Nameless Assassin

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Goblin Squad Member. RPG Superstar 8 Season Star Voter. Organized Play Member. 60 posts. 1 review. 3 lists. No wishlists. 17 Organized Play characters.



Grand Lodge

This weekend at Gamehole Con in Madison WI. I had the chance to play the first three levels of the Emerald Spire with a new kineticist (aether).

My Build:
Halfling Telekineticist, Str 8, Dex 18, Con 16, Int 12, Wis 12, Cha 9
1st level feat: point blank shot, 1st level wild talent: extend range
2nd level wild talent: kinetic blade
3rd level feat: precise shot

Level 1 / Emerald Spire 1
This level was painful to play. The adventure by its nature made my character mechanically disadvantaged. When I was able to use my blast I felt like I was always missing (hit 26%, 5/19), due to cover and using my blast into combat. I never used my wild talent.

Level 2/ Emerald Spire 2
I felt that my character considerably improved during this level, I was hitting quite a bit more (hit 50%, 5/10). I used 3 burn to get my force ward to 5 temp hps and it prevented a 5 hp attack. I never used either wild talent.

Level 3/ Emerald Spire 3
I felt great going into this level having finally gotten precise shot and an increase in blast damage. I used burn to get my force ward to 5 hps again and also gain the benefits of feel the burn. Force ward again prevented an attack and also prevented an additional effect the would have occurred from that attack. I hit 55% of the time (6/11) although due to a color spray I sat out most of one battle. Again I never used either wild talent.

Thoughts:
This class needs 4+ skills. Because the combat for a kineticist is so straight forward, I really wanted to be able to do more out of combat.

I also felt the telekinetisist should get disable device instead of knowledge (engineering) as a class skill or telekinetic finesse should make disable device a class skill.

I really wanted to be able to throw things from different directions around the room. The current description of telekinetic blast states an unattended object "nearby". I felt this meant within 5' but that was only my interpretation.

Thus, I feel there should be an aether wild talent that allows a telekineticist to use an unattended object from close range (25+5/2 levels) or else this should be a regular part of the telekinetic blast. This was also something brought up by different players at my tables.

I felt the AC was good for this class.

I think the burn mechanic is good at these levels.

The force ward ability was good when burn was used to increase it. But I think it would be better if each point of burn increased the force ward by the kineticist level instead of by 1/2 the kineticist level.

Grand Lodge 2/5

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My group has recently started a party of all dwarves with a common back ground. I could use some help finding PFS legal modules and scenarios which have a focus on dwarves to keep with the theme and their goals.

I currently have:

Glories of ages past 1-3
Where mammoths dare to tread

but I am having trouble finding other scenarios that might fit. Is anyone aware of any other scenarios which have that type of focus?

Grand Lodge

I'm not sure where else to report this but Valeros is being used on the IGN Neverwinter guide for humans.

http://www.ign.com/wikis/neverwinter/Humans

Grand Lodge

So I have a Wayang Race Boon for Pathfinder Society and I've been wanting to make a summoner. Because Wayang are small but do not have a str penalty I thought a lance wielding wayang mounted on an eidolon would be an interesting idea.

These are the ideas I've had so far:

A 1 level dip in paladin (oathbound: loyalty)
- this would give me lance proficiency and medium armor prof (for casting in mithril medium armor later on), 1/day oath to give my eidolon my cha bonus to saves and AC for 1 min, and the ability to use some divine wands

For my eidolon I would work towards a dragon type eidolon, starting with pounce, claws, mount.

1st level feat would be escape route (teamwork)

Essentially I'm looking for feedback and additional ideas, thanks.