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D&D 3.5 and Pathfinder / Re: [PF] Occult Adventures Discussion and Review
« on: August 10, 2015, 09:52:55 PM »
The thing about burn is you will only have 4.5+con mod/level in hp, so if you max out burn you'll only have your 1.5 hp/level or you get knocked out. Taking 1 hp per level to do anything useful is huge, and the worst part is it's unhealable unless you rest for 8 hours. The only way to even do decent damage with the class is to do empowered composite blasts, which will cost you 1-3 burn depending on your level, granted you can take a move action or full round to mitigate it, but then you are just standing still with a big hit me sign on you, and if they hit you while you're gathering power you run the risk of taking all the burn you would have mitigated, and not even cast the ability, the worst part about all of that is that a warrior (The NPC class) is still probably going to out damage you with a bow without having to worry about hitting himself in the face to do it. Granted kineticist does have some utility but most of the decent ones cost burn so your going to take significant damage to even use them.
I really want to like this class, but it just doesn't work, the only way to make it decent at something is either play up kinetic whip and kinetic form to have a huge range in which to be an aoe tripper that does ok damage, or get conductive ammo and go nuts with multi/rapid/clustershot, which is pretty darn expensive (I think throwing daggers with a blinkback belt and 3 levels of the cartomancer archetype for witches also work). It's a tier 5 class, it has roughly similair damage out put to npc classes that are built well, with cursmudgeon of utility, it could possibly tier 4 if I underrated it's utility a tad and with conductive ammo shenanigans (You can do some pretty silly damage dual welding guns with each shot getting 15-30d6+(~12-40) of an energy damage tacked on to each shot, that might also blind, deafen, entangle, dispel buffs, at +4 to attacks or grapple the people hit). If you want an example of something an archer inquisitor which is pretty solid tier 3, will have significantly more utility than a kineticist and be out damaging one without having to worry about hitting himself in the face with unhealable damage to be useful. Honestly the best comparison for it is probably a rogue, which will have higher damage output more skills and a bunch of odd abilities to give it some utility, putting a kineticist at tier 4-5.
Something to look forward too though is that the developers hinted at there being too new elements to pick from in the supplement book, plant and void.
The reason the medium is unplayable is because the spirits can only be bound in certain locations, that means that while your out adventuring you'll be lucky if you can even bind 1 or 2 different spirits. Considering the whole class is about flexibility and being able to switch the spirits up on a daily basis, being unable to choose even 1 or 2 if your lucky very much defeats the purpose of this. The champion can be summoned in a place of violence, the trickster in a place filled with traps or mazes, and the hierophant at a shrine, those are the only three you might be able to really summon on the road regularly, and that is only if you make a place like that every morning or before you set up camp. Granted this is a super easy thing to house rule around, and the playtest was more binder like with i want to say ~20 spirits and you could bind multiple at low levels, all with different interactions with each other and being based of alignments and stats, with there being a total of 52 (to match up with the harrow deck). But that got scrapped for page space.
I really want to like this class, but it just doesn't work, the only way to make it decent at something is either play up kinetic whip and kinetic form to have a huge range in which to be an aoe tripper that does ok damage, or get conductive ammo and go nuts with multi/rapid/clustershot, which is pretty darn expensive (I think throwing daggers with a blinkback belt and 3 levels of the cartomancer archetype for witches also work). It's a tier 5 class, it has roughly similair damage out put to npc classes that are built well, with cursmudgeon of utility, it could possibly tier 4 if I underrated it's utility a tad and with conductive ammo shenanigans (You can do some pretty silly damage dual welding guns with each shot getting 15-30d6+(~12-40) of an energy damage tacked on to each shot, that might also blind, deafen, entangle, dispel buffs, at +4 to attacks or grapple the people hit). If you want an example of something an archer inquisitor which is pretty solid tier 3, will have significantly more utility than a kineticist and be out damaging one without having to worry about hitting himself in the face with unhealable damage to be useful. Honestly the best comparison for it is probably a rogue, which will have higher damage output more skills and a bunch of odd abilities to give it some utility, putting a kineticist at tier 4-5.
Something to look forward too though is that the developers hinted at there being too new elements to pick from in the supplement book, plant and void.
The reason the medium is unplayable is because the spirits can only be bound in certain locations, that means that while your out adventuring you'll be lucky if you can even bind 1 or 2 different spirits. Considering the whole class is about flexibility and being able to switch the spirits up on a daily basis, being unable to choose even 1 or 2 if your lucky very much defeats the purpose of this. The champion can be summoned in a place of violence, the trickster in a place filled with traps or mazes, and the hierophant at a shrine, those are the only three you might be able to really summon on the road regularly, and that is only if you make a place like that every morning or before you set up camp. Granted this is a super easy thing to house rule around, and the playtest was more binder like with i want to say ~20 spirits and you could bind multiple at low levels, all with different interactions with each other and being based of alignments and stats, with there being a total of 52 (to match up with the harrow deck). But that got scrapped for page space.