue type. Or enough skill points to be useful as the guy who hangs way back and watchs over the group


Regarding alternatives to burn, perhaps rather than something like grit, ki, or arcane resevoir, Kineticists have a buffer zone of burn that lets them pull their fancy tricks, but going over this buffer causes them to take nonlethal damage. The buffer regenerates by hour or during an extended rest period.


I can see people taking advantage of that with Aether's defense, we'd need to hard cap that one. Then your going to see most people, outside of a nearly TPK scenario, playing the class as one use an hour powers, and demanding hour long rests between encounters and so forth. I had a party of vamps and they timed how long a full heal took using their fast healing. They'd go hide in a closet between fights to be fully on top of the next challenge. Same problem here, it could unnecessarily slow progress.


Perhaps a more general question than that of purely a Kineticist concern... Mozilla, the pyrokineticist kitsune, uses Fox Form. He then uses Elemental Body IV from the Greater Kinetic Form. Presumably, the forms are not compatible and one or the other template must dissappear. This then makes the extra +4 to hit from being a small fox dissappear. Thus the only significant mechanical benefit to being a firefox is lost if you use one of the best powers a Pyro gets. Just making sure I have that correct, since someone earlier was saying a size small fox would make an excellent kineticist.
And yes, I'm assuming a feat that allows blasts with no hands.


Shiroi wrote:
I can see people taking advantage of that with Aether's defense, we'd need to hard cap that one. Then your going to see most people, outside of a nearly TPK scenario, playing the class as one use an hour powers, and demanding hour long rests between encounters and so forth. I had a party of vamps and they timed how long a full heal took using their fast healing. They'd go hide in a closet between fights to be fully on top of the next challenge. Same problem here, it could unnecessarily slow progress.

To be fair, in the case of the vampires, that's pretty justifiable. Even if they have lots of hp and only Fast Healing 1, it shouldn't take them more than a few minutes to be fully healed.


The Fox Kitsune build would still be strong for a Geokineticist since their Elemental Form is fairly useless. Not nearly as thematic, admittedly.


yeah.. I vote keep the regen rate to sleep cycle only, like everything else really.

but I still really want a few free uses that scale as you level (like the 3+con mod max they have, and anything more burns like the dickens kind of set up. I mean with that yo uget some free novas, or heals (etc) before it starts affecting your life. and by reducing con by 1 it still reduces HP amount (but by every 2 burn instead of 1), though it will also affect fort saves (but really given the flavor it should and how nice your fort save is already).
Even if not that specific thing. Usuability is pretty rough for the moment.

Or an increase in base ability so you don't need to burn as much for an effective baseline.

On kenetic healer.
Has anyone really used it much? Does the healing typically outstripe the current loss via the burn hp?
I know if there was some freer uses per day then my Aetherist would be a healer before failing in someway (maybe captures but healing therebels, eventually kinda liking them but snaps when they're killed enmass by the kings' army and slaughters them. There by no longer feeling like a healer and just a murderer so he switchs professions)
Though as it stands the amount you lose via healing is a bit rough looking maybe

On kenetic form

Am I the only one who read that at first as "you gain the elemental properties" to mean that you don't transform into the elemental, your budy just gains properites of it but you stay in your form? Just with energy blasting out. Ala Jean Gray/Phoenix, or Iceman.
Which was why it just said properites, but you don't get the movement types-because you werent actuall ytransformed


Have I missed something? Can the kineticist actually use its blasts forever, every round with no max use?
I keep looking for an update where it limits the amount per day or perhaps a resource points system.
At 7th level (just to pick one element) a fire Kietecist with a con of 16 seems to be able to chuck a 4d6+7 blast every round with no max usage , and its a ranged touch attack. This is the equivalent of a 6d6 attack...at 7th level....every round...forever.
This cant be right? Again, did I miss the limit? Perhaps it didnt download into my guide? Heck spend a little burn (2 points for blue flame) and now its a ranged attack doing 8d6 +14, this of course is equivalent to a 12d6 blast...again...7th level and he takes 14 points of non lethal.
Isnt this a bit much into the OP category?
No class should be pumping out these kind of heavy attacks (in relation to level) ranged touch every round forever with no limit.
I am thinking I have missed something or misread.
Please correct me.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Tels I'm liking what your saying alot, and I agree that that's how each of the fields should function mechanically.


It could go either way on whether you get the stat change but no physical difference or the full transformation. I see a huge problem with making huge form at will a thing. Consider the geokineticist build using kinetic fist I posted a few pages back. Being huge affects the squares you threaten and your unarmed strike dice size. He gets infinitely more nasty with those changes.... but doesn't fit in the building anymore. I'd personally make it just the stat changes, because I had enough problems getting my size large sythesist summoner around. Also solves questions of having hands as an elemental, and would let the firefox form operate as intended.

Grand Lodge

Halfway-Hagan wrote:

Have I missed something? Can the kineticist actually use its blasts forever, every round with no max use?

I keep looking for an update where it limits the amount per day or perhaps a resource points system.
At 7th level (just to pick one element) a fire Kietecist with a con of 16 seems to be able to chuck a 4d6+7 blast every round with no max usage , and its a ranged touch attack. This is the equivalent of a 6d6 attack...at 7th level....every round...forever.
This cant be right? Again, did I miss the limit? Perhaps it didnt download into my guide? Heck spend a little burn (2 points for blue flame) and now its a ranged attack doing 8d6 +14, this of course is equivalent to a 12d6 blast...again...7th level and he takes 14 points of non lethal.
Isnt this a bit much into the OP category?
No class should be pumping out these kind of heavy attacks (in relation to level) ranged touch every round forever with no limit.
I am thinking I have missed something or misread.
Please correct me.

The math has been done on it, and despite that sounding powerful, the Kineticist gets out damaged by an archer Bard or even an archer Expert.


Jeff Merola wrote:
Halfway-Hagan wrote:

Have I missed something? Can the kineticist actually use its blasts forever, every round with no max use?

I keep looking for an update where it limits the amount per day or perhaps a resource points system.
At 7th level (just to pick one element) a fire Kietecist with a con of 16 seems to be able to chuck a 4d6+7 blast every round with no max usage , and its a ranged touch attack. This is the equivalent of a 6d6 attack...at 7th level....every round...forever.
This cant be right? Again, did I miss the limit? Perhaps it didnt download into my guide? Heck spend a little burn (2 points for blue flame) and now its a ranged attack doing 8d6 +14, this of course is equivalent to a 12d6 blast...again...7th level and he takes 14 points of non lethal.
Isnt this a bit much into the OP category?
No class should be pumping out these kind of heavy attacks (in relation to level) ranged touch every round forever with no limit.
I am thinking I have missed something or misread.
Please correct me.

The math has been done on it, and despite that sounding powerful, the Kineticist gets out damaged by an archer Bard or even an archer Expert.

But the archer bard or archer expert has to hit a real AC, not a touch attack..this balances how often the classes hit. But I agree archers are over the top, but we are putting other casters now even farther behind in the dps mechanic with this limitless blaster that will never run out of blasty spells no matter how much they use them. This to me is overshadowing the other casters. We have a few too many monsters as it is...flooding the playing field with even more just makes things worse. I mean of course in a home game this is completely not relevant as a GM can just say whoa! I guess my perspective is geared more to the PFS, where Powergaming tends to run a little higher (nature of the beast) and I just cant see how this is ok. Not even a 7th level archer pumps out a 12d6 attack even if that part is limited. But I really beleive if the Kintecist is only targetting touch, he will hit more often and thus even the playing field or surpass in sustained damage. This is just poo pooing on other casters to me. There needs to be a limit, or a rescource mechanic, they shouldnt be able to blast unlimited forever. No other caster in the game can do that.


The kineticist needs more power and versatility, specially at early levels. Playtest reports have shown that until round level 6 the class feels very incapable of helping effectively. And unable to represent several iconic abilities of kineticists.


Halfway-Hagan wrote:
stuff

As a note for it. Not all the blasts target touch actually. 2 of the elemnts have no way of doing so actually.

it looks like a lot of damage but sadly in the end it isn't all that much compared to most anything else that does this.

As for comparing to spell casters. They are spell casters lots of things they can do. At the moment Kineticists really only blast and not much else.. nor can they do iteratives (baring Blade and such but man that is a dangerous game for the payoff)


Halfway-Hagan wrote:
Jeff Merola wrote:
Halfway-Hagan wrote:

Have I missed something? Can the kineticist actually use its blasts forever, every round with no max use?

I keep looking for an update where it limits the amount per day or perhaps a resource points system.
At 7th level (just to pick one element) a fire Kietecist with a con of 16 seems to be able to chuck a 4d6+7 blast every round with no max usage , and its a ranged touch attack. This is the equivalent of a 6d6 attack...at 7th level....every round...forever.
This cant be right? Again, did I miss the limit? Perhaps it didnt download into my guide? Heck spend a little burn (2 points for blue flame) and now its a ranged attack doing 8d6 +14, this of course is equivalent to a 12d6 blast...again...7th level and he takes 14 points of non lethal.
Isnt this a bit much into the OP category?
No class should be pumping out these kind of heavy attacks (in relation to level) ranged touch every round forever with no limit.
I am thinking I have missed something or misread.
Please correct me.

The math has been done on it, and despite that sounding powerful, the Kineticist gets out damaged by an archer Bard or even an archer Expert.
But the archer bard or archer expert has to hit a real AC, not a touch attack..this balances how often the classes hit. But I agree archers are over the top, but we are putting other casters now even farther behind in the dps mechanic with this limitless blaster that will never run out of blasty spells no matter how much they use them. This to me is overshadowing the other casters. We have a few too many monsters as it is...flooding the playing field with even more just makes things worse. I mean of course in a home game this is completely not relevant as a GM can just say whoa! I guess my perspective is geared more to the PFS, where Powergaming tends to run a little higher (nature of the beast) and I just cant see how this is ok. Not even a 7th level archer pumps out a 12d6 attack even if that part is...

Any attack that targets Touch also has to deal with SR; touch-based Kineticists /will/ be taking the Spell Penetration feats and making love to them.

An actual blaster-caster is going to severely out-damage the Kineticist on a per-shot basis. At 10th level a baseline Fireball is 10D6 and has lots of options to go higher; at the same level a Kineticist's basic touch-based blast is 5D6+1/2 Con. Any caster focused on blasting worth their salt is going to be hitting for far more than 10D6 too, while the Kineticist currently has no real form of damage augmentation.

Do note that the 12D6 attack is going to require 11th level and is quite literally suicidal, as it drains the Kineticist's HP to fire. So it's not something that can be fired all the time; the Kineticist's sustainable attack at that level is half of that. And while the archer doesn't fire a 12d6 attack, he has much better static bonuses, more sustainability, and-this is the important part- more than one attack per round. As-is, the only way for a Kineticist to get multiple attacks per round is to close to melee range and make use of Kinetic Blade/Whip.


Zwordsman wrote:


On kenetic form

Am I the only one who read that at first as "you gain the elemental properties" to mean that you don't transform into the elemental, your budy just gains properties of it but you stay in your form? Just with energy blasting out. Ala Jean Gray/Phoenix, or Iceman.
Which was why it just said properties, but you don't get the movement types-because you weren't actually transformed

no that is exactly how I read it as well and probably wouldn't have changed if someone didn't tell me I was wrong, so yes it needs clarified because it can be confusing.

Halfway-Hagan

the math has been done at lvl 7 you get a 4d6+(1/2)con mod and they have to beat spell resistance and elemental resistance if you want to target touch, no composite blast targets touch, and any blast not targeting touch has a 50% or greater miss chance unless you work pretty darn hard to get to hit bonuses.

the composite blast get 8d6+8+con mod they get no other bonus damage from anything and at best have a +13 to hit that is a 30% miss chance and that is the best we can get. and we get a single ranged attack a round compared to a archers 2-4 attacks and only has a 20% miss chance on 2 or 3 of those attacks


Theres also the thought that this caster can wear light armor which is nice. and unlike the archers he can move and do this every round, which an archer while pumping out good damage does more when they dont move for full round actions (the multiple attacks) and then thereis this caster can always cast defensively and blast and not provoke, where an archer has to move out of a foes reach (higher level it gets more and more that its not just 5 ft reach) without having to spend feats to shoot within threat and not provoke. You can sunder a bow, you cant sunder/disarm an archer but not the Kineticist, so theres more dynamics to it than just standing still and pumping out dice, AND an archer will be spending rescources on his gear (bow) to make things better, the kinetecist doesnt have to enchant a weapon to do so. But with all that said, the kinetecist appears to be a full caster type that can go well beyond ANY other caster in terms of sustained or burst damage. He has no equal..and I dont think that should have been the goal with this class.

But its just my opinion.


Halfway-Hagan, something you're forgetting is that the 'touch AC' blasts all have to deal with elemental resistances, especially fire. Fire is the most commonly resisted element in the game, and the most common element creatures are flat-out immune to. That means a Pyrokineticist, as he exists currently, is the worst kineticist to be, because there will be many, many points in the game where his character is straight up useless in a fight. Then, to top it all off, he has to deal with Spell Resistance.

On the flipside, you have the 'normal AC' blasts, like with Geokinetics or Telekinetics. These guys don't have to worry about energy or spell resistance. However, they have to worry about normal AC, and damage reduction. This is huge for them as the class has no method of increasing its accuracy, outside of killing himself to do so via Feel the Burn. Nearly all of the builds shown made so far that I've seen, have the characters using, at best, a 60% hit chance with their non-touch AC blasts.

So, 40% of the time, the blast results in a miss, meaning no damage. Then, you have DR to deal with, and the physical blasts can't bypass DR (other than magic), with the exception of the Rare Metal Wild Talent and even then, that's only DR based off a metal material, like silver or adamantine. So a telekinetic picks up a sword an throws it at someone for 5d6+6 points of damage; only the creature has DR 10/good. So instead of 23 points of damage, he deals 13 points of damage, and, next round, he misses.

Archers deal with normal AC too, but the Archer is likely to hit with an 80% chance or higher on his first attack, and he has multiple attacks. Each attack may deal less damage than a single blast of the Kineticist, but, due to multiple attacks, their damage will be higher over-all. On top of that, as a weapon, it will bypass DR in more forms than the Kineticist will.


You should either try playing it or look at all the math in this thread. The class looks strong at first because of the amount of dice, but it actually has fairly low damage.


Tels wrote:

Halfway-Hagan, something you're forgetting is that the 'touch AC' blasts all have to deal with elemental resistances, especially fire. Fire is the most commonly resisted element in the game, and the most common element creatures are flat-out immune to. That means a Pyrokineticist, as he exists currently, is the worst kineticist to be, because there will be many, many points in the game where his character is straight up useless in a fight. Then, to top it all off, he has to deal with Spell Resistance.

On the flipside, you have the 'normal AC' blasts, like with Geokinetics or Telekinetics. These guys don't have to worry about energy or spell resistance. However, they have to worry about normal AC, and damage reduction. This is huge for them as the class has no method of increasing its accuracy, outside of killing himself to do so via Feel the Burn. Nearly all of the builds shown made so far that I've seen, have the characters using, at best, a 60% hit chance with their non-touch AC blasts.

So, 40% of the time, the blast results in a miss, meaning no damage. Then, you have DR to deal with, and the physical blasts can't bypass DR (other than magic), with the exception of the Rare Metal Wild Talent and even then, that's only DR based off a metal material, like silver or adamantine. So a telekinetic picks up a sword an throws it at someone for 5d6+6 points of damage; only the creature has DR 10/good. So instead of 23 points of damage, he deals 13 points of damage, and, next round, he misses.

Archers deal with normal AC too, but the Archer is likely to hit with an 80% chance or higher on his first attack, and he has multiple attacks. Each attack may deal less damage than a single blast of the Kineticist, but, due to multiple attacks, their damage will be higher over-all. On top of that, as a weapon, it will bypass DR in more forms than the Kineticist will.

Will I do see this, these are the same issues a normal caster has to deal with, and though a some casters might be able to pump a larger alpha strike they cannot come remotely close to the sustained damage output of the Keneticist as they will run out of spells of that caliber and he never will. Over the course of an adventure this is huge. Every fight, every round in every room. No other caster can compare, as as far as SR and resistances, other casters have to deal with these as well. Is he an archer? No..but no one is. As I said before we all know no one punches damage like the archer classes sustained. But he does have more dynamic advantages in many situations that again can bring him close to par, but compared to other more pure casters...he leaves them in the dust I think.. Every round, every fight all night/session long he is pumping out respectable damage output. Other casters are limited by resources. None of them can do that. The psychic which looks to be a nice dps class is still limited bu spell slots, and once hes out...hes out. And if he casts at every enemy in every fight he will be out very very quickly. Not so with the kenetecist.

But those are my thoughts, we shall see how the play test in PFS goes. Things on paper sometimes dont translate to what happens in the game, so either side could prevail.

Silver Crusade

Tels wrote:

Telekineticist

Arguably the hardest element to nail down, because Telekinetics has been portrayed in many varied and different ways. There is, of course, the infamous Carrie series, but in the Carrie movies, it's limited almost soley to hurling things and rough manipulation. Closing doors, knocking things down etc. A master of fine manipulation Carrie is not.

On the flip side, you have characters like Jean Grey who are able to use telekinesis to manipulate atoms to re-shape things. This is a bit extreme, but might be cool for high level telekinetics as someone mentioned earlier, for a disintegrate like effect.

Then you've got Push and Chronicle. When I think telekinesis, I think of Chronicle and Push. From forming telekinetic barriers to stop bullets, to waves of energy throwing things backward, to crushing a car by clenching your hand. Like hydrokinetics, telekinetics should be versatile, but not ovwhelmingly powerful. Telekinesis should be the progenitor of all other kinetics, so it should be able to dabble a little in each realm.

The telekinetic should be able to lift huge boulders, like a geokinetic, or lift himself and fly, like an aerokinetic. Both should be better at this than the telekinetic, with the geokinetic having finer control over the boulders, and the aerokinetic being faster and more maneuverable, but the telekinetic should still be able to do it. He should be able to move water and ice and even shape it, but the hydrokinetic should be better. He can part flames, and extinguish fires, but not to the same degree a pyrokinetic can. Damage is not strictly the only method by which a telekinetic can fight either. He should be able to pin down foes with his mind, trip them, disarm them, push them off ledges, hurl them through the air et cetera, et cetera. Discarded weapons should be projecticles for the telekinetic, as he is able to throw spears, swords, rocks, pebbles, bullets, arrows, boulders, icicles, you name it, he can throw it. But he doesn't need to throw only objects...

I agree with Tels and would like to point out that I completely overlooked both Push and Chronicle as sources of inspiration. I think another source of inspiration for the telekineticist is Elfen Lied. The vectors used in the series are a great example of telekinesis in action (especially when Lucy is first introduced). Even if you don't go with Jean Grey as a good example, the vectors of Elfen Lied are an excellent example of what Tels is getting at with this post with what a telekineticist can and should be able to do.


Heladriell wrote:
The kineticist needs more power and versatility, specially at early levels. Playtest reports have shown that until round level 6 the class feels very incapable of helping effectively. And unable to represent several iconic abilities of kineticists.

Agreed.

There might be a problem with the Kineticist class power spikes.

If Infusion Specialization moved down to a 2nd or 3rd level class ability, it would make a significant difference.

Insain Dragoon, suggested Expanded Element be a 7th level class feature.


4d6+7 damage is an average of 21. Not that great at 7th level (the average CR 5 enemy has around 60 HP, for comparison. CR-2 mooks can't even be killed in one round by the Kineticist).

Scarab Sages

Halfway-Hagan wrote:
But the archer bard or archer expert has to hit a real AC, not a touch attack..this balances how often the classes hit. But I agree archers are over the top, but we are putting other casters now even farther behind in the dps mechanic with this limitless blaster that will never run out of blasty spells no matter how much they use them. This to me is overshadowing the other casters. We have a few too many monsters as it is...flooding the playing field with even more just makes things worse. I mean of course in a home game this is completely not relevant as a GM can just say whoa! I guess my perspective is geared more to the PFS, where Powergaming tends to run a little higher (nature of the beast) and I just cant see how this is ok. Not even a 7th level archer pumps out a 12d6 attack even if that part is limited. But I really beleive if the Kintecist is only targetting touch, he will hit more often and thus even the playing field or surpass in sustained damage. This is just poo pooing on other casters to me. There needs to be a limit, or a rescource mechanic, they shouldnt be able to blast unlimited forever. No other caster in the game can do that.

Even targeting touch AC, the kineticist is very much on the low end of the damage scale. They would deal more damage ignoring their elemental blasts, pumping strength, and using a decent two-handed weapon.


Here's a useful comparison for Pyrokinetic vs a Draconic Bloodline Sorcerer with Scorching Ray.

Pyrokinetic targets Touch AC for 4d6+7 (average 21). He can Empower that to 6d6+10 for 2 Burn (one if he stands still). That's 7-14 damage he takes, if I recall. Average Blast damage is now 31.

A Draconic Sorcerer attacks Touch AC twice, for 8d6+8. Average of 36.

One spell slot, 5 more damage From ONE of the spells a Sorcerer knows, without giving up any of the other vastly superior utility options it also has.

That's a problem.

The Archer Bard problem is an order of magnitude worse, but this is a good baseline comparison.


Pathfinder Adventure Path Subscriber
Halfway-Hagan wrote:


...some casters might be able to pump a larger alpha strike they cannot come remotely close to the sustained damage output of the Keneticist as they will run out of spells of that caliber and he never will. Over the course of an adventure this is huge. Every fight, every round in every room. No other caster can compare, as as far as SR and resistances, other casters have to deal with these as well. Is he an archer? No..but no one is. As I said before we all know no one punches damage like the archer classes sustained. But he does have more dynamic advantages in many situations that again can bring him close to par, but compared to other more pure casters...he leaves them in the dust I think.. Every round, every fight all night/session long he is pumping out respectable damage output. Other casters are limited by resources. None of them can do that. The psychic which looks to be a nice dps class is still limited bu spell slots, and once hes out...hes out. And if he casts at every enemy in every fight he will be out very very quickly. Not so with the kenetecist.

But those are my thoughts, we shall see how the play test in PFS goes.

Please cite an adventure where sustained sub-par damage every round was the bar for an overpowered class.

Rynjin's numbers in his post are correct.

I've been playtesting one and so far it has been exactly as what I expected. Nice fluff, flavor, ineffective outside of combat and marginal in combat.

rebuttal:

So far I've done sustained damage on par with a 2/3 BAB archer class...and outside of combat make do with your 2+ skill points. Now I've had fun playing a non-vancian caster in Pathfinder, the introduction of this old concept is way overdue. But you will never be a DPR King, Jack...ever.

I don't what "all-day long" works out to in Pathfinder. How many folks out there experienced an archer running out of arrows in a single adventure on a frequent basis?

I've done the same adventures with blaster Kineticist and a sorcerer blaster (who was NOT fully optimized). Even at level 1, the sorcerer was superior. The sorcerer's touch attack hit the same touch AC with about the same range (only it scaled for free) as the fire kineticists blast, only he could switch between different energy types (one of which bypasses SR) and did the same average damage. And when he actually cast his level 1 spells...I'd rather do 3d4+3 to an area at level 1 than 1d6+1 to a single target.

By the level the Kineticist is doing a basic fire touch attack blast for 4d6+2 (not sure how you get +7, that would require a constitution of 38), evokers have hit their sweet spot for about half or dozen or so AoE (fireball) in the 9d6+18 range, not including any free empower if you built or optimized for it.

4d6+x to a single target for an entire combat? I'd wager that the 9d6+18 x1.5 WAS the entire combat. Ending the combat in one round means less resources (healing, etc) expended over all and far less risk of something bad happening to the party. With 5th level slots (double trait for metamagic and use quicken) you're dropping two hefty AoE's in a round. The kineticist is far behind. Which was the designer's stated intent of not making a DPR-king class.


You should really stop comparing the Kineticist to blaster casters, because that's not what the class is. The class has 0 access to higher utility spells, so you should be comparing it to at best a mixed martial character, but most people feel like a pure martial is a better comparison given how little utility the class has.


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False premise Halfway-Hagan. There is very little advantage to being able to do something infinitely when you only really need to do it six times a day. This class is really bad at a lot of things for the "benefit" of unlimited uses. Being really poor at your thing unlimited times a day still means you do your thing poorly.


One thing you may be forgetting about casters, is, when the casters run out of spells, is usually when the party decides to retreat.

The Kineticisit is less 'caster' and more 'magical martial'. The Kineticist doesn't cast spells, he fights with magic. Much in the same way a Barbarian or Fighter swings a sword, the Kineticist wields his blast.

In the playtest, AoE options are very limited. So it's less 'Fireballs all day' and more 'single shot Scorching Ray'. In fact, it's actually kind of sad, because, outside of 'Cyclone', 'Spray', and 'Torrent', there are no AoE damage effects before 16th level. The 3 that are available below 16th level aren't exactly impressive, and, oddly enough, none are available to the pyrokineticist.

Cyclone allows for automatic half-blast damage with a reflex save for a further reduction in damamge in a 20 ft. radius. Meaning, at 20th level, your blast damamge is 10d6+con (lets say 36 con for +13), for an average of 48/2=24 points of damage, which can't be taken until 10th level.

Spray is exactly like Cyclone, except it deals damage in a 30 ft. cone, and is also available at 10th level.

Torrent is available at 6th level, deals half-damage, but only affects a 30 ft. line.

So, come 20th level, the AoE blasts that are available below 16th level are only dealing ~24 points of damamge.

At 16th level, you have Cloud, Explosion, and Sharding. Cloud deals 1/4th blast damage in a 20 ft. radius, Explosion deals full blast damamge in a radius of 5, 10, 15, or 20 ft. and Sharding does single target blast damamge, with half blast damage in an AoE around the target.

None of these are very impressive blast damage considering the fact that the damage itself is roughly that of a standard Fireball spell.

Now, there is, of course, the exception being the Composite Blasts being used the the above Form Infusions. However, you have to take into account burn damage in this context. Torrent deals 2 burn damage, Cyclone and Spray each deal 3 burn, and Cloud, Explosion and Sharding all deal 4 burn damage, and the composite blasts themselves deal 2 burn damage.

After a certain point, you can ignore the burn from the Form Infusions, but up until that point, you are taking burn every time you use them. But, oddly enough, when the time comes that you can almost completely negate all of the burn damage, casters are able to do things like Planar Bind minions, or Gate in Planetars.

There comes a point in every casters career where tossing out Fireballs is no longer a good option. Sure, the Kineticist may be able to do 24 damage all day every day with his blast, but, you're playing a full 9th level caster. There is so much more you can do to annihilate your enemies than tossing out a blasting spell.


Blayde MacRonan wrote:
Tels wrote:

Telekineticist

Arguably the hardest element to nail down, because Telekinetics has been portrayed in many varied and different ways. There is, of course, the infamous Carrie series, but in the Carrie movies, it's limited almost soley to hurling things and rough manipulation. Closing doors, knocking things down etc. A master of fine manipulation Carrie is not.

On the flip side, you have characters like Jean Grey who are able to use telekinesis to manipulate atoms to re-shape things. This is a bit extreme, but might be cool for high level telekinetics as someone mentioned earlier, for a disintegrate like effect.

Then you've got Push and Chronicle. When I think telekinesis, I think of Chronicle and Push. From forming telekinetic barriers to stop bullets, to waves of energy throwing things backward, to crushing a car by clenching your hand. Like hydrokinetics, telekinetics should be versatile, but not ovwhelmingly powerful. Telekinesis should be the progenitor of all other kinetics, so it should be able to dabble a little in each realm.

The telekinetic should be able to lift huge boulders, like a geokinetic, or lift himself and fly, like an aerokinetic. Both should be better at this than the telekinetic, with the geokinetic having finer control over the boulders, and the aerokinetic being faster and more maneuverable, but the telekinetic should still be able to do it. He should be able to move water and ice and even shape it, but the hydrokinetic should be better. He can part flames, and extinguish fires, but not to the same degree a pyrokinetic can. Damage is not strictly the only method by which a telekinetic can fight either. He should be able to pin down foes with his mind, trip them, disarm them, push them off ledges, hurl them through the air et cetera, et cetera. Discarded weapons should be projecticles for the telekinetic, as he is able to throw spears, swords, rocks, pebbles, bullets, arrows, boulders, icicles, you name it, he can throw it. But he doesn't need to

...

Jean Grey is a great example! It's just, the degree of fine control she exhibits with her Telekinesis is too much. I mean, able to re-arrange atoms to make new things? Little far-fetched. I do like the idea of a disintegration effect though.

Shadow Lodge

I was wondering... what if you throw a flask of acid via telekinesis. I know that mark said material components didnt count for DR (some aether fine cape or something) but you would still have acid on your face. That should deal damage...


ElementalXX wrote:
I was wondering... what if you throw a flask of acid via telekinesis. I know that mark said material components didnt count for DR (some aether fine cape or something) but you would still have acid on your face. That should deal damage...

There is a part of me that doesn't want this to happen, because I know the humor of my group. The number of jokes about a telekinesis blowing his load of acid on a trolls face... *shudder*

Shadow Lodge

Tels wrote:
ElementalXX wrote:
I was wondering... what if you throw a flask of acid via telekinesis. I know that mark said material components didnt count for DR (some aether fine cape or something) but you would still have acid on your face. That should deal damage...
There is a part of me that doesn't want this to happen, because I know the humor of my group. The number of jokes about a telekinesis blowing his load of acid on a trolls face... *shudder*

Theoretically it could also be done with alchemist fire. I beleive this should be adressed somewhow. Because im 100% sure one of my players gonna try this

Scarab Sages

Mark has already ruled out acid and alchemist fire having an addition affect.


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ElementalXX wrote:
I was wondering... what if you throw a flask of acid via telekinesis. I know that mark said material components didnt count for DR (some aether fine cape or something) but you would still have acid on your face. That should deal damage...

It should. But it doesn't. Because flimsy excuse.

I get that balancing around allowing tk to use unusual items is difficult but I also think it would be worthwhile. Tk could basically be the weapons kineticist.


Halfway-Hagan wrote:

Theres also the thought that this caster can wear light armor which is nice. and unlike the archers he can move and do this every round, which an archer while pumping out good damage does more when they dont move for full round actions (the multiple attacks) and then thereis this caster can always cast defensively and blast and not provoke, where an archer has to move out of a foes reach (higher level it gets more and more that its not just 5 ft reach) without having to spend feats to shoot within threat and not provoke. You can sunder a bow, you cant sunder/disarm an archer but not the Kineticist, so theres more dynamics to it than just standing still and pumping out dice, AND an archer will be spending rescources on his gear (bow) to make things better, the kinetecist doesnt have to enchant a weapon to do so. But with all that said, the kinetecist appears to be a full caster type that can go well beyond ANY other caster in terms of sustained or burst damage. He has no equal..and I dont think that should have been the goal with this class.

But its just my opinion.

Strictly speaking, the Kineticist can wear fullplate if he can get the proficiency and doesn't mind dealing with the max-dex issues.

The Kineticist moving is really not an advantage. They would be much better off if they could turret and full attack, but they don't have that capability. Because of this, I think every higher-level Kineticist I've seen has been built with melee capability via Kinetic Blade/Whip, because after a point you need those iterative attacks to even think about competing in damage.

One of the biggest wants I've seen in this thread is an Amulet of Mighty Fists equivalent for the Kineticists' blasts. They really need something along those lines, for a lot of reasons-- though the Touch-based blasts less so, one of the reasons I prefer them.

Kineticist's sustainable touch-based damage is directly matched by that of an Alchemist's bombs. While the Alchemist does have a limit on bombs per day, it's high enough to be nigh-irrelevant and is really a third of the Alchemist's offensive toolbox.

And, of course, the Alchemist gets Fast Bombs. Right now that means from level 8 on, a Kineticist has half the damage per round of an Alchemist unless they close to melee range or accept killing themselves.

Casting defensively means reaching a DC check, and the blasts scale with your level (their spell level = 1/2 Kineticist level, max 9), meaning that eventually you need to land DC33 checks to cast defensively. Far from out of reach-- in fact pretty easy-- but at low level the DC17 check when you're rolling on d20+5 isn't exactly easy.

Halfway-Hagan wrote:

Will I do see this, these are the same issues a normal caster has to deal with, and though a some casters might be able to pump a larger alpha strike they cannot come remotely close to the sustained damage output of the Keneticist as they will run out of spells of that caliber and he never will. Over the course of an adventure this is huge. Every fight, every round in every room. No other caster can compare, as as far as SR and resistances, other casters have to deal with these as well. Is he an archer? No..but no one is. As I said before we all know no one punches damage like the archer classes sustained. But he does have more dynamic advantages in many situations that again can bring him close to par, but compared to other more pure casters...he leaves them in the dust I think.. Every round, every fight all night/session long he is pumping out respectable damage output. Other casters are limited by resources. None of them can do that. The psychic which looks to be a nice dps class is still limited bu spell slots, and once hes out...hes out. And if he casts at every enemy in every fight he will be out very very quickly. Not so with the kenetecist.

But those are my thoughts, we shall see how the play test in PFS goes. Things on paper sometimes dont translate to what happens in the game, so either side could prevail.

Amusingly... paper testing has revealed the opposite, and playtesting has come out with results below what happens on paper (but almost all of that has been at extremely low levels; take that as you will).

At high levels, the Kineticist has an absolutely brutal alpha-strike. If I'm willing to accept my cap in burn (and thus be useless for the rest of the day) and can find a way to solve their extremely problematic accuracy issues (as the highest damage attacks are dealing with elemental resistances, damage reduction, spell resistance, and standard AC), I came out to my 20th level Kineticist unloading over 900 damage in a single round. This does require that "at high levels" signifier though; you don't get all the pieces until 19th level. At that point, no, the Wizard doesn't have direct damage to keep up (he does have Dominate Monster and Wish though, so take that as you will).

But, let's look at an 12th level Kineticist using Touch-based blasts vs. a blaster-style Wizard straight out of the Blockbuster guide.

The Kineticist's sustainable blast fires 5D6+1/2 Con modifier; we'll assume his Con is a 26, meaning he fires 5D6+4. He took four points of Burn early in the day for his defenses, which is another +4 damage. 5D6+8 all told. If need be, the Kineticist can sacrifice his Move Action to Empower his blast, raising the damage to 7D6+12.

The Wizard is Sampy, straight out of Brewer's Blockbuster guide. She has five Intensified Fireballs (14D6+6), one Dazing Fireball (10D6+6+Daze for three rounds), three Intensified Empowered Fireballs (21D6+6), and four Intensified Dazing Fireballs (14D6+6+Daze for three rounds). All offer a DC24 reflex save. She also has an Empowered Rod.

Ignoring the Dazing quality for now, and assuming that no target is within splash damage range, Sampy can deliver a total of 848 damage spread across 13 combat rounds. Assume that half of her targets land their Reflex saves, and she deals 636 damage over the course of her combat day.

The Kineticist, if he lands every hit at range, can match that damage... in 18 attacks (17.4, but hey). This assumes that he's turreting, because moving drops his damage output by a hair under 50%-- Sampy has no such worry.

He would do better if he closed to melee (practical at this level, to be fair-- Ride the Blast is basically a given). Using Kinetic Whip he can increase his damage output per round to 10D6+8, assuming he can land both attacks and consistently make his concentration checks. This puts him much closer, matching Sampy's damage output in only 15 rounds. Realistically, he'll be somewhere in between; as he needs to start fights with his ranged attack to close and there will be enemies he's simply unwilling to close against. So he needs sixteen fighting rounds to match what is frankly a second-rate Wizard... do your fights consistently run sixteen rounds? Especially when there's a Wizard throwing Dazing spells around?

This is, to be fair, ignoring the Kineticist's nova options. But it's also ignoring the fact that anyone Sampy didn't put down is likely screwed over by Dazing anyway, giving her a lethality far and above her numbers, as well as Sampy's added flexibility in other spells and in vastly more available skills. And, of course, the Kineticist can still be shut down by elemental resistances if they hit the two elements he has available (assuming he even took two touch-blasts; you're heavily encouraged not to). Sampy is only troubled by something that can counter all four of her elements.


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Will the Iconic for the Pyrokineticis be a goblin?


Rynjin wrote:

Here's a useful comparison for Pyrokinetic vs a Draconic Bloodline Sorcerer with Scorching Ray.

Pyrokinetic targets Touch AC for 4d6+7 (average 21). He can Empower that to 6d6+10 for 2 Burn (one if he stands still). That's 7-14 damage he takes, if I recall. Average Blast damage is now 31.

i have to agree the damage is subpar until higher levels and some feats kick in.

on a side note Rynjin empower cost 1 burn and can be reduced to zero if you stand still

Shadow Lodge

Chuffy Firestarter wrote:

Will the Iconic for the Pyrokineticis be a goblin?

Well this would be damn good and first of his kind. Make it happen!

Liberty's Edge

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Artanthos wrote:
Mark has already ruled out acid and alchemist fire having an addition affect.

The issue is it doesn't make sense. Rules shouldn't be so incredibly counter-intuitive. From a balance perspective of the blast does the damage I understand but if I throw an innately dangerous material at you it should be more dangerous then bombardment with pillows.

As written though a telekinetic throwing a feather causes equal damage to a telekinetic with telekinetic haul throwing a boulder. Stretching my suspension of disbelief like this pulls me way out of the game.

Honestly my favorite power right now is foe throw because I'll just go for throwing enemies wherever seems funny because ac 5 to target a square is pretty easy. Let falling damage do my work. Problem is it shares extended range as a form infusion.


There's no minimum size of what can be thrown with tk so you could just throw atoms.


TheRamza wrote:
Artanthos wrote:
Mark has already ruled out acid and alchemist fire having an addition affect.

The issue is it doesn't make sense. Rules shouldn't be so incredibly counter-intuitive. From a balance perspective of the blast does the damage I understand but if I throw an innately dangerous material at you it should be more dangerous then bombardment with pillows.

As written though a telekinetic throwing a feather causes equal damage to a telekinetic with telekinetic haul throwing a boulder. Stretching my suspension of disbelief like this pulls me way out of the game.

Honestly my favorite power right now is foe throw because I'll just go for throwing enemies wherever seems funny because ac 5 to target a square is pretty easy. Let falling damage do my work. Problem is it shares extended range as a form infusion.

I still hold out hope that they will change TK blast to use extra properties of the thrown stuff if the user wishes. That way you could add in splash damage, or a bomb, or material properties

then they have the touch attack version. Either force damage or untyped, or just B/S/P but touch ac kind aforce blasty like the tropes

Scarab Sages

TheRamza wrote:
The issue is it doesn't make sense. Rules shouldn't be so incredibly counter-intuitive. From a balance perspective of the blast does the damage I understand but if I throw an innately dangerous material at you it should be more dangerous then bombardment with pillows.

I believe my immediate response to the ruling was a halfling disguised as a little girl attacking with Mr. Fluffy, her stuffed bear.


So was building an aetherist..

so at lv 7 you can pick up Expanded element Aetherist.
This lets you use aetheric boost which costs 2 burn and/or force blast for 2 burn. right?

Is there any way prior to lv 15 to lower those burn costs?
As near as I can tell TKers can only get the TK blast, then Boost then Force Blast as far as pure TK attacks go (well and of course theblade stuff. However that only works TK blast which could be augmented with Aetheric boost; but you couldn't use Force Blast since that isn't a simple blast listed in Blade/whip right?)

Is there any substance infusions for Aetherists? As near as I can tell thre aren't any that apply. Just many form types--but you can only apply one form per use no matter what right? (man.. I would love incrased range and foe throw. or many throw and foe throw)

I mean outside of the mage hand and the improved version (at which point I'll honestly be dropping crap on people or potentially having bags of alchemical weapons dropping on some things heads)

EDIT: That wyld talent that makes the mage hand work for 100lbs per TK level.. Re reading that it doesn't seem like that actually increases what you can throw via TK blast does it? Thats disappointing haha


I'm going to bump post a bit here and ask for opinions on my solution to Aether.
Drop the damage for TK proportionally to other classes (read:keep it the same when you raise everyone else) and let the properties of a limited use object like alchemist fire work. You paid gold for it, why not? Using a weapon should let you bypass material DR/ as well. If I buy a silver dagger, werewolfs beware because I should be able to TK it into your temple. Magic weapons need not apply, because they usually need to be wielded to function and TK doesn't count. So your +4 Adamantine flaming sword will bypass DR as adamantine but not add flaming dice and a +4 to hit/dmg. Adding a Talent for equipping a Magic weapon as a Dancing Blade that deals the normal damage for said magic weapon but not any blast damage, with a limiter of being a move action to use it or a burn to let it go auto for a while, gives you a way to use that extra awesome magic item the DM rolled up but nobody was feated for.

The only real nasty situations I can think of that can't be balanced out easily is using TK to mix extra planar portals next to enemies, and breaking staffs of fireball over someone's head from outside the danger zone. These get expensive fast as a solution to problems though, and a clever DM that sees characters stocking up on one shot wonders can make nasty little reflex saves on the road.


@Zwordsman - blade/whip/fist all say associated blast any. So to my knowledge you can use a composite blast with them.
you are correct on the lack of substance in a force blaster. You are also correct on the 1 form per blast limiter. Otherwise? Whip + Extended range. My god look at all those attacks of opportunity you just took by existing in my room.

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