| ohako |
So, I'm not looking for an optimized build here, especially for a kineticist with a Con penalty, right?
For anyone who hasn't played Ever Oasis (if you own a 3DS and like action-adventure, please do), Tethu is a 'Seedling of the Great Tree', which means he/she is a small half-plant person who can create blasts of holy-ish wind (and can also equip a variety of weapons, and can bond with an animate water spirit to create an oasis, and can also make friends with lizard people, fennec fox people, other seedlings who open quaint shops, and scorpion people, etc etc).
So. I've never built out a kineticist before, and I was thinking of starting air, and taking wood at 7th for the positive blast, although I think there isn't an 'air + positive' composite like 'white wind' or similar.
Without resorting to alternate racial traits (there's no 'desert gathlain') or archetypes (gotta walk before I can run), what are some suggestions people have for powers or feats?
| avr |
BTW, Lausth's suggestion of the Tree Born alternate racial trait is there to get rid of the Con penalty.
Taking water or aether at 7th so as to get the kinetic healer wild talent might be better than taking wood/positive blast at 7th and missing out on a composite blast. It'd be easy to fluff the kinetic healing blast as holy wind IMO. Water might fit with the bonding with a water spirit that you mention.
For your earlier wild talents air's reach is handy and elemental whispers is better than the level 2 air wild talents. Windsight is worth getting as you don't need wings of air, unlike most aerokineticists.
On feats, point blank shot and precise shot are more or less required, if you keep the con penalty you're going to want toughness to soak one more burn, and weapon finesse will be important if you use kinetic blade or kinetic whip at all. Mobile gathering may be useful.