Testing lvl 5 HydroKineticist in Trial by Machine


Playtest Feedback

Grand Lodge

I had a GM blob lying around so I decided to jump in on the Playtest action and try out a Hydro Kineticist in Trial by Machine. Focused on Dex over Con for more accuracy, armor class and because the build tries to use as little burn as possible.

Impressions: Level 5 is a great level for Kineticists. Because I didn't have to buy magic weapons I could afford some AC boosting items and a haversack for carrying stuff, gave me the highest AC of the party. Damage was good as with water blast I could drop 3d6+7 blasts, empowered which worked very well against DR, doing on average 26 points. There is a large gap in damage between 4 and 5 and wonder if metakinesis empower should come at a level without dice increase to balance it out.

I did enjoy a fun tactic though with Kinetic Cover:

First, since it doesn't have a listed duration I would use it to cover potential attack routes prior to a fight if possible, funneling the enemy in or making it waste actions attacking the wall.

Second, using it as a readied action to through up between a party member and and attacker to provide cover. Not sure about the exact timing but it worked as a, once he moved up to an ally and stops to attack, I put a wall between them.

Third, put it between a hurt player and his foe and the player can move back safely, even if they have reach. Also good for putting players into flank as you can put it on one side and they can move around without provoking.

X E D
X M]C Because an ally at B has cover to Mob M, he can move to flank
X A B without provoking through squares C and D.

Also through points into Diplomacy, got it as a class skill and threw some enhancements on it so it was actually pretty good, turned out to be the Face of the party.

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