| thelemonache |
Hello! I've watched a few things and read a few things, but other than that i'm brand spankin new to 2e. I want to make a kineticist tank of probably the wood/earth/water variety. My brain is hard wired to 1e so im sure I'm not fully understanding my options/realities.
What sorts of things could accomplish this by level 6?
Earth armor or wood armor with shield?
calcifying sand or deflecting wave?
Timber Sentinel seems amazing, but is it worth the action if I'm up in melee?
I would love to take Awakened Animal as my heritage. I hear size large is great for reach/battlefield coverage/making the fun slow auras bigger, but im afraid of playing something that cant fit through common doors. Are there ways to make being large more forgiving?
I like all three elements and they all have cool tanking stuff, but i cant decide which I need earlier rather than later.
Thanks!
| Agonarchy |
I use the following on my level 5 earth/water human kineticist:
Weapon Infusion (Via Natural Ambition), makes me a swiss army knife.
Armor in Earth, low-effort high armor with synergy with Assume Earth's mantle later, a power that makes you Large
Deflecting Wave, super handy tank reaction that can make some fights hilarious
Ocean's Balm, good in-combat healing option, also good for soothing burns
Safe Elements, kind of a feat tax for...
Winter Sleet, basically a Grease aura
Expand the Portal: Earth Junction, enemies moving away suffer difficult terrain, making me a tar pit.
I also focus heavily on grab and trip (Titan Wrestler, etc.), using nets and bolas to extend my range. Toughness to make my HP just silly.
I will probably get that enlarging armor eventually until I can grow large at will without the penalties and with proper reach.
It is generally accepted that anything that I get adjacent to is pretty much doomed because it's not going to get to move away and it's going to take forever to drop me. When I can't get adjacent I always have the best possible ranged weapon handy, and it's pretty common for me to be the only one in the party equipped to take out flying enemies.
| shroudb |
| 1 person marked this as a favorite. |
Hello! I've watched a few things and read a few things, but other than that i'm brand spankin new to 2e. I want to make a kineticist tank of probably the wood/earth/water variety. My brain is hard wired to 1e so im sure I'm not fully understanding my options/realities.
What sorts of things could accomplish this by level 6?
Earth armor or wood armor with shield?
calcifying sand or deflecting wave?
Timber Sentinel seems amazing, but is it worth the action if I'm up in melee?
I would love to take Awakened Animal as my heritage. I hear size large is great for reach/battlefield coverage/making the fun slow auras bigger, but im afraid of playing something that cant fit through common doors. Are there ways to make being large more forgiving?I like all three elements and they all have cool tanking stuff, but i cant decide which I need earlier rather than later.
Thanks!
Just keep in mind that Timber Sentinel is for Allies and in pf2 you are not your own ally.
As for the rest:
Earth armor is better than wood armor
Deflecting wave is much better than calcifying
| yellowpete |
If your GM lets your protector tree take hits for you instead of only for your allies, Timber Sentinel is your best bet for pure tankiness. Ironically, you should be placing it behind yourself and protect it or at least make your opponents move to reach it, as it has much less AC than you. But the two actions are generally more than worth it if the enemy is dealing damage mostly with Strikes, which is rather common. It is also an ability that varies wildly in effect depending on the tactics that your GM uses.
Earth armor > wood armor – you don't have much time to raise a shield if you also want to present at least some threat. Heavy armor is nice.
Deflecting wave > Calcifying sand – Overflow is a big deal if you're planning on using any kind of aura stance later (which you should as a frontliner), and the slow has incap and only works on a fail anyways.
For size, you can still fit through doors even as a large creature, treating them as difficult terrain. Could be annoying in a dungeon crawl, but generally not a deal breaker.
| Easl |
Two ideas
Option 1: single gate Earth, Con 4/Str 3/Dex 1, Human, Viking Shieldbearer, Armor in Earth. With a Buckler and longsword/battleaxe, you can blast and strike, giving you two MAP-less melee attacks of 1d8+3 at L1, and you can block. Someone in the party should have crafting, you may be going through shields. At L4 take Calcifying Sand (but then you have to choose between that and shield blocking). At L5 you have several 'fork the path' options depending on what you think you PC needs. If you are having trouble closing for melee or just want to close faster (or get away without taking an AoO!), take Air or Fire as they both have big move impulses. If you want a to do passive stance damage, take Fire or Wood. If you want a more battlefield-controlly stance (and deflecting wave, and in-combat healing) take Water. Safe Elements may also be a good choice if you plan on creating impulse AoEs right on top of yourself. A fun variant on this build might be Dwarf Rock Runner who spams Tremor around the battlefield, as you can then move freely over the difficult terrain you make. But with both heavy armor and Dwarf, you will want to pay attention to your movement.
Option 2: at L1 you want a Wood gate and by L5 you want the Wood Impulse Junction. Here you probably want to start out Con 4/Str 2/Dex 2 for Hardwood armor (in which case, I'd probably go Hold-Scarred Orc/Orc Ferocity. They're pretty tanky and with Hardwood Armor you don't need to go elsewhere for shield block.) For this build you don't gish; you use 2a impulse attacks, because every time you do it gives you [Level] temporary HP, which is contributing a bit to your tanky-ness. Absorbing 5 per round at L5 isn't super, but thinking of as 15 per 3-round combat, that's probably 20-25% of your HP in damage not taken. (Nothing stops you from doing it at earlier levels either, the impulse junction just isn't as good when it's giving you 1 temp HP compared to your 20 rather than 5 temp HP compared your 70). It also combos with Calcifying Sand nicely (as one is a Resistance and the other is Temp HP). Going Wood/Earth/Wood and using both at L5 gives you effectively 10 damage absorption/round.
Metal is the third option for tanky kineticist, as they also have an armoring impulse. But their other melee-relevant impulses tend to be more conditional in value (i.e. if the enemy is wearing metal, or if the enemy has a weakness to a certain material). Still, if you like metal, it is easy enough to use it with Option 2 above, just go Metal/Wood and then Wood at L5.
At higher levels there's very little in terms of impulses that improve your defense. Maybe go Earth/Air and take Desert Wind at L6 if you want to protect yourself from ranged attacks (while also giving a buff to your close-in damage), but really, I don't see much. If you are playing the tank, you should instead look for impulses that either punish enemies in your aura or which give you terrain/battlefield control effects, to prevent the opponents from getting to the squishier PCs. There are many options for both.
| Ravingdork |
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It might help if you clarify the type of tank you mean, as the term means different things to different people.
Are you simply looking to be tough and hard to hit/hurt? Or do you wish to be more proactive, drawing agro from enemies and protecting your allies?
| thelemonache |
It might help if you clarify the type of tank you mean, as the term means different things to different people.
Are you simply looking to be tough and hard to hit/hurt? Or do you wish to be more proactive, drawing agro from enemies and protecting your allies?
battlefield control, slows, grabs, be a wall of reach that is hard to get around, that sort of thing :) I definitely want to be able to take some hits, but i'm mostly interested in freeing up my allies so they can do things.
| Xenocrat |
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The most hilarious method of battlefield control to lock down enemies is a water/earth kineticist with the earth aura junction (difficult terrain if they try to move away from you), Winter Sleet stance (save or fall prone if they move in your aura without stepping [which they can't do away from you, difficult terrain], plus Slow effect on critical hits from your blast or crit fails against your impulses), and Roiling Mudslide composite to do some minor damage and pushing while also applying a second dose of move and save or fall. Endless pratfalls on melee opponents who need to move to close with you or allies who are kiting.
You can also add the water impulse junction on top of Roiling Mudslide to get an extra 5' move applied to one enemy who fails their initial save (and was already pushed 5'), even if they make the subsequent saves against the clinging mud.
| thelemonache |
With a Buckler and longsword/battleaxe, you can blast and strike, giving you two MAP-less melee attacks of 1d8+3 at L1, and you can block.
you can blast and melee attack without multi attack penalty? i guess i need to better understand what gets around MAP hehe. Could I bite and blast without a penalty?
| thelemonache |
Just wanted to note that being large doesn't automatically give you ten foot reach, I'm pretty sure. So if that's the main reason you wanted to be an awakened animal you might want something else.
I've always wanted to play an awakened creature in 1e, so being large honestly wasn't even in my equation for it. I was going to play small or medium, but having the extra size from being large on kineticist aura sounds really dastardly.
| shroudb |
Easl wrote:With a Buckler and longsword/battleaxe, you can blast and strike, giving you two MAP-less melee attacks of 1d8+3 at L1, and you can block.you can blast and melee attack without multi attack penalty? i guess i need to better understand what gets around MAP hehe. Could I bite and blast without a penalty?
No, he's wrong there.
Blast has the Attack trait, so it will increase your MAP as normal.
In general, figuring MAP is easy:
If it has the Attack trait it increases and is affected by MAP.
| Easl |
you can blast and melee attack without multi attack penalty? i guess i need to better understand what gets around MAP hehe. Could I bite and blast without a penalty?
Correct; an Elemental Blast is not a strike. It's more like casting a spell. This has both pros and cons, but one of the pros is 'blast then strike' /= 'strike then strike.'
having the extra size from being large on kineticist aura sounds really dastardly
Well your auras don't distinguish friend from foe unless you take Safe Elements. So you might want to budget for that. And then at L10, Aura Shaping lets you double the size. :)
| shroudb |
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thelemonache wrote:you can blast and melee attack without multi attack penalty? i guess i need to better understand what gets around MAP hehe. Could I bite and blast without a penalty?Correct; an Elemental Blast is not a strike. It's more like casting a spell. This has both pros and cons, but one of the pros is 'blast then strike' /= 'strike then strike.'
Quote:having the extra size from being large on kineticist aura sounds really dastardlyWell your auras don't distinguish friend from foe unless you take Safe Elements. So you might want to budget for that.
Easl, you are wrong.
Blast has the Attack trait, not being a Strike is irrelevant to MAP.
Spell attacks also aren't Strikes, as are athletic maneuvers, but similarly to Blasts, they do affect and are affected by MAP like every single thing with the Attack trait.
| Castilliano |
Easl wrote:With a Buckler and longsword/battleaxe, you can blast and strike, giving you two MAP-less melee attacks of 1d8+3 at L1, and you can block.you can blast and melee attack without multi attack penalty? i guess i need to better understand what gets around MAP hehe. Could I bite and blast without a penalty?
The Elemental Blast ability has the Attack trait, so does use and add to MAP. I do not know what the poster was referencing to get two MAP-less melee attacks. There are other ways to blast vs. a save which don't change MAP. Being able to do do that in one round is a strength of Kineticist, if you have the actions for it.
| Easl |
asl, you are wrong.
Blast has the Attack trait, not being a Strike is irrelevant to MAP.
Spell attacks also aren't Strikes, as are athletic maneuvers, but similarly to Blasts, they do affect and are affected by MAP like every single thing with the Attack trait.
Ah, thanks. I think I was thinking of the other 2a and 3a blasty impulses, which AFAIK don't have the attack trait. So for example, Tremor then strike works, as does Tidal Hands then strike, etc.
| shroudb |
| 4 people marked this as a favorite. |
But going back to the OPs goals:
Earth/Wood has some excellent battlefield control with the earliest "permanent" wall (not requiring Sustain) in its combination impulses.
You also get access to ranged Grabs which can totally shut down some enemies.
And the combination to drop a Tree to protect your Allies while simultaneously getting a lot of Temp hp yourself while doing so to protect yourself is golden.
Plus, heavy armor lends to high strength, and in combination with the free hand required for your impulses it makes for a very good Athletics user.
| thelemonache |
ok, so im building this out now. I'm looking into special rules for being large...does large change the damage of the awakened animals natural weapons? is there any versitile heritage worth taking? i dont think i have room in the build for any archetypes, im booked on stuff I want all the way to 12 as it is.
free primal cantrip heritage feat, or senses (lowlight vision i guess)?
climbing animal gets a decent grab heritage feat, but moving at 15 would kill me, so im likely going running animal.
going earth/water at start, expanding for the earth aura junction, then finally picking up wood after that. for stance, is the ice one better than ravel of thorns? i mostly just need wood at this point for the junction/temp hit points for the second half of the adventure.
| yellowpete |
Water stance is probably better early on, because your aura is still so small and Ravel of Thorns scales with the number of squares the enemy must traverse to implement their plan while Winter Sleet doesn't (mostly).
Same reason why the earth aura wouldn't be an early pick for me, it's only ever a single square of difficult terrain until you expand your aura at 10.
| Agonarchy |
Being large through ancestry is more likely to be a hindrance than a help. You don't gain reach or damage from it, and you don't have an opportunity attack unless you get a multiclass or archetype. Your impulse is already able to be used as a ranged attack.
It does make your aura bigger without a Clumsy 1 penalty, but by the time you have any aura abilities of note you could probably get a Wand of Enlarge or a Size-Changing armor rune and then you could use it when it would actually help plus you'd get the reach and melee buffs.
Overall, the main reason to be Large would be because it would be fun; mechanically it's a wash even if you build your whole character around abusing it.
| Agonarchy |
I think i got the hang of this, but one thing came up as I was building it. earth armor gives slashing resistance, does that work in conjunction with deflecting waves slashing resistance?
They don't stack, but the permanent resist comes in handy when the second attack that round hits.
| thelemonache |
ok we finally started the game. i ended up going with human/undine water/wood. going to combo winters cluch with ravel and the wood temp hitpoints gate bonus at level five (trying to "finish" one stage of the character at 5 and 11 with the last half of the campaign as a victory lap). it fit the character so much better as a fisherman/shipwright to have wood and water powers so that inevitably made my choice for me. my impulses were winters clutch, guardian tree, and weapon infusion with natural ambition.
so now i have some time to choose between the scrolls/staff useage impulse or getting another of the many good wood/water impulses at level 2. i feel like playing in melee might limit my scrolls and staffs, but the idea of it sounds really usefull. this is a kingmaker campaign so there is lots of out of combat time.
| Xenocrat |
ok we finally started the game. i ended up going with human/undine water/wood. going to combo winters cluch with ravel and the wood temp hitpoints gate bonus at level five (trying to "finish" one stage of the character at 5 and 11 with the last half of the campaign as a victory lap).
You cannot "combo" winter's clutch and ravel of thorns, because they're both stances. You can only have one up at a time.
NECR0G1ANT
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so now i have some time to choose between the scrolls/staff useage impulse or getting another of the many good wood/water impulses at level 2. i feel like playing in melee might limit my scrolls and staffs, but the idea of it sounds really usefull. this is a kingmaker campaign so there is lots of out of combat time.
I do not recommend Kinetic Activation. Just use Trick Magic Item, since fumbling with scrolls isn't the best use of your actions as a kineticist.
| thelemonache |
| 1 person marked this as a favorite. |
thelemonache wrote:ok we finally started the game. i ended up going with human/undine water/wood. going to combo winters cluch with ravel and the wood temp hitpoints gate bonus at level five (trying to "finish" one stage of the character at 5 and 11 with the last half of the campaign as a victory lap).You cannot "combo" winter's clutch and ravel of thorns, because they're both stances. You can only have one up at a time.
your thinking of winter sleet, winters clutch make difficult terrain:
"Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square.Level (+2) The damage increases by 1d4."
basically the combo is just to make the areas around me difficult terrain and move the aura into it so that its difficult and hazardous to try and persuade them into just attacking me instead of trying to get past me.
| Teridax |
The Ravel of Thorns + Winter's Clutch combo is legit; an added benefit is that the snow created by Winter's Clutch doubles Ravel of Thorns's hazardous terrain damage, so you can make yourself very difficult to ignore indeed. Combined with Hardwood Armor and the wood impulse junction, you can make yourself really durable, and the water impulse junction lets you control enemies even more as well.