Van Silke |
I don't exactly know why, but there are several things I'd like to see adjusted in the Kineticist chassis/feats system.
If this is not the right place for it, please let me know and I'll try to place it elsewhere.
1. Gather Element / Overflow - I don't mind gathering elements, since that can be done outside of combat. However, in combat it's pretty much an action tax, especially if you use a lot of Overflow feats. The easiest way to "adjust" Overflow is by letting the kineticist accept Burn instead of Overflowing, with each application of Burn inflicting a stack of drained. The stack goes away if you take 10 minutes to "cool off", or until next rest, whichever is more appropriate for a keep-going martialcaster.
2. Core Con - once again, I don't mind that by principle of it feeling unique. However, the natural drawback is that Constitution is...not really used for much. I figured there would be a way to adjust it by using something of the following sort:
[Internalize Element] - the kineticist gathers the element into them, adjusting something in a simple, yet impactful manner: they may use their Con modifier for skill checks related to the internalized element.
For the purposes of the example, suppose:
Air: replace Dexterity and/or Intelligence
Fire: replace Dexterity and/or Charisma
Water: replace Dexterity and/or Wisdom
Earth: replace Strength and/or Wisdom
Metal: replace Strenth and/or Intelligence
Wood: replace Strength and/or Charisma
I don't know, you'll figure out the matching skill lists if you go with this one.
That way you've got yourself a way to bolster out-of-combat (and sometimes in-combat) base capabilities of a Kineticist, despite it being a Con based class.
3. Impulses and Blast Infusions
While Impulses are great as "utility" feats, I'm partial to another possible trait dubbed "Infusion", which instead alters the effects of the kinetic blast in additional ways. For example:
- add backstabber or deadly d8 or any other trait flavorful to the infusion feat
- add various metallic properties to the blast (for Metal), palm an object/disarm at a distance (Water), do some shenanigans with other elements
- make the enemy flatfooted to you, or at later levels, create difficult terrain on or around the hit enemy
- move the enemy with forced movement, knock them prone, apply persistent damage
- frighten an enemy, or impose any other condition flavorful to the infusion feat.
Dedicated Gate gets to infuse their blasts with one additional feats.
Dual Gate gets to infuse their blasts with dual infusion stuff, whatever that may be.
Universal Gate is just more flexible so it gets nothing related to that.
In short:
I don't know what I'm doing, but I figured why not spitball ideas, just /somewhere/ in here.