Quick Check on my Kineticist Attacks and defenses


Advice

The Exchange

Hi, My Kineticists is doing great damage that seems to be very high for my group. Can someone confirm this is correct. Thanks!

Character:
Race: GM custom race very similar to halfling (+2 dex, chr, -2 str, small sized)
Class: Aether kineticist 7
Attributes: 20 point buy. STR: 5 DEX: 19/21 CON: 18/22 INT: 14 WIS: 7 CHA: 9. +2 con belt, Overflow: +2 Dex (size) and +2 Con (size)
Feats: Point-blank Shot, Precise shot, weapon focus (kinetic blast), Ability focus (kinetic blast).
Magic items: belt of might constitution +2, sustaining spoon, +1 mithral chain shirt, +1 buckler, ever burning torch, ring of serene contortions, cloak of resistance +1, cure moderate wounds potion.

Attacks:

Physical Kinetic Blast: +15 4d6+15.
Attack modifier: [BAB] +5, [Dex] +5, [Size] +1, [Elemental Overflow]+2, [Point-blank Shot] +1, [Weapon focus]+1.
Damage:[Physical blast] 4d6+4, [Constitution modifier] +6, [Elemental overflow] +4, [Point-blank Shot] +1.
Empowered Physical Blast: [4d6+15]x1.5
Energy blast: should just be 4d6+8
Foe Throw: DC 20 then physical blast damage to both targets if the attack hits.

Infusion combat maneuver bonus: +15
BAB: +5
Constitution Mod: +6
Size: +0. +1 size bonus and a -1 untyped bonus for being small.
Point-blank shot: +1
Elemental Overflow: +2
Weapon Focus: +1

Defenses:

Hit Points: 90 HP, 21 Non-lethal damage, 16 Temp HP.
7 Kineticist Levels: 38 (8hp at 1st level, 5hp for each other level)
Favored class bonus: 7
Constitution Mod+6 42 HP. Including my overflow bonus to constitution. Is that correct?
Retraining: 3 HP
Force Ward temp HP: 3 burn: 16

Armor class: 23 AC, 16 Touch, 18 Flat-footed.
Armor: +5
shield: +2
Dexterity: +5
Size: +1

Combat Maneuver Defense 17
Size: -0. +1 size bonus and -1 untyped bonus for being small.
Strength: -3
BAB: +5
Dexterity:+5

Saves: +12 Fort, +11 Reflex, +1 Will
Base saves from class levels: 5,5,2
Attribute mod: 6,5,-2
Cloak of resistance +1


Everything looks good to me. Unless I missed something. That 5 STR may have you at medium encumbrance if your GM cares about that.


Unless you expanded into another element at 7 you won't have an energy blast.

CMB & CMD don't have a zero size mod - the -1 for being small overwrites the +1 to attack, they don't stack.

The Foe Throw DC is 10 + 1/2 level + Con mod. PF rounds all fractions down so that's 10 + 3 + 6 = 19. Ability Focus would apply to one ability/infusion only I think - possibly to Foe Throw if you selected that. Applying it to Kinetic Blast as a whole wouldn't help because a kinetic blast doesn't have a save by default.

Your constitution going up from the elemental overflow does raise your hit points, yes. Those extra hit points go away when the con bonus does though, possibly leaving you unconscious or killing you. Make sure you get enough HP healed before you go to sleep that that doesn't happen.


Offense: Damage looks good to me - a few points higher than usual given how aggressively you pumped dex and con. Which you should probably scale back (3 stats dumped to 7 causes problems).

avr is right about the DC being 19 by default. Ability Focus is probs a GM call. @avr The energy blast is the Force composite.

Defenses: I think you need 1 more point on Force Ward (17 points at level 7 with 3 burn). And remember that the shield doesn't grant any AC bonus if you gather power.

Hitpoints are a bit high: base from d8 class at 7th level is 35 (4.5 per level rounding down, max at 1).

But the real problem is your Strength and your Will save. Anything that does Str damage can kill you in 1 hit, including shadows and poison. Heck, a Ray of Enfeeblement might drop you to incapacitated, and its a first level spell. A +1 will save at level 7 is an extreme liability. Best case on a failed will is being shut down for the combat; worst case is Domination and TPK. It puts your GM in an awkward situation.

I recommend you change your starting stats to something like:

Str: 10 - 2
Dex: 16+2
Con: 16
Int: 12
Wis: 12
Cha: 7 + 2

Damage and DC for foe throw go down a little bit, but the character no longer has such glaring weaknesses.

Scarab Sages

GeneticDrift, have you been reading the optimization forums? ;o) For most tables, a Kineticist is a strong damage dealer right out of the box even with mediocre stats. Compared to most other classes, you also gain relatively little from minmaxing your stats, since most of your damage and accuracy comes from built-in class features (such as the base blast damage, touch attacks, Overflow, and freedom from to-hit penalties).

I agree with the others: This build is pathologically minmaxed. Can you even wear armor without being encumbered? And neglecting Will saves is a crime against your party.

Thaago wrote:


I recommend you change your starting stats to something like:

Str: 10 - 2
Dex: 16+2
Con: 16
Int: 12
Wis: 12
Cha: 7 + 2

Those are exactly the stats I picked for my Kineticist. :)

Sounds like GeneticDrift has already played the character in game, though, so it might be difficult to retcon the stats.

The Exchange

Thanks for looking it over everyone! I dumped so many stats because I thought I needed to, obviously I disagree now, but it is set. I would lower my con if given the chance to improve my wis and str. I want Int for skills, not ideal I know but I am filling the criminal skills in the group.

I thought I was fine with carrying capacity, but I missed the part where small characters carry less. I will move my overflow from con to str. Thanks!

I expected to be wrong about cmb/cmd. Fixed, thanks!

I accepted my crappy will save, it has lead to a hold person/ coup de grace which I survived thanks to elemental overflow. I should have gone invisible to avoid it.

Foe throw: That is a form infusion, "The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier." Please let me know if I am mistaken here. At the moment the DC will be the same either way once i rearrange my overflow bonus.

edit: In our game average hit points are round up.

edit: I should have mentioned expanded element (aether), its how I also have a level 3 infusion and force blast. I should have stated that, thanks for checking. I will ask to see if I can move some stats around to lower my con and save my will.

Dark Archive

Your will save is soo low any Save or suck specialist will destroy you.Dude pump your will save.Do it now please.

Dark Archive

avr wrote:

Unless you expanded into another element at 7 you won't have an energy blast.

CMB & CMD don't have a zero size mod - the -1 for being small overwrites the +1 to attack, they don't stack.

The Foe Throw DC is 10 + 1/2 level + Con mod. PF rounds all fractions down so that's 10 + 3 + 6 = 19. Ability Focus would apply to one ability/infusion only I think - possibly to Foe Throw if you selected that. Applying it to Kinetic Blast as a whole wouldn't help because a kinetic blast doesn't have a save by default.

Your constitution going up from the elemental overflow does raise your hit points, yes. Those extra hit points go away when the con bonus does though, possibly leaving you unconscious or killing you. Make sure you get enough HP healed before you go to sleep that that doesn't happen.

Foe throw is a form infusion therefore its save dc is based on dex mod not con.Kinetic blast has a save dc which is 10+con mod+half of your kineticist levels rounded down unless something says otherwise.


You don't need a save or suck specialist with that Will save, when you have a pretty good chance of failing even a save vs a lv 1 spell from a wand.
10 16 16 12 12 7 Seems like a very good idea, I just adopted it for my kineticist.

I have a few doubts myself about what's affected by empower. The basic xd6+con/2 or xd6+con+x for sure, but Elemental Overflow and even Point Blank Shot? Is there a FAQ or it's just a given?

As for ability focus on kinetic blast, it's an odd one.
Kinetic Blast is a spell like ability, it's an attack, so I guess it's a special attack, and qualifies for Ability Focus.
However, you generally save vs the infusion (which is a different wild talent), using he blast level to set the DC.
My guess is that you should get ability focus on the infusion, not your kinetic blast, which is also reinforced by the fact that a single feat would improve almost all your abilities, which would be too good.

Other than hat, it looks fine.

Dark Archive

Never go less then 18 con 16 dex with kineticist for telekinetic blast.You need ıron will+cloak of resistance.12 wisdom helps too.


I think this is a character that is already set in stone and being played, right? You just needed a quick numbers check to see if everything looked right because things seemed slightly off somewhere?


Alderic wrote:

...

I have a few doubts myself about what's affected by empower. The basic xd6+con/2 or xd6+con+x for sure, but Elemental Overflow and even Point Blank Shot? Is there a FAQ or it's just a given?
...

I think its just a given - it seems clear from Empower.

Empower wrote:

Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.

Saving throws and opposed rolls are not affected, nor are spells without random variables.

Lausth wrote:
Never go less then 18 con 16 dex with kineticist for telekinetic blast.You need ıron will+cloak of resistance.12 wisdom helps too.

Its a small difference, but I think Dex should be higher than Con for a physical blast - I like the accuracy a little better than the bonus damage. Could just be personal preference.

Scarab Sages

Thaago wrote:


Lausth wrote:
Never go less then 18 con 16 dex with kineticist for telekinetic blast.You need ıron will+cloak of resistance.12 wisdom helps too.
Its a small difference, but I think Dex should be higher than Con for a physical blast - I like the accuracy a little better than the bonus damage. Could just be personal preference.

I like to have Dex and Con as close as possible to each other, but if one is going to be higher than the other, I prefer dex for physical blasts and con for energy blasts.

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