General Discussion: Kineticist


Rules Discussion

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I've never found a Gunslinger's DPR to be all that and a bag of chips unless you decide to channel Chester the Cheetah and use Double Barreled Pistols to double your attacks per round (even though I'm 99.99% sure that despite people using them that way, they're only meant to grant an extra attack per action, not per attack).

Designer

Rynjin wrote:
I've never found a Gunslinger's DPR to be all that and a bag of chips unless you decide to channel Chester the Cheetah and use Double Barreled Pistols to double your attacks per round (even though I'm 99.99% sure that despite people using them that way, they're only meant to grant an extra attack per action, not per attack).

As a sidenote, some would-be gunslinging mediums channeling that spirit earlier in this thread did try to compare double-barreled dual-wielding pistoleros, the whole nine yards. Hence my unease.


Mark Seifter wrote:
Let's please never ever compare anything else in the game to an optimized gunslinger's DPR (Tels, you totally weren't with your estimate, but others earlier in the thread were). That way madness lies.

Absolute madness, I agree. I didn't bother trying to use actual numbers, because Gunslinger DPR depends too much on what build and/or items the Gunslinger has access to. Far more so than nearly any other class, I think.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Mark. I just realized bad game design with the kinetic healer... As a kinetic healer and with the ability to reduce burn by 1.. I can have an unlimited amount of free heals outside of combat...... Which means there is no downside and all my melee will be very very happy.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

If there is an ability to make it so that I use 'no' resources to heal my party to full, this pretty much negates healing wands, most traps, and attrition.

In RPG games, attrition is a mechanic that should never be breached. ^_^

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

As much as I would 'love' to be broken at level 1, I would change the wording to

KINETIC HEALER
Element aether or water; Type Sp; Level 1; Burn 1; see text
Prerequisites kineticist level 1st
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature for an amount
equal to your kinetic blast’s damage. Instead of paying the burn
cost, you can cause the recipient to take 1 point of burn. If
you choose to do so, the recipient suffers 1 point of nonlethal
damage per Hit Die he possesses that cannot be recovered by
any means until he takes a full night’s rest. When using this
ability, the kinetic healer tends to strain themselves beyond
normal means, causing the burn damage to not be able to be negated
by any means.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

That will change kineticists from being THE best healer class in the game to being a class that can cast heal when in emergency situations at a specific cost... Which personally I find more fun.

I've played characters with fast healing and it isn't fun when I can just walk through traps like they are nothing and just fully heal up...


Pathfinder Rulebook Subscriber
Verzen wrote:
Mark. I just realized bad game design with the kinetic healer... As a kinetic healer and with the ability to reduce burn by 1.. I can have an unlimited amount of free heals outside of combat...... Which means there is no downside and all my melee will be very very happy.

That was corrected very early on, and is included in the very first post in this thread. Only blasts can have their burn reduced by a move action.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

This is what it has synergy with.

Quote:

If she has both hands free, as a move action, a kineticist

can visibly gather energy or elemental matter around her,
allowing her to reduce the total burn cost of a wild talent
used in the same round by 1 point (to a minimum of 0
points).
If she takes any damage while gathering power
and before the kinetic blast that releases it, she must make
a concentration check (DC = 10 + damage dealt + effective
spell level of her kinetic blast) or lose the energy in a wild
surge that deals her 1 point of burn.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Quote:
That was corrected very early on, and is included in the very first post in this thread. Only blasts can have their burn reduced by a move action.

Ah okay. Must have missed that!

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

An idea for an ability

Juxtapose
Element aether; Type Sp; Level 4; Burn 2; see text
Prerequisites kineticist level 6th
Saving Throw fort negates; Spell Resistance yes
As a swift action, deal an amount of damage equal to the amount of burn you have multiplied by the kineticists level to an enemy target of your choice.

Feat idea

Strength of Body
Prerequisite Wild Talent
You may choose to suffer 1 burn in order to increase the level of a wild talent by 1 step. (level 1 becomes level 4. Level 4 becomes level 6. Level 6 becomes level 9) You must have a wild talent of the appropriate level in order to increase a different wild talent to that level with this ability. (I.E. In order to increase a level 1 wild talent to act as a level 4 wild talent, I must first have access to a level 4 wild talent)

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Random feat idea that doesn't necessarily go with the kineticist but thought I'd post it anyway.
Strength of Mind
Prerequisite none
Use your intelligence modifier instead of your con modifier for determining HP

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

The will save of the kineticist is incredibly low. Not sure how powerful this ability would be, but something that could possibly help fix some of their will save problems. In PFS.. that might be the death of them.

Impenetrable Mind
Prerequisite none
Use your con modifier instead of your wis modifier for determining will saving throws.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

I personally would move extend elements to 8th, and 14th level and replace the wild talent with another ability, perhaps resistance to their chosen element if fire, then flame. If water, then ice. If air then electricity. Since earth doesn't have a thematic resistance for this class, give them something like.... at 7th level, a creature must deal the kineticist over 15 damage in order to hurt the kineticist, before damage reduction is applied. If the attack does not achieve the threshold of 15 damage, that attack is negated. This ability does not reduce damage, it merely creates a threshold to get over. At level 15, this ability increases its threshold to 30 damage.

Not sure what Aether would be though..


Verzen, maybe you can edit one of your posts to include your new thoughts instead of posting 6 posts right after one another.

Verzen wrote:

Impenetrable Mind

Prerequisite none
Use your con modifier instead of your wis modifier for determining will saving throws.

Something like that probably won't ever exist as that would be too good for almost EVERYBODY but Wis-based casters.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

How about this?

Impenetrable Mind
Prerequisite none
When rolling a will saving throw, you may choose to use your con modifier instead, but the effort strains your ability to think clearly and damages your physique. Take 2 temporary con damage and 2 temporary wis damage. This damage heals after an hour.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Quote:
You could not do the blue flame infusion more then once per round as you can only except 2 burn per round at that level. so it would be 8d6+4d6+4d6.
Quote:

You form a weapon using your kinesis. You create a non-reach

one-handed or light weapon in your hands formed of pure
energy or elemental matter, or for telekineticists, you transfer
the power of your kinetic blast to any object held in one hand.
Use this form infusion as part of an attack action or full-attack
action to make melee attacks with this weapon, which deals
your kinetic blast damage on each hit (applying any modifiers
to your kinetic blast’s damage, including your Constitution
modifier or half your Constitution modifier as normal, but not
your Strength modifier), and disappears at the end of your turn.

The weapon deals the same damage type that your kinetic blast
deals, and it interacts with AC and spell resistance as normal for
a blast of its type. Even if a telekineticist uses this power on a
magic weapon or other unusual object, the attack does not use
any of the magic weapon’s bonuses or effects and simply deals
the telekineticist’s blast damage.

So.. actually according to this, I just need to spend 2 burn to activate, but I can deal 24d6 + 1/2 con modifier in damage. But of course, I would be sacrificing like.... 16 HP for the day!

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Mark Seifter. You might want to clarify more on how these work...

Can you use composites with kinetic blade or are they 'meant' to be used from 'just' range?


brad2411 wrote:

You could not do the blue flame infusion more then once per round as you can only except 2 burn per round at that level. so it would be 8d6+4d6+4d6.

While I would love for this to be true, because I feel that melee is a very powerful option currently, right now RAW does not support this stance. Kinetic blade and kinetic whip are a form infusion, which take every affect applied to your used blast and produce a weapon which deals that damage on hit. It does not indicate that you use a different blast each time, nor does it indicate you are able to change blasts, or say anywhere that you must pay additional costs for each iterative attack with said weapon.

Consider the power increase if I was allowed to change elements mid attack stream, starting with a physical attack for max damage, and moving towards touch attacks to guarantee I hit with the later iteratives, while selecting a different element if I change targets and need to do a different damage type. No other class gets to do that to my kmowledge.


With a little bit of math, I've discovered just what a bad deal Maximize spell/metakinesis is next to Empower. I mean, let's take a kineticist, level 17 (A 9 dice blast, giving Empower the disadvantage here due to the odd number).

Empower: 9 * 1.5 * 3.5 = 47 average damage.

Maximize: 9 * 6 = 54 damage.

That's a x2 increase on burn cost in exchange for a x1.15 increase on damage. And I thought Skyrim's x2.8 mana cost for x2.2 damage with dual casting was bad! It becomes even worse if the blast is physical, increasing damage by only 2 (+03% is not what I'm looking for in a metakinesis)!

The main advantage is that you don't have to roll all of those d6s.


The main benefit of Maximize is that it STACKS with Empower.

Combined with the teased ability to further reduce Burn costs as you level and it's fairly potent.

Designer

I agree with Rynjin. I imagine the combo power of the two will be used far more often than maximize alone. If we consider the fact that the two combined cost the same as quicken, they are really a great team (although quicken allows other fun things with two different sorts of blasts).

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Mark. I noticed there is no full BAB in the book. Is there a way to make this full BAB and be balanced still so there is a full BAB psyonicist class?


How does quicken interact with the burn per turn limit though? I can use it to get an extra *regular* attack, but it won't let me use any significant burn abilities with it. I'm not a fan of quicken for anything but getting to move, and it's quite expensive for that purpose. Double is far more efficient in increasing damage, but is also very costly (in the current build, with the proposed changes I feel it may be worth another look).

Mark, could you confirm my diagnosis on Blade/Whip and Burn per Turn? You didn't correct brad2411 after his post which leads me to wonder if RAI was for him to be correct about that.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Perhaps make it full BAB, drop the dmg per attack down to d4's, (lower but more consistent damage rather than burst), make an ability that doubles con bonus to damage possibly at level 10 to help compensate the lower damage that will result from fire fighting higher level creatures.

Designer

Shiroi wrote:
Mark, could you confirm my diagnosis on Blade/Whip and Burn per Turn? You didn't correct brad2411 after his post which leads me to wonder if RAI was for him to be correct about that.

You're right, but I kind of like how a bunch of you know the nuances well enough to correct the others, since I won't always be here to correct things consistently, especially on Christmas (though at least I'm not away from the internet as I'll be starting in a few days).


Verzen wrote:
Perhaps make it full BAB, drop the dmg per attack down to d4's, (lower but more consistent damage rather than burst), make an ability that doubles con bonus to damage possibly at level 10 to help compensate the lower damage that will result from fire fighting higher level creatures.

Then you reduce the ability of the ranged attacker to keep up with the iterative striker. Ranged attacks hit once, hard. Iteratives hit up to three times just as hard, but rarely make contact with the last two hits, in exchange for taking more damage by being in melee. If you move to full BAB you hit with more attacks in a round in melee, but not in ranged. So melee damage goes up in proportion to ranged.

Full BAB for this class could only be done in a balanced way if we gave iterative ranged attacks, which some people want, but I personally prefer the single strike method since no other class can pull off sniper like this one does.

Honestly none of these classes feel like full BAB would be a good idea. If they had a version of the soul knife, or a similar melee built class, then full BAB would make sense. For these classes, they are mostly spell and ability based, not designed to be front line fighters, and therefor not balanced around full BAB.


Speaking of which, merry Christmas, happy Hanukkah, have a nice Quanza (spell check) and generally a nice holiday to everyone.

Designer

Shiroi wrote:
Verzen wrote:
Perhaps make it full BAB, drop the dmg per attack down to d4's, (lower but more consistent damage rather than burst), make an ability that doubles con bonus to damage possibly at level 10 to help compensate the lower damage that will result from fire fighting higher level creatures.

Then you reduce the ability of the ranged attacker to keep up with the iterative striker. Ranged attacks hit once, hard. Iteratives hit up to three times just as hard, but rarely make contact with the last two hits, in exchange for taking more damage by being in melee. If you move to full BAB you hit with more attacks in a round in melee, but not in ranged. So melee damage goes up in proportion to ranged.

Full BAB for this class could only be done in a balanced way if we gave iterative ranged attacks, which some people want, but I personally prefer the single strike method since no other class can pull off sniper like this one does.

Honestly none of these classes feel like full BAB would be a good idea. If they had a version of the soul knife, or a similar melee built class, then full BAB would make sense. For these classes, they are mostly spell and ability based, not designed to be front line fighters, and therefor not balanced around full BAB.

Good analysis, though I'd say that kineticists and mediums especially can hold their own in the thick of it (but they don't need full BAB to do so). I promise, however, that we will have some cool archetypes for full BAB classes to gain occult abilities of their own (for instance, how does a ghost rider cavalier archetype sound? That's one that I think got revealed in a podcast).


Rynjin wrote:

The main benefit of Maximize is that it STACKS with Empower.

Combined with the teased ability to further reduce Burn costs as you level and it's fairly potent.

Oooh, that's very true, forgot to even consider that. I got a bit stuck in a rut of "What would I use in a round without spending burn". Composite + Maximize + Empower does truly nasty damage at any level, and you can do it with no burn (Albeit taking two rounds) as early as level 11.

See, this is why I voice these sort of things, I'm clearly too dumb to trust myself =P

Designer

Cadvin wrote:
Rynjin wrote:

The main benefit of Maximize is that it STACKS with Empower.

Combined with the teased ability to further reduce Burn costs as you level and it's fairly potent.

Oooh, that's very true, forgot to even consider that. I got a bit stuck in a rut of "What would I use in a round without spending burn". Composite + Maximize + Empower does truly nasty damage at any level, and you can do it with no burn (Albeit taking two rounds) as early as level 11.

See, this is why I voice these sort of things, I'm clearly too dumb to trust myself =P

The two round ability may seem like its cutting down on your per-round damage, but you can generally do something pretty fantastic when you use it (and you get to snort in derision at things like DR and energy resistance that only apply once to your whole two round charged blast), and given positioning, buffs, and changing conditions of the battlefield, sometimes you couldn't have gotten a good shot the first time anyway. The trade-off is the danger of being disrupted by an enemy, but that can be a particularly good trade-off if you're a flying aerokineticist baiting enemies into using ranged attacks on you against your AC and miss chance when they might have otherwise left you alone and pincushioned the other characters.


Ohh, I see potential for a dismissable steed like that for a cavalier. Their biggest pain is keeping a mount alive or being in a tight dungeon with no way to maneuver a mount in, even to use it in bigger rooms. Lots of fun.

Of course, to actually be a ghost rider cavalier he needs to multiclass gunslinger.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Quote:

Then you reduce the ability of the ranged attacker to keep up with the iterative striker. Ranged attacks hit once, hard. Iteratives hit up to three times just as hard, but rarely make contact with the last two hits, in exchange for taking more damage by being in melee. If you move to full BAB you hit with more attacks in a round in melee, but not in ranged. So melee damage goes up in proportion to ranged.

Full BAB for this class could only be done in a balanced way if we gave iterative ranged attacks, which some people want, but I personally prefer the single strike method since no other class can pull off sniper like this one does.

Honestly none of these classes feel like full BAB would be a good idea. If they had a version of the soul knife, or a similar melee built class, then full BAB would make sense. For these classes, they are mostly spell and ability based, not designed to be front line fighters, and therefor not balanced around full BAB.

Easy to solve. Make the iterative attacks d4 and have it specified under kinetic blade/whip and then have normal kinetic blasts deal d8's.. to try to even out the damage?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Quote:
I promise, however, that we will have some cool archetypes for full BAB classes

I did forget about this, however. ;) Will there be any new archetypes for the ACG classes???


Verzen wrote:
Quote:

Then you reduce the ability of the ranged attacker to keep up with the iterative striker. Ranged attacks hit once, hard. Iteratives hit up to three times just as hard, but rarely make contact with the last two hits, in exchange for taking more damage by being in melee. If you move to full BAB you hit with more attacks in a round in melee, but not in ranged. So melee damage goes up in proportion to ranged.

Full BAB for this class could only be done in a balanced way if we gave iterative ranged attacks, which some people want, but I personally prefer the single strike method since no other class can pull off sniper like this one does.

Honestly none of these classes feel like full BAB would be a good idea. If they had a version of the soul knife, or a similar melee built class, then full BAB would make sense. For these classes, they are mostly spell and ability based, not designed to be front line fighters, and therefor not balanced around full BAB.

Easy to solve. Make the iterative attacks d4 and have it specified under kinetic blade/whip and then have normal kinetic blasts deal d8's.. to try to even out the damage?

Theoretically, yes. But then you run into too many different rules for different types of characters, which makes it a different class or at least archetype. It also messes up substance infusions, by adding extra chances to inflict statuses, and messes up the accuracy balance of the class, which affects how touch attacks and melee are currently balanced against each other.

Designer

Verzen wrote:
Quote:
I promise, however, that we will have some cool archetypes for full BAB classes
I did forget about this, however. ;) Will there be any new archetypes for the ACG classes???

There is still more design to be done, but we're going to include all the coolest archetypes where they fit in our page count, and at least some of those ACG classes seem like really good matches for occult archetypes!

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

I want a psyonic bloodrager. One that can channel some of the power of the kineticist!

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Or something similar to this...

http://kmalloy.cloudapp.net/dndtools.eu/classes/cryokineticist/index.html

(From D&D 3.5 frostburn)

Grand Lodge

Mark Seifter wrote:
I promise, however, that we will have some cool archetypes for full BAB classes to gain occult abilities of their own (for instance, how does a ghost rider cavalier archetype sound? That's one that I think got revealed in a podcast).

Yes! Sold! Take my money!


Mark Seifter wrote:


The two round ability may seem like its cutting down on your per-round damage, but you can generally do something pretty fantastic when you use it (and you get to snort in derision at things like DR and energy resistance that only apply once to your whole two round charged blast), and given positioning, buffs, and changing conditions of the battlefield, sometimes you couldn't have gotten a good shot the first time anyway. The trade-off is the danger of being disrupted by an enemy, but that can be a particularly good trade-off if you're a flying aerokineticist baiting enemies into using ranged attacks on you against your AC and miss chance when they might have otherwise left you alone and pincushioned the other characters.

And more importantly than the damage, you get to grunt and scream for a full 9 seconds before unleashing a massive beam of energy.

But seriously, I love the full-round chargeup, it's the thing that I most hope makes it to the final build. Absolutely perfect for any situation where you get the drop on enemies (I already want to make an Extreme Range + Gather Energy assassin).

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Um. Question. What are you guys talking about, when discussing two rounds to "charge up" ?


Verzen wrote:
Um. Question. What are you guys talking about, when discussing two rounds to "charge up" ?

In the Post Mortem that Mark posted (link) Marks aid he'd like to include a mechanic to spend a full-round action to 'charge up' 2 burn, and then, on your next turn, you can spend that 2 burn to reduce the burn cost on your next wild talent/blast. You can also combine the full-round charge up with the move action charge up to net a total of -3 burn on your next blast. The Charge up mechanic will also improve at some point, to result in a -3 on the full round and -2 on the move action, for a total reduction of -5 burn cost.

So... you know..

Round 1: Kaaaaaaa Meeeeeee Haaaa Meeeeeeeeeeeee....
Round 2: HAAAAA!!!!!!

Designer

Tels wrote:

So... you know..

Round 1: Kaaaaaaa Meeeeeee Haaaa Meeeeeeeeeeeee....
Round 2: HAAAAA!!!!!!

It's going to be equally loud and visibly impressive to that too! Which is perfect if you are looking for a Kamehameha attack, but maybe not as great for an assassin.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Hm. Is it possible we can take this one step further? I like the idea...

Make the mechanic so that if it is a short turn situation, then you suffer burn, but you can avoid the burn all together if it is a long term charge.

For example...

At level 1 they get Charge.

For every round they charge, the burn cost of the next ability used is reduced by 1 (or 2) burn. Charging is a full round action.


Mark Seifter wrote:
Tels wrote:

So... you know..

Round 1: Kaaaaaaa Meeeeeee Haaaa Meeeeeeeeeeeee....
Round 2: HAAAAA!!!!!!

It's going to be equally loud and visibly impressive to that too! Which is perfect if you are looking for a Kamehameha attack, but maybe not as great for an assassin.

Concentration check if you take damage, and on a failed check you lose the charge up? Fail by x or more, take the burn too? Only problem with also taking the burn is if you are maxed on your burn per day and spending the round charging to use burn you couldn't otherwise use. Then what happens?

Designer

Shiroi wrote:
Mark Seifter wrote:
Tels wrote:

So... you know..

Round 1: Kaaaaaaa Meeeeeee Haaaa Meeeeeeeeeeeee....
Round 2: HAAAAA!!!!!!

It's going to be equally loud and visibly impressive to that too! Which is perfect if you are looking for a Kamehameha attack, but maybe not as great for an assassin.
Concentration check if you take damage, and on a failed check you lose the charge up? Fail by x or more, take the burn too? Only problem with also taking the burn is if you are maxed on your burn per day and spending the round charging to use burn you couldn't otherwise use. Then what happens?

All those questions are actually answered in the playtest version (it's just that most people didn't consider getting sniped during a gather power as likely when it wasn't a full round).


Verzen wrote:

Hm. Is it possible we can take this one step further? I like the idea...

Make the mechanic so that if it is a short turn situation, then you suffer burn, but you can avoid the burn all together if it is a long term charge.

For example...

At level 1 they get Charge.

For every round they charge, the burn cost of the next ability used is reduced by 1 (or 2) burn. Charging is a full round action.

Limiting the number of turns you can charge up to just one turn of charging makes it far more easy to predict the max damage the class can do in a turn. Besides, between the specializations and the upgrades to the charging, and so on... what do you honestly see yourself doing on turn three that you couldn't do turn 2 with this ability? 2 for composite, 2 for Aether composite addition, 8 for maxed form and substance, 10 for all four metas. -1 for composite specialization, - 1 for meta specialization, - 6 for specialization, -5 for fully charging. 22-13 is 9 burn. You can drop quickened and the Aether composite to save 5, which has only a very minimal impact on damage and the effect of quickened, and now you max out at 4 burn. One more turn of charging really doesn't do much for you, you can already use almost everything you want all at once. This is worst case scenario of intentionally trying to max your burn.


Mark Seifter wrote:
Shiroi wrote:
Mark Seifter wrote:
Tels wrote:

So... you know..

Round 1: Kaaaaaaa Meeeeeee Haaaa Meeeeeeeeeeeee....
Round 2: HAAAAA!!!!!!

It's going to be equally loud and visibly impressive to that too! Which is perfect if you are looking for a Kamehameha attack, but maybe not as great for an assassin.
Concentration check if you take damage, and on a failed check you lose the charge up? Fail by x or more, take the burn too? Only problem with also taking the burn is if you are maxed on your burn per day and spending the round charging to use burn you couldn't otherwise use. Then what happens?
All those questions are actually answered in the playtest version (it's just that most people didn't consider getting sniped during a gather power as likely when it wasn't a full round).

I'm seeing the formula for taking a point of burn if you get tagged while charging... I'm not seeing what happens if I'm already maxed on burn (or would be knocked out by accepting said burn, which is also a limit). Do I just not take the burn, or get some other penalty? It normally says I can't take burn if I'm at my limit, I'm not seeing that I can't try to charge beyond my limits in that case.

Designer

Double composite with aether and specialization actually costs 2 less, so that would be 8. You forgot paying all the rest again on the quickened blast, so I guess it could go up by 10 more. If you were somehow allowed to do it, that would quite a turn. Quite a turn indeed.

Designer

Shiroi wrote:
Mark Seifter wrote:
Shiroi wrote:
Mark Seifter wrote:
Tels wrote:

So... you know..

Round 1: Kaaaaaaa Meeeeeee Haaaa Meeeeeeeeeeeee....
Round 2: HAAAAA!!!!!!

It's going to be equally loud and visibly impressive to that too! Which is perfect if you are looking for a Kamehameha attack, but maybe not as great for an assassin.
Concentration check if you take damage, and on a failed check you lose the charge up? Fail by x or more, take the burn too? Only problem with also taking the burn is if you are maxed on your burn per day and spending the round charging to use burn you couldn't otherwise use. Then what happens?
All those questions are actually answered in the playtest version (it's just that most people didn't consider getting sniped during a gather power as likely when it wasn't a full round).
I'm seeing the formula for taking a point of burn if you get tagged while charging... I'm not seeing what happens if I'm already maxed on burn (or would be knocked out by accepting said burn, which is also a limit). Do I just not take the burn, or get some other penalty? It normally says I can't take burn if I'm at my limit, I'm not seeing that I can't try to charge beyond my limits in that case.

It may be in burn. I don't have the class on this laptop. Doesn't burn say you can't voluntarily accept more but may be forced to take more involuntarily?

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