J-Bone
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I have a kineticist in my Wrath of the Righteous game who made his grand appearance yesterday being able to heal at lvl 3 for 2d8+4 handing the 3 burn off to those healed or to absorb himself. So with the burn equating to Non Lethal HP this build seems to have an insane capacity to hand out heals that is superior to a Life Oracle of similar level with could channel for 2d6 or CMW for 2d8+3 a very limited number of times. On top of that, the build could also dish out the same amount as a ranged attack option. So being the minion that I am, I find reading the Kineticist mechanics mind boggling, can someone break this down for me. Was the kineticist played right or are there some mechanic issues I need to be made aware of.
Here is his build now that he's leveled to 4:
Meliodas
Male half-elf telekineticist 4 (Pathfinder RPG Occult Adventures 10, 90)
N Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +13
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 44 (4d8+20)
Fort +8, Ref +6, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron dagger +1 (1d4-2/19-20) or
cold iron dagger +1 (1d4-2/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—force ward
Blasts—telekinetic blast (2d6+6)
Utility—basic telekinesis, kinetic cover, kinetic healer, telekinetic haul
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Statistics
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Str 7, Dex 14, Con 19, Int 10, Wis 14, Cha 9
Base Atk +3; CMB +1; CMD 13
Feats Exile's Path[ARG], Skill Focus (Perception), Weapon Focus (kineticist blast)
Traits elven reflexes, exposed to awfulness, orphaned
Skills Acrobatics +8, Diplomacy +3, Heal +6, Perception +13, Sense Motive +8, Sleight of Hand +7, Stealth +6, Survival +7, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Common, Elven
SQ burn (1 point/round, max 7), elemental overflow +1, elf blood, gather power, kinetic chirurgery
Combat Gear potion of cure light wounds (4), acid (15), alchemist's fire (10), liquid ice[APG] (5); Other Gear +1 studded leather, cold iron dagger, cold iron dagger, ring of sustenance, backpack, belt pouch, blanket[APG], torch (10), trail rations (5), waterskin, 2,709 gp
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Special Abilities
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Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Exile's Path (1/day) Reroll a Will save against an enchantment spell or effect once per day.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Chirurgery (Su) You can apply mercies when using kinetic healer.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Healer (Sp) Heal others equal to your blast damage
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Telekinetic Blast (Sp) Level 2; Burn 0
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
| Chess Pwn |
combat) He's ranged so make sure to apply the cover and in-combat bonuses to AC his targets get. Having them with a +8 AC against his attacks will lower his combat effectiveness. Heck he only has a +5 and he's going up against normal AC. Yeah when he hits he does okay damage, but he should be missing a good deal of the time.
Healing) His healing permanently lows their effective HP for the rest of the day. Also did you mean d6s instead of d8s? cause he only heals as much as his blast does in damage. So lv3 he heals 2d6+4-3, net 8. So Fighter just went from having 30 max HP to 27. Use it 3 times and yeah he's at full hp, full hp being 21 instead of 30. Need more later in the day? now your max is 15 hp. You wont die, but you'll drop in one solid hit. Yeah it's pretty good healing, but it does have a price and can't just be completely spammed.
| Texas Snyper |
* You are going to be taking ranged attack penalties until you pick up precise shot + point-blank shot.
* Your archetype prevents you from ever getting any infusions so you are locked out of a lot of useful class abilities like extended range, kinetic blade, wall, etc.
* Your healing does scale pretty well but don't forget that you are also dishing out non-lethal damage with it, whether it is to you or to the person getting healed.
* Outside of using wands, you can't avoid the non-lethal damage.