Is it just me, or is Kineticist really overpowered?


Rules Questions


Basically the title. I have a player who's interested in trying out Kineticist, however, looking over the class, it seems really overpowered. The idea that a 4th level character could use Telekinetic Haul to lift 4000 pounds of weight using Burn (which doesn't seem like it incurs that much of a penalty?) seems far beyond something that would ever be balanced. Am I missing something here?

Thanks!

Silver Crusade

That ability is, but you should specify how it can be used in combat before they take it. Same things have been done with other low level items like feather tokens creating an anchor, tree, boat or even siege tower on top of an enemy.


not really Rules, more General/Advice

outside of combat or challenges abilities/powers after 5th to 7th level will be fantastical. Remember it is just a game.

power: kineticist isn't the most powerful class. It does require careful reading as it uses an abstracted (class) structure with inheritance, you could simplify the ability names as duplicity occurs. It really needs a class structure & flow chart... lol... Basically it is a bunch of low power blasts that can be ramped up. The problem is Energy Resistance, Mirror Image, etc. Like Barbarians, Kineticists find they run out of HPs (burn ya know) when they need them the most.

I'd advise you to look up some threads reviewing the class in the Advice Forum. There's also the build guides on ZG.
Items that can save you, 2019 thread with helpful advice. I always suggest people start with PFS as a base and add back in what they want.

I really want to like the Kineticist but..., 2021, particularly #12, #14


Okay, what would be some reasonable restrictions for the ability and combat?


rogue171 wrote:
Okay, what would be some reasonable restrictions for the ability and combat?

You'll have to review Homebrew or Advice Forums as we don't generally do that in the Rules Forum. It would become a huge mess...

PF Rules Questions Forum Guidelines

so, Kineticist Talents Telekinetic Haul - "When using basic telekinesis, ..."
There's the Basic Telekinesis ability.
then in Haul, "When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage."
so back to Simple Blasts - Telekinetic Blast & the idea of Physical or Energy damage. That has it's own options. It sounds silly but a 1000lb rock may only do the blast damage or {1hnd weapon you are proficient with} (1d6+Str) dmg to target and object.
Again, this class circles back on itself all the time using keywords that can be easily missed.

Telekineses:T5 spell. They give 3 options; Sustained Force, Combat Maneuver, & Violent Thrust. Kineticist seems to have split them out.


The ability is already fairly limited. Standard action to activate or maintain, with a move action to do the actual moving. You can’t move a creature or an object under the control of another creature. And you’re choosing these options instead of other options.

About the only complication is choosing to drop objects on targets which isn’t covered by the ability, so you’d need to house rule how that works.

Other than that, kineticist is a high floor, low ceiling class. It does well in combat with little investment, but you can’t really push it to high performance either.


Azothath wrote:
power: kineticist isn't the most powerful class. It does require careful reading as it uses an abstracted (class) structure with inheritance, you could simplify the ability names as duplicity occurs. It really needs a class structure & flow chart...

This really is the biggest problem with the class. It has so many interconnected moving parts that it’s really easy to misread how something works or interacts. Fortunately, most of the misreadings don’t lead to power jumps like the eidolon can, but it does remind me of the problems with that class.


1 person marked this as a favorite.
Melkiador wrote:
About the only complication is choosing to drop objects on targets which isn’t covered by the ability, so you’d need to house rule how that works.

I believe somewhere in the plethora of PF1 rules, there are generic rules for dropping objects onto someone and involved making a check-like attack roll, or maybe it was a reflex save from the target, and damage was based on fall distance but didn't factor in weight (aside from light objects did half damage I think).

Sorry for not remembering more clearly, but I haven't referenced these rules in forever.

But my vague recollection was that it wasn't a great tactic.

Edit: Take a look at this.

Not sure if these rules are accurate, D20PFSRD sometimes does some interpretation of the rules.

Anyways, a 4000 lb granite boulder would be about a 5 x 5 ft boulder (so a medium object) and deal only 3d6 damage if dropped from 30ft or higher, with a reflex save for half.


Claxon wrote:
Melkiador wrote:
About the only complication is choosing to drop objects on targets which isn’t covered by the ability, so you’d need to house rule how that works.
...

no need if a Kineticist Talent is used to hurl objects at foes. Just read the kineticist class and do what it says. It is covered (see my post or TK Haul-->TK Blast).

===
Dropping heavy objects from up high does carry significant damage, but it's hard to hit something on the ground. It is situational with significant preparation (aka shrink item boulder(2300lb CL=7, 3960lb{5'*5'*11.5"} CL=12) released from a flying carpet at 200+ft). Might as well use trebuchets.
Medium object (3d6 fall dmg for dense object) goes from 4-6 H×W×D ft, 60-500 lb.
Large object (4d6 fall dmg) goes from 8-16 H×W×D ft, 500-4000 lb.
so some wiggle room in there.

The Exchange

Claxon wrote:

I believe somewhere in the plethora of PF1 rules, there are generic rules for dropping objects onto someone and involved making a check-like attack roll, or maybe it was a reflex save from the target, and damage was based on fall distance but didn't factor in weight (aside from light objects did half damage I think).

...
Not sure if these rules are accurate, D20PFSRD sometimes does some interpretation of the rules.

Anyways, a 4000 lb granite boulder would be about a 5 x 5 ft boulder (so a medium object) and deal only 3d6 damage if dropped from 30ft or higher, with a reflex save for half.

d20pfsrd is accurate in this case. The rules are on pages 443-444 of the Core Rulebook.

In addition to the table laying out damage (which are based on size, not weight, and with a lower damage for "lighter" objects like a wooden cart vs. a solid boulder), it also specifies how to make a deliberate attack with such objects: Ranged Touch attack, with a 20' range increment, AND the target gets a reflex save for half.

So dropping a medium object from 30' (the minimum for full damage) requires a ranged touch attack (with a -2 penalty for range) for 3d6 damage, reflex half. Or the 4th-level kineticist with an energy blast could make a ranged touch attack with no penalty for 2d6 + 1/2 Con damage (no save).

If a player still wants to attempt the drop tactic, the GM needs to be clear that she is the arbiter of what size an object is, and what counts as light. And that "clever" attempts to cheese the rules aren't going to be allowed. (Player: "I have a balloon of colossal size. It's filled with regular air, not helium, so it will fall and here's the math showing it is within my weight limit. It's definitely light so that's 'only' 5d6 damage." GM: "Uh, no. I'm calling that 1d6 damage.")

As others have said, the kineticist is extremely well balanced. It's made that way by extremely tight language that relies on a deep understanding of the overall rules. Which makes it difficult to visualize how things are going to play out when you're reading the class entry. It's really only after you've seen kineticists in play for a while (and realized what part of their abilities you were reading wrong) that you see how balanced they are.


The drop rules assume you are at the location you are dropping from. It’s relatively easy to tell when someone is directly under you. When using tk, you don’t have that perspective. It’s very hard to tell if your object is actually over a target from those angles. There should be a significant penalty.

At the least, I’d calculate the range penalties using (the distance from the caster to the object) added to (the distance from the object to the target). But really, it should also involve some non-intuitive math if it were to be realistic.

Thats what I meant when saying the rules don’t really cover this situation.


It's reasonable (IMO) to make some sort of additional penalty for figuring out how to drop the item on someone, while not being with the item being dropped....

But like it already sucks pretty bad on its own. Realistically I would expect most players once you explain to them just the base rules for dropping an item on someone they would go...yeah not worth it and move on.


exactly. Again, the class handles most cases stemming from abilities within the class.

Gravity
Unfortunately the physics of D&D & thus PF1 is totally borked. The GM is going to have to handle cases that fall outside the "quick & dirty" descriptive RAW. Even the balloon example was silly (0 dmg would be more appropriate) but you get the point of volumetric damage...lol

The Exchange

Azothath wrote:
Unfortunately the physics of D&D & thus PF1 is totally borked.

Grumble, grumble, I hate the use of "Borked" as a general bowdlerization. It has a specific meaning.

Borked:
Refers to concerted (and often unexpected) character assassination of a person for political ends. Comes from the name of 1980's US Supreme Court nominee Robert Bork. Opposition Senators misrepresented views, cherry picked quotes, and made ridiculously hyperbolic claims about what America would look like if he was confirmed. Which isn't to say that there weren't legitimate concerns about his views. He was near a far end of the political spectrum (for the time), but the ruthless vilification by his opponents portrayed him as being so far beyond the extreme you would have to be crazy to support him. Which in turn meant Senators of both parties were reluctant to vote in favor of him lest they be tarred with the same brush, and led to his nomination being voted down.

Most of the reason physics "doesn't work" in Role-Playing Games (besides, you know, magic) is to prevent players from cheesing things up. With a modern knowledge of physics (or chemistry, or mechanical engineering) we can easily come up with things that "should" be more damaging than swinging a sword. But that upsets the balance. And of course to make it simpler. You shouldn't have to do physics to play the game.


I understand your opinions. It's not worth debating here as it's more about assumptions and the details. I'm somewhat flattered, in a way, that you want to have a discussion.

Dark Archive

rogue171 wrote:

Basically the title. I have a player who's interested in trying out Kineticist, however, looking over the class, it seems really overpowered. The idea that a 4th level character could use Telekinetic Haul to lift 4000 pounds of weight using Burn (which doesn't seem like it incurs that much of a penalty?) seems far beyond something that would ever be balanced. Am I missing something here?

Thanks!

I'll admit I never really understood the Kineticist.

The idea of *ever* accepting burn, which is -1 hp / class level *for the rest of the day* per point of burn (and can't be healed or recovered without a full nights rest), seemed a bit much for me. And there are powers that want you to accept burn at the beginning of the day to get some sort of buff (Elemental Overflow), or powers with costs like '4 burn' which, is, like, all of your non-Con bonus hit points! Yes, I'd like to throw this big zap and then die in the very next round because I literally burned 40 of my 48 hit points *before the bad guys even attacked me!*

There is an Archetype (Overwhelming Soul) that doesn't use Burn, and I'd totally play *that* Kineticist.

I'm sure it's a great class if it never, ever, EVER gets attacked. But then, *every* class kinda rocks if it never gets attacked, I suspect...


Moderate burn isn’t so bad, since constitution is also a main stat for the kineticist. The class also isn’t very needy for feats, so most take toughness to help cover one more point of burn. But I do avoid any burn that isn’t giving me a buff through overflow.

A lot of the class is about avoiding burn, especially for blasts.

The Exchange

1 person marked this as a favorite.
Set wrote:

I'll admit I never really understood the Kineticist.

The idea of *ever* accepting burn, which is -1 hp / class level *for the rest of the day* per point of burn (and can't be healed or recovered without a full nights rest), seemed a bit much for me. And there are powers that want you to accept burn at the beginning of the day to get some sort of buff (Elemental Overflow), or powers with costs like '4 burn' which, is, like, all of your non-Con bonus hit points! Yes, I'd like to throw this big zap and then die in the very next round because I literally burned 40 of my 48 hit points *before the bad guys even attacked me!*

This is a completely valid reason not to want to play the class. Just like "I don't like memorizing spells" or "Fighters are boring" are valid reasons.

I personally like the way the kineticist was a new (to PF1) way of implementing risk/reward tradeoffs. Spellcasters have to decide whether to spend a spell or save it for later. Kineticists have to decide whether to trade HP for combat power. It is worth noting that burn is non-lethal damage so even if you have taken your full (3 + Con Modifier) burn, you aren't likely to *die* from one hit, but it is very possible to be unconscious and unhelpful to your party.

The kineticists I have played and played with tend to be conservative with burn. Go a little wild in the first encounter or two until you have maxed out your elemental overflow benefits. Then throttle back and only use blasts that have no burn cost once you count in your abilities (Gather Power, Infusion Specialization, etc.). Unless you're in an "ah, everyone is about to die!" fight.

I've said it many times - the kineticist class design is really, really tight and really, really well balanced. But extremely difficult to visualize when you are reading the class. Only play can make it obvious.


at this point - Discussion:
When the class debuted it was brilliant & tight, novel way to do a design. This is also the source of the difficulties(complex abstraction, self refrencing, and not interactive with most of the magic). The second thing is using the 'non-lethal'(NL) HP track for burn. If it was the lethal HPs I think the critical resource would be more obvious and likely people would immediately reject the class, so it is a saving grace as NL.
As I said, like Barbarians, HPs are a critical resource that you never have enough of when you really need them (like wizard defense/escape spells or when a bard is down to 2 rounds of performance...). It's an old joke that barbarians die in an explosion of gore once they go unconscious and lose rage. It's the same for Kineticists but they just silently fade away.
As Belafon points out running a Kineticist is about managing that critical resource. Being able to act at negative HPs is critical even if you take some lethal damage.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Is it just me, or is Kineticist really overpowered? All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions