Kineticist Feedback: PFS The Confirmation


Playtest Feedback

Liberty's Edge

Character: Human Kineticist (Air), Level 1, PFS Standard Rules (20 Point buy, 150 GP starting wealth, 2 traits)

Traits: Reactionary: +2 Initiative, Indomitable Faith: +1 Will Save
Feats: Point Blank Shot, Precise Shot
Attack: Air Blast
Wild Talent: Pressurized Blast Infusion
Stats:
Str: 10
Dex: 16
Con: 18
Int: 7 (see below)
Wis: 12
Cha: 12

HP: 12
FCB: Skill Point
AC: 16 (Studded Leather Armor)
Initiative: +5

I decided to build for a theme, making the character a pseudo "Super Hero" member of the Liberty's Edge faction.

I found the lack of skill points to be a serious burden, unless you intend to spend your entire time doing nothing but killing things, 2 skill points per level on a non Intelligence based class (though that is not a great justification anyway) is an extremely bad idea. The class skill list is terrible as well. While there are some useful skills, the access is extremely limited. Due to the minimal amount of skill points, dumping Intelligence as a human saw a difference of 1 skill point per level, so I would expect a similar amount of low Int kineticists. Please don't take that as an excuse to add some contrived reason to have a higher Int score as some classes seemed to do with Charisma, but instead consider giving the class actual skill points.

What exactly is the character's purpose? Is this character meant to be a blaster? A variant archer?

The class seems seriously undefined... it lacks decent weapon or armor use out side of it's blast, but the blast is once a round and while decent is not spectacular. It is based off of it's health, but only has a d8 hit die, and it is a one trick pony that is a 3/4 BAB class with no to hit boosters. At level 1 this was not a problem, though the lack of versatility was still there... what do I do? Air blast... and air blast, and another air blast. While it is a decent attack, with minimal skills and mechanics that don't actually support it's systems and minimal outside utility, the class strikes me as a weak ranged Fighter with out the extra feats, armor, health, BAB or weapon training.

During the Adventure:

Giant Flies: Character performed well enough. About half the damage output of the pregen Barbarian, equal damage output of the Summoner, exceeded damage of the Pregen Wizard. Two attacks with Air Blast.

Minotaur: The class performed well enough in this, strait damage is strait damage, but the lack of armor and health meant that being up front was not in the cards. Damage was well below the Pregen Barbarian (though, what isn't?), exceeded the Pregen Wizard and equaled a level 1 Summoner. Had no utility to compare to the use of Grease from the caster. Additional Resource was a Bardic performance of Inspire Courage. Two attacks with Air Blast, one failed attempt at a Bull Rush (no pun intended) with Pressurized Blast Infusion.

Non combat section/exploration and study: Besides the lack of skill points (Perception was used of course), the lack of anything but Knowledge Nature was extremely limiting... and that again brings up the "what is this class?" question.

Zombies and Skeletons: Strait forward battle with the barbarian initially caught in a bottleneck in a corridor. Pressurized Blast Infusion finally came to the fore! Successfully pushed skeletons and a zombie away from the entrance and allowed the party to push in.

Additional Conflicts were resolved more with equipment than class abilities, so those are left out.

Granted, this was a level 1 scenario, however, while the concept is nifty and kinda fun, I see a lot of unnecessary limitations on the character chassis (skill points, hit die type, BAB, utility) that make this seem more like one of the cobbled together Prestige Classes and less like a real class of it's own. Sadly it is more gimmick than anything else. It seems to have a main purpose of damage, but doesn't compare to blaster wizard or archers or gunslinger, isn't tough enough or consistently accurate enough through bonuses to compare with fighters, rangers or the like, and it lacks the utility of any of the "skill/support" classes to give it a back up role. So far this class feels very much like a Monk without the speed, extra benefits, skills or utilities.

I will continue to play the character and probably throw some GM credits in to test it at different levels over the next few weeks.

Overall rating: Fun, but flimsy concept and design.

Designer

Thanks for your feedback!

Liberty's Edge

I think my post came out more grumpy and disheartened than intended... that happens before coffee sets in.

I did enjoy the class, but mainly (looking forward as well) it has me wondering exactly what it's niche is intended to be?


I do have to hope that like most classes, it gets better and better. As it stands, I plan on running an Telekinetic. My my idea will be to not be a blaster, but more of a battlefield controller.. I think that would be super satisfying to play.

Throw all the things.

Silver Crusade

Sorry Gonna Piggyback on this thread for my reporting. also copying format for ease of access

Character: Gnome Geokineticist, Level 1, PFS Standard Rules (20 Point buy, 150 GP starting wealth, 2 traits)

Traits: Devotee of the Green: +1 Knowledge (Geography)/ Becomes Class skill, Orphan: +1 Survival/ Becomes Class Skill.
Feats: Point Blank Shot
Attack: Earth Blast
Wild Talent: Kinetic Cover.
Stats:
Str: 8
Dex: 17
Con: 17
Int: 12 (see below)
Wis: 12
Cha: 9

HP: 12
FCB: Hit Point
AC: 17 (Studded Leather Armor)
Initiative: +3

To hit with my blast was +5. due to my size and dex and feat total.

Party of 7 people at the table. Three Pregens. The Barbarian, Rouge and Shaman. The others were a Wayang Rouge, Human Cleric and Elf/Half Elf Swashbuckler(sorry cant remember). For my reporting notes I wrote down what I experienced in combat.

First Encounter two wolves, rolled fair for initiative but only one wolf was standing after the pregen barb crit for all the hit points on the first unfortunate wolf. I rolled a 9 to hit, 'miss'. Encounter ended before i could act again.

Second Encounter lowest of initiative next to the 'buckler'. Cluttered combat here, due to my races limited movement i lost a round to moving into range. surprisingly the last skeleton lasted a round of being surrounded. I got one shot of a to hit of 13 into melee. 'Miss'. Encounter ended before my next turn.

Third encounter, second highest Initiative. Two amoeba's, Rouge approaches closest so I shoot the second before he gets into combat. Roll to hit of 24. Hit. 1d6 = 5 + 1 + 1 + 3 = 10 damage. target lives. Encounter is ended before I get to act in the next round.

Fourth Encounter, Single Minotaur(probably due to anger issues). high initiative roll. fourth in combat. First/Second round, I follow up along the side, going up the slight incline to avoid the difficult terrain. this proved extremely helpful when the Minotaur aced the bard halfling, and proceeded to move across the small stream.Third round, Minotaur attacks the Cleric that was taunting him. I am able to stay on the cliff edge and shoot from there at the Minotaur. I roll a 10 to hit. 'Miss'. Fourth Round, I shoot into melee to hit with a 7. 'Miss'. Fifth round, the barbarian goes down for attacking at 0 Hit points. I shoot at it while it attacks with reach. Rolling a 10 to hit. 'Miss'. Sixth round, the rouge is nearly cut in half. I roll to hit with a 15. 'Hit'. 1d6 = 5 + 1 + 1 + 3 = 10 damage. Knocking the Minotaur unconcious.

Fifth Encounter. First in combat, Four Mites and a giant Centipede. Due to racial movement restriction I am only able to get close enough to hit the Centipede. I roll 15 to hit. 'Hit'. 1d6 = 4 + 1 + + 1 + 3 = 9. Centipede is knocked unconscious. Second round, all but one of the mites are dead. I Roll 16 to hit in melee. 'Hit'. 1d6 = 5 + 1 + 1 + 3 = 10 Damage to the Mite, knocking it out ending the encounter.

Despite this being my third run through of the Confirmation, I had very little to contribute Outside of combat even with my decent skill points. Note though my Three Skill points went into Knowledge (Geography), Perception, and Stealth. Perception because its a convenient class skill. Geography because of flavor and Stealth because whats more stealthy than a rock?
I had fun playing my character though. Made it easier to not ruin things for everyone else seeing as i had more of a fascination of rocks than anything. Even went as far to jump into a pit with spikes at the bottom to save a rock that the Cleric threw in.
Sillyness aside the class is Decent. wouldnt mind a to hit touch option for earth. But now that I realize Fire doesnt also have an option to hit not touch but applies SR. It seems to make more sense there is a 'Polar' to it. Off set by Superior Damage it makes me feel better about not hitting touch as well.
I would have to agree the lack of class skills is pretty staggering to be honest. Considering the nature of the Class itself though it makes sense to me as to why they lack a varied set of them. They're like Commoners with ability to move and conjure things with their minds. Not Rangers who dedicate their lives to hunting things they hate the most and interacting and protecting nature.
The ability to change damage type is awesome though. Saves me the action of not having to pull out a different weapon like our Fighters had to for the skeletons after our cleric made the Knowledge check. I also did more damage than anyone else shooting at range. Considering they had no other bonuses to dmg aside from they rolled on the die. Even the Occasional sneak attack from the wayang was still hard pressed to meet my damage. I may have missed alot during this adventure but when I hit, I hit HARD.
Not as hard as a Barbarian with a large greatsword but all the same. I'm hitting from range, so its 'balanced' in that respect. Curious to see how well I fair in damage compared to a ranger of the same level as my blast scales and grows with Infusions. But that is a Report for another time.
As far as the Skills go. I think you should add a Third one to the list of additional ones you get for your element. Say for Example Earth could also get Knowledge (Geography). Water Getting Acrobatics. Fire gets Knowledge (Planes). I mean picking your element is like half way from picking your Mystery as an Oracle and they get like 3-5 new class skills for that choice.

EDIT: side note. My lack of Infusion options between 1st and 6th are disappointing. I trust you'll adjust or add more options. but i was forced to theory craft my later levels with the Pushing Infusion and Extended Range. While the Range is nearly Essential. I feel being forced into either the Pushing or 'Fist' Infusion doesnt help with varied blast options. When I built it the first time I was excited I saw Entangle didn't have a level so I added it to my 4th level slot. After reading the playtest more carefully I found out why I couldn't. That Aside I look forward to seeing these guys more fleshed out in the Hardcover release of Occult Adventures. GIVE ME BLOOD CONTROLLER PLEASE.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Occult Adventures Playtest / Playtest Feedback / Kineticist Feedback: PFS The Confirmation All Messageboards

Want to post a reply? Sign in.
Recent threads in Playtest Feedback