GM Nazard’s Hollow’s Last Hope are Kineticists (Inactive)

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With Covid-19 keeping me working from home for at least the next month, I have the time to run a short-lived game, and figuring there are others in the same predicament, might have time to join up a short-lived game. For this game, I've picked an oldie but goody, Hollow's Last Hope, but with a twist: there will be 4 PCs, one each of air, earth, fire, and water kineticist. How this strange party composition came to be can be worked out by the chosen players.

Creation rules:
Paizo materials only, and the closer to core the better; obviously 1e only
Core races only
Single-class of kineticist: elemental ascetic, kinetic chirurgeon, kinetic knight, and overwhelming soul archetypes are fine; other archetypes don't seem that useful at these levels, or else are so different from the base class as to invalidate the experiment
Stats: 2d6+6; two sets, choose better
1st level
Max starting gold
Max HP at first level, then roll
2 traits, 3 with applicable drawback
Baskground skills
Feat Tax System
Backstory: yes, please, but note I tend to be more drawn to sensible backstories
Posting: several times per day most days

I'd like to start the game next Tuesday morning (April 14). If I've forgotten any usual criteria in creation, let me know.


2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11

Or

2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10

First stats. Will be making a Dwarven Earth Kineticist. Background to come. Can switch to another element if another player really wants earth.


2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13

2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 6) + 6 = 13

Love the idea of the game, but I hate both my arrays. I guess I could make the second one work. I think it's cool that kineticists can be built to fill pretty much all roles, from tank to dps to healer. Could I do a 25 point buy instead of these arrays? Or roll again?


The Archlich wrote:

2d6+6

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6

Love the idea of the game, but I hate both my arrays. I guess I could make the second one work. I think it's cool that kineticists can be built to fill pretty much all roles, from tank to dps to healer. Could I do a 25 point buy instead of these arrays? Or roll again?

Yeah those arrays suck. Go for the 25 point buy.


Thanks! I think I will build a pure aerokineticist or a kinetic knight. To be honest now comes the moment when I go around the background/story and I take a long time on it, just coming back to crunch once it's written. I tend to like the planar races more for kineticists (because you know... The elements "match" lol) but I'm absolutely fine with building around the core races.


Background:

In 3980 the rending destroyed Jernashall. The Stonebeam Clan was nearly destroyed when the city obliterated, and Bolkvar’s ancestors were of the few refugees who managed to flee from the ruins of the city.

From a young age Bolkvar knew that he was different from other dwarves. Certainly, it was true that every dwarf had an affinity for stone, but for him...he could move it by his own force of will. Move it, and shape it. Such a power was unexplainable by the long-bearded elders of his clan, as well as the mystics and priests. In time, he came to the conclusion that the answers to why he has these powers must lie within the ruins of his lost homeland. As such, he saved every coin he had to make the journey to Falcon’s Hollow, so that he could begin exploring the ruins of the past.

Sadly, for him, he has spent several months in the town, and every foray has come up empty handed. To make matters worse, he is now nearly out of coin. He can’t afford to return home...he can barely afford lodging for half a week. He knows that he has to do something to turn his fortunes around. The only question is what.

Appearance and Personality:

Bolkvar, like all dwarves, is short and stocky. With his orange beard and bald head though, he is quite easy to spot. While strong from his early years working the mines, he is no Orc Barbarian. Rather, he has survived based mostly on his personality. Where most dwarves are dour, taciturn, and downright surly, Bolkvar is as easy going as they come. A combination of being a good judge of character along with a friendly smile has made him a fairly proficient merchant...that is, when he has good to sell and coin to buy. Two things that he is currently lacking.

Profile is complete, background posted. A Dwarven Kineticist with +11 Sense Motive, +10 Diplomacy and +8 Profession Merchant. Despite being a horrible liar and not feeling comfortable acting threatening, he can act as a pretty good face when we decide to be reasonable.


Bolkvar Stonebeam wrote:

** spoiler omitted **

** spoiler omitted **

Profile is complete, background posted. A Dwarven Kineticist with +11 Sense Motive, +10 Diplomacy and +8 Profession Merchant. Despite being a horrible liar and not feeling comfortable acting threatening, he can act as a pretty good face when we decide to be reasonable.

So you went with straight kineticist?


Yup. My reading of Kinetic Knight disallows blast without kinetic blade..so no ranged at all. Plus kinetic blade can be taken by a normal kineticist.

And Elemental Ascetic did sound pretty decent...but it doesn’t work well with earth. I’d consider it an element such as fire. Overall, it just doesn’t add much.

Kineticists are already really customizable, and just having different elements will make them different. Also, straight Kineticist with Feat tax is a solid switch hitter. I’d rather be well rounded as both than be too specialized.


You are right. That’s why I’m my mind probably a pure would work as well. A positive energy kineticist by the way looks like a baller healer, just not my cup of tea. I think the archetypes overall make the kineticist weaker than the pure, but I like the flavor of the kinetic knight for example :)


Without a doubt. The kinetic knight wielding a blade made out of energy is an amazing image. It is just too bad that it doesn’t work. 2/3 BaB without touch is rough (a problem shared by the earth Kineticist). Losing ranged and not having the option to go 2 handed? It is just too problematic to work well.

A question though. Do you allow VMC? Because if so I’d like to take VMC Wizard. Just for a familiar: an ioun wyrd. Because an earth Kineticist with a mini earth elemental familiar feels thematic.


Sorry, trying to keep things on the simpler side and really focus on the kineticist class.


Bolkvar Stonebeam wrote:

Without a doubt. The kinetic knight wielding a blade made out of energy is an amazing image. It is just too bad that it doesn’t work. 2/3 BaB without touch is rough (a problem shared by the earth Kineticist). Losing ranged and not having the option to go 2 handed? It is just too problematic to work well.

A question though. Do you allow VMC? Because if so I’d like to take VMC Wizard. Just for a familiar: an ioun wyrd. Because an earth Kineticist with a mini earth elemental familiar feels thematic.

Look at the Elemental Whispers talent (and Greater...)


Ah...thank you for the sage advice :)


Nazard wrote:
... there will be 4 PCs, one each of air, earth, fire, and water kineticist. ...

So just the 4 classical elements, no Aether/Void/Wood kineticists.


pad300 wrote:
Nazard wrote:
... there will be 4 PCs, one each of air, earth, fire, and water kineticist. ...
So just the 4 classical elements, no Aether/Void/Wood kineticists.

Correct.


2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (3, 6) + 6 = 15

Set 2:
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 1) + 6 = 11

Going to make a non-archetyped Ice/Water Kineticist.


So far we have three entries, all for vanilla kineticists, and all elements covered except fire.

Interest hasn’t exactly exploded, but this is kind of niche.

Grand Lodge

I know nothing about this module, but I do know Nazard and I'm all in. Need to take a look at some options, but you say you need fire? I got your fire right here.

2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 4) + 6 = 15

2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 5) + 6 = 16


2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 5) + 6 = 12

2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11

wow, I guess the first array is pretty awesome.


Okay, so I got inspired to write, and this is the result:

Kali will be taking Kinetic Healer at level 2 (assuming we get that far), so I will be covering that aspect (for now she's just trained in medicine, even if she doesn't have a healer's kit yet).

Kali Soy:

CG Human Hydrokineticist 1

str 11
dex 17
con 19
int 11
wis 15
cha 10

HP 13
AC: 16; T: 13; FF: 13 (10 base +3 armor +3 dex)
BAB 0
Init +3

Fort +6
Ref +5
Will +2

Speed 30'

Weapons:
1) Cold Blast: +3 (+4 w/PB Shot) to hit touch; 1d6+2 (+3 w/PB Shot) cold damage; 20/x2 crit

Skills:
Heal r1 +7
Knowledge (Planes) r1 +1
Perception r1 +6
Stealth r1 +7
Swim r1 +4

Languages:
Common

Class Features:
*Burn (7 max)
*Elemental Focus (Water)
*Gather Power
*Kinetic Blast (Cold Blast)

*Infusions:
- Quenching Infusion

Traits:
*Elemental Pupil (+1 trait bonus to Cold damage rolls; Region)

*Caretaker (+1 trait bonus to heal checks, and heal is always a class skill; faith)

Feats:
Point Blank Shot
Precise Shot

Equipment:
*Studded Leather Armor (AC +3; Max Dex +5; ACP -1; 20 lbs) -25 gp

*Kineticist's Kit -8 gp
- Backpack
- Belt Pouch
- Blanket
- Torches (10)
- Trail Rations (5 days)
- Waterskin

*Umbrella -2 gp

*Explorer's Outfit x2 -20 gp

*Silk Scarf -4 gp

1 gp

Backstory:

Kali was born the daughter of Qadiran archmages who spent their time travelling the planes. When she was old enough, her parents took her with them, as they wanted her to have a well-rounded education.

Kali's kineticist talents manifested in early childhood; her parents believed that they were a result of her exposure to the elemental plane of water (her father had brokered a trade deal there, and as a result they were there for several months).

Once her talents manifested, she was sent home to study under a master of hydrokinesis, an old woman by the name of Vanja. Vanja was kind but stubborn. She forced Kali to spend long periods of time doing backbreaking labor helping her to run a travelling clinic.

In her time following Vanja, Kali learned a great deal about medicine and healing, and managed to learn pinpoint control over her kineticist abilities.

Recently, Vanja has released Kali from her service, and sent her out into the world to help others.

Falcon's Hollow just happened to be her first stop.

Appearance/Personality:

Kali stands a little under 6' tall, with dark skin and sea-green/blue hair and sapphire-colored eyes.

Kali is just starting to fill out her frame, but her constant activity means that she doesn't have alot of body fat.

Kali seems to have near limitless energy, and she is always trying to keep busy (a habit she learned during her apprenticeship). If left alone with a single person, she tends to constantly be checking on their health and well-being.


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Hi Nazard! It's Archlich here with my character. Background and crunch are in the profile. Aramant is an elemental ascetic Pyrokineticist :)

EDIT: I was going to build with water, but since I want the chance to play with Vrog, I changed the concept completely.


Complete applications so far:

Air: none
Earth: Bolkvar, dwarven pure earth
Fire: Aramant Drakkuskail, human elemental ascetic fire
Water: Kali Soy, human pure water

Other interest/rolls: Dax Thura, Ellioti

I said up top that I wanted to start the game Tuesday morning, but if we end up with a solid array of character options before that, I don't mind starting earlier.


Vrog Skyreaver wrote:

Okay, so I got inspired to write, and this is the result:

Kali will be taking Kinetic Healer at level 2 (assuming we get that far), so I will be covering that aspect (for now she's just trained in medicine, even if she doesn't have a healer's kit yet).

** spoiler omitted **

** spoiler omitted **...

With the feat tax rules, you don't need to take Point Blank Shot to take Precise Shot. However, the feat tax rules don't replace it with anything, and they don't automatically grant you the +1 to hit and damage within 30 feet that you might want, so I leave it up to you. You don't need it as a pre-requisite for Precise Shot and further archery feats, but if you want the hit +s (which are very useful for kineticists), then feel free to keep it.


That's why I took it =)


It’s a really hard choice between extended range and kinetic blade.

On one hand, 120ft range is great. On the other hand, we all get weapon finesse. Kinetic blade allows us to fight in close combat as well...

At the moment I’m thinking of starting with range and picking up blade next.


Keep in mind you can still wear weapons - even if to release them when you need your hands to gather power or shoot your blasts. And stuff like weapon cords and spring load wrist sheaths exist ;)


Also with the burn of kinetic blade without the perk of being a kinetic knight, it’ll cost 1 burn each round, so you’ll always be wanting to gather power every round, which limits your mobility.

120ft range for a primarily outdoor adventure is pretty nice.


I still need to buy the gear and whatnot. Kineticists are fairly poor and elemental ascetics are extra limited, so it shouldn't be too hard. Maybe I'll get a simple ranged weapon or something of the sorts like a sling.


I will go Kinetic Knight. For one reason only: Bolkvar can be an earth Kineticist who wears Dwarven Stoneplate, has a Boulder Helm, and who creates weapons out of stone. It’s a much cooler image than the standard Kineticist.

——

https://paizo.com/threads/rzs2tqlw?Kinetic-Blade-and-Power-Attack

“ If you're OK with not finessing, you could theoretically manifest a one-handed kinetic blade and then two-hand it to get more, but then you'd be using Strength to hit, which requires a non-standard build to work. That said, that particular build can be a pretty snazzy meleer, if not as high AC or good at ranged.”

So I’ll be doing a two handed melee build

——

Is it a downgrade? God yes. 2/3 BaB melee with nothing to improve hitting. At this level it is weaker than a fighter..it might not work at all. But I’m going to give it a shot because it is very flavorful. :)

Also, the party looks good so far.

* Water: standard Kineticist ranged DPS
* Fire: Elemental ascetic melee DPS with fists of flame
* Earth: Kinetic Knight melee DPS who will wear stone armor and wields stone weapons

All we need now is air and we are good to go!


Between us, Bolkvar, I wouldn't build the kinetic knight to two-hand weapons. It's built for heavy armor and shield (of course you could simply ignore your elemental defense...):

Elemental Bastion (Ex)
At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time her burn is removed. Wielding an attuned shield doesn’t prevent the kinetic knight from gathering power.

A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd, and its benefits apply only while she is wearing heavy armor and wielding an attuned shield. If the kinetic knight selects the expanded defense talent, its benefits also apply only under these conditions. If she has the shroud of water defense wild talent, whenever its bonus would be increased by accepting burn, she instead increases the enhancement bonus of her armor or attuned shield by an equal amount (to a maximum of +5).

This ability alters elemental defense.

-------------------

Your defense as earth:

Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round.

You can dismiss and restore this effect as an immediate action.

-------------------

Considering you'd have to use heavy armor as well to gain the defense, I'd still go with a strength build to avoid being too MAD. Since you just get the defense at level 4 anyway, however, until then you can pretty much just yield a two-handed weapon and switch to sword and board when the time comes.


I see...hmmm...that is tough. Thanks for pointing it out. One handed just does complete shyt Damage.

“You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.”

Lvl 3 Feat: QuickDraw
Lvl 4: Use a QuickDraw Shield. That way he can attack two-handed without penalties.

I usually don’t like using that trick. I much prefer Shield Focus + Shield Brace or Unhindering Shield. But in the present case this is the only way I can see making this work.


You can draw, but not sheathe - so the "trick" doesn't really work unless you're dropping the shield on the floor and drawing another shield next round.


“ If you have the Quick Draw feat, you may don or put away a quickdraw shield as a free action.”

And all free actions say is “free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below.”

I read this as he can free action put it away and free action put it back. Or, with a weapon cord, free action drop and free action put it back.

And thematically, all Bolkvar will be doing is using stone to cover the shield and turn it into a weapon. ;)

But, if it is ruled that this doesn’t work then I’m afraid he won’t get a shield or his Kineticist until lvl7 and will need to spend lvl5 and 7 feats. And I really don’t want to take a weak archetype, and further nerf my character until he hits lvl7.


Yeah, you're right - it looks like it works differently for shields and weapons (due to "quickdraw shield"). RAW, I don't see why it wouldn't work (and the only drawback would be if some enemy attack you during your turn due to some AoO or immediate action effect, in which case you wouldn't get the shield defense neither the elemental defense). I wouldn't use the weapon cord in this case because of the penalty for having a hanging object, but you don't actually need it for the shield. Of course, any AoOs or immediate attacks you do out of your turn would use the one-hand damage instead.

EDIT: Maybe you could make it work with a buckler too - simply use the buckler and ignore the defense it provides, assuming you can afford the extra -1 penalty to attacks when two-handing. At least you'd save the feat and the need for a quickdraw shield.


Considering the half-orc barbarian with a great axe considers my telekineticist to be the party's heavy hitter, the damage isn't as meh as you may think, especially when you accept a certain amount of burn and use elemental overflow. Of course, elemental overflow doesn't apply to kinetic weapon. The damage, especially in later levels, for a physical blast comes from the damage dice, so you usually don't want to do anything to lessen your hit chances just to add a few static modifiers. Kineticists are a lot like Vital Strike builds in that way.

Keep in mind that healing for this group is going to be limited to mundane and any potions you may be able to find or buy, so nerfing your own AC might not be advisable.

As for the Quick Draw trick with shield, I don't have a problem with it, but you seem to have laid out several in your own posts, at least in terms of power level. It's a lot of investment, just to add a few points of damage from two-handing or Power Attack.

You're free to do it, but I don't recommend it. Never having tried it myself, however, I could be way off on this.


At higher levels kineticists can be Damage monsters. No doubt about that. The issues are accuracy for non-energy blasts (earth) and Damage early on.

For example...

Lvl 4 (probably half a year to a year)

Half Orc Barbarian with Str20 (24 raging) and +1 butchering axe
To Hit: +12
Damage: 3d6+17

Earth Kineticist with Str18 Con18 and +1 Overflow
To Hit: +8
Damage: 3d6+13

Now, the Kineticist will have better defense. But the Barbarian gets Beast Totem at lvl6 to offset rage. Or even better, a destined primalist Bloodrager. At lvl4 they have no rage AC penalties and at lvl8 can get Beast Totem, making them have a super high AC.

—-

I guess my point is that Kineticists can really pull ahead at about lvl9. That’s when the biggest damage spike comes in. But in PbP starting at lvl1? They are easily outpaced by other classes.


And...wait. Kinetic knights don’t get Overflow? So how do they get any enchantment bonuses? That seems like a class breaker right there.


They get overflow, but kinetic blade doesn't add the bonuses from it, and since everything kinetic knights do is based on kinetic blade, I don't know if they can ever make use of overflow. I haven't looked over the upper level infusions they get to see if they use overflow in some way.


Damn. That is just a kick in the teeth, isn’t it? I suppose that vanilla Kineticist really is the best way to go. Just focus on ranged and 5ft step to shoot.


Correction, they get the attack bonus from overflow, but not the damage. I didn't notice that part when I was using kinetic blade with my telekineticist that one time.


Definitely if you want damage you'd go vanilla kineticist. The Kinetic Knight is more designed to be a tank figure rather than damage dealer, especially if you don't overburn.


I see. I’ll stick to straight Kineticist and will pick up kinetic blade at a later point then. Exact same Damage output in melee, only with a ranged option. Even keeps the same AC with decent Dex. Nothing about the archetype significantly improves defense.

I liked the concept, but this discussion convinced me that there are just too many hoops to make the kinetic knight worth it.

Thank you both for all of the assistance.


It's really just a more defensive option, but like the other archetypes for kineticist, it shoots itself on the foot and ends up worse than the pure deal. It gives you heavy armor and even the capability of using shields while still being able to gather power and whatnot, plus the samurai resolve thing, but ends there.

It's similar to the elemental ascetic. I definitely could be a lot more dangerous as pure kineticist. I can't even use the best stuff of fire because kinetic fists don't get the overflow damage. I chose it purely for the flavor, but a conscious decision that I'm weaker than the rest of the party. The only good builds I saw with elemental ascetic use void (for vampiric infusion, enervating infusion, etc.) and just shine beyond level 10.


Looking at ascetic...

It feels a lot like a vanilla monk. Faux full BaB with two weapon fighting. Unlike vanilla monk it gets Fire Damage instead of monk abilities. Loses weak fire elemental defense for being unarmored.

I agree that it is weaker than a regular Kineticist. And I’d think that a 1 level unchained monk dip would be much stronger. Especially with water element for some armor and shield AC. It’s too bad VMC isn’t allowed. This could really use the monk VMC for fist damage scaling.

Still, I like your build. At lvl1 you have 2 attacks that do 1d6+3 (base) + 1d6 (cold) + 1d6 (fire) Damage. That’s pretty respectable Damage.

https://aonprd.com/FeatDisplay.aspx?ItemName=Flame%20Warrior

It’s just too bad the fire version of the feat requires a metal weapon


Yeah, same goes for the electric version (requires metal weapon, or I could switch to a tempest giant inheritance and aerokineticist). But I kind of like the "Equinox" feeling of fire and ice as it went well on the background.

EDIT: I couldn't use "Flame Warrior" though as it requires fire subtype.


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To help you out, I don't mind you reading the Elemental Flurry power as using the flurry of blows of an unchained monk, rather than core (meaning +4/+4 instead of +3/+3).

Also, I don't see why his blast damage wouldn't apply when doing things unarmed that a normal monk would get unarmed damage for, like damaging while grappling. With the feat tax rules, combat maneuvers become much more practical.


Well with fire and ice as a background, have you thought about this trait instead of reactionary?

Cold Resistance 2 and +1 Fort. That way you deal cold damage and have some resistance. But as your fire grows and outstrips it, it will be reflected by your class fire resistance.

Edit:

With the GM’s post above your character just became a lot more viable. Especially as a grappler.


Bolkvar Stonebeam wrote:

Well with fire and ice as a background, have you thought about this trait instead of reactionary?

Cold Resistance 2 and +1 Fort. That way you deal cold damage and have some resistance. But as your fire grows and outstrips it, it will be reflected by your class fire resistance.

Edit:

With the GM’s post above your character just became a lot more viable. Especially as a grappler.

That trait looks really on point. You could make that swap, or add it by giving yourself a drawback as well.


The "vanilla monk" flurry (as well as the elemental ascetic flurry) already use the character level for BAB (and not the class BAB). Other words, when flurrying my BAB is already +1. The -1/-1 I have while flurrying is because it's "two-weapon fighting" the unarmed strikes (-2/-2) and then adding the BAB (+1) in top of it.

With a +4 DEX, if I do a single attack:

Attack = 0 (BAB) + 4 (DEX) = +4

If I flurry:

Attacks = 1 (BAB) - 2 (TWF) + 4 (DEX) = +3


I see. Over time, the original flurry will be better for you, even if unchained is better at level 1.

The unchained flurry is better than the original flurry for unchained monks because unchained monks have the best BAB progression.

But I still hold that his blast damage could be added to certain combat maneuvers like grappling or situations like tripping during a flurry with Greater Trip or Vicious "Stomp".

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