PFS Thornkeep: The Forgotten Laboratory (Kineticist) Playtest.*spoilers*


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Thanks again for the opportunity to test this new material!

Character tested:

kineticist build:

Slick (Harrison Phineas Mortimer Sneed)
Race: Human
Class: Kineticist
Favored Saves: F/R
Bad Save: W
PFS#: 16228-10

st10dx17cn16in10ws13ch10

Traits: Reactionary (+2 init), Indomitable Faith (+1 Will saves)

F+6/R+6/W+2
HP: 19
AC: 19

Skills
Per+6 Stealth+7 Prof(brewer)+5 UMD: +4 Know(nature)+4
Feats:
Point-Blank Shot, Precise Shot

Cold Blast +5 RTA, 1d6+2

Talents
Slick
Kinetic Cover

Party Roster

Kineticist (water)-me.
Monk 4
Dorf 2-Hand build, heavy armor Clr3
Oracle (seeker) Life 2
Kin(earth)2-had optimized stats.
Pally 3

encounter breakdown:

1-Gray Ooze.
No one in party spotted the ooze before it attacked. That included my kineticist. Not having the right knowledge skill, he fired his only attack. And found the creature completely immune. Rest of the party killed the ooze before he could try to use Slick to assist in another member's attempt to free himself from being grabbed.
2-mutant goblins (6)
Slick only made 1 fall. 2 shots, 2 misses. Earth Kineticist(optimized stats) 3 shots, 3 misses. Highest DPR went to the monk.
3-earth elemental
1 hit for minimum damage, 1 miss. Cleric in party critted and killed elemental in one shot.
4-alchemical lab with goblins.
All attacks missed.
5-iron cobra, humoncolus, alchemist boss.
Out of range for most of the combat so unable to fire. No enhanced movement or ability to get through chokepoint. Iron Cobra was first target in range. Out of 4 shots, only 2 hit but only 1 made it past SR. Geokineticist also failed to hit.
6-construct puzzle
No relevant skills or magical detection ability. Unable to contribute.
7-3xdire rats, goblin with axe.
Slick worked on 2 rats, costing them a round and setting one up for a cleric crit. 3 shots with blast, 2 misses.
8-spider, swarm, golem.
2 shots, 1 hit, 1 miss.

Encounters this sessions: 8
Encounters where blast/skills not usable: 5
Blast accuracy: Shots 4/13=31%
Ongoing tally.
Total Encounters: 28
Encounters unable to contribute at all: 14
Blast accuracy: 14/33 = 42%

Pros:
Melees in party really appreciated the 1 round duration of Slick(Grease.) More useful to try to trip enemies or block off charge lanes.

Cons:
Once again left with feelings of ineffectiveness. The DC of Slick does not scale and always encounter creatures outright immune to its effect. Again run into cold-immune and SR creatures making his primary attack useless. Kinetic Blast no good against creatures with hardness.
Kinetic Cover power was a wasted choice. Absolutely not a single use for the power the entire adventure. Too many encounters where his lack of skills was keenly felt. Spreading skill points thin to help contribute also meant his primary skills were not high enough.

Observations:
Several good roleplay moments, along with several embarrassing ones. Like being set on fire and despite being a hydrokineticist, unable to use water to put the flames out.

For a class that is supposed to hit a lot, he certainly seems to miss a great deal. Overall accuracy far below melee characters and even melee characters who sat back and fired a shortbow instead. In three encounters he did more damage switching to throwing gold pieces (alchemists fire) and using a sling than his kinetic blast. A caster using a level 1 magic missile wand has higher DPR.

This is the third module in a row where he had to fight swarms. A low-level option for an area attack (even if it's a single 5 foot square) would have been welcome. Already suggested this talent in the main Kineticist thread.

Kinetic Cover seems too situational. Not used the entire module.

With level 3 comes the take damage all day for a +1 to hit and damage with Feel the Burn+1. We'll see if that helps bump his ranged touch attack over 50%. Also that extra die of damage will hopefully bring up his blast DPR up to a 3/4 BAB class using a crossbow.

Still loving the concept and will continue to playtest and provide ongoing feedback.

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