Mastering the Elements: N. Jolly's guide to the Pathfinder Kineticist


Advice

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Scarab Sages

Luthorne wrote:
I'm guessing because it's not really viewed as a class suited for intrigue.

I don't know. Aerokineticists are fantastic at long range spying.


Pathfinder Starfinder Roleplaying Game Subscriber
Imbicatus wrote:
Luthorne wrote:
I'm guessing because it's not really viewed as a class suited for intrigue.

I don't know. Aerokineticists are fantastic at long range spying.

I said viewed as not being suited for intrigue, not necessarily actually not suited for it. After all, telekineticists get their invisibility, hydrokineticists can do tricky disguises, and aerokineticists - as you note - are pretty good at spying as well. And the new talents certainly help there. Sneaky terrakineticists hiding in your walls...

Grand Lodge

Luthorne wrote:
Somewhat amusingly, Conceal Spell does work with kineticist wild talents and kineticist blasts, though...and like many with a poor Will save and little reason to invest in Wisdom, Unimpeachable Honor might be a decent choice. But yeah, kineticists don't get a huge amount with this book...I'm guessing because it's not really viewed as a class suited for intrigue. Hopefully it is more suited for horror...we'll have to see.

Given the high degree of equipment independence, I'd have thought a kineticist would work well for games of intrigue.


"Why do I always feel like somebody's watching meeee? I have no privacy!"

Silver Crusade

Luthorne wrote:
Imbicatus wrote:
Luthorne wrote:
I'm guessing because it's not really viewed as a class suited for intrigue.

I don't know. Aerokineticists are fantastic at long range spying.

I said viewed as not being suited for intrigue, not necessarily actually not suited for it. After all, telekineticists get their invisibility, hydrokineticists can do tricky disguises, and aerokineticists - as you note - are pretty good at spying as well. And the new talents certainly help there. Sneaky terrakineticists hiding in your walls...

This is why I love earthmeld, it's really THE talent I wanted to see in the original class but I'm glad it was included in this one. I can also say I'm super psyched for Horror, as I feel like Aether can have a LOT of fun with horror elements.

In other news, does anyone know of anything in the recent material that's worth including? This is the guide I want to add things to the most, but it seems like blood of shadows and arcane anthologies were a no go on material. I know I still have a ton of stuff to add for Alchemist and Investigators, but I'm waiting until that hits the Archives of Nethys to make it easier to compile.


Is there any way to make this class actually do damage that exceeds warrior with a short bow?

Scarab Sages

Not this again.


Imbicatus wrote:
Not this again.

I wasn't around for this discussion and it looks to me like you basically don't do damage outside of what is effectively 1d6+1 per level. I Just wanted to know why I was wrong. I really like the utility abilities from aether but cannot figure out how it's physically possible to do even remotely passable damage. Especially early on.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It's been my experience that kineticists at all levels have little trouble dealing "passable damage" and killing things that need killing.

Scarab Sages

You are not accounting for Elemental Overflow increases to con and damage, nor are you accounting for free empowered/composite blasts.

Silver Crusade

Undone wrote:
Imbicatus wrote:
Not this again.
I wasn't around for this discussion and it looks to me like you basically don't do damage outside of what is effectively 1d6+1 per level. I Just wanted to know why I was wrong. I really like the utility abilities from aether but cannot figure out how it's physically possible to do even remotely passable damage. Especially early on.

Really, I think the damage of kineticist is going to be somewhat low, there's no real argument there. But I think if damage is your only metric, play a barbarian (to which I have an un-updated guide).

A warrior with a bow can't entangle with a shot, can't set someone on fire, can't deal spread damage, and can't do a host of other things aside from the versatility of utility wild talents. Hell, the warlock that this class is modeled after did even worse damage without splat support (glavelock and clawlock), and this class has only had effectively 1 supplement to help it out.

I don't mind the lesser damage when it comes with such fun battlefield control options, so if you want to deal massive damage, this might not be the class for you.


Imbicatus wrote:

You are not accounting for Elemental Overflow increases to con and damage, nor are you accounting for free empowered/composite blasts.

It's +1 to hit and +2 damage per 3 levels. The empowered composite blasts are subject to double resists and would do (assuming starting 20 con) what is basically 3d6+3/2 levels + 2 damage/3 levels before resists/dr. I don't understand how a class which doesn't benefit from haste can do passable damage since those numbers are low.


There's basically nothing you can do early game. Your only optimization options are having good dex and con and at level 3 making sure you have one point of burn for the +1 attack +2 damage. Level 5 lets you apply a one point infusion for free and gives you empower (which is also free if you can gather). That helps a bit.

Unfortunately most of the kineticist's damage tricks revolve around adding things to composite blasts, which means level 7 minimum to pull them off and realistically level 11 or 16 to do them consistently without being ripped apart by burn.

At level 9 (Thanks a lot Paizo for the 3/4 BAB) you can try throwing in greater bull rush with pushing infusion to give your allies AoOs too.


A commoner, really? NPC ability scores aren't much good.

Silver Crusade

swoosh wrote:

There's basically nothing you can do early game. Your only optimization options are having good dex and con and at level 3 making sure you have one point of burn for the +1 attack +2 damage. Level 5 lets you apply a one point infusion for free and gives you empower (which is also free if you can gather). That helps a bit.

Unfortunately most of the kineticist's damage tricks revolve around adding things to composite blasts, which means level 7 minimum to pull them off and realistically level 11 or 16 to do them consistently without being ripped apart by burn.

At level 9 (Thanks a lot Paizo for the 3/4 BAB) you can try throwing in greater bull rush with pushing infusion to give your allies AoOs too.

You're ignoring gather power, which gives another point of infusion/metakinesis to play with. Yeah, early game you're an archer/gunslinger with some neat tricks, which is where the early game talents need to step things up. But gather power does at least let you use your 1st trick early, so it's not a total wash. Not like other martials are much ahead of you on the curve there, so when compared to other martial characters, I don't see much of a problem.

Again, the damage is low, but the entire class's chassis has to be taken into consideration. I won't say it's perfect, I have changes I would like to make myself (and am), but it's better than what you're saying it is.

Really, this discussion has gone on a lot, so can we take this to another thread? I'd rather not get a few more hundred post discussing the class, as the thread is about optimizing it, not questioning its existence.


N. Jolly wrote:
swoosh wrote:

There's basically nothing you can do early game. Your only optimization options are having good dex and con and at level 3 making sure you have one point of burn for the +1 attack +2 damage. Level 5 lets you apply a one point infusion for free and gives you empower (which is also free if you can gather). That helps a bit.

Unfortunately most of the kineticist's damage tricks revolve around adding things to composite blasts, which means level 7 minimum to pull them off and realistically level 11 or 16 to do them consistently without being ripped apart by burn.

At level 9 (Thanks a lot Paizo for the 3/4 BAB) you can try throwing in greater bull rush with pushing infusion to give your allies AoOs too.

You're ignoring gather power, which gives another point of infusion/metakinesis to play with. Yeah, early game you're an archer/gunslinger with some neat tricks, which is where the early game talents need to step things up. But gather power does at least let you use your 1st trick early, so it's not a total wash. Not like other martials are much ahead of you on the curve there, so when compared to other martial characters, I don't see much of a problem.

Again, the damage is low, but the entire class's chassis has to be taken into consideration. I won't say it's perfect, I have changes I would like to make myself (and am), but it's better than what you're saying it is.

Really, this discussion has gone on a lot, so can we take this to another thread? I'd rather not get a few more hundred post discussing the class, as the thread is about optimizing it, not questioning its existence.

So if I want an aether character how would you build it? The two things I want are Telekinetic Haul and Telekinetic Invisibility. I want enough damage to be passable but cannot see how you do more than at best levelx5-6 damage without burning yourself to death.


I mentioned gather power in the post you quoted and implicitly super charge (that's what the level 11 thing is).

I'm not trying to imply the kineticist is terrible, merely that most of its ways to pump up damage to strong levels require you to be high level in order for them to be sustainable because supercharge and composite specialization come online so late.

Silver Crusade

Undone wrote:
So if I want an aether character how would you build it? The two things I want are Telekinetic Haul and Telekinetic Invisibility. I want enough damage to be passable but cannot see how you do more than at best levelx5-6 damage without burning yourself to death.

Spoiler:
I wouldn't stick to first party content *WINK*

Kidding aside, Aether is probably the element where you most have to admit you're taking utility over damage due to aetheric boost.

Your early game is going to be weak, and I can honestly admit for non flurry, deadly aim isn't worth it. My progression to 7th would probably be

1st: Pushing Infusion, Toughness (I feel like toughness is at its best at early levels)
2nd: TK Haul
3rd: Kinetic Blade, Weapon Focus (KB)
4th: TK Finesse
5th: Filler/Improved Initiative
6th: TK Invisibility
7th: Expand into earth, Filler

God, just looking over this list makes me sad about how much more this class needs to really stand on its own. But again, I'll talk about that in another thread.

swoosh wrote:

I mentioned gather power in the post you quoted and implicitly super charge (that's what the level 11 thing is).

I'm not trying to imply the kineticist is terrible, merely that most of its ways to pump up damage to strong levels require you to be high level in order for them to be sustainable because supercharge and composite specialization come online so late.

Oh, I totally agree, the slow start of the class is a rather large issue. It's hard to play a low level character and really get the feel of the class perfect.


N. Jolly wrote:
Undone wrote:
So if I want an aether character how would you build it? The two things I want are Telekinetic Haul and Telekinetic Invisibility. I want enough damage to be passable but cannot see how you do more than at best levelx5-6 damage without burning yourself to death.

** spoiler omitted **

Kidding aside, Aether is probably the element where you most have to admit you're taking utility over damage due to aetheric boost.

Your early game is going to be weak, and I can honestly admit for non flurry, deadly aim isn't worth it. My progression to 7th would probably be

1st: Pushing Infusion, Toughness (I feel like toughness is at its best at early levels)
2nd: TK Haul
3rd: Kinetic Blade, Weapon Focus (KB)
4th: TK Finesse
5th: Filler/Improved Initiative
6th: TK Invisibility
7th: Expand into earth, Filler

God, just looking over this list makes me sad about how much more this class needs to really stand on its own. But again, I'll talk about that in another thread.

swoosh wrote:

I mentioned gather power in the post you quoted and implicitly super charge (that's what the level 11 thing is).

I'm not trying to imply the kineticist is terrible, merely that most of its ways to pump up damage to strong levels require you to be high level in order for them to be sustainable because supercharge and composite specialization come online so late.

Oh, I totally agree, the slow start of the class is a rather large issue. It's hard to play a low level character and really get the feel of the class perfect.

I thought that was first party content. Anyway my point stands about this problem. There's literally no way to make a playable aether character and I sat here for the better part of a day trying to figure it out and couldn't. Fire doesn't interest me because it's utterly unplayable due to fire immunities being rampant in PFS and home games and earth is just unimpressive.


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Undone wrote:

It's +1 to hit and +2 damage per 3 levels. The empowered composite blasts are subject to double resists and would do (assuming starting 20 con) what is basically 3d6+3/2 levels + 2 damage/3 levels before resists/dr. I don't understand how a class which doesn't benefit from haste can do passable damage since those numbers are low....

So if I want an aether character how would you build it? The two things I want are Telekinetic Haul and Telekinetic Invisibility. I want enough damage to be passable but cannot see how you do more than at best levelx5-6 damage without burning yourself to death.

Besides the +1 to hit / +2 to damage per 3 levels, there's also the potential size bonus to Constitution that stacks with any enhancement bonuses and is basically constant until one rests again.

As for haste, melee kineticists with kinetic blade/whip benefit from it just fine.

From your damage example, looks like a physical blast (we'll go with telekinetic blast) with 1d6+1 every odd level. So assuming level 5 for 3d6+3. If Con is 20 and elemental overflow is active then the damage is 3d6+3 +5 Con modifier +2 overflow = 3d6+10. If you apply metakinesis (empower) to that, it's (3d6+10)x1.5 for an average of 30.75

Level 5 archer (with let's say equal Dex to kineticist and 20 Strength with +5 strength composite bow) with rapid shot and deadly aim does 1d8+9 for two attacks at a -4 penalty each = 13.5 average damage per hit.

Pretty comparable but so far the kineticist didn't have to spend as much gold to do all that.

If level 6, elemental overflow would grant a +2 size bonus to 2 physical scores (gonna assume Constitution and Dexterity for +1 to hit and damage) if the kineticist has 3 burn.
3d6+3 + 6 Con bonus + 4 overflow = 3d6+13. Empowered average = 35.25

At this point, as long as you spend a move action to gather power, metakinesis doesn't cost you extra burn.

Level 7, it's 4d6+14 with a simple physical blast. With a physical composite blast (going with solo aether for Force composite) it's 8d6+8 + 6 Con + 4 overflow = 8d6+18. Empower average = 69.

By that level, you can go use telekinetic haul and invisibility to your heart's content since they cost no burn.

You can build an archer that does more damage by that level, sure. But only while full attacking and if everything hits, a single arrow does way less than a simple blast. Outside of combat, a telekineticist has way more utility than every other archer build.

Silver Crusade

Undone wrote:
I thought that was first party content. Anyway my point stands about this problem. There's literally no way to make a playable aether character and I sat here for the better part of a day trying to figure it out and couldn't. Fire doesn't interest me because it's utterly unplayable due to fire immunities being rampant in PFS and home games and earth is just unimpressive.

Oh, everything I mentioned in my build was first party, I'm just saying that at the moment, the first party content of the class is severely lacking. There's a lot of things that I think could and need to be added to make the class work better, but again, I don't feel like discussing that here is the best situation.

Aether is going to be doing low damage, but I think the versatility of basic TK/TK haul/TK finesse helps alleviate that some. To me, it's like playing a slow starting wizard. Early levels are going to be meh, but you get your toys as you level up. Odd for a martial, but again with things like pushing infusion, you can at least have some battlefield control.

I won't defend how slow it starts though, which is still a problem that you are correct about. That and the 'infusion' issue with getting them at odd levels, but if I go any further I'll have to spoiler myself.


Just played a PFS game where the lv7 Pregen Yoon did 105 damage in two rounds to a very annoying small flying creature. Very, very useful damage for the fight. Crazy large amount? no, but still, very useful.


Kineticist also does full damage to swarms and half damage to incorporeal creatures from level 1 on with every single blast. Something many martials struggle with, especially swarms.


quick Overwhelming Soul question: because Mental Prowess can only reduce burn by 1 once per day from 6th to 9th, an Overwhelming Soul can effectively only use a composite blast 1 time each day (and that's with a move action Gather Power), correct? Otherwise it takes a full round Gather to use a composite.

I really like the idea: less bookkeeping (hooray); Cha key stat and social skills... but 1/day composite (and at 9th the choice of 1 maximize or 1 composite). Bleh. I guess maybe it still works with Aether since the composite is meh and the wild talents are generally zero burn.


Protoman wrote:
Undone wrote:

It's +1 to hit and +2 damage per 3 levels. The empowered composite blasts are subject to double resists and would do (assuming starting 20 con) what is basically 3d6+3/2 levels + 2 damage/3 levels before resists/dr. I don't understand how a class which doesn't benefit from haste can do passable damage since those numbers are low....

So if I want an aether character how would you build it? The two things I want are Telekinetic Haul and Telekinetic Invisibility. I want enough damage to be passable but cannot see how you do more than at best levelx5-6 damage without burning yourself to death.

Besides the +1 to hit / +2 to damage per 3 levels, there's also the potential size bonus to Constitution that stacks with any enhancement bonuses and is basically constant until one rests again.

As for haste, melee kineticists with kinetic blade/whip benefit from it just fine.

From your damage example, looks like a physical blast (we'll go with telekinetic blast) with 1d6+1 every odd level. So assuming level 5 for 3d6+3. If Con is 20 and elemental overflow is active then the damage is 3d6+3 +5 Con modifier +2 overflow = 3d6+10. If you apply metakinesis (empower) to that, it's (3d6+10)x1.5 for an average of 30.75

Level 5 archer (with let's say equal Dex to kineticist and 20 Strength with +5 strength composite bow) with rapid shot and deadly aim does 1d8+9 for two attacks at a -4 penalty each = 13.5 average damage per hit.

Pretty comparable but so far the kineticist didn't have to spend as much gold to do all that.

If level 6, elemental overflow would grant a +2 size bonus to 2 physical scores (gonna assume Constitution and Dexterity for +1 to hit and damage) if the kineticist has 3 burn.
3d6+3 + 6 Con bonus + 4 overflow = 3d6+13. Empowered average = 35.25

At this point, as long as you spend a move action to gather power, metakinesis doesn't cost you extra burn.

Level 7, it's 4d6+14 with a simple physical blast. With a physical composite blast (going with solo aether for Force composite) it's 8d6+8 + 6 Con + 4 overflow = 8d6+18. Empower average = 69.

By that level, you can go use telekinetic haul and invisibility to your heart's content since they cost no burn.

You can build an archer that does more damage by that level, sure. But only while full attacking and if everything hits, a single arrow does way less than a simple blast. Outside of combat, a telekineticist has way more utility than every other archer build.

Those numbers are really, really underwhelming. A warpriest, Inquisitor, Cleric, or druid archer would do as much damage while having better saves and more utility due to full casting.

EDIT: Can someone explain to me how much damage TK Fist and TK Blade/Whip do?


Undone wrote:
So if I want an aether character how would you build it? The two things I want are Telekinetic Haul and Telekinetic Invisibility. I want enough damage to be passable but cannot see how you do more than at best levelx5-6 damage without burning yourself to death.

My aether kineticist has been consistently #1-2 in damage for my party for the most part, with a paladin, fighter, rogue/magus, and wizard. Here is how I built him. Just know that telekineticists do sacrifice some damage in favor of having the most utility of the elements. With this build I was a telekinetic rogue. With the Vagabond Child (Urban) you can get disable device as a class skill.

1: Extended Range, Point Blank Shot, Human Feat - Precise Shot
2: Telekinetic Finesse
3: Pushing, Weapon Focus(Blast)
4: Telekinetic Haul
5: Feat(Weapon Finesse), Bowling, Pushing -> Kinetic Blade (trade)
6: Telekinetic Invisibility
7: Expanded Element(Air(Lightning)), Feat(Toughness)

I have only once ever gotten 1 burn away from max burn/day. The rest of the time I'm usually at around 4-5 burn at the end of the day. The Aether defense talent really helps with mitigating your HP loss from burn by giving you a regenerating temp health pool, which saves on healing too.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The point was made that kineticists can't deal passable damage. This has been proven mathematically false.

Nobody said anything about dealing great damage.

Don't move the goal posts.


Ravingdork wrote:

The point was made that kineticists can't deal passable damage. This has been proven mathematically false.

Nobody said anything about dealing great damage.

Don't move the goal posts.

I would not qualify 35 damage at level 6 as passable.


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Undone wrote:
Ravingdork wrote:

The point was made that kineticists can't deal passable damage. This has been proven mathematically false.

Nobody said anything about dealing great damage.

Don't move the goal posts.

I would not qualify 35 damage at level 6 as passable.

For a min-maxer I guess not, but for somebody who just wants to play a character with flair or with a specific theme in mind, its really not bad. You're also excluding the utility that goes along with that 35 damage. Without taking burn, you could be pushing the target back meaning they have to move again and can't get a full attack, you could attack an aoe cone, light them on fire, or be hitting them from 120 feet away.


Halfling, Kineticist 7, 25 Point Buy:

Str 6
Dex 21(18)
Con 20(18)
Int 10
Wis 10
Cha 12

Level 7: +1 Dex
Elemental Overflow: +2 Attack, +4 Damage, +2 Dex and Con

Feats: Point Blank Shot, Precise Shot, Deadly Aim, Weapon Focus(Kinetic Blast)

Elements: Fire and Earth

Fire Simple Blast: +14, 4d6+2(Con)+4(EO)+1(PBS)+2(Fire's Fury)
Earth Simple Blast: +14, 4d6+4+5(Con)+4(EO)+1(PBS)

Magma Blast: +14, 8d6+8+5(Con)+4(EO)+1(PBS)+2(Fire's Fury)

13-33 fire
18-38 earth
28-68 magma

I don't think that's bad at all. Add 4 to Earth and Magma's damage if you use Deadly Aim.

Grand Lodge

Don't forget, you can beat a rider with his own mount, or the other way around, dealing damage to both of them.....

Liberty's Edge

The Kineticist 7 above averages 42 damage with Empowered Earth Blast (which he can do at-will). He has a +14 to hit.

That's an average of 29.4 not counting crits vs. a CR 7 foe.

By this viability guide, which seems pretty accurate to my game experiences, APs, and (from other people's testimony) PFS, that puts their offense well into 'Green'. Which is where damage dealers are expected to be.

An aether kineticist could do identical damage to said earth blast at the same level with the same stats.

Undone, if that's not enough to be considered viable in your games, your games have significantly departed from standard game experiences of the vast majority of people. Which, based on previous posts of yours I expect they actually have.

There's nothing wrong with that, but being upset with a Class because it operates perfectly well at the standards the game expects is kinda unreasonable.

Designer

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Deadmanwalking wrote:

The Kineticist 7 above averages 42 damage with Empowered Earth Blast (which he can do at-will). He has a +14 to hit.

That's an average of 29.4 not counting crits vs. a CR 7 foe.

By this viability guide, which seems pretty accurate to my game experiences, APs, and (from other people's testimony) PFS, that puts their offense well into 'Green'. Which is where damage dealers are expected to be.

An aether kineticist could do identical damage to said earth blast at the same level with the same stats.

Undone, if that's not enough to be considered viable in your games, your games have significantly departed from standard game experiences of the vast majority of people. Which, based on previous posts of yours I expect they actually have.

There's nothing wrong with that, but being upset with a Class because it operates perfectly well at the standards the game expects is kinda unreasonable.

I've actually gained a lot of insight by looking at various posts across threads, and it's been very helpful to me overall. For instance, one poster mentioned in a thread in the PFS forum that his standard is that every character of his should be capable of individually soloing the adventure with ease. When I looked at some of his other posts in context about various classes and abilities, everything he said made tons of sense, since that was his goal, and we generally try to not design towards that (even though it's certainly still possible to do it despite that), so it wasn't surprising that he tends to have differing opinions on design decisions given that baseline. And that's totally a fine baseline to have, even if we don't design towards it (and in fact try to avoid it).

I think it's really great that he mentioned those assumptions in that other thread, and I actually think a lot of people would understand each other better here on the boards if more people were as insightful as he was and took the time to make their assumptions clear. ^_^


How about we take this outback? I promise, there are no snipers out there waiting for my signal.


Mark Seifter wrote:

I've actually gained a lot of insight by looking at various posts across threads, and it's been very helpful to me overall. For instance, one poster mentioned in a thread in the PFS forum that his standard is that every character of his should be capable of individually soloing the adventure with ease. When I looked at some of his other posts in context about various classes and abilities, everything he said made tons of sense, since that was his goal, and we generally try to not design towards that (even though it's certainly still possible to do it despite that), so it wasn't surprising that he tends to have differing opinions on design decisions given that baseline. And that's totally a fine baseline to have, even if we don't design towards it (and in fact try to avoid it).

I think it's really great that he mentioned those assumptions in that other thread, and I actually think a lot of people would understand each other better here on the boards if more people were as insightful as he was and took the time to make their assumptions clear. ^_^

This is actually fair. I'm in a group where if you don't bring a lot of spells your damage needs to be when just hasted at least 10x your level preferably 12-15x level. It's not uncommon at all to have level 11 characters doing well over 150 points average.

We also use a slightly different exp system than base going to 10exp per level with CR-2 giving no exp CR -1 giving half an exp, CR= to CR+3 giving 1, CR+4 and up giving 1.5 with social encounters either 0 or .5. This allows for us to consistently face things above our level or face swarms of small stuff without inflating our level pointlessly. We also tend to have more encounters than the average group per day with 7-8 encounters being the norm and 1-3 encounter days being days where we scry and die the target.

That's why when I say 35 at level 6 is too low it's because when hasted I expect a character who has mostly damage with a little utility to be closer to 60-80 points (Again when hasted) at 6th depending on factors and other outside influences.


Quote:

The Kineticist 7 above averages 42 damage with Empowered Earth Blast (which he can do at-will). He has a +14 to hit.

That's an average of 29.4 not counting crits vs. a CR 7 foe.

By this viability guide, which seems pretty accurate to my game experiences, APs, and (from other people's testimony) PFS, that puts their offense well into 'Green'. Which is where damage dealers are expected to be.

An aether kineticist could do identical damage to said earth blast at the same level with the same stats.

Undone, if that's not enough to be considered viable in your games, your games have significantly departed from standard game experiences of the vast majority of people. Which, based on previous posts of yours I expect they actually have.

There's nothing wrong with that, but being upset with a Class because it operates perfectly well at the standards the game expects is kinda unreasonable.

It's also a symptom of our group being highly cooperative and covering most/all buffs every game. That's why I value more attacks so highly. If you add +4 to hit on 1 attack it's half as effective as on 2, or 1/3rd as on 3. We typically have a bard, paladin, cleric spell list (WP/Cleric), Wizard spell list all in our group covering haste, heroism, bard buffs, Paladin giving away smite, Blessing of fervor (+2 to hit), exct...

As a result someone with 5-6 attacks doing 1d8+9 normally might ordinarily be close to 2-3 attacks doing 2d6+25 but when you add +6-10 to hit and +5-20 damage to each hit it starts to heavily favor the guy with 6+ attacks.

Silver Crusade

N. Jolly wrote:
Really, this discussion has gone on a lot, so can we take this to another thread? I'd rather not get a few more hundred post discussing the class, as the thread is about optimizing it, not questioning its existence.
The Mortonator wrote:
How about we take this outback?

Designer

Undone wrote:
Mark Seifter wrote:

I've actually gained a lot of insight by looking at various posts across threads, and it's been very helpful to me overall. For instance, one poster mentioned in a thread in the PFS forum that his standard is that every character of his should be capable of individually soloing the adventure with ease. When I looked at some of his other posts in context about various classes and abilities, everything he said made tons of sense, since that was his goal, and we generally try to not design towards that (even though it's certainly still possible to do it despite that), so it wasn't surprising that he tends to have differing opinions on design decisions given that baseline. And that's totally a fine baseline to have, even if we don't design towards it (and in fact try to avoid it).

I think it's really great that he mentioned those assumptions in that other thread, and I actually think a lot of people would understand each other better here on the boards if more people were as insightful as he was and took the time to make their assumptions clear. ^_^

This is actually fair. I'm in a group where if you don't bring a lot of spells your damage needs to be when just hasted at least 10x your level preferably 12-15x level. It's not uncommon at all to have level 11 characters doing well over 150 points average.

We also use a slightly different exp system than base going to 10exp per level with CR-2 giving no exp CR -1 giving half an exp, CR= to CR+3 giving 1, CR+4 and up giving 1.5 with social encounters either 0 or .5. This allows for us to consistently face things above our level or face swarms of small stuff without inflating our level pointlessly. We also tend to have more encounters than the average group per day with 7-8 encounters being the norm and 1-3 encounter days being days where we scry and die the target.

That's why when I say 35 at level 6 is too low it's because when hasted I expect a character who has mostly damage with a little utility to be closer to 60-80...

Makes sense, especially makes sense that your group often faces higher CR challenges than normal (it looks like 4 level 6 PCs throwing out your expected damage would kill a CR 11 encounter of 4 CR 7s in about 1 round). Honestly, this isn't completely dissimilar to my group, which means you probably, like my group, get to those numbers with good teamwork and party buffs (like you've mentioned haste). Many people who run kineticist numbers do so for just the kineticist alone (it's a fairly self-sufficient class, so it doesn't do too badly even then), but if party buffs are up and running, strongly consider using blade/whip with a physical element, as buffs are going to make your iteratives start looking much nicer than for a group that has fewer buffs.

It's also true that I designed the math of the class in such a way that if you took Dex and Con as good stats, you would do solid damage for the baseline assumptions of the game and it would be hard to really blow those assumptions away without spending burn, so if the game is high enough above the baselines, you might want to throw in some modifications. I talked to another fellow with a similar game for a while and the solution I suggested that he decided he might try is to sort of gestalt elemental annihilator with the base class; I strongly disrecommend this option for any group that normally plays adventures with the baseline CRs, but it might work for you? You could also consider an elemental annihilator to begin with, which gives you lots and lots of attacks as its main shtick.

EDIT: A few posts since I started posting. First, it looks like I was exactly right about lots of buffs being around. Use kinetic whip or blade and it'll work out best for that meta! Second, looks like there's a new thread, so let's continue there? This is sort of on topic here at the moment in that I'm providing build advice at this point, but might still be better off elsewhere.


That unfortunately is a playstyle not well, if at all, supported by the class.

Your best bet is to find a martially inclined build based on Kinetic Fist and TWF chain, possibly multiclassing with monk to various degrees, to strike many times for smaller damage (then buffed heavily by your team) but with a storm of saves from your substance infusions to make you a debuffing chainsaw with ranged and utility options.

There are 3pp options which help a bit in that regard by making melee (read:iterative) focused Kineticists better designed, but in truth the SLA based nature of the class makes it difficult to properly meld it into standard tactics and tried-and-true game play styles.

Good luck, and have fun gaming.

Edit: I got ninja'd a few times there. Hope I'm not too disruptive, just had to throw my two copper in on a different angle.


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Shiroi wrote:

What's your to-hit bonus? I figure you're looking at.... oh, there's the numbers I'd overlooked. Yeah, 50/50 feels right on that. Try grabbing some potions or a wand of Reduce Person, or eventually the Bracers of Falcons Aim. Aspect of the Falcon gives +3 perception and +1 to hit with ranged attacks, and the bracers are a constant effect.

Reduce Person is better as a potion/wand because of the slight drawbacks of being pint sized, but the +2 dex and +1 to hit gives a cumulative +2 to-hit bonus, and going from a 50% to a 60% accuracy for a fight, while gaining AC, and doing the same damage because SLA damage isn't messed with by size? Yeah, that's a good move.

I took out my level 1 Aerokineticist last night... I had fun with it but it was perhaps my most underperforming character i've played since that core book monk back in 2002. 9 attack rolls throughout the night and one hit. It was a natural 20 confirmed by a natural 20 that dealt 16 damage to the boss monster while it was flat footed and prompted the GM to ask how many times per day i could do that. I found the surprise amusing considering how many other hits i had landed that night. So far we have been in tight passageways and very short ranges, less that 20', so while having PBS was nice it just wasnt enough. The party has an alchemist who might be able to swing a reduce person for me to help out a little bit in the future. and having 19 HP at level one actually saved once when i took 13 damage in a single round from multiple sneak attacks. Otherwise i am looking forward to getting the first few levels behind me just so i can start grabbing accuracy boosters.


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The kineticist could really use a wild talent or feat that allows their blasts to benefit in some other way from effects like haste. It's kind of crummy that the kineticist can't often benefit from having helpful teammates. It's a team based game, and the kineticist is missing out on the good parts of that.


Melkiador wrote:
The kineticist could really use a wild talent or feat that allows their blasts to benefit in some other way from effects like haste. It's kind of crummy that the kineticist can't often benefit from having helpful teammates. It's a team based game, and the kineticist is missing out on the good parts of that.

The first time I read it I thought they had that (the ability to do multiple attacks for an infusion) but it turns out that wasn't the case. Honestly I feel like this infusion would literally fix 100% of the issues.

Full attack Infusion
Level 3, Burn 1
You can full attack with your blasts taking a -5 for each attack beyond the first (Simulating full BAB) You can make one more attack at +6 to +10 BAB, two at +11 to +14 and at +15 to +20 you can make 3 additional attacks. This benefits from haste.


Undone wrote:
Melkiador wrote:
The kineticist could really use a wild talent or feat that allows their blasts to benefit in some other way from effects like haste. It's kind of crummy that the kineticist can't often benefit from having helpful teammates. It's a team based game, and the kineticist is missing out on the good parts of that.

The first time I read it I thought they had that (the ability to do multiple attacks for an infusion) but it turns out that wasn't the case. Honestly I feel like this infusion would literally fix 100% of the issues.

Full attack Infusion
Level 3, Burn 1
You can full attack with your blasts taking a -5 for each attack beyond the first (Simulating full BAB) You can make one more attack at +6 to +10 BAB, two at +11 to +14 and at +15 to +20 you can make 3 additional attacks. This benefits from haste.

The damage from each blast though... i would rather see something like the Unmonk's Flurry where you can at level 8 as a utility talent make two blasts at regular damage but you are barred from adding substance or form infusions to them. Or maybe each blast requires an appendage to aim so you cant hold onto or otherwise Gather Power for the double blast. There would need to be some limiting factor to it i feel otherwise you get excellent damage plus dropping statuses or control and the ability to do so with high burn control ie every option, every round.

The kineticist may not compete for the best damage in the game but anything that gives them extra blasts at full force would be a huge leap in power that i feel would push far too much in the other direction.


My experience with the class on the table is extremely limited but my immediate wishlist for the class would be a feat line to expand the use of Gather Power. A would love a feat (or just a change to how the ability already works) to allow every point of burn gathered count as an incremental increase to elemental Overflow on your next blast. Such that if you did a full round to gather power and blast at level one you would gain +1 to hit and +2 to damage with your simple blast. At level three you could benefit from your regular Elemental Overflow and apply Gather Power to add a total +2 to hit and +4 to damage. If you went full bore and spent two rounds to charge up you could add +3 to hit and +6 to damage on top of any other elemental overflow bonuses.

I know i would go for a feat like that at least. It also gives you options when your infusions arent well fitted to the situation. And you can play a better Mega Man.


I mean one of the things I am disappointed in is that EO is capped. I feel like the class would be good if it simply wasn't capped and as you got closer to death and burned more you'd become extremely strong.


Undone wrote:
I mean one of the things I am disappointed in is that EO is capped. I feel like the class would be good if it simply wasn't capped and as you got closer to death and burned more you'd become extremely strong.

I'm afraid that would just make people feel that they have to constantly stay on the cusp of death as their baseline.


Especially at lower levels when initial HP can be so high and burn's burn so low i would be sorely tempted to drop myself to "caster" levels of HP to gain more oomph from my blasts.


Melkiador wrote:
Undone wrote:
I mean one of the things I am disappointed in is that EO is capped. I feel like the class would be good if it simply wasn't capped and as you got closer to death and burned more you'd become extremely strong.
I'm afraid that would just make people feel that they have to constantly stay on the cusp of death as their baseline.

I feel like that's a good balancing act for the class. Honestly it's disappointing they don't do that.


The other thing to think about is that Burn is effectively the class' Spell Per Day, if you take burn just to up EO at the start of the day then you are also burning through your "spells" to add buffs to your regular attacks. Perfectly reasonable choice to me. It leaves you with the HP of a caster and the damage of a martial with a few extra defenses and utility options. Since the default Kineticist is a ranged character this seems worth while to me.


Undone wrote:
Melkiador wrote:
The kineticist could really use a wild talent or feat that allows their blasts to benefit in some other way from effects like haste. It's kind of crummy that the kineticist can't often benefit from having helpful teammates. It's a team based game, and the kineticist is missing out on the good parts of that.

The first time I read it I thought they had that (the ability to do multiple attacks for an infusion) but it turns out that wasn't the case. Honestly I feel like this infusion would literally fix 100% of the issues.

Full attack Infusion
Level 3, Burn 1
You can full attack with your blasts taking a -5 for each attack beyond the first (Simulating full BAB) You can make one more attack at +6 to +10 BAB, two at +11 to +14 and at +15 to +20 you can make 3 additional attacks. This benefits from haste.

It's a good thing you're not in charge of the kineticist because that's terribly designed and OP for the class.

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