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Jhorzeb's page
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I was skeptical on the value of at-will casting in this campaign (won't attack 3 or more boats a day for example), but you're right that it has wide enough utility to be invaluable.
I really didn't consider the full value of air's reach on long-range encounters. At lvl 15, repeatedly creating a Cloud right in the way of an enemy boat could effectively be unavoidable and destroy a crew. Still, you could use siege weapons at that range, even if with a sizeable attack penalty (up to -10 for a catapult or -12 for a heavy ballista). I'll figure out whether this extreme-range firepower could be useful to me before level 7, i'll update this if i do get that far or if i think of some other point.
I think i'll need to get further into the game to make my mind on whether or not i should be taking air for permaflight at lvl 10. With a speed this augmented and no weakness (like a destroyable path of ice) it might be too powerful. I'd essentially turn into a bomber with this much reach and mobility, which might prove too much for my GM and/or this campaign. I'll ask him what's his opinion on the matter

Thanks for the infusion advice, i did miss Spindle before i reread the pfsrd infusion and i'm changing up my choices in there. Magnetic isn't that great since the Warpriest is going Sacred Fist.
Ice path will give me a form of flight at pretty much the same level if i keep to Water than if i branch out to Air at 7, so air would pretty much only be useful for manipulating winds, just for the fun of telling myself that i'm the best navigator of the whole Shackles and bragging about it in every tavern. Water manipulator could be enough for that though.
I do suppose i'll have the occasion to play a hobgoblin kineticist another day since they go together so well, and it's true that the melee capability i sacrifice isn't too big a loss. A gnome looks like it would be a blast in this campaign, from the race description to the racial traits, and fun is the main reason to play a kineticist anyway. I wonder how i'll manage piracy to get the funds to go exploring, maybe attacking Cheliax ships without killing or something. Gnomes like to find common interests anyway, so finding an arrangement with other PCs will do.
Merfolk won't do, my DM has asked that we don't take races that are too much at ease with water at the beginning of the campaign.
It sounds like i wouldn't get truly useful/impressive manipulation of the winds until it's too late to matter with Air as a second element, i'd rather not ask my DM to be lenient.
It was actually a pretty helpful comparison Weables, i mean chocolate is great but i can have it anytime, whereas i don't get to eat that fruit so often. Plus optimizing a wizard is so extreme it makes me feel guilty and shameful afterwards, like binging on chocolate.
I thought Kinetic Healer was just making the kineticist a jack of-all trades even less efficient at what he should be doing, but after what you've said i've taken a closer look and it could be very useful, espzcially in the very beginning of the campaign since we don't have any healer in the group. It's also a very good argument to choose the physical blast first. Between that, my party's accuracy boosts, the expectation of underwater combat and the fun of saying the ship's fireman, i might have the best possible reasons to take the water blast (fully underwater campaign aside).
I've looked up tables someone made of ene
gmp0m0y resistance in every campaign (i would link it but posting here on smartphone isn't the easiest, i'll edit it in later) and suprisingly cold isn't more resisted than other elements in this campaign, and very few enemies are immune to it. Also S&S has less problems of energy resistance for every element than most other campaigns, making it pretty nice for energy kineticists.
Thanks a bunch, i think i have a good balance of fun and power for the campaign with all that.

Thanks for your answer.
The main difference between gnome and hobgoblin in stats was the size, hobgoblin having the advantage to get 5' more reach with an Enlarge spell, while the gnome doesn't have that. It is important because while iterative attacks help with whip damage, attacks of opportunity from Combat Reflexes give you several times the number of hits you get on a full-attack, allowing for good battleffield control and a sharp increase in damage. A hobgoblin has easier access to means of increasing reach and 1 more attack from his +2Dex. I don't know how meaningful that will end up being in this campaign, compared to the gnome's +4AC against giants or that Eternal Hope racial trait, +2 to profession(sailor), +1 vs reptiles and other very circumstancial bonuses.
I know the restriction for the second element's talents is pretty hefty, but still, Air as a second element would give me access to Celerity (so haste at will) at lvl10 (or at lvl9 with extra wild talent) helping my damage and my companion's pretty neatly. From what i've seen though, impale is better an infusion than torrent (as whenever i can use torrent i could be using kinetic whip and go crazy with AoOs) and it can only be used with water's composite blast, not with charged water or blizzard. That's where damage counts in the element's choice, and i can't decide which is better.
The choice of energy or physical is also pretty important and depends on what i'll encounter. If enemy ACs are pretty low and i have to fight underwater enough times, water would win over cold.
I'm wondering if water kineticist's utility is sizeable enough in skulls & shackles that i don't end up sad i didn't go wizard. After all, there's quite a lot of water and it's his trick. The healer part could have some minor use but i'd rather give the bard the gold to buy a few wands and take care of that, or leave the healing to an NPC.

Hello !
I'll begin the campaign in a little while and will have a session 0 tonight, so before that i could use some advice on choices to make because Kineticist is pretty confusing.
I've read both N.Jolly's guide and "Sucking counts as airbending, right ?". It looks like water kineticist could give me some useful utility in this campaign, be very fun and have some great fluff being the party's navigator. My party comp looks like this at the moment:
- 2 melee martials (Barbarian and Warpriest (Sacred Fist) with Belier's Bite allowed, going in for extreme damage and low accuracy)
- 1 bard going sea singer or buccaneer, buffing PCs and NPCs
- A gunslinger, and me
I've made peace with my damage being the second lowest in the group, but my DM demands that we optimize our characters well enough for this campaign, so i could use a hand.
PB will likely be 20, maybe 25.
I was thinking of a gnome water kineticist as it sounds like a great character, but i could also go hobgoblin if the attribute bonus is better thzn the size bonus and other neat gnomish racial traits.
1. In this configuration, would kinetic whip be worthwhile ? I won't have extra reach from any enlarge effect, only from my 12th level Fluid Form given by Kinetic invocation. Kinetic blade seems useless until i need to take it to get kinetic whip and the two feats needed might be better spent on something else.
2. Should i take the energy or physical blast ? An early energy blast sounds like it might be too much accuracy and not enough damage, especially if the Bard buffs attack rolls and the Barbarian debuffs enemy AC and saves.
3. At lvl 7, should i expand water or pick up Air ? Picking up Air looks like i'll eventually get even more utility choices, while keeping to a solo element will give me 1 more talent and a good-looking ice blast
4. Finally, won't i end up with less adaptability than a wizard and lower damage except when going nova ? The restricted number of utility tricks i can pull looks like it's not worth being able to pull it off all day, or the water-bound fluff. Grease, Webs, Silent image and other spells might cover up all of the Kinetic's utility and more.
I don't know, it's my first pen and paper RPG and grappling sounds incredibly awkward, like what, i just hold a guy for 6 seconds ? Man, i don't think i'm ready for an Electric Eel grappling half-orc, punching and intimidating baddies is definitely more comfortable
Perfect Scholar does sound like a good fix for a group that has no wizard, while Scaled Fist would compensate for no Paladin. But if i end up with a wizard, do i need to take some other archetype not to end up useless or is it still useful ?
By the way, i've found your posts on other monk threads very useful, along with those of Imbictus, and Chess Pwn the Concise Dice Dude who always seems to be able to answer any problems in 2 to 3 lines. Your previous posts answered many questions of mine on archetypes, feats and the like, so thank you guys.

Thanks for your guide OP, after near a week of looking into the monk i've found it to be the best help to creating an unchained monk. There's an impressive amount of discussion and complaints about the core monk out here, enough for one to spend 2 days googling before learning there's such a thing as an unchained monk, when all they know of is the CRB.
If someone has the time, i'd appreciate some help in adjusting my character, as my limited knowledge of feats as a beginner is somewhat of a handicap.
So i decided to play a monk as my first character, it's a lot of fun playing a str-focused build at lvl 1, but with people that don't put a lot of thought in their characters i found i'm kind of stealing the spotlight (or would have if i didn't make so many critical failures). I would like to get some utility out of my monk, enforcer/disheartening display/shatter defenses looks like a good way to achieve this while enabling me to use medusa's wrath regularly, and makes for a good RP addition for my half-orc kind brute.
Scaled Fist sounds like it could help feat-wise, but my rolls seem inappropriate for this more MAD archetype as i need to dump a stat. I know my GM wouldn't mind me switching some stats, feats and archetype. As of now (lvl1), my scores are :
STR : 20 (18+2Racial)
DEX : 14
CON : 14
INT : 13
WIS : 17
CHA : 6
So, with these stats, how can my unchained monk gain more party utility ? Scaled Fist, or maybe Perfect Scholar ?
Is INT6 an ok dump for scaled fist ?
I should mention that neither mantis monk nor OP's last elemental build are appealing to me.
If somehow i've missed a helpful guide or discussion, please point me to it !
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