Season of Ghosts: Earth & Wood Kineticist level 1
So, I thought of ways to support my melee teammates. Right after first session, I asked GM's permission to change from single gate earth kineticist to dual-gate earth & wood kineticist simply to grab Timber Sentinel from wood element.
We're now level three and based on the various encounters we had so far, I came up with the following build up to level 12 (expected last level of the campaign). I'll set out my plan on how to use this build to help my party in this campaign.
Level 1
Ancestry: Dwarf
Dwarf has high hit points and boost Constitution (primary statistic for kineticist), Wisdom (high Will save is good and also main stat for Medicine) and one ability score of your choice. The flaw is a minus one Charisma, which isn't important for this build.
Heritage: Aiuvarin
Picked this so that later I can pick the ancestry feat to increase speed.
Ancestry feat: Unburdened Iron
A great feat as it lets you ignore the reduction to speed from any armor. The deduction in reduction in speed from a debuff is also good. It's easier for this build to deal more damage at melee range and so not having speed reduced is a boon.
Background: Field Medic
This is to support teammates as well as being self-sufficient should I decided to go away from melee teammates to harass other group of enemies. Being trained in Medicine and equipping a healer's kit proved to be useful in treating teammates' injuries. Battle Medicine feat has a separate cooldown from Medicne's Treat Injury and so the druid and I tag-team to provide substantial healing without either she or the sorceress from needing to frequently use limited resources to cast healing spealls.
Class: Dual Gate Earth & Wood Kineticist
Wood impulse feat: Timber Sentinel. Takes damage on behalf of allies. Main reason to dip into wood element. I'll summon this tree next to my melee teammates to help them survive better. If there are other enemies, I will probably go after those rather than crowd aroudn the tree.
Earth impulse feat: Armor in Earth. Summoned medium armor. At level 3, it's upgraded to heavy armor and gains the bulwark armor trait.
Class feat: Weapon Infusion. This makes Elemental Blast flexible in a few ways: change damage type, reduce MAP, increase range and increase damage. This is a must-have for any kineticist build.
I didn't take the healing feat Fresh Produce because we already have enough healing capability from three players.
Ability boost
STR +3, CON +4, WIS +2, DEX +1, INT +0, CHA -1
Clearly, Constitution should be the highest. Next is strength because it adds damage to melee attack as well as propulsive and thrown range attack (via Weapon Infusion).
Skills
Points to Athletic (leveraging on Strength score), Religion and Survival (Wis-based skills). Kinecticist is naturally trained in Nature (Wis-based skill). Field Medic provides training in Lore: Warfare (useless in this campaign) and Medicine (important skill in this build).
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