Ashwalker Volkani: Difference between revisions

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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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# '''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)'' '''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)''.
'''----- 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 ===

Revision as of 20:33, 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.
  • 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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.