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I've created a halfling TerraGeokineticist for PFS play. First, the build and some thoughts on my decisions going into it before the notes on actual play:
Stats:
STR 8 DEX 17 CON 17
INT 12 WIS 12 CHA 9
I didn't want to dump strength too much, since I do have to carry around equipment and light armor. Dex and Con were naturally very high for a small kineticist. I wanted Int at least as 12, because that 2+Int skill allowance hurts. Wis 12 to make up for a weak will save, and it felt appropriate for a stoic and defensive Geokineticist. I could safely dump Cha with the halfling's bonus, getting back some points for the buy without being totally useless in trying to aid another at social skills, at the very least.
Race: Halfling, with standard racial traits except for trading out Sure-Footed for Fleet of Foot. I figured the small size would help with the kineticist's AC and accuracy issues, not to mention that a small kineticist's blasts do just as much damage since it doesn't rely on weapon size or strength (ostensibly they do more damage with the size bonus to hit, unless you count the human bonus feat to get something like Precise Shot).
Traits: I went for the Liberty's Edge trait Whistleblower to gain Sense Motive as a class skill. There's not a lot of options for a kineticist, and Sense Motive seems like a good option, again, for the more defensive and stoic Geokineticist (although I found, in game, that I wasn't quite so stoic as I had planned--more on that later). I also chose Focused Mind, because in a sticky situation, I want to be able to use the Kinetic Blast SLA in melee if I have to. Having to hit DC 15 at level 1 with only level+Con mod as a bonus seems difficult. I feel like it will also be important for any build that has to form their Kinetic Blade or Kinetic Whip defensively.
Feat: Point Blank Shot. It works within the range that I can use Kinetic Blast, and it's an important prereq for Precise Shot. I didn't want to go for Weapon Finesse until I can reduce the burn on Kinetic Blade a little easier.
Wild Talent: Oh man. So there are a lot of neat talents to choose from, but my #1 choice for the first level talents is hands down Kinetic Cover. It just seems like it has a lot of in-combat and out-of-combat utility, especially with an apparently infinite time duration (unless destroyed, of course). It might be interesting to see a class feature or feat that allowed me to use this as an immediate action. But maybe that's what the Defensive Talents are for. We'll see, I suppose.
One other note: I've used a level one rebuild to make Dustwich, so they are starting with 1 XP and the resources from playing through The Confirmation.
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Statblock
Dustwich
Agender Halfling Geokineticist
NG Small Humanoid
Init +3; Perception +7
Defense
AC 18, 14 touch, 15 flat-footed (+4 armor, +3 Dex, +1 Size)
HP 12 (+1 Favored Class Bonus)
Fort +6 Ref +6 Will +2 (+2 vs fear)
Offense
Speed 30 ft
Melee +0 Dagger (1d3-1 19-20/x2)
Ranged +5 Earth Blast (1d6+1, 30ft)
Wild Talents Concentration +6
Kinetic Cover
Statistics
Str 8 Dex 17 Con 17
Int 12 Wis 12 Cha 9
Base Atk +0; CMB -2; CMD 11
Feats Point Blank Shot
Skills ACP -1
-Perception +7
-Sense Motive +5
-Stealth +10
Languages Common, Halfling, Dwarven
SQ Fearless; Halfling Luck; Fleet of Foot; Weapon Familiarity; Keen Sense; Burn (max 6); Element (Earth); Kinetic Blast 1d6+1 (CL 0)
Traits Faction (Liberty's Edge): Whistleblower; Magic: Focused Mind
Favored Class Kineticist: +1 HP
Equipment Explorer's Outfit; Dagger; Masterwork Chain Shirt; Acid x4; Alchemist's Fire; Holy Water x2; Wayfinder
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I'll put the actual playtest in the next post.

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PFS Scenario 6-05: Slave Ships of Absalom
**Spoilers ahead!**
The party:
Dustwich, halfling geokineticist 1 <-- me!
Dwarf spiritualist (unknown phantom type--maybe rage?) 1
Human occultist (abjuration and transmutation) 1
Dwarf cleric of Torag 1
Human gunslinger 1
Human paladin 1
Gnome bard 1
We started off going to talk to the major-domo. Unfortunately, our party wasn't particularly clear on the mission details, so we started off with intimidation and accusations. Unfortunately, the bard and paladin suffered some bad Diplomacy rolls that my lucky Aid Another checks couldn't do anything for. So we just kind of Pathfinder'd that one up--bad rolls for some, and nothing I could really do about it.
We then went to go talk to the slimy lawyer, and again, I was of little use. The bard managed to talk the information out of the barrister, and I tracked mud into the office. It's worth noting here that I styled Dustwich as an escaped Chelish slave, so tensions ran a bit high for them throughout these dealings.
Having secured our information, we arrived at a slaver's shop and our first combat. I used my Kinetic Cover talent to put up a wall of earth between the threatened shopkeeper and a half-orc thug, which felt pretty satisfying, but perhaps I would have been better served trying to launch a direct attack, as we'll see...
We were 7 against 3, from what I could tell they were 2 rogues and a fighter-type. The tight quarters were a bit of a struggle, but it let me use Kinetic Cover to deny flanks and AoO's to the rogues. It also denied some AoO's from our side, but less so. I tried to only attack when I had a clear shot, since without Precise Shot I didn't feel like I could hit reliably. Unfortunately, some readied actions from the enemy rogues and some high rolls (and at least one crit) from the greatsword-wielding half-orc left us with most of our party lying on the ground and the gunslinger and cleric straight-up dead. Our bard ran out of rounds of Inspire Courage, and fighting off the half-orc by myself once everyone but me and the bard went down drained all of the bard's spell slots with Cure Light Wounds. I was very glad to be a Con-focused class with the FCB in HP. I managed to make my concentration checks to use my blast defensively with the greatsword fighter standing over my prone little body, and even to attack hit and do decent damage even with low rolls on the die. This was mostly the result of high rolls (15+ on hits and concentration rolls), so I didn't really feel like my actual build was doing much work. Likewise, when I missed the rolls were very low. I was glad to have decent AC at first level, and the money from my first scenario funded a nice masterwork chain shirt. In any case, we managed to defeat the thugs with two deaths, all of the bard's spell slots and bardic performance rounds, and--if I recall the number correctly--17 charges gone from a wand of cure light wounds.
Pissed off that we had lost two Pathfinders protecting a chattel merchant, Dustwich (who you will remember, is an ex-slave) jumped on the roughed-up merchant to try to intimidate the relevant information out of him. Despite their fury and having been the one to take out the last enemy in an intense fight (+2 circumstance to the Intimidate roll), Dustwich had neither the skills, charisma, nor size to make a mid-value roll on the die worth much. The bard had a much better time getting the info.
Next: we went out to a wanted slave ship for some rescuing. The bard's quick wit and a good bluff check let us get into position for attacking the ship's crew. I found myself targeting isolated enemies, despite focused fire being a better strategy, but without Precise Shot I was worried about being able to hit. Once below decks, I had to keep moving to hit my targets because my teammates kept stepping into my line of fire. We had to face a trollhound below decks, so luckily the party (including me) had some bottles of acid handy to stop its regeneration. That area got a little crowded, though. When the dual kukri wielding boss opened the door to her cabin, I put up a wall of earth to delay her entrance into the fight, which felt satisfying and kind of funny. We eventually took her out, and put out the fire she had started because the paladin (who had enlarge person cast on him) rolled a natural 20 on his survival check, and smothered the blaze with his huge cloak.
All in all, it was difficult to gauge the kineticist's accuracy. When I hit, I rolled 15+. When I missed, I rolled 5 or less. The damage seemed decent for level 1; at level 2, maybe Point Blank Shot will feel a little more powerful? Although I suppose that in PFS play, the enemies at levels 1 and 2 are essentially the same, except in something special like The Confirmation. Kinetic Cover was a blast (no pun intended), and I had fun finding ways to use it in combat and out. I didn't end up having to deal with any of my particular weaknesses, other than having to make multiple rolls to use my blast in melee, for concentration and the attack, and luckily my AC was good enough to stave off the AoO's I incurred. So no tricky will saves, no combat maneuvers against my abysmal CMD of 11 (which any chump could potentially beat with no AoO, since with 0 BAB, I mostly use my move action to get into position before firing instead of drawing a weapon). I wanted to play the kineticist first before making any judgment calls about their lack of skills (I mean, my Paladin only gets 2/level, but she can usually rock a Diplomacy check or two in a given scenario!), but it seriously felt lacking it that department. Perception was decent, but Sense Motive never came up (although I know it has before). And stealth seems somewhat difficult to use in Society play, so I may trade it out before I hit level 2...
Lastly, Geokineticist definitely sounds better than Terrakineticist. :P

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Yeah, I might pick up a fist weapon instead of the dagger. That would be easiest, I just needed to pick something up quickly before the game started.
Kinetic Cover has its ups and downs, and as I said, it gets a lot of function in small spaces. It's a bit tricky, though. It was good for breaking flanks to deny sneak attacks, but it also let one of the rogues slip away without an AoO. In a more open space, I can see it being used to mess with charge lanes, but you could also mess up your allies'. With some preparation, you could set up the battlefield to your liking, and either force your enemies to engage like you want or attack them while they're busy destroying the walls. I might try to get in another scenario before the end of the playtest to see how it works out in different situations.