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My build
Str 8
Dex 16
Con 18
Int 14
Wis 12
Cha 7
Level 2 Kineticist
Race Human
Skills (Rank) - Knowledge (Eng) 2 Perception 2 Sleight of Hand 2 Stealth 2 UMD 2
Traits Armor Expert/Pragmatic Activator
Feats - Point Blank Shot / Precise Shot
Wild Talents - Extended Range / Light Touch
Blast -
Telekinetic Blast - Attack +4/+5 if in 30 (+1 from BAB +3 from Dex)
--------------------- Damage 1d6+5/1d6+6 if in 30 (1d6+1+Con)
Armor - Leather Lammar / AC 17 / 4 from armor 3 from dex
Saving Throws 7/6/1
HP total 23 (During game 21 due to 1pt burn for Force Ward gaining 3 temp HP)
The Party
Level 2 Kitsune Sorcer Enchantment focus
Level 2 Bard focus performance Short Bow
Level 1 Shaman Melee/Tank focus 2 Hand Great Sword
Tier 1-2
Total # of encounter - 5
Encounter 1
Lasted 3 rounds
Consisted of 3 Dogs
- Round 1 Double move to get line of sight no attack
- Round 2 Missed - Rolled 8 - 12 total to hit
- - During round attacked by dog. Took 5 Damage (3 Absorbed by force ward 2 went through)
- Round 3 Hit - Rolled 11 - 16 total to hit / Rolled 6 did total 12 damage (Max damage)
Trap triggered
- Took 8 points of damage (3 absorbed by force ward 5 went through)
- UMD used - CLW Wand - 7 (Rolled 6 on 1d8+1)
- Full HP restored minus burn
Encounter 2
Lasted 3 rounds
Consisted of 1 Zombie Ogre
- Round 1 Dropped Bard in one hit (in negatives) then moved into my face
- - Withdrew took AoO due to character reach Took 15 points of damage (3 Absorbed by shield 12 went through)
- - HP left 9
- - Sorcer Magic Missile for 4
- - Shaman Total Defense
- Round 2 Move action to pull wand of CLW Standard to blast
- - Hit with 15 (rolled 14 +5 -4 from soft cover) Told AC was 10 due to squeeze and size
- - Damage Rolled 2 did 8 damage (2 on 1d8+1+4+1)
- - Sorcer Magic Missile for 5
- - Shaman Total Defense
- Round 3 Missed with 9 (8 +5 -4 from soft cover)
- - Monster dropped by team at this point
Healed X 1 by Shaman for 7 X1 from CLW wand 5
- Returned to full HP (Minus burn)
Traps avoided on rest of floor
Encounter 3
On Rope bridge with two bat swarms
Avoided fight by running across bridge opening door rushing and closing door
- No damage taken by party
Encounter 4
Lasted 2 rounds
Consisted of Three weak cultists
- Round 1 - Missed with 15 - (Roll of 10+4+1)
- - One cultist Charmed by Sorcerer
- - Another cultist dropped by Bard and effect from Fortune Spurn template from cultist)
- Round 2 - Did not act prior to dropping of second cultist was dropped by combo of Sorcer daze/shaman/bard/fortune spurn
- - Third cultist questioned as to what was going on and sent on his way.
Encounter 5
Lasted 4 rounds
Consisted of Wight (Fortune spurn template added)
- Round 1 Hit with 25 (Rolled 19+4+1+1(Bard courage) did 8 damage (Rolled 2 on 1d6+4+1+1)
- - Used move action to get in room
- - Bard also moved in room and started Bardic Music Courage before attack (Maintained throughout battle)
- - Shaman was dropped beginning of round by surprise attack
- Round 2 Hit with 25 (Rolled 19+4+1+1(Bard courage) did 8 damage (Rolled 2 on 1d6+4+1+1)
- - Wight moved and attack bard and missed with 18 (Bard AC 18)
- - Bard took 8 points of damage and 1 point of Con drain
- - Sorcer Magic Missile
- Round 3 Missed with 14 (Rolled 8+4+1+1)
- - Wight moved to me and attacked missed with 15 (AC 17)
- - Bard fired with bow
- - Sorcer Magic Missile
- Round 4 Took 5 foot step and attacked
- - Hit with 21 (Rolled 15+4+1+1) did 10 damage (Rolled 4 on 1d6+4+1+1)
- - Wight dropped at this point
No other encounters to report at this time.
Did not have to take burn as I was able to keep within 30 of target other then the 1 from force ward.
Things noticed
- 1. Was able to do things with light touch like open door that added the flare of opening doors from afar (Mage can do this also so not super special but most mages ive seem dont take mage hand)
- 2. Aether in general has a lack of blast form/substance to alter the blast other then range makes it feel bland.
- 3. Aether to a degree is a dead end (Composits with no other element but itself and only one blast available)
- 4. Burn aspect needs some tweaking as I can see at higher levels with the other element mastery (Due to composite and/or form/substance changes and/or Blast enhancement) this severely limits usage. It is weird that a level 1 with no magic items can burn as many times as a level 12 with much more to pay for from the same effect at level 12 that a level 1 would have to pay. (Extend range, for instance, at level 1 is 1 burn aka 1HP while at level 12 it would be 1 burn aka 12HP.) It Feels weird that it cost more for a level 12 to use a level 1 ability as a level 1 when the character by level 12 should be better trained to manage it. (I know there is the specialization in form/substance but these have no effect on wild talents that are non blast related which is weird.) My suggestion would be to turn it to a Barbarian type thing with the points lasting 10 min per burn to stop total resets of group(Kinetic Healing)as well as over using of abilities with little long range issue. "You take 8 points of burn to do blue flame four times. If you want to wait round for the 1hr 20min to reset back to normal bad things can and will happen." Even make it that rest consist of doing nothing but relaxing thus you can't just burn into the ground and then have the party crawl until reset and then go fast.
- 5. Was doing about as much damage as the bard with his short bow and less then the Shaman with the two handed great sword (Sounds about right but will be an issue with monsters with extreme hardness or DR and no means to bypass)
- 6. Hitting felt about right thankfully I only had one encounter to deal with soft cover but that was thanks to party working with me and positioning.
- 7. Force ward - I think the flavor was nice. Although I was able to utilize it a lot because this was a true dungeon crawl (Lots of perception checks for traps etc) it was able to be reset for each encounter. I can see how in rapid combat though this might be an issue as it will not have a chance to regen. Maybe adding a secondary effect to take 1 burn to full regen the shield usable only once a round might be a good addition for this.
- 8. Aether loses out on Kinetic Form (Huge boon for the other 4 Elements) and has no level 10 Wild talents to equal what the other elements get. Again the feeling of a dead end with Aether and or late level wild talents. Even the level 16 talents Aether has 1 while the others have 3 or more. Something should be added to Aether to bring in line with the other elements.
I am going to be playing again on Monday will have a report for the game then.