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I had a PFS character number that had been run through We Be Goblins and Silverhex Chronicles with pregens and was a single xp away from 2nd level. I decided to put together an earth kineticist with an eye toward melee combat, and with the ultimate goal of using butterfly's sting and two-weapon fighting to pass crits from a keen rapier to my kinetic blade. Here's my build at 1st level:
KIVULI MOFANAAH
CG Human Kineticist (earth) 1
Init +5; Senses Perception -2
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armour, +3 Dex)
hp 13 (1d8+5)
Fort +6, Ref +5, Will -2
OFFENSE
Speed 30 ft.
Melee kinetic blade +3 (1d6+5) or MW rapier +4 (1d6+1; 18-20/x2)
Ranged earth blast +3 (1d6+5)
Special Attacks earth blast, kinetic blade
STATISTICS
Str 12, Dex 16, Con 19, Int 13, Wis 7, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Combat Expertise, Weapon Finesse
Traits Heirloom Weapon (proficiency), Reactionary
Skills Climb +3, Knowledge (dungeoneering) +5, Stealth +6
Languages Common, Terran
SQ burn
Gear MW chain shirt, MW rapier
SUNDAY, NOVEMBER 2ND - 1-48 // THE DEVIL WE KNOW, PART IV: THE RULES OF THE SWIFT
Party Composition arcanist 1, medium 4, occultist 1, occultist 1, psychic 1
THOUGHTS
1) [These thoughts have been redacted, since my reading comprehension is apparently awful, and I playtested two levels overpaying for the core ability of my build.]
2) I had to spend one of my bonus languages from Int on learning Terran. (: All of my class abilities revolve around earth. I feel like knowing the language should come free with the commitment.
See you at 2nd level!

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Kinetic blade takes only 1 burn :)
I'm obviously determined to find something wrong with this already well-balanced ability. I don't know why you can't just play along. (: For real, though, my reading comprehension is normally not this bad. I could have sworn this said it cost 2 burn.

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And here's the write-up for level 2!
KIVULI MOFANAAH
CG Human Kineticist (earth) 2
Init +5; Senses Perception -2
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armour, +3 Dex)
hp 23 (2d8+10)
Fort +7, Ref +6, Will -2
Defensive Abilities flesh of stone
OFFENSE
Speed 30 ft.
Melee kinetic blade +4 (1d6+5) or MW rapier +5 (1d6+1; 18-20/x2)
Ranged earth blast +4 (1d6+5)
Special Attacks earth blast, kinetic blade
STATISTICS
Str 12, Dex 16, Con 19, Int 13, Wis 7, Cha 7
Base Atk +1; CMB +2; CMD 15
Feats Combat Expertise, Weapon Finesse
Traits Heirloom Weapon (proficiency), Reactionary
Skills Climb +4, Knowledge (dungeoneering) +6, Stealth +7
Languages Common, Terran
SQ burn, kinetic cover
Gear MW chain shirt, MW rapier
SUNDAY, NOVEMBER 2ND - EMERALD SPIRE: THE TOWER RUINS
Party Composition alchemist 1, kineticist 2 (fire), medium 1, occultist 1
THOUGHTS
1) A party full of ranged characters in a dungeon with this particular light situation was really funny. That's not much of a comment for the playtest, though.
2) Lowering my hit points by 2 for the day in order to get DR 2 instead of DR 1 all day seemed like a no-brainer. That doesn't mean I think it's overpowered, but it's worth noting that at 2nd level I would always rather have 21 hit points and DR 2 than 23 hit points and DR 1.
3) Though the playtest itself didn't yield much useful information, leveling up did. For a geokineticist that wants to do melee combat, there are precious few options for pre-6th level wild talents. In fact, for any geokineticist, the pre-6th level options are: extended range, kinetic blade, kinetic cover, kinetic fist, and pushing infusion. That's five options. Very few kineticists are going to want both kinetic blade and kinetic fist, and honestly most are going to want neither. Before 6th level, you get three wild talents, of which you effectively have three choices (or four if you want to involve melee combat). That effectively means your choices are prescribed for you. I realize you want there to be few choices for earth kineticists in particular, but this seems too few. I realized while leveling that the only real choice for 2nd level with what I wanted my build to do was kinetic cover, and that 4th level would effectively be a dead level for me (aka. I just take extended range for those times melee isn't an option).
4) There was never a time when kinetic cover felt worth a standard action. And that includes against the bugbear archer.
See you at 3rd level!

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I will be playing through two more levels of Emerald Spire on the 15th, and I'll post playtests for each of those afterward. Preliminarily, I'm excited for feel the burn, so I can hit a little more reliably. I also pick up two-weapon fighting at this level so I can dual-wield rocks and rapier for an extra chance to hit when I get in close. At 5th level, I pick up butterfly's sting and the build really gets going.

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I don't have an opinion on kinetic cover yet. I've only playtested one session so far where I had access to it. But during that session there wasn't a single time I believed it was the best use of my standard action. That could be the scenario's fault. I have played plenty of games where abilities I know to be awesome never came up. Since I don't know yet for this ability, I just thought it bore mentioning.