Who are your Rage of Elements PCs?


Pathfinder Second Edition General Discussion

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I can definitely see a palce for an elemental barbarian who basically plays normal barbarian games but stacks a kineticist aura stance on top of that. Really, "let's stack on a kineticist aura stance" starts being pretty interesting for anyone who's playing FA (or otherwise doesn't like their standard feats much) and doesn't have a stance picked out already, especially if they like getting stuck in. Elemental barb looks at that, and then adds the bit where they're hard to target at range and happen to be a class that's good at grappling.

Side thought: One of the things we're definitely going to want to do at some point is to put together a list of the really particularly poachable impulses for each element.


After reading some more of the spoilers, I feel like Rudeus Greyrat could be made as a kineticist, along with a lot of My Hero Academia characters. This class has so many character import opportunities that I'm probably going to spend a week just making a list of different media characters that can be emulated with this class!


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nick1wasd wrote:
After reading some more of the spoilers, I feel like Rudeus Greyrat could be made as a kineticist, along with a lot of My Hero Academia characters. This class has so many character import opportunities that I'm probably going to spend a week just making a list of different media characters that can be emulated with this class!

I feel if the class had the Burn mechanic you could make a very very flavorful Dabi

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Just got my PDF version and inspiration has struck!

Conjured from a patch of ironbloom mushrooms by a Rivethun shaman, Steelcap is a fungus leshy metallokineticist with a taciturn but kind nature. They have found being separated from the mycelial network they were conjured from disorienting, and while they value being taken in by the Rivethun and are eager to help them to form new connections, it doesn't help that dwarves are so very noisy with their ringing hammers and picks and their boisterous singing and shouting. So they've taken to rambling through the mountain's lower reaches to clear their cap and attempt to reconnect with the ground beneath their feet. Their elemental gate has resonated with the various rifts and portals to the Elemental Planes around Highhelm, and they can sense something is out of balance, but the other Rivethun and the druids of the Circle of Four don't seem to notice. They can't quite put their tendril on it, but they've decided to follow where these resonances lead and become more in tune with the other elements so they can figure out how to calm them and get just a little more quiet for a time.

zeonsghost wrote:
Sgt Splash, A poppet water kineticist. They are dressed up like a toy fire fighter, with an articulated bucket pump and hose. Their person lost their home in a fire and they want to make sure other people don't lose their homes too. Still trying to find a background that fits.

You're in luck, it turns out! There's a Fire Warden background in the book that is specifically about being a fire-fighter and rescuing people from out-of-control flames, whether in burning buildings or from wildfires.


Really tempted by a Conrasu Kineticist, going for the heal others with their sunlight ability, grabbing Wood and maybe Water and grabbing a bunch of healing impulses, and if free archetype grab Battlefield Medic. Grab some damage and defense impulses but also have like 4 or 5 methods to heal a person per battle. Ocean's Balm, Torrent in Blood, Sea Glass Guardians though that doesn't have the 10 minute thing, Fresh Produce, maybe Timber Sentinel though it is more damage prevention than healing, Dash of Herbs, Sanguivolent Roots doesn't have the 10 minute thing and is overflow but could be a good main attack every other round or every round when you get free action Channel Element. There is the Ambush Bladderwort but that seems like I would probably rather just use Sanguivolent, though it does have immobilized.

Also really tempted by a Fire Kineticist focusing on up close and personal with the Weakness Aura and Thermal Nimbus, Fire Impulse Junction, try to deal fire damage as often as possible in a round, and multiclass Fire Oracle for the persistent fire damage on fire damage. Maybe Furnace Form if spamming Elemental Blasts. Probably Ignite the Sun to add another die of damage to fire impulses. Not sure what Ancestry for that one though.


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A tree Summoner archetyped into Wood kineticist. He uses his connection with his arboreal pal to directly bring forth plants from the plane of wood.

A desert elf air/earth kineticist. Bringing forth the sandstorms of his birthplace alongside him.


Haven't seen the book yet, but hope to make an earth/air Kineticist, earth born Iruxi who was raised to be the protector of the sands yet wants to broaden his horizons on what outside forces he's defending from.

My other idea is a 3.5 character I had that I think the class would fit. A young silver dragon who was seemingly abandoned and sets out into the world to survive and figure out what happened to his parents. Having nearly starved and survived on eating snow and ice, he gains an affinity for water and ice above even that of other dragons. Start water Kineticist and maybe add some combination of air, wood or metal.


a simple farmer, a country guy with an annoying wife and annoying children, in his middle age he just discovered that he could for some reason unknown at that time, make trees literally appear out of nowhere and also move stones or even shape them.He simply looked at the horizon and then said he was going to buy cigarettes, despite his wife's screams he just turned and walked away.


Is there something about kineticists that makes people want to make older characters?


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A kinetic wooden poppet that always dreamed of being a real boy! But he dreamed so much that his father/creator just went crazy and left the doll to fend for himself! His sadness ended up binding him to the plane of the wood and now he went out into the world in search of his father... rumor has it he was swallowed by a dragon...


Sanityfaerie wrote:
Is there something about kineticists that makes people want to make older characters?

For me personally I have a pull toward making a kineticist either very young, or incredibly ancient. A very young to younger character is fun because you get to roleplay all the excitement they feel at coming to grip with their element's power.

Playing a truly ancient kineticist, like some kind of elementalist elf or dwarf or skeleton, is fun because it harkens to stories of ancient elemental master monks and such in popular fiction. Recall that one primary influence for the kineticist is ATLA, and that show loved playing the badass elder trope to the hilt.


You're going to get both sides with either of them though. Both your young character and older character are going to start out with little power learning how it works and then grow to master it, so your only fulfilling that character idea at very different stages. What do you envision for the other half of your playtime?


So one of these things I'm seeing about interestign kineticist ideas is *when* they got the Gate. Like, we have no clue how these "gate" things work. We don't know what makes them show up or not. Anyone could wind up with one, out of the blue. Congratulations! You're an adventuring class now. Were you oppressed? Destitute? Bored? Doesn't matter! You've got the power inside of you now and if you can be careful and ambitious and brave, you too could be one of the most powerful people in the world within a few years.

Like... a wood/water kineticist is a massive boon to a starving tribe, pretty much no matter how you slice it (as long as that tribe is willign to eat fruits and vegetables)

...and there we have another character. Goblin water/wood kineticist. Left their tribe in a huff to go find someplace where people appreciated what they had to offer.

Grand Lodge

LordeAlvenaharr wrote:
A kinetic wooden poppet that always dreamed of being a real boy! But he dreamed so much that his father/creator just went crazy and left the doll to fend for himself! His sadness ended up binding him to the plane of the wood and now he went out into the world in search of his father... rumor has it he was swallowed by a dragon...

And he really sucks at Deception,

Horizon Hunters

As a proud member of the Morerats family, and a merchant of fine trash. I love that human saying "One person's treasure is another person's trash!" Words to live by I tell you. As for our family name Morerats, we're named after the pot of soup that's been in the family for 6 generations, never cleaned or emptied once! We just add more rats! So as a proud father of several children, I dream that someday "if" they survive one of my children might grow up to be a dual gate kineticist. What a proud father I would be knowing one or more of my children had mastered the 2 of the elements most connected to our family. Only to find out the kineticist teaching doesn't even recognize the goblin elements of rats and trash! I'm so ragging mad at this that I could burn a village down...again.

At least the kineticist recognized the 3rd goblin element!


Wood+air
1- fresh produce, timber sentinel, hail of thorns, four winds
2- aerial boomerang
4-tumbling lumber
5- air impulse+lightning dash
6-dash of herbs
8- tree of duality
9- cyclonic ascent+air aura or wood junction
10-sanguivolent roots

Lily Adair

She was an eldritch anatomist but quickly realized during her apprenticeship that she couldn't stomach all the fleshy bits up close. She became vegan as a result.

She had a dream of becoming an adventurer but wound up with child. She raised her child in the forest where she grew super into gardening care and growing her own produce.

Mid 30s her child left the house to strike out on their own. Feeling lonely, she decided to finally take up her dream of becoming an adventurer!

She doesn't swear, preferring to use her own terms when upset, and always treats everyone like someone to "mother", always looking out for them.


Forgot we had a dedicated thread for that and made a separate thread... Just reposting for bookkeeping:

My own take, and first kineticist, on air/earth:

Aasimar Dwarf. 14/12/18/10/10/14

Urash was born in a nomadic desert tribe in old Osirian. He keeps his hair tied in a tight ponytail, but his sunburnt beard is left long and unkempt. Despite his younger age, his skin is wrinkled and scarred from the harsh sunrays he travelled beneath daily.

His golden eyes betray his origin, as the blood of Khepri runs in his veins, urging him to be constantly on the move, eventually forcing him to leave his beloved desert to explore the world outside.

Level 1:
Weapon infusion, Boomerang, earth armor, unburdened iron

Urash commands the essence of the desert itself. He can summon a thick sand skin to cover him, he can throw blasts of sand, the scorching blades of the desert winds, and even the lightning of the desert storms.

Level 2: champion dedication (liberator)
Level 3: adopted human
Level 4: lay on hands

Seeing the outside society, and the shackles on the common people wakes the blood of Khepri inside him as he vows to end all forms of slavery and tyranny and have people be as free as the desert winds.

Level 5: lightning dash, Four winds, air impulse junction
Level 6: champion reaction
Level 8: Desert Winds
Level 9: Fly, earth aura junction

His mastery of the desert increases as he now commands the desert winds themselves. They carry his allies in a warm breeze, while for his enemies they appear as a desert storm with him in its eye, pulling everyone towards him and making it difficult for them to go against its currents and walk away. His winds are strong enough that they can even fully carry him up the skies, cover his allies beneath a curtain of sand, or even sear his enemies with blades of winds.

Level 10: aura mastery
Level 12: earthquake
Level 13: spikes, air aura junction
Level 14: wall of stone

Having already mastered the desert winds, now he commands the ground beneath the sands. Able to break it, make it rise, or even making impenetrable, spiked, carapaces out of it for him and his allies.

Level 16:free sustain
Level 17:Invisibility, earth skill junction
Level 18: infinite expanse
Level 20: quicken

At the pinnacle of his mastery he finally has control of the desert mirages and hallucinations, allowing him to disappear from sight or even capture his enemies into infinite hallucinations.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ravingdork wrote:
Badbella, orphaned female Kellid earth kineticist and mammoth lord, and her megafauna rhino companion, Ja'maker, will likely be my first.

Well, I did it. I made my first RoE character.

Let me know if I overlooked anything. It's been a while since I've had to make a character without the benefit of PathBuilder.


keftiu wrote:
JiCi wrote:
Ravingdork wrote:
Rock Hound, a gnoll bard/metal kineticist with a penchant for extravagant trend-defying garb and hair styles, and who loves to rock hardcore music from his resonant guitar. He hopes to bring his unique brand of metal rock music to all corners of Golarion and beyond.
You might want to look for another ancestry... if gnolls are gonna get removed... An awakened hyena, wolf or other canine could be your alternative ^^;
Kholo are not only not being removed, they’re being promoted up into Player Core 2!

Off-topic, and don't know how true it is... but a post on Names.org said this about the name Kholo.

"A user from South Africa says the name Kholo means "Kholofelo means having a faith or hope that something will happen or something will be fine"."


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Cthulhusquatch wrote:
keftiu wrote:
JiCi wrote:
Ravingdork wrote:
Rock Hound, a gnoll bard/metal kineticist with a penchant for extravagant trend-defying garb and hair styles, and who loves to rock hardcore music from his resonant guitar. He hopes to bring his unique brand of metal rock music to all corners of Golarion and beyond.
You might want to look for another ancestry... if gnolls are gonna get removed... An awakened hyena, wolf or other canine could be your alternative ^^;
Kholo are not only not being removed, they’re being promoted up into Player Core 2!

Off-topic, and don't know how true it is... but a post on Names.org said this about the name Kholo.

"A user from South Africa says the name Kholo means "Kholofelo means having a faith or hope that something will happen or something will be fine"."

just saying, but the way that (Kholo) is pronounced, in greek, means ass...


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So what you're saying is that Gnolls went from Hyena people to Donkey people.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
graystone wrote:
I'll have to really dig into the mechanics to be sure of a character but tentatively a dwarf earth kineticist taking Stalwart Defender and/or Sentinel for heavy armor. A tanky kineticist that punched people with big earth fists.

Why wouldn't you just use Armor in Earth? You get to use your highest proficiency (likely Light armor) with it and get a +6 total between your armor and Dex at 3rd-level like some of the heaviest armors.


Sentinel has the advantage of getting you Mighty Bulwark, which is better than regular Bulwark since it applies to all reflex saves.

But I have found the kineticist is rather feat hungry, so I don't know about archetyping.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
LordeAlvenaharr wrote:
A kinetic wooden poppet that always dreamed of being a real boy! But he dreamed so much that his father/creator just went crazy and left the doll to fend for himself! His sadness ended up binding him to the plane of the wood and now he went out into the world in search of his father... rumor has it he was swallowed by a dragon...

The real tragedy is that he could give life to others, but not to himself.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm beginning to realize more and more that the Kineticist class is for people who love advanced tactics and combos during the course of play.

I'm currently working on fleshing out a high level Bonuwat assassin rumored to have been birthed out of the Eye of Abendego itself. He's a 16th level human air/water kineticist with monikers like "lord of the storm" or "the living hurricane."

The number of combos he can perform at this level are mind boggling.

For example, on his first turn he can activate his Ghosts in the Storm stance as part of Channel Elements granting him and his allies several boosts; then follow up with Aerial Boomerang, Cyclonic Ascent, or Four Winds, or a two-action attack impulse; which then triggers his Air Impulse Junction, allowing him to Stride or Fly 30 feet. That, being a move action, in turn also triggers Ghost in the Storm's secondary benefits, granting concealment and other boons.

He can also use Clear as Air and Effortless Impulse to be perpetually invisible, even when flying around and sniping or using his various impulses from high, high above the battlefield.

Effortless Impulse and his Air Impulse Junction also allows him to use three action impulses, such as Driving Rain or Rising Hurricane, while sustaining the invisibility AND flying around. All to better ensure that his enemies are unlikely to fully realize they're being attacked by anything more than a freak storm.


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Ravingdork wrote:
graystone wrote:
I'll have to really dig into the mechanics to be sure of a character but tentatively a dwarf earth kineticist taking Stalwart Defender and/or Sentinel for heavy armor. A tanky kineticist that punched people with big earth fists.
Why wouldn't you just use Armor in Earth? You get to use your highest proficiency (likely Light armor) with it and get a +6 total between your armor and Dex at 3rd-level like some of the heaviest armors.

Maybe because I only saw glimpses of the actual rules text when I made the post?

Though, as PossibleCabbage mentioned, it still has access to Mighty Bulwark. Another option is Stalwart Defender where the dedication grants a stance [unlike the stances from the class it isn't going to turn off with an overload] and gives access to Mighty Bulwark too.


graystone wrote:
Ravingdork wrote:
graystone wrote:
I'll have to really dig into the mechanics to be sure of a character but tentatively a dwarf earth kineticist taking Stalwart Defender and/or Sentinel for heavy armor. A tanky kineticist that punched people with big earth fists.
Why wouldn't you just use Armor in Earth? You get to use your highest proficiency (likely Light armor) with it and get a +6 total between your armor and Dex at 3rd-level like some of the heaviest armors.

Maybe because I only saw glimpses of the actual rules text when I made the post?

Though, as PossibleCabbage mentioned, it still has access to Mighty Bulwark. Another option is Stalwart Defender where the dedication grants a stance [unlike the stances from the class it isn't going to turn off with an overload] and gives access to Mighty Bulwark too.

outside of FA games, level 10 is the increased aura range and level 12 is the free sustain feat, so it makes it very hard to pick mighty bulwark before 14.


shroudb wrote:
graystone wrote:
Ravingdork wrote:
graystone wrote:
I'll have to really dig into the mechanics to be sure of a character but tentatively a dwarf earth kineticist taking Stalwart Defender and/or Sentinel for heavy armor. A tanky kineticist that punched people with big earth fists.
Why wouldn't you just use Armor in Earth? You get to use your highest proficiency (likely Light armor) with it and get a +6 total between your armor and Dex at 3rd-level like some of the heaviest armors.

Maybe because I only saw glimpses of the actual rules text when I made the post?

Though, as PossibleCabbage mentioned, it still has access to Mighty Bulwark. Another option is Stalwart Defender where the dedication grants a stance [unlike the stances from the class it isn't going to turn off with an overload] and gives access to Mighty Bulwark too.

outside of FA games, level 10 is the increased aura range and level 12 is the free sustain feat, so it makes it very hard to pick mighty bulwark before 14.

On a quick look, I don't think Aura Shaping is an auto-pick: I don't have a lot that's aura dependent ATM. I don't have a lot of sustains either, but a free action IS tempting. I'll grant it's only a quickly tossed together idea as I've not even finished the whole book yet.

PS: after thinking about it, Sentinel makes some sense even without mighty bulwark, like for times when you don't have your Armor in Earth up, like after an overflow or sleeping: dedication gets you med armor [Breastplate] so it's only 1 AC behind and the Steel Skin skill feat lets you sleep in med armor. You've got to wear armor anyway for the runes, you might as well get the most AC out of it you can.


graystone wrote:
shroudb wrote:
graystone wrote:
Ravingdork wrote:
graystone wrote:
I'll have to really dig into the mechanics to be sure of a character but tentatively a dwarf earth kineticist taking Stalwart Defender and/or Sentinel for heavy armor. A tanky kineticist that punched people with big earth fists.
Why wouldn't you just use Armor in Earth? You get to use your highest proficiency (likely Light armor) with it and get a +6 total between your armor and Dex at 3rd-level like some of the heaviest armors.

Maybe because I only saw glimpses of the actual rules text when I made the post?

Though, as PossibleCabbage mentioned, it still has access to Mighty Bulwark. Another option is Stalwart Defender where the dedication grants a stance [unlike the stances from the class it isn't going to turn off with an overload] and gives access to Mighty Bulwark too.

outside of FA games, level 10 is the increased aura range and level 12 is the free sustain feat, so it makes it very hard to pick mighty bulwark before 14.

On a quick look, I don't think Aura Shaping is an auto-pick: I don't have a lot that's aura dependent ATM. I don't have a lot of sustains either, but a free action IS tempting. I'll grant it's only a quickly tossed together idea as I've not even finished the whole book yet.

PS: after thinking about it, Sentinel makes some sense even without mighty bulwark, like for times when you don't have your Armor in Earth up, like after an overflow or sleeping: dedication gets you med armor [Breastplate] so it's only 1 AC behind and the Steel Skin skill feat lets you sleep in med armor. You've got to wear armor anyway for the runes, you might as well get the most AC out of it you can.

Armor in Earth doesn't get shut down from overflow abilities. Only stances close down.

As for sleep, you can always go with your actual amor being Quilted, so you can sleep in it and still have that 2 (+runes) item bonus to AC.
(plus, being only 1 action to "don" your armor really won't make a lot of difference imo in a night ambush, it's not like regular armor that you are stuck the whole encounter without it)

it really depends on your auras though as you said, but all of my builds seem to massively get enhanced by 20ft(-30ft) auras instead of 10ft ones, so that's why i would never have the spots for mighty bulwark.


shroudb wrote:

Armor in Earth doesn't get shut down from overflow abilities. Only stances close down.

As for sleep, you can always go with your actual amor being Quilted, so you can sleep in it and still have that 2 (+runes) item bonus to AC.
(plus, being only 1 action to "don" your armor really won't make a lot of difference imo in a night ambush, it's not like regular armor that you are stuck the whole encounter without it)

it really depends on your auras though as you said, but all of my builds seem to massively get enhanced by 20ft(-30ft) auras instead of 10ft ones, so that's why i would never have the spots for mighty bulwark.

Hmmm... You are right, it seems I was thinking it a stance: It'll take more actions if I have to armor up in combat then as Channel's free action is Stance/blast only.

On armor, sure I could go quilted [and had thought of it], but the AC drop is noticeable. I guess if it'll only be for sleep, it wouldn't be much of an issue.


graystone wrote:
shroudb wrote:

Armor in Earth doesn't get shut down from overflow abilities. Only stances close down.

As for sleep, you can always go with your actual amor being Quilted, so you can sleep in it and still have that 2 (+runes) item bonus to AC.
(plus, being only 1 action to "don" your armor really won't make a lot of difference imo in a night ambush, it's not like regular armor that you are stuck the whole encounter without it)

it really depends on your auras though as you said, but all of my builds seem to massively get enhanced by 20ft(-30ft) auras instead of 10ft ones, so that's why i would never have the spots for mighty bulwark.

Hmmm... You are right, it seems I was thinking it a stance: It'll take more actions if I have to armor up in combat then as Channel's free action is Stance/blast only.

On armor, sure I could go quilted [and had thought of it], but the AC drop is noticeable. I guess if it'll only be for sleep, it wouldn't be much of an issue.

Well, outside of social situations, there's no reason not to walk in Armor in Earth during exploration.

No reason to have to turn it on only after initiative is rolled.


Alright now that I actually have my pdf in hand, and with a friend making a fire kineticist AND me being hyped in general, I have made the decision to rework my formerly entirely non-magical Kurgessan Human Fighter ex-Pirate man into a now very magical Kurgessan Human Kineticist ex-Pirate man.

The gist of it is that he was a romanticised kind of pirate, the kind you hear about in stories that are more mischief and aventures than full on pillage and murder, that always felt blessed by natural talent both in physical and magical prowess which also greatly enjoyed competition and more specifically winning, so he had a bit of a cheating habit and a "not seen, not caught" attitude.
Until, one fateful day, he met and challenged a follower of The Strong Man who was a proper athlete (ideally, another party member) and lost very, very hard. So he challenged them again and again and kept losing despite his best efforts and sleight of hand, going at it for a while until eventually he gave up and fell to his knees. After a rousing speech from the follower of Kurgess on fairness and sportsmanship, he realised that he could both be and do better, and decided from that point on that he would follow them on their adventures.

Numbers wise i'm not entirely sure what I will do. I'm hesitating between going Water/Air or simply 100% Water. Right now I'm leaning towards Water/Air because the composite just seems so fun to me.

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Here's an idea for possibly a Blood Lords PC:

The Gardener of Axan, like most skeletons, does not remember the life they had before awakening and pulling themself from beneath the roots of an undead tree. They do know, however, that they are unique in the whole of Geb, as living vines and branches entwine their dead bones, writhing and shifting as they move. Occasionally, leaves and thorns stick out from their ribcage and flowers will bud, bloom and wilt from their eye-sockets.

How they became a skeleton is easy enough to explain, the Axan Wood is just as infused with Void energies as the rest of Geb. But the formation of their kinetic gate is much more mysterious, since that same necromantic pall that hangs over the forest means most of its trees are either dead or undead. It may be that the re-emergence of the Plane of Wood resonated with the location, which even in its current state was still suffuse with the element. Even the stump of a tree can grow new branches.

For their part, The Gardener believes they stand as an embodiment of the strange symbiosis between the living and the dead that makes Geb what it is. As a result, they are more compassionate to the Quick than the average Gebbite undead, which they play off as them being an affable eccentric, as many adventurers are. And what the Gardener seeks in adventuring is an understanding of who and what they are, a mastery over their abilities to bring life and death in equal measure and navigate the dangerous world of Gebbite politics, as so many other undead would seek to exploit and control their abilities as a phytokineticist for their own ends.

Liberty's Edge

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Archpaladin Zousha wrote:

Here's an idea for possibly a Blood Lords PC:

The Gardener of Axan, like most skeletons, does not remember the life they had before awakening and pulling themself from beneath the roots of an undead tree. They do know, however, that they are unique in the whole of Geb, as living vines and branches entwine their dead bones, writhing and shifting as they move. Occasionally, leaves and thorns stick out from their ribcage and flowers will bud, bloom and wilt from their eye-sockets.

How they became a skeleton is easy enough to explain, the Axan Wood is just as infused with Void energies as the rest of Geb. But the formation of their kinetic gate is much more mysterious, since that same necromantic pall that hangs over the forest means most of its trees are either dead or undead. It may be that the re-emergence of the Plane of Wood resonated with the location, which even in its current state was still suffuse with the element. Even the stump of a tree can grow new branches.

For their part, The Gardener believes they stand as an embodiment of the strange symbiosis between the living and the dead that makes Geb what it is. As a result, they are more compassionate to the Quick than the average Gebbite undead, which they play off as them being an affable eccentric, as many adventurers are. And what the Gardener seeks in adventuring is an understanding of who and what they are, a mastery over their abilities to bring life and death in equal measure and navigate the dangerous world of Gebbite politics, as so many other undead would seek to exploit and control their abilities as a phytokineticist for their own ends.

Reminds me of the elemental take on DC's Swamp Thing. I like it.


The Raven Black wrote:
Archpaladin Zousha wrote:

Here's an idea for possibly a Blood Lords PC:

The Gardener of Axan, like most skeletons, does not remember the life they had before awakening and pulling themself from beneath the roots of an undead tree. They do know, however, that they are unique in the whole of Geb, as living vines and branches entwine their dead bones, writhing and shifting as they move. Occasionally, leaves and thorns stick out from their ribcage and flowers will bud, bloom and wilt from their eye-sockets.

How they became a skeleton is easy enough to explain, the Axan Wood is just as infused with Void energies as the rest of Geb. But the formation of their kinetic gate is much more mysterious, since that same necromantic pall that hangs over the forest means most of its trees are either dead or undead. It may be that the re-emergence of the Plane of Wood resonated with the location, which even in its current state was still suffuse with the element. Even the stump of a tree can grow new branches.

For their part, The Gardener believes they stand as an embodiment of the strange symbiosis between the living and the dead that makes Geb what it is. As a result, they are more compassionate to the Quick than the average Gebbite undead, which they play off as them being an affable eccentric, as many adventurers are. And what the Gardener seeks in adventuring is an understanding of who and what they are, a mastery over their abilities to bring life and death in equal measure and navigate the dangerous world of Gebbite politics, as so many other undead would seek to exploit and control their abilities as a phytokineticist for their own ends.

Reminds me of the elemental take on DC's Swamp Thing. I like it.

I'm playing an earth/fire kineticist in Geb, actually. The only reason I didn't do wood was because [positive] (vitality) tagged effects are illegal, and I just didn't want my PC to be illegal.


Is there an actual viability of learning all 6 elements? I feel like the Kineticist is far better with 1, 2 or at best 3 elements.

Granted we don't have composite impulses using 3 elements or more, but right now I see no reason to learn all 6 elements unless you want to become a kinetic Alkenstar army knife.

(Apparently, Alkenstar is the Switzerland's equivalent :p )

I'm seeing a lot of two-gate kineticists, that's why I'm asking, because "creating the Avatar" sounds like an obvious choice... until you realize how "master of none" you end up being.


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JiCi wrote:

Is there an actual viability of learning all 6 elements? I feel like the Kineticist is far better with 1, 2 or at best 3 elements.

Granted we don't have composite impulses using 3 elements or more, but right now I see no reason to learn all 6 elements unless you want to become a kinetic Alkenstar army knife.

(Apparently, Alkenstar is the Switzerland's equivalent :p )

I'm seeing a lot of two-gate kineticists, that's why I'm asking, because "creating the Avatar" sounds like an obvious choice... until you realize how "master of none" you end up being.

Depends, really. Utility impulses don't require any extra investment in an element. You don't need more than 1 stance. You don't really need more than 1 wall impulse. Fire is kinda screwed by not having impulse or aura junctions, but you can just use volcanic escape or molten wire or something.

I'd think you can pretty cleanly make a 6 element kineticist by building an earth/air kineticist and just skipping the impulse junction for movement.


JiCi wrote:

Is there an actual viability of learning all 6 elements? I feel like the Kineticist is far better with 1, 2 or at best 3 elements.

Granted we don't have composite impulses using 3 elements or more, but right now I see no reason to learn all 6 elements unless you want to become a kinetic Alkenstar army knife.

(Apparently, Alkenstar is the Switzerland's equivalent :p )

I'm seeing a lot of two-gate kineticists, that's why I'm asking, because "creating the Avatar" sounds like an obvious choice... until you realize how "master of none" you end up being.

I've done some Kinetecist builds for fun. I haven't had any time to playtest any of them of course but while taking just two or three elements and going for synergies is clearly the stronger build the 6 element build where you just pick independantly good impulses doesn't seem bad and appears it should be perfectly fine in PFS or post Frozen Flame adventure paths. It might struggle at an all optimized high difficulty table but so do a lot of builds that are otherwise fine.


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I've got an urge to make a kineticist who wields the powers of earth, wood, and metal to rock, paper, scissors their way to victory. No ideas past that silly joke though.


Earth Kineticists are actually insanely good grapplers. I would put them on par with Monks and Barbarians in that regard. Best part is, you can summon your own hazardous terrain and with Whirling Throw from Wrestler Archetype throw your grappled enemies into it.

My next char I wanna play is Rock Rock, the Dwarven Earth Kineticist Wrestler. Build goes as follows:

16 Str, 12 Dex, 18 Con, 10 Int, 14 Wis, 8 Cha

Level 1:
Single Gate => Earth, Armor in Earth, Tremor, Weapon Infusion, Unburdened Iron.

Very tanky from the get go. Some utility in form of Tremor/Weapon Infusion. At lower levels, it is still more effective to throw around Elemental Blasts instead of just grappling, but that doesn't mean you cannot do it.

Level 2-5:
Wrestler Dedication, Fleet, Crushing Grab, Expand the Portal => Skill Junction, Calcifying Sand.

Here, we start specializing into grapple and getting quite good at it.

Level 6-9:
Safe Elements, Toughness, Whirling Throw, Expand the Portal => Aura Junction, Spike Skin, Mountains Stoutness.

We tank up even more, get our Aura online, so enemies have a harder time getting away from us and get our key control tool in form of Whirling Throw.

Level 10-14:
Elemental Overlap => Jagged Berms, Incredible Initiative, Aura Shaping, Expand the Portal => Elemental Resistance, Rattle the Earth, Assume Earths Mantle.

Now we are king of battle field control. Jagged Berms allows us to throw our grappled enemies into hazardous terrain to boost our damage significantly and good placement of those mounds can also control how those enemies move around. Aura Shaping increases the difficult terrain around you significantly, making it very hard for non-fliers to get to your backline. Rattle the Earth allows you to spam Earthquakes like crazy. The fissures that result from it can be used for Whirling Throw targets, so your enemies have to waste actions not only to overcome all the difficult terrain (Aura + Earthquake), but also waste actions to climb (yes, even if the Grab an Edge). Assume Earths Mantle is the cherry on top for this build. Now you are large and have reach without the downside of getting clumsy. On top of that, you get a +1 item bonus to your strength, so basically an Apex item for free and 3 levels faster than anyone else!

So at level 14, your Athletics score is 29 compared to 29 of an optimal Monk or Barbarian grappler at that level. Level 15-16 you are slightly better than them and at level 20, they are 1 point better than you. So overall, I would say Earth Kineticist wins out, especially considering your other toys have insane synergy with your grappling abilities, much more so than the competition.

Small side note, if you play with Free Archetype, you get more toys to play with and some of your abilities come online a bit quicker.

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