Need some character advice for a Dual-class campaign.


Advice

Dark Archive

Hi all, a friend is running Extinction curse for three of us, and wanted us to make our characters Dual-class.

So far we have:
Tripke Rogue (thief)/Sorcerer (Diabolic) with the circus born background - very dex and charisma focused and is being an aerialist for the circus.

Human Bard (polymath)/barbarian (fury), clown background. Also mostly dex and charisma. Clown background and leads the clown group for the circus.

So I was really trying to think what works best for me.
I made a cavern elf Kinetiscist (earth)/monk, who has the mystic seer background. However I don't know if that is the ideal way to go to really help the party.

Thoughts?

Thanks.

Dark Archive

I am usually the GM most of the time, so making characters as a player is sometimes hard for me to decide on etc.


Pathfinder Adventure Path Subscriber

I can’t speak much about the kineticist (too which I have no experience, nor even seen someone play), but I would recommend a strongman-type character. You’ll want someone who can just put the hurt on, and I don’t think a Dexterity based barbarian will do it. The rogue might help, but you need someone who can hold the frontline.

A character with some emergency in-combat healing (perhaps just one of the dual class dedications?) would also be a good idea.


The dual class kineticist I really want to play is a Kineti-monk, simply because the level 16 monk feat "Fuse Stance" does not specify monk stances, so you can fuse Assume Earth's Mantle and Thermal Nimbus, or Winter Sleet and Drifting Pollen, or any two kineticist stances you like. Kineticist stances are generally stronger than monk ones.

My pitch would be an earth/fire kinetimonk for incredible tankiness, huge range on Lava Leap, passive damage through thermal nimbus, and the ability to combine the earth skill junction with some of the fun maneuver stuff the Monk gets.

Dark Archive

Thanks for the advice!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Two words of caution for the kineticist/monk:
1) You will probably want to avoid the kineticist impulses with the stance trait to avoid dropping out of any monk stance ("A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first.) before access to Fuse Stance.
2) Related to the first, a kineticist/Str-monk should probably select Mountain Stance (plus Mountain Stronghold and Mountain Quake) as the impulses granting armor will not benefit from the higher unarmored defense proficiency of the monk class benefits.

Dark Archive

Dragonchess Player wrote:

Two words of caution for the kineticist/monk:

1) You will probably want to avoid the kineticist impulses with the stance trait to avoid dropping out of any monk stance ("A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first.) before access to Fuse Stance.
2) Related to the first, a kineticist/Str-monk should probably select Mountain Stance (plus Mountain Stronghold and Mountain Quake) as the impulses granting armor will not benefit from the higher unarmored defense proficiency of the monk class benefits.

Ah I thought the Armor in Earth uses your 'highest' Armor proficiency, which would be the Monk's expert unarmored right?


Dustfather wrote:
Dragonchess Player wrote:

Two words of caution for the kineticist/monk:

1) You will probably want to avoid the kineticist impulses with the stance trait to avoid dropping out of any monk stance ("A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first.) before access to Fuse Stance.
2) Related to the first, a kineticist/Str-monk should probably select Mountain Stance (plus Mountain Stronghold and Mountain Quake) as the impulses granting armor will not benefit from the higher unarmored defense proficiency of the monk class benefits.
Ah I thought the Armor in Earth uses your 'highest' Armor proficiency, which would be the Monk's expert unarmored right?

You'd need to discuss it with your GM, since while Unarmored is definitely a Defence, but whether or not it counts as an Armor Proficiency is a hotly debated topic.

I think it does simply because the Armor section of Player Core says:

"The armor’s category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."

If Unarmored is an Armor category, then it follows Unarmored is a type of Armor proficiency.

Do note, however, that regardless of how your GM chooses to rule this, it's still armor, which means you can't use a lot of Monk stances anyway because they require you to be Unarmored. The only ones open to you would be Stumbling Stance and (if you allow Legacy content), Gorilla stance. If you don't care about Monk stances though, this isn't a big issue.

I wouldn't recommend Mountain Stance because it's not worth the feat slots.

Dark Archive

TheFinish wrote:
Dustfather wrote:
Dragonchess Player wrote:

Two words of caution for the kineticist/monk:

1) You will probably want to avoid the kineticist impulses with the stance trait to avoid dropping out of any monk stance ("A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first.) before access to Fuse Stance.
2) Related to the first, a kineticist/Str-monk should probably select Mountain Stance (plus Mountain Stronghold and Mountain Quake) as the impulses granting armor will not benefit from the higher unarmored defense proficiency of the monk class benefits.
Ah I thought the Armor in Earth uses your 'highest' Armor proficiency, which would be the Monk's expert unarmored right?

You'd need to discuss it with your GM, since while Unarmored is definitely a Defence, but whether or not it counts as an Armor Proficiency is a hotly debated topic.

I think it does simply because the Armor section of Player Core says:

"The armor’s category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."

If Unarmored is an Armor category, then it follows Unarmored is a type of Armor proficiency.

Do note, however, that regardless of how your GM chooses to rule this, it's still armor, which means you can't use a lot of Monk stances anyway because they require you to be Unarmored. The only ones open to you would be Stumbling Stance and (if you allow Legacy content), Gorilla stance. If you don't care about Monk stances though, this isn't a big issue.

I wouldn't recommend Mountain Stance because it's not worth the feat slots.

Yeah I probably won't use any stances.


You can't combine monk stances and kineticist stances anyway, and kineticist stances get the "free activation when you channel" action compression.

The core loop for a fire/earth kinetimonk I think is going to be lava leap- it's a 2-action overflow impulse that gives you movement, AoE damage with excellent scaling, and an effective shield raise. With your remaining action you can:
- Flurry of Blows at 0 MAP (consider monastic weaponry if you want a d8 attack)
- Flurry of Manuevers for trip/grapple stuff.
- Channel your element to add onto that a free kinetic blast or a kineticist stance.

You are much more comfortable "right in the thick of things" than the normal kineticist because you have the monk's legendary unarmored defense progression, legendary in fortitude plus another save of your choice, and you can get self-healing for one action with a Qi spell.


Your characters will have lots that they can do, but still only 3 actions per turn. I think that reactions will give you a lot of additional bandwidth. Accordingly, I would prioritize either fighter or champion.

Paizo Employee Community & Social Media Specialist

So, I know I'm about to throw out something from left field here (please feel free to tell me my suggestion is just flat out not a good one and why), but looking at the party, I myself would then maybe want to toss in a character with high intelligence to the mix? Rogue Sorcerer feels like some pretty strong offense. Bard Barbarian feels like strong defense. In my mind, something missing is someone with the mega brains to solve weird problems. I honestly might go Alchemist Investigator on this one?? Investigator Stratagem and Advanced Deduction could be really helpful to the other two party members' fighting skills? Alternatively, I'm crazy and I just like Investigators????

Dark Archive

Maya Coleman wrote:
So, I know I'm about to throw out something from left field here (please feel free to tell me my suggestion is just flat out not a good one and why), but looking at the party, I myself would then maybe want to toss in a character with high intelligence to the mix? Rogue Sorcerer feels like some pretty strong offense. Bard Barbarian feels like strong defense. In my mind, something missing is someone with the mega brains to solve weird problems. I honestly might go Alchemist Investigator on this one?? Investigator Stratagem and Advanced Deduction could be really helpful to the other two party members' fighting skills? Alternatively, I'm crazy and I just like Investigators????

I actually entertained an idea like that.

Paizo Employee Community & Social Media Specialist

Dustfather wrote:

I actually entertained an idea like that.

Nice to know we had a similar thought!!! Yeah, I was thinking something more along those lines might flesh out the inquisitiveness and strategy planning of the party to make it more well rounded that way? I'm curious to see what you end up deciding on in any case!


Alchemist/Investigator is a pretty insanely strong Dual Class. Especially if you go with Alchemical Sciences Investigator, as that has some somewhat system-breaking interactions between the Alchemist's regenerating Versatile Vials and the Investigator's Quick Tincture ability.

Paizo Employee Community & Social Media Specialist

ottdmk wrote:
Alchemist/Investigator is a pretty insanely strong Dual Class. Especially if you go with Alchemical Sciences Investigator, as that has some somewhat system-breaking interactions between the Alchemist's regenerating Versatile Vials and the Investigator's Quick Tincture ability.

Laughs evilly in a menacing chair while petting my cat, sitting at a desk covered in beakers and flasks full of various tinctures

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