| Ed Reppert |
This is one of several similar scenarios I've designed to explore the capabilities — as you my readers define them — of the kineticist. The basic premise is this: you, a fledgling kineticist, have been asked by Tandy Tanderveil to join three other people in investigating what's been happening to her stores of fish. The three others may be any three of the four pre-generated characters from the beginner box, and you may have a dedicated gate, a dual gate, or a universal gate. In each scenario, you will be asked to make some decisions regarding what abilities you will bring to the party. All party members are first level. The purpose of including the other party members is to see how party composition affects your choices (if it does).
Scenario I:
You have a dedicated gate. Your companions are Ezren, a human Evoker, Kyra, a human Warpriest of Sarenrae, and Merisiel, an elf Thief.
Question 1: Which element will you choose for your dedicated gate?
Question 2: Which three first level impulse feats will you choose?
Question 3: You get one other first level feat. Which one? (Remember this need not be an impulse feat). An impulse feat must be associated with your chosen element.
Question 4: Any comments on this scenario?
| YuriP |
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1. Earth
2. All 4 earth feats (I didn't liked any lvl 1 non-impulse feats, so I use it to take the extra)
3. Read 2.
4. A build Earth build focused in Elemental Blast. If start a battle in a good position in 1º turn I can do Elemental Blast+Tremor, for 2º Turn and so on just attack at range with 2 Elemental Blasts + Stone Shield to protect agains ranged attacks or any opponent that comes closer. If an opponent comes closer I will test if the opponent can do an AoO. If it can I will change the strategy to Step + Elemental Blast + Stone Shield if not I just continue doing 2 Elemental Blast + Stone Shield as ranged attacks even in melee range.
Falgaia
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1. Water, because water mages are often lacking in options from many DnD adjacent properties and it has always bothered me. Also they aren't a bad frontliner.
2.All minus Winter's Grasp.
3.Versatile Blasts to have a valid ranged option. (Building Str)
4. Would retrain the Water Barrier option to Winters Grasp sometime after it hits 4+ damage, but low level I don't think 1 point will make or break any combats. I would take human ancestry and rush Heavy Armor proficiency as well if I expected it was going to be a one-shot and not a part of a longer campaign, since the armor proficiency does not innately scale. Likely would use Water Dance to ensure Merisiel is always flanking with me to counteract my weak base attack bonus and set up for her sneak attacks.