Blind_Prophet
2021-01-23, 10:53 PM
Hey guys just looking for some advice on how to build a Kineticist (specifically Terrakineticist) for Skulls and Shackles. From what the GM told me despite being able to use all the elements (limited to 1 element based on ranger favored terrain) I'll mostly be looking at Water, Earth and Aether (Ocean, Urban & Underground respectively w/ Underground & Water often coming together so i can kind of choose which to use)
Fluff-wise I'm planning to have my character be a sort of go w/ the flow hippie/stoner type person, definitely True Neutrul.
Feat wise ill mostly just be getting the standard ranged package (PBS, Precise Shot, Imp. Critical etc.) but otherwise i have to be careful because unlike my wild talents my feats are the same regardless of my location, one suggestion I've been given for example is to assume physical blast since more elements have physical blasts than elements have energy blasts AND i'm less screwed by having an element that is likely to be resisted in their respective climate/terrains.
Talent wise i'm hoping to take advantage of the region specific element access to take to less used wild talent like water breathing for example since in wont really need that on dry land and the majority of the times id need it there will be water nearby.
Please try to keep your responses as spoiler-free as possible in regards to S&S but feel free to give advice based on knowledge of the module (just like i'd give to a ranger player by suggesting certain favored enemies for example)
So uh yeah thanks in advance :D
Edit:
Oh here's the region+elements for reference
Aether = Urban & Ethereal Plane
Air = Hill, Warm Mountains, Plains & Plane of Air
Fire = Volcanoes, Desert & Plane of Fire
Earth = Underground and Plane of Earth
Water = Cold, Swamp, Water & Plane of Water
Wood = forest, jungle, the Fey World, and the Positive Energy Plane.
Other Elements = Like Void or 3pp Elements are not specified but the archetype says to add new elements as they come, DM has not stated her plans for Void and isn't sure if she's goiong to include the elememnts from the Kineticist of Popyra/Legendary Kineticist Books (oh I also could probably choose a few talents, feats, etc. from those boooks without much if any resistance)
Blind_Prophet
2021-01-24, 10:45 PM
Ok spent alot of the day working on this...very much still open to suggestions and advice though, thanks for all you guys have helped already. :D
Terrakineticist
(Note: KP = Kineticist of Popyra, LK = Legendary Kineticist)
(Note2: The Utilities/infusion that aren't assigned to a lvl are just ones i find interesting that i haven't found a spot for)
Race: Monkey Goblin (STR 7 / DEX 20 / CON 18 / INT 14 / WIS 5 / CHA 5 - Stat Ups: Con)
Archetypes: Terrakineticist (GM requires Gather Power to switch my element in locations w/ more than one available) & War Kineticist (LK1)
Traits: Besmara's Blessing & Reactionary
Skills [4(Class)+2(Int)+2(Mutation) = 8]: Acrobatics, Climb, Fly, Know (Nature), Perception, Prof(Sailor), Stealth, Swim
Feats
1 PBS or WF: Blast (we might be using elephant in the room, which replaces PBS w/ WF as precise shot's pre-req)
1 Precise Shot
3 Precision Blast(KP1)
5 Improved Initiative
7 Extra Battleburn(LK1)
9 Extra Infusion/Utility(LK2) - Aether: Self Telekinesis, Air: Oppressive Atmosphere(KP3), Earth: Earth Rider(KP1), Fire: Flame Jet, Water: Water Sense, Wood: Greensight
11 Signature Infusion: ??? (KP1) [Note: GM says choose one for each element unless its Uni]
13 IC: Kinetic Blast
15 Imp. Precise Shot
17 ???
19 ???
Aether (Urban, etc.)
Infusions: ???
1 - Pushing -> Foe Throw@6, 3 - Extended Range, 5 - Bowling -> Friend Throw@6, 7 - ???, 9 - ???, 11 - ???, 13 - Disintegrating, 15 - ???, 17 - Nullifying, 19 - Many Throw
Utility Talents: Telekinetic Invisibility(6), Touchsight(6), Spying Touchsight(8), Reactive Touchsight(10), Force Barrier(10), Telekinetic Globe(16), Telekinetic Deflection(16)
2 - Telekinetic Finesse, 4 - Telekinetic Haul, 6 - ??? -> Telekinetic Manuevers@8, B7 - Advanced Kinesis, 8 - Greater Advanced Kinesis (KP4), EX9 - Self Telekinesis, 10 - Greater Self Telekinesis, 12 - Suffocate, 14 - Spell Deflection, B15 - Ride the Blast, 16 - Elly Exile , 18 - Aether Architect, 20 - ???
Air (Plains/Hills/Mtns, etc.)
Infusions: ???
1 - Pushing, 3 - Extended Range, 5 - Penetrating, 7 - Synaptic, 9 - ???, 11 - Chain, 13 - ???, 15 - Cloud, 17 - Nullifying, 19 - ???
Utility talents: Accelerated Flight(1-KP3), Windsight(6), Oppressive Atmosphere(6)
2 - Air's Reach, 4 - Air Cushion, 6 - Wings of Air, B7 - Advanced Kinesis, 8 - Greater Advanced Kinesis (KP4), EX9: Oppressive Atmosphere(KP3), 10 - Aerial Evasion, 12 - Suffocate, 14 - Electricity Eater(KP2), B15-Ride the Blast, 16 -Elly Exile, 18 - Weather Master, 20 - ???
Earth (Underground, Dungeons, Metal, etc.)
Infusions: Bowling(1)
1 - Pushing, 3 - Extended Range, 5 - Impale, 7 - Rare Metal, 9- ???, 11 - Tremor, 13 - Deadly Earth, 15 - Fragmentation, 17 - Nullifying, 19 - Imprisoning(KP1)
Utility talents: Earthwalk(1), Earth Rider(6-KP1)
2 - Accelerated Climb(KP3), 4 - Shift Earth, 6 - Tremorsense, B7 - Advanced Kinesis, 8 - Greater Advanced Kinesis (KP4), EX9 - Earth Rider(KP1), 10 - Greater Earth Rider(KP1), 12 - Metal Manipulator(KP1), 14 - Acid Eater(KP2), B15 - Ride the Blast, 16 - Elly Exile, 18 - Seismic Master, 20 - Greater Shift Earth
Fire (Desert, Beaches, Volcanoes, etc.)
Infusions: Eruption(6)
1 - Burning, 3 - Extended Range, 5 - Fan of Flames, 7 - Imp. Burning, 9 - Detonation, 11 - Torrent, 13 - ???, 15 - Explosion, 17 - Nullifying, 19 - ???
Utility talents: Firey Acceleration(1-KP3), Fire Sight(6), Flame Jet(6)
2 - Fire Sculptor, 4 - Searing Flame, 6 - Flame Step, B7 - Advanced Kinesis, 8 - Greater Advanced Kinesis (KP4), EX9 - Flame Jet, 10 - Greater Flame Jet 12 - Fire Corridor, 14 - Fire Eater, B15 - Ride the Blast, 16 - Elly Exile, 18 - From the Ashes, 20 - ??
Water (Cold, Swamp, Ocean, Lake, Oasis, etc.)
Infusions: ???
1 - Pushing, 3 - Extended Range, 5 - Penetrating, 7 - Impale, 9 - Spray, 11 - Chilling, 13 - Destabilizing(KP1), 15 - Cloud or Fragmentation, 17 - Nullifying, 19 - Maelstrom or Imprisoning(KP1)
Utility talents: Accelerated Swim(1-KP3), Kinetic Cover(1 - Pre-req for Water Manip), Water Manipulator(6), Greater Water Sense(10), Suffocate(12)
2 - Ice Walker, 4 - Aquatic Adaptation(KP2)-> Greater Water Dancer@10 , 6 - Water Dancer, B7 - Advanced Kinesis, 8 - Greater Advanced Kinesis (KP4), EX9 - Water Sense, 10 - Shimmering Mirage, 12 - Ice Path, 14 - Cold Eater(KP2), B15 - Ride the Blast, 16 - Elly Exile, 18 - Tsunami, 20 - ???
Wood (Jungle, Forest, etc.)
Infusions: Greater Toxin(14), Arboreal Infestation(14-KP1)
1 - Pushing, 3 - Extended Range, 5 - ???, 7 - Impale, 9 - Toxin, 11 - Spore, 13 - Deadly "Foliage", 15 - Greater Toxin or Arboreal Infestation, 17 - Nullifying, 19 - ???
Utility talents: Plant Disguise(8), Shape Wood(8)
2 - Accelerated Climb(KP3), 4 - Woodland Step, 6 - Warp Wood, B7 - Advanced Kinesis, 8 - Greater Advanced Kinesis (KP4), EX9 - Greensight, 10 - Greater Woodland Step, 12 - Green Tongue, 14 - Treestep, B15-Ride the Blast, 16 - Elly Exile, 18 - ???, 20 - ???
Universal
Infusions: Grappling(10), Wall(10),
Utility talents: Skilled Kineticist(1), Elemental Grip (4)
1
KP & LK Ability Quick explanations (removed any numbers,etc.)
Intelligent Mutation (KP3)- Gain an extra 2 skills pts. per kineticist level but you can only gather power as a move action.
Feats
Extra Infusions/Utilities - Removes the Lvl requirement & the -2 Lvl clause.
Extra Battle Burn - gain extra battle burn
Precision Blast - exclude squares from aoe blast damage
Signature infusion(11) - reduce burn by 1 of an infusion you know (GM says I can choose 1 per element)
Mutable Composition - Blasts that deal damage as 1/2 & 1/2 can deal any percentage of each damage type as long as at least 1 damage is dedicated to each type.
Infusions
Arboreal Infestation - Ongoing Con damage+becomes tree upon death
Destabilizing - Reduce damage reduction, resistance or hardness on hit
Imprisoning - see ice tomb witch hex
Nullifying - Reduce target resistance or cause immunity to become high resistance.
Imp. Burning - Burning Infusion now deal 2d6 dmg a round.
Utilities
Earth Rider - Levitate as a standard
Greater Earth Rider - Levitate as a Move
Friend Throw - Telekineticly throw your friend and they can make an attack action
Metal Manipulator - Treat metal as if it was earth for the purposes of utilities (ie. Earth Rider or Sculptor)
Aquatic Adaptation - Can breate underwater and gain a bonus to swim checks
Elly Eater - when hit by X (depends on your element) gain THP equal to half damage dealt (assumes a failed save), you can spend chuncks of this THP to reduce burn costs
Elly Acceleration - Fire = Increase Land Speed, Air = Increase Fly Speed, Water = Increase Swim Speed, Earth & Wood = Climb
Elemental Limb(KP3) - im mostly making note of this in case the DM choses to make use of the scars,etc. rules and i need to replace something.
Flame Step - immune to fire from natural sources and 1/turn can short range teleport from fire source to fire source as a free action.
Hydro Cutter - adds piercing as an optional damage type to physical water blasts (can be taken instead of basic hydrokinesis)
Advanced Kinesis - Can use burn to cast domain spells appropriate to the element and your level. (Uses Con for DC,etc.)
Greater Advanced Kinesis - Gain the granted powers of above mentioned domains (Uses Con for DC,etc.)
Skill Hack - Gain skill unlocks for the class skills granted by your element
Oppresive Atmosphere - Great;y slows down enemies who get anywhere near you as well as reducing reflex saves.
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