
Sphynx |
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Writing up some Feats that I think would help Kineticists without unbalancing them... Seem fair? Anything else we should hope to see?
Skilled Infusionist
You can learn some Infusion Wild Talents sooner than others of your class.
Prerequisite: Kineticist level 3 or higher.
Benefit: Treat your Kineticist level as 1 higher for the purpose of qualifying for Infusion Wild Talents **Get those pesky level 2 talents at 3rd instead of 5th
Expanded Element
You gain a talent of your choice.
Prerequisite: Either 7th or 15th kineticist level.
Benefit: When expanding into a new element, you gain a single talent from a previously known element if you would otherwise qualify for it. This must be an infusion talent or utility talent. **Basically Extra Wild Talent without the "2 levels lower".
Foe Hurl
Your ability at tossing opponents is not restricted by form.
Prerequisite: Foe Throw infusion wild talent, and either Extended or Extreme infusion.
Benefit: When using Foe Throw, the range you can toss an enemy is 120' if you have the Extended Range infusion, or 480' if you have the Extreme Range infusion. You are still limited to 30' for selecting your target to throw.

Sphynx |

I don't have any good suggestions for burn feats, due to it being such a core mechanic/balance of the class. However, I have thought about something like this before:
Combined forms
You are able to combine 1 or more Form infusions with your Kinetic Blast.
Requisite: 5th level Kineticist
Benefit: Add a 2nd Form infusion to a kinetic blast by accepting half of the burn for the lower burn infusion, rounded down, with a minimum of 1 additional burn.
That's actually what Foe Hurl looked like before concerns forced me to modify it.

Sphynx |

Just got done chatting with my GM, he won't allow the Foe Hurl as written. Says that throwing things up to 8x faster (480' vs 60') than most things can fly was way too much. So we're changing our feat to limit it to 60' away (since I can legally throw something 30' away from me, at a target up to 30' away from me in another direction) but in any direction, so since I mostly use it when someone gets too close, that'd push it 65 to 70' away from me if they don't make their Fort save, otherwise, about 35' to 40' away from me. :P
So new writeup:
Foe Hurl
Your ability at tossing opponents is not restricted by form.
Prerequisite: Foe Throw infusion wild talent, and Extended Range Infusion.
Benefit: When using Foe Throw, the distance you can toss an enemy is 60' in any direction. You are limited to 30' range for selecting your target to throw, but may target an additional 60' beyond that point.

Drejk |

Maybe some feats to help reduce burn impact on the player, like reducing the burn damage of lower tier infusions by 1 or 2 points would not go a miss.
Or maybe a feat that increase internal buffer... But I wonder if it should give +2 points to internal buffer or only +1? Toughness gives +1 hp per level, equivalent to +1 burn, but has the advantage of increasing your hit point total when you have no burn yet. Internal buffer allows you to ignore effects of a burn but has a disadvantage of not increasing you hit points otherwise, and not allowing you to benefit from elemental overflow bonuses.

Sphynx |

Well, there are other good reasons. ;)
Foe Throw lets you put someone into the threat area of an ally meaning they would invoke an attack of opp by trying to chase you (and you can target an empty square with your foe).
You can drop them behind soft cover.
Throwing them 30' away as a Standard, and moving 30' as a Move for 60' total.
Foe Throw without the Hurl is still a really really good thing to have. It's obviously so much more than damage to 2 targets with the same blast... even one of the better battlefield control abilities of a kineticist. :)

CalethosVB |

Just to throw in my 2 cp, I'd like to suggest a couple feats myself.
Kinetic Recovery
You push yourself to extremes, but can recover quicker than others.
Prerequisites: kineticist level 3rd
Benefit: You take 1 less point of non-lethal damage per point of burn you accept. You may take this feat multiple times. It's effects stack.
Normal: You take 1 point of non-lethal damage per hit die per point of burn.
Extra Burn
You are more adept at pushing beyond your limits.
Prerequisites: kineticist level 5th, Kinetic Recovery
Benefit: You may accept 1 more point of burn a day. When you gain the Internal Buffer class feature, increase your Internal Buffer maximum amount by 1. You may take this feat multiple times, but no more times than you have taken Kinetic Recovery. It's effects stack.
Normal: A Kineticist may only accept 3 + his Constitution bonus points of burn a day.
Manifest Melee Blast
Prerequisites: Kinetic Blade Form Infusion
Benefit: Your Kinetic Blade, Kinetic Whip, and other Form Infusions that grant a melee attack form (but not Kinetic Fist) are considered to be wielded weapons for all purposes. You may be disarmed as normal, and your melee weapon made of a Kinetic Blast Form Infusion may be sundered as a weapon of the type you chose when you formed it (light or one-handed) with hardness as appropriate. You may reform your weapon as is standard on your next available turn, and if disarmed, others, even another kineticist, cannot use your weapons.
You also gain an enhancement bonus to attack and damage with your melee Kinetic Blast forms equal to the number of points of burn you accept for using your Kinetic Blast with a melee Form Infusion, including Kinetic Fist.
Normal: Regardless of the form of your Kinetic Blast, you are never consisted to be wielding it.
Kinetic Fisticuffs
Prerequisites: Kinetic Fist, Kineticist level 7th
Benefit: Your base and composite Kinetic Blast is considered to have 1 additional die for the purpose of determining your damage with Kinetic Fist. You may take this feat a second time at kineticist level 11th, and a third time at kineticist level 15th. It's effects stack.

Sphynx |

Kinetic Recovery is cool, basically, you're 1 level lower for the purpose of taking burn...
Extra Burn is useful, but definitely not for me... :P I find that 3+Con is almost perfect for offsetting damage, and I'm a Telekineticist with lots of Tmp HP.
Can't comment on the other 2 since I refuse to do melee as a kineticist. ;)

Sphynx |

Kinetic Resistance
Prerequisites: Telekinetic Haul, Foe Throw
Benefit: You may use Telekinetic Haul to move attended items. If the item is held, a CMB check may be required, using your Con modifier in place of your Str modifier. You may also lift a target, with them being allowed a fortitude check to save against being moved. The move does no damage, though falling or environmental damage may apply.

Randir Raloqen |

Manifest Melee Blast
Prerequisites: Kinetic Blade Form Infusion
Benefit: Your Kinetic Blade, Kinetic Whip, and other Form Infusions that grant a melee attack form (but not Kinetic Fist) are considered to be wielded weapons for all purposes. You may be disarmed as normal, and your melee weapon made of a Kinetic Blast Form Infusion may be sundered as a weapon of the type you chose when you formed it (light or one-handed) with hardness as appropriate. You may reform your weapon as is standard on your next available turn, and if disarmed, others, even another kineticist, cannot use your weapons.
You also gain an enhancement bonus to attack and damage with your melee Kinetic Blast forms equal to the number of points of burn you accept for using your Kinetic Blast with a melee Form Infusion, including Kinetic Fist.
Normal: Regardless of the form of your Kinetic Blast, you are never consisted to be wielding it.
The negative of it being a "wielded weapon in this is negated just because it doesn't consider how kinetic blade works. Kinetic blade is used as part of an attack action but instantly vanishes once that action is over. Example: You make a charge attack at an enemy, and as part of that action you can take 1 point of burn to form a kinetic blade to use in the attack. Once the attack is over the blade vanishes.