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A while back I was playing a 2 handed Summoner, I focused on using a 2 handed weapon with the Eidolon.

I had the souldbound archetype and was playing a Half Elf with the fcb so my evolution points where beyond the norm. This also meant by Eidolon could take evolutions it doesn't meet the sub type requirements for.

What would be the best attack set up at around level 15, some combination of weapons and natural attacks or just natural attacks?


Aasimar Bard Duettist Sound striker

20 point buy

str: 12

Dex : 15+2

Con : 12

int : 12

wis : 10

Chr : 15+2

Planned feats: 1. Point blank, 3. precise shot, 5. rapid shot, 7. improved familiar, 9. many shot, 11. discordant

Odd to say but the archery aspect isn't mandatory, I'm just trying to work out how to best benefit from inspire courage, so maybe even a melee or animal companion from some source may do. The only thing that's a must is the duettist archetype and some way for the character to benefit from inspire courage.


So there are 2 Bard feats pointed out in a thread, they both give a stacking bonus to Bard bonuses from performances, seems like a no brainer.

But they come from a really old source, the faction guide and 5 TPA, whatever that is.

Are these something that's normally allowed/accessible for players or are these throw backs from when the system was closely linked with D&D and too good as a feat


Compared to other ranged kineticists it's a no brainer, the Gaithlain fcb puts clearly above the others, they are in a league of their own.

But how balanced or unbalanced are they in the long run when fighting alongside a standard ranged build from a another class. The Inquisitor, the fighter, the ranger, the slayer, the warpriest, Magus, gunslinger

The kineticist at the end of PF1E only really had it's class features, because it's fighting style was unique it's incompatible with most existing feats and magic items.

So as the game progresses and magic items get substantially better and classes have more more feats for their playstyle, would a normal kineticist keep up, be too weak? Would the Gaithlain kineticist be fair or be too strong?

For those not aware the Gaithlain fcb lowers cost when gathering power, so mostly incompatible with the melee options.


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There's a discussion on whether you would buy another 1st edition pathfinder book, but I think the much more important question is what would people want in it. No point in a new book if it has very little the community would actually be interested in.

The first suggestion is more for new players. I consider the Kineticist to be one of the best beginner classes once you get past the rules, it's thematic and has interesting abilities and by 4th level a typical player will only need to worry about blasting and 2 utility powers, it doesn't overload them with options. But that's the thing, that is once you get past the rules, I know long term players who won't give it a look. It could really do with a tidy up in terms of explanation.

The second is for advanced, I enjoy the class but using it's own unique system means it really gets the shaft in terms of items and options. I think there is one official metamagic equivalent rod but it's priced at maximised greater, at that price it may as well not exist. Perhaps tiers that are restricted by the type of blast, basic, composite to mirror spell level and allow access at more affordable levels.

Other than that off the top of my head I can only thing I can think of at the moment is a focused necromancer class.


A Duettist familiar gains the ability to use a Bards performances.

As far as I can tell Masterpieces are additional applications of bardic performance with the exception that they can't be extended unless the performance say's otherwise.

So does that mean a Duettists familiar could activate them instead of the Bard?


Finalizing the build for my martial for giant slayer.

Dervish Dawn Bard

Stats at level 6

Strength 13
Dexterity 21 includes enhancement
Constitution 14 lower speed removes con penalty
Intelligence 10
Wisdom 7
Charisma 16

Feats

Dervish Dawn bonus
Weapon Focus from Bard
1st ?
3rd power attack
5th hurtful
7th pick up Cornugon smash here

Traits: both campaign

One that gives you half of the dwarven defense against giants
One that lets you intimidate giants regardless of size

Take the song at 7th that acts as a short term freedom of movement so I can prevent myself and the rest of the party becoming giant squeeze toys.

The biggest issue at the moment is reach but I will have soundstriker and bladed dash which should hopefully help.


The party consists of a Cleric caster who seconds reach attacks, Witch, Druid blaster and Arcanist.

I was originally considering a duettist Bard but as there aren't any other martials I thought about taking Dawnflower Dervish, the self only buffer.

Character would be Halfling, heroism up as often as possible.


Do these skills act as the use magic device equivalents or is being a caster the only method of using wands?


Alright with update on simple weapon proficiency equaling unarmed, I am considering making a Rogue/Monk instead of monk.

Take the thief racket, monk dedication at 2, stance at 4 (wolf or tiger), monk moves at 8 and of course flurry at 10.

Won't always need to stance as the base fist is as good as a shortsword, agile, finesse qualities.

Better range option with a shortbow which I can carry and then drop and go straight to punching

Sneak attack.

Great access to skills and skill feats.

Monk on the other hand has better AC, hit points, lvl 1 access to flurry and access to style savant.


Now normally I don't like the idea of using 3rd party but I'm currently playing a Kineticist in Giant Slayer, alongside an Arcanist, Alchemist and Warpriest . As we go on I notice a serious lack of magical item options, being a different mechanic they don't work with a a lot of the options other classes have and they have little support.

These are the options a well known Pathfinder 3rd party writer recommends, N.Jolly (possibly designed) and was wondering if they would be good additions as potential magic items?

http://spheresofpower.wikidot.com/kineticist-magical-items


A wall attack infusion exists but the earth kineticist does not actually have the ability to create actual walls of stone, probably the most iconic earth/stone based spell.


An earth kineticist can obtain the ability to burrow, gain tremor sense and the impale infusion.

If the impale infusions damage exceeds an objects hit points it can continue through to hit another target.

Can a kineticist attack with impale from beneath the ground?