
shogungari |

I'm making a pyrokineticist for a game of mine tonight after losing a character. It's a custom race but essentially medium sized fey with +2 to con and dex so nothing major. I'm hoping the character can focus on pure damage and AoE since ranged firepower (literally) is something the team lacks. We're level 9 currently and I have a few feats I know I need (point blank/precise shot, improved initiative, etc) but I'm curious as to what other feats to focus on. And are there any items, wondrous or otherwise, that a pyrokineticist would benefit from the most?

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I would investigate N Jolly's guide on the subject if you haven't yet, which is pretty thorough and offers some non-obvious items and feats.
I'd actually look into grabbing a Familiar at this point. Kineticist familiars actually have pretty decent HP to boot - you're looking at equivalent HP to a +1 con d8 HD class for them. Iron will is hardly a wasted feat for most Kineticists, either.
Extra Traits can be pretty useful too, though probably less exciting than it is when you're still building the character. Likewise for toughness if you haven't picked it up yet. Heck, if you're going Pyrokineticist, I'm pretty sure Spell Penetration is a viable feat option, if a little dull.

Torbyne |
So there are only a few items i could think of, the kineticist's diadem and the stat boosting belts of course... Bracers of Falcon's Aim will give you a +1 to hit for one fight per day.
Feat wise, PBS, PS, Weapon Focus. If your stats are high enough, iron will Familiar Bond and then Improved Familiar can net you an elemental Wysp which grants a +1 to hit and damage with all of your fire based blasts.

The Shaman |
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Well, toughness is a staple feat for kineticists, and considering how often you use kinetic blast a weapon focus in it is a good idea too imo. Later on, I can see kinetic counter being a fun option if you expect to be against more enemies with spells or spell-likes from the respective element. Extra wild talent is, obviously, great.If ability focus (kinetic blast) is allowed, it is also an awesome choice. Defensively, hm, I would try to make sure your will save isn´t that bad, it is a weak save for the class.
As for items, I am a great fan of the kineticist diadem, but it isn´t cheap. Belts of con and dex are a great item for any kineticist, and anything that keeps your saves (esp. will save) up is worth it.

shogungari |

The only bonus you get by default for being Fey is Low-light Vision, so unless there's another feature added in that specifically gives you racial immunity/resistance to mind-controlling effects, then yes, you should worry about it.
Fey aren't humanoid. Dominate and Hold Person don't work on them. Also, our bloodrager's so powerful I have no doubt he can cleave me in two in one hit if I ever get controlled. He has 50% displacement up at all times, haste, mirror image, and can dish out 100 damage a round while providing intimidates to everyone within 30 feet on a hit. He's soloed the game basically, we're just there for the ride. If I get turned, he'll cut me in half and revive me later. If it helps with generic will saves, awesome, but against mind control I'm not too concerned.

shogungari |

Thing is, long story short, there are no wizards in this campaign save for ONE, which we have no intent on attacking or going near because he's essentially 20th level and absolutely hates us. I guess if I can find one in the area (we're on a spelljammer right now, hard to find more gear) I'll look into investing in it, but I'm sincerely not concerned with mind control because the only thing thus far that has done confusion has done it point blank.

Cuup |
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Thing is, long story short, there are no wizards in this campaign save for ONE, which we have no intent on attacking or going near because he's essentially 20th level and absolutely hates us. I guess if I can find one in the area (we're on a spelljammer right now, hard to find more gear) I'll look into investing in it, but I'm sincerely not concerned with mind control because the only thing thus far that has done confusion has done it point blank.
That's fine - just a bit confused why you asked if you should be concerned about mind control while also being positive that you shouldn't be concerned about mind control?

shogungari |

wait, so even arcanists are good to go? what makes wizards special than?
It's part of the campaign's lore. Basic backstory, the campaign takes place a thousand years into the future, at which point aliens attacked Golarion and devoured almost all magic and anyone who can cast it. Wizards went extinct save for literally one person and any other caster has to naturally acquire their magical prowess. Wizards are singled out because they have to specifically practice magic, they can't use it naturally.
Or something like that. The game's kinda confusing. :x
Edit: Now that I think about it, I don't know if arcanists are allowed because no one's asked to play one yet. So far the spontaneous casters are allowed, the others are up in the air.

ChaosTicket |

Equipment is more basic as Kineticists have little use for ranged weapons , and melee weapons when you have the kinetic blade, whip, or fist infusions. That also means you can out more money into fewer more powerful items.
Mithril Chain Shirt, Mithril Buckler(or two), Ring of Protection, Amulet of Natural Armor, Cloak of resistance, Belt of Constitution and/or Dexterity, Headband of Wisdom and/or Intelligence.
Getting the Air element at level 7 is suggestible. Wings of Air gives you free and permanent Fly, Air's Reach doubles the range of your Air blasts, Celerity lets you use HASTE, and so on.
Air is actually the element I would suggest most people to start with. The others have their niches, such as Fire having Eruption and Explosion, but not much else.
Note: Arcanists shouldnt be allowed in your campaign because they are Prepare Casters, they just also have spontaneous Metamagic as an option.

Texas Snyper |

Kineticists are pretty independent of build beyond a few basic feats and items. They have a high floor and low ceiling so you can stray and not be affected much by it, which is nice because you can then go unique and not be penalized.
ChaosTicket pretty much hit all the go to items to get. My kinny did get slippers of spiderclimb early on in her career which were very helpful at times. Darkvision goggles could be a nice pick up.
Precise shot and PBS are nice, but since if you are staying pure fire and therefor going pure touch attack they are not required. If you are going to expand at 7 and get a physical blast, then I'd consider getting them.
Weapon finesse is a must get if you are getting kinetic blade. Ignore it if you are not.
Toughness is a good pickup, and you have plenty of feat space if you skip on any of the above feats. Weapon Focus is a good one too.
If you're going pure fire and skip PS and PBS, then I'd consider getting that fire wysp even if its just for the flavor.
Ability focus is a good pick up to make it harder to save vs your many AoE fire attacks. Expanded Metakinesis: Piercing Spell would be a good pick up to ensure you can get past SR.