Ashwalker Volkani: Difference between revisions
Synzaxragux (talk | contribs) Created page with " '''CR 13''' | '''XP 25,600''' Male Human Kineticist (Pyrokineticist) 14 LE Medium humanoid (human) '''Init''' +9; '''Senses''' Perception +18; ''Tremorsense 30 ft'' (Earth utility) '''Defense: AC''' 26, touch 16, flat-footed 20 (+6 armor, +5 Dex, +2 deflection, +3 natural [Barkskin]) '''HP:''' 215 (14d8+112 Con + 14 Toughness + 14 FCB) thumb '''Fort''' +19, '''Ref''' +16, '''Will''' +10 '''Defensive Abilities''' ''Flesh of Stone'' (D..." |
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'''----- Kineticist Wild Talents (CL 14th; Con DC 25) -----''' '''Infusions (Shape/Substance):''' | '''----- Kineticist Wild Talents (CL 14th; Con DC 25) -----''' '''Infusions (Shape/Substance):''' | ||
* ''Eruption:'' (2 Burn) Cylinder AOE (Pillar of Fire/Magma). Reflex DC 25 half. | * ''Eruption:'' (2 Burn) Cylinder AOE (Pillar of Fire/Magma). Reflex DC 25 half. 7d6+16 | ||
* ''Wall:'' (3 Burn) Creates a wall of Magma. Passing through deals damage. | * ''Wall:'' (3 Burn) Creates a wall of Magma. Passing through deals damage. | ||
* ''Entangling Infusion:'' (2 Burn) Target hit by blast is Entangled for 1 minute (Reflex negates). | * ''Entangling Infusion:'' (2 Burn) Target hit by blast is Entangled for 1 minute (Reflex negates). | ||
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# '''Mobility:''' He flies using ''Flame Jet''. If cornered, he uses ''Ride the Blast'' to turn into fire and reappear 120ft away. | # '''Mobility:''' He flies using ''Flame Jet''. If cornered, he uses ''Ride the Blast'' to turn into fire and reappear 120ft away. | ||
'''----- Statistics -----''' '''Str''' 12, '''Dex''' 20, '''Con''' 28, '''Int''' 10, '''Wis''' 12, '''Cha''' 8 ''(Stats include +6 Belt of Con, +4 Belt of Dex, +2 Overflow Bonuses)'' | '''----- Statistics -----''' '''Str''' 12, '''Dex''' 20, '''Con''' 28, '''Int''' 10, '''Wis''' 12, '''Cha''' 8 ''(Stats include +6 Belt of Con, +4 Belt of Dex, +2 Overflow Bonuses)'' | ||
'''----- Gear -----''' '''Combat:''' ''Overflowing Rod'' (Adds +1 hit/+2 dmg to overflow), ''Potion of Displacement''. '''Equipment:''' ''+3 Studded Leather Armor'', ''Belt of Mighty Constitution +6'', ''Belt of Incredible Dexterity +4'', ''Kineticist’s Diadem (Normal)'' (+2d6 blast damage - included in stats), ''Ring of Protection +2'', ''Cloak of Resistance +4'', ''Amulet of Natural Armor +3''. | '''Base Atk''' +10; | ||
'''CMB''' +11; | |||
'''CMD''' 28 | |||
'''Feats''' Point-Blank Shot, Precise Shot, Weapon Focus (Kinetic Blast), Improved Precise Shot (Ignore cover/concealment), Toughness, Iron Will, Improved Initiative, Ability Focus (Magma Blast - +2 DC). | |||
'''Skills''' Fly +22, Perception +18, Stealth +20, Acrobatics +20, Knowledge (Nature) +13. '''SQ''' ''Elemental Overflow +4'', ''Burn'' (4/round, max 12 total), ''Expanded Element (Earth)''. | |||
'''----- Gear -----''' | |||
'''Combat:''' ''Overflowing Rod'' (Adds +1 hit/+2 dmg to overflow), ''Potion of Displacement''. | |||
'''Equipment:''' ''+3 Studded Leather Armor'', ''Belt of Mighty Constitution +6'', ''Belt of Incredible Dexterity +4'', ''Kineticist’s Diadem (Normal)'' (+2d6 blast damage - included in stats), ''Ring of Protection +2'', ''Cloak of Resistance +4'', ''Amulet of Natural Armor +3''. | |||
=== Why this build works === | === Why this build works === | ||
Latest revision as of 21:51, 13 February 2026
CR 13 | XP 25,600 Male Human Kineticist (Pyrokineticist) 14 LE Medium humanoid (human) Init +9; Senses Perception +18; Tremorsense 30 ft (Earth utility)
Defense: AC 26, touch 16, flat-footed 20 (+6 armor, +5 Dex, +2 deflection, +3 natural [Barkskin])
HP: 215 (14d8+112 Con + 14 Toughness + 14 FCB)

Fort +19, Ref +16, Will +10 Defensive Abilities Flesh of Stone (DR 7/Adamantine - active due to burn), Searing Flesh (Deals 2d6 fire to melee attackers - optional switch). Resist Fire 20.
----- Offense ----- Speed 30 ft., Fly 60 ft. (Good) [Flame Jet] Ranged Magma Blast +20 ranged touch (see note) or regular AC (14d6+24 physical/fire plus Entangle) Ranged Fire Blast +20 touch (7d6+12 fire) Special Attacks
- Composite Blast (Magma): Costs 2 Burn. Deals half bludgeoning, half fire damage.
- Metakinesis:
- Empower: (1 Burn) Multiply variable damage by 1.5.
- Maximize: (2 Burn) Maximize damage.
- Quicken: (3 Burn) Use blast as Swift Action.
- Gather Power: Reduce burn cost by 1 (Move), 2 (Full), or 3 (Full + Move).
----- Kineticist Wild Talents (CL 14th; Con DC 25) ----- Infusions (Shape/Substance):
- Eruption: (2 Burn) Cylinder AOE (Pillar of Fire/Magma). Reflex DC 25 half. 7d6+16
- Wall: (3 Burn) Creates a wall of Magma. Passing through deals damage.
- Entangling Infusion: (2 Burn) Target hit by blast is Entangled for 1 minute (Reflex negates).
- Impale: (2 Burn) Attack against AC becomes Touch Attack (Magma blast hits Touch AC but requires line of effect).
- Rare-Metal Infusion: (2 Burn) Blast bypasses DR (Cold Iron/Silver/Adamantine).
Utility Talents:
- Flame Jet: Fly speed 60ft.
- Tremorsense: Detect foes touching the ground.
- Heat Adaptation: Comfortable in extreme heat.
- Earth Climb: Climb speed.
- Ride the Blast: Teleport along the path of a blast.
----- Tactics ----- The Living Volcano:
- Burn Management: Volkani starts the day taking 5 points of Burn into his Defense (Flesh of Stone) and Overflow.
- Effect: He gains DR 7/Adamantine, +4 Attack, +8 Damage, and +2 Dex/Con (Size bonus). His stats below reflect this.
- The Artillery: He uses Gather Power (Move Action) to reduce Burn by 1.
- Standard Action: Casts Empowered Magma Blast (Cost: 2 Blast + 1 Empower - 1 Gather = 2 Burn total, or 0 if he accepts slow charge).
- Damage: 14d6+24 * 1.5 = ~110 damage per hit.
- Crowd Control: He uses the Eruption infusion to create a pillar of magma in the middle of the party (Reflex DC 25), or Entangling Magma to glue the Paladin to the floor.
- Mobility: He flies using Flame Jet. If cornered, he uses Ride the Blast to turn into fire and reappear 120ft away.
----- Statistics ----- Str 12, Dex 20, Con 28, Int 10, Wis 12, Cha 8 (Stats include +6 Belt of Con, +4 Belt of Dex, +2 Overflow Bonuses)
Base Atk +10;
CMB +11;
CMD 28
Feats Point-Blank Shot, Precise Shot, Weapon Focus (Kinetic Blast), Improved Precise Shot (Ignore cover/concealment), Toughness, Iron Will, Improved Initiative, Ability Focus (Magma Blast - +2 DC).
Skills Fly +22, Perception +18, Stealth +20, Acrobatics +20, Knowledge (Nature) +13. SQ Elemental Overflow +4, Burn (4/round, max 12 total), Expanded Element (Earth).
----- Gear -----
Combat: Overflowing Rod (Adds +1 hit/+2 dmg to overflow), Potion of Displacement.
Equipment: +3 Studded Leather Armor, Belt of Mighty Constitution +6, Belt of Incredible Dexterity +4, Kineticist’s Diadem (Normal) (+2d6 blast damage - included in stats), Ring of Protection +2, Cloak of Resistance +4, Amulet of Natural Armor +3.
Why this build works
- Magma Blast: By combining Fire and Earth, he gets a Physical blast (Magma). Physical blasts deal more damage (1d6+1 per die vs 1d6 per 2 dice) but target regular AC.
- Impale Infusion: This allows his Magma blast to target Touch AC in a line. This is terrifying: massive physical damage hitting touch AC.
- Durability: Kineticists have d8 hit points but prioritize Con above all else. With a 28 Con, Volkani has 215 HP and DR 7, making him tankier than most Barbarians.
- Crowd Control: The Entangling infusion on a Magma blast means anyone he hits is stuck in cooling lava, unable to move and taking DoT.