|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
As I worked to convert my playtest kinetic blade build to the final released version, I started taking notes on what was good and not, those notes became a short guide, then a long one.
As I'm 5 chapters (out of a likely 7) in, I figured it's high time I open it to community feedback.
This is not a general kineticist guide, those have been written. This is a guide to a specific, but still flexible build; the blade kineticist, who rushes into melee to deliver the beatdown with kintetic blade. As such, options will be looked at through the lens of how they interact with kinetic blade.
Open to feedback and comments here.
Yikes! Sounds like some players need warnings that evil alignments are not playable, and that is what they are on the road to becoming.
Page 31 is in the section detailing 3 XP sanctioned modules. For the similar rule on pregens in 1 XP scenarios scenarios, see page 37. (You get 500 gold if you take a scenario's chronicle down to level 1.) Page 21 also indicates that any boons wait until you are of the sub-tier played before they apply.
You may also want to wait until the ACG errata comes out before committing to a build. Mark Seifter confirmed here that Slashing Grace is up for errata which will apparently include letting it apply to light weapons.
Also nice is Piranha Strike, from Sargava, the Lost Colony, which is Power Attack exclusively for light weapons, without that pesky 13 Str requirement.
Can an Amulet of Mighty Fists without either a +1 bonus or Ghost Touch damage incorporeal creatures?
chad hale 637 wrote:
Which is proper PFS procedure as laid out in the Guide to Organized Play.
So you'll find the Aldori Dueling Sword on pages 290-291 of the Inner Sea World Guide.
If the GM does not have the resource on them, and the player cannot provide it, how is anyone to know what an ability does at 1st level?
Sometimes you do not have an internet connection to access the PRD. Sometimes someone wants to use a resource that is not on the PRD. This would only shift responsibility onto GMs to have all resources their players want to use.
Demos Titus wrote:
Why not open up the gun weilding archetypes only to characters that possess 1 or more levels of gunslinger and/or add the rule that a character can only ever receive 1 "free" class granted firearm. Thus you keep guns and gunslingers limited (or as limited as they would be anyway) while opening up those options.
Possibly because PFS needs additional rules complexity about as much as it needs thread necromancy.
From what my VC has told me is that the higher-ups are not wanting to flood PFS with lasers so Iron Gods might go the way of wrath of the righteous. Sanctioned or not I personally am starting a campaign next week.
Keep in mind that a AP can be sanctioned without all of its gear appearing on the chronicle sheets. For example, the Rasputin Must Die chronicle sheet has a conspicuous lack of any firearms, despite the sheer number of them that appear in that AP volume.
The phantom was the real star of the show here, able to reliably land hits, make thing shaken on those hits, deliver healing spells and scout. They don't have the raw stopping power of the eidolon, but they make up for it in utility.
I am very glad for all my investments in HP. Without all of them, I would have passed out in the last fight and possibly been eaten then. If the kineticist is meant to use burn to a great degree, even d12 HD might not be uncalled for.
Having the kinetic blade vanish at the end of my turn meant I could not provide a flank for the slayer, who never got a sneak attack off the whole module.
Weapon finesse+kinetic blade may be the ultimate "Switch Hitter" build. You don't even have to spend actions drawing, dropping, and sheathing weapons, you just use your blast as whatever you need currently.
Kineticists need feat and magic item support. I have no idea what I'll spend this module's haul on. Nor do I have much inspiration on what feat to take when I hit 5th level.
Kinieticists could use more variety of low-level wild talents. I want kinetic whip and waterdancer, but neither of those are available till 6th level, and greater waterdancer being limited to 10th level is painful. Ride the blast looks great for this kind of build, but it another 10th-level talent. Is there any chance the minimum levels on some of these could be reduced? The 4th level talent leaves me with nothing interesting in this case.
Until next game...
The game is find is:
Thornkeep: The Forgotten Laboratory
Into the Dungeon
First Encounter: Ooze Ambush
In the aftermath, the occultist has a short conversation with the loot to identify the 1 magic item in it. The phantom phases through the door into the next room and fails its stealth roll, alerting that room's occupants. Not much for me do to here.
Second Encounter: Goblin Mutants
Eventually, I get an opportunity. The phantom and slayer has split the goblins up so that there's only the slayer and a single goblin between me and getting thought he corridor. I use that reckless trait and acrobatics ranks to tumble through the goblin's square. Unfortunately, this puts me into a flank between more goblins. I've already spent my move action getting into position, so I suck down burn and one-shot a goblin with kinetic blade. I am no longer flanked. The slayer, phantom, an me proceed to mop up the remaining goblins.
In the aftermath the spiritualist uses wands to heal me and the phantom from our goblin-inflicted injuries.
Third Encounter: Earth Elemental
We find some books in Draconic. The occultist translates them with comprehend languages. The spiritualist heals us up with wands.
Fourth Encounter: More Goblins
We find potions. While I chug the healing potions, the phantom chugs the invisibility potion and goes scouting in incorporeal form.
Fifth Encounter: Alchemist and Minions
In the aftermath, the occultist identifies one of the vials we find as containing a CL-boosted potion of Cure Moderate. Given that I've been a HP sponge the entire scenario, I keep it for later.
Sixth Encounter: Dire Rats, Goblin Test Subject
In the aftermath, the spiritualist again gets us to full health with wands.
Seventh encounter: Spiders!
We know there's one more construct waiting for us, but the casters are out of spells. We decide to call time on the module.
Finishing thoughts next post...
Character build process and commentary:
I hate to dump Cha to this extent, but the class needs Dex and Con as high as you can get them, and I wanted that extra skill point that comes from Int 12.
Skills and traits
I take the Reckless trait to make acrobatics a class skill, and put my skill points into acrobatics, stealth, and perception. My other trait goes to Focused Mind, which is a given for anyone who needs to make concentration checks.
Now I'm ready for game time (continues next post)
Building my hydrokineticist, I saw use Magic Device and the list of class skills, and that got me thinking....
What if a kineticist could use items containing spells with the [Fire],[Cold],[Acid],[Electricity], or [Force] descriptors without needing a UMD check if the descriptor matches her element?
Saturday, September 13 at Ettin Games, Humble TX
10 AM – 2:30 PM:
The failure of Mendev’s wardstones set in motion not only a new crusade but also catalyzed a change in the Pathfinder Society’s various factions. As the Pathfinders prepare to march on the Sky Citadel Jormurdun, members of the various factions scramble to consolidate their gains and neutralize their enemies. If they succeed, the Pathfinders may discover that the greatest prize is not the mountain fortress itself but the treasure that lies at its heart.
3PM – 7:30PM:
At long last, the Pathfinders have reached the lost Sky Citadel Jormurdun only to find it already occupied by fiends and subterranean foes. The Society must mount an epic offense to explore the immense subterranean city while simultaneously driving off the squatters within.
8PM – Midnight:
More than a millennium has passed since the “machine mage” Karamoss’s failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs’ resourcefulness and skill to make it out alive.
6-02: The Silver Mount Collection
The esteemed Blakros family—famous for their museum in Absalom—receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its “stolen” property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.
6-03: The Technic Siege
When the Pathfinder Society acquires a copy of A Thread of Silver, a written survey of some of Numeria’s most closely guarded sites, the Technic League dispatches its own agents to the Pathfinder lodge in Nantambu to recover the text and make an example of those who would investigate Numeria’s otherworldly secrets. Can the PCs prevent the League from stealing this valuable tome and destroying the Society’s foothold in the Mwangi Expanse?
Admission to this event is $10, which will be refunded to you as store credit.
Signups can be found here, on the Houston PFS Warhorn.
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.
Forget scrolls, wear First Aid Gloves. 4500GP buys you two castings of Breath of Life anyone can use. And most importantly, they're always at hand.
You cannot take the prestige class (or at least cannot benefit from it), as Chaldira has no obedience published.
You can be a warpriest, due to the following text in the warpriest class description under Blessings:
Deities grant blessings of the same name as the domains they grant.
I hope we do see obediences for the lesser and racial deities published, but until then, you cannot benefit from feats or PRCs that require an obedience if you worship those gods.