General Discussion: Kineticist


Rules Discussion

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Pathfinder Rulebook Subscriber
Trscroggs wrote:

I have a number of questions about the Kineticist. I apologize if these questions have been asked before; I just want them clarified in one place before I play the class in a PFS game.

1. Does a Kineticist have free access to both simple blasts for their Focus? My take on the reading is “no”, they have to select one, but reading some of the forum posts makes me question this.
1a. If the answer is no; how can the Kineticist get access to their other simple blast so they can overcome what the other blast cannot?
2. Are both simple blasts types (physical and magical) Ranged Touch Attacks?
3. A sentence in the Kinetic Blast section mentions that all Kinetic Blasts count as magical for overcoming DR. I’m assuming that this means the physical blasts are magic for the purpose of overcoming DR/Magic but have to face DR normally otherwise. Am I correct?
3a. It seems silly, but just to be sure: Do magical Kinetic Blasts ignore DR?

For 1,no, and I believe they can pick up the other simple blast by choosing the same element with Expanded Element later on.

2)Physical blasts target normal AC, energy blasts target touch.
3)Correct, the physical blasts bypass DR/magic, but have to deal with other types normally. Blasts that deal energy damage are not subject to DR, as normal, but they are subject to resistance or immunity to energy.

Edit:I'm too slow to keep up with responses in this thread.


Does anyone know if an Aether Kineticist can use a move action to gather energy to reduce burn on Kenetic Blade?

The way I am understanding it as written. You have to have both hands free to gather energy to reduce the burn but because Aethers have to have an object in their hands to transfer the power to, they will never get to use this ability.

Also Soul Knife was one of my favorite classes and they made blades of force without any object to channel the energy into.

On that note why can't the Blade disappear at the start of your next turn rather than the end with a feat (that way you still have to pay the burn as the developers want you to). Because as it stands you are going to be in melee with no weapon to defend yourself with, you don't threaten (so you can't give flank) and can't make opportunity attacks.

I am thinking the opportunity attacks seems like the reason the developers want it to disappear.


Travenix wrote:

Does anyone know if an Aether Kineticist can use a move action to gather energy to reduce burn on Kenetic Blade?

The way I am understanding it as written. You have to have both hands free to gather energy to reduce the burn but because Aethers have to have an object in their hands to transfer the power to, they will never get to use this ability.

Also Soul Knife was one of my favorite classes and they made blades of force without any object to channel the energy into.

On that note why can't the Blade disappear at the start of your next turn rather than the end with a feat (that way you still have to pay the burn as the developers want you to). Because as it stands you are going to be in melee with no weapon to defend yourself with, you don't threaten (so you can't give flank) and can't make opportunity attacks.

I am thinking the opportunity attacks seems like the reason the developers want it to disappear.

from what I've read so far you could probably summon a kinetic blade as part of an attack of opportunity, when you get kinetic whip you can take AoO at 10ft. while weilding spiked guantlets. you would still need to pay the burn cost of the talent but so far we've been told that you summon kinetic blade/whip as part of a attack action which AoO probably are.

as a side note kinetic whips stays until the start of your next turn


Kinetic Blade can be used on an 'attack action' or a full'attack. The attack action is a specific kind of Standard Action, which is why you can't Vital Strike on a spring attack or charge. So no Kinetic Blade on Attacks of Opportunity.


kinetic blade, fist, and whip all say that they're done as part of an attack or full-round action, but kinetic fist works differently than the other two (as kinetic whip states that it works like kinetic blade but grants reach). Kinetic fist is interesting (and potentially more damaging) than the other two because a monk/kineticist will have more/better dice than a character with one of the kinetic weapon options.

So no, no doing any of the above as AoOs (since attacks of op are neither a standard or full-round action).


Cycada wrote:
This and a horse mean that you can full burn every round all day and still be a very capable fighter, healer, utilitarian, and more.

i could work with burn if it worked like this. As it is now, it's too harsh for my liking.


Rageling wrote:


First is the near total lack of Substance infusions. Regarding Form, you have Foe Throw, Many Throw, Snaking, Kinetic Blade, Kinetic Fist, Kinetic Whip, Extended Range and Extreme Range - all but two of which are open to everyone. That's OK though. I like the options. The only Substance infusion I can seem to find for Aether, is "Pushing Infusion" which - as mentioned previously - seems awfully underwhelming with it's 5ft cap.

Substance Infusions include Burning Infusion, Chilling Infusion, Entangling Infusion, Pure Flame Infusion, Magnetic Infusion, Pressurized Blast Infusion, Pushing Infusion, and Rare Metal Infusion. I do note that many of these infusions seem to require combination blasts to function.


I downloaded the playtest last night and have thoroughly enjoyed reading about the kineticist! I've got a couple of questions that could use some clarification, though. I apologize if this has been addressed elsewhere in this thread. I read the first 5 pages or so, and then realized there were over 30 pages now. Wow!

To the questions:

I'm a bit confused about how the reduction in burn costs are applied. At 5th level, a kineticist gains Infusion Specialization. Let's say a particular pyrokineticist (let's call him Edgar) chooses form infusions. When Edgar uses two form infusions (say, Burning and Extended Range), how does his Infusion Specialization apply the reduction in burn cost? Are both burn costs added together and then the reduction is applied, meaning Edgar would take 1 burn to use both effects simultaneously? Or, is the Infusion Specialization figured for each form infusion individually, meaning he'd take 0 burn while using both of those two infusions simultaneously? I figure it's the latter, since he doesn't have a ton of wiggle room with the way burn seems to work.

Next, when Edgar chooses 'form' infusions at 5th level for his Infusion Specialization does that mean at level 8 he has no choice but to reduce the burn cost of his form infusions again? Or can he instead choose substance infusions at this point? The name 'specialization' leads me to believe you lock yourself into that type of infusion and can't choose the other type at later levels. But the wording in the description leads me to believe that you can choose to reduce the burn cost of either form or substance infusions each time regardless of which you chose before. Again, I feel confident that it's the latter and that I'm just reading into the title of the ability too much, but clarification always helps.

Lastly, his chance to hit against normal AC seems to be lacking. Granted, when he hits he has the real possibility of leaving a nice gaping wound in his foe's torso, but so much of his ability to hit and the damage he does is dependent on luck. I haven't tested a build yet, but it seems like he's got about a 50% chance to hit against an average single CR-appropriate monster. (He'll do better against little packs of guys who generally have lower AC, but he'll still miss pretty often, too.) Adding to that is the fact that his damage can be pretty spikey. A player who's cursed by the dice gods could easily roll a string of missed attacks, potentially followed by a very underwhelming hit. I don't exactly know if this is a problem that playtesters are noticing, but it seems like it could be very discouraging to the player. Just my $0.03.

Again, I'm really pumped about this class! Great work!


A Kineticist can only use one Form Infusion at a time (and one Substance). So he selects Infusion Specialization: Form, fires an Extended Range Fire Blast, he takes 1-1=0 Burn. But if Burning is also a Form Specialization, a Burning Extended Range Fire Blast is against the rules.

You can freely select Form at one level and Substance three levels later. You almost have to, since at the moment there's basically no value in selecting Form more than twice but a /lot/ of value in taking it twice.

AC considerations are why I'm leaning heavily on Touch blasts. Hopefully we'll get some kind of additional accuracy augmentation on final release.


kestral287 wrote:

A Kineticist can only use one Form Infusion at a time (and one Substance). So he selects Infusion Specialization: Form, fires an Extended Range Fire Blast, he takes 1-1=0 Burn. But if Burning is also a Form Specialization, a Burning Extended Range Fire Blast is against the rules.

You can freely select Form at one level and Substance three levels later. You almost have to, since at the moment there's basically no value in selecting Form more than twice but a /lot/ of value in taking it twice.

AC considerations are why I'm leaning heavily on Touch blasts. Hopefully we'll get some kind of additional accuracy augmentation on final release.

Thanks for the clarification! It seems I didn't read the Kinetic Blast ability well enough. I'll agree on the touch blasts, too. They are even more spikey since they have reduced static damage, but they will have little or no problem finding their target.

Can't wait to roll one of these suckers!


Vrog Skyreaver wrote:

kinetic blade, fist, and whip all say that they're done as part of an attack or full-round action, but kinetic fist works differently than the other two (as kinetic whip states that it works like kinetic blade but grants reach). Kinetic fist is interesting (and potentially more damaging) than the other two because a monk/kineticist will have more/better dice than a character with one of the kinetic weapon options.

So no, no doing any of the above as AoOs (since attacks of op are neither a standard or full-round action).

your right on kinetic blade, I was wrong about what an AoO counted as which means I also learned I can't use vital strike with it.

kinetic whip can definetly be used for attacks of opportunity it is specifically called out in kinetic whips text i would copy & paste a quote in but my computer isn't letting me copy paste at the minute, kinetic fist should be able to assuming you put it up during your turn then take the AoO with a natural attack or unarmed strike (probably have some monk lvls).


kestral287 wrote:
A Kineticist can only use one Form Infusion at a time (and one Substance).

I just reread the rules after seeing this and found the paragraph you're talking about.

This is terrible. So any form you want to use you stuck using it at 30 ft cause you can't put extend range. I can't even mention how bad this is not being able to mix and match as you want.


Pathfinder Adventure Path Subscriber
Cycada wrote:

...

Any level 20 Kineticist worth their class would have a Con of /at least/ 24. Unless you're saying that that sorcerer only has a 14 Cha.

At level 20, he would have an average of 90 hp from class levels, 140 from constitution of 24, 20 from toughness, 20 from favored class (at least until favored races are shown), and an additional 80 from an always on Water Elemental form from Elemental Body VI.

That's 350 hp, and burn is not lethal damage. It's nonlethal. And since you're a devotee of Kuthon, you don't even care what that number is until it reaches your current hp.

I politely disagree.

Perhaps your kineticist might. Not everyone's will. That's my point. Let's go with a 14 Cha, though I'm not sure where the 15 would have gone, con maybe? So the sorcerer has more functional hit points than the kineticist by the time he hit 20th? Guess what, that sorcerer is still taking out the kineticist, and can do what the kineticist had to specialize to do among the myriad of other things available to a full caster. And he's not staggered after taking that first hit.

The arcane (sorc/wiz) can use a RTA for almost the same damage plus stagger and bypass SR. At level 1. The kineticist (in this case water with cold blast) has to wait until level 10. And I made a mistake it's not entangle+stagger...it's either or. It's only the full arcane that has the option of doing both...or a full divine for that matter. Or even a hybrid divine, or a hybrid arcane with the right spell list.

My kineticist has put all FCB into skills and hasn't taken Toughness. He won't be taking Kinetic Form. I don't see how my kineticist can gather power while in a form that doesn't have hands...so he's focusing more on control and will be taking Chilling Infusion as well as Spark of Life. Though I suppose since you will be playing staggered you won't be able to gather power anyway so not having hands won't be an issue.

Also many of his powers are Dex-based for saves, not to mention his chance to actually hit things. His stat bumps are going into Dex, not Con.

Is my kineticist fun? Heck yes...do I expect him to cut it in upper tier play? No way. While the feat is nice...it doesn't resolve the fundamental math issues. This feat, tricksy as it is only partially cures it for very specific builds. Leaving the rest of the kineticists out in the cold.


I desperately want to use Many Throw and Foe Throw at the same time, but they are both Form Infusions :(


Pathfinder Adventure Path Subscriber
Slacker2010 wrote:
kestral287 wrote:
A Kineticist can only use one Form Infusion at a time (and one Substance).

I just reread the rules after seeing this and found the paragraph you're talking about.

This is terrible. So any form you want to use you stuck using it at 30 ft cause you can't put extend range. I can't even mention how bad this is not being able to mix and match as you want.

Actually your pyro is going to okay methinks.

You can mix Burning (substance) with Extended/Snaking (form). Now if only Torrent/Spray was on the Pyro's list. Area flame blast that sets the targets on fire sounds so nifty. Even if it's 1d6.

Basic rule of thumb:
If it mucks with the shape, it's form.
If it mucks with what the blast does (usually status effects), it's substance.

But yes, if you want to say, drop a torrent (if it's on your list) at 120 feet away, you're stuck. There is explosion for pyros at 16th but it's a bit of corner case, as fire-only and 16th level is a long wait...or out of reach for most Society (1-12) play.


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Slacker2010 wrote:

There are composite blast missing:

Earth and Cold dont combine into anything.
Earth and Aether dont combine into anything.
Earth and Electricity dont combine into anything.
Fire and electricity dont combine into anything.

Fire and Cold dont combine but I get that.

Ahh, Found the issue. Cold and Electricity only combine with 1 other element each. Cold to Air and Electricity to water.

Antipode! Fire + cold = antipode! Crono trigger! haha

But I'm curious about anyones thoughts on this Crono trigger styled idea.

Think it would be too messed up if you allowed two kineticists to attack at once (both taking part of the total burn) to combine their kinetic blasts? ala duel techs in Crono trigger? Just name the new action duel tech or combined blasts (no copy right issues and it allows for more than just two to do it )

random idea:

Combined Blasts: (I think allowing it at 5th isn't too messed up. but don't quote me I guess) This is a standard action. Requires another Kineticst who within 5 ft also using Combined Blast to trigger otherwise at the end of the round the action is wasted. Two or more kineticsts can pool their elemental blasts to unlock higher powers, unlocking the approriate composite blasts as per their Kinetci blasts. Each user can apply amove action to lower the burn cost, any burn resulting from combined blasts is split amoung the users equally with extra assigned to the highest level kinetcist. The damage is based on the highest level kinetcist's stats. FEEL the burn bonuses are added together for accuracy, but the leader uses his actual stats for attack, and SR rolls.
I don't know what a good idea for the infusions would be though.. Could they both only add on substance and one form in total? or should the yboth be able to add one, but that specific burn is them only? Could one use a move action to reduce the cost of adding a form for the other person?
It would require alist of forms that are ok with other forms.. but it would be cool to combine foe throw and many throw

for instance, two aetherists --low enough that they can not pick up expanded element aether or havent yet. The first takes an action "combined blast" it's basically holding an action, until the next aetherist turn happens who also takes the combined blast action.
When the 2nd one does it, they both use their action to perform a composite blasts. Say the force one which is 2 points of burn I think? For the hell of it lets say they empower and maximize it for a total of what 5points of burn?
So total of 5points of burn, but this burn is split between the user, one of them takes the extra. Plus any form or substance add ons possibly reduced via move actions

Now using two actions to combine to use the composite blast and lessen the burn is by no means broken as near as I can tell. Considering it cost two characters rounds to do the work of one.

What do people think of that idea?


Lets exapnd it more. :

What happens if it allows any number of kinetecists? Then you get the issue of a group using composite blasts empowered and maximized for little or no burn due to their move actions.. but it takes all there turns. I don't see a real problem there...
Do note that they couldn't group quicken because the "combined blast" action i'm thinking of is a standard action (that does nothing if no other kineticsts is withine one square of another kineticist using it)

Lets up the anti then. How about if it also lets yo ucombine two of the same moves?

Say two aetherists again. They could take this action to combine their TK blasts. Resulting in something neither of them could life alone, and double the damage- still costing both of their turns. As a means to blast through DR and c ause well. Style..

Later on these two could both take expanded element, and both have the ability to use force blast by themselves. they could then combine their force blasts into one large blast, accepting the burn for using it (i.e. two instances of 2 burn) dealing the force damages of each of their force blasts. though this is much less required..

So lets cchange it a bit actually. Two fire guys, lv 14 and lv 11 using composite blast blue flame blast, one applies snaking costing 2 burn. So split between them they both accept 3 burn (Baring move actions. and the possibility of both using a move action to reduce snaking to 2?) each and both of their turns. In return they use one blue flame blast doing 7d6+1/2con +8d6+1/2con for a total of 15d6+ 1/2 +1/2 con of each user vs spell resistance and elemental resistance once instead of twice.

TLDR:
Random thoughts on using two or morekinetcists to combined their rounds in order to unlock higher versions of attacks, to combine two seperate version of the high attack (to combat ressitance etc).


Rerednaw wrote:


I politely disagree, though not with the vitriol others have shown.
Perhaps *your* kineticist might. Not everyone's will. That's my point. Let's go with a 14 Cha, though I'm not sure where the 15 would have gone, con maybe? So the sorcerer has more functional hit points than the kineticist by the time he hit 20th? Guess what, that sorcerer is still taking out the kineticist, and can do what the kineticist had to specialize to do among the myriad of other things available to a full caster. And he's not staggered after taking that first hit.

My kineticist has put all FCB into skills and hasn't taken Toughness. He won't be taking Kinetic Form. I don't see how my kineticist can gather power while in a form that doesn't have hands...so he's focusing more on control and will be taking Chilling Infusion as well as Spark of Life. Though I suppose since you will be playing staggered you won't be able to gather power anyway so not having hands won't be an issue.

i'm going to disagree for a couple reasons namely *your* kineticist would die to a lvl 10 sorcerer most kineticist will probably have 20-24 con and 20-22 dex by lvl 20, so after taking the fireball (which i'll give you the benefit of the doubt as to how you made a 80 perception check) you would find about 50% of kineticist standing in front of you with a kinetic whip that does a average of 146 damage which is going to drop a lvl 10 that uses a d6 for hit die


Rerednaw wrote:
Perhaps *your* kineticist might. Not everyone's will. That's my point.

I have to say that in almost all cases running a Kineticist with low Con is a mistake. Even without factoring in Burn, the Con increases blast damage and is linked to most of the Kinetisist's saving throw DCs. You should have at least a 20 con (with gear) by level 20, and that's assuming you start with a 14.

Scarab Sages

Zwordsman wrote:
Slacker2010 wrote:

There are composite blast missing:

Earth and Cold dont combine into anything.
Earth and Aether dont combine into anything.
Earth and Electricity dont combine into anything.
Fire and electricity dont combine into anything.

Fire and Cold dont combine but I get that.

Ahh, Found the issue. Cold and Electricity only combine with 1 other element each. Cold to Air and Electricity to water.

Antipode! Fire + cold = antipode! Crono trigger! haha

But I'm curious about anyones thoughts on this Crono trigger styled idea.

Think it would be too messed up if you allowed two kineticists to attack at once (both taking part of the total burn) to combine their kinetic blasts? ala duel techs in Crono trigger? Just name the new action duel tech or combined blasts (no copy right issues and it allows for more than just two to do it )
** spoiler omitted **...

I feel like Mark already posted a Teamwork feat for this earlier in the thread.


I'd love to hear some reviews on this FAN BUILD 2.0 KINETICIST, INCLUDING NEW ELEMENTS AND A LOT OF UTILITY.

https://docs.google.com/spreadsheets/d/1Y5uFrVzEv7ymWk-tmeTDrsQEjHJmqfIbKG0 Hw11KeTY/pubhtml

Scarab Sages

Rerednaw wrote:
Cycada wrote:

...

Any level 20 Kineticist worth their class would have a Con of /at least/ 24. Unless you're saying that that sorcerer only has a 14 Cha.

At level 20, he would have an average of 90 hp from class levels, 140 from constitution of 24, 20 from toughness, 20 from favored class (at least until favored races are shown), and an additional 80 from an always on Water Elemental form from Elemental Body VI.

That's 350 hp, and burn is not lethal damage. It's nonlethal. And since you're a devotee of Kuthon, you don't even care what that number is until it reaches your current hp.

I politely disagree, though not with the vitriol others have shown.

Perhaps *your* kineticist might. Not everyone's will. That's my point. Let's go with a 14 Cha, though I'm not sure where the 15 would have gone, con maybe? So the sorcerer has more functional hit points than the kineticist by the time he hit 20th? ****

A Sorcerer with a 14 CHA can only cast up to 4th level spells, so he actually won't be doing jack-diddly damage-wise compared to the Kineticist at 20th level. And poor system mastery =/= a poor class. A Kineticist starting with a 14 CON should still be applying level up bonuses and bonuses for WBL to have at least a 24 CON (and the Sorcerer is presumably going to have a comparable casting stat).

The Kineticist does appear to have some issues, but it's hard to actually address those with weirdly unrealistic hypothetical scenarios.

Scarab Sages

Matrix Dragon wrote:
Rerednaw wrote:
Perhaps *your* kineticist might. Not everyone's will. That's my point.
I have to say that in almost all cases running a Kineticist with low Con is a mistake. Even without factoring in Burn, the Con increases blast damage and is linked to most of the Kinetisist's saving throw DCs. You should have at least a 20 con (with gear) by level 20, and that's assuming you start with a 14.

Given that CON is the kineticist's casting stat, a score in the 30's is more likely by level 20.

While deliberately neglecting a class stat is possible, nobody is going to have sympathy for the barbarian that dumps strength for charisma.

With a 20 point buy, I had little difficulty building a character with an effective 26 DEX and 20 CON at 10th level. I originally stated her out for a 24 CON, but shifted her focus to dexterity for increased accuracy.


Pathfinder Adventure Path Subscriber

My primary points somehow got threadjacked...so I'll try to re-emphasize the points :)

1) The arcane could do at 1st what the kineticist had to wait for 10th.

2) Regardless of theorycraft, optimization, or system mastery I feel there is no way for the pure kineticist to match this (utility, versatility, and of course outright DPR.) Please if you have a build that works post so I can adjust (or re-roll) my playtest character.

If you actually have 20th level builds...go ahead and run them in similar challenges as put forth in the optimization threads...but take into account that it's the kin utility that will win the encounter, not DPR. Because this isn't a DPR class. But if you have a DPR build, post that too. I certainly could use one to help rebuild my character.

Hp and Burn.:

The kineticist starts with 1 more base hp per level based on average hit die than the arcane. Or the same if we went with a divine or hybrid spell caster with the right spell list. But the kineticist then gives up 120 hp of his capacity with Feel the Burn. I feel that is too hefty and unique a penalty for a class to hit/damage benefit what he is gaining in return. Those who disagree no doubt have playtest and math results that proved differently. Please post those numbers so I can see what I'm doing wrong.


In my playtesting so far the kineticist (which I love!) has been struggling to keep up both in and outside of combat situations. I'm sure playtesting experiences are different but that's what I've (and the other kineticists in the groups I've played with) encountered so far. What has been your experience? I've seen a good deal of theorycrafting (I'm guilty of that too!) but the playtest feedback posts have been pretty spartan. Though I've posted my results so far. And what theorycraft I did engage in was based on raw numbers. Not optimized because if we did that...then wouldn't it be fair to be on equal ground? If that is the case how would our sorc/wiz 20 lose to the 20th level kin's utility?


The only advantage of the Kineticist is the ability to keep fighting long after Arcanists are out of spells. Well, that and possibly useful healing abilities...

Designer

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OK, whew. I just finished reading everything. Way to go guys! Some great stuff here. It's nice to see how each of you come to the puzzle of class-building from a different direction. Reading each perspective, even ones that seem contradictory, gives me a glimpse into how the class works in one particular playtester's game, and so slowly, I'm beginning to see more of the true final class revealed by the composite of those glimpses like when throwing powder at an invisible target.


Mark,

Glad to have you back. Now having read everything... do you think there are problems with the kineticist's power level in realtion to other classes? I see more and more negative opinions/reviews/playtests.


WB Mark hope it's going well.

Flour = best invisible target finding ever xD

blood = the worst (Hollowman I'm lookin at you (a movie))

Designer

Scorpioni wrote:

Mark,

Glad to have you back. Now having read everything... do you think there are problems with the kineticist's power level in realtion to other classes? I see more and more negative opinions/reviews/playtests.

The key is not to think of them as "negative", per se. Critique and playtests are defined in terms of the delta, the change. Each player will always have suggestions to move the class where they want it to be for their character or game. In fact, having all these posts is a sign of popularity, that people actually really like the kineticist and want to provide feedback to make it the best it can be. If you look back at previous years, the classes that people truly didn't like just didn't get as many posts.


Mark,

glad to have you back as well. I have two questions for you and some things I noticed during a playtest

question 1: if I have two move actions and a standard can I reduce the burn cost for my blast during that round by 1 or 2 using both move actions to reduce burn.

question 2: what kind of action is it if I want to summon my kinetic blade/whip/fist without using a attack action, or is it not possible to do so without an attack. this is more important for kinetic whip/fist because of their ability to take attacks of opportunity.

and finally I've noticed that kineticist and skalds go well together, I'm also in agreement that kineticist need more out of combat skills and more skill points to go with those skills.

also I apologize for throwing questions at you right of the bat.


I will say having almost no Feats that synergize with the class leaves me slots open for nice Feats like Fast Learner to shore up the bad skill points.

Silver linings?


Mark Seifter wrote:
Scorpioni wrote:

Mark,

Glad to have you back. Now having read everything... do you think there are problems with the kineticist's power level in realtion to other classes? I see more and more negative opinions/reviews/playtests.

The key is not to think of them as "negative", per se. Critique and playtests are defined in terms of the delta, the change. Each player will always have suggestions to move the class where they want it to be for their character or game. In fact, having all these posts is a sign of popularity, that people actually really like the kineticist and want to provide feedback to make it the best it can be. If you look back at previous years, the classes that people truly didn't like just didn't get as many posts.

Yeah, I feel like people want to love this class. I think the current build is super conservative (actually, I've noticed that trait in a number of the playtest classes) which doesn't surprise me at all given the way people feel about unlimited class features. I really have to ask though, is there a great deal of benefit in attacking something unlimited times? Pretty sure those swords and arrows and fists do the same, and yet no one worries about those same a features being unlimited because you can only kill something if its still alive. Killing the local fauna as you travel doesn't really have any impact either. So what am I missing?

Liberty's Edge

Rerednaw wrote:

My primary points somehow got threadjacked...so I'll try to re-emphasize the points :)

1) The arcane could do at 1st what the kineticist had to wait for 10th.

2) Regardless of theorycraft, optimization, or system mastery I feel there is no way for the pure kineticist to match this (utility, versatility, and of course outright DPR.) Please if you have a build that works post so I can adjust (or re-roll) my playtest character.

If you actually have 20th level builds...go ahead and run them in similar challenges as put forth in the optimization threads...but take into account that it's the kin utility that will win the encounter, not DPR. Because this isn't a DPR class. But if you have a DPR build, post that too. I certainly could use one to help rebuild my character.

** spoiler omitted **
In my playtesting so far the kineticist (which I love!) has been struggling to keep up both in and outside of combat situations. I'm sure playtesting experiences are different but that's what I've (and the other kineticists in the groups I've played with) encountered so far. What has been your experience? I've seen a good deal of theorycrafting (I'm guilty of that too!) but the playtest feedback posts have been pretty spartan. Though I've posted my results so far. And what theorycraft I did engage in was based on raw numbers. Not optimized because if we did that...then wouldn't it be fair to be on equal ground? If that is the case how would our sorc/wiz 20 lose to the 20th level...

I can't speak to anyone else's characters, and I haven't actually done a full 20th level build of the character, but if I were to level my 5th level playtest aerokineticist to 20th he'd have about Dex 32 and Con 30, which would give him 333 hp. Even burning through 120 of those to max out his FTB, he'd still have more than 200 hit points.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Hey Mark Glad to see you back, And hope you and your kith and kin are doing well. :)

After reading alot of the critiques on the Burn mechanic, Have you changed, not changed, or have started editing the Burn mechanic into something you find more effective?


Shisumo wrote:
Rerednaw wrote:

My primary points somehow got threadjacked...so I'll try to re-emphasize the points :)

1) The arcane could do at 1st what the kineticist had to wait for 10th.

2) Regardless of theorycraft, optimization, or system mastery I feel there is no way for the pure kineticist to match this (utility, versatility, and of course outright DPR.) Please if you have a build that works post so I can adjust (or re-roll) my playtest character.

If you actually have 20th level builds...go ahead and run them in similar challenges as put forth in the optimization threads...but take into account that it's the kin utility that will win the encounter, not DPR. Because this isn't a DPR class. But if you have a DPR build, post that too. I certainly could use one to help rebuild my character.

** spoiler omitted **
In my playtesting so far the kineticist (which I love!) has been struggling to keep up both in and outside of combat situations. I'm sure playtesting experiences are different but that's what I've (and the other kineticists in the groups I've played with) encountered so far. What has been your experience? I've seen a good deal of theorycrafting (I'm guilty of that too!) but the playtest feedback posts have been pretty spartan. Though I've posted my results so far. And what theorycraft I did engage in was based on raw numbers. Not optimized because if we did that...then wouldn't it be fair to be on equal ground? If that is the case how would our sorc/wiz 20 lose to the 20th level...

I can't speak to anyone else's characters, and I haven't actually done a full 20th level build of the character, but if I were to level my 5th level playtest aerokineticist to 20th he'd have about Dex 32 and Con 30, which would give him 333 hp. Even burning through 120 of those to max out his FTB, he'd still have more than 200 hit points.

So for the purposes of actual play your character has the hit points of someone with twelve fewer points of constitution. I think that matters. Con is not giving you much else(your saves are well beyond where they need to be with half the investment).


Hmmm... Just barely got that posted before I had to leave to go move a friend. That link does not seem to work. Let's try this one.

This is the Kineticist 2.0 FanBuild


AlanDG2 wrote:
Rageling wrote:


First is the near total lack of Substance infusions...

Substance Infusions include Burning Infusion, Chilling Infusion, Entangling Infusion, Pure Flame Infusion, Magnetic Infusion, Pressurized Blast Infusion, Pushing Infusion, and Rare Metal Infusion. I do note that many of these infusions seem to require combination blasts to function.

You'll note that my entire comment was based on the TELEKINETICIST (Aether), for which none of those Substance Infusions apply beyond "Pushing Infusion" as I mentioned. Combination blasts specifically do not make Aether suddenly qualify for them, unless you're referring to the Teamwork feat, in which case, we'll see.

Each infusion lists the specific blasts they can be applied to, and Telekinesis' one blast is incapable of any but Pushing.

On the flip-side, I'm not sure what I'd suggest for a substance infusion for Aether, so my comment isn't really constructive.

Maybe "Condensed Aether" -- "Your blast is so focused, it no longer requires an item to throw"? Or maybe one that will actually let you use the thrown item's properties? (I'm thinking a magic dagger with returning maybe in a bandolier of some sort?) TK using a thrown item's properties could be an interesting offset for lack of other Essence, AND give the party a use for all those random weapons they won't use... Heh.

(Edited mostly for spelling. Ugh.)

Designer

Rageling wrote:
AlanDG2 wrote:
Rageling wrote:


First is the near total lack of Substance infusions...

Substance Infusions include Burning Infusion, Chilling Infusion, Entangling Infusion, Pure Flame Infusion, Magnetic Infusion, Pressurized Blast Infusion, Pushing Infusion, and Rare Metal Infusion. I do note that many of these infusions seem to require combination blasts to function.

You'll note that my entire comment was based on the TELEKINETICIST (Aether), for whiche none of those Substance Infusions aplly beyond "Pushing Infusion" as I mentioned. Combination blasts specifically do not make Aether suddenly qualify for them, unless you're referring to the Teamwork feat, in which case, we'll see.

Each infusion lists the specific blasts they can be applied to, and Telekinesis' one blast is incapable of any but Pushing.

On the flipside, I'm not sure what I'd suggest for a substance infusion for Aether, so my comment isn't really constructive.

Maybe "Condensed Aether" -- "Your blast is so focused, it no longer requires an item to throw"? Or maybe one that'll actually let you use the thrown item's properties? (I'm thinking a magic dagger with returning maybe in a bandolier of some sort?)

I have more infusions of both substance and infusion for several elements up my sleeve!


good substance ideas would be using item properties, knocking prone (sorta covered by TK manuevers i guess), Ignoring SR is good for the flavor but currently I don't think TK blast nor Force Blast intereact with SR. well force blast might I can't rememeber.
Another one would be somthing to increase to hit on that target. Sorta like an expansion to Touchsight, granting some sorta to hit, or lacing the body with your energy giving you AC vs them


If I was an aether user I would probably try to crush internal organs instead of chucking stuff. Or pick up one guy and using him as an improvised weapon.

Grand Lodge

I will wait for Herolab support, but I am excited to playtest.


I am very interested in what you have up your sleeve for this class, Mark.
Absolutely loving pretty much all of it so far. Even my few gripes aren't even gripes, more curiosities.

The one thing that I don't like - is having to wait so long for the book! Heh.

I'm thinking if the end result doesn't have a "Shape (Element)" option, though, I'll need to house rule something to that effect. Geo/Terra-forming steps in a mountain, parting a pool of water to find an object, clearing a safe spot in a storm, extinguishing or amplifying a natural fire...

But I can't think of anything a Telekinetic would get out of this that isn't already covered by Telekinetic Haul. (Which I love aside from the logic-loop of a 1k lb object only hitting one target for standard damage)

It's weird. This is a game I've been running nearly 2 years, but I'm hoping they actually finish it Saturday so I can have them play test these. I can make all the NPCs in the world, but it just won't be the same!

Must see them in ACTION!


Telekinetic's shaping ability should be *all* elements, but to a much weaker degree than what the actual elemental kineticist can do.

For example, if the general shaping of an element allows for something like one 5 ft. square per level, allow the telekinetic to shape any element but at 1/4th his level. So he'll be able to part water, move earth, smother flames, control the air etc. but only as an elemental kineticist of 1/4th his level. Perhaps maybe half his level though.


Oh here's something that just doesn't make sense:

Magnetic Infusion says it grants a -4 to Reflex saves against metal objects, using Blade Barrier as an example.

Blade Barrier has Force blades.

Dark Archive

Frankly, the only good thing I have to say about this class is that it has an interesting concept. Unfortunately, as it is written right now, most of the variants and their class abilities simply don't work. I'd be willing to say that every kineticist attack went against touch AC, or simply reflex for half, because otherwise you'll end up being crushed by that 3/4 BAB. We've seen that attacking versus touch hasn't made the Gunslinger overpowered, and nothing says death by massive damage like 4d12+16. Giving the kineticist an ability to actually connect, even at reduced damage would go a long way towards fixing the class.

Then there's the Burn damage. Quite possibly the absolute worst class feature ever. Let's punch myself in the face just to sustain my already underwhelming combat ability for an extra turn or two. Not having any way to heal it makes it utterly crippling. Even just making it a pool of Burn before the damage comes up would solve a lot of the problems.

This class is malfunctioning pretty hard, and from what I've been reading here, I'm not even sure that people are paying attention.


MiniMIehm wrote:

Frankly, the only good thing I have to say about this class is that it has an interesting concept. Unfortunately, as it is written right now, most of the variants and their class abilities simply don't work. I'd be willing to say that every kineticist attack went against touch AC, or simply reflex for half, because otherwise you'll end up being crushed by that 3/4 BAB. We've seen that attacking versus touch hasn't made the Gunslinger overpowered, and nothing says death by massive damage like 4d12+16. Giving the kineticist an ability to actually connect, even at reduced damage would go a long way towards fixing the class.

Then there's the Burn damage. Quite possibly the absolute worst class feature ever. Let's punch myself in the face just to sustain my already underwhelming combat ability for an extra turn or two. Not having any way to heal it makes it utterly crippling. Even just making it a pool of Burn before the damage comes up would solve a lot of the problems.

This class is malfunctioning pretty hard, and from what I've been reading here, I'm not even sure that people are paying attention.

Gunslingers attacking touch AC is overpowered. You are, quite literally, the first person I've ever seen who says otherwise.

Dark Archive

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So you would rather the kineticist whiff 2/3 of its attacks instead? The gunslinger is on par with archers in terms of average damage dealt, making the kineticist reach that same standard certainly isn't game breaking.

Scarab Sages

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The Kineticist can hit ~80 - 85% of the time versus normal AC, but only if optimized for accuracy.

Even with high accuracy, the kineticist is still dealing low damage compared to most classes unless going nova and taking a great deal of burn. I would be okay with the lower damage if the class had more utility, both in terms of class abilities and skills.


Shiroi wrote:

I'd love to hear some reviews on this FAN BUILD 2.0 KINETICIST, INCLUDING NEW ELEMENTS AND A LOT OF UTILITY.

https://docs.google.com/spreadsheets/d/1Y5uFrVzEv7ymWk-tmeTDrsQEjHJmqfIbKG0 Hw11KeTY/pubhtml

Link isn't working for me.

Slacker2010 wrote:
kestral287 wrote:
A Kineticist can only use one Form Infusion at a time (and one Substance).

I just reread the rules after seeing this and found the paragraph you're talking about.

This is terrible. So any form you want to use you stuck using it at 30 ft cause you can't put extend range. I can't even mention how bad this is not being able to mix and match as you want.

Most (basically all, honestly) Form Infusions are range-limited AoE bursts, straight melee, or come with a boosted range of their own (Explosion is actually paying for an Extended Range in there too). They don't stack in no small part because stacking them doesn't make sense. What happens when I make an Extreme Range Kinetic Whip, I get to attack you in melee from 480' away? And then spam AoOs on everything within that 480' range?

Dark Archive

Artanthos wrote:

The Kineticist can hit ~80 - 85% of the time versus normal AC, but only if optimized for accuracy.

Even with high accuracy, the kineticist is still dealing low damage compared to most classes unless going nova and taking a great deal of burn. I would be okay with the lower damage if the class had more utility, both in terms of class abilities and skills.

I think my Kineticist, at l4, hit roughly 45% of his attack rolls in Infernal Vault on Monday. Before he got blinded due to a low will save. This was a telekineticist, for the record, 18 Con, 16 Dex.

Scarab Sages

At level 4, there is only 1 point of difference between the kineticist and a full BAB class.

Did you have Point Blank & Precision.

If playing human did you have Weapon Focus (Kinetic Blast)?

Try reversing DEX and CON as priorities.

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