Season of Ghosts: Earth & Wood Kineticist level 8-12

Level 8

Class feat: Drifting Pollen. Yet another way to debuff enemies. Stacks with off-guard, which I can easily do by flanking, and frightened, which our swashbuckler and sorceress can do. This then increase the chance of critically succeeding in inflicting prone condition on them via some Impulses.

However, since affects all creatures within my aura, I will retrain Level 4's Tumbling Lumber to Safe Elements and retrain Level 5's Calcifying Sand to Tumbling Lumber. I'm getting rid of the Calcifying Sand because of its Overflow trait i.e. if triggered, it will stop my Kinetic Aura and so Drifting Pollen will disappear too. Since it will not be my turn (it's a Reaction), I cannot reactive my aura immediately thereafter.

Skill feat: Mortaling Healing. Increased potential healing from Treat Wounds.

Level 9 

Skill increase: Master in Athletics.

Ancestry Feat: Mountain's Stoutness. Increased tankiness and survivability.

Gate's Thresshold: Expand the Portal -> Earth Gate Junction: Aura Junction. This is to keep enemies from going away from my Drifting Pollen.

Expand the Portal Impulse feat: Spike skin. Increased tankiness and survivability of anyone in the party. Again, Dash of Herbs is an alternative, if it isn't taken earlier and it's needed to trigger the save againts one of the listed maladies.

Level 10 

Ability boost: Add to CON, WIS, DEX and CHA. Would have boosted STR, instead of DEX, if campaign goes to level 15 for the enxt ability boost.

Class feat: Aura Shaping. Increase the area of Drifting Poleen and Earth Gate Aura Junction.

Level 11 

Skill increase. Matters not which one. I choose to be Expert in either Nature or Religion, just to help party to Recall Knowledge, if needed.

General feat: Incredible Initiative. Never a bad feat to take. Also, going earlier increases the chance that enemies hit me first, rather than my less tanky teammates.

Level 12 

Class feat: Effortless Impulse. Free action to Sustain Sand Snatcher.

Skill feat: Depends on how the campaign has been going and what to expect in future, I'll consider Unusual Treatment, Robust Recovery or Titan Wrestler. If no idea, then pick Ward Medic.

 

General strategy during combat:

  1. Use Timber Sentinel to summon the tree protector around where melee teammates are engaging enemies.
  2. If there is more than 1 group of enemies, engage a separate group than the one melee teammates are engaging.
  3. Use various debuffs to immobilise, sicken, and inflict prone conditions on enemies. Use the Grapple or Trip action if warranted. If possible, keep enemies from approaching teammates, especially our sorceress and investigator.
  4. Heal self or teammates when needed, using Battle Medicine. 

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