Ghaar Drona
|
It is difficult to build a six element kineticist build that is satisfying, given they don't get any junctions and find it more difficult to take non-impulse class feats. Here is my attempt.
The build in detail
The idea is to build a melee kineticist that can lock down enemies. Later on, we get good at ranged too, once we get flying speed and can make use of magic items to cast spells. I would appreciate any constructive feedback.
I have not used the variant rule Free Archetype. If our group ends up using that rule, which Archetype would you suggest?
| YuriP |
Honestly, avatar all elements kineticists main advantage is versatility because you sacrifice many boosts that junctions provides.
I see that you take Safe Elements at lvl 6. Being honest, this doesn't worth! Instead ask to your GM if he/she can use the normal dying rules instead and use or ask to someone to use medicine or stabilize cantrip instead.
Freeing this feat slot you can take Versatile Blasts that is more useful because it will allow you to get basically all energy types in your blasts (with exception of sonic) + vitality (the new name of positive damage).
This way you can compensate the smaller firepower of not have some offensive junctions exploiting monsters weaknesses and such weaknesses are pretty common in mid to high levels and is something that an avatar all elements kineticist can benefit pretty well.
I also recommend to switch some lvl 12 or higher feat to get Effortless Impulse. Its a "must have" feat due the great number of sustainable impulses and be able to sustain them as a free-action improves your action economy a lot.
I also recommend to take Rapid Reattunement. I know that in the end (lvl 20) Omnikinesis does a better job but until there you have a long way and for an avatar all elements kineticist being able to retrain 2 impulses per 10 minute rest could adapt you to any situation that you may need.
Ghaar Drona
|
Honestly,
avatarall elements kineticists main advantage is versatility because you sacrifice many boosts that junctions provides.I see that you take Safe Elements at lvl 6. Being honest, this doesn't worth! Instead ask to your GM if he/she can use the normal dying rules instead and use or ask to someone to use medicine or stabilize cantrip instead.
Freeing this feat slot you can take Versatile Blasts that is more useful because it will allow you to get basically all energy types in your blasts (with exception of sonic) + vitality (the new name of positive damage).
This way you can compensate the smaller firepower of not have some offensive junctions exploiting monsters weaknesses and such weaknesses are pretty common in mid to high levels and is something that an
avatarall elements kineticist can benefit pretty well.I also recommend to switch some lvl 12 or higher feat to get Effortless Impulse. Its a "must have" feat due the great number of sustainable impulses and be able to sustain them as a free-action improves your action economy a lot.
I also recommend to take Rapid Reattunement. I know that in the end (lvl 20) Omnikinesis does a better job but until there you have a long way and for an
avatarall elements kineticist being able to retrain 2 impulses per 10 minute rest could adapt you to any situation that you may need.
I don't get your point about Safe Elements. The aim is to keep your stances from harming your allies. I don't see what dying rules has anything to do with that.
We do get vitality through wood. But I think it should replace Weapon Infusion if anything.
Both Effortless Impulse and Rapid Reattunement are great, but I worry that this would lead to me having far fewer impulses. I am not sure how to balance these considerations.
| YuriP |
I don't get your point about Safe Elements. The aim is to keep your stances from harming your allies. I don't see what dying rules has anything to do with that.
Sorry I was focusing in Pacifying Infusion action. I ignored the part about not harming allies because the stances and auras that I like already doesn't hurt allies.
We do get vitality through wood. But I think it should replace Weapon Infusion if anything.
I mentioned vitality list all the energy damages available with multiple elements + Versatile Blasts. What the Versatile Blasts gives for such kineticist is to get access to poison and acid in the blasts.
Both Effortless Impulse and Rapid Reattunement are great, but I worry that this would lead to me having far fewer impulses. I am not sure how to balance these considerations.
The idea of get Rapid Reattunement is not to worry too much about this. It basically can take access to almost all impulses with 10 minutes rest and it's unlikely that you use all them in same encounter. So you can make some build strategies and switch your select to adapt to different situations. For example you take Assume Earth's Mantle what is very good but is also a stance so it competes with other stances like Winter Sleet and Drifting Pollen and some Overflow.