Thanks to a little GM credit, my geokineticist is level 9 and this is my last pre-release adventure.
DEX 20 (+2 belt)
CON 20 (level ups, +2 belt)
HP 111 (toughness, favored class bonus)
+16 to hit (+17 Point Blank)
5d6+13 damage (10d6+18 for composite blast)
3 Feel The Burn
1 Weapon Focus
1 Ioun Stone (competence)
1 Point Blank
(+2 from Reduce person: +1 Size/+1 Dex)
Because Snaking form has come online, I never had to deal with cover--I simply maneuvered my blast as needed.
L9 Paladin (Sword & Board)
L8 Investigator (Empiricist)
L7 Tower Shield Specialist (Switch Hitter with Chakrams)
Fires of Karamoss, Subtier 8-9
I missed most of the briefing as I was running muster and there were late arrivals and a missing GM. In fact, I'll stick to the combat lowdowns as I can't do the narrative justice.
After traversing some of the dugeon, finding a new mechanical friend and picking up some spiffy tech items along the way, we entered a scrap yard were 3 mooks and a boss with a chainsaw awaited us. Luckily, we had heard them before entering and I had chugged a potion of Reduce Person before entering.
The Inquisitor tossed a Zero Grenade and laid a hurting on the 3 clumped and fire-vulnerable mooks. The Tower Shield specialist moved in and tossed a chakram. The sorceror threw out an Ice Storm that caught all the bad guys, dropping the mooks. I Gathered/Empowered/Snaked one the boss (Hit 36, Damage 45) and dropped her unconscious.
I got a little side-eye for 45 points of damage on one shot (and having DR 9 and having 100+ HP pre-burn). However, considering the other damage dealers are a Tower Shield Fighter who switch hit with a Blinkback Belt and Chakrams, a Sword and Board Pally who has accuracy/DPS issues, a monk, a sorcerer who wasn't built for blasting and an investigator who primarily is based for out-of-combat, 45 damage in one round at L9 might seem like a lot.
We head to a forge/computer core (?), where we do some skill checks to turn off some nodes. Thanks to my UMD skill (& Pragmatic Activator), I Take 10 and contribute 3 (out of 4) times while the other martials struggle. The investigator crushes his node checks and the sorceror manages 3 out of 4.
Then a huge robot attacks us and I'm just a move action away :(
The Investigator/Sorceror tag team on deactivating the nodes, while the Pally, Fighter, Monk and I hold off the robot.
The Fighter manages to get between me and the robot and throws a chakram. The robot moves up, hits him and succeeds on a grab. The Pally double moves up and the monk moves in and tosses a shuriken along the way. I Gather/Empower and blast the 'bot (Hit 30, Damage 47).
The next round the fighter flails at the robot. The robot lets the fighter go then attacks me for 10 points of damage (DR eats 9) and misses its grab. The pally misses his attacks and the monk lands one. I delay...because I know I can end the fight with some blasts and want the other players to get their licks in.
The other players cycle through their attacks and the robot goes again, grappling the paladin. I Gather/Empower blast (Hit 34, Damage 40ish) and finish off the robot.
So far, I'm 3 for 3 on shots and right about the calculated average damage for empowered blasts for me of (45.75).
The sorceror and investigator finish off the nodes. I toss up kinetic covers in front of a Stargate-looking portal.
So, naturally, when all the nodes shut down, the bad guys come flying out of the ceiling.
The boss is Salamander with a blaster and a jet pack and he has a posse of 4 mephits.
The first two-ish rounds, we spend clearing out the mephits, during which we eat an anemic fireball from the boss. I hit twice with a 30 and 23, helping finish off 2 mephits that have been damaged by the switch hitter fighter, shuriken throwing monk and magic missiling sorceror.
We turn our attention to the jetpacking Salamander, who is 50' in the air. The sorceror fails on 2 glitterdusts to blind him and then shadow conjurations a dire bat for the paladin to ride. The Paladin rides the bat, gets one smite hit in and then the firey aura of the Salamander burns away the shadow dire bat, leaving the paladin mountless and 50' in the air....KA KLANG...5d6 falling damage.
The inquisitor readies an action and interrupts one of the salamander's spells. The monk is spending actions to climb the walls to get in shuriken range. The fighter can't reach with his chakram, so he chugs a potion of levitate.
So...I stall for one round to see how much of a threat the boss is and to let other folks maneuver/act. I raise a kinetic cover to protect the investigator and scope how effective our party tactics are (turns out, not very). I ask the party if I should go nova. They say yes.
I Gather Energy and let loose with an Empowered Maximized Mud Blast (hit 33, damage 118) and take 3 burn for 27 HP, ending the fight.
Oh wait, I calculated the Burn cost wrong. Crap. Too much Burn (5 burn - 1 from gather = 4...when I can only take 3/rd).
I Gather Energy and let loose with a Maximized Mud Blast (hit 33, damage 79) and take 3 burn for 27 HP.
I severely damage the Salamander and the rest of the party finishes him in the subsequent round of attacks.
I was 100% on 6 attacks and hovered at average damage on the empowered normal blasts (45ish) and obviously capped out on the maximized blast.
Because this was dungeon crawly and we had a skill monkey, my biggest contribution was via UMD when taking care of my node.
I'm sure redward can throw some other table feedback.
Other than that, my kineticist is officially parked until the book comes out and I do the Ruby Phoenix Tournament Module at L10.