Giott: The Last Geomancer
DM Notes

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--- Kinetic Blasts:
All of my blasts are physical, and physical blasts are treated just like attacks from a +1 crossbow: roll vs. AC, no spell/energy resistance, DR applies and blasts are typed as /magic for overcoming DR.



--- Elemental Whispers (online @ level 2):
This is the kinetisict's version of a familiar: I hear the voice of a fragment of earth in my head and can communicate with it. I can also create a physical form for it by making a body out of earth and concentrating. I'm going to control the actions the body takes, but I thought it would be a nice narrative device if the DM Role-played the voice of the familiiar, keeping in mind that it should be a trustworthy companion.

It's a girl and her name is Faris, btw.



--- Damage Reduction:
DR is important to earth kineticists - throughout the game I'll have multiple ways to adjust my blasts to attempt to get past enemy DR, and I'll have my own DR starting at level 2. As such, we'll need to pay attention to specific forms and materials associated with damage dealt by and against me throughout the game.



--- Object Hardness and HP:
There's a lot of detail in the earth kineticist build around both creating and destroying inanimate objects and barriers made of earth, stone and metal. Official rules talk a lot about object hardness and hit points; this isn't something I've dealt with a lot so I'll be relying on DM discretion as to when and how they apply, so I hopefully don't look like a total idiot :)



--- Saturation:
I hope this is something we can work into the story or even run as a side-quest, but I'm not crazy about the reward - giving up a Wild Talent slot for some acid resistance and +2 against rays is kinda underwhelming. I do like the concept though, and I know you can come up with some awesome quest rewards, so I'm willing to leave this in your hands if you're willing.

Here's the full text:
Elemental Saturation:Throughout the multiverse, there are places where hyperconcentrated pools of elemental energy seep through the very fabric of existence, saturating it with primal power. Such elemental saturations, as they are called, are as common on the Elemental Planes as seashells on a beach. On other planes, though, they are rare, often difficult to reach, and frequently defended by dangerous guardians or deadly hazards. Treacherous as these locations are, they are fonts of power for kineticists, who can use them to access elemental synergies in otherwise impossible ways.
A kineticist who finds an elemental saturation can attempt to attune herself to it. Finding such a place can be a quest in itself, though, and attunement might require a challenging ritual. The rewards are well worth it, as a kineticist who successfully attunes herself to an elemental saturation typically gains access to unique and wonderful powers. Usually, attunement grants the ability to learn a special wild talent, but each saturation is a unique convergence of elemental power, and the possibilities for dedicated kineticists are endless.

Geokineticist: Earth saturations are most common in the deep, dark places of the world, especially in subterranean geode caverns. Such caves are full of crystals infused with the energy of the Elemental Planes of Earth. A geokineticist must spend 9 days in quiet contemplation in a fetal position amid these crystals, succeeding at a DC 20 Knowledge (dungeoneering) check each day. Crystals gradually grow on her until she is completely covered. If she fails a check, she must start over, and after each failure she must succeed at a DC 20 Fortitude save or develop a deformity from the mutant template. At the end of the ninth day, she emerges reborn, with the earth child wild talent in place of one of her 3rd-level or lower utility talents. A geokineticist can halt this attunement at any point without incurring negative effects.

Earth Child: Blending your form with crystal, you have transmuted yourself into something akin to an oread. You keep your original racial abilities (including your ability score adjustments, but not your movement speed) and also gain all oread racial abilities (including an oread's movement speed and the outsider [native] type) except for ability score adjustments. You have the crystalline form alternate racial trait instead of earth affinity, but cannot otherwise choose alternate racial traits.



--- 3rd party content:
Kineticists are a late addition to PF and aren't always the most robust classes out there, especially single-element kineticists. As such, I'm planning on taking a handful of 3rd party skills to round out the build a little better, especially at late levels. I'm told that 3pp stuff can be controversial; I don't think that any of these are terribly OP but I respect DM judgement. Please let me know how you feel about these, so I can adjust the build as needed.

1. Empty Infusion (character level 3+)
Substance Infustion - Level 1; Burn 0
You know how to remove trauma from your blast. This blast deals no damage, but increases the DC of the kinetic blast by +1 as well as treating the opponent as if they had taken damage for the purpose of being affected by an infusion if they are hit by it. At 5th level, and every 5 levels thereafter, increase the DC by an additional +1. This infusion does not count against the limit of one substance infusion per kinetic blast.

2. Accelerated Gathering (character level 15+)
Feat - Prerequisites: Kineticist 5th.
When you use your gather power, you can also spend a standard action to reduce the total burn cost of a blast wild talent used on your next turn by 2. At 11th level you can spend a standard action to reduce the total burn cost of a wild talent used on your next turn by 3. Gathering power in this way ends your turn immediately. You cannot gather power on your next round as a move action to further reduce burn cost.

3. Imprisoning Infusion (character level 17+)
Substance infusion - Level 8; Burn 4
Your blast is capable of entombing others alive. Whenever an infused blast hits a foe and deals damage, that foe must succeed a Fortitude save or become encased in an elemental prison composed of whatever matter the blast was composed of. If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the element lasts. The element has 20 hit points; destroying the element frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this effect again for 1 day.