Power Players / Min-maxers, I think I made a mistake...


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So, background. Getting back into a campaign with the first group I ever played with, played with 'em for 9 years since I was 12, it's good to be back, yada yada. The DM says he wants to run something pretty dangerous and it'll be at level 1 to start, and I'm all "cool, I'mma make something fun!"

I end up settling on a Kinetic Warrior using the wood blast, but not just any Kinetic Warrior: an old (yes, the age category) storm-born changeling (-2 con, +2 Wis/Cha). We're using High Fantasy point buy, so to make sure she didn't bomb any stat entirely I had to be creative... leaving her with a grand total stat line of 10, 10, 13, 12, 12, 13.

She has a +0 to hit, armor class around 14 (with wooden armor), +0 initiative, and I put the favored class bonus into a skill point (which I don't want to change). She has Diplomacy, Sense Motive, Perception, Craft (armor), Craft (carpentry), and Knowledge (nature) (with a trait giving her Knowledge (local) as a class skill should she get the intelligence to take more ranks). Her CMD is 10, she has only 9 hit points, and if you've seen Dingo Doodles on YouTube then you know this character has some strong Old Gothi vibes (not crazy, just eccentric with plants!).

I haven't picked her feat, wild talent, or equipment, and I have 30gp after the armor.

How can I get the most of what I've made, from current to short term to long term? I don't want to multiclass, and nothing 3rd party, but DM approval can let me use stuff from 3.5 (we have a warblade as another PC so far). She got into adventuring to protect other adventurers from suffering the fate her family did, so tank is probably the direction I want to take her, but any and all suggestions and ideas are appreciated as I want to know how I can overcome this much of a handicap.

Thanks everyone!


Is that Str 10, Dex 10, Con 13, Int 12, Wis 12, Cha 13?

Let's see, old age is -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Changeling adds -2 Con and +2 Wis/Cha
Totals: Str -2, Dex -2, Con -4, Int +1, Wis +3, Cha +3

So that suggests the base stats you bought were Str 12, Dex 12, Con 17, Int 11, Wis 9, Cha 10
I make that a cost of 2 + 2 + 13 + 1 + -1 + 0. Total: 17. So unless I made a mistake, you have more points available.

Making a character who depends on Constitution but who gets -4 to Constitution is always going to be very painful. Couldn't you be, say, 50 years old and get only the middle-aged penalties?


Matthew Downie wrote:

Is that Str 10, Dex 10, Con 13, Int 12, Wis 12, Cha 13?

Let's see, old age is -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Changeling adds -2 Con and +2 Wis/Cha
Totals: Str -2, Dex -2, Con -4, Int +1, Wis +3, Cha +3

Correct me if I'm wrong, but the penalties and bonuses for Middle Aged and old should stack, so -3 STR/DEX/CON, +2 INT/WIS/CHA from age.

So pre racial/age that would be STR:13, DEX:13, CON:18, INT:10, WIS:8, CHA:9 (which is a 20 point buy)


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I think you're right. So, a correction to my earlier comments:

Making a character who depends on Constitution but who gets -5 to Constitution is always going to be very painful.

For example, a younger Changeling could, with the same points buy, have stats of something like:

Str 12, Dex 12, Con 14, Int 13, Wis 13, Cha 14
Better in literally every way.


Yeah, I'm afraid you made a pretty big mistake there.

This isn't a question of min-maxing. This is building a wizard with a negative intelligence.

You're going to have a really, really rough time. I'd rebuild or create a new character.

Maybe your GM is new, but he should have told you this is a terrible idea.

You could have picked one of the variant changeling heritages than doesn't lose CON and made your character middle aged or just old fluff wise, not mechanically.


Unsaveable as is. Really, nothing to be done. Make her a nature oracle or a treesinger druid (or even a forester hunter) for a different wood flavour and there's possibilities (even as an old stormborn changeling), but as is? Doomed.


Hahahaha, I was hoping for more optimistic solutions than remake entirely. It's for flavor. I know I could have made something better, I just like to try and make old people work.

Anyway, I'd like to avoid changing her age if possible. What recommendations do you guys have to make the best of her situation? I know I can eventually get a ring or amulet of age resistance (a continuous age resistance spell on a wearable item is about 13,200gp if I did the magic item creation rules correctly, using a wizard), so there's that at least...

But yeah, any tips or suggestions for what I can do with her as is?

Shadow Lodge

I'm sorry, but I dont think you can make her work as is. Maybe, maybe if you went with Overwhelming Soul, but then you get even weaker so... Yeah, these arent good stats for anything. If you were starting at a level high enough to buy stat items then it could be salvageable, but taking huge penalty to physical stats on a class that needs them is bad.


Quote:
leaving her with a grand total stat line of 10, 10, 13, 12, 12, 13.

That's an aggressively bad stat array, actually. Mind switching it up or is it set?

20 PB
Str 13, Dex 13, Con 17, Int 10, Wis 14, Cha 7

After racials and age modifiers:
Str 10, Dex 10, Con 12, Int 12, Wis 18, Cha 11

====

Quote:
She has Diplomacy, Sense Motive, Perception, Craft (armor), Craft (carpentry), and Knowledge (nature) (with a trait giving her Knowledge (local) as a class skill should she get the intelligence to take more ranks).

What traits have you taken, and can they be changed?


From a numbers perspective you're pretty hosed. I'm decent at math, but not a full min-maxer. The only things that I see to save this character mechanically are going to come down to good tactics and party size. If the group plays well enough, or is big enough, you can scrape through until you get to higher levels. The only other thing that will help is choosing spells/powers/effects that don't rely on saving throws. Look for the options that have effects even on successful saves. No save or suck, and no direct attacks unless against touch or flat footed. Good luck. I'm all for flavorful characters, but you've got to balance with mechanics, otherwise you end up hating the concept because it just won't play.


Maybe the better question is, "what is the objective for this character build?"

You keep saying that you are trying to preserve this particular flavor... which flavor is that?

Because right now, you have a turd on your plate. I don't know what flavor you are looking to preserve.

You want your character to be an old woman? With a wood/forest/nature vibe? Changeling, can't forget that, assuming it is part of the flavor you are trying to keep.

You listed Diplomacy, Sense Motive, Perception, Craft (armor), Craft (carpentry), Knowledge (nature), Knowledge (local) as your major skills. These aren't bad skills, but you don't have the stats to support being the go-to for any of them. Obviously not a skill monkey or party face, but these skills seemed important and thematic in the original post.


I'll post her background when I get the chance, gotta dig it up from the chat logs.

Traits right now are Oathbound, Friend in Every Town, Dedicated Defender, and the drawback is an arcane malignancy that drops her reflex saves by 2, thankfully it's a good save and not a bad one.

If I bumped her back an age category and manipulated the stats to compensate the Con, would she be decent enough to work with?

Her skills are more of an all rounder temporary face, but the DM said the gold/item rewards might be a bit low...so I made her a carpenter and a bit of an armorsmith (backstory!).


Alright, character backstory time:

She's a caring grandmother (in her 50s) who lost her daughter and her daughter's husband in a freak accident involving an adventurer rescuing them from some undead (sadly failing), and took in their child to raise as her own. The grandchild grew up under her care and became an adventurer as well to help with living expenses, but he died under suspicious circumstances while doing a job. Now that she had been left to her own devices, she decided to go out and protect adventurers from the same fate as her family. She carved small statues of them and left them on her bedside table before leaving her home, possibly for good.

She didn't really know how to protect people though, but she knew she had always had a green thumb. The druids had said she didn't have a capacity for their magic when she went to them for training, and she felt that the metal armor she had crafted when she was younger worked better for protection anyway, so she began her own journey. Along the way, she slowly learned that she didn't just have a green thumb - she could trim and prune with a wave of her hand, conjure them on her own, even ask them to help her find things in areas of heavy foliage. So, the plants became her sword and shield. She knew she wasn't agile enough to throw them, nor was she strong enough to hit things hard, so she let the plants do the work for her. Whatever she had, she would train herself and use it to protect whoever she could from the same fate as her family. The heavier armor might take some getting used to though...

She's basically playing into the eccentric old lady type, but with plants instead of cats.


Grasping vine shaman.


Make a powerful Charisma-based character... a Sorceress or an Oracle, a Bard (everyone loves Bards). Then take Leadership.

Make your actual character, umm, better than this one. Have the old lady as a Cohort.


OK, not a druid (probably not a hunter or ranger either), wants to be a tank, wood/plant flavour, middle aged or old stormborn changeling (so either -1/-1/-3/+1/+3/+3 or -3/-3/-5/+2/+4/+4 to ability scores).

A kinetic knights' best tricks are when they have an at-will touch attack, or are a melee type with flight; the wood element as your primary one rules both of these out.

How about an oracle with the wood mystery? The druids turned you down but you found magic on your own. The revelations wood armor, wood bond and wooden weapon look a lot like a kinetic knight's abilities. Take the Pei Zin practitioner archetype for herbal healing and you can take a hit as a tank. A touch attack spell gives you a threat when you need one. Later on you can grab an item crafting feat like craft magic arms and armor. And you have potential, unlike said knight, and you get some use out of charisma.


I don't mind if she's made more of a bruiser than tank, as I mentioned we have a Warblade (3.5 adaptation) that I think will help cover the tanking duties.

I guess I'll drop her a few years back into Middle Aged, so that changes her stat line to be Str 12, Dex 12, Con 15, Int 12, Wis 10, Cha 12. Would that be a better line to work with, keeping the rest the same? Any tips for feats, wild talents, equipment? At current levels or future.


If you want to be tanky, earth needs to be your first or second element for its defense. dir 1/2 your level+/- is the king of the defensive talents.

Wood's defense is...mediocre. -2 con (effectively) for +1 natural armor is a fail.


Based on the background you wrote maybe Horticulturist might be a good fit. As an alchemist you can get away with having only one or two high stats and everything else being low. They also start with light armor Prof. meaning medium armor is just one feat away.


Obviously middle aged is better than old for a melee character who's made no special effort to use the mental stats, though not actually good. Trouble is that kinetic knight (wood) is a very weak choice, stormborn changeling is a third weak choice for melee and they all stack up together to make a character who is inferior to a commoner (NPC class) with moderate optimisation.

If you're just not interested in any source of wood flavour other than kinetic knight (wood) then I guess you get toughness first, weapon focus at 3rd to improve your terrible accuracy, and if you last as long as 5th level you might get combat reflexes (for use with kinetic whip later) followed by mobile gathering at 7. Or maybe kinetic crafting followed by a crafting feat. The big six items (less a weapon) are as useful for you as anyone.


Again Grasping Vine shaman archetype.

Its primary wis secondary cha, has the plant thematics you want, d8 hp, 3/4 bab, medium armor proficiency and 9 level casting.


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Tarquin Cox wrote:
I know I could have made something better, I just like to try and make old people work.

The problem is not old age category characters in general, but that you have picked literally one of the worst possible archetypes/classes for an old character, and also did that on a mechanically bad race (and with a bad element to boot).

Tarquin Cox wrote:
She knew she wasn't agile enough to throw them, nor was she strong enough to hit things hard, so she let the plants do the work for her.

That doesn't sound like a Kinetic Knight. At all. The Grasping Vine Shaman Ryan Freire mentioned sounds like a good fit, or maybe a Cultivator Bard, Plant Master Hunter, or Leshy Caller Summoner.


This....old kineticists retire, old primary casters soldier on.


Derklord wrote:
Tarquin Cox wrote:
She knew she wasn't agile enough to throw them, nor was she strong enough to hit things hard, so she let the plants do the work for her.
That doesn't sound like a Kinetic Knight. At all. The Grasping Vine Shaman Ryan Freire mentioned sounds like a good fit, or maybe a Cultivator Bard, Plant Master Hunter, or Leshy Caller Summoner.

Really? I thought Kinetic Knight was more about tankiness and the damage of the blast was kinda separate from the physical strength/dexterity of the person (especially since it's all based on Con)? Made sense in my head at least lol.

I suppose I can change elements, but I'd like to keep Kinetic Warrior I think. I like Kineticist as a whole (shaman kinda confused me) but the whole base class is kinda broken. Free elemental attacks (some being touch) from pretty good range forever, just for a simple blast? And if you're standing still with supercharge you can just gather power and composite blast every turn as well, doubling the damage or straight up increasing it (or both if you're even higher level). It's just plain nuts how little resources they use for the damage they can deal, especially in a touch attack. So I was intentionally weakening myself by making her melee only and tanky.

The DM agreed with me on the power front on a previous character, so if I go normal kineticist, I'd gain a damage did every 3rd level instead of every other.

Could I mix Overwhelming Soul in and shift her stats around to make it work that way, maybe? Or would that make the elemental defense talents basically useless? Is there a better element than wood to use in the first place? This campaign is going to be using a fair bit of undead but I also noticed the positive blast doesn't hit living targets...


Tarquin Cox wrote:
Really? I thought Kinetic Knight was more about tankiness and the damage of the blast was kinda separate from the physical strength/dexterity of the person (especially since it's all based on Con)?

You're still attacking. You make melee attacks, which includes attack rolls modified by your strength. It's actually much closer to a traditional martial character than other Kineticists because you're barred from using any other form infusions (that make the blasts more spell-like).

Tarquin Cox wrote:
I like Kineticist as a whole (shaman kinda confused me)

*blink blink* Shaman is more confusing than Kineticist?

Tarquin Cox wrote:
but the whole base class is kinda broken. Free elemental attacks (some being touch) from pretty good range forever, just for a simple blast?

So? Archers can do the same. Seriously, that Kineticist is somehow overpowered because they don't run out of blasts is a misconception based on thinking of blasts as spells, when they really aren't. Not without wild talents that do cost more burn than you can reduce, at least for most of the character's career.

Tarquin Cox wrote:
The DM agreed with me on the power front on a previous character, so if I go normal kineticist, I'd gain a damage did every 3rd level instead of every other.

No offense meant, but the power level of your group must be pitiable if 1d6+1 per two levels is problematic!

Tarquin Cox wrote:
Is there a better element than wood to use in the first place?

How about literally anything else?


Tarquin Cox wrote:
Derklord wrote:
Tarquin Cox wrote:
She knew she wasn't agile enough to throw them, nor was she strong enough to hit things hard, so she let the plants do the work for her.
That doesn't sound like a Kinetic Knight. At all. The Grasping Vine Shaman Ryan Freire mentioned sounds like a good fit, or maybe a Cultivator Bard, Plant Master Hunter, or Leshy Caller Summoner.

Really? I thought Kinetic Knight was more about tankiness and the damage of the blast was kinda separate from the physical strength/dexterity of the person (especially since it's all based on Con)? Made sense in my head at least lol.

I suppose I can change elements, but I'd like to keep Kinetic Warrior I think. I like Kineticist as a whole (shaman kinda confused me) but the whole base class is kinda broken. Free elemental attacks (some being touch) from pretty good range forever, just for a simple blast? And if you're standing still with supercharge you can just gather power and composite blast every turn as well, doubling the damage or straight up increasing it (or both if you're even higher level). It's just plain nuts how little resources they use for the damage they can deal, especially in a touch attack. So I was intentionally weakening myself by making her melee only and tanky.

The DM agreed with me on the power front on a previous character, so if I go normal kineticist, I'd gain a damage did every 3rd level instead of every other.

Could I mix Overwhelming Soul in and shift her stats around to make it work that way, maybe? Or would that make the elemental defense talents basically useless? Is there a better element than wood to use in the first place? This campaign is going to be using a fair bit of undead but I also noticed the positive blast doesn't hit living...

The good elements for kinetic warrior, in order are Earth>water/aether>wood/void>fire

The key to turning your burn mechanic having kineticist into a front liner means either NOT using burn and damaging your output, or picking elements whose defenses offset the hp loss of burn. Earth rises to the top because its dr is broadly applicable (you can count on physical/weapon damage being prominent in like 99% of campaigns) Aether is good because its defense outright replaces some of your lost burn hp and heals up quickly, loosely tied with water because water allows you to transfer bonuses to the armor and shield you're using plus the utility that debuffs people not immune to cold who get into melee with you. Wood and void's defenses are VERY subpar, and while i used to think fire was good, the limits on when it damages people make it the outright worst.

The problem is, Aging mechanics remove BOTH of your primary stats, dex and con, and give buffs to stats that do basically nothing for the class.

edit: I also forgot that at level 10 water gets a utility that basically equates to a permanent blur..which probably bumps it up into second place as far as good elements for a kinetic knight.


The only way to really make an old age character work (bar full casters) is either an Aasimar with the Age Resistance spell like ability, or a Barbarian with the Spring rage power. I've actually played the latter (went for Rage Prophet), it was really fun and flavourful.

Like others have said, it really hurts Kineticists because you lose a lot from lower Con, and nothing from the bonuses.


Wait, Kineticists are overpowered? Compared to what? Lol.

Regardless, this old woman Kineticist will NOT be overpowered, so no worries there.

The best way to play her is she goes supernova, kills herself with her own blast, and it frees you up to roll an effective and useful character.

May her martyrdom and selfless sacrifice never be forgotten...


Derklord wrote:
Tarquin Cox wrote:
The DM agreed with me on the power front on a previous character, so if I go normal kineticist, I'd gain a damage did every 3rd level instead of every other.
No offense meant, but the power level of your group must be pitiable if 1d6+1 per two levels is problematic!
VoodistMonk wrote:
Wait, Kineticists are overpowered? Compared to what? Lol.

Kineticists have a high power-floor, but a low power-ceiling. Meaning it's harder to build a really overpowered Kineticist, but it's also harder to build an underpowered one (although the OP seems to have managed it with those stats =P )

If you're in an inexperienced group or playing with an inexperienced GM it's likely that the kineticist will punch through most encounters in a way that other classes can't (or can't do as often without a rest).

So yes in the right group it's OP, and since most Adventure Paths are tailored to those kinds of groups it could absolutely be considered OP.


Unless your GM is running 6+ serious encounters per day a standard kineticist is worse than a lightly optimised sorcerer (one blasting bloodline + one bloodline mutation, best blasting spell each level, no metamagic at all) just blasting away. Drop the kineticist to 1 die/3 levels and there is no imaginable place for it.

A kinetic knight still needs to hit. They're a bit iffy on that with a physical blast because they don't get magic weapons, and because maxing out their burn for elemental overflow makes them dangerously fragile for a melee type so they likely don't do that all the time. A 10-12 ability score in whichever of Str or Dex they use will make them miss far too often. A touch attack (available to fire, water, air or void) can get around that. Make sure you pick up draining infusion and a backup weapon so you're not totally hosed against immune/heavily resistant creatures. If you get fire burning infusion helps too.

Melee allows more damage than the blasting sorcerer mentioned above BTW.

Overwhelming soul is a straight decrease on power compared to a kineticist without that archetype. Don't touch it.


avr wrote:

Unless your GM is running 6+ serious encounters per day a standard kineticist is worse than a lightly optimised sorcerer (one blasting bloodline + one bloodline mutation, best blasting spell each level, no metamagic at all) just blasting away. Drop the kineticist to 1 die/3 levels and there is no imaginable place for it.

A kinetic knight still needs to hit. They're a bit iffy on that with a physical blast because they don't get magic weapons, and because maxing out their burn for elemental overflow makes them dangerously fragile for a melee type so they likely don't do that all the time. A 10-12 ability score in whichever of Str or Dex they use will make them miss far too often. A touch attack (available to fire, water, air or void) can get around that. Make sure you pick up draining infusion and a backup weapon so you're not totally hosed against immune/heavily resistant creatures. If you get fire burning infusion helps too.

Eh, properly built kinetic knight should have con and dex relatively close together and they should be the two primary choices, with enough strength to wear the heavy armor you need and not much beyond that. The proper choice of element can offset burn pretty easily. Frexample earth takes two hits where the full amount of DR applies to have offset 1 point of burn. Toughness offsets a point of burn, favored class into HP offsets a point of burn. as a result you can throw 3 points of morning burn at anything and still probably have more hp than most of the party. Eventually elemental overflow offsets another 2 or 3 points of burn.


Yeah, but we're not talking about a properly built kinetic knight. We're talking about a middle-aged (at best) stormborn changeling with 10-12 in Str and Dex, 13-14 Con. My last post mixed general and specific advice, sorry if that wasn't clear.

An earth kinetic knight isn't something I've seen or gamed out. A fire kinetic knight is one I have. Immunity isn't the problem for them (fire immune and not fire subtype means devils and well-prepared druids; not a majority or even a substantial minority of enemies), lacking great defence and being effectively fragile is.


When making a kineticist, your attack stat is almost always more important than your constitution. You will naturally do “ok” damage when you hit. But you need to be able to hit consistently. It’s even more important if you’re using a melee infusion, because you want your iterative attacks to hit too.


Melkiador wrote:
When making a kineticist, your attack stat is almost always more important than your constitution. You will naturally do “ok” damage when you hit. But you need to be able to hit consistently. It’s even more important if you’re using a melee infusion, because you want your iterative attacks to hit too.

Now that's an interesting opinion, I might shuffle her stats a bit more for Strength then. Lemme see...

Middle Aged building more for Strength puts her at, using total number (base number) for verification:
Str 16(17), Dex 12(13), Con 14(17), Int 10(9), Wis 10(7), Cha 10(7)
Seems decent enough, especially if I take Toughness. Dropping Int means I'll lose craft (carpentry) and a language, not too bad. I can change her flavor to match a new element, but I can't use water (cold) in this campaign easily as there will be a lot of undead in this one, so that mostly leaves air, fire, and void for touch attacks. With her new strength though, I think she shouldn't need to use a touch attack as desperately.

But why is the wood defense so bad? It's just pure natural armor up to +7, which eliminates an entire item (Amulet of Natural Armor) by +5 as well as stacking with any armor/shields you have. Water either increases your enhancement bonus (Kinetic Knight) or just gives you an armor or shield bonus (which means it's an either or with your existing armor, as armor doesn't stack) and both with a burn use, and it only goes to +8 (armor bonus) or +6 (shield bonus) plus up to half that with burn (which means only +4 to your armor or +3 to your shield as a Kinetic Knight, as that's what matters). How is a flat natural armor not as good? Sorry to rant, just trying to make sure I understand them both.

So the earth element is probably better than wood...I can work with that, I think? Especially as an armorsmith. Perhaps she tried the druids but felt more of a connection to the earth than the plants, but she's naturally good at gardening? Hmmm...

If her stats are good enough as I put above, anything else I should keep in mind? Anything I should aim for? Other elements (and elemental defenses) I should look at expanding with?


Oh, and as for background on the "kineticist OP" judgement:

He's been a DM for a long time. I was throwing 4d6+8 every round, for free, from up to 240ft away (extended + air range doubler). I literally sniped an enemy that was running away because we didn't want to let him escape. If you hit a lot of enemies with one spell your total damage is good, but you expend a spell slot. At this level as a wizard you get a couple 4th level spells, a few 3rd, and 4 to 6 of 2nd on down. You're probably using 2 to 4 spells a fights, mostly lower but maybe a couple Haste every day at least? A 4th level for a bigger bad?

Kineticist doesn't care. Way in the back, 4d6+7 every round before overflow. Channeling some burn into defense, suddenly it's more like 4d6+13 and oh yeah 40% of your arrows just miss me. Coming into melee with me? Up to four rounds of double moves minimum for the average enemy, and you have to get through my allies as well, before I even got the extreme range talent. Oh yeah I'm probably constantly flying too, because wings of air is a 3rd level talent. So no melee unless you can fly (plus a couple movements to catch me as I can fly 60ft and shoot in the same round), and I can burn a little to get half of all ranged attacks to miss. If I have a little burn to spare I can stop rays as well for a round, but I'm mostly targeting the casters with no issues because I'm a freaking sniper.

Unless the DM specifically increased the danger level of the baddies for me, or prepared them a fair bit more (and thus indirectly raised the danger level), the party wouldn't have a fair fight: either I'd be too strong, or they'd be too weak. We nerfed my power together because I basically didn't miss. This was with air blast too, I had electric for the high AC enemies (which means more no missing, or heavy electrical resistance). Yeah it's all or nothing of two greatsword swings, basically, but it's free from a long range sometimes on a touch attack.

Does that all make sense?


Tarquin Cox wrote:

Oh, and as for background on the "kineticist OP" judgement:

He's been a DM for a long time. I was throwing 4d6+8 every round, for free, from up to 240ft away (extended + air range doubler). I literally sniped an enemy that was running away because we didn't want to let him escape. If you hit a lot of enemies with one spell your total damage is good, but you expend a spell slot. At this level as a wizard you get a couple 4th level spells, a few 3rd, and 4 to 6 of 2nd on down. You're probably using 2 to 4 spells a fights, mostly lower but maybe a couple Haste every day at least? A 4th level for a bigger bad?

Kineticist doesn't care. Way in the back, 4d6+7 every round before overflow. Channeling some burn into defense, suddenly it's more like 4d6+13 and oh yeah 40% of your arrows just miss me. Coming into melee with me? Up to four rounds of double moves minimum for the average enemy, and you have to get through my allies as well, before I even got the extreme range talent. Oh yeah I'm probably constantly flying too, because wings of air is a 3rd level talent. So no melee unless you can fly (plus a couple movements to catch me as I can fly 60ft and shoot in the same round), and I can burn a little to get half of all ranged attacks to miss. If I have a little burn to spare I can stop rays as well for a round, but I'm mostly targeting the casters with no issues because I'm a freaking sniper.

Unless the DM specifically increased the danger level of the baddies for me, or prepared them a fair bit more (and thus indirectly raised the danger level), the party wouldn't have a fair fight: either I'd be too strong, or they'd be too weak. We nerfed my power together because I basically didn't miss. This was with air blast too, I had electric for the high AC enemies (which means more no missing, or heavy electrical resistance). Yeah it's all or nothing of two greatsword swings, basically, but it's free from a long range sometimes on a touch attack.

Does that all make sense?

All of that does make sense, and the tactics are valid and impressive in the right circumstances, but I just have to ask... Were all your battles in wide-open featureless plains under the open sky? In most Pathfinder encounters I've been in, if you're more than 120 ft from the enemy, you're probably out of line of sight and out of the fight.


The composite longbow can fire 220’ away at only a -2 penalty. With many shot and rapid shot that’s 3d8 base, and you will very likely have additional modifiers to each of those shots from magic weapons and class abilities. The ranged kineticist is not doing anything out of the ordinary for damage.


Melkiador wrote:
The composite longbow can fire 220’ away at only a -2 penalty. With many shot and rapid shot that’s 3d8 base, and you will very likely have additional modifiers to each of those shots from magic weapons and class abilities. The ranged kineticist is not doing anything out of the ordinary for damage.

but as above. 220 feet away is very likely out of sight in most environments.


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I dont think this is so much a need for power gamers or min maxers. This is more seeing the basics of what a class requires to function and running in the opposite direction.

I think I agree as it stands the base concept just runs itself into the ground. You'll have a hard time of it and your fellow players may have an even harder time because of it.


Tarquin Cox wrote:

Oh, and as for background on the "kineticist OP" judgement:

He's been a DM for a long time. I was throwing 4d6+8 every round, for free, from up to 240ft away (extended + air range doubler). I literally sniped an enemy that was running away because we didn't want to let him escape. If you hit a lot of enemies with one spell your total damage is good, but you expend a spell slot. At this level as a wizard you get a couple 4th level spells, a few 3rd, and 4 to 6 of 2nd on down. You're probably using 2 to 4 spells a fights, mostly lower but maybe a couple Haste every day at least? A 4th level for a bigger bad?

Kineticist doesn't care. Way in the back, 4d6+7 every round before overflow. Channeling some burn into defense, suddenly it's more like 4d6+13 and oh yeah 40% of your arrows just miss me. Coming into melee with me? Up to four rounds of double moves minimum for the average enemy, and you have to get through my allies as well, before I even got the extreme range talent. Oh yeah I'm probably constantly flying too, because wings of air is a 3rd level talent. So no melee unless you can fly (plus a couple movements to catch me as I can fly 60ft and shoot in the same round), and I can burn a little to get half of all ranged attacks to miss. If I have a little burn to spare I can stop rays as well for a round, but I'm mostly targeting the casters with no issues because I'm a freaking sniper.

Unless the DM specifically increased the danger level of the baddies for me, or prepared them a fair bit more (and thus indirectly raised the danger level), the party wouldn't have a fair fight: either I'd be too strong, or they'd be too weak. We nerfed my power together because I basically didn't miss. This was with air blast too, I had electric for the high AC enemies (which means more no missing, or heavy electrical resistance). Yeah it's all or nothing of two greatsword swings, basically, but it's free from a long range sometimes on a touch attack.

Does that all make sense?

Ranged defence is another matter, but the damage really, truly isn't impressive there. The lightly optimised sorcerer I described would have 2nd level spells to burn by 7th-8th level (whichever that was) and would be doing 2x 4d6+4 with scorching rays on a touch attack with a range of 170' or 180'; more damage, nearly as much range. Others have mentioned how archery puts both your damage and range to shame, and certain archers could be riding a flying mount for significantly better mobility.


We're not power gamers in our group, we prefer something of a balance. Yes you can absolutely do more damage than the kineticist at 7th/8th level, but it's the lack of needing to use anything up and the massive range (it was more of an open campaign at the time) that did it, combined with not needing to be built strongly to do it well. High base, lower ceiling messed with the power balance a lot in that one.

But anyway, anything about the other post before the explanation?


Unfortunately, the general consensus here seems right. In mathematical terms, you have too many knowns and not enough (any) unknowns. If you know your age/race/class/ability scores/class/class choices/class archetype, that just doesn't leave anything left. And as others pointed out, Kineticist is a high-floor/low-ceiling class, and the entire reason they're low-ceiling is because they basically can't be improved through equipment or feats. Certainly nothing can be done with 30gp and a single utility talent. I guess Kinetic Cover and just throw up barriers at a range to force enemies to use move actions to get past? You can't be a tank, because you won't have the AC or health for it. I'd say take the Wood Healer talent, but that requires positive energy blasts, and you've already chosen wood blast. Think this is just one of those classic economics choices where something has to give: you can't have something cheaper than usual, and better-made than usual, and get it delivered more quickly than usual; there's always a trade-off.


Saying this again, as it seems I should to be safe...

Tarquin Cox wrote:
Melkiador wrote:
When making a kineticist, your attack stat is almost always more important than your constitution. You will naturally do “ok” damage when you hit. But you need to be able to hit consistently. It’s even more important if you’re using a melee infusion, because you want your iterative attacks to hit too.

Now that's an interesting opinion, I might shuffle her stats a bit more for Strength then. Lemme see...

Middle Aged building more for Strength puts her at, using total number (base number) for verification:
Str 16(17), Dex 12(13), Con 14(17), Int 10(9), Wis 10(7), Cha 10(7)
Seems decent enough, especially if I take Toughness. Dropping Int means I'll lose craft (carpentry) and a language, not too bad. I can change her flavor to match a new element, but I can't use water (cold) in this campaign easily as there will be a lot of undead in this one, so that mostly leaves air, fire, and void for touch attacks. With her new strength though, I think she shouldn't need to use a touch attack as desperately.

But why is the wood defense so bad? It's just pure natural armor up to +7, which eliminates an entire item (Amulet of Natural Armor) by +5 as well as stacking with any armor/shields you have. Water either increases your enhancement bonus (Kinetic Knight) or just gives you an armor or shield bonus (which means it's an either or with your existing armor, as armor doesn't stack) and both with a burn use, and it only goes to +8 (armor bonus) or +6 (shield bonus) plus up to half that with burn (which means only +4 to your armor or +3 to your shield as a Kinetic Knight, as that's what matters). How is a flat natural armor not as good? Sorry to rant, just trying to make sure I understand them both.

So the earth element is probably better than wood...I can work with that, I think? Especially as an armorsmith. Perhaps she tried the druids but felt more of a connection to the earth than the plants, but she's naturally good at gardening? Hmmm...

If her stats are good enough as I put above, anything else I should keep in mind? Anything I should aim for? Other elements (and elemental defenses) I should look at expanding with?

If I change her stats, drop her back to middle aged, and make her use the earth blast, would that be more workable or am I still in the same ballpark of horrible?

Also, the other questions still stand!


Well no. Not the same ball park of horrible. Obviously not.

You'll still have a tough time of it. Like.. very tough. But it would at least function with some of those changes.


That’s a much more playable build. Touch attacks would still be vastly preferable, since 16 isn’t that crazy high and you’re 3/4 BAB, but if you keep your burn up you should at least have a fair chance of hitting if you always put your size bonus into strength.

As for earth...yeah, it’s better. I don’t absolutely hate the wood option though, unlike most here. You need to transition to heavy armor as soon as possible, and keep it and your heavy shield enhanced as high as you can for wealth at any given level, but it should be pretty effective against most physical attacks. The new ability score layout makes a huge difference, and while it won’t be STRONG, I’d argue it could keep up with a low-ish balanced party.


Originally, I wanted the wood blast so that is get verdant blast later and because I didn't want to start with positive blast (although this is going to be an undead-heavy campaign). If undead became a serious problem for me to hit/damage by 7th level, I could take positive blast and get verdant blast for the composite (being able to always know if it's undead or not when you don't have knowledge religion is nice, as it switches to positive energy damage if it's better, and I'm hoping there's a DM-approved visual of that). If I'm fine on offense but defense lacks, I could branch into another element with a stronger defense and get the defense of that one (such as earth or aether) to improve that way.

The final element branching would probably be wood/positive/earth or earth/positive/wood if I'm not going to keep taking the same element, but if I do want the same element then wood was a good choice as I'd get the positive blast and I'd get some nice utility talents as well.

I get why earth is really good defensively, but I was wondering why wood isn't as strong as water when for a Kinetic Knight wood has basically the same amount of bonus but all the time instead of only when you use burn for a water talent. I thought wood would be a close second for a Knight, honestly.


I’m not sure why people would say the wood defense is bad. The worst problem is that you don’t have much else to do with your neck slot as a kineticist, unless you are focusing on kinetic fist. Even if using kinetic fist, the newer hand wraps are generally better.

With water defense, you can tack on a shield AC to your defenses, which a kineticist usually won’t have much of anyway.

Shadow Lodge

Its probably bad because it doesn't scale on its own. Void and Wood are the only Paizo elements that have defenses that only scale if you accept burn for them. Emptiness(Void's defense) does a lot more, so it still is better than Wood's defense even though both do not scale on their own.


Melkiador wrote:

I’m not sure why people would say the wood defense is bad. The worst problem is that you don’t have much else to do with your neck slot as a kineticist, unless you are focusing on kinetic fist. Even if using kinetic fist, the newer hand wraps are generally better.

With water defense, you can tack on a shield AC to your defenses, which a kineticist usually won’t have much of anyway.

Wood is bad because

1. Natural armor is one of the worst defenses, no protection from touch, and its AC so its a defense that high end "martial" monsters regularly bypass.

2. Wood doesn't scale by level You have to push the rough equivalent of 8 con damage in burn to match the +5 amulet of natural armor, and burn both has a cap, and is needed throughout the day.

3. Wood's defensive kicker talent is on the bad end as well. Only works against melee, doesnt increase your defense at all just deals damage to people who are already hitting you.

Vs Water

1. Water has a couple options depending on you using armor or shield, scales higher even on the shield bonus if you choose to spend burn.

2. Water is ALSO AC, which isn't great but its defensive kicker talents include a dex penalty to most things that get into melee with you, and a permanent blur at 10th level.

Basically earth and water provide the kind of layered defenses that keep you alive at high level play, earth with DR and water with miss chance. Airs defense is very niche but strong given that an air kineticist should be keeping their distance and only mostly engageable by magic or the kinds of weapons their defense works against. Void's defense is incredibly powerful within a rare niche but isn't likely to keep you alive in the same way as anything else, and woods is better than a poke in the eye, but isn't going to prove as useful as any of the others. Fire doesn't have a defensive utility. Their "defensive" is actually an offensive utility, strongest on a grappler character.


From a flavor perspective I view this as really bad because there's no way that the other PCS would bring along a defenseless old man who hasn't learned how to do anything effectively his whole life.

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