Telekineticist Guide completed


Advice


My thanks to everyone who helped me do the calculations and corrected my many mistakes in playing the game and class. If anyone sees any mistakes, please feel free to holler at me here. :)

https://drive.google.com/file/d/0ByRf9gGg2fwGaUphWjlpNEhZbWM/view?usp=shari ng


Glad to see such love for the TK, and thank you for the guide! Still a couple of small things which may need changing though:

- Under metakinesis where you say gather power is the only way to avoid burn for metakinesis before level 19; internal buffer can do this too. I realise this is a bit nitpicky, but worth considering.

On the topic of internal buffer, I disagree with your statement that if you have burn to spare at the end of the day, you didn't use it efficiently. It's just moving costs around. If you have an extra point from internal buffer, you have an extra point of burn to spend. If you just keep spending your full normal amount of burn each day but subsidise it with your internal buffer (so actually accepting 1 less burn), you have your internal buffer's worth of burn to spend at the end of the day on your internal buffer. On an average day you won't get to spend any more burn than you usually would, but you get to avoid taking a bunch of nonlethal damage until right before you go to sleep, when you no longer care as much. If necessary you can use the extra burn for emergencies, but otherwise it's just free hp. That's a really good thing! If you have kinetic healer, you can delay the cost of healing 1-3 times a day until you don't care any more (unless your gm likes interrupting your sleep with night time encounters, of course). Or you can just mmake better use of metakinesis.

- Under many throw you say you get 120' range even if you don't have extended range, but it's a prerequisite. I think all the 120' form infusions list it as a prereq.

Also, may I suggest Ring of Sustenance as a decent item to have? It means not having to worry as much about taking too much burn before you go to sleep.


Thanks for the catch on Many Throw, I thought I had deleted that already.

I understand, and even mentioned in the Guide, your comments about Internal Buffer. It's a fantastic way to start a day with a spare burn available... you haven't really stated anything that I didn't state in the Guide. o.O

The only real point though, and why it's orange, is that if an archetype at some point replaces Internal Buffer with a Green, Blue or Purple option, you're not hurting by going with the replacement. Yes, Internal Buffer lets you get an additional point of burn per day, or spend 1 additional burn in a turn once a day... but that's well worth losing for something else.

As for the Ring of Sustenance... I don't want my opinion to be taken as canonical. The Burn feature says "full night's rest", unlike the Wizard Spell section which specifically says "8 hours of sleep". The ring says "gain the benefit of 8 hours of sleep".

I agree with the interpretation that the Ring would thus allow you to recover burn in 2 hours, but it's not RAW/Canonical as far as I know.


Ah, that's a good point regarding the ring.

Sorry, I might be misinterpreting your comments on internal buffer in the guide. It still sounds like you're treating it as "spare burn", ie just a way of exceeding usual daily burn, particularly in your comments about "not spending as much the day before". My point is that if you treat it as a way of spending extra burn, then yes, you'll hardly ever get to use it because you won't have any burn left over most days. If you treat is as a way to delay burn until night time, you can benefit from it every single day.

Put it this way: if you can accept 9 burn in a day and you have 1 point in your internal buffer, you could spend 9 points of burn and 1 from the buffer for a total of 10 (which is what it sounds like you're talking about, sorry if that's wrong) and have nothing in your buffer tomorrow, -or- you could spend 8 points of burn and 1 from the buffer, and then have enough to still have a buffer tomorrow. It's almost exactly like getting Toughness three times for free over the course of the class, which is nothing to sneeze at.

It doesn't sound at all like you're stating that in the guide - as it says, you've only occasionally used IB. If you're going to spend the same amount of burn every day anyway, why not use internal buffer and get free hp while you're doing it?


Under the air section, you mention swapping Self TK for Wings of Air or celerity at level 10 but we can't do that til level 11. We can pick one up at 10 but can't do the trade til 11.

Also, Mark Seifter gives his blessing on letting the Ring and other such replacements to work: http://paizo.com/threads/rzs2su6f&page=16?Mastering-the-Elements-N-Joll ys-guide-to-the#756


Thanks Texas, adding the Ring of Sustenance now.

You are wrong about the trade. Trades for Utility come at levels 6, 10 and 16. Trade for Infusions come at levels 5, 11 and 17.

Targen, that's pretty much the same as saying to people not to use their burn. Your logic seems flawed to me since you could say that about every single point of burn. If you could spend 9 burn, then only spend 7 and have a lot more HP/Toughness. I don't want to encourage people to hoarde their burn in an optimization guide, as that goes counter to being optimized, in my opinion.


Whoops, you are totally correct. I did not catch that distinction.

Otherwise, I like the guide.


If you spend 9 points of burn every day, then spending 2 points of yesterday's burn (via internal buffer) and 7 points of today's burn then you have extra health available until it's time to go to sleep.

Think of it like a credit card that you pay off every month. You spend all the cash you were going to and put a little bit on the credit card. Then at the end of the month you use your remaining cash and pay it off right before going to bed. Now you could just not pay it off (either the buffer or the credit card), but not paying it off means you have access to less cash or burn tomorrow.

The other thing is that any kineticist wants to turn on elemental overflow at the begining of the day. If someone doesn't like the elemental defense, then this is a good place to put some of today's burn to use it later today.

I still agree with your coloring.

Silver Crusade

And linked the finished guide to mine, always glad to see more people using purple as a rating.


Sphynx, the same logic can't be applied to normal burn because hoarding 1 point of normal burn a day costs you the use of 1 burn every day for your level's worth of HP (which isn't worth it, I agree). Keeping a point in your internal buffer only costs 1 burn per adventuring period (the period between holidays) for your level's worth of HP, no matter how long that adventuring period is. The only time you get to spend less this way is the day immediately after a holiday. If you get holidays every second day there's no extra cost associated with spending everything available to you. That's optimal. If you have holidays every few days it might still be worth it to spend as much as possible, but the longer the period between holidays the less of a return you get for spending all. I don't know how frequently most parties get a day off, though, so I guess it's DM/campaign-specific.

Also, if you're confident that you're close to the end of an adventuring period (fighting the BBEG or whatnot) you could still spend the extra point, having had the extra health for most of your adventure. And it's probably more useful to have in a boss fight than against the first thing you meet on the road on day one.

I agree with everybody, purple ratings are good.


Oh this is gonna be a good read. I'm currently building a Gestalt TK myself, and have been trying to think of the different classes I could get that would make me most effective and fun for the three person party I'm in.


Note- some of the infusions noted to have a minus since it doesn't stack with extended range basically have extened range as part of the effect. Snake comes to mind- it has a range of 120, which basically includes extended range (and it makes the fact that extended range is a prereq make sense)

Traits- Birthmark is worth considering- it is a +2 against the "KILL YOUR FRIENDS" spells and effects. So it is worth comparing to the +1 will traits.

Armor expert trait is worth considering- the only restriction on your armor is your proficiency. The penalty for not having proficiency in an armor is applying Armor Check Penalty to attack rolls. Mithral breastplates have an ACP of -1. Armor expert reduces that to 0, making the penalty 0. So it basically gives you medium armor profiency in practice (At least as far as someone that doesn't want large penalties to their stealth and disable device checks goes). Thus, +2 AC for a relatively cheap price.


For a long while, Shroud of Water with a light shield(which specifically leaves your hand free) is a really good thing, and can net you a decent AC at low levels with very little resources spent.

That is just an opinion though. Mind you, so is stacking Aether's, Earth's, and Water's defenses together for a tank >.>


Lemeres, evaluating your comments still, but did add in the Mitrhal Breastplate to the guide.

Azten, pretty sure I mentioned the usefulness of the Shroud. :)

Anyhows, I also fixed some mistakes under Fire, and moved feats/traits to before the class features, rather than keeping it "lost" between features and elements.

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