Areokineticist, 6 Scenarios Played


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Grand Lodge

My Areokineticist, Winddancer, started at level 2 (2 GM Credit and 1 pregen.)

Here is my build:

At Level 2

Human Kineticist (air)

Feats: Point Blank Shot, Precise Shot
Traits: Blood of Dragons (Low Light Vision), Fortunes Favored

Abilities: Electric Blast, Air's Reach, Air Cushion, Enveloping Winds

Stats - STR: 10, DEX: 14, CON: 20, INT: 10, WIS: 10, CHA: 8

HP: 25

Equipment - Pathfinder's Kit with a MW backpack, Light Crossbow, Cestus, Lamellar Cuirass, Wand of Cure Light Wounds, Sleeves of Many Garments, Pink and Green Cracked Sphere Ioun Stone (for +1 to UMD).

Scenario 1

Spoiler:

Murder on the Silken Caravan

First encounter went fairly smooth, though I kept rolling so low that I still missed against touch. I had to deal with cover issues due to cramped space so that was part of it.

Second encounter had a bit more maneuvering space and was killing the mobs usually in one shot thanks to so many 6's that the GM would have asked to see my dice had I not been using different ones each time.

Third encounter (I think it was 3rd anyway, might have forgot one) was a lot more fun as I got fascinated and was secretly hoping to get picked up by the enemy, flown really high and dropped. Unfortunately our Cleric cast Protection from Evil on me and I made my new save. (Ok, in reality it was fortunate for the group, but I really wanted dropped!) As the group ran up and dealt with that first enemy, a second one made an appearance so I moved out away from the group to make myself a target and readied to blast it when it got within 30 feet. The blast staggered it and it dropped unconscious as it finished it's attack. The rest of the group dealt with the first one. I then felt compelled to jump off the 180 foot statue anyway.

Final Encounter, being out in the open I just maneuvered around to get shots off without cover and within 30 feet for the extra damage from point blank shot.

Second Scenario

Spoiler:

The Night March of Kalkamedes

Up till the last fight things were very strait forward. There was one location where the NPC was about to fall, I jumped down one round ahead of him and attempted to catch him in mid air (70 feet down, I fall 60' a round) but missed by 1. Fortunately, I was then at the bottom and able to heal him with my wand of CLW.

For the final encounter I had to deal with cover and never hit anything but fortunately the rest of the group could hit.

Third Scenario

Spoiler:

Other then the lack of skills to help with any skill checks this was fairly easy. For the second to last fight I used my superior range to blast enemies while the rest of the group was primarily melee, but melee that knew to move out of my firing lanes. The final fight was once again dealing with cover.

At this point I gained a level, took Deadly Aim (which after Scenario 4 got changed to Toughness as I was told Deadly Aim doesn't actually work with Electric Blast) Now having Feel the Burn, I start my day taking 1 burn boosting my Enveloping Winds to a 25% miss chance.

Forth Scenario

Spoiler:

The Midnight Mauler

Biggest Issues of the scenario were the low strength and lack of skill points, because of the chase scene. Not being able to do Non-Lethal damage was a small issue as well. Oh, and I ran into a single monster that was Immune to Electricity.

Fifth Scenario

Spoiler:

The Silver Mount Collection

Here is a true test of my character, I'm level 3 playing High Tier (6-7). Everyone else in the group is level 5 or 6. First thing in my favor for surviving, I had more HP then most of the party.

Enemies all have high AC... but Touch AC isn't that bad so I can hit. To make it more fun, a large number of enemies had Vulnerability to Electricity. The end boss on the other hand, I couldn't do anything about because silly me, I didn't have anything to deal with swarms. The high Fort Save also was good because failing that could have been bad. I spent most of my time using my CLW wand on our Hydrokineticist as he used his Torrent infusion to damage the swarm.

After this, I purchased a Handy Haversack and a cloak of resistance +1.

Sixth Scenario

Spoiler:

Cypermage Dilemma

Despite the sound of it, it is a combat focused scenario and I did very will with my 2d6 +3 blasts playing low tier. As you can imagine, I one shotting a lot, but I was rolling low so I kept staggering them instead of flat out dropping them. The end boss didn't live long enough to act as we had a surprise round to get into position and everyone did fairly well on initiative. The entire combat didn't last the entire first normal round.

To wrap things up, here are some issues I ran into and suggestions I have.

Cover, but that isn't surprising, it is the bane of every ranged class.

Electricity Immunity, Rare, but it does exist.

Hardness, kind of a season 6 exclusive problem really, and the electricity vulnerability made up for it for me, but for any other element it would have sucked more.

Lack of Skills, and I'm glad to hear you already know this is a problem that will be fixed.

Lack of Versatility, All I could do was blast, this is in part related to the above mentioned Lack of Skills, but I truly wish for more utility out of my element, this is compounded with the low number of Wild Talents I had at my level which currently is the only way to get utility out of my element.

One type of damage, This goes with the Immunity issue, and for that matter Resistance which would be a lot more common. If each element got two different blasts at level 1 it would improve this a lot. Possibly have it cost 0 burn for your "primary" and 1 burn for your "secondary" to allow different characters to focus differently.

Damage is a bit low, and I understand you are looking into improving this.

Feat application, I think Deadly Aim needs the same text applied for Blasts as there is for Gunslingers for the Touch Attacks. Also, more feats that can apply to blasts would be very welcome as well.

Interaction with elemental racial traits. Things like a Gnomes Pyromaniac trait and the Ifrit, Oread, Sylph and Undine Affinities. Something along the lines of counting as one level higher for determining damage dice of a related blast I think would be appropriate.

Over all, I like the concept of the class, but will probably wait for the book to be released before continuing to play with this character.

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