General Discussion: Kineticist


Rules Discussion

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If you want to raise DPR by 50%, you either raise damage by 50% or raise accuracy by 50%. So if my accuracy is 40%, half that is 20%, a +4. But accuracy gets harder to boost a full 50% when you get to hitting above 50%. Now I need a +5 to be worth it. If I'm at 60% I need a +6. If I'm at 70%, I can raise my accuracy as much as I want and it's not actually worth as much as empower. So at the accuracy level where you can easily make a difference, you have to conside whether you're just fighting something you should be running from to begin with.

Scarab Sages

Shiroi wrote:
Alright, so what if FtB was exactly the opposite? What if an archetype package was that your FtB started maxed out. When you would accept burn, you instead remove FtB until it is empty. At this point you now continue burning as normal. In that build, you start the day with +x+x, and high hp. Then you wear out your excess of energy and start using your own life force to fuel more powers. It's not ideal, since you'd lose accuracy on your biggest blasts at the end of the day, but in return this archetype package is encouraged to hang on to burn as a desperate measure. There may need to be additional tweaks to maintain balance, but would that feel thematically appropriate to you?

With this idea, Kinetic Form II becomes a wasted ability and boosting your force ward tanks accuracy and damage.

Scarab Sages

Shiroi wrote:
If you want to raise DPR by 50%, you either raise damage by 50% or raise accuracy by 50%. So if my accuracy is 40%, half that is 20%, a +4. But accuracy gets harder to boost a full 50% when you get to hitting above 50%. Now I need a +5 to be worth it. If I'm at 60% I need a +6. If I'm at 70%, I can raise my accuracy as much as I want and it's not actually worth as much as empower. So at the accuracy level where you can easily make a difference, you have to conside whether you're just fighting something you should be running from to begin with.

As the class is currently designed, raising accuracy only increases damage for non-touch iteratives. Touch attacks and physical blasts only gain a nominal DPR boost from increased accuracy.

Any kineticist that builds for accuracy already has a 95% hit chance on touch attacks and an 85% hit chance with non-touch attacks by mid-level.


graystone wrote:
mplindustries wrote:

In other words, I find the option unnecessary, because it's most often going to be a trap. How common will hit rates of 60% or less really be?

Now remove the feel the burn bonuses and rerun the numbers. if it's fine without feel the burn, then you're saying you don't need it either.

Notice I'm suggesting an option to replace feel the burn not an addition to. Not everyone is super thrilled at the requirement to max out burn when you wake up.

Yeah, uh, without Feel the Burn, you hit like 65%-70% of the time instead of 80%. Unless you're starting with really bad stats, you have unfavorable item availability, or you're always fighting much higher CRs, going down to 60% accuracy (when you could get a +7 to hit, mind you, through this ability) seems so unlikely.

I just ran some numbers. I assumed you would start with 18 Dex. put your first four stat buffs into Dex, buy a progressively better Dex belt every 6 levels (so +4 at 12th, for example), and take Weapon Focus at least by 5th level. This includes absolutely no other buffs--no feel the burn, no inherent bonuses to Dex you would surely have by the end. No special items to increase attack bonuses like Bracers of Falcon's Aim or Cracked Pale Green Ioun Stones. No spells. Nothing. Just BAB, increasing Dex, and Weapon Focus.

I then compared those numbers against average AC against equal CR enemies.

If you're suggesting getting a bonus equal to what you'd get from Feel the Burn, you would receive no benefit from this move action accuracy buff until level 18. The very lowest your accuracy goes is 50% (at 13, 14, 15, 17, and 20), and the only time you could get a bonus above +5 would be at 18th+.

graystone wrote:

That was my point. If this option is meaningless by the formula then FtB is meaningless too. I haven't seen mlp suggesting we get rid of it but instead says that this would be a trap. Something is off in that logic IMO. If one is subpar, the other would be too.

Edit: I've seen players running without the burn bonuses and it wasn't pretty. A +2-3 would have done MUCH more for them than multiplying missed attack damage.

FtB is not meaningless by any stretch, because it stacks with Empowered. If I had to choose between FtB or Empowered, you're right, FtB would be the wrong choice before 18th level. But I don't. I can get both.


Artanthos wrote:
Shiroi wrote:
If you want to raise DPR by 50%, you either raise damage by 50% or raise accuracy by 50%. So if my accuracy is 40%, half that is 20%, a +4. But accuracy gets harder to boost a full 50% when you get to hitting above 50%. Now I need a +5 to be worth it. If I'm at 60% I need a +6. If I'm at 70%, I can raise my accuracy as much as I want and it's not actually worth as much as empower. So at the accuracy level where you can easily make a difference, you have to conside whether you're just fighting something you should be running from to begin with.

As the class is currently designed, raising accuracy only increases damage for non-touch iteratives. Touch attacks and physical blasts only gain a nominal DPR boost from increased accuracy.

Any kineticist that builds for accuracy already has a 95% hit chance on touch attacks and an 85% hit chance with non-touch attacks by mid-level.

For reasons I don't entirely understand, touch blasts seem to have fallen really out of favor with the buff-accuracy group of us.


kestral287, Myself I'd rather hit this round for less damage than hit a round or two later for 1.5 times damage. Empower may increase overall damage but it doesn't help me make sure I damage something NOW. Doing the MAX damage isn't the only thing that matters.

Then there are 6 levels that you either don't have empower or it costs you nothing. Add to that nothing would stop you from taking a burn for the empower AND getting the bonus to hit. Suboptimal and trap really don't seem to fit.

As to touch blasts: Not everyone has that option. Focus on earth or eather and you have none. it's like assuming everyone already has Kinetic Form active when not everyone gets that either.

mplindustries: You made a LOT of assumptions like throwing EVERYTHING into dex to make your base hit numbers. As Artanthos assumes, you too assume that the kineticist is a build for accuracy pretty much at the expense of everything else. You just assume everyone is going to buy those items (or be able to find them) and take those bonuses at base.

As far as 'you would receive no benefit from this move action accuracy': That is totally incorrect. it means that I get the bonus without having to take burn. this means i may have a lower average damage but I might have up to 120 more hp. You and the others have been so fixed on maxing damage that you forgot not taking burn is a pretty big advantage not figured into your formula.

So is empower worth up to 120hp?

Scarab Sages

graystone wrote:
Artanthos wrote:
graystone wrote:
Artanthos wrote:
blackbloodtroll wrote:

Actually, there are quite a number of classes that have more than one "optimized" build.

I have posted two for kineticist. Others have posted their own optimized builds that are different than what I came up with.

LOl I'll discount the melee one as it's not really a kineticist build but fighter/kineticist multiclass build. So we're back to the 'one' way to make a single class kineticist.

Rynjin posted how I feel. There should be a multitude of ways to make a competent character of a class. Not what we have here.

Discounting a one-level dip to gain armor proficiencies as invalid would be equivalent to saying blaster wizards do not count because they take a one-level dip into crossblooded sorcerer.

And yet, every optimized blaster does exactly that.

I give more than one way to build a class and everyone who disagree dances around and chants "but that does not count." It counts; you just don't like it.

Your still in 'optimization' mode and I'm in 'valid, usable and playable' mode. I could care less what's in the optimization guides. A class should be able to hold it's own without taking every loophole, multiclass dip and 'best choice' of options.

From my point of view, you've been saying an optimized kinetisist works fine and I'm asking if a normally built one does, so you point me to another optimized build that's not even fully kinetisist. Does the average built work ok? That's a different question from 'can you build an optimized one that works'.

If the kineticist is adjusted to compete with optimized builds without optimizing, what do you think it will be capable of when min/maxed?

You have to take optimization and min/maxing, using every trick in the book, into account to avoid having a broken class when it goes live and the munchkins get hold of it.


Artanthos wrote:
If the kineticist is adjusted to compete with optimized builds without optimizing, what do you think it will be capable of when min/maxed?

Your looking at it wrong. The average build should be able to keep it's own with other average builds from other classes. Do you get a sense of normal summoners by making a synthesist with maxed mental stats and dumped physical stats and running damage numbers from that?

I'll agree it's important to see if there are any issues from optimization but I don't think that those build should be looked at as the average or looked at to see how well the class is doing. It has to hold it's own without the "munchkins get hold of it".


graystone wrote:
mplindustries: You made a LOT of assumptions like throwing EVERYTHING into dex to make your base hit numbers. As Artanthos assumes, you too assume that the kineticist is a build for accuracy pretty much at the expense of everything else. You just assume everyone is going to buy those items (or be able to find them) and take those bonuses at base.

...I don't understand. I assumed NOTHING except a Dex belt, an 18 in Dex to start, and a single feat. What do you want here? If you can't get a single magic item, it would only be fair for the rest of the party to be similarly denied, in which case enemies would have to be weaker, too, right?

graystone wrote:
As far as 'you would receive no benefit from this move action accuracy': That is totally incorrect. it means that I get the bonus without having to take burn.

But the accuracy bonus is not better than Empower. As I explained, it's mostly worse than Empower. So, you'd be better off using that move action on empower than accuracy.

graystone wrote:

this means i may have a lower average damage but I might have up to 120 more hp. You and the others have been so fixed on maxing damage that you forgot not taking burn is a pretty big advantage not figured into your formula.

So is empower worth up to 120hp?

First of all, yes, yes it is worth that to me. Second, I was talking about someone WITHOUT Feel the Burn. I was talking about the proposed idea of being able to get the feel the burn bonus by taking a move action. I was showing that even without feel the burn, you are still better off DPRwise using that move for Empower.

graystone wrote:
Your looking at it wrong. The average build should be able to keep it's own with other average builds from other classes.

This is a legitimate question: What do you think an average build for another class looks like? What do you think an average Kineticist looks like if not Dex focused?


1. Making assumptions on when nonexistant class feature are granted isn't really warranted, is it? I mean, do we have a reason to think that the Kineticist would get this hypothetical half-Con-to-hit buff before level six? I would think that's about when it'd come online, myself, given that we have a lot of tests saying accuracy is fine until right around then.

2. Everybody has the option to use Touch Blasts. Should the player picking Fire get a damage augmentation option outside Feel the Burn? He doesn't have an option to use the high-damage blasts, so it seems like that would track.

3. What are you going to be throwing points into, if not Dex? The zero-burn approach handily disincentivizes the class from actually buffing Con to the degree that those embracing Burn need to. Mlp's numbers are actually a bit behind the curve too-- level 12 for a +4 Dex belt on a Kineticist is really, really late (I'd have to cross-check the numbers, but I'd bet that you could have a +6 Belt by then easily since no weapon).

4. Again, mathematically, you are inherently better off Empowering in most cases. This does break occasionally-- when a blast would kill the target without Empower-- but that's a bit of a corner case that's difficult to account for with a generalized formula. Also generally not going to be the case against a target with enough AC to actually be presenting accuracy problems.

5. Also again, taking Burn or the lack thereof is entirely outside the scope of the formula. If you take 0 Burn? The math holds, you're better off Empowering. If you max Feel the Burn every morning? The math holds, you're better off Empowering. Feel the Burn isn't taken into the formula because if you do enter it, you come to the exact same simplified equation. You're free to try it yourself.

6. Is Empower worth 120 HP? Well, I'd question the 120 HP first off. There isn't a level in which it's rational to suffer 120 HP for Feel the Burn and move-action-Empower is also a rational choice for general use. I'd also ask what my total HP is, because that's going to make a significant difference in my answer. But the general answer is going to be no. And I'm immediately going to follow up by pointing out that that's a stilted question that depends on comparing two entirely unrelated points.

Now, is +4 Dex, +3 Natural Armor, +1 increase to Armor/Shield Bonus, +3 to hit, +3 to damage worth 30 HP?

Yes. Yes it is.

Realistically, if you want to make this comparison it'd be more like this (assuming level 10, Kinetic Form (Air), Shroud of Water, and 24 Con):

Is an additional 30 HP before being knocked out, a 10th level Wild Talent, and +3 to hit worth +4 Dex, +3 Natural Armor, +1 increase to Armor/Shield Bonus, +3 to hit, +3 to damage, and an additional 50% damage boost? Average HP including Toughness, FCB is 138, for the curious, so call that 30 HP 21.7% of your total.


mplindustries:You assumed your high stat is dex AND all your ups go there. And a feat. And a dex belt +4. that's a little more than nothing. The only feat I'd say is manditory is precise shot.

As to the rest, i disagree. I'll happily use my move for the bonus to hit and keep my 120hp. Even if I did agree with you, for 1/3 of the class empower isn't a factor so it can't be a 'trap' for those levels.

Scarab Sages

graystone wrote:

kestral287, Myself I'd rather hit this round for less damage than hit a round or two later for 1.5 times damage. Empower may increase overall damage but it doesn't help me make sure I damage something NOW. Doing the MAX damage isn't the only thing that matters.

Then there are 6 levels that you either don't have empower or it costs you nothing. Add to that nothing would stop you from taking a burn for the empower AND getting the bonus to hit. Suboptimal and trap really don't seem to fit.

As to touch blasts: Not everyone has that option. Focus on earth or eather and you have none. it's like assuming everyone already has Kinetic Form active when not everyone gets that either.

mplindustries: You made a LOT of assumptions like throwing EVERYTHING into dex to make your base hit numbers. As Artanthos assumes, you too assume that the kineticist is a build for accuracy pretty much at the expense of everything else. You just assume everyone is going to buy those items (or be able to find them) and take those bonuses at base.

As far as 'you would receive no benefit from this move action accuracy': That is totally incorrect. it means that I get the bonus without having to take burn. this means i may have a lower average damage but I might have up to 120 more hp. You and the others have been so fixed on maxing damage that you forgot not taking burn is a pretty big advantage not figured into your formula.

So is empower worth up to 120hp?

Optimizing your character enough to hit reliable is the default assumption for every ranged attacker. What would happen if you showed up at the table with a low Dexterity on any range focused class? What would happen if you showed up to the table with a melee class that did not focus on strength?

The exact same thing that happens if you don't focus on accuracy with the kineticist.

Scarab Sages

graystone wrote:
Artanthos wrote:
If the kineticist is adjusted to compete with optimized builds without optimizing, what do you think it will be capable of when min/maxed?

Your looking at it wrong. The average build should be able to keep it's own with other average builds from other classes. Do you get a sense of normal summoners by making a synthesist with maxed mental stats and dumped physical stats and running damage numbers from that?

I'll agree it's important to see if there are any issues from optimization but I don't think that those build should be looked at as the average or looked at to see how well the class is doing. It has to hold it's own without the "munchkins get hold of it".

Define average?

The average player is going to put at least some effort into making his character effective. That includes obvious choices that enable the character to hit his opponents.

For characters that don't make at least some effort to be effective, reference this thread.


graystone wrote:
mplindustries:You assumed your high stat is dex AND all your ups go there. And a feat. And a dex belt +4. that's a little more than nothing. The only feat I'd say is manditory is precise shot.

Honestly, do people ever put their stat buffs in a stat other than their highest? I find that to be an oddity.

graystone wrote:
As to the rest, i disagree. I'll happily use my move for the bonus to hit and keep my 120hp.

Right, but I'm trying to point out that the bonus isn't as good as empower. Keep the 120hp, that's irrelevant. You should still move action to empower far more often than taking the bonus. Yes, you don't have empower for 2 levels after you get your first FtB bonus (which I assume would parallel the acquisition of this theoretical move action accuracy buff), but Empower is not free until 19th, and at that point, I admitted the bonus was finally better than Empower anyway.

I don't think I am being clear. I am not saying you should have no option to play without Burn. I am fully expecting a Sleuth style archetype, for example (i.e. an archetype that completely replaces a class's subsystem with another--probably, in this case, something with Ki instead). No, I am only saying that this specific option (take a move action to get an accuracy bonus equal to Feel the Burn) is worse than taking a move action to get Empower in the exact same situation.

For example by extremely conservative numbers, a level 8 Kineticist would have 22 Dex (18 to start, +2 item, +2 from levels) and Weapon Focus, for a total attack bonus of +13. An average CR 8 enemy has a 21 AC. That means you hit on an 8--that's a 65% hit rate. What do you think a reasonable Con would be at this point? 18 maybe (16 to start and a +2 item? That means a regular hit is 4d6+8 (no Feel the Burn, here), which averages 22.

Plugging numbers into the formula, we get an empowered DPR of 22.5225. If you, instead of Empowering, used a move action to raise your accuracy by, let's say even +5 (which is crazy, by the way, and there's no way that would be allowed), your DPR would only become: 20.79.


Worth noting: at 15th (Feel the Burn +5) it's no longer acc-bonus-vs.-Empower but acc-bonus-versus-Composite-Blast. Damage is now being doubled or close enough to it instead of +50%, so that could skew your numbers mlp.


kestral287:
2: earth is stuck with ranged only.
3: Con mostly. Plenty of things to spend burn on if it's needed. My main complaint has been the requirement to auto burn for FtB. A boost to Wis or Int couldn't hurt either given the weak save/skill points.
4: Shrug... I disagree.
5: No thanks. I get the feeling we are talking past each other. I've tried to explain some situations wherer it isn't better but it's fallen on deaf ears. Doing some math doesn't affect those.
6: 20th level has 120hp as the cost for FtB. it's also a level that the cost for empower is 0 so using a move action on is is quite fruitless.

As to the rest, you are first making a huge assumtpion. As I've said before, I can live with burn I just want to get the choice when to use it.

On that assumption, replace it with a Aether taken twice. Kinetic form=none and temp hp as your only burn sink. or fire with it's questionable fire damage. Not everyone is part water/earth for defense and not everyone can take a Kinetic Form. Add to that the fact that there are plenty of situations where walking around as an elemental all day isn't the best idea.

Additionally Kinetic Forms don't all add dex. Str and Con are also possible. And I'm unsure if this power is meant to alter your size or just give you the abilities. If it does, growing up to huge can be an issue. If it doesn't, do you still gain the size modifiers to stats?

Overall, your long list of goodies you gain are situational at best. I'd also suggest that you not assumption that toughness and FCB are added. Anyone that wants more than a skill or two will think about adding skill points and a large enough CON removes the need for toughness.


mplindustries wrote:
Honestly, do people ever put their stat buffs in a stat other than their highest? I find that to be an oddity.

Changing an odd to an even gives an instant bonus. As to highest, I seen my share of CON highest Kineticist.

On the rest: I understand what you are saying. I just don't agree. i'd rather hit more than eek out a few more DPS. I enjoy hiting more than hiting less and dealing more damage. Nothing make for a more disapointing night than missing at the start of the fight only to score some really big damage when it only has a few points left.

Artanthos: Average? A character made by someone out to have fun or making a character for RP reasons. So they don't grab the uber/best/awesome picks only but pick because it's cool or fits the character. For example, they may not pick the form with the best defense, may have some scores above minimum is stats other then the required ones, may pick a feat for RP and not because it raises their DPS by 1.25%. pretty much one not made by one of those "munchkins " you talked about.

Math: I've pretty much said my peace on the 'math'. I don't agree that something that doesn't grant the max DPS isn't something I'd like/want.

Sovereign Court

Wow, this thread turned into two sides of like, 3 people each shouting over one another quickly...

On the topic of maxing Con over Dex: that's like maxing Str over Dex on a Bow attacker... So yeah, it's probably not a good idea unless you're rolling touch blasts.

I played a level 10 Kineticist in an arena today with 2 other characters against some APL+4 enemies. With Weapon Focus and 24 Dex (and 20 Con), I had very little trouble hitting, but did pretty middling damage with each attack (~40 once per turn compared to the Brawler's 4 attacks at 25 each...)

In general it seems like people are frustrated that they can't find ways to build and play the Kineticist they want without being suboptimal, and I totally understand that. I'm hoping Mark can include something that somewhat mitigates the Hp penalty from burn, as that seems to be a major sticking point for these people: they don't want there to really only be one strategy to use burn effectively.

Silver Crusade

Pathfinder Adventure Path Subscriber

A starting stat of 18 is a pretty big ask, and not a given for 15 point buy games (which is the base assumption).

15, 14, 13, 12, 10, 8 is the spread I allow my players (equivalent to a 15 point buy).

As a ranged Kineticist my stats will probably be Str: 8, Dex: 15, Con: 14, Int: 13, Wis: 12, Cha: 10 (Choosing Dwarf, Halfling or Half-Human or Human for stat boosts)

So an 18 isn't achievable until level 4. I'm also as likely to grab a built of Endurance as a Dex belt because Burn costs and being unconscious means I contribute 0 DPR.

An 18 at level 1 shouldn't be a default assumption. At best assume a 16 or 17, because when a class feature eats big chunks of your hp you want as many hp as you can muster.


graystone wrote:
mplindustries wrote:
Honestly, do people ever put their stat buffs in a stat other than their highest? I find that to be an oddity.
Changing an odd to an even gives an instant bonus. As to highest, I seen my share of CON highest Kineticist.

Legitimate question: do you see lots of Cha primary Bards or Bloodragers? Wis primary Inquisitors or Rangers? Int primary Magi not using prehense hair?

Do you think it is possible that, with more time spent with the class, the community as a whole will recognize that Con is a secondary stat rather than primary, just as the stats I listed above have been understood?

graystone wrote:
On the rest: I understand what you are saying. I just don't agree. i'd rather hit more than eek out a few more DPS. I enjoy hiting more than hiting less and dealing more damage. Nothing make for a more disapointing night than missing at the start of the fight only to score some really big damage when it only has a few points left.

I can respect that. I felt as though offering the objectively weaker option as something equal would function as a trap to catch people that don't do the math. I had not considered that people would see the map, but prefer the weaker option anyway. If you would be happier with the move action accuracy buff fully knowing it is worse for dpr than empower, then I totally support the existence of such an option.


DM_aka_Dudemeister wrote:
A starting stat of 18 is a pretty big ask, and not a given for 15 point buy games (which is the base assumption).

Actually, Mark has explained several times in this thread alone that 15 point buy was based on a math mistake and 20 should be the base assumption. 16 + racial seems very doable with 20.

DM_aka_Dudemeister wrote:
15, 14, 13, 12, 10, 8 is the spread I allow my players (equivalent to a 15 point buy).

And I give my players arrays that are worth upwards of 40 point buy and include zero magic items, but I don't assume classes are balanced around my houserules--on the boards, I assume 20 point buy and normal wbl for these kinds of discussions.


Had a longer post but it got deleted. The key points though:

Kinetic Form:

1. "As Elemental Body X" with no qualifiers means that your size is changed. This is why I'm not entirely sold on Greater Kinetic Form, but Kinetic Form only gives Small and Medium options and as such is really good. My current thinking is to only take Greater for Fire or niche builds, but I'm still debating with myself.

2. For reasons entirely unrelated to Kinetic Form and entirely related to basic practicality, I would honestly expect nearly everybody to have either Fire or Air as an element by 7. There's not a lot of reason, from a standpoint of basic effectiveness, not to. Especially Aether, which needs a lot of help because right now it's nigh-useless.

Early-day Feel the Burn:

Honestly... raw damage, to-hit, and AC are three of the four things that I really cannot understand being called situational (with HP being the fourth).

Some setups do have situational benefits-- Fire is the worst off in this regard-- and some have better. Earth/Air probably gets the most advantage of starting the morning off Burned at 10th, though mono-Air has some amusing tricks if you have a way to keep casters off your back.

General Accuracy:

To be blunt, I'm incredibly confused by what exactly you're looking for here. As-is, the Kineticist has three basic ways to increase accuracy. Dexterity, Feel the Burn, and Touch blasts. You seem to be willfully disregarding all three in the name of the "average" character. Is this really what you think the average player would do? Throw away every opportunity they're given to be effective? And if so, why would they take this one more opportunity? What makes it inherently more special than just buffing Dex, or eating that handful of nonlethal, or trading in a bit of damage (less than Empower's gain) to ensure that they hit their mark on every attack?

Perhaps I'm misunderstanding something here. But I really can't understand where you're coming from anymore. Can you explain, clearly, what your core issue is?


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So, we've at least shown that a move action to add the FtB bonus to hit is not gamebreaking by itself. I suppose my biggest question is this : If it gets close to the bonus granted by Empower, let's say a 30% increase in DPR instead of 50%, which feels about right... What's the effect if you do both? An Empowered Composite blast with Accuracy. What happens to DPR? Is it more or less in line with what we expect from burn, or does it shoot your DPR average up so high that the two features can NEVER be allowed to stack for some reason?

Silver Crusade

Pathfinder Adventure Path Subscriber

On Hit Points as a Resource

Hit Points are a randomized asset in Pathfinder. I know that a lot of tables houserule this terrible legacy item, but as written the rules are built on random rolls.

I know in a perfect world we'd end up with say a level 7 character who gets average rolls.

But what if you don't? What if you end up with a string of awful rolls so your hp looks like: 8 + 2 + 1 + 2 + 1 + 1 + 1 = 16 + 21 (16 CON) + 7(FCB) = 44, this player will almost definitely take Toughness as a Feat Tax for a grand total of 51 hitpoints.

Meanwhile his buddy who rolled average hp has 70 odd hit points.

Their really lucky pal who rolled near maximum on each hit dice has roughly 84 (and neither of them felt taxed into Toughness).

I don't know which playtests are using average hp, which are using rolled, which are using max hit dice, which are using a weird method where if you roll under half you get to reroll twice but must take whatever you rolled.

Alchemists don't roll randomly each level to determine how many bombs they get, Barbarians don't roll randomly to determine their daily rage rounds, and Sorcerers don't roll randomly to determine their spells-per-day.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Mako Level 7 Human Pyrokineticist.

Another Legend of Korra Build.

Grand Lodge

What class is our baseline?

For accuracy?

For damage?

For utility?

For defense?

What do we compare this class to, when finding out if something needs to increased, decreased, or otherwise altered?


blackbloodtroll wrote:

What class is our baseline?

For accuracy?

For damage?

For utility?

For defense?

What do we compare this class to, when finding out if something needs to increased, decreased, or otherwise altered?

Answer (all): Commoners.

Grand Lodge

By the way, by defense, that includes saves.

Silver Crusade

Pathfinder Adventure Path Subscriber

Korra 7th level Human Hydrokineticist, for the purpose of playtesting Korra is just going to use waterbending okay?

Ok.


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blackbloodtroll wrote:

What class is our baseline?

For accuracy?

For damage?

For utility?

For defense?

What do we compare this class to, when finding out if something needs to increased, decreased, or otherwise altered?

IMO Alchemists are the best baseline, since they're the most similar class.

Accuracy: Alchemist is solid baseline. Dex/Int based class who uses touch attacks primarily. Compare/Contrast Con/Dex based class who uses a mix of touch and regular attacks. Alchemist does not require (or benefit from) a magic weapon with Bombs, so their baseline accuracy will be roughly the same on Touch.

--Diagnosis: Kineticist needs a bit more accuracy to account for non-touch attacks.

Damage: Alchemist is roughly similar at lower levels (same dice, generally same static modifier unless I'm mistaken), but the Alchemist (at higher levels) can throw multiple Bombs a round, while the Kineticist is still stuck with one Blast, of similar damage and to-hit as the single Bomb.

Caveat, the Blast's single damage can be boosted to what I'd estimate to be about half or 3/4 of a Bomb full attack barring TWFing, and with Rapid Shot. At 10th level, all other things being equal, four attacks at -2/-2/-2/-7. Alchemist probably has at least 20 Int by now, for 5d6+5 per hit, an average of 90 damage, in a small AoE. On a similar "nova" attack with an Empowered Maximized Composite Blast the Kinetcist has one attack at +0, with at least 20 Con (though likely against normal AC) for 10d6+23 (Empowered to 15d6+34, then Maximized), for a total of...86 damage. Total of 89 with Feel the Burn (making that attack one single at +3 for 89 vs 4 attacks at -2/-2/-2/-7 for 90), making the DPR I would say roughly similar, even skewed in the Kineticist's favor (assuming the Kineticist is attack Touch AC as well).

Problem, the novas are not equal in cost, costing the Alchemist only 4 of his daily 15 Bombs (which are merely one of his class features), but costing the Kineticist 30 HP (60 to achieve that 89).

--Diagnosis: Kineticist could use a boost to damage OR a reduction in cost of damage boosting powers, or a mix of both.

Out of Combat Utility: Alchemist is a clear winner here. 4+Int skills vs 2+Int before even factoring in his Int focus. Extracts providing varied and modular boosts to various things for both himself and his party. Can craft potions. Kineticist's main out of combat utility is limited to different movement modes (which the Alchemist can also get through extracts), different senses (not all replicable, but partly ditto), and limited elemental manipulation (which is of wildly varying use. Fire Sculptor is markedly less useful than Move Earth, for example).

--Diagnosis: Kineticist needs waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay more utility.

In Combat Utility and Defense: The Alchemist can change damage types on the fly with Discoveries, most notably Force Bombs, which drop his damage slightly (1 point per dice on average), but make them essentially non-resistable, and fully affect Incorporeal creatures to boot. In addition the Alchemist has a number of useful extracts such as Resist Energy, Stoneskin, and so on to tailor his capabilities to the fight at hand in many cases. Even better, as a Supernatural ability, his Bombs never have to interact with Spell Resistance, negating two of the Kineticist's main combat drawbacks.

The Kineticist, on the other hand, DOES have some neat tricks if you're willing to shell out the HP for them, but are far less flexible, both in damage dealing and damage/status effect mitigation. Elemental Resistances screw them over mightily, especially if they specialize in a single element (which currently has ZERO advantage, so may as well not even be an option), and their attacks can be negated entirely by Spell Resistance, effectively giving the Kineticist an extra "AC" to overcome every time they attack many late game creatures (who are usually elementally resitant on top of that). They get a few solid tricks in the Defense Wild Talents, but most can be replicated by spells, many of which the Alchemist gets as well (Shield vs Shroud of Water, Stoneskin vs Flesh of Stone, False Life vs Force Ward), leaving the Kineticist's main advantage to be that his buffs are activated all day, and at some specific levels can surpass the similar extracts, for a hefty cost.

--Diagnosis it's not doing as bad in this department, but it's not doing good either. If the Blasts were changed to be Su abilities it would solve a huge problem, and granting more damage type flexibility for each element would as well. That coupled with a higher diversity of options for Defense Wild Talents would leave the Kinetcisit in a god spot here.

Final Verdict: There is not much reason to choose a Kineticist over an Alchemist in its current state. It is less useful outside of combat, and less flexible in it, and likely to knock itself out trying to achieve anywhere near the same damage output of anything but an Alchemist tossing one Bomb a round. The Kinetic Blade/Fist builds probably fare better, but if you were to compare them to a Vivisectionist instead I doubt they'd come out smelling like roses there either.


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As an aside, it would also probably help if Composite Blasts didn't cost any Burn. They're really not powerful enough to require it, and being able to use a Composite Blast every turn after 6th level would help with quite a few issues, both in raw damage and elemental resistances (at least half will probably get through).

Silver Crusade

Pathfinder Adventure Path Subscriber

Jinora 7th Level Human Aerokineticist, the last Legend of Korra conversion I'll be doing this weekend.

Enjoy.


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I haven't fully read the last pages of 'heated' discussions, but I'm thinking no one is disagreeing with this class having a dex focus, instead of con. What people are saying is that it SHOULDN'T be.

Also, for someone not familiar with alchemists, Rynjin's comparison was a real eye-opener. An alchemist can outdamage a kineticist without too much problem while combining some of the best buffs available to different kinds of kineticists. 4+ int on an int focused class vs 2+ int on an int dumping class is just the final nail in the coffin.

Sovereign Court

Scorpioni wrote:

I haven't fully read the last pages of 'heated' discussions, but I'm thinking no one is disagreeing with this class having a dex focus, instead of con. What people are saying is that it SHOULDN'T be.

Also, for someone not familiar with alchemists, Rynjin's comparison was a real eye-opener. An alchemist can outdamage a kineticist without too much problem while combining some of the best buffs available to different kinds of kineticists. 4+ int on an int focused class vs 2+ int on an int dumping class is just the final nail in the coffin.

Also an alchmesit is a prepared drinker that only takes 1min to make anew drink. With nothing other than minimum Int this one feature is more verisitle than the entire Kineticist class.

Scarab Sages

graystone wrote:

Artanthos: Average? A character made by someone out to have fun or making a character for RP reasons. So they don't grab the uber/best/awesome picks only but pick because it's cool or fits the character. For example, they may not pick the form with the best defense, may have some scores above minimum is stats other then the required ones, may pick a feat for RP and not because it raises their DPS by 1.25%. pretty much one not made by one of those "munchkins " you talked about.

Math: I've pretty much said my peace on the 'math'. I don't agree that something that doesn't grant the max DPS isn't something I'd like/want.

Not only were the builds I posted not completely min/maxed, I started with a 16 in STR/DEX and spent points on intelligence.

Does that make my builds just average? They are certainly less efficient than the guy who stat dumps and starts with a 20 STR/DEX.

Scarab Sages

DM_aka_Dudemeister wrote:

On Hit Points as a Resource

Hit Points are a randomized asset in Pathfinder. I know that a lot of tables houserule this terrible legacy item, but as written the rules are built on random rolls.

I know in a perfect world we'd end up with say a level 7 character who gets average rolls.

But what if you don't? What if you end up with a string of awful rolls so your hp looks like: 8 + 2 + 1 + 2 + 1 + 1 + 1 = 16 + 21 (16 CON) + 7(FCB) = 44, this player will almost definitely take Toughness as a Feat Tax for a grand total of 51 hitpoints.

Meanwhile his buddy who rolled average hp has 70 odd hit points.

Their really lucky pal who rolled near maximum on each hit dice has roughly 84 (and neither of them felt taxed into Toughness).

I don't know which playtests are using average hp, which are using rolled, which are using max hit dice, which are using a weird method where if you roll under half you get to reroll twice but must take whatever you rolled.

Alchemists don't roll randomly each level to determine how many bombs they get, Barbarians don't roll randomly to determine their daily rage rounds, and Sorcerers don't roll randomly to determine their spells-per-day.

Apply your question to the barbarian. What is he going to do when he rolls all 1's? Is he going to avoid standing on the front line where he might get hit?

Scarab Sages

Scorpioni wrote:

I haven't fully read the last pages of 'heated' discussions, but I'm thinking no one is disagreeing with this class having a dex focus, instead of con. What people are saying is that it SHOULDN'T be.

Also, for someone not familiar with alchemists, Rynjin's comparison was a real eye-opener. An alchemist can outdamage a kineticist without too much problem while combining some of the best buffs available to different kinds of kineticists. 4+ int on an int focused class vs 2+ int on an int dumping class is just the final nail in the coffin.

Everyone, including Mark, agrees the damage is a little low. The reasoning given for the playtest was; it cause less uproar boosting low DPR than is does to start the class with high DPR and nerf it at launch.


weird question for someone who knows grapples better.

If you foe throw someone who is grappling either the kineticist or an ally,
does that break the grapple... or does that throw both of the ones involved?


Zwordsman wrote:

weird question for someone who knows grapples better.

If you foe throw someone who is grappling either the kineticist or an ally,
does that break the grapple... or does that throw both of the ones involved?

If movement forces you out of range of the grapple, the grapple breaks, so, this would break the grapple.

Edit: Good luck beating the Fortitude save of someone built for grappling, though!


Arthanthos, I'm not really sure what your goal is but damage is about the least of my worries here.


mplindustries wrote:
Zwordsman wrote:

weird question for someone who knows grapples better.

If you foe throw someone who is grappling either the kineticist or an ally,
does that break the grapple... or does that throw both of the ones involved?

If movement forces you out of range of the grapple, the grapple breaks, so, this would break the grapple.

Edit: Good luck beating the Fortitude save of someone built for grappling, though!

Yeah espeically since foe throw is like lv 4 ?

so 10+4+con mod.. yeah that's tough as hell to do with no heighten ability...
That would be something I might spend on metakenisis burn points on it..


Shiroi wrote:

Aether could do so much with force. My force Wizard was probably one of my favorite casters, he used Spiked Ball relentlessly. No DR or Resistance applied, touch was usually the attack method, overall he was consistent. While a "Push when you need it" build works great for this class, consistent moderate damage output regardless of the situation is not exactly their specialty. Aether feels like the best choice for that, with Earth the close second. But I do have an alternate idea for it that might feel more balanced.

Overall, I'm somewhat surprised that there isn't more integration with the occult theme for Aether. The class as a whole doesn't feel "occult" all that much. Aether has a huge potential, I feel, to connect with the occult as an Ectokineticist. More so than any of the others, Aetherkinticists derive their powers from the Ethereal plane. It wouldn't take much to draw a hard link there, and it would open up some 'ecto' substance infusions for the Aether manipulator. Add a few things like See Invisibility to match the Sight powers the other guys get, possibly have his "touch" attack be a ball of ectoplasm, dealing bludgeoning touch (yes, this would be a first to my knowledge, but it would bypass the idea of using force that seems to consistently be declined as too unpredictable, and the idea is that the Ectoplasm is a bludgeoning ball of goo that can phase right through armor, hardly outside the realm of believability).
Add in a few illusion or divination tricks, and the Telekineticist isn't so much using his mind to move objects, he's fully harnessing the powers of the spirit world through the Ethereal Plane and moving things with telepathic communion with the dead.

This. So much.


Scorpioni wrote:

I haven't fully read the last pages of 'heated' discussions, but I'm thinking no one is disagreeing with this class having a dex focus, instead of con. What people are saying is that it SHOULDN'T be.

Also, for someone not familiar with alchemists, Rynjin's comparison was a real eye-opener. An alchemist can outdamage a kineticist without too much problem while combining some of the best buffs available to different kinds of kineticists. 4+ int on an int focused class vs 2+ int on an int dumping class is just the final nail in the coffin.

On the Dex: Yes and no. Low-levels, I've been putting more focus on Con. That shifts a little before level 7, which is when I'd be making the transition (mostly via Dex-belt) from mainlining Touch blasts to alternating between them and Ranged blasts as the situation dictates. But then I'm a huge fan of Touch blasts, and seem to be more or less alone in that category.

Kineticist does have a mild advantage over the Alchemist in that their entire blast crits instead of the stupid way that bombs do, and they have additional advantages in range (by the time the Alchemist gets Fast Bombs, the Kineticist should have at least one Form Infusion Specialization and Extended Range, and very possibly two and Extreme Range-- Alchemist bombs have a range increment of 20') and mobility (don't think the Alchemist ever gets Earth Glide and they definitely don't get infinite Fly). That said, advantage Alchemist at any sort of combat at range.

I am curious about the damage output of a 10th level Vivisectionit(/Beastmorph probably) if we want to run the melee comparison.

Though, I've been looking at a baseline of Fighter with less damage and more utility. Comparing martials to martials and all of that.


huh. I'd compared alchemist and kins in my head before. but I hadn't connected the thought of mutagen and elemental form sorta thing.

Granted that might be because Aether doesn't get kin form.. I hope they do in the end though

also in general do you think the DR from Geo is worth 2 wyld talents for someone who isn't earth?

primarily i'm thinking about the vague combo of aether and geo defenses. Though outside of the defense those two do not combo at all


I got a chance to play one this weekend and I was wondering why the low range of only 30 feet on basic blasts? I kept getting rushed and forced into melee. Yes I can take the extended range to get 120 feet but then I can not use any of the other cool forms. Or are you allowed to have range increments and take a -2? Our DM said no to that. As it stands I would rather still just play a 3.5 warlock.


Zwordsman wrote:

huh. I'd compared alchemist and kins in my head before. but I hadn't connected the thought of mutagen and elemental form sorta thing.

Granted that might be because Aether doesn't get kin form.. I hope they do in the end though

also in general do you think the DR from Geo is worth 2 wyld talents for someone who isn't earth?

primarily i'm thinking about the vague combo of aether and geo defenses. Though outside of the defense those two do not combo at all

For Aether, I'm not sure that I would take Earth. Earth's blast gets you nothing, there's no useful Composite Blast, and Earth's best talents come too late to be practical. Water or Air seem more helpful, especially Water.

For pretty much any other element, I would in a heartbeat. Especially Fire.

Hargert wrote:
I got a chance to play one this weekend and I was wondering why the low range of only 30 feet on basic blasts? I kept getting rushed and forced into melee. Yes I can take the extended range to get 120 feet but then I can not use any of the other cool forms. Or are you allowed to have range increments and take a -2? Our DM said no to that. As it stands I would rather still just play a 3.5 warlock.

No range increments, and I'm kind of curious about which other Form Infusion you're wanting to use since all of them I'm seeing alter range.


I was looking at foe throw to be able to throw someone from beyond 30 feet form me. Also. I think it is weird that if I throw someone and can only throw them 30 feet that they can end up 60 feet away due to the can be in any square within 30 feet of the target. Unless I am missing something and that could be the case.


Let's play out some math here, just for kicks. I'm going to chart the damage potential (without accuracy involved) of this class, both touch and non touch. Then, at any given level, someone can compare damage to this class, and all they need to do to compare straight numbers is plug accuracy.

I assume a DMG stat of 18 (Str/Dex/Con depending on build) and will eventually note where you get full attack (I'm not going to math it, because accuracy comes later in the math by someone else) and Empower/Composite/What Have You as we get there. I won't be using Nova attacks, nothing that requires any burn past activating FtB. I'll mark FtB at the appropriate levels, and mark changes in stats as the levels go by.

Spoiler:
LvL 1 [To Hit +4]
1D6+1+Con
3.5+1+4
8.5 Regular
or
1D6+1/2Con
3.5+2
5.5 Touch

LvL 2 [To Hit +5]
No Change

LvL 3 [To Hit +7] (FtB+1)
15 Regular
10 Touch

LvL 4 [To Hit +8] (Stat is now 19, no change)
No Change

LvL 5 [To Hit +8] (We learn Empower, and use a move action to use it religiously)
18.5 Regular
27.5 Regular Empower
13.5 Touch
19.5 Touch Empower

LvL 6 [To Hit +10] (FtB+2)
19.5 Regular
28.5 Regular Empower
14.5 Touch
20.5 Touch Empower

LvL 7 [To Hit +11]
24 Regular
36 Regular Empower
18 Touch
27 Touch Empower

LvL 8 [To Hit +14/+9]](Things get Iterative, Stat is now 20 (+5) with a +2 belt 22 (+6), if you can't afford 4,000 out of 33,000 WBL for a belt of +2 you have problems. Note that you can't use Iteratives WITH Empower yet. Those work off Regular damage unless you want to take burn.)
26 Regular
39 Regular Empower
20 Touch
30 Touch Empower

LvL 9 [To Hit +15/+10](FtB+3)
31.5 Regular
46.5 Regular Empower
23.5 Touch
34.5 Touch Empower

LvL 10 [To Hit +16/+11]
No Change

LvL 11 [To Hit +17/+12]
36 Regular
54 Regular Empower
27 Touch
40 Touch Empower

LvL 12 [To Hit +20/+15] (Stat is 21 with a +4 belt now, so 25 (+7), it's less than 20% of your WBL, FtB +4)
38 Regular
57 Regular Empower
29 Touch
43 Touch Empower

LvL 13 [To Hit +20/+15]
42.5 Regular
63.5 Regular Empower
31.5 Touch
46.5 Touch Empower

LvL 14 [To Hit +21/+16]
No Change

LvL 15 [To Hit +24/+19/+14] (It gets interesting here. FtB +5, Composite takes over Empower as the #1 Damage Dealer, by a surprisingly small amount though. I'll continue to add Empower for those who do not take Expanded Element, or for Aetherists. Iteratives are now hitting up to 3 times, all on a level where the dice count goes up as well, and a +6 belt is around 1/7 of WBL, not at all unreasonable to assume. Stats are now 27 (+8))
49 Regular
73 Regular Empower
85 Regular Composite
37 Touch
55 Touch Empower
65 Touch Composite (BFB Only)
(It is worth noting at this point that the Force Blast deals regular Touch attack damage, which means you'd need to be against an immunity or a Resistance 30+ for it to be better than BFB)

LvL 16 [To Hit +26/+21/+16] (Add 1 to main stat for the last time, Stat is now a 28 (+9))
50 Regular
75 Regular Empower
86 Regular Composite
37 Touch
55 Touch Empower
65 Touch Composite (BFB Only)

LvL 17 [To Hit +26/+21/+16]
54.5 Regular
81.5 Regular Empower
95 Regular Composite
40.5 Touch
60.5 Touch Empower
72 Touch Composite (BFB Only)

LvL 18 [To Hit +28/+23/+18] (FtB +6)
55.5 Regular
82.5 Regular Empower
96 Regular Composite
41.5 Touch
60.5 Touch Empower
73 Touch Composite (BFB Only)

LvL 19 [To Hit +29/+24/+19] (Here's the cap, where you do 10D6 and you can Empower a Composite blast at no cost but the move action. You can also now Empower your Iterative attacks.)
60 Regular
90 Regular Empower
105 Regular Composite
157 Regular Empower Composite
45 Touch
67 Touch Empower
80 Touch Composite (BFB Only)
120 Touch Empower Composite (BFB Only)

LvL 20 [To Hit +30/+25/+20]
No Change


None of this includes Kinetic Form, and all of it can have a Form and/or Substance Infusion linked in to add extra stuff to it, usually for free. Since FtB and your damage stat usually both add to your Accuracy anyways, it shouldn't be hard to find an approximate To Hit for any given level. In fact, I'll go back and add that real quick. There we go.

I feel that I was very reasonable in not putting excess stress on having the latest belt, I bought cheap 1 stat belts at very low % of WBL, and didn't go above a +6. I also didn't include Wish or Books for stat boosts. I did use FtB, but I'm hoping that some some recent comments by Mark might indicate ways around needing to burn yourself in the morning to activate that for people who genuinely do not wish to do so. Namely, he was pretty spot on with an Archetype Package that removed the ability to use burn entirely, and let FtB be a passive constant effect. Not an unreasonable alternative I feel. Either way, not including FtB in any way, shape or form would be a disservice to the class in it's current form. In future forms, we shall see. I'm sure that if FtB isn't used in a particular build, it won't be for lack of options and ways to replace it, so the increases to DMG and Accuracy from it should likely hold close to true even if it isn't specifically from that source.

An 18 in at least ONE primary stat is also not unreasonable. Technically, the DMG of these numbers will be higher depending on which stat you choose, because Con adds to your blast damage, and when you burn it to activate FtB you get another +1 DMG as well. I omitted this in the numbers because of the uncertainty that every build (in the future) will use FtB exactly as it is. I'm just not sure how that extra damage would play in with that being the case.

Overall, if you add a more aggressive optimization that seeks out the belts faster, and moves to Wish and Books afterwards, uses Kinetic Form and happens to have that form add to the primary stat, and takes a few feats to boost DMG and Accuracy... You can boost these numbers by a solid +15 easy on the DMG. You can probably push To Hit up by close to the same amount. But with absolute minimum optimization (the use of FtB or an equivalent, and slowly getting belt upgrades well behind my usual schedule) these numbers should easily give us a baseline for an unoptimized Kineticist. Enjoy.


Hargert wrote:
I was looking at foe throw to be able to throw someone from beyond 30 feet form me. Also. I think it is weird that if I throw someone and can only throw them 30 feet that they can end up 60 feet away due to the can be in any square within 30 feet of the target. Unless I am missing something and that could be the case.

In answer to your question, yes. I feel like you can pick up the enemy and chuck them out of your normal range. This is because I see it more as an impact than a prolonged force, imagine a giant Kinetic Hand swatting them. The hand doesn't go past 30 feet, but it wallops them into the next room.

Actually, now that I look at it, Foe Throw seems to help a bit on the question of "What if there's no unattended objects in this room?" Granted, I'd rather it be a touch attack than a fort save, since I'm horribly sorry but no amount of dwarven constitution is going to stop me from picking you up. Also, it should be limited to bludgeoning damage since if you tried to use slashing or piercing shaped forces to pick them up you'd just gut them instead. Which I'm happy with, but doesn't fit the description.

There really should be some RAW adjustment indicating how far away the ammo-man you throw can be, how far away the target you throw at can be, and whether there has to be line of sight to each target. Also what happens if I have the three stooges lined up, and throw the one on the left at the one on the right? Do they all take damage? Is the new target the one in the middle and the one on the right gets away safely? Is the one in the middle assumed to have ducked?


Shiroi wrote:
Hargert wrote:
I was looking at foe throw to be able to throw someone from beyond 30 feet form me. Also. I think it is weird that if I throw someone and can only throw them 30 feet that they can end up 60 feet away due to the can be in any square within 30 feet of the target. Unless I am missing something and that could be the case.

In answer to your question, yes. I feel like you can pick up the enemy and chuck them out of your normal range. This is because I see it more as an impact than a prolonged force, imagine a giant Kinetic Hand swatting them. The hand doesn't go past 30 feet, but it wallops them into the next room.

Actually, now that I look at it, Foe Throw seems to help a bit on the question of "What if there's no unattended objects in this room?" Granted, I'd rather it be a touch attack than a fort save, since I'm horribly sorry but no amount of dwarven constitution is going to stop me from picking you up. Also, it should be limited to bludgeoning damage since if you tried to use slashing or piercing shaped forces to pick them up you'd just gut them instead. Which I'm happy with, but doesn't fit the description.

There really should be some RAW adjustment indicating how far away the ammo-man you throw can be, how far away the target you throw at can be, and whether there has to be line of sight to each target. Also what happens if I have the three stooges lined up, and throw the one on the left at the one on the right? Do they all take damage? Is the new target the one in the middle and the one on the right gets away safely? Is the one in the middle assumed to have ducked?

I was under the impression since it's a form change, your back to the generic 30ft.

so the picked up guy has to be witin 30ft of you and whoever your throwing it at has to be within 30ft of you

kinda wish it was a substance infusion.. but then again launching a foe throw target 420ft to another target gets pretty messy.. or one hell of a way to move an ally who doesn't mind some pain.

As for the stooges. I would assume you fling the guy over the guy in the middle and then down on to the target. and the guy you flung ends up rolling into the approriate square.

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