mehs
2020-04-22, 04:09 AM
So I'm playing in an after the apocalypse campaign. The gods are all busy losing a war, so divine spellcasting is nerfed in how many spells per day they get (it is at least half with a wisdom check to prepare up to normal amount). So I'm playing an aqua kineticist to be the healer. Going to become a mud kineticist at level 7 because apparently all of the grand scale enemies are vulnerable to earth. Not just acid damage, but anything earth related. So that will be fun. Anyway, GM has so far allowed a number of fixes to the class, so that I can play it as a blaster as it is supposed to be played. Checking with you guyses to make sure they are still balanced. Aim is to turn a borderline tier 6 class/playstyle to closer to tier 2.
---Get burn back every hour (proposed to gm the idea that I could use a ring of sustenance and the keep watch spell enchanted on to it to theoretically get burn back every two hours, GM said that the logic works, and went ahead and made it so it is automatic and even faster)
---Get an infusion and Utility talent every level instead of staggered every other level (fun fact, all kineticist infusions are apparently worth the same as a paladin's mercy's. They are that underpowered).
---changing most durations and maximums to be based on constitution rather than burn cost. Slick lasting for 3+con mod rounds, pushing bull rushing a max of 5 ft per con mod, etc.
---utility requires 2x level -1 (as spell level) instead of 2x level
---able to use gather power on utility talents
---Full bab
---laxer restrictions on which kinetic blasts are prereq for the various infusions and utilities
---Extend and extreme range are feats that apply to all blasts instead of form infusions that cost burn
---some homebrew infusions and talents
So far approved is Taxing infusion, Improved Draining Infusion, and Improved Kinetic Healer
--improved kinetic healer, spell level 4, burn 2
Effect of remove disease, remove paralyze, remove blindness/deafness, and remove poison
--taxing infusion, level 2, burn cost 2, associated blast: any. This blast treats any target with a subtype opposite to the blast's element as if the target were vulnerable to the blast, applies on physical blasts only. (the physical blasts only thing was supposed to prevent double vulnerability letting me do triple damage, but GM ruled that the grand scheme enemies are indeed triple vulnerable to earth if taxing infusions is used)
--Improved draining infusion, spell level 3, as draining infusion, but only requires that target have a resistance, immunity, or matching subtype. Applies elemental overflow. (Will likely not take it as im planning on using physical blasts, but it is to avert a a cold or such elementalist being unable to fight something with cold immunity)
The improved version require me to have the regular versions.
---Get burn back every hour (proposed to gm the idea that I could use a ring of sustenance and the keep watch spell enchanted on to it to theoretically get burn back every two hours, GM said that the logic works, and went ahead and made it so it is automatic and even faster)
---Get an infusion and Utility talent every level instead of staggered every other level (fun fact, all kineticist infusions are apparently worth the same as a paladin's mercy's. They are that underpowered).
---changing most durations and maximums to be based on constitution rather than burn cost. Slick lasting for 3+con mod rounds, pushing bull rushing a max of 5 ft per con mod, etc.
---utility requires 2x level -1 (as spell level) instead of 2x level
---able to use gather power on utility talents
---Full bab
---laxer restrictions on which kinetic blasts are prereq for the various infusions and utilities
---Extend and extreme range are feats that apply to all blasts instead of form infusions that cost burn
---some homebrew infusions and talents
So far approved is Taxing infusion, Improved Draining Infusion, and Improved Kinetic Healer
--improved kinetic healer, spell level 4, burn 2
Effect of remove disease, remove paralyze, remove blindness/deafness, and remove poison
--taxing infusion, level 2, burn cost 2, associated blast: any. This blast treats any target with a subtype opposite to the blast's element as if the target were vulnerable to the blast, applies on physical blasts only. (the physical blasts only thing was supposed to prevent double vulnerability letting me do triple damage, but GM ruled that the grand scheme enemies are indeed triple vulnerable to earth if taxing infusions is used)
--Improved draining infusion, spell level 3, as draining infusion, but only requires that target have a resistance, immunity, or matching subtype. Applies elemental overflow. (Will likely not take it as im planning on using physical blasts, but it is to avert a a cold or such elementalist being unable to fight something with cold immunity)
The improved version require me to have the regular versions.