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  1. #1

    Kineticist Actions

    In this thread I will share how I code certain abilities for the Kineticist. Some of the issues I am dancing around may have a better solution or an underlying bug may have been fixed after posting.

    Additional Resources




    I have set up all of my Kineticist impulses as a "Focus Spell Class" with 100 "focus points", since I was running into issues where activities were not picking up the correct DCs or attack rolls and I was having trouble getting bonuses from Gate Attenuators to be accounted for. If you aren't running into those issues, then stick with enhancing the activities that the class creates by default.

    Since the class isn't set up to use a focus spell class, I have to manually update it when my proficiency and "Caster Level" goes up. I still try to code things to use LVL instead of CL when possible.

    For those that could use a hand, I'll post what I have done here. My character is a combination of Earth, Fire, and Wood, so it may not be helpful for everyone.
    Last edited by willrune; April 9th, 2025 at 22:36.

  2. #2
    Base Kinesis

    Effect Description:
    Code:
    Base Kinesis; 45 feet (move 35 feet); 1 bulk
    This never gets used, it just acts as a quick reference for the numbers at my level. Update it to reflect your character's level.

    Set it to expire at the end of your turn or round, just in case you accidentally apply it. This way it cleans up after itself.

  3. #3
    Channel Elements

    Effect Description:
    Code:
    Kinetic Gate Active; Kinetic Aura; 10 foot emanation; Earth, Fire, Wood; (check stance impulses on end)
    This is a reminder to others on what is in my aura and to turn off stance impulses if the gate is closed for any reason, such as using an Overflow.

    If a feat or class feature causes the Kinetic Aura to affect others, that will have its own AURA effect, otherwise it is a lot of effect noise the DM has to deal with in the combat tracker.

    * Fire Kineticist, make sure to ask your GM about whether or not your aura emits meaningful amounts of light. (Bright light; dim light; no light; no light but you glow enough to be seen in the dark or take penalties to stealth).
    Last edited by willrune; April 6th, 2025 at 20:43.

  4. #4
    Elemental Blast

    There is a lot to this one.

    1) First, a reminder effect at the very top of the list. It never gets used, it just helps me keep Ranges straight. It is set to expire quickly just in case it is accidentally applied

    Code:
    Earth/Wood (30 feet); Fire (60 feet)
    • Duration: 1 Round


    2) Two Action Modifier

    Code:
    [two-action] Elemental Blast; DMGS: [CON] status
    • Min Action?: No
    • Duration: ---
    • Targeting: Self
    • Reduce Duration: End of Turn
    • Init to Reduce: Source
    • Expend?: On next action


    3) Melee Modifier

    Code:
    Melee Elemental Blast; DMGS: [STR]
    • Min Action?: No
    • Duration: ---
    • Targeting: Self
    • Reduce Duration: End of Turn
    • Init to Reduce: Source
    • Expend?: On next action


    4) Melee Cast

    • Min Action?: No
    • Attack Type: M Spell
    • Misc: +1 (This is how I account for my Gate Attenuator)


    5) Ranged Cast

    • Min Action?: No
    • Attack Type: R Spell
    • Misc: +1 (This is how I account for my Gate Attenuator)


    Damage Rolls for every type of damage I can do, including those granted by Versatile Blasts. For me, that ends up being:

    • 2d8 bludgeoning
    • 2d8 piercing
    • 2d8 poison
    • 2d6 fire
    • 2d6 cold
    • 2d8 vitality


    ------

    ACTIVITY VERSION

    To make this work as an activity, you must first create a new Attack Proficiency on the Combat Tab. Name it "Kineticist". This is needed since attack rolls can't reference Class Proficiency. Make sure that this proficiency matches the Spell/Class proficiency by the same name as you level up.

    Additionally, the stat for the "Melee" and "Ranged" rolls must be manually set to "CON". Note that we are not using "M Spell" or "R Spell" as you can't associate a proficiency or ability modifier with either of them in an activity.

    The MISC field can still be used to account for Gate Attenuators.

    ------

    2025-07-06 UPDATE

    I've learned a bit more about activities. Until I can take the time to update the main body of the post, I'm leaving a note here.

    Elemental blast has the attack trait. To make this work correctly, the activity needs to have "Usage?: MAP" and the attack rolls need to have "Apply usage?: Yes".
    Last edited by willrune; July 6th, 2025 at 19:27.

  5. #5
    Extract Element: Using Impulse

    This is set after a successful "Extract Element", but before using an impulse. This allows non-impulse actions to be used normally.

    • Apply to Result State: -
    • Min Action?: Yes
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION/CONDITIONS/MODIFIERS
      Code:
      Using Impulse
    • DURATION
    • Fixed: 1
    • Units: RND
    • TARGETING/EXPENDITURE
    • Targeting: Self
    • Reduce Duration: End of Turn
    • Init to Reduce: Source
    • Expend?: Never



    Extract Element: ???

    Where "???" is replaced by the element name. I have a separate "spell" entry for each element my kineticist has access to, because even a single element has a lot to keep track of and I am abusing the fact that none of the games I play will ever encounter epic damage to make it all work.

    For the rest of this entry, I will use FIRE, since EARTH and WOOD are not energy types, so resistance and immunities are less likely to come into play.

    1) A reminder of who a valid target is:

    Code:
    Target a creature within 30 feet that has the FIRE trait or is made of FIRE.
    2) Casting

    • Min Action?: Yes
    • Attack Type: None
    • SAVE: Fort
    • DC Type: Spell DC
    • Proficiency Name: Kineticist
    • Damage: Basic Save (half on success)


    3) Damage

    • Targeting: Targets
    • Spell Dmg?: Yes
    • Apply to Result State: ALL
    • Min Action?: No
    • Apply usage?: No
    • DAMAGE
    • Dice: 1d4
    • Dice Multiplier: Odd CLs
    • Type: (blank, untyped damage)


    4) My Character's Effect (Success)

    • Apply to Result State: SUCCESS
    • Min Action?: No
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION/CONDITIONS/MODIFIERS
      Code:
      Has Fire Matter; IF: CUSTOM(Using Impulse); IFT: CUSTOM(Extracted Fire); DMGSTYPE: epic
    • DURATION
    • Fixed: 5
    • Units: MIN
    • TARGETING/EXPENDITURE
    • Targeting: To Targets
    • Reduce Duration: Start of Turn
    • Init to Reduce: Source
    • Expend?: Never



    5) My Character's Effect (Failure)

    • Apply to Result State: FAIL or CRIT FAIL
    • Min Action?: No
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION/CONDITIONS/MODIFIERS
      Code:
      Has Fire Matter; IF: CUSTOM(Using Impulse); IFT: CUSTOM(Extracted Fire); DMGSTYPE: epic
    • DURATION
    • Fixed: 5
    • Units: MIN
    • TARGETING/EXPENDITURE
    • Targeting: To Targets
    • Reduce Duration: Start of Turn
    • Init to Reduce: Source
    • Expend?: Never


    6) Target's Effect (Success)

    • Apply to Result State: SUCCESS
    • Min Action?: No
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION/CONDITIONS/MODIFIERS
      Code:
      Extracted Fire; IFT: CUSTOM(Thorn); IFT: CUSTOM(Using Impulse); IFT: CUSTOM(Has Fire Matter); AC: -1, circumstance; SAVE: -1, circumstance; RESIST: fire, !fire; IF: (IMMUNE: fire); IMMUNE: fire, !epic; RESIST: HALF_TARGET_LVL fire epic
    • DURATION
    • Fixed: 5
    • Units: MIN
    • TARGETING/EXPENDITURE
    • Targeting: Targets
    • Reduce Duration: Start of Turn
    • Init to Reduce: Source
    • Expend?: Never


    NOTE: HALF_TARGET_LVL is not a real tag at the time of this post's writing. The GM will have to replace the value or handle it manually if they need to keep it secret.

    NOTE: Thorn is my character's name, which I also added as a Character Effect under the Combat tab. This should allow multiple kineticists to work, but I haven't tested it.

    6) Target's Effect (Failure)

    • Apply to Result State: FAIL or CRIT FAIL
    • Min Action?: No
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION/CONDITIONS/MODIFIERS
      Code:
      Extracted Fire; IFT: CUSTOM(Thorn); IFT: CUSTOM(Using Impulse); IFT: CUSTOM(Has Fire Matter); AC: -1, circumstance; SAVE: -1, circumstance; RESIST: fire, !fire; IF: (IMMUNE: fire); IMMUNE: fire, !epic; RESIST: HALF_TARGET_LVL fire epic
    • DURATION
    • Fixed: 5
    • Units: MIN
    • TARGETING/EXPENDITURE
    • Targeting: Targets
    • Reduce Duration: Start of Turn
    • Init to Reduce: Source
    • Expend?: Never


    NOTE: HALF_TARGET_LVL is not a real tag at the time of this post's writing. The GM will have to replace the value or handle it manually if they need to keep it secret.

    NOTE: Thorn is my character's name, which I also added as a Character Effect under the Combat tab. This should allow multiple kineticists to work, but I haven't tested it.

    ---

    2025-07-06 NOTE: IGNORERESIST which was added in May 2025 won't help us, because if the target has immunity, we don't want to ignore the new resistance that they are granted.
    Last edited by willrune; July 6th, 2025 at 20:36.

  6. #6
    Thermal Nimbus

    Thermal Nimbus is a stance impulse, meaning it stops functioning immediately if your gate closes for any reason.

    Remember, as a part of Channel Elements, you can use a 1-action Elemental Blast or a 1-action stance impulse.

    You may need to set up multiple effects for each aura size if you have Aura Shaping or ask your GM to update the aura size after you have applied the effect.

    Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus. I haven't figured out how to account for that since my character doesn't have a resistance from a gate junction.


    Code:
    | LVL | DMG | RESIST |
    | --: | --: | -----: |
    |   4 |   2 |      4 |
    |   5 |   2 |      5 |
    |   6 |   3 |      6 |
    |   7 |   3 |      7 |
    |   8 |   4 |      8 |
    |   9 |   4 |      9 |
    |  10 |   5 |     10 |
    |  11 |   5 |     11 |
    |  12 |   6 |     12 |
    |  13 |   6 |     13 |
    |  14 |   7 |     14 |
    |  15 |   7 |     15 |
    |  16 |   8 |     16 |
    |  17 |   8 |     17 |
    |  18 |   9 |     18 |
    |  19 |   9 |     19 |
    |  20 |  10 |     20 |
    1) Fire Damage

    • Name: Thermal Nimbus
    • Targeting: Targets
    • Spell Dmg?: Yes
    • Apply to Result State: -
    • Min Action?: Yes
    • Apply usage?: No
    • DAMAGE

        • Dice: (none/empty)
        • Dice Multiplier: (none/empty)
        • Dice Max (pre-mod): (none/empty)
        • Dice Count Mod: (none/empty)
        • Stat/Ability Multiplier: (none/empty)
        • Stat/Ability: Even CLs
        • Stat/Ability Max (before multiplier): (none/empty)
        • Fixed Modifier: (none/empty)
        • Type: fire




    2) Cold Damage

    • Name: Thermal Nimbus
    • Targeting: Targets
    • Spell Dmg?: Yes
    • Apply to Result State: -
    • Min Action?: Yes
    • Apply usage?: No
    • DAMAGE

        • Dice: (none/empty)
        • Dice Multiplier: (none/empty)
        • Dice Max (pre-mod): (none/empty)
        • Dice Count Mod: (none/empty)
        • Stat/Ability Multiplier: (none/empty)
        • Stat/Ability: Even CLs
        • Stat/Ability Max (before multiplier): (none/empty)
        • Fixed Modifier: (none/empty)
        • Type: cold



    3) Foe Aura Effect

    • Name: Thermal Nimbus
    • Apply to Result State: -
    • Min Action?: No
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION / CONDITIONS / MODIFIERS
      • Code:
        AURA: 10 foe; Thermal Nimbus; MANUALLY HANDLE DAMAGE
    • DURATION
      • Dice: (none/empty)
      • Dice Multiplier: (none/empty)
      • Dice Multiplier Max (pre-mod): (none/empty)
      • Dice Count Mod: (none/empty)
      • Stat/Ability Multiplier: (none/empty)
      • Stat/Ability: (none/empty)
      • Stat/Ability Max (before multiplier): (none/empty)
      • Fixed Modifier: (none/empty)
      • Units: RND
    • SAVE / ABILITY / DC INFORMATION
      • Effect DC: Fixed
      • DC Modifier: (none/empty)
    • TARGETING / EXPENDITURE
      • Targeting: Self
      • Reduce Duration: Start of Turn
      • Init to Reduce: Source
      • Expend?: Never



    4) Friendly Aura (fire) Effect

    • Name: Thermal Nimbus
    • Apply to Result State: -
    • Min Action?: No
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION / CONDITIONS / MODIFIERS
      • Code:
        AURA: 10 friend; Thermal Nimbus; RESIST: [LVL] fire
    • DURATION
      • Dice: (none/empty)
      • Dice Multiplier: (none/empty)
      • Dice Multiplier Max (pre-mod): (none/empty)
      • Dice Count Mod: (none/empty)
      • Stat/Ability Multiplier: (none/empty)
      • Stat/Ability: (none/empty)
      • Stat/Ability Max (before multiplier): (none/empty)
      • Fixed Modifier: (none/empty)
      • Units: RND
    • SAVE / ABILITY / DC INFORMATION
      • Effect DC: Fixed
      • DC Modifier: (none/empty)
    • TARGETING / EXPENDITURE
      • Targeting: Self
      • Reduce Duration: Start of Turn
      • Init to Reduce: Source
      • Expend?: Never



    5) Friendly Aura (cold) Effect

    • Name: Thermal Nimbus
    • Apply to Result State: -
    • Min Action?: No
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION / CONDITIONS / MODIFIERS
      • Code:
        AURA: 10 friend; Thermal Nimbus; RESIST: [LVL] cold
    • DURATION
      • Dice: (none/empty)
      • Dice Multiplier: (none/empty)
      • Dice Multiplier Max (pre-mod): (none/empty)
      • Dice Count Mod: (none/empty)
      • Stat/Ability Multiplier: (none/empty)
      • Stat/Ability: (none/empty)
      • Stat/Ability Max (before multiplier): (none/empty)
      • Fixed Modifier: (none/empty)
      • Units: RND
    • SAVE / ABILITY / DC INFORMATION
      • Effect DC: Fixed
      • DC Modifier: (none/empty)
    • TARGETING / EXPENDITURE
      • Targeting: Self
      • Reduce Duration: Start of Turn
      • Init to Reduce: Source
      • Expend?: Never
    Last edited by willrune; April 13th, 2025 at 21:56.

  7. #7
    Timber Sentinel

    Its a little hacky, but I can get the correct HP automatically.

    Be careful not to use "AC" or "HP" without modification or you will end up affecting your own stats instead of just listing what the tree has.

    You may not need this if you have arranged for an NPC character that you can reuse for each summon.

    Code:
    | LVL | TREE-AC | TREE-HP |
    | --: | ------: | ------: |
    |   1 |      10 |      10 |
    |   3 |      10 |      20 |
    |   5 |      10 |      30 |
    |   7 |      10 |      40 |
    |   9 |      10 |      50 |
    |  11 |      10 |      60 |
    |  13 |      10 |      70 |
    |  15 |      10 |      80 |
    |  17 |      10 |      90 |
    |  19 |      10 |     100 |
    SPELL CLASS VERSION

    • Apply to Result State: -
    • Min Action?: Yes
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION/CONDITIONS/MODIFIERS
      Code:
      Timber Sentinel (Duration); TREE-AC: 10; TREE-HP: [5CN] [5CN]; Size: Medium; Does not impede movement through its square;
    • DURATION
    • Fixed: 1
    • Units: MIN
    • TARGETING/EXPENDITURE
    • Targeting: Self
    • Reduce Duration: Start of Turn
    • Init to Reduce: Source
    • Expend?: Never


    ---

    ACTIVITY VERSION


    1) Effect

    • Name: Timber Sentinel
    • Apply to Result State: -
    • Min Action?: Yes
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION / CONDITIONS / MODIFIERS
      • Code:
        Timber Sentinel (Duration); TREE-AC: 10; TREE-HP: [OLVL] [OLVL] [OLVL] [OLVL] [OLVL] [OLVL] [OLVL] [OLVL] [OLVL] [OLVL]; Size: Medium; Does not impede movement through its square;
    • DURATION
      • Dice: (none/empty)
      • Dice Multiplier: (none/empty)
      • Dice Multiplier Max (pre-mod): (none/empty)
      • Dice Count Mod: (none/empty)
      • Stat/Ability Multiplier: (none/empty)
      • Stat/Ability: (none/empty)
      • Stat/Ability Max (before multiplier): (none/empty)
      • Fixed Modifier: 1
      • Units: MIN
    • SAVE / ABILITY / DC INFORMATION
      • Effect DC: Fixed
      • DC Modifier: (none/empty)
    • TARGETING / EXPENDITURE
      • Targeting: Self
      • Reduce Duration: Start of Turn
      • Init to Reduce: Source
      • Expend?: Never
    Last edited by willrune; April 13th, 2025 at 20:35.

  8. #8
    Jagged Berms


    Code:
    | LVL | BERM-AC | BERM-Hardness | BERM-HP | DMG |
    | --: | ------: | ------------: | ------: | --: |
    |   6 |      10 |            10 |      10 | 2d6 |
    |   8 |      10 |            10 |      20 | 3d6 |
    |  10 |      10 |            10 |      30 | 4d6 |
    |  12 |      10 |            10 |      40 | 5d6 |
    |  14 |      10 |            10 |      50 | 6d6 |
    |  16 |      10 |            10 |      60 | 7d6 |
    |  18 |      10 |            10 |      70 | 8d6 |
    |  20 |      10 |            10 |      80 | 9d6 |
    SPELL CLASS VERSION

    Code:
    6x Jagged Berms; BERM-AC: 10; BERM-Hardness: 10; BERM-HP: [5ECL] [5ECL]-10; Immune to critical hits and precision damage; Becomes difficult terrain when destroyed; Each berm appears in an unoccupied square within 120 feet, fills its square, and provides cover.
    The HP per BERM = ((Even Caster Level x 10) - 10)
    where "Even Caster Level" = Caster level from the spell class. CL 1 = 0, CL 2 = 1, CL 4 = 2, etc..

    ---

    ACTIVITY VERSION

    1) Effect

    • Name: Jagged Berms
    • Apply to Result State: -
    • Min Action?: Yes
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION / CONDITIONS / MODIFIERS
      • Code:
        6x Jagged Berms; BERM-AC: 10; BERM-Hardness: 10; BERM-HP: [ELVL] [ELVL] [ELVL] [ELVL] [ELVL] [ELVL] [ELVL] [ELVL] [ELVL] [ELVL]-10; Immune to critical hits and precision damage; Becomes difficult terrain when destroyed; Each berm appears in an unoccupied square within 120 feet, fills its square, and provides cover.
    • DURATION
      • Dice: (none/empty)
      • Dice Multiplier: (none/empty)
      • Dice Multiplier Max (pre-mod): (none/empty)
      • Dice Count Mod: (none/empty)
      • Stat/Ability Multiplier: (none/empty)
      • Stat/Ability: (none/empty)
      • Stat/Ability Max (before multiplier): (none/empty)
      • Fixed Modifier: (none/empty)
      • Units: RND
    • SAVE / ABILITY / DC INFORMATION
      • Effect DC: Fixed
      • DC Modifier: (none/empty)
    • TARGETING / EXPENDITURE
      • Targeting: Self
      • Reduce Duration: Start of Turn
      • Init to Reduce: Source
      • Expend?: Never


    2) Damage

    • Name: Jagged Berms
    • Targeting: Targets
    • Spell Dmg?: Yes (it has the "Primal" trait)
    • Apply to Result State: -
    • Min Action?: Yes
    • Apply usage?: No
    • DAMAGE

        • Dice: 1d6
        • Dice Multiplier: Even CLs
        • Dice Max (pre-mod): (none/empty)
        • Dice Count Mod: -1 (DON'T FORGET THIS)
        • Stat/Ability Multiplier: (none/empty)
        • Stat/Ability: (none/empty)
        • Stat/Ability Max (before multiplier): (none/empty)
        • Fixed Modifier: (none/empty)
        • Type: piercing




    NOTE: if you set damage up on an activity, it calculates correctly when you first add it, but it doesn't appear to update automatically when I manually change the character level, but if you roll the damage dice, it is correct. Modifying the damage entry in any way updates the visible value to be correct. I find clicking "Min action" off and then back on is the safest and most simple way to do this. Closing the character sheet and reopening it doesn't fix it. Logging out of the server and back on DOES fix. Releasing the character and then activating it again DOES fix it.

    It is even worse for the Spell Caster class I set up. The character level on the class doesn't update, so the damage on the spell doesn't roll correctly regardless of what is visually displayed. Remember you have to click "Edit List" to make the spell caster class editable. You can then manually update the Character Level for the spell casting class, which then updates the spell entry.
    Last edited by willrune; April 25th, 2025 at 01:47.

  9. #9
    Tremor

    Includes Rage of Elements Errata (Summer 2024, 1st Printing).

    I typically prefix the name of overflow impulses with "OVERFLOW: " to make it obvious that I am about to deactivate my kinetic aura. You may prefer a "(OVERFLOW)" suffix to keep alphabetical order unchanged.

    1) Casting

    • Name: Tremor
    • Targeting: Targets
    • Min Action?: Yes
    • Attack Type: None
    • Show Chat text?: No
    • ATTACK
      • Attack Type: None
    • SAVE
      • Save: Fort
      • DC Type: Class DC
      • Proficiency Name: Kineticist
      • Misc. Modifier: (none)
      • Extra Traits: (none)
    • DAMAGE
      • Damage: Basic Save (half on success)


    2) Damage

    • Name: Tremor
    • Targeting: Targets
    • Spell Dmg?: Yes
    • Apply to Result State: ALL
    • Min Action?: No
    • Apply usage?: No
    • DAMAGE

        • Dice: 1d8
        • Dice Multiplier: Odd CLs
        • Dice Max (pre-mod): (none/empty)
        • Dice Count Mod: (none/empty)
        • Stat/Ability Multiplier: (none/empty)
        • Stat/Ability: (none/empty)
        • Stat/Ability Max (before multiplier): (none/empty)
        • Fixed Modifier: (none/empty)
        • Type: bludgeoning


    3) Effect


    • Name: Tremor
    • Apply to Result State: CRITICAL FAILURE
    • Min Action?: No
    • Apply usage?: No
    • GM Only?: No
    • DESCRIPTION/CONDITIONS/MODIFIERS
      • Code:
        Tremor; prone
    • DURATION
      • Dice: (none/empty)
      • Dice Multiplier: (none/empty)
      • Dice Multiplier Max (pre-mod): (none/empty)
      • Dice Count Mod: (none/empty)
      • Stat/Ability Multiplier: (none/empty)
      • Stat/Ability: (none/empty)
      • Stat/Ability Max (before multiplier): (none/empty)
      • Fixed Modifier: (none/empty)
      • Units: RND
    • SAVE / ABILITY / DC INFORMATION
      • Effect DC: Fixed
      • DC Modifier: (none/empty)
    • TARGETING/EXPENDITURE
      • Targeting: Targets
      • Reduce Duration: Start of Turn
      • Init to Reduce: Source
      • Expend?: Never


    4) Misc

    The final damage table should look like:

    Code:
    | LVL | DMG  |
    | --: | ---: |
    |   1 |  1d8 |
    |   3 |  2d8 |
    |   5 |  3d8 |
    |   7 |  4d8 |
    |   9 |  5d8 |
    |  11 |  6d8 |
    |  13 |  7d8 |
    |  15 |  8d8 |
    |  17 |  9d8 |
    |  19 | 10d8 |
    Last edited by willrune; April 13th, 2025 at 20:57.

  10. #10
    Flying Flame

    Code:
    | LVL | DMG  |
    | --: | ---: |
    |   1 |  1d6 |
    |   3 |  2d6 |
    |   5 |  3d6 |
    |   7 |  4d6 |
    |   9 |  5d6 |
    |  11 |  6d6 |
    |  13 |  7d6 |
    |  15 |  8d6 |
    |  17 |  9d6 |
    |  19 | 10d6 |
    1) Casting

    • Name: Flying Flame
    • Targeting: Targets
    • Min Action?: Yes
    • Attack Type: None
    • Show Chat text?: No
    • ATTACK
      • Attack Type: None
    • SAVE
      • Save: Ref
      • DC Type: Class DC
      • Proficiency Name: Kineticist
      • Misc. Modifier: (none)
      • Extra Traits: (none)
    • DAMAGE
      • Damage: Basic Save (half on success)


    2) Damage

    • Name: Flying Flame
    • Targeting: Targets
    • Spell Dmg?: Yes
    • Apply to Result State: ALL
    • Min Action?: Yes
    • Apply usage?: No
    • DAMAGE

        • Dice: 1d6
        • Dice Multiplier: Odd CLs
        • Dice Max (pre-mod): (none/empty)
        • Dice Count Mod: (none/empty)
        • Stat/Ability Multiplier: (none/empty)
        • Stat/Ability: (none/empty)
        • Stat/Ability Max (before multiplier): (none/empty)
        • Fixed Modifier: (none/empty)
        • Type: fire

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Fantasy Grounds Merchandise

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