Earth Blade Kineticist Blade


Advice


Hobgoblin 20-point

STR 10
DEX 18
CON 18
INT 10
WIS 10
CHA 10

Trait: Reactionary, Indomitable Faith

1 - Element: Earth, Infusion: Extended Range, Point-Blank Shot
2 - utility wild talent: Kinetic Cover
3 - Infusion: Kinetic Blade, Weapon Finesse (Kinetic Blast)
4 - utility wild talent: Earth Climb
5 - Infusion: Kinetic Whip, Combat Reflexes
6 - utility wild talent: Tremorsense
7 - Expandded Element: Earth, Bonus Talent: Rare-Earth Infusion, Extra Wild Talent: Kentic Form
8 - utility wild talent: Shift Earth
9 - Infusion: Fragmentation, Lunge
10 - utility wild talent:Earth Glide
11 - Infusion: Entangling Infusion, Weapon Focus (Kinetic Blast)
12 - utility wild talent: Stone Sculpt
13 - Infusion: Deadly Earth, Precise Shot
14 - utility wild talent: Greater Shift Earth
15 - Expended Element Earth, Bonus Talent: Earth Walk, Feat
16 - utility wild talent: Reverse Shift
17 - Infusion: Wall, Feat
18 - utility wild talent: Seismic Master
19 - Infusion, Feat
20 - utility wild talent


Can't take Kinetic Whip before level 6.
Can't take Kinetic Form til 10th level (and not til 14th level with the feat)
You probably want Rare Metal at 7th level.
Can't take Fragmentation til 14th level.

Are you looking for someone to comment on mistakes? Or would you prefer advise on how to make it actually work?


Sphynx wrote:

Can't take Kinetic Whip before level 6.

Can't take Kinetic Form til 10th level (and not til 14th level with the feat)
You probably want Rare Metal at 7th level.
Can't take Fragmentation til 14th level.

Are you looking for someone to comment on mistakes? Or would you prefer advise on how to make it actually work?

Where did I get things wrong?

"Earth
Kineticists who focus on the element of earth are called
geokineticists. Geokineticists manipulate the earth itself,
and they are masters of defensive techniques.
Class Skills: A geokineticist adds Climb and Knowledge
(dungeoneering) to her list of class skills.
Wild Talents: 1st—basic geokinesis, earth walk, kinetic
cover, pushing infusion†; 2nd—bowling infusion†, earth
climb, entangling infusion†; 3rd—impale†, jagged f lesh,
magnetic infusion†, rare-metal infusion†, tremorsense;
4th—enduring earth, shift earth; 5th—earth glide, stone
sculptor, tremorsense (greater); 6th—deadly earth†; 7th—
fragmentation
†, shift earth (greater); 9th—seismic master."
Page 14

Kinetic Whip: Element universal; Type form infusion; Level 3; Burn 2
Page 21

KINETIC FORM: Element universal; Type utility (Sp); Level 5; Burn 1
Page 26


Ah, I understand the mistake you're making. A kinetecist's level and the level of his wild talents are different, much like a wizard's spells and the wizard's level are different.

The rule is:

Quote:

A kineticist

can always select 1st-level wild talents, but she can select a
wild talent of a higher level only if her kineticist level is at
least double the wild talent’s effective spell level

So, kinetic whip, a level 3 wild talent, cannot be selected until your kinetecist is level 6 or more.

Kinetic form, a level 5 wild talent, cannot be selected until your kinetecist is level 10 or more.

and so on.


Those levels aren't the levels that you can take them the their effective spell level. To learn a talent your kineticist level has to be double the level. So whip can be taken lv6. kinetic form lv10 (5*2).

"she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level."


The talent level is equivalent to spell level, not character level.

To select a talent, your character level must be at least twice the power's level. Hence, you can't select fragmentation (7th level power) till character level 14.

The extra talent feat allows you to select an aditional power, which must be at least two levels lower than the higher you can take (taht is, you need to be at least 4 character levels over twice the talent's level (CL>=4+2*TL). And since you can only take feats at odd levels, but your tallent capacities only increase at even ones, make that (CL>= 5+ 2*TL)

At least, that's how I understand it. There are a couple kineticist guides in progress that might help you, both on the optimization department and to make better sense of the class descripcion.


Johnny_Devo wrote:

Ah, I understand the mistake you're making. A kinetecist's level and the level of his wild talents are different, much like a wizard's spells and the wizard's level are different.

The rule is:

Quote:

A kineticist

can always select 1st-level wild talents, but she can select a
wild talent of a higher level only if her kineticist level is at
least double the wild talent’s effective spell level

So, kinetic whip, a level 3 wild talent, cannot be selected until your kinetecist is level 6 or more.

Kinetic form, a level 5 wild talent, cannot be selected until your kinetecist is level 10 or more.

and so on.

Ahh, I missed that Part, thank you for clearing that up for me. I will edit the build to reflect the changes.


This should fix the issues.

1 - Element: Earth, Infusion: Extended Range, Point-Blank Shot
2 - utility wild talent: Kinetic Cover
3 - Infusion: Kinetic Blade, Weapon Finesse (Kinetic Blast)
4 - utility wild talent: Earth Climb
5 - Infusion: Entangling Infusion, Combat Reflexes
6 - utility wild talent: Tremorsense
7 - Expandded Element: Earth, Bonus Talent: Rare-Earth Infusion, Precise Shot
8 - utility wild talent: Shift Earth
9 - Infusion: Kinetic Whip, Lunge
10 - utility wild talent:Earth Glide
11 - Infusion: Impale , Weapon Focus (Kinetic Blast)
12 - utility wild talent: Kinetic Form
13 - Infusion: Deadly Earth, Feat
14 - utlity wild talent: Greater Shift Earth
15 - Expended Element Earth, Bonus Talent: Earth Walk, Feat
16 - utility wild talent: Reverse Shift
17 - Infusion: Wall, Feat
18 - utility wild talent: Seismic Master
19 - Infusion, Feat
20 - utility wild talent: Stone Sculpt

Silver Crusade

I would highly suggest getting Ride the Blast at either level 12 or 14 depending on how much you value the size increase, as well as Extreme Range when you think you can fit it in. It's an incredibly strong gap-closer effectively letting you "charge" an enemy for a full ranged-blast damage completely bypassing enemy AoOs or other such hazards. With Extended Range your "charge" is 120 feet, and with Extreme Range it lets you "charge" for 480 feet. It's excellent for getting right in the faces of those pesky casters or archers that are determined to stay up on balconies or ledges outside of the melee fray. Also good for getting out of the fray if you're in a hairy situation that you need to get out of.

As an added bonus, the only rule written about what square you end up in on a targeted blast is "adjacent". Great way to get behind enemies if that's important at the moment, and helps you get into an excellent flanking position as soon as possible with other allies. Does anyone know if you can Ride the Blast with the blade and whip? If so, you can poof to a square next to the target and still get your 5-foot step making you one of the most mobile melee fighters in the game.


Aziraya Zhwan wrote:

I would highly suggest getting Ride the Blast at either level 12 or 14 depending on how much you value the size increase, as well as Extreme Range when you think you can fit it in. It's an incredibly strong gap-closer effectively letting you "charge" an enemy for a full ranged-blast damage completely bypassing enemy AoOs or other such hazards. With Extended Range your "charge" is 60 feet, and with Extreme Range it lets you "charge" for 120 feet. It's excellent for getting right in the faces of those pesky casters or archers that are determined to stay up on balconies or ledges outside of the melee fray. Also good for getting out of the fray if you're in a hairy situation that you need to get out of.

As an added bonus, the only rule written about what square you end up in on a targeted blast is "adjacent". Great way to get behind enemies if that's important at the moment, and helps you get into an excellent flanking position as soon as possible with other allies. Does anyone know if you can Ride the Blast with the blade and whip? If so, you can poof to a square next to the target and still get your 5-foot step making you one of the most mobile melee fighters in the game.

I was looking to add Ride the Blast, i was looking maybe adding it at level 12 in the place of form. and addind extreme Range with a feat.

Scarab Sages

Aziraya Zhwan wrote:
I With Extended Range your "charge" is 60 feet, and with Extreme Range it lets you "charge" for 120 feet.

These numbers are off. Extended Range is 120 feet, Extreme Range is 480 feet. It's much better than a charge.

Silver Crusade

Imbicatus wrote:
These numbers are off. Extended Range is 120 feet, Extreme Range is 480 feet. It's much better than a charge.

You are indeed correct. That's what I get for spouting numbers from the top of my head instead of double-checking the book. Numbers changed in my original post to reflect the correct numbers.


Ride the blast with melee is a great question. I dont have the pdf on my phone, so i dont know if it works. Does it specify ranged, or leave it open?


Ride the blast doesn't work with form infusions that involve melee attacks or use a cone shape.

Scarab Sages

But it works with ranged blasts, so it's a great way to enter melee, or to escape a grapple.


As i think about it, quickening a ride the blast followed by a full attack whip is far better than pounce.

Designer

Johnny_Devo wrote:
As i think about it, quickening a ride the blast followed by a full attack whip is far better than pounce.

I have done this before whenever the situation was desperate enough to warrant the burn. It is just as devastating in play as it seems. There are a lot of ways to hide from someone with pounce. Snaking ride the blast? Not so much! :D


Can one 5 ft step after a ride the blast? Or is it considered movement?


It seems like a really good way to give the wizard trouble, since you land adjacent to him and threaten even if he 5ft steps away. Assuming he even survives the psuedo-pounce.


Johnny_Devo wrote:
It seems like a really good way to give the wizard trouble, since you land adjacent to him and threaten even if he 5ft steps away. Assuming he even survives the psuedo-pounce.

This is a really good idea that I didn't think about. A Quicken Ride the blast could be really powerful in making casters and range NPC's life hell.

With Combat Reflexes if you Ride the blast into a group of range you could do allot of damage with whip and Kinetic Form.

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