Kineticist Burn with no penalty?


Homebrew and House Rules


What could go wrong if you just removed the nonlethal damage from Burn?

This is more of a theoretical discussion than an actual House Rule I was thinking of adding, but what are the merits of the nonlethal damage mechanic? It seems to give a lot of unnecessary and fiddly math. Burn is already capped by total and per round, so without the nonlethal damage, you still shouldn't be able to do any infinite exploits.

Should using kineticists without the nonlethal damage be a common house rule?

Shadow Lodge

First thing I think of is the huge amount of HP they would have now without the nonlethal damage evening it out. Yes, they still have that huge HP with Elemental Overflow's Con bonus normally,mbut again the Nonlethal keeps it down. Keep no of.

Second is that the kinetic healer talents become a lot better, in my opinion, since they won't inflict Nonlethal on anyone.


Thanks for the input. Kinetic Healer is a problem. I can think of many alternative versions to keep it from being abused, but it is an added complication.

Is the HP really that huge? I feel like a barbarian would have a similar amount of HP with its d12 hit die and constitution bonuses from rage, and I've never heard anyone talk about barbarians having too many hit points.

Sovereign Court

If you were thinking about removing the non-lethal entirely maybe consider just removing the 'can't be healed' portion instead. Except from Kinetic Healer, leave that non-heal-able.

This way it becomes more of a problem overcome by team tactics (healing in combat), but still gives some risk of going down if the Kineticist blows everything.


Anything that removes superfluous BS is okay with me. The nonlethal damage part of burn is stupid. I'm sure they had some great ideas about balance and whatnot, but it's execution is just janky and dumb.

So what if the Kineticist has a lot of HP? That is what happens when you invest in your Constitution. To purposefully nerf that benefit/take it away, is absolutely clownshoes. You invested in it, you earned it, it should be yours.

Six billion ways to abuse Dexterity and Charisma... but anything to do with Constitution gets the banhammer, or even worse, the nerfbat. Looking at you Scarred Witch Doctor...

Shadow Lodge

Melkiador wrote:

Thanks for the input. Kinetic Healer is a problem. I can think of many alternative versions to keep it from being abused, but it is an added complication.

Is the HP really that huge? I feel like a barbarian would have a similar amount of HP with its d12 hit die and constitution bonuses from rage, and I've never heard anyone talk about barbarians having too many hit points.

Barbarian's aren't walking around with full rage HP all day. Rage is temporary, only effects two stats, and reduces Armor Class. Yes, it allows rage powers, but temporary again.

Elemental Overflow, on the other hand, increases three stats and provides fortification. Burn, while badly done, balances it out.


Also: see the aether or earth defensive talents. Kineticists can be little walls of meat with no burn problems. This is more an image problem than a technical problem IMO.


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Burn doesn't limit kineticists...it keeps them in check. They have a very high floor, removing burn is going to blow a big ol hole in their ceiling.


avr wrote:
Also: see the aether or earth defensive talents. Kineticists can be little walls of meat with no burn problems. This is more an image problem than a technical problem IMO.

Again, Barbarians have decent DR while having equivalent combat hitpoints. Does the kineticist have a significant edge over the Barbarian in another area to make up for the relatively fewer combat hit points?


I don't think the math agrees with you Melkiador.

A barbarian has about 2 HP/level more than a kineticist, 4 more when raging, and a couple of points of DR by L10 with no further investment.

If burn has no effect on HP then force ward increases the kineticist's HP by (level/2 + .5) * level; from about 6th level to more than the barbarians'.

Similarly flesh of stone gives DR = kineticist level. Much much more than the barbarian, even if you get stalwart etc.

If burn is no problem then some kineticists will appear to be made of rubber.


So, some of the defensive powers would need their scaling dialed back a bit. The easiest option would be to just cap them. Are aether and earth defense the only issues?

I still wonder if being a rubber man is a big deal. That kineticist would have sunk all of his burn on defenses at the beginning of the day and not have much left to give for increasing his abilities in combat.


Melkiador wrote:
avr wrote:
Also: see the aether or earth defensive talents. Kineticists can be little walls of meat with no burn problems. This is more an image problem than a technical problem IMO.
Again, Barbarians have decent DR while having equivalent combat hitpoints. Does the kineticist have a significant edge over the Barbarian in another area to make up for the relatively fewer combat hit points?

What level range? Cause at high level they can earthquake at will, at mid level they can aoe grapple.

They also don't suffer from sudden barbarian death syndrome.


Melkiador wrote:


Is the HP really that huge? I feel like a barbarian would have a similar amount of HP with its d12 hit die and constitution bonuses from rage, and I've never heard anyone talk about barbarians having too many hit points.

Classes that do melee usually are the ones that get more hp. Classes that do magic get less hp. Kinetisist have a lot more in common with casters than melee classes. Yes, even if you make a melee Kinetisist.

The really big change would be building a Kinetisist. Normally you push con not for the extra damage, but because it lets you burn more. If you don't have to worry about losing hp to burn, you also don't need to buy up your con a whole lot. The more efficient build would be to stop at a 14 (or even a 12) con and buy a higher dex.

If you want to take away the hp damage from burn, you might limit the total amount of burn a Kinetisist can take to his con bonus. That way they still have a reason to push con.


Meirril wrote:
Melkiador wrote:


Is the HP really that huge? I feel like a barbarian would have a similar amount of HP with its d12 hit die and constitution bonuses from rage, and I've never heard anyone talk about barbarians having too many hit points.

Classes that do melee usually are the ones that get more hp. Classes that do magic get less hp. Kinetisist have a lot more in common with casters than melee classes. Yes, even if you make a melee Kinetisist.

The really big change would be building a Kinetisist. Normally you push con not for the extra damage, but because it lets you burn more. If you don't have to worry about losing hp to burn, you also don't need to buy up your con a whole lot. The more efficient build would be to stop at a 14 (or even a 12) con and buy a higher dex.

If you want to take away the hp damage from burn, you might limit the total amount of burn a Kinetisist can take to his con bonus. That way they still have a reason to push con.

Beyond which, its ...unlikely to me that barbarians in the end actually have a similar amount of hit points once the character is built. A kineticist should be rolling 18-20 con, they're a "caster" and con is their casting stat, most save dc's for infusions, how much burn they can take, all links in to Con. Most barbarian builds i see hover around 14 con. Which means out of the gate their Hp are identical.

Toughness is as close to a must take for kineticists as it comes. Its a feat for a "free" burn. don't generally see that taken in barbarian builds.

After that, its important to realize that again, Con is probably the focus of their stat boosting item, vs strength for the barbarian. so over the course of their career thats 1 to 3 more hp/level than the barb. Add in elemental overflow and while the hp "can" level out, the realities of building and playing the classes lean heavily toward kineticist having more hp max, but regularly playing with fewer due to burn. You remove that burn and they're probably going to outshine the barb's effective hp.


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And if it becomes a reality that the Kineticist has more HP than the Barbarian... is this a problem?

I think Burn is poorly executed, but it does serve a purpose. However, I don't know if its purpose is necessary.

The Barbarian having lots of HP is expected, they only hit one target at a time, and they suffer from sudden death if they are careless.

The Kineticist having lots of HP to spare is something to worry about because it's possible for them to hit more than one target at a time? Why is it such a big deal if the Kineticist has a bunch of HP?

There are much scarier ways to end a fight than reducing HP to zero. Kineticist still has weak Will saves...


Because the majority of deaths come from hp reaching 0


Ryan Freire wrote:
Because the majority of deaths come from hp reaching 0

Yes, but what does it matter if the Barbarian dies before the Kineticist?

Why does it throw a spanner in the works for game balance if the Kineticist has more HP than the Barbarian?

Is it just an unwritten rule that the Barbarian will always have the most HP, and if anyone is capable of surpassing that, they must be nerfed?

If you are going to kill the whole party, no amount of HP is going to save any of them... so, literally, what does it matter if the Kineticist has more HP than the Barbarian? Why is that a balance issue?


Because the barbarian fights on the front lines, where hp damage is common, and the kineticist can fly away and engage without limit from like 800 feet if they need to.

Also metakinesis is a thing and unless you want limitless quickened maximized blasts you keep burn or completely rework the class.


Dragonborn3 wrote:
Melkiador wrote:

Thanks for the input. Kinetic Healer is a problem. I can think of many alternative versions to keep it from being abused, but it is an added complication.

Is the HP really that huge? I feel like a barbarian would have a similar amount of HP with its d12 hit die and constitution bonuses from rage, and I've never heard anyone talk about barbarians having too many hit points.

Barbarian's aren't walking around with full rage HP all day.

Unchained Barbarians kinda do. They do not "borrow" hp, they get full actual temp hp for their rages.

But aside from that, my houserule is a Kineticist doesn't take the non-lethal damage until they hit a threshold of 1 + Con Modifier. After which, any burn spent has a 50% chance of incurring ALL the non-lethal damage at once.


Ryan Freire wrote:
Also metakinesis is a thing and unless you want limitless quickened maximized blasts you keep burn or completely rework the class.

Burn would still be there and capped as it is now. There just wouldn’t be nonlethal damage paired with it.

Quote:
A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control).


I was thinking it was already capped... even playing up your Constitution like a 9th level casting stat... say, 30? That's ~13 max. Which is not a small number, per se, but it is also not unlimited.


And, even if you CAN just fly away and engage from like 800 feet with limitless quickened maximized blasts... doesn't mean that you SHOULD.

Who builds a character for that? Is that fun? I am being serious.

I understand that blasters are a thing. And I understand that spontaneous casters can be a bit cyclical, if not downright repetitive at times.

But the ability to play that character from 1-20, or play with that character...? How does that character not just become the equivalent of an NPC? Just repeating background effect that occurs every encounter...

Martials do the same thing every encounter, too. But life can be struggle when you can't just fly around, so encounters stay somewhat challenging, thought provoking, meaningful, and fun.

Same thing with the Slumber Witch. There's no way people use that EVERY encounter... right? As a player at that table, I would get bored of CdG'ing sleeping enemies. Like ask you to do something else, bored. Or, I just stop wasting a night out of my week to do the same exact $#!+ again as last week.

So, it's easy for me to be in favor of removing the nonlethal damage from Burn. There's no possible way someone is going to abuse this just so they can trivialize everything... because if they do, they will probably find themselves playing alone (probably still doing the exact same thing, probably not even noticing that the party is gone).

This is why I like gestalt so much. Because you CAN build insane god-like players, but you don't have to worry about being repetitive. And, when everyone is nuts crazy powerful, shenanigans seems less out of place.

More importantly, shenanigans become less necessary. You can have a party with four completely different full BAB, 9th level casters, with all good saves. The shenanigans required to make it through the average day are zero. The only shenanigans that show up are purely for fun... sometimes you need to stretch your wings, no doubt. But even then, the shenanigans seems cheeky and fun.

Trying to make OP builds either way that focus on abusive shenanigans is just tragic and sad.


I’m wondering how many people didn’t realize Burn has a hard cap. Maybe this changed their minds about the merit of just removing the nonlethal damage.

I also wonder how many tables run burn but ignore the caps.


I also wonder about those things :)

But, I'm not sure if its such a great idea to remove NL dmg, just in general. It might be fine in some specific parties, but terribly wrong in many other parties.

As said, CON is the primary casting modifier for kineticists, it influences many other things and not just hp. For my kineticist, I've always tried to raise CON more than any other stat (DEX being secondary). This means that my kineticist now has 30 CON (currently lvl14, but he's had this much CON probably since lvl11), plus Toughness, so (using average HP per level) he gets 5 + 10 + 1 = 16 HP per level. A barbarian using the same system would have to have Toughness, and a CON of 26, to reach the same amount of HP.

Since he walks around with 5 burn at all times, this means he effectively has 11 HP per level, and that a barbarian would have to have a CON of 16 to match the HP (which is not unreasonable, and that's good).

I've built him for ranged combat so he doesnt take direct damage often, and any AoE usually gets absorbed by Ward. When played properly, he would almost never be knocked unconscious, except one time when we were in deep trouble because the rest of the party was paralyzed and the enemies ganged up on him. On the other hand, the tank gets to very low HP almost every combat and is unconscious at least a couple of times per adventuring day. I dont think its fun or fair to always avoid damage while expecting another party member to take it all, so lately I've been taking him to the fronlines more often, and even with terrible AC, he rarely got knocked unconscious. Of course Ward is a big help, but the end result is that he has far greater survivability than I expected, even while walking around with a bunch of NL dmg from burn (Ward more than counters that). At the beginning, I expected it to be a far bigger problem than it turned out to be.

As someone said, the burn mechanic is a weird one: on one hand, it is obviously intended to limit the power of kineticists, giving them bad stuff and holding them back, but on the other hand, lots of stuff work better if they have more burn, making it look like it was supposed to be a good thing to have. The trick is then to carefully balance how much burn you take. I'm not convinced that the whole burn mechanic is implemented in the best possible way, so I'd like to see some improvements, however I honestly dont think that removing the NL dmg part is going to make it "better" or easier, it will just make it unbalanced. If NL dmg was removed from burn, then some other limiting factor would need to be put in.

The game is meant to offer a challenge to the characters, so that the characters (and players) are tested in many ways, on how to kill the bad guys but mostly on how not to get themselves killed (after all, if the bad guys dont die, the game goes on, but if the characters die, the game ends for them). Therefore if you remove (or greatly decrease) the chance of the characters dying, then you greatly decrease the challenge of the game, which soon leads to the game becoming boring. Having so many HP (and Ward, or possibly even immunities or whatever else you may come up with) that you're almost unkillable, sounds fun for a little while, but quickly becomes boring - even sooner for the rest of the party, who get to do nothing but watch you slay hordes of monsters and remain undamaged, while all of them lay around dead. Okay, that might be a bit exaggerated, but it could happen eventually.

And yes there's a limit on how much burn you can take per day and per round, which is good, but with just that, the kineticist would still have a ton of HP. Having CON as a primary (casting) stat is very interesting and I love it, however they knew that this means that players will be trying to max their CON. Unlike other casting stats, CON doesnt only make a character better at casting spells, it also gives a lot of HP, which casters in general arent supposed to have (which is probably a big reason why there wasnt a CON focused class before). So the choices probably were to either not make a CON caster class, or to come up with a way to reduce the "side effect" of having CON as primary casting stat. I'm glad that they chose the latter, even if I think it could have been done better - but it achieves its purpose, that is to make sure that you arent walking around with 15+ hp per level (as what is basically a caster class). You dont see wizards or sorcerers or arcanists or witches, or even bards or clerics or shamans or investigators or alchemists or magi, walking around with that kind of HP, so why should a kineticist? An average kineticist will still have more HP than an average d10 class (for example, a fighter would need Toughness and a CON of 18 to match the HP of my kineticist with NL damage, or a CON of 28 to match his HP if there was no NL damage - I dont think that an average fighter would often push CON to 18, much less to 28), and a fighter needs the HP more than a kineticist.

Its also true that kineticists have low will saves, but:
- so does almost every other class that's supposed to have a lot of HP
- many caster classes that have a high will save, have two low saves
- kineticists also have an very high fort save (another "side effect" of having CON as a primary stat)
- you can take measures to counter this weakness, like raising WIS by a few points, including with magic items (what else are you gonna put in your headband slot?), not to mention items that directly increase saves, or by taking a feat/trait or two (the kineticist isnt feat starved), or by getting access to spells like Protection from Evil (from scrolls, teammates, etc).

All in all, when I started playing, the kineticist was supposed to be a bad class. People said so, on paper it didnt look good, burn seemed terribly limiting, to the point where I almost didnt choose to play it. But the concept seemed interesting so I did anyway. The first couple of levels were not great, but things got better as soon as lvl3, and I think that it was going very well up to lvl7, where there was a bit of a struggle again, but by lvl9 things got much better and by lvl11 things seem pretty great. The low will save also isnt as low, or as problematic, as I expected. Currently his saves are +23, +19, +13. And even with constant 5 burn he has comparable HP to the tank (and then there's Ward on top of that), and since he's not the tank, there's really no need for him to have any more HP. In fact I think he would be doing ok even with fewer HP. Of course if you dont have access to Ward, your experience will probably be a lot different, however from my point, HP is the last thing that the kineticist needs more of. In fact I dont think it needs to be buffed - I think its performance is definitely average, if not a bit above average. So if a negative part like NL dmg is to be removed, I'd expect some other form of drawback...

I kinda like the idea where no NL dmg happens until the kineticist has at least CON+1 burn, and then there's a chance of all of it happening at once. However, this only works as a drawback for certain kineticists - those who need to continually take burn throughout the day. Mine takes all 5 points in the morning and then only takes more if its an emergency. So for him, this system is almost the same as if NL dmg didnt exist at all. He could even take 5 additional points in the morning, and on most days he still wouldnt incur any NL dmg..... Perhaps a better system would be to say that there's a 50% chance (or whatever percentage) for EACH point of burn to incur the NL dmg (or reduced dmg, or whatever). Or, if you want to make it more complicated, then perhaps each point has a certain chance to incur NL dmg, but if they're taken too soon one after another, the chance goes up. So for example, taking a point once per combat has a 50% chance to incur NL dmg. Taking a point once per round has like an 80% chance to incur NL dmg. Taking them at once has a 100% chance to incur NL dmg. Or you could even say that the more points you take at once, the more NL dmg you get (like an additional HP lost for every point of burn taken, etc). However, I think that's too complicated, and would make some people very angry :)


Melkiador wrote:

I’m wondering how many people didn’t realize Burn has a hard cap. Maybe this changed their minds about the merit of just removing the nonlethal damage.

I also wonder how many tables run burn but ignore the caps.

When you take 3 more points of burn than your con mod an average Kinetisist would have 1.5 hp/level left before they go unconscious. At max hp you'd have 5 hp/level. While that sounds impressive, most wizard have more hp than that.

I think most Kinetisists try not to take more burn than they get substantial benefits from taking. Once they stop getting bonuses to hit and damage, they try not taking more burn because they are getting awfully close to being useless from a hit most of their party members can take.

Removing the hp reduction makes burn just another pool ability that refreshes once a day.


Meirril wrote:
Removing the hp reduction makes burn just another pool ability that refreshes once a day.

That's kind of the point. It'd be different if the nonlethal damage were fun, but it's just cumbersome and leads to odd "build taxes". So, your favored class bonus will be for hit points. You'll take toughness sooner than later. Your stat buffs will go towards constitution first.

Now, imagine the kineticist if there were no nonlethal damage. Would you feel as compelled to maximize your hit points? Your favored class bonus might go to skills instead. Your stat bonuses might go towards dexterity or strength first for attacking. Toughness wouldn't be more meaningful to you than for any other class. You would have more interesting choices to make.


Kineticist is balanced by burn doing nonlethal damage. If you remove the nonlethal damage and don't balance it, that's (obviously) a massive boost in power for the class. Primarily in staying power and less need for resource managment.

So that's the effect of your proposal.

On the other hand, I find at higher levels damage often is either so enormous that it won't matter all that much, or isn't the defense that is targeted (saves usually).

I wouldn't allow this change except under extraordinary circumstances.


It's obviously a boost to the class, but I wouldn't say it's massive. It's not like the nonlethal will likely ever kill you anyway, it just might take you out of the fight for a couple rounds until you can get healed. And I don't think it changes the kineticist's tier at all. It's still going to be generally weaker than an inquisitor or a sorcerer as a "ranged-combatant-with-benefits".

If we were really worried, we might lower the burn cap from Con+3 to Con+1(minimum 1), but I don't think that's necessary.


We learned a lesson about con as casting stat from the scarred witch doctor. It needs a balancing force...the non lethal is it.


Ryan Freire wrote:
We learned a lesson about con as casting stat from the scarred witch doctor. It needs a balancing force...the non lethal is it.

It's not really about "casting stat" though. Half of your DCs are based on Dexterity. The problem with the witch is that it's such a SAD class, so stacking that one stat is too obvious. The kineticist is still MAD.


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Ryan Freire wrote:
We learned a lesson about con as casting stat from the scarred witch doctor. It needs a balancing force...the non lethal is it.

The number one thing I learned from the Scarred Witch Doctor is to always save a copy of the things you like, so you have the version you like when the inevitable errata ruins it.


Melkiador wrote:
Ryan Freire wrote:
We learned a lesson about con as casting stat from the scarred witch doctor. It needs a balancing force...the non lethal is it.
It's not really about "casting stat" though. Half of your DCs are based on Dexterity. The problem with the witch is that it's such a SAD class, so stacking that one stat is too obvious. The kineticist is still MAD.

the only DC's based on dexterity are the aoe infusions, and not even all of them.

the actual dangerous infusions like foe throw, wood's poisons, the energy drain on void. All con based.


Foe throw is dex based. All form infusions are.

Quote:
The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier.

It feels like there's a lot of misinformation about the kineticist.


No its that i didn't realize foe throw was a form infusion and thought it was a substance infusion.

Doesn't really change that the form infusions are in general aoe, and the substance infusions are where the real power comes in.


In general the form infusions determine if or how you hit the target. The substance infusions are rider effects on doing damage or alter the damage itself. The important part is that you don’t even get to apply a substance infusion unless you hit or deal damage with the blast. So, if you’re ignoring dexterity, then you are going to have to rely on the handful of save for half damage form infusions to do anything, which is going to cut into how much burn you can use in a round. The point is that kineticist is not a SAD class at all. Stacking constitution isn’t needed if you don’t take the nonlethal damage.


Melkiador wrote:
In general the form infusions determine if or how you hit the target. The substance infusions are rider effects on doing damage or alter the damage itself. The important part is that you don’t even get to apply a substance infusion unless you hit or deal damage with the blast. So, if you’re ignoring dexterity, then you are going to have to rely on the handful of save for half damage form infusions to do anything, which is going to cut into how much burn you can use in a round. The point is that kineticist is not a SAD class at all. Stacking constitution isn’t needed if you don’t take the nonlethal damage.

The thing about that is that its...honestly not that hard to hit. con primary dex secondary. As you level you not only get a boost directly to hit, but you also get a boost to your dex stat from elemental overflow. The kineticists chance to hit is basically identical to full BAB classes and better access to touch attacks than any of them but gunslinger.

Shadow Lodge

derail:
Funny the Scarred Witch Doctor got brought up. Removong the Con casting made it a whole heck of a lot stronger....


Dragonborn3 wrote:
** spoiler omitted **

Only because for some godawful reason they decided to give it an inherent + to int rather than just leaving it an int caster


Ryan Freire wrote:
Dragonborn3 wrote:
** spoiler omitted **
Only because for some godawful reason they decided to give it an inherent + to int rather than just leaving it an int caster

It's meant to be used by orcs, not half-orcs. But that's another can of worms.


Artofregicide wrote:
Ryan Freire wrote:
Dragonborn3 wrote:
** spoiler omitted **
Only because for some godawful reason they decided to give it an inherent + to int rather than just leaving it an int caster
It's meant to be used by orcs, not half-orcs. But that's another can of worms.

It had been being used by halforcs long before that errata. It was just bad errata.


Artofregicide wrote:
Ryan Freire wrote:
Dragonborn3 wrote:
** spoiler omitted **
Only because for some godawful reason they decided to give it an inherent + to int rather than just leaving it an int caster
It's meant to be used by orcs, not half-orcs. But that's another can of worms.

It's meant to have its casting stat be Constitution. Everything else is just hackjob to fix a nonexistent problem. The archetype was perfectly fine with Constitution as its casting stat.

It worked for Half-Orc and Orc without issue. Ogrillon were the only ones who really outperformed the rest when taking pre-errata Scarred Witch Doctor. But the Ogrillon are, and always have been, a powerful race... so nothing really changed there, either.

The errata introduced more balance issues than it solved.

Shadow Lodge

more derail:
I firmly believe Paizo nerfed archetypes and options when a similar class or or archetype was about to be released. In this case, Scarred Witch Doctor was changed so Kinitecist had a niche as the 'only Con based caster.'

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