
Rerednaw |
Okay you start with a physical blast which isn't too shabby.
But when you hit composite...you either do aether boost +1 damage/die (?) for 2 burn or do...less damage (as simple energy blast) for 2 burn.
Granted most folks won't be using composites regularly till level 11+ (supercharge.) But having the ace in the hole is nice from 7-10. And having a composite which does double damage (just about all other elements) would have been nice.
How did you boost the TK's damage? Or did you focus on utility only? I suppose foe throw may be used to throw someone off a cliff? Or I suppose straight up in the air...but at best you are only getting a few dice from falling damage (unless there's a cliff or convenient pit) because you cannot stack this with extended range so if you were say 10 feet from target (unless you want to provoke) you could toss them 20 feet straight up.
Free empower helps...the request is for the "big gun." Even adding a second element (if you abandon pure TK) won't really pay off till level 15, since aether doesn't stack with anything else.
Thanks!

lemeres |

Empower does help. It does about the same amount of damage as a composite blast. 1.5x that applies to various static multipliers (such as your con bonus, and overflow bonuses)
I think you might be worried more about your burst damage more than your steady damage. Remember- you can't burn too much in a day, so you should generally try to judge your damage based off of what you can do without spending burn.
Typically, I just spend the burn on my defenses- those last the entire day (rather than being spent up in a single attack) and it makes me less squishy while letting me get overflow.
So, until roughly level 16, you are fine with just an empowered blast for your damage. Level 16 is when composite blasts are made cheap enough to do both composite and empower (thus it is a serious jump in damage). But by that point, you would be able to spam disintegration blasts.
NOTE- disintegrating infusion is pretty much what you are looking for. It doubles your damage with force infusion, but allows a save for 1/4 of that damage (so about 1/2 your simple blast?). You can get away with disintigrating blasts by level 14 (when infusion specialization covers the costs of the infusion), but if you feel like burning... level 12 is the earliest it seems.
Honestly though- I'd be more concerned about the lack of AoE for aether damage than the blast stuff. Other elements tend to have decent (earth) to great ones (fire). But I suppose it makes up for that with the various maneuver style blasts and abilities.

pocsaclypse |
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I'll preface this by saying that I am by no means a kineticist expert. I'm running a telekineticist now and I focused more on utility than I did damage because it seemed to me when looking into it that was the trade off for some of the awesome things they can do. That being said, I think the way you boost damage for telekineticists is to take telekinetic haul at level 4 and use it to drop houses on people.

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I'll preface this by saying that I am by no means a kineticist expert. I'm running a telekineticist now and I focused more on utility than I did damage because it seemed to me when looking into it that was the trade off for some of the awesome things they can do. That being said, I think the way you boost damage for telekineticists is to take telekinetic haul at level 4 and use it to drop houses on people.
That is 100% the best way to boost damage as a TK. The TK composite isn't very useful and only barely worth the cost. If you want to be useful as a TK be environmentally aware, ask your GM for details. Is there a statue in the room? Drag it around as cover or topple it on a fool who thinks they can use it as cover.
TKs are about the creative plays, and that means thinking outside the blast.

avr |

By RAW big things do depressingly little damage when dropped on people. A squishy witch may be disturbed but most others can shrug off falling object damage.

lemeres |

By RAW big things do depressingly little damage when dropped on people. A squishy witch may be disturbed but most others can shrug off falling object damage.
Dorthy didn't realize that her family home was a +5 vorpal keen farmhouse.
EDIT- Ok, less silly explanation- the witch was asleep, and the DM decided to count the house falling as a coup de grace (bows and crossbows can do that if you are adjacent- ergo, ranged weapons count- why not 'thrown' weapons). I didn't look at the damage numbers in the link, but technically, I am pretty sure a level 1 fighter could coup de grace a balor. The save DC is just too good on that maneuver.
Actually, I like this explanation. Because it fits into the 'Belinda the 'good' witch is actually a manipulator' theory. In this, she would have used the slumber hex on her rival, and then used Summon:farm house to throw off suspicion. I bet that it was all an attempt to throw off some form of scrying ("why it was the kansas girl with the farm house that crushed your sister", since that is 'technically' true)

NoTongue |

would casting their blasting ability count as "casting a spell that deals damage"? its marked as sp so its spell like so it might count, if it does taking a dip into cross blooded sorc for orc and goblin bloodlines with blood havoc for +3 damage per die but if not i'm thinking they are SooL
Goblins 3rd party.
Blood mutations work only with sorcerer spells.On top of that it seems to leaning towards no that arcana even work with spell like abilities.