Season of Ghosts: Earth & Wood Kineticist level 2-7

Level 2

Class feat: Tremor. Range AOE that can knock prone enemies on critical success. Regardless of enemies' rolls, the burst area becomes difficult terrain. Prone enemies are off-guard and take -2 circumstance penalty to attack roll. So enemies are easier for us to attack while this makes them harder to attack us. They can stand to get rid of the prone condition but that will eat one of their 3 actions.

Skill feat: Assurance in Medicine. Helps to auto-succeed in Medicine check to Treat Wound when it's upgraded at the next level.

Level 3

Skill increase: Expert in Medicine. With proficiency bonus +7, I auto-succeed when Treat Wound because of Assurance in Medicine.

General feat: Fleet. Speed increases from 20ft to 25ft. Positioning is crucial if I want to melee.

Level 4

Class feat: Tumbling Lumber. Similar to Tremor but its AOE is retangular and requires Reflex save instead of Fortitude save. So the choice of which of these impulse to use is mainly dependent on which save the enemies are weaker at. Again, I hope to inflict prone condition on them so as to help the party offensively and defensively.

I don't intend to pick up Hail of Splinters because many enemies in this campain are immune to piercing damage. There are better impulses to select.

Skill feat: Continual Recovery. Helps with party healing. 

Level 5

Ability boost: Add to STR, CON, WIS and CHA. The last one is just in case GM asks me to roll Charisma-based skill check.

Skill increase: Expert in Athletics. The strong character in the party.

Ancestry feat: Nimble Elf. Speed increases from 25ft to 30ft.

Gate's Threshold: Expand the Portal -> Earth Gate Junction: Critical Blast. Enemies are knocked prone if I critically succeeded in using Elemental Blast on them. Yes, I'm picking more ways to inflict prone condition.

Expand the Portal Impulse feat: Calcifying Sand. Enemy is slowed on failure and petrified on critcial failure. This either lessen an action of the enemy or stop them totally and thus help the party.

Level 6

Class feat: Sand Snatcher. Grapple and can flank too. Incidentally, I will also to flank whenever possible to induce off-guard condition, which increases the chance to critically succeed in my actions and thus inflict prone.

Alternatively, if party regularly fails against confusion, disease, poison or sickness, Dash of Herbs might be the better choice.

Skill feat: Godless Healing. With this, I can tell my other healers that I can take care of myself :) Also, a prerequitise for Mortal Healing.

Level 7

Skill increase: Master in Medicine.

General feat: Toughness. Makes me tankier so that I can take on an enemy or two by myself while leaving the tree to protect my other melee teammates who battle other enemies. 

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