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GMs familiar with the kineticist, I need your help please!!!
I am running a campaign of non-official Pathfinder Society scenarios mixed with my own content and any other material that works. The party, elf alchemist, dwarf fighter, human cleric, human aether kineticist, is Level 6.
I'm trying to figure out if I'm doing something wrong, like not giving out enough magic. The kineticist does (3d6+13)x1.5 damage without spending any burn, so he can do this all day, or more damage by spending some burn (he has 69 hit points to burn). The cleric, with his vicious mace, does 1d8+2d6+2 damage (taking 1d6 damage himself). The alchemist does 3d6+6 per bomb but is limited to 10 a day. The fighter does only 1d8+4 with his +1 longsword but can add +4 to damage with Power Attack.
As you can see, the kineticist does almost as much damage as the rest of the party combined.
As far as I can tell, the party shouldn't typically have +2 weapons yet so I can't see anything I should have been giving out but missed.
The kineticist's player has optimized his character but the alchemist kind of has as well. The cleric is optimized for healing. The fighter is a new player so is not optimized at all.
Is the kineticist just that much more powerful than other classes? Does it balance well only if I was running an Occult campaign? If it doesn't balance well, I may have to ask the player to retire the character, which may cause him to quit.

Bloodrealm |

The Fighter being poorly built is a big part of this. Fighter is NOT a beginner class when it comes to building, even though it seems like it should be and it can be pretty straightforward when it comes to actually playing it. That said, you're selling the Fighter short with your assessment because they've just gotten their second iterative attack at 6th level. ... but only a +2 Strength is pretty abyssmal (from the +4, I'm assuming a +2 Strength, +1 from the weapon, and +1 from Weapon Training). That will be an issue and I suggest helping the player rebuild.
If the Cleric is built solely for healing and nothing else, they're playing a Cleric wrong. They should be buffing the party to start off, and then helping with combat, debuffing, and healing after that. The Cleric shouldn't be expected to keep up with a Kineticist or Fighter's damage if they're not built to do that, though.
The Alchemist can also support the party with Infusions if they have Infusions, and can buff themself to be better in combat, too, so you shouldn't count only the bombs.
Your Kineticist can only Empower their blast for free if they don't move other than a 5-foot step. Also, a Telekinetic Blast targets regular AC, so creatures providing soft cover to each other by standing in the way might be a real problem (Precise Shot eliminates the penalty for shooting into melee, but not the penalty for that, and even allies count). Additionally, with 6 Burn (they must have that much to get the damage number you quoted), they've effectively reduced their max HP by 36; more than half of that 69 maximum. I would assume that the Telekineticist is moving around a lot to keep out of harm's way and to get a good angle of attack and, as I said, that means no free Empower that round.
Telekineticists are more known for being utility gods rather than damage monsters, so I was a little surprised when this was your problem; from the topic, I expected you to have an issue with the damage being slightly low in comparison to your party.

Temperans |
The Kineticist is built so that its damage ends up being about average for any given level so that it's always useful, but doesnt outshine other classes (in damage).
His normal damage should be 3d6+3+Con+Overflow (Max of 5 at lv6), so I'm guessing he has a +5 Con. That means, before taking into account his buffer, he should have a max of 6 burn (if using size bonus to Con). Aka that Kineticist would last for 6 rds of Empowered Blast before dropping his HP to critical levels.
Now that is cleared, what is the Fighter building? That damage number seems extremely pitiful and depending on things Power Attack might make things worse. Is he perhaps building a Dex based character or did he spent too many stats on other things? In any way it would explain why his base damage is so low. 1-h longsword with minimum strength at face value sounds like they didnt want to be that good at damage in the first place.

PossibleCabbage |

The Kineticist has a very high optimization floor, as in "you don't have to do much beyond the obvious to make a Kineticist who is good at its job." The Kineticist also has a very low optimization ceiling- as in "there is not much you can do to make an incredibly powerful Kineticist."
All of the other classes in the party are low floor high ceiling types, by contrast, and this is the main issue.

Bloodrealm |

Why would moving deny him his Empower ability that round?
I said it would deny him a free Empower because he needs to spend a Move Action to Gather Power in order to offset the Empower Metakinesis increasing the blast's cost by 1. He could still Empower it, but a Kineticist that takes Burn mid-day in a situation that isn't a dire emergency isn't too smart.

Melkiador |

The party, elf alchemist, dwarf fighter, human cleric, human aether kineticist, is Level 6.
A dwarf fighter is not a high damage option, because of not having a racial bonus to an attack stat. That would probably be more about tanking. A cleric isn’t really a damage class either, but they can do it a little. So, the only real Comparison is the alchemist. It can do some good damage with bombs but has other things going for it, like extracts and discoveries. Also bombs are touch attacks while physical kinetic blasts are not.
The kineticist does (3d6+13)x1.5 damage without spending any burn, so he can do this all day, or more damage by spending some burn (he has 69 hit points to burn).
To get that kind of damage bonus you’d have to take 3 points of burn at level 6 and have a constitution around 18. So, first I have to question how accurate this guy is. Did he get a great dexterity too? Does he seem to miss a lot? Next you have to consider how rough that burn is. At level 6, 3 points of burn is 18 unhealable nonlethal damage, making his effective hit points just 51. If he wants to use any abilities that use burn later in the day, he’ll just be making that number worse.

Baza |
Not a DM, but I play an ather kineticist.
It is very important to keep track of what can be done without burn and what cant.
If the character starts with 16 points in CON and adds +2 from race for 18 CON, he can easily get a belt of CON+2 for 20 CON. Elemental Overflow adds another +2 for 22 CON, but only if he has 3 burn at all times. Lets say he also put his lvl4 increase into CON and maybe picked up another CON item to get that to 24 CON for a +7 to dmg. Elemental Overflow itself adds another +4 to damage, so that's 3d6+3 + 11. Perhaps he has Point-Blank Shot which adds another 1 (within 30 ft), but to get the mentioned +13, he probably has 2 more points in CON, or maybe another item that increases damage. In any way, it is completely doable. I assume he actually has 26 CON, based on the HP: if he's taking average HP values, he has a max HP of 87, minus the 18 non-lethal, non-healable HP from 3 points of burn, that comes down to 69 "useable" HP.
Sure all that CON is nice, but his other stats are probably way low. Even DEX, which means lower attack numbers. Also, keep in mind that he can only ever use 1 blast per round (high BAB doesnt give him an additional attack with the blast, neither does Haste, etc). And if he's using Kinetic Blade/Whip to get more attacks, those are Infusions that increase the blast's burn. At lvl6, Infusion Specialization only lets him negate 1 point of burn from infusions, so pay attention if he's adding any infusions to the blast.
Empower cannot be reduced by Infusion Specialization, so he'd have to use Gather Power if he wants to avoid it's burn cost, which is a move action, so if he uses his move action to do anything else, he cant Gather power, and he either cant use Empower, or will take burn from using it. If he's using any Infusions at all, check if there's any burn he should be taking from those (apart from 1 point negated by Infusion Specialization). As said, he can only accept a certain amount of burn per day (and per round), although that limit is probably higher than would be advisable, because each point of burn reduces his max HP by 6.
Internal Buffer is another way to negate 1 point of burn (that just became available at lvl6), but it's only 1 point, and he has to accept 1 point of burn beforehand (like, the previous day) to store it in the Buffer.
Anyway, in my experience, the kineticist feels the most overpowered between levels 3-6, because they get another damage die at lvl3 and lvl5, while other characters may still be using one die. At lvl6, martial characters get their 2nd attack and things start to even out.
That said, it doesnt seem like the cleric and fighter in your party are meant as damage dealers, they have other roles. The kineticist is a damage dealer and is doing well in that role. He might not hit every round, but when he does, it's going to hurt. Perhaps the other characters could use items to help them in their intended role (and/or help with their builds), but I think that overall, the kineticist isnt doing anything wrong with his build, especially if you've checked the burn tracking and it turns out correct.
Also, it was calculated that on average, each character is probably going to go through (I think) 10 rounds of combat per day, so on average, there's not much difference between being able to use an ability 10 times per day or infinite times per day :)

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Correction: With Power Attack and Vital Strike active, the fighter does 2D8 + 8 damage with his +1 longsword.
I think this is a situation where the kineticist is optimized for maximum damage and fills that role. The cleric is optimized for healing and fills that role. The Alchemist is actually optimized for what the player wants, but he seems to be going for a mix of bomb damage and mutagen abilities. Admittedly, the fighter is not optimized, primarily because the player has ended up going in three different directions with his feats (Combat Expertise, Power Attack, and Shield Bash).

Melkiador |

As some said, the kineticist is automatically optimized for damage. But this also means you can’t do much more than the baseline damage for a kineticist when trying to optimize more. It’s like on a scale of 1 to 10, the kineticist is about a 5 to 6 no matter what you do. While Depending on optimization, the alchemist could be a 4 to 8 and the fighter could be a 2 to 7. That’s what people mean about high floors and low ceilings.

PossibleCabbage |

One thing you could do to try to level the playing field (short of "helping people rebuild their characters" which is valid, but sometimes comes across the wrong way) is to push loot a little big more.
Kineticists benefit very little from gear offensively. You're going to spend pretty much all of your money on stat boosters, defensive items, and utility. Other classes (who can get like enhancement bonuses on attacks) benefit a lot more.

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It's definitely the fighter that needs the help. I take it (s)he sees
him(her)self as the party tank?
I don't think he knows what he sees himself as. With the Combat Expertise and Improved Shield Bash feats, as well as Shield of Bashing, I'm wondering if I should get him to swap Vital Strike for something like Shield Focus. However, the cleric has better stats and the Dodge feat to give himself a better AC with virtually the same armor. The other option is to go with combat maneuver feats, he has Combat Expertise and Deft Maneuvers, although his 14 Strength and 13 Dexterity (his best stat is his 18 Con) make that a possibly poor choice.

EldonGuyre |
EldonGuyre wrote:I don't think he knows what he sees himself as. With the Combat Expertise and Improved Shield Bash feats, as well as Shield of Bashing, I'm wondering if I should get him to swap Vital Strike for something like Shield Focus. However, the cleric has better stats and the Dodge feat to give himself a better AC with virtually the same armor. The other option is to go with combat maneuver feats, he has Combat Expertise and Deft Maneuvers, although his 14 Strength and 13 Dexterity (his best stat is his 18 Con) make that a possibly poor choice.It's definitely the fighter that needs the help. I take it (s)he sees
him(her)self as the party tank?
It's a shame he didn't go Bbn. Yeah,I doubt he's getting much out of Vital Strike. He needs more Str to be more valuable to the party. Maybe a combat style?

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EldonGuyre wrote:The other option is to go with combat maneuver feats, he has Combat Expertise and Deft Maneuvers, although his 14 Strength and 13 Dexterity (his best stat is his 18 Con) make that a possibly poor choice.It's definitely the fighter that needs the help. I take it (s)he sees
him(her)self as the party tank?
So if the fighter was trying to do damage he would be at something like 3d6(butchering axe) +6 (18 str) +6(Power Attack) +2 (enhancement+weapon training)? Or a Vital Strike for 6d6+14 which is an average of 35 damage. Mind the Empowered Aetherblast listed above averages 35.25 damage and the fighter will be more accurate by at least 4+ points(1 weapon training, 1 enhancement, 2 higher bab, ? higher attack stat). What is the dex on the kineticist anyway?
The only thing we are changing is the weapon choice (and a feat for proficiency or 1500 gp ioun stone) and the ability scores.

PossibleCabbage |

This is pointing to the big difference. To make a fighter good at damage you have to make specific choices to finagle the best weapons with the highest bonuses in the most efficient manner (and building these characters can be super fun.)
To make a kineticist good at damage you basically just show up, having made obvious choices and you invest some burn in your defense to get the elemental overflow bonus.
The archer fighter with a hornbow or the Orc Bloodline Peri-Blooded Aasimar Blood Arcanist with Spell Perfection (Delayed Blast Fireball) are going to blow the Kineticist out of the water. It's just that the kineticist is easy to make work, the fighter is somewhat intricate and the arcanist is significantly intricate.

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It's very easy for an inexperienced player to make a bad build. I suggest allowing the fighter to rebuild his character — swapping strength and constitution would be a good place to start. In general, two-handed weapons are better for strength-oriented characters than one-handed weapons in Pathfinder, especially for beginners (high strength + power attack + big two-handed weapon = decent damage).

Temperans |
Okay so he is doing a Sword & Shield build, which is one of the hardest and most feat intensive builds in the game. You need both Two Weapon Fighting and Shield feats, and overall it's a late mid to very late game build.
Here is a reddit post asking about how to build one: Sword & Board Fighter
The basics of it is to get Two-Weapon Fighting to get a Full Attack plus a Shield Bash. Investing in things like Improved Shield Bash, Shield Slam, and Shield Master (the key to the build).
The rest of the feats can be spent on things like Shield Focus, Weapon Focus, Shield Specialization (anti-crit and bonus vs CMD), etc. By the time he is level 12, he should be able to make 3 attacks with his main weapon, 2 with his shield and 2 free bull rushes.
Also, a Sword & Board Fighter should have much better defense and damage than a Cleric even when both are using Heavy Shield & Armor. The reason being that a Fighter has more feats that can be spent boosting his shield, on top of Armor Training, Weapon Training, and the Armor, Shield, and Weapon Mastery feats.
Some of the feats he has do sound dubious, but ask him what his goals are, and help him build towards it. Dont just tell him to switch his play style to 2-handed Fighter.

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Okay so he is doing a Sword & Shield build, which is one of the hardest and most feat intensive builds in the game. You need both Two Weapon Fighting and Shield feats, and overall it's a late mid to very late game build.
Unfortunately, with only a 13 Dex, he doesn't qualify for Two Weapon Fighting. We did the 4d6 stat generation method so, other than his 18 Con, his best stat is 14 Strength.
Some of the feats he has do sound dubious, but ask him what his goals are, and help him build towards it. Dont just tell him to switch his play style to 2-handed Fighter.
He told me that he's trying to be the tank. He has Improved Shield Bash simply because he found a +1 Shield of Bashing on a previous adventure.
Since he can't have Two Weapon Fighting, I'm suggesting adding the Shielded Fighter as a retcon, then maybe the Dodge feat for Level 6.

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Having built a TWF based on a shield, I can tell the concept has a (very) hard start. It was with being a human so with an extra feat ...
Started with a 20-point buy :
18 STR (16+2), 15 DEX, 14 CON, 12 INT, 10 WIS, 7 CHA
Having a weak will save with that kind of volume is possibly catastrophic at early levels. That can be better dealt with past level 7, but that needs lots of patience in between the negative channeling or the aboleth throwing dominate person (or illusion spells just to waste party resources).
Going single weapon shield makes things way easier in that aspect (counting the rolled dex is too low for TWF). I would go with vanilla fighter as it keeps open taking Advanced Weapon Training/Advanced Armor Training. Armor Specialization does nothing against touch attacks but would keep effect against normal attacks impacting flat-footed AC, and Armored Juggernaut would give DR against all physical attacks, and stacking with Adamantine, a light ends with DR2/-, a medium DR4/- and a heavy armor with DR6/-. You'd need level 11 but one could start to get a DR1/- with a heavy armor starting at level 3 and it evolves over time.
Trained Reflexes would give Reflex bonus equal to the Weapon Training amount of the character (there Close Group), can do the same thing with Warrior Spirit (similar to Magus-style weapon buffing but as a standard action) - other things makes buying Gloves of Dueling nigh "mandatory" for how powerful the magical item becomes then.