General Discussion: Kineticist


Rules Discussion

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You will note, with a full attack action, if you are high enough BAB, you do get iterative attacks (at least with the Kinetic Blade)..and each one of those does the full blast damage. I wonder if the player thought of that?


Doubtful, since it was explicitly noted that that was the Archer's advantage over him (true at level 5, untrue the rest of the time).

Wouldn't matter against the Sorcerer, relatively unlikely to matter against the Ninja unless you caught him with his Stealth down when he happened to be within Blade/Whip range, should have leveled the playing field against the Oracle, should have lead to the Archer being forced into a melee confrontation after, at best, one shot (and since the Kineticist is more likely to have the higher Initiative here... not good times for the Archer).


kestral287 wrote:
Wouldn't matter against the Sorcerer, relatively unlikely to matter against the Ninja unless you caught him with his Stealth down when he happened to be within Blade/Whip range, should have leveled the playing field against the Oracle, should have lead to the Archer being forced into a melee confrontation after, at best, one shot (and since the Kineticist is more likely to have the higher Initiative here... not good times for the Archer).

The Oracle could just as easily save or sucked him as the Sorcerer, and likely had self buffs to up attacks and enough energy resistance to make the kineticist's touch attacks worthless.

The Archer would unquestionably have the Fighter feat that lets them fire in melee without provoking. I also can't figure out why a Kineticist would have an initiative advantage over an Archer fighter. They're likely to have the same Dex, and the Fighter even has twice as many feats (in case Improved Initiative comes up).

Further, the idea that a Kineticist, built around a ranged blast, needs to go into melee to compete is problematic for me. If Kinetic Blade/Whip are that good (and they are), they should probably be free, not a secret Infusion-tax.


mplindustries wrote:
Further, the idea that a Kineticist, built around a ranged blast, needs to go into melee to compete is problematic for me.

Me too. It seems that the class was meant to be a CON based ranged class but ends up being a DEX based melee class.


Lord Rahl08 wrote:

So I have seen several people say that Mark's perspective is off because Skull's & Shackles is a low AC adventure, at least for the first two books. I went through and compared the AC, both touch and regular, of the first two books of Skull's and of Iron Gods. For book one Iron Gods comes out to be about 1 point of AC higher the Skull's for both touch and regular. For the second books Skull's is 1 higher on AC but 1 lower on touch.

These numbers don't take into account that in book 1 of Skull's there are no creatures with elemental resistances or DR. In Iron Gods there are 5 resistances, 14 immunities, and 15 instances of DR. This would definitely have an impact of the kineticist's effectiveness.

I'll do a comparison to other APs later. Just off the top of my head, the ACs in Runelords are a lot higher because Goblins.

Contributor

Tels wrote:
Mark, there needs to be a psychic equivalent of the Arcane Trickster Prestige class. I mean, Kineticist/Rogue/Psychic Trickster just sounds like a buttload of fun.

Actually, this is fairly doable with a relatively small Prestige Class errata / FAQ.

The kineticist's blast feature states that the blast talent itself is treated as a spell with a level equal to half of the kineticist's level, and since spell-like abilities can now be used to qualify for feats and prestige classes that require spellcasting (the very same FAQ that allows an aasimar's daylight SLA to qualify), a kineticist meets the "ability to cast 2nd-level spells" prerequisite at Level 4. In effect, the kineticist can jump into arcane trickster at the same time as the sorcerer.

Now, the needed FAQ that I mentioned would be a clarification on whether or not increases to a character's caster level from a Prestige Class applies to spell-like abilities. If it does, then the arcane striker's caster level bonus could theoretically boost the power of the kineticist, allowing the blast to scale with prestige class levels. If it doesn't, then creating a feat that would allow the kineticist to do this (such as the blade adept arcanist's one exploit) would still allow the kineticst to jump into the arcane trickster and be somewhat effective at the role.

EDIT: This, of course, depends on whether or not the "ability to cast psychic spells" meets the prerequisite of "ability to cast arcane spells," as well as whether or not the kineticist's spell-like ability is classified as an arcane spell (as the Core Rulebook assumes by default) or as a psychic spell (which would need clarification in the blast class feature). Again, another feat could allow this to work.


Alexander Augunas wrote:


The kineticist's blast feature states that the blast talent itself is treated as a spell with a level equal to half of the kineticist's level, and since spell-like abilities can now be used to qualify for feats and prestige classes that require spellcasting (the very same FAQ that allows an aasimar's daylight SLA to qualify), a kineticist meets the "ability to cast 2nd-level spells" prerequisite at Level 4. In effect, the kineticist can jump into arcane trickster at the same time as the sorcerer.

The problem would be that they's lose the ability to qualify when the spell level hit 3rd level as you don't qualify for lower spell levels with the FAQ: a second level SLA only counts as second level spell access.


mplindustries wrote:
kestral287 wrote:
Wouldn't matter against the Sorcerer, relatively unlikely to matter against the Ninja unless you caught him with his Stealth down when he happened to be within Blade/Whip range, should have leveled the playing field against the Oracle, should have lead to the Archer being forced into a melee confrontation after, at best, one shot (and since the Kineticist is more likely to have the higher Initiative here... not good times for the Archer).

The Oracle could just as easily save or sucked him as the Sorcerer, and likely had self buffs to up attacks and enough energy resistance to make the kineticist's touch attacks worthless.

The Archer would unquestionably have the Fighter feat that lets them fire in melee without provoking. I also can't figure out why a Kineticist would have an initiative advantage over an Archer fighter. They're likely to have the same Dex, and the Fighter even has twice as many feats (in case Improved Initiative comes up).

Further, the idea that a Kineticist, built around a ranged blast, needs to go into melee to compete is problematic for me. If Kinetic Blade/Whip are that good (and they are), they should probably be free, not a secret Infusion-tax.

Oracle would have the Save or Suck edge if it was using those spells, but this Oracle was apparently using healing and buffing. Best Oracle for a duel vs. Kineticist, yes, it's over as soon as you target the Will save. But the Oracle's listed advantages in the test don't match up with a decently piloted Kineticist.

Archer has to worry about Str, Dex, Con. Kineticist has to worry about Dex, Con. It follows that the Kineticist, then, should have a higher Dex (and Con), and in turn a higher initiative. The Archer does have more available feat slots for Improved Initiative, but the Kineticist has less necessary feats and (in my mind at least) a huge love of extra initiative above and beyond the norm. Hence, it's most likely that they both have it, but more likely that if one has it it's the Kineticist (at least outside of the level 5 setup, they have more vital feats), and in either event I would presume the Kineticist has higher Dex. This is coupled by the fact that the higher-level Kineticists have access to Kinetic Form for an additional Dex boost (assuming one element is either Fire or Air... and it probably should be) that the Archer has no obvious compensation for.

True, if the Kineticist is straight-Earth (stupid) or straight-Water (slightly less stupid) at level 10, his Dex advantage should be at best marginal, but marginal still translates to "more likely to go first".

Kineticist needing to close to melee is problematic, yes, but if you're going to "test the class", then testing it by gimping it into a poor fighting style invalidates the test. This is akin to putting a blaster-Wizard up against a well designed Sorcerer, saying that the Sorcerer outperforms in a dueling situation, and therefore the Sorcerer is the better class. Well... no, that's not true is it? We're in a situation where the Kineticist is in, honestly, its least favorable range. As a Kineticist, at level 5 I want to be 120' away or 5' away, at level 10 and 15 I want to be 480' away or 5' away. And within that least favorable range, the Kineticist is apparently doing nothing to improve his situation. Should he be forced, in our idealized world, to close to melee? No. I like the idea of a melee build-- and come final release will probably run a melee Kineticist-- but I don't want to have to be forced to run one. But should he have closed to melee within the bounds of this test? Definitely.


I just thought of the hyrokineticist's must have item: Decanter of Endless Water. Tremorsense anywhere!


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mplindustries wrote:
I just thought of the hyrokineticist's must have item: Decanter of Endless Water. Tremorsense anywhere!

Oooh, I'm borrowing that one. That's awesome on a lot of fronts.

Designer

Hehehe, I was wondering when someone would think of that one :D Nice!

Designer

Lord Rahl08 wrote:

So I have seen several people say that Mark's perspective is off because Skull's & Shackles is a low AC adventure, at least for the first two books. I went through and compared the AC, both touch and regular, of the first two books of Skull's and of Iron Gods. For book one Iron Gods comes out to be about 1 point of AC higher the Skull's for both touch and regular. For the second books Skull's is 1 higher on AC but 1 lower on touch.

These numbers don't take into account that in book 1 of Skull's there are no creatures with elemental resistances or DR. In Iron Gods there are 5 resistances, 14 immunities, and 15 instances of DR. This would definitely have an impact of the kineticist's effectiveness.

Thanks for the math! Want an interesting monkey wrench? The GM wanted to stress test more, since we were explicitly looking to test the kineticist's accuracy, so most of the ACs in this run of Skull and Shackles were significantly higher than listed (most monsters had Advanced simple template for +4 AC, NPC foes were 1 level higher and usually used the extra wealth to buy better armor for themselves, generally worth at least +2 AC). I think DR would have actually favored the kineticist over the brawler. Ti would have been forced to use a two-handed weapon, to avoid hitting DR twice, instead of her more-damaging flurry of punches.


I gave the players the average wealth to buy any equipment. I'm Gming a lvl 2 playtest right now with a aero, swashbucler, fighter and skald group.

The Exchange

Played our local PFS game as a water Kineticist with Healer. He ran Hall of the Flesh Eaters...at tier 1. I am glad I was a healer. At low level there was at least 1 encounter in there that was very rough on the damage. It was all myself and and a cleric with a wand of cure lights could do to keep up our barbarian.

At 1st level it does feel like Kinetic Healer does out heal pure damage points on a 1 to 1 basis, but at higher levels doing a little math once you account for a clerics ability to aoe channel the whole party and do status removals. That cleric will still be the top healer, which is perfectly fine I think. It was nice being able to supplement the party with that talent.

I can't say much about the water blast itself, as my dice were not with me for ranged attacks the whole session :( Max heals usually but not hits.

One thing that that slightly bothered me though, is it does feel like if you pick the touch attack simple blast instead of the basic one that you are being punished on your Kinetic Healer talent. Since healer only heals your blast damage. My 1st lvl human with an 18 con, could water blast and heal for 1d6+5, but if I pick cold blast my healer only does 1d6+2. Which will quite quickly fall away from water blast in healing.

My mentioned PFS character would do the following blast or heal points at theses levels:

Lvl Icy Dice (range) Water Dice (range)
1: 1D6+2 (3-8) / 1D6+5 (6-11)
3: 2D6+2 (4-14) / 2D6+6 (8-20)
5: 3D6+2 (5-20) / 3D6+7 (10-25)
7: 4D6+2 (6-26) / 4D6+8 (12-32)
9: 5D6+2 (7-32) / 5D6+9 (14-39)

It really seems Kinect Healer should have a set dice and progression of its own. Or just take Icy out of the picture by stating it heals an amount equal to a Telekinetic Blast or Water Blast no matter what simple blast you have taken (in the event Aether gets a secondary blast).

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

I noticed less of a DR problem in Trial by Machine compared to the Zen Archer, empower helped and he didnt have adamantine arrows (blanch doesn't work vs. hardness).

The damage gap between 4 and 5 is huge though. Going from 2d6+2+Con or 1/2 Con to 3d6+3+Con or 1/2 Con x1.5 makes a huge difference, esp. in 4 - 5 tier in PFS. I wonder if empower should come at 4 so:
Lvl
3 2d6+2+Con or 1/2 Con
4 2d6+2+Con or 1/2 Con x 1.5
5 3d6+3+Con or 1/2 Con

might be a better progression.

Also the need for precise shot is a common ranged problem but most ranged base classes or archetypes get a bonus
Fighter bonus feat
Ranger Bonus at second
Divine Hunter Paladin precise at first
Hunter free precise at second
Zen Archer free precise at first
Gunslinger target touch (note not all Kineticists do, unless you get both blasts i stead)
Slayer ranger feats

are some examples. I would suggest two blasts at first for versatility, flavor and way around early accuracy problems.


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Alexander Augunas wrote:
Tels wrote:
Mark, there needs to be a psychic equivalent of the Arcane Trickster Prestige class. I mean, Kineticist/Rogue/Psychic Trickster just sounds like a buttload of fun.

Actually, this is fairly doable with a relatively small Prestige Class errata / FAQ.

The kineticist's blast feature states that the blast talent itself is treated as a spell with a level equal to half of the kineticist's level, and since spell-like abilities can now be used to qualify for feats and prestige classes that require spellcasting (the very same FAQ that allows an aasimar's daylight SLA to qualify), a kineticist meets the "ability to cast 2nd-level spells" prerequisite at Level 4. In effect, the kineticist can jump into arcane trickster at the same time as the sorcerer.

Now, the needed FAQ that I mentioned would be a clarification on whether or not increases to a character's caster level from a Prestige Class applies to spell-like abilities. If it does, then the arcane striker's caster level bonus could theoretically boost the power of the kineticist, allowing the blast to scale with prestige class levels. If it doesn't, then creating a feat that would allow the kineticist to do this (such as the blade adept arcanist's one exploit) would still allow the kineticst to jump into the arcane trickster and be somewhat effective at the role.

EDIT: This, of course, depends on whether or not the "ability to cast psychic spells" meets the prerequisite of "ability to cast arcane spells," as well as whether or not the kineticist's spell-like ability is classified as an arcane spell (as the Core Rulebook assumes by default) or as a psychic spell (which would need clarification in the blast class feature). Again, another feat could allow this to work.

Psychic SLA don't count as Arcane, that's why Kineticists can't take Arcane Strike.


I would argue that at lvl 7 or not long after, *most* water kineticists would have taken a physical blast. TK only gets a physical blast so no problem there, and those are the only two who get the heal. If you aren't taking expanded element in something, you don't get composite blasts. Since there is no fire/ice or lightning/ice blasts, your options become to pick a physical blast (or aether) or to not get a composite blast. Of course, picking Aether is to also not get a composite blast. So to access one of (if not THE) most powerful tool of the class as it stands, you'd get a blast with a D6+1 progression for your healing.


Speaking of composite blasts, in all reality is this a feature that adds a significant amount to the class as it stands now? From a balance perspective it doubles your damage. Since that interacts with maximize and empower, it makes the combination of the three far more powerful than using any one. It's basically a step of multiplication that makes the stacking of abilities a far more desirable action than just using your regular attack. To the point that I feel it's limiting the normal damage of the attack because to increase the damage dice progression any higher would make it ridiculous when you actually stack all these abilities. You could almost just drop either composite or meta, and crank the base damage to go up a dice every time your BAB does (max 15) or even to straight 1D6 per level, so that it doesn't feel like your normal attacks are useless and you only get 1-2 useful attacks a day.

This of course assuming that the iterative blast mechanic I put in my fanbuild idea isn't working. I still feel like several small blasts or 1 big blast should both be free options for this class.


Now, I was considering a Hydrokineticist for an adventure, but after balancing my options I elected to go with the Occultist. The thing is, for background reasons if I had done the Kineticist, it would have had to be a cold blast.


Shiroi wrote:

Speaking of composite blasts, in all reality is this a feature that adds a significant amount to the class as it stands now? From a balance perspective it doubles your damage. Since that interacts with maximize and empower, it makes the combination of the three far more powerful than using any one. It's basically a step of multiplication that makes the stacking of abilities a far more desirable action than just using your regular attack. To the point that I feel it's limiting the normal damage of the attack because to increase the damage dice progression any higher would make it ridiculous when you actually stack all these abilities. You could almost just drop either composite or meta, and crank the base damage to go up a dice every time your BAB does (max 15) or even to straight 1D6 per level, so that it doesn't feel like your normal attacks are useless and you only get 1-2 useful attacks a day.

This of course assuming that the iterative blast mechanic I put in my fanbuild idea isn't working. I still feel like several small blasts or 1 big blast should both be free options for this class.

Remember, when you use a Composite blast, it hits you for 2 burn every time until you get Composite Specialization which still hits you for 1 burn. So it's not something you'll be doing every round, only on important fights, because the non-lethal damage will add up and it adds up real fast.

Consider the fact that at 7th level, the earliest you can get a composite, if you had a 22 Con and used your favored class bonus to add to hap, you'd have an average of 84 hp. If you used your composite blast twice, you've been hit for 28 points of incurable damage. That's 1/3 of your over-all hit points in 2 rounds and that's not taking into account possible damage you could be taking from enemies.


I really hope that the class doesn't automatically *have* to get kinetic blade/whip and ride the blast to be effectivve. I'd likely get blade for when I need it.. but so far every build that everyone agrees does decent t o good damage pretty much is a melee build.

I really want the long range sniper/scouty kinda thing.

also really hope Ride the Blast and Kinetic form open up for Aetherist too.. I really don't see a reason why they can't work for them.

Ride the blast would be a wonderful way for me to move around the battle field from vantiage point to vantage point by targeting a square.


Zwordsman wrote:

I really hope that the class doesn't automatically *have* to get kinetic blade/whip and ride the blast to be effectivve. I'd likely get blade for when I need it.. but so far every build that everyone agrees does decent t o good damage pretty much is a melee build.

I really want the long range sniper/scouty kinda thing.

also really hope Ride the Blast and Kinetic form open up for Aetherist too.. I really don't see a reason why they can't work for them.

Ride the blast would be a wonderful way for me to move around the battle field from vantiage point to vantage point by targeting a square.

You can mix melee and sniper pretty easily, honestly. To snipe you need two talents (Extended/Extreme Range), and Form Infusion Specialization x2. To melee you need two talents (Kinetic Blade/Kinetic Whip) and Form Infusion Specialization x2. You can get well established by the time your first Infusion Specialization rolls around and be firmly set with everything you need by the second.

Ride the Blast helps both of them, as does Kinetic Form (Air Elementals make for great snipers), and Kinetic Blade/Whip has a pretty low feat cost (the only really essential one is Weapon Finesse).


I think when Zwordsman says *have*, he means to be competitive in damage. It's sniper ONCE or melee several attacks. It's much more effective to 'charge' with ride the blast and then melee than sniping. it's an issue. Myself I don't want to HAVE to melee and would prefer a mainly ranged character but there is a huge damage loss if you do.


Oh, I know. But if he wants to build now... *Shrug* Mix sniper and melee is what I did.

I'm honestly kind of curious about the damage outputs though. If you assume neither character is willing to accept Burn, at high levels (after Composite Specialization) it might be a little more equal it's looking, because the shooter would get to double their damage dice via move action charge + Composite Blast for 0 Burn while the meleeist has to use a standard blast.

Means roughly twice the damage on a single shot, while the melee character is getting in three times the attacks but (at level 15) the third is at a mere +1. Meleeist probably pulls ahead if they're using a Touch-Blade due to consistently hitting with the third slash, but if they're using a solid one (which seems to be more common)...

Certainly not a 'fix' of any sort, especially with the caveat "after Composite Specialization", but it is an interesting thought.


Hmm...

Pyrokineticist + Blue Flame + Explosion + Ride the Blast = *BOOM* B****! Get out the way! Get out the way!

If only I could tack on a knock-back (like pushing infusion) to the blast to send people flying outside of the AoE :(


You can, I believe-- Pushing/Pressurized Blast should be a Substance Infusion, yes?

Or does Fire not get one of those. Which would be really weird.


Fire does not get one I think...


Aether and Earth get Pushing.

Water and Air get Pressurized.

No equivalent for fire


Huh. Well then. That's a silly oversight.

Though Pushing/Pressurized in their current incarnations are kind of terrible due to the 5' maximum.


Just got it. Am I the only one who is kind of miffed that the Kineticist is the only class in all of Pathfinder that is forced to take damage) to use his class abilities?

Any way to fix that?


Muddman72 wrote:

Am I the only one who is kind of miffed that the Kineticist is the only class in all of Pathfinder that is forced to take damage) to use his class abilities?

No.


Class abilities.

From first level the Kineticist can expend their move action to decrease the burn they take from a blast talent that turn by one.

At 5th, 8th, 11th, 14th, and 17th levels you have the ability to reduce the cost of either all Form Infusions or all Substance Infusions by one. This stacks and you can change your pick each time (for example, I picked Form at 5th and 8th and Substance for the rest, so at level 17 a Chilling Kinetic Whip (normally 5 Burn) costs nothing)

At 15th level all Composite Blasts cost one less Burn, and at 19th level a single Metakinetic ability costs one less Burn (I recommend Empowered to make it free).


Miffed? Well no, I understand its internal logic. It does bother m,e a bit that the amount of burn you can take maximum does not increase with level though.


AlanDG2 wrote:
Miffed? Well no, I understand its internal logic. It does bother m,e a bit that the amount of burn you can take maximum does not increase with level though.

Kind of does as your Con goes up.

The difference between, say, 18 Con and 34 Con are pretty significant.


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15th, 17th, and 19th are generally unplayed levels. 15th-16th level is usually the capstone of an AP.

So, realistically, you get 5, 8, and 11, with 14th as end-game.

That's a max of -4 to any combo of Form/Substance Talents.

At the average levels of play, which is 10th as "high levels", that's a max of 3.

The Kinetecist is especially bad at these levels, since it has (for most elements) no real Talents worth using. Especially if you're Fire.

Worse, it NEEDS Metakinetics to stay even competitive in damage with Blasts, and you can only reduce that by 1 max.

So, yes, you do need Burn to effectively use your main ability.


kestral287 wrote:

Class abilities.

From first level the Kineticist can expend their move action to decrease the burn they take from a blast talent that turn by one.

At 5th, 8th, 11th, 14th, and 17th levels you have the ability to reduce the cost of either all Form Infusions or all Substance Infusions by one. This stacks and you can change your pick each time (for example, I picked Form at 5th and 8th and Substance for the rest, so at level 17 a Chilling Kinetic Whip (normally 5 Burn) costs nothing)

At 15th level all Composite Blasts cost one less Burn, and at 19th level a single Metakinetic ability costs one less Burn (I recommend Empowered to make it free).

Class abilities do nothing to reduce the amount of burn you need to activate Feel the Burn. You MUST hurt yourself if you want your + hit and damage.


*Shrug* The question was simply "any way to reduce Burn". The answer is "class features". Whether or not that's sufficient is an entirely separate discussion.

I'd disagree on the not-enough-talents thing, but then I'm a fan of the generic Form ones so my viewpoint may be very different from yours.


kestral287 wrote:

*Shrug* The question was simply "any way to reduce Burn". The answer is "class features". Whether or not that's sufficient is an entirely separate discussion.

I'd disagree on the not-enough-talents thing, but then I'm a fan of the generic Form ones so my viewpoint may be very different from yours.

No, it was a statement that you have to hurt yourself to use the class abilities you are given and asking if there was "Any way to fix that?".

The fact is that his statement is true and everything you suggest never entirely removes the need to hurt yourself to use all your abilities.


Tels wrote:
Shiroi wrote:

Speaking of composite blasts, in all reality is this a feature that adds a significant amount to the class as it stands now? From a balance perspective it doubles your damage. Since that interacts with maximize and empower, it makes the combination of the three far more powerful than using any one. It's basically a step of multiplication that makes the stacking of abilities a far more desirable action than just using your regular attack. To the point that I feel it's limiting the normal damage of the attack because to increase the damage dice progression any higher would make it ridiculous when you actually stack all these abilities. You could almost just drop either composite or meta, and crank the base damage to go up a dice every time your BAB does (max 15) or even to straight 1D6 per level, so that it doesn't feel like your normal attacks are useless and you only get 1-2 useful attacks a day.

This of course assuming that the iterative blast mechanic I put in my fanbuild idea isn't working. I still feel like several small blasts or 1 big blast should both be free options for this class.

Remember, when you use a Composite blast, it hits you for 2 burn every time until you get Composite Specialization which still hits you for 1 burn. So it's not something you'll be doing every round, only on important fights, because the non-lethal damage will add up and it adds up real fast.

Consider the fact that at 7th level, the earliest you can get a composite, if you had a 22 Con and used your favored class bonus to add to hap, you'd have an average of 84 hp. If you used your composite blast twice, you've been hit for 28 points of incurable damage. That's 1/3 of your over-all hit points in 2 rounds and that's not taking into account possible damage you could be taking from enemies.

And that's the problem I'm running into... In order for ranged attacks to even pretend to keep up with melee attacks right now, you HAVE to composite. And that's not even to pretend to keep up with other ranged characters. If you drop either Meta or Composite (meta would be the better choice to drop for flavor reasons, since nobody else has Composite), then you can afford to raise the base damage of the Blasts.

Right now, with simple numbers (IE: Fake but proportionally accurate)
10 DMG base. x2 for composite. x2 for Maximize. x1.5 for Empower. Total damage on a nova attack... 50.
With no Meta, you could make it...
20 DMG base. x2 for composite. Total damage on Nova... 40. But now you can do that damage in two rounds, not 5, and it costs less burn. So I'm dropping less burn to get close to the same damage on my nova, and do more with my regular hit. The regular hit needs to be stronger, but right now it can't. And here's why it can't.
20 DMG base. x2 for composite. x2 for Maximize. x1.5 for empower.
Now it's 100 damage.

So for me, I'm seeing the various ways to stack damage improvements as a limiter on being able to make the regular attacks effective enough to keep you alive in battle. You can't make the base damage good enough to be your primary method of attack, saving your other abilities for nova, because then your x5 nova attack becomes a nasty CR+? killer.

I would rather have decent all the time damage with fairly ahead nova damage than almost no all the time damage with excellent 2 times a day nova damage.

Also, all of this needs yet another multiplier... x3 (probably closer to x2 with accuracy being in question for the last his, unless you use touch, which would still usually make it x3) for the melee.

Which is why I also advocate dropping Composite/melee agreement. Up to 3 basic blast hits in melee, or a single x2 blast at ranged. Given that to even get the x2 in this case would require burn, and the x3 melee wouldn't, and would give you attacks of opportunity, I don't feel this is unreasonable.


graystone wrote:
kestral287 wrote:

*Shrug* The question was simply "any way to reduce Burn". The answer is "class features". Whether or not that's sufficient is an entirely separate discussion.

I'd disagree on the not-enough-talents thing, but then I'm a fan of the generic Form ones so my viewpoint may be very different from yours.

No, it was a statement that you have to hurt yourself to use the class abilities you are given and asking if there was "Any way to fix that?".

The fact is that his statement is true and everything you suggest never entirely removes the need to hurt yourself to use all your abilities.

Perhaps I misinterpreted the question. The way I read it was "Any way for the Kineticist to use its abilities without killing itself?"

And the answer is yes, class features.

Are they what they should be on this front? No, I don't think so. Not with Burn as nasty to take as it is now. Do they let the Kineticist keep up with other damage-dealing classes on their own? Again, I don't think so. But they are there, and they do solve (what I interpreted to be) the question posed: how do you reduce Burn. Perhaps I was wrong for that.

There's also that Flagellant feat, which is kind of awesome, even if it doesn't quite fix the issue either.


You guys are missing a detail, there is a strict limit on the total burn you can take at a time...your "28 points of burn" is not going to happen with a Constitution of 22.


28 points of damage was the note, at 7th level, that's 4 Burn. Above what a 7th level can take in a single round, but this was spread across two rounds so well within the 22 Con's total Burn parameters (9 maximum)


"A kineticist can never choose to accept burn if
it would put her total points of burn over her Constitution
modifier + 3."

This statement means that the total points of burn you can take in a single day with a 22 Constitution is only 9 as I read it. Not in a round, in a day. That is why I am advocating for allowing more burn.


Right. This is absolutely true.

And the 7th level Kineticist takes four points of Burn, and in the process 28 nonlethal damage that cannot be healed.


Ah, I overlooked the damage times level part of burn...sorry about the confusion.


All good, this is how we learn.

There is also a per-round cap on Burn though, it's the sentence right before the one you quoted (or the one right after, I forget). It's basically the same as your cap on Feel the Burn though.


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It sad that we won't have a 2nd draft of the class... The Kineticist sure got far more reviewing and analysis than all other playtest classes put together, but OTOH, it seems like it needs more rework than any other of them.

Low accuracy, mediocre damage, little to no out-of-combat utility, scarcity of good wild talents and the necessity to suffer a great deal of non-healable damage just to use class features are pretty serious problems that come together to create super-megazord problem.

:(


Speaking of Burn/HP% math...

LVL 10
D8 HD
26 (+8) Con
Toughness
FC HP
11-18 HP per level. With a max Burn of 11.
No matter how much you raise the limit of Burn/day, you're still looking at the fact that right now when I spend all of my burn in a single day, my leftover HP is 0-7 per level, and the first level is an auto 7.
So by all means, raise the limit of burn you can put yourself through in one day... By as much as 7. Because that's way more than anyone will ever get to use. Most people could *maybe* use 4 more burn in a day, if they rolled above average consistently with their HD. This is assuming they're not in any way injured by anything else at all this day. It leaves them then with probably single digit health, at level 10. Not a great place to be.
I do agree, drop the burn limit and let us flat black out from the pain if we want... But that doesn't make it wise for us to do so, so don't think adding extra burn uses per day will actually impact the usability of the feature in any way. At all. Because most people don't want to use as much burn as they can right now, let alone more. It's a great and flavorful idea, and if it went further for less I'd love to use it all the time, but right now I'm seeing most of my characters maxing their defensive tricks to kick in FtB, and sticking to the back lines unless they absolutely have to nova. Which they'll do in a melee attack, since it's literally 3 times as good as ranged.

EDIT: @ Lemmy
You're welcome to examine and comment on my Fanbuild 2.01.
It's mostly a collection of many of the great ideas that have been presented in this thread, put together in a way as to make at least (some) sense.


And its not like the thing you're trying to kill isn't taking hit points from you. There are a lot of things trying to kill you while you do all your fancy tricks. If you're taking uncurable non-lethal damage in addition to the damage that the baddies are inflicting, you're either severely limited to the base level blast and nothing else (boring) or you're suicidal.

And Rynjin is right, very few people play levels that high. I shouldn't have to play a character for 15 levels to make him balanced and effective in all fights.

Why not give them a kinetic pool or something to activate these abilities and then have the option to accept nonlethal damage once those points are used up? I wouldn't even care if that number is Con modifier +3 and never levels with the character, by the time you get to the abilities that require a lot of burn you'll have the hit points to survive them and still be in the fight.


kestral287 wrote:


Perhaps I misinterpreted the question. The way I read it was "Any way for the Kineticist to use its abilities without killing itself?"

That's not how I took it but fair enough.

kestral287 wrote:


There's also that Flagellant feat, which is kind of awesome, even if it doesn't quite fix the issue either.

Yes, that feat makes the burn as/is ok with me. I'd actually like that feat baked into the class (or something like it). Reduced effectiveness sits much better that a simple KO.

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