Posted June 30, 2020
InEffect
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InEffect Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2013
From Russian Federation
dats13
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dats13 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2020
From Canada
Posted July 11, 2020
Thank you for all these builds and guides. They are very helpful.
Can you critic my build? That I am not making any huge mistakes?
I am a casual player and playing on normal difficulty so it doesn't have to be min maxed. (I have your other builds for that). I want a sword and board off tank with a pet. I tried to combine a few of your other builds and came up with this.
Race: Human
Diety: Sarenrae (for scimitar bonus)
Pet: Bear
Final Build: Mad Dog 2 / Sacred Huntmaster 3 / Ranger 15
Detailed leveling breakdown:
Lvl 1: Mad Dog- Shield Bash // Two-Weapon Fighting
Lvl 2: Mad Dog -
Lvl 3: Sacred Huntmaster- Combat Reflexes
Lvl 4: Sacred Huntmaster-
Lvl 5: Sacred Huntmaster- Boon Companion // Outflank
Lvl 6: Ranger-
Lvl 7: Ranger - Seize the Moment // Shield Focus
Lvl 8: Ranger -
Lvl 9: Ranger - Improved Critical Scimitar
Lvl 10: Ranger -
Lvl 11: Ranger - Shield Master // Improved Two-Weapon Fighting
Lvl 12: Ranger -
Lvl 13: Ranger - Bashing Finish
Lvl 14: Ranger
Lvl 15: Ranger - Double Slice // Greater Two-Weapon Fighting
Lvl 16: Ranger
Lvl 17: Ranger- Greater Weapon Focus: Scimitar
Lvl 18: Ranger -
Lvl 19: Ranger - Fury's Fall
Lvl 20: Ranger
I took Mad Dog and Sacred Huntmaster for the pet feats. I will off tank with my pet in medium armor with a shield and scimitar. Hopefully with the team feats my pet and I get a lot of attacks of opportunities.
Are the Mad Dog and Sacred Huntmaster feats worth it? Or would it be better to use your other sword and board with a pet build.
Can you critic my build? That I am not making any huge mistakes?
I am a casual player and playing on normal difficulty so it doesn't have to be min maxed. (I have your other builds for that). I want a sword and board off tank with a pet. I tried to combine a few of your other builds and came up with this.
Race: Human
Diety: Sarenrae (for scimitar bonus)
Pet: Bear
Final Build: Mad Dog 2 / Sacred Huntmaster 3 / Ranger 15
Detailed leveling breakdown:
Lvl 1: Mad Dog- Shield Bash // Two-Weapon Fighting
Lvl 2: Mad Dog -
Lvl 3: Sacred Huntmaster- Combat Reflexes
Lvl 4: Sacred Huntmaster-
Lvl 5: Sacred Huntmaster- Boon Companion // Outflank
Lvl 6: Ranger-
Lvl 7: Ranger - Seize the Moment // Shield Focus
Lvl 8: Ranger -
Lvl 9: Ranger - Improved Critical Scimitar
Lvl 10: Ranger -
Lvl 11: Ranger - Shield Master // Improved Two-Weapon Fighting
Lvl 12: Ranger -
Lvl 13: Ranger - Bashing Finish
Lvl 14: Ranger
Lvl 15: Ranger - Double Slice // Greater Two-Weapon Fighting
Lvl 16: Ranger
Lvl 17: Ranger- Greater Weapon Focus: Scimitar
Lvl 18: Ranger -
Lvl 19: Ranger - Fury's Fall
Lvl 20: Ranger
I took Mad Dog and Sacred Huntmaster for the pet feats. I will off tank with my pet in medium armor with a shield and scimitar. Hopefully with the team feats my pet and I get a lot of attacks of opportunities.
Are the Mad Dog and Sacred Huntmaster feats worth it? Or would it be better to use your other sword and board with a pet build.
InEffect
know-it-all
InEffect Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2013
From Russian Federation
Posted July 11, 2020
looks mostly fine. Needs shatter and you miss out on crane feats, so that's 8AC lacking.
Serenrae does nothing for you since you already have scimitar proficiency and you probably want trickery domain so you have at least janky version of mirror.
The main problem of such builds is dealing some actual damage. You are twf with 4d6 sneak from sense vitals and even that comes late.
Serenrae does nothing for you since you already have scimitar proficiency and you probably want trickery domain so you have at least janky version of mirror.
The main problem of such builds is dealing some actual damage. You are twf with 4d6 sneak from sense vitals and even that comes late.
Post edited July 11, 2020 by InEffect
Pablo9899
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Pablo9899 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2020
From United States
Posted July 11, 2020
Any ideas on a Oracle build with the arcana mod? Looking to focus on healen/support don't really know where to start.
pedrorq
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pedrorq Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2010
From Ireland
Posted July 11, 2020
InEffect: Kinetic Valerie
Role: Tank/Disruptor
Stats:
Str: 14
Dex: 13
Con: 19 > 24
Int: 9
Wis: 10
Cha: 15
Final Build: Fighter(TSS) 5/Kineticist(Kinetic Knight) 11/Rogue(Thug) 4
Main skills: Mobility 3, Persuasion (max)
Suggested secondary skills: Perception (max), Use Magic Device (spare)
Detailed leveling breakdown:
Lvl 2: Kineticist - Fire
Lvl 3: Kineticist - Armor Focus: Heavy // Elemental Whispers: Lizard
Lvl 4: Kineticist
Lvl 5: Kineticist - Shield Focus // Dazzling Display
Lvl 6: Kineticist
Lvl 7: Kineticist - Outflank // Dazzling Infusion
Lvl 8: Kineticist - Fire’s Fury
Lvl 9: Rogue - Accomplished Sneak Attacker
Lvl 10: Kineticist - Fire > Dreadful Carnage // Water: Water
Lvl 11: Rogue - Shatter Defences // Weapon Focus: Kinetic Blast
Lvl 12: Rouge
Lvl 13: Fighter - Improved Unarmed Strike // Crane Style
Lvl 14: Kineticist
Lvl 15: Kineticist - Persuasive // Kinetic Healer
Lvl 16: Kineticist - Unraveling Infusion*
Lvl 17: Rogue - Improved Critical: Kinetic Blast // Combat Trick > Blind Fight
Lvl 18: Fighter
Lvl 19: Fighter - Skill Focus: Persuasion // Improved Initiative*
Lvl 20: Fighter
*optional can take Crane wing here while it's still bugged.
Gear: Mithral Plate, +AC gear, +Stat gear, Opportunist’s Boots.
What we achieved here exactly? 16BAB kinetic knight, which is actually pretty decent. Quite a bit of AC. Decent AB, considering we attack touch AC. High Dazzling checks, Almost full damage that kineticist would have if we qualify for sneak-attack, Massive debuffs to anything we hit. We actually hit so well that you might consider switching to Disorienting Injury.
Burn yourself as you please. She has way too much HP anyway. Use +4Con Overflow.
Pretty ok by the virtue of being kineticist(so long as you don’t compare her to actual kineticists). I kept Her TSS progression mostly so her initial level wouldn’t be a complete waste. And late-game tower shields are good(also we can’t really ramp water shield any higher than +9AC in this build anyway)
2nd Element can be whatever you feel like. We don't depend too much on that. Picked water so she can kinda maybe heal someone sometime.
Has uncanny dodge, blind-fight and evasion.
Good enough as far as I'm concerned.
How would you improve this KK build if you weren't hampered by Valerie's starting stats/class/abilities? Role: Tank/Disruptor
Stats:
Str: 14
Dex: 13
Con: 19 > 24
Int: 9
Wis: 10
Cha: 15
Final Build: Fighter(TSS) 5/Kineticist(Kinetic Knight) 11/Rogue(Thug) 4
Main skills: Mobility 3, Persuasion (max)
Suggested secondary skills: Perception (max), Use Magic Device (spare)
Detailed leveling breakdown:
Lvl 2: Kineticist - Fire
Lvl 3: Kineticist - Armor Focus: Heavy // Elemental Whispers: Lizard
Lvl 4: Kineticist
Lvl 5: Kineticist - Shield Focus // Dazzling Display
Lvl 6: Kineticist
Lvl 7: Kineticist - Outflank // Dazzling Infusion
Lvl 8: Kineticist - Fire’s Fury
Lvl 9: Rogue - Accomplished Sneak Attacker
Lvl 10: Kineticist - Fire > Dreadful Carnage // Water: Water
Lvl 11: Rogue - Shatter Defences // Weapon Focus: Kinetic Blast
Lvl 12: Rouge
Lvl 13: Fighter - Improved Unarmed Strike // Crane Style
Lvl 14: Kineticist
Lvl 15: Kineticist - Persuasive // Kinetic Healer
Lvl 16: Kineticist - Unraveling Infusion*
Lvl 17: Rogue - Improved Critical: Kinetic Blast // Combat Trick > Blind Fight
Lvl 18: Fighter
Lvl 19: Fighter - Skill Focus: Persuasion // Improved Initiative*
Lvl 20: Fighter
*optional can take Crane wing here while it's still bugged.
Gear: Mithral Plate, +AC gear, +Stat gear, Opportunist’s Boots.
What we achieved here exactly? 16BAB kinetic knight, which is actually pretty decent. Quite a bit of AC. Decent AB, considering we attack touch AC. High Dazzling checks, Almost full damage that kineticist would have if we qualify for sneak-attack, Massive debuffs to anything we hit. We actually hit so well that you might consider switching to Disorienting Injury.
Burn yourself as you please. She has way too much HP anyway. Use +4Con Overflow.
Pretty ok by the virtue of being kineticist(so long as you don’t compare her to actual kineticists). I kept Her TSS progression mostly so her initial level wouldn’t be a complete waste. And late-game tower shields are good(also we can’t really ramp water shield any higher than +9AC in this build anyway)
2nd Element can be whatever you feel like. We don't depend too much on that. Picked water so she can kinda maybe heal someone sometime.
Has uncanny dodge, blind-fight and evasion.
Good enough as far as I'm concerned.
Would more levels of KK be a possibility, adding Earth as 3rd element for Bowling Infusion, or would that spread too thin?
InEffect
know-it-all
InEffect Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2013
From Russian Federation
Posted July 11, 2020
use cotw instead of EA. It has at least a bit less broken stuff and is overall better balanced as far as mods go.
As to oracle melee draconic spirit guide life spirit holy vindicator is pretty decent and you can grab mirror from draconic revelation. Won't break any records, but it's a usable melee guy with all the required bells and whistles to melee effectively.
He's not really hampered. KK is just a weak class no matter what you do with it.
As to oracle melee draconic spirit guide life spirit holy vindicator is pretty decent and you can grab mirror from draconic revelation. Won't break any records, but it's a usable melee guy with all the required bells and whistles to melee effectively.
He's not really hampered. KK is just a weak class no matter what you do with it.
Post edited July 11, 2020 by InEffect
drunkprince
New User
drunkprince Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: May 2017
From Greece
Posted July 16, 2020
InEffect: But what about Dragons!?
Role: Nuker/Tank/Damage Dealer
Race: Human
Alignment: any Lawful
Stats:
Str: 16
Dex: 14
Con: 14
Int: 7
Wis: 7
Cha: 19 > 24
Final Build: Sorcerer 15/Dragon Disciple 4/Monk(Scaled Fist) 1
Bloodline: Draconic(Gold or Red)
Main skills: Knowledge: Arcana 5, Mobility 3, Persuasion*
Suggested secondary skills: Whatever you like. You have 13 spare points. Use Magic Device is a good fit.
*Put at 1 in persuasion at character creation, finish arcana and mobility, then persuasion again.
Detailed leveling breakdown:
Lvl 1: Sorcerer - Spell Focus: Evocation, Greater Spell Focus: Evocation, Spell Specialization
Lvl 2: Sorcerer
Lvl 3: Sorcerer - Weapon focus: Touch/bite/claw***
Lvl 4: Sorcerer
Lvl 5: Sorcerer - Dazzling Display
Lvl 6: Sorcerer
Lvl 7: Dragon Disciple - Dodge
Lvl 8: Dragon Disciple - Toughness
Lvl 9: Dragon Disciple - Outflank
Lvl 10: Dragon Disciple
Lvl 11: Sorcerer - Shatter Defenses // Blind Fight*
Lvl 12: Monk** - Crane Style
Lvl 13: Sorcerer - Elemental Focus: Fire
Lvl 14: Sorcerer
Lvl 15: Sorcerer - Greater Elemental Focus: Fire
Lvl 16: Sorcerer
Lvl 17: Sorcerer - Arcane Strike
Lvl 18: Sorcerer - Quicken Spell****
Lvl 19: Sorcerer - Heighten Spell
Lvl 20: Sorcerer
*Optional. Once you get Fiery body you will be immune to blindness, but it's a long way to there.
**you can shift monk however you like even lvl 1 is not bad. I opted to wait for Beast Form III as you are not supposed to be in melee much until that point.
***Whatever you fancy. Doesn't matter, really.
****Optional. Quickened true strikes and vanishes are good, but rods can fill the role just as fine. Improved initiative is an option.
Spell Specialization:
Lvl 1-3: Burning Hands
Lvl 4-5: Burning Arc
Lvl 6-9: Fireball
Lvl 10-12: Dragon’s Breath
Lvl 13-16: Fire Snake
Lvl 17-20 Sirocco
Spells by level in order of importance:
Lvl 1: Burning Hands, Shield, Mage Armor*, Vanish, Enlarge Person, True Strike
Lvl 2: Burning Arc, Mirror Image, Glitterdust, Sense Vitals, Web**
Lvl 3: Fireball, Displacement. Haste, Resist Energy(Communal), Dispel Magic*
Lvl 4: Dragon’s Breath, Dimension Door, Animate Dead, Protection from Energy(Communal)
Lvl 5: Beast Shape III***, Fire Snake, Geniekind, Angelic Aspect
Lvl 6: Dragonkind I*, Transformation, Sirocco, Heroism(Greater)
Lvl 7: Dragonkind II*, Wave of Exhaustion, Firebrand, Legendary Proportions
Lvl 8: Dragonkind III*, Seamantle, Frightful Aspect
Lvl 9: Fiery Body
*You will get this as a Bloodline spell, don’t have to pick it.
**Optional. Some CC won't hurt, but it's whatever.
***Taken to give you a melee option. You can skip it if you feel like you don’t need it. You can’t cast spells in beast shape. With bard buffs, haste, and your high Str you should hit decently well
Metamagic:
Vanish(Quicken), Burning Arc(Quicken), Mirror Image(Quicken), Sense Vitals(Quicken) Fireball(Quicken), Haste(Quicken), Displacement(Quicken), Dragon’s Breath(Quicken), Dimension Door(Quicken), Fire Snake(Quicken)
Sirocco(Heightened) - lvl7.8.9. Dragonkind III(Heightened) lvl 9
Gear: +Cha helmet, Fire Robes, +Str+Dex+Con items. AC Bracers, AC items, elemental damage to attacks/natural attacks: alkali gloves and winter wolfs cloak for example. Metamagic Rods
Your standard nuker sorcerer with a good late-game plan. Dragon Forms allow you to cast. General plan when you get there is as such: decide if you want to murder them in melee or with spells/breath weapon. Buff. if you decided to go melee you will need to add geniekind, firebrand and sense vitals to your regular buff routine.
Pick dragon type according to enemy resistances. When(an if) you get to Fiery Body it won't matter as you would be immune to everything in any ice dragon form. Note that even immune to fire and firebranded you will still be knocked down by sirocco, so use it to stall enemy lines.
Quicken spells serve dual purpose. They are either your get-out-of-jail-free cards, or additional damage per round.
Use metamagic rods extensively. They will boost your damage by a lot.
Now bad news are it takes time to get to dragon forms. I opted for beast shape to get you going sooner. While you can’t cast spells in it, breath weapon works perfectly fine. Fire-breathing bears. Ha! With the assistance of buffs and outflank you will hit reasonably well. Turn off fighting defensively while in beast form. Every bit of AB counts there.
Fighting defensively doesn’t affect DC spells that we use. Click it from level 1 and never turn it off pretty much, except for beast form. With dragon form it won’t hinder you, as you can cast Transformation to ramp up your AB by that time. Note that Transformation prohibits spell-casting - buff before use.
Will have about 70+AC and 40+ AB late-game in case you are interested. Damage is not too shabby either.
There is no reason to go anything, but human.
hey mate, can i ask why you put so many points in Str?Role: Nuker/Tank/Damage Dealer
Race: Human
Alignment: any Lawful
Stats:
Str: 16
Dex: 14
Con: 14
Int: 7
Wis: 7
Cha: 19 > 24
Final Build: Sorcerer 15/Dragon Disciple 4/Monk(Scaled Fist) 1
Bloodline: Draconic(Gold or Red)
Main skills: Knowledge: Arcana 5, Mobility 3, Persuasion*
Suggested secondary skills: Whatever you like. You have 13 spare points. Use Magic Device is a good fit.
*Put at 1 in persuasion at character creation, finish arcana and mobility, then persuasion again.
Detailed leveling breakdown:
Lvl 1: Sorcerer - Spell Focus: Evocation, Greater Spell Focus: Evocation, Spell Specialization
Lvl 2: Sorcerer
Lvl 3: Sorcerer - Weapon focus: Touch/bite/claw***
Lvl 4: Sorcerer
Lvl 5: Sorcerer - Dazzling Display
Lvl 6: Sorcerer
Lvl 7: Dragon Disciple - Dodge
Lvl 8: Dragon Disciple - Toughness
Lvl 9: Dragon Disciple - Outflank
Lvl 10: Dragon Disciple
Lvl 11: Sorcerer - Shatter Defenses // Blind Fight*
Lvl 12: Monk** - Crane Style
Lvl 13: Sorcerer - Elemental Focus: Fire
Lvl 14: Sorcerer
Lvl 15: Sorcerer - Greater Elemental Focus: Fire
Lvl 16: Sorcerer
Lvl 17: Sorcerer - Arcane Strike
Lvl 18: Sorcerer - Quicken Spell****
Lvl 19: Sorcerer - Heighten Spell
Lvl 20: Sorcerer
*Optional. Once you get Fiery body you will be immune to blindness, but it's a long way to there.
**you can shift monk however you like even lvl 1 is not bad. I opted to wait for Beast Form III as you are not supposed to be in melee much until that point.
***Whatever you fancy. Doesn't matter, really.
****Optional. Quickened true strikes and vanishes are good, but rods can fill the role just as fine. Improved initiative is an option.
Spell Specialization:
Lvl 1-3: Burning Hands
Lvl 4-5: Burning Arc
Lvl 6-9: Fireball
Lvl 10-12: Dragon’s Breath
Lvl 13-16: Fire Snake
Lvl 17-20 Sirocco
Spells by level in order of importance:
Lvl 1: Burning Hands, Shield, Mage Armor*, Vanish, Enlarge Person, True Strike
Lvl 2: Burning Arc, Mirror Image, Glitterdust, Sense Vitals, Web**
Lvl 3: Fireball, Displacement. Haste, Resist Energy(Communal), Dispel Magic*
Lvl 4: Dragon’s Breath, Dimension Door, Animate Dead, Protection from Energy(Communal)
Lvl 5: Beast Shape III***, Fire Snake, Geniekind, Angelic Aspect
Lvl 6: Dragonkind I*, Transformation, Sirocco, Heroism(Greater)
Lvl 7: Dragonkind II*, Wave of Exhaustion, Firebrand, Legendary Proportions
Lvl 8: Dragonkind III*, Seamantle, Frightful Aspect
Lvl 9: Fiery Body
*You will get this as a Bloodline spell, don’t have to pick it.
**Optional. Some CC won't hurt, but it's whatever.
***Taken to give you a melee option. You can skip it if you feel like you don’t need it. You can’t cast spells in beast shape. With bard buffs, haste, and your high Str you should hit decently well
Metamagic:
Vanish(Quicken), Burning Arc(Quicken), Mirror Image(Quicken), Sense Vitals(Quicken) Fireball(Quicken), Haste(Quicken), Displacement(Quicken), Dragon’s Breath(Quicken), Dimension Door(Quicken), Fire Snake(Quicken)
Sirocco(Heightened) - lvl7.8.9. Dragonkind III(Heightened) lvl 9
Gear: +Cha helmet, Fire Robes, +Str+Dex+Con items. AC Bracers, AC items, elemental damage to attacks/natural attacks: alkali gloves and winter wolfs cloak for example. Metamagic Rods
Your standard nuker sorcerer with a good late-game plan. Dragon Forms allow you to cast. General plan when you get there is as such: decide if you want to murder them in melee or with spells/breath weapon. Buff. if you decided to go melee you will need to add geniekind, firebrand and sense vitals to your regular buff routine.
Pick dragon type according to enemy resistances. When(an if) you get to Fiery Body it won't matter as you would be immune to everything in any ice dragon form. Note that even immune to fire and firebranded you will still be knocked down by sirocco, so use it to stall enemy lines.
Quicken spells serve dual purpose. They are either your get-out-of-jail-free cards, or additional damage per round.
Use metamagic rods extensively. They will boost your damage by a lot.
Now bad news are it takes time to get to dragon forms. I opted for beast shape to get you going sooner. While you can’t cast spells in it, breath weapon works perfectly fine. Fire-breathing bears. Ha! With the assistance of buffs and outflank you will hit reasonably well. Turn off fighting defensively while in beast form. Every bit of AB counts there.
Fighting defensively doesn’t affect DC spells that we use. Click it from level 1 and never turn it off pretty much, except for beast form. With dragon form it won’t hinder you, as you can cast Transformation to ramp up your AB by that time. Note that Transformation prohibits spell-casting - buff before use.
Will have about 70+AC and 40+ AB late-game in case you are interested. Damage is not too shabby either.
There is no reason to go anything, but human.
InEffect
know-it-all
InEffect Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2013
From Russian Federation
Posted July 16, 2020
Not even that high. Could be more if it wasn't MC that needs something to do at early levels. It's also not an unfair build by any means.
As to the straight answer to 'why', it's because shapeshifting in PF buffs your base stats and not replaces them as it did in 3.5 and down. Also, forms meld in everything, except for body armor.
As to the straight answer to 'why', it's because shapeshifting in PF buffs your base stats and not replaces them as it did in 3.5 and down. Also, forms meld in everything, except for body armor.
Post edited July 16, 2020 by InEffect
drunkprince
New User
drunkprince Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: May 2017
From Greece
Posted July 16, 2020
InEffect: Kineticist
Role: Tank/Damage Dealer/Control
Race: Aasimar(Musetouched)
Alignment: Lawful-Good
Stats*:
Str: 7
Dex: 19 >24
Con: 16
Int: 10
Wis: 7
Cha: 18
*7/19/16/10/11/16 is also ok if you want to take iron will at 19 and try to fix the saves. Costs you 1 persuade and 1 AC, though.
Final Build: Kineticist 19/Monk(Scaled Fist) 1
Main skills: Mobility 3, Persuasion 20
Suggested secondary skills: Use Magic Device(Spare)
Detailed leveling breakdown:
Lvl 1: Kineticist - Weapon Finesse // Kinetic Blade // Earth
Lvl 2: Monk - Crane Style
Lvl 3: Kineticist - Dodge // Earth > Trip
Lvl 4: Kineticist - Extended Range
Lvl 5: Kineticist - Outflank // Earth > Greater Trip
Lvl 6: Kineticist - Bowling Infusion
Lvl 7: Kineticist - Crane Wing // Elemental Whispers > Lizard*
Lvl 8: Kineticist - Fire
Lvl 9: Kineticist - Fury's Fall // Fire's Fury
Lvl 10: Kineticist - Eruption
Lvl 11: Kineticist - Wings // Fire > Dazzling Display
Lvl 12: Kineticist - Wall
Lvl 13: Kineticist - Crane Riposte // Enduring Earth
Lvl 14: Kineticist - Deadly Earth
Lvl 15: Kineticist - Weapon Focus: Kinetic Blast // Dreadful Carnage
Lvl 16: Kineticist - Water > Water Blast
Lvl 17: Kineticist - Shatter Defenses // Expanded Defense > Shroud of Water
Lvl 18: Kineticist - Cloud
Lvl 19: Kineticist - Toughness** // Water > Blind Fight
Lvl 20: Kineticist - Metakinesis: Empowered // Unraveling Infusion
*For tempo 1AC. In the long run Hare would be better.
**Or Agile Maneuvers
Gear: Monk Robes, Bracers of Armor, AC gear, +Stat gear.
We don't need weapons.
Game plan is as such. We are greedy(what a surprise) and picked earth 1st to save up 1 wild talent. That means we Will fall a bit behind on DPS. Had to be done. Now the good news are kineticist is rather useless till level 5 anyways unless he's tanking ranged approach. So we just sit there with 'gather power low' on and poke enemies to the face. Nothing spectacular yet. In general in this phase of our life we are a lot more concerned with our AC than anything. Lucky for us Shield wands/scrolls are not rare and we do have UMD, You can also trip things manually.
At level 6 we finally get to do what we were meant to: Keep things permanently tripped with bowling infusion.
Level 8 we finally get to fire. Don't get all too happy about composite blasts. Those things will take a lot of gather power to cast unless you want to burn yourself to oblivion. Generally it means we just got a lot better at actually killing things. Now we go through a phase where we mainly poke things with a fiery sword and almost don't use trip.
Level 10 We get eruption and bowling makes a swift comeback. Gather power+bowling+magma eruption is both damage and control - slightly burning yourself for it is not that bad of a price to pay. Fire eruption with low gather is a nice source of ranged damage. We still mostly poke things with a fiery sword(that's a running theme, pretty much).
Level 12 is where game really starts to crumble. Earth or Fire Wall+Bowling depending how much time you have to spare. Everything is controlled for a good long while. Level 13 brings us Enduring earth doubling the duration.
Level 14 Did you think wall is a bit too cheesy? Let me introduce you to Deadly Earth. Pretty much the same total control but in huge AoE.
Level 18 We get Cloud. Pretty much deadly earth but with lower duration and no bowling. But it still stacks on top of Deadly earth for double the damage.
General notes:
You do want Alchemist in your party. At least till you get to water shield.
Out of all our elements water was the easiest to shift to 15. We technically could start with water(cold) for ele blast and tankiness early but we'd run into problems with late fire. The way to deal with it would be to go with the party of 3, maybe 4. Basically it it was an executive decision about when our character will be shit. I chose early levels. We could've started with fire and all would be almost gucci, but unless we took precise shot we'd be stuck wasting half out time gathering and running. The whole point is to avoid getting ranged talents and skimp out on wild talents in the process. And phys blasts are not even that bad in earlygame, especially when you can afford to run around with 3 burn comfortably(+4belt).
Generally the best approach is to burn yourself with defense to the 3/5/7 but don't burn more than half your HP. This Also means that while We pump dex all the way we actually value items with con more so for most of the game. It's just due to how itemization works. Don't forget that overflow will compensate you some of the stats you burned the same rule of Con>Dex Applies there.
Think I forgot to mention that with shatter defenses your melee attacks will almost always all hit. for ungodly single-target damage.
im here once again making questions... Sorry for being a nuisance asking again and again, but how much the build changes if i go fire first instead of earth? and a second one, can you run the unfair build as an aasimar or human is mandatory? tho i really love the kinetic blade (aesthetically since i would love the Escanor build thus the first question) and you dont get it in unfair's build.Role: Tank/Damage Dealer/Control
Race: Aasimar(Musetouched)
Alignment: Lawful-Good
Stats*:
Str: 7
Dex: 19 >24
Con: 16
Int: 10
Wis: 7
Cha: 18
*7/19/16/10/11/16 is also ok if you want to take iron will at 19 and try to fix the saves. Costs you 1 persuade and 1 AC, though.
Final Build: Kineticist 19/Monk(Scaled Fist) 1
Main skills: Mobility 3, Persuasion 20
Suggested secondary skills: Use Magic Device(Spare)
Detailed leveling breakdown:
Lvl 1: Kineticist - Weapon Finesse // Kinetic Blade // Earth
Lvl 2: Monk - Crane Style
Lvl 3: Kineticist - Dodge // Earth > Trip
Lvl 4: Kineticist - Extended Range
Lvl 5: Kineticist - Outflank // Earth > Greater Trip
Lvl 6: Kineticist - Bowling Infusion
Lvl 7: Kineticist - Crane Wing // Elemental Whispers > Lizard*
Lvl 8: Kineticist - Fire
Lvl 9: Kineticist - Fury's Fall // Fire's Fury
Lvl 10: Kineticist - Eruption
Lvl 11: Kineticist - Wings // Fire > Dazzling Display
Lvl 12: Kineticist - Wall
Lvl 13: Kineticist - Crane Riposte // Enduring Earth
Lvl 14: Kineticist - Deadly Earth
Lvl 15: Kineticist - Weapon Focus: Kinetic Blast // Dreadful Carnage
Lvl 16: Kineticist - Water > Water Blast
Lvl 17: Kineticist - Shatter Defenses // Expanded Defense > Shroud of Water
Lvl 18: Kineticist - Cloud
Lvl 19: Kineticist - Toughness** // Water > Blind Fight
Lvl 20: Kineticist - Metakinesis: Empowered // Unraveling Infusion
*For tempo 1AC. In the long run Hare would be better.
**Or Agile Maneuvers
Gear: Monk Robes, Bracers of Armor, AC gear, +Stat gear.
We don't need weapons.
Game plan is as such. We are greedy(what a surprise) and picked earth 1st to save up 1 wild talent. That means we Will fall a bit behind on DPS. Had to be done. Now the good news are kineticist is rather useless till level 5 anyways unless he's tanking ranged approach. So we just sit there with 'gather power low' on and poke enemies to the face. Nothing spectacular yet. In general in this phase of our life we are a lot more concerned with our AC than anything. Lucky for us Shield wands/scrolls are not rare and we do have UMD, You can also trip things manually.
At level 6 we finally get to do what we were meant to: Keep things permanently tripped with bowling infusion.
Level 8 we finally get to fire. Don't get all too happy about composite blasts. Those things will take a lot of gather power to cast unless you want to burn yourself to oblivion. Generally it means we just got a lot better at actually killing things. Now we go through a phase where we mainly poke things with a fiery sword and almost don't use trip.
Level 10 We get eruption and bowling makes a swift comeback. Gather power+bowling+magma eruption is both damage and control - slightly burning yourself for it is not that bad of a price to pay. Fire eruption with low gather is a nice source of ranged damage. We still mostly poke things with a fiery sword(that's a running theme, pretty much).
Level 12 is where game really starts to crumble. Earth or Fire Wall+Bowling depending how much time you have to spare. Everything is controlled for a good long while. Level 13 brings us Enduring earth doubling the duration.
Level 14 Did you think wall is a bit too cheesy? Let me introduce you to Deadly Earth. Pretty much the same total control but in huge AoE.
Level 18 We get Cloud. Pretty much deadly earth but with lower duration and no bowling. But it still stacks on top of Deadly earth for double the damage.
General notes:
You do want Alchemist in your party. At least till you get to water shield.
Out of all our elements water was the easiest to shift to 15. We technically could start with water(cold) for ele blast and tankiness early but we'd run into problems with late fire. The way to deal with it would be to go with the party of 3, maybe 4. Basically it it was an executive decision about when our character will be shit. I chose early levels. We could've started with fire and all would be almost gucci, but unless we took precise shot we'd be stuck wasting half out time gathering and running. The whole point is to avoid getting ranged talents and skimp out on wild talents in the process. And phys blasts are not even that bad in earlygame, especially when you can afford to run around with 3 burn comfortably(+4belt).
Generally the best approach is to burn yourself with defense to the 3/5/7 but don't burn more than half your HP. This Also means that while We pump dex all the way we actually value items with con more so for most of the game. It's just due to how itemization works. Don't forget that overflow will compensate you some of the stats you burned the same rule of Con>Dex Applies there.
Think I forgot to mention that with shatter defenses your melee attacks will almost always all hit. for ungodly single-target damage.
InEffect
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InEffect Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2013
From Russian Federation
Posted July 16, 2020
drunkprince: im here once again making questions... Sorry for being a nuisance asking again and again, but how much the build changes if i go fire first instead of earth? and a second one, can you run the unfair build as an aasimar or human is mandatory? tho i really love the kinetic blade (aesthetically since i would love the Escanor build thus the first question) and you dont get it in unfair's build.
if you go fire first you get garbage fire shield instead of actually good DR that earth gives so that's 1 feat lost. You also won't get your bowling anytime soon. There also might be issues in feat order costing 1 more feat from there, don't exactly remember by now, but that's quite possible. And if you skip earth you make kineticist one of the weakest classes in the game cause deadly earth bowling is the whole point of the thing. That's why I hate kinticists. They are either OP and you are snoozing on a keyboard or they are patently useless and you are asking yourself why you play that garbage. Unfair kineticist straight up won't work on aasimar. You have to have PB/Precise level 1 or I don't know how are you going to deal with the mansion and live to level 3.
Post edited July 16, 2020 by InEffect
drunkprince
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drunkprince Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: May 2017
From Greece
Posted July 17, 2020
drunkprince: im here once again making questions... Sorry for being a nuisance asking again and again, but how much the build changes if i go fire first instead of earth? and a second one, can you run the unfair build as an aasimar or human is mandatory? tho i really love the kinetic blade (aesthetically since i would love the Escanor build thus the first question) and you dont get it in unfair's build.
InEffect: if you go fire first you get garbage fire shield instead of actually good DR that earth gives so that's 1 feat lost. You also won't get your bowling anytime soon. There also might be issues in feat order costing 1 more feat from there, don't exactly remember by now, but that's quite possible. And if you skip earth you make kineticist one of the weakest classes in the game cause deadly earth bowling is the whole point of the thing. That's why I hate kinticists. They are either OP and you are snoozing on a keyboard or they are patently useless and you are asking yourself why you play that garbage. Unfair kineticist straight up won't work on aasimar. You have to have PB/Precise level 1 or I don't know how are you going to deal with the mansion and live to level 3.
truth to be told i want aasimar/ranger for wings(aesthetically mostly+animal companion). how do you build one? i might go yolo multi with Eldritch Archer but since im not good in min maxing im asking the specialist.
InEffect
know-it-all
InEffect Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2013
From Russian Federation
Posted July 17, 2020
drunkprince: Hey guess who's back? :p this might be the last question.. well, you dont seem to have an archer build? should i follow companions build?
truth to be told i want aasimar/ranger for wings(aesthetically mostly+animal companion). how do you build one? i might go yolo multi with Eldritch Archer but since im not good in min maxing im asking the specialist.
there is an archer build in unfair guide.truth to be told i want aasimar/ranger for wings(aesthetically mostly+animal companion). how do you build one? i might go yolo multi with Eldritch Archer but since im not good in min maxing im asking the specialist.
Son_of_Faerun
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Son_of_Faerun Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jun 2020
From United States
Posted July 23, 2020
Thank you so much for these guides. I just hit 20 last night with your Aldori Duelist build along with your Valerie, Linzy, Octavia Gozreh Merc and Jubi builds. My first playthrough, I did the auto level companions option and it was a disaster. This time, I am cruising pretty well on hard. I am already looking forward to trying the Dex Scion on unfair.
I really hope you do the same sort of guide for WotR next year...
I really hope you do the same sort of guide for WotR next year...
InEffect
know-it-all
InEffect Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2013
From Russian Federation
Posted July 23, 2020
Son_of_Faerun: Thank you so much for these guides. I just hit 20 last night with your Aldori Duelist build along with your Valerie, Linzy, Octavia Gozreh Merc and Jubi builds. My first playthrough, I did the auto level companions option and it was a disaster. This time, I am cruising pretty well on hard. I am already looking forward to trying the Dex Scion on unfair.
I really hope you do the same sort of guide for WotR next year...
You're welcome. Saint is better suited for an unfair run with similar playstyle, so you'd probably have better time with it. I really hope you do the same sort of guide for WotR next year...
As to WoTR... We'll see. I know for a fact I'm not preordering it. If the game is released in condition PK was I'll just save cash picking it up on a sale. Since I'm not press, I'm not in a hurry to get my hands on it.
Post edited July 23, 2020 by InEffect
pedrorq
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pedrorq Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2010
From Ireland