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It already uses the fast experience path. This campaign, played just in straight line, seems shorter than a paizo AP and the fast XP leveling seems appropriate.

I think they thought that players shouldn't be near god power when fighting the last of the drows. And 20 levels with fast XP is perhaps too fast.

I will begin this campaign in the next few weeks probably. We will play in Golarion, in Varisia, near the frontier with the Lands of the Linnorm Kings.
I will not begin directly with the prologue, as i find it too fast and the players hasn't learned the beginning town citizens yet.

I added a mini adventure before. When the players reach the town, miners are manifesting for the mayor to investigate on the missing scoot team in the mines. The missing team has been kidnapped by drow. The drow left 2 "traps" (underground creatures hidden) behind and they collapsed the tunnel behind them. It gives some hints of what they can expect in the future. They interact with citizens before the main campaign. I prefer a slower for level 1 chars. After, the campaign is pretty intense for a long time.


At 9 lvl and above with haste. With 3 melee attacks, DR*3 can be the difference between 1 round and 2 rounds to kill your target. You give one more round to your target to reply, which means it can be YOUR death.

Typically at levels above 10, you encounter frequently DR 10. So it's 30 less damage. The kineticist does great damage, he can kill a target with a full round at equivalent CR (possibly with burn). The DR can make you fail to kill in one round. You did damage 80-90% target HP.

With range blasts and only one attack per round (but better damage), the DR is less important. You will do 50-60 % damage of the target total HP.


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As a cinetist, you have basically 2 choices to do :
- select your element
- if available, select which blast to use : energy or physical

The type of blast (energy/physical) will impact the answers to your questions.

With energy blasts, il will be easier to hit (touch AC) but you will have to bypass Spell Resistance and Energy Resistance.
With physical blasts, you will have to deal with normal AC and DR.

1 : If you use an energy blast, you will hit touch AC so you can go for Cons/Dex. Il you choose a physical blast, you will hit the normal AC and you need all attack bonus, so Dex/Con

2 : Elemental form is useful only to have reach on melee attacks. So it's useless if you don't want to use kinetic blade/whip.

3 : You are right, the cinetist has some "spells" as permanent SLA or all day uses. Many don't need to use burn to use it.

5 : You are right, there isn't many available wild talents at high level. With earth, at 10 level, you will want Spark of Life and Earth Glide. At 12, "Ride the blast" is good (teleportation). If you select a secondary element at 7, you will want to get wild talents of this element. In 3PP, there is some good utilities (plane shift).

6 : I recommand to get a composite blast without half energy damage that could be resisted with energy resistance (like magma blast, resisted by fire resistance). To have versatility, I recommand to get a second element to have more choice on wild talents.

7 : Kinetic blasts count as magic weapons only and bypass only DR/Magic. Rare metal infusion allows you to bypass DR/cold iron (all feys), DR/silver (metamorph) and DR/Adamentium (constructs, buildings, doors...). It's a good infusion to take.

8 : kinetic blade is useful if an enemy with reach is at 5 feet. You can't 5 foot step to avoid an AOO when you range attacks. Kinetic blade can be useful at low levels to go in melee if you don't want malus to shoot in melee. With a whip, you threaten the area and can have AOO. At high levels with iteratives attacks and AOO, melee builds seem to have a higher DPS (but you will need a better AC).

9 : Hurricane whip is a single attack to all ennemies at range. With whip and kinetic form it's a lot of squares threaten.

10 : there is lots of 3PP contents. I highly recommend you "the Ultimate Kineticist Compendium" which is a bible of most 3pp contents(and core content). I don't know for 3pp elements but the addition to core elements are good and not overpowered. You have many (many) archetypes, infusions, wild talents and feats.It should be the official kineticist core rulebook.

11 : in the 3pp kineticist compendium, there is some alternate basic utility wild talents but i don't remember if there is an alternative for all elements (there is one for earth (Glass Canon) and water (Basic cryokinesis)).