
ekibus |

So since the occultist is out due to trapping of the warrior being ruled out of PFS. I was thinking about doing a kinetic knight dwarf...the kineticist kinda confuses me honestly. I understand the knight can make the blade and assume it can be changed to a blast and back again but I read in the forums that they lose the ability for range. So anyways how would you build a kinetcist knight? I like the idea of a dwarf with earth mowing down things with a dwarven battle axe...actually another question does the weapon add your str of just the progression?

avr |

At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.
You can use kinetic blade, and when you later get kinetic whip etc. you can use those. You can't use the kinetic blast without kinetic blade/whip/whip hurricane.
The damage of your kinetic blast doesn't change. With an earth blast it's 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st; elemental overflow adds to this later. Strength is used for the attack roll with a kinetic blade but not the damage.
If you're going with a dwarf geokineticist then you need Con, Str, and really nothing much else. With 20-point buy you could start with Str 16, Dex 10, Con 18, Int 10, Wis 14, Cha 6 including racial modifiers.
As far as feats go, Weapon Focus, Toughness and Steel Soul would all be good. Since your damage goes up pretty fast anyway I'm not sure Power Attack is a good investment. You're going to have to use a shield so you might take feats which focus on that - Shield Focus and Guarded Charge into overrun or bull rush maneuvers perhaps, or start with a 13 dex and aim for some of the defensive tricks you can do with shields. Delay Blast I think would still work, oddly enough, if you feel like being able to set traps.
You don't get any infusions in a normal PFS lifespan unless you go Earth/Earth. If you do then magnetic infusion or rare metal infusion are both possible, impale won't work and the lower level ones aren't worth considering. I probably would go Earth/Earth & get rare metal; YMMV.
You do get wild talents. If you take the Kinetic Invocation feat you get some interesting options. Assuming you do, you might get Earth Walk, Earth Climb, Tremorsense, Slowing Mud, Earth Glide & Kinetic Form at levels 2, 4, 6, 8, 10 & 12 respectively.
There's plenty of other ways to make your kinetic knight possible of course.

avr |

You will have infusion slots - the various blade infusions are in addition to those gained normally.
(Whether there's enough to actually fill all the slots is another matter.)
Ah. That makes expanding into another element more attractive. Earth's short of substance infusions.
Earth/Fire gives you a magma blast which should be impressive if worse against energy resistance than metal blast, and fire blast for a touch attack. Your infusions might be Pushing Infusion, Draining Infusion, Entangling Infusion, Burning Infusion, Flash Infusion.
Earth/Wood gives you autumn blast, about equal to metal blast, and wood blast which you don't care much about. The last two infusions become Toxic infusion and Greater Toxic infusion.
I don't think the others give you good substance infusions to work with, and after Earth/Earth gets Magnetic & Rare Metal infusions it's reduced to getting the worse 2nd level infusion (Bowling) at 11th level.

Tarik Blackhands |
At least in my skimming of the archtype I wouldn't be overtly worried about your composite blast since odds are you're not really going to use them (no real opportunities to gather power or otherwise lower the burn cost). I'd instead branch almost entirely on what gives you a good backup blast or provides good utility talents. Aether and Void both cover the utility end quite well although the flavor isn't the best fit.

ekibus |

Thanks, so basically earth is really nice but lacking in options. Just tinkering on hero lab last night and ill admit the hit has me a bit worried. But the blast/ sword are massive damage come level 12. I read the guide when the book came out. I'll have to re-read the basics. Same general rules should apply to the axe

JiCi |

I see several issues with this archetype:
- Light armor = you're screwed, as Elemental Bastion works only on medium and heavy armor.
- The Kinetic Blade isn't considered drawn... at any moment... You have to activate the Blade every single round.
- Absolutely no enhancement possible... I was expecting a gauntlet or even a handle that would grant various enhancements to Kinetic Blasts, blades and whips included.

Isabelle Lee |

-Even medium armor won't work, unless you have access to armored kilts. Heavy only.
-Eventually, you should be able to whip for zero burn via infusion specialization. Until then, telekineticists have a decided advantage. While it has religious limitations, the Shield-Trained trait goes very well with the archetype (and may be worth considering for the dwarf kineticist the original poster is looking to build).
-With the amount of damage dealt by the kinetic blade, there's no way enhancement would ever have been on the table.
Despite its limitations, I think you'll find the kinetic knight more effective than you think. ^_^

JiCi |

-Eventually, you should be able to whip for zero burn via infusion specialization. Until then, telekineticists have a decided advantage. While it has religious limitations, the Shield-Trained trait goes very well with the archetype (and may be worth considering for the dwarf kineticist the original poster is looking to build).
My main gripe is that it doesn't act like a lightsaber; it's like you need to turn it on every round. The Blade disappears at the end of your turn, so no attack of opportunity, for instance.
-With the amount of damage dealt by the kinetic blade, there's no way enhancement would ever have been on the table.
Improved Critical might not be applicable on the blade/whip, Bane cannot be used and Speed cannot be used. Your best bet would be a manufactured weapon with the Conductive enhancement, which channels your spell-like abilities... as long as it respects the attack form (melee or ranged), but it's a regular attack instead of a touch attack.
I get it's useful, but come on... the Soulknife had enhancements for its blade back in the days :P

Isabelle Lee |

As for the other stuff... Improved Critical should work fine (since the blast specifically calls out working with feats such as Weapon Focus), and while speed may not be available, haste is still every bit as bonkers here as elsewhere.

PossibleCabbage |

I think focusing on element combinations because of the composite blast they give you is less important for the Kinetic Knight than it is for other Kineticists. The reason? You will very rarely have a move action to spare for gathering power, because you'd generally prefer to either "move into melee range" or "full attack".
Only time I think it makes sense for a Kinetic Knight to gather power is before a blade rush or a whip hurricane (or one of those other melee infusions that prevents you from full attacking). Since you don't get supercharge, you won't be able to use a composite blast without taking burn until 16th level, when you get your third element.
So feel free to go earth into air (electricity) even though there's no earth/electric composite, that would let you target both AC (and no SR) or Touch AC (and SR) as you like. Or any other combination of elements that doesn't normally go together.

ekibus |

Yeah the whole re-summon thing I missed... guess gauntlet for attacks of opp. Weapon focus would apply for both ranged attack and the blade correct? What about the dwarf favored bonus to add damage to the blast is that worth it? (Thought it was 1/2 but looks to be 1/3)
Lol dang just realized N.Jolly commented...thanks for your guides :)

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Yeah the whole re-summon thing I missed... guess gauntlet for attacks of opp. Weapon focus would apply for both ranged attack and the blade correct? What about the dwarf favored bonus to add damage to the blast is that worth it? (Thought it was 1/2 but looks to be 1/3)
Lol dang just realized N.Jolly commented...thanks for your guides :)
I'd say it's kind of worth it, like it's a small bonus to damage, so it's not going to massively buff your damage output, but since you're attacking with it more often, you'll be seeing bigger returns on how often that small damage boost comes into play.
And no problem, I'm glad my guides are helpful to you. I've written a few 3p options for melee kineticist like this that are in the guide, but as I said, the K. Knight is actually one I like a lot, and I highly suggest people use it.
ekibus wrote:Yeah the whole re-summon thing I missed... guess gauntlet for attacks of opp.Better make it a spiked gauntlet as some think a gauntlet attack provokes an AoO as it's an unarmed attack.
I'm a bigger fan of Cestus here, as 19-20 crit range is pretty nice.

graystone |

I'm a bigger fan of Cestus here, as 19-20 crit range is pretty nice.
True, that's an option too. It's also got the option of P or B damage, which is attractive. It depends on which you want more: improved weapon profile or no "penalty on all precision-based" skills. For this archetype though, cestus most likely is the better option.
Though taking the Improved Shield Bash feat and Shield-Trained trait with the shield you're required to carry for AoO is an option too.

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I'm working on a Kinetic Blade build and I'm trying to figure out a way to go TWF Sword and Board without boosting DEX. Right now, my plan is just to take a 12 DEX to start, bump it at 4th, and then buy an Ioun Stone to boost it to 15 so I can take Two-Weapon Fighting. Is there a feat out there to allow qualifying for TWF based on STR bonus? For some reason I was imagining there was. The other option is to dip Ranger or Slayer, but that slows down Kinetic Blade damage progression.
It's a Dwarf, Geokineticist for PFS similar to what the OP indicated he wants to play. I'll start at 5th level thanks to GM credit from several parts of a module.
CG Dwarf
Gorum Worshipper
STR 16 DEX 13* (+1 4th) CON 19 (+2 racial, +1 8th) INT 8 WIS 12 (+2 racial) CHA 8 (-2 racial)
HP: 124
AC: 21 (+8 armor (O-yoroi), +1 DEX, +2 shield (heavy)) before magic items/enhancements
DR 6/adamantine
Traits: Shield-Trained, Indomitable Faith
1) Toughness, Bonus: Kinetic Blade, Burn, Elemental Focus (Earth), Gather Power, Infusion: Pushing Infusion, Kinetic Warrior
2) Elemental Bastion: Medium, Heavy armor, Shield (not Tower) Proficiency, Utility Wild Talent: Elemental Whispers
3) Weapon Focus (Kinetic Blast), Bonus: Blade Rush Infusion, Elemental Overflow +1, Knight's Resolve
4) DEX +1, Elemental Defense: Flesh of Stone, Utility Wild Talent: Kinetic Cover
5) Improved Shield Bash, Bonus: Kinetic Whip Infusion, Infusion: Entangling Infusion
6) Elemental Overflow +2, internal buffer 1, Utility Wild Talent: Tremorsense
7) Two-Weapon Fighting*, Expanded Element (Earth), Bonus: Rare-Metal Infusion
8) CON +1, Infusion specialization 2, Utility Wild Talent: Earth Climb
9) Weapon Focus (Heavy Shield), Bonus: Blade Whirlwind Infusion, Elemental Overflow + 3, Infusion: Magnetic Infusion
10) Utility Wild Talent: Stone Sculptor
11) Shield Focus, Bonus: Whip Hurricane Infusion, Infusion Specialization 3, Internal Buffer 2, Infusion: Grappling Infusion, Greater Resolve
* I'll have to buy an Ioun Stone, Snakeskin Tunic, or Belt of Dexterity before 7th level for at least a +2 to qualify for TWF. Belt will likely be CON, though.
I have to admit, much of the Kineticist still confuses me. I think I replaced everything that's replaced by Kinetic Knight, but I'm not sure. Any help is definitely appreciated.
Weapon Focus or Power Attack better at 3? At 3/4 BAB and eventually TWF, I'm worried about hitting.

Isabelle Lee |

I think you've replaced everything properly. You're missing Infusion Specialization at 5th and 8th, though. ^_^
No Power Attack. Accuracy is life. You'll have resolve at least 2/day starting out, so if there's a better trait for you than Indomitable Faith, cutting it is technically an option.
Honestly, for a TWF build, I'd almost just go full Dex. Strength doesn't add to the blade's damage, so you're not getting much there, and Shield-Trained makes your shield finessable. You can go all the way down to tatami-do armor, or just sacrifice some AC bonus once you pass your threshold. Just make sure your Strength isn't so low that you end up in heavy load.
The real question, though, is: what are you getting out of TWF? I don't know that the off-hand damage is worth the penalties or the investment, unless you have a gimmick like Shield Slam - and infusions might do that job more effectively. Note that, at 5th level, Infusion Specialization 1 means you get a 1 point discount on your infused blast. So you can put a 1-point infusion on your blade for free. By 8th level, you should be able to whip for free. It might be better just to go all in on facesmashery.
So... give these things some thought. ^_^

avr |
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I think with a physical kinetic blast you're better to focus on improving attack bonus than damage. Weapon Focus in other words. Frankly I wouldn't go TWF shield bashing either with those feats, the -2 attack on the kinetic blast is probably worse than the extra 1d6+1/2 Str damage shield attack gained. Maybe if you were going for shield slam, shield snag or shield material expertise it'd be useful.
Note, Grappling Infusion requires one of three form infusions, and you're not allowed any of them as a kinetic knight. Literally your only option at that level will be Bowling Infusion. Also you get another infusion at 3rd level, which would have to be Draining Infusion, you have no other options once you've taken Pushing Infusion. Kinetic Knight & Earth/Earth puts you on rails in some respects.

graystone |
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The real question, though, is: what are you getting out of TWF?
You could do some kind of combat maneuver with the extra attack. For instance, a Snarlshield can disarm. You could also get a defending weapon and use the extra attack mostly for AC and have the little extra damage you can do as a bonus. Two-Weapon Feint is another possibility.

Isabelle Lee |

Isabelle Lee wrote:The real question, though, is: what are you getting out of TWF?You could do some kind of combat maneuver with the extra attack. For instance, a Snarlshield can disarm. You could also get a defending weapon and use the extra attack mostly for AC and have the little extra damage you can do as a bonus. Two-Weapon Feint is another possibility.
That's not bad, especially with Kinetic Warrior giving easier access to feats like Improved Disarm. ^_^

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Doesn't Knight's Resolve replace the Infusion at 3rd level?
Going Shield Bash was mainly to threatened with something better than a gauntlet/Cetus. TWF is to have the extra attack when I need it, since if be taking Improved Shield Slam anyway. It's a better option if I could figure out how to qualify without a 15 DEX or a 2 level dip. I also figure I can put some kind of useful enhancement on the shield, since I can't enhance the kinetic blade. Defending as was suggested would be good if not cost effective until the shield side of the shield is at least +3. Vicious, or better Holy, might make the extra attack worthwhile.
I've been trying to figure out a good use for Kinetic Warrior. Maybe Improved Trip to use with Bowling Infusion.
I completely missed the firm requirement on Grappling Infusion. Thanks.
Is the Metal blast worth it to go Earth/Earth, or would Earth/Water be better so I could pick up Shroud of Water and Cold Blast? Would a Cold Blast Kinetic Blade target touch AC? I'm not sure whether that gives me any more infusion options or not.

avr |

You're right, I missed the lost infusion at 3.
A cold blast as a kinetic blade would target touch AC, but you would have a real problem with poor infusions going Earth/Water. Magnetic and Rare Metal wouldn't apply without a metal blast so you'd have to take two of Quenching, Bowling and Draining at levels 9 & 11. It's why I suggested Earth/Fire or even Earth/Wood above (before your post) if Earth/Earth didn't appeal. Though it has since been pointed out that a kinetic knight would often prefer to full attack over gathering power and making a single attack.

kadance |

Searing Flesh, fire's defense, works best with the Snapping Turtle Clutch feat, but its shield bonus wouldn't stack for normal AC and the grapple check would be hindered by a heavy shield (possibly even a light one). Seems a waste on a K-Knight.
Can you grapple with both hands and a manifested whip?
If the whip isn't held in your hand... /shrug

JiCi |

** spoiler omitted **
Point taken.
However, I do think that it's a bummer that a Kineticist cannot benefit, under any circumstance, from regular weapon enhancements for its kinetic blast, blade or whip.
Sure, it wouldn't be logical to add enhancements like Flaming or Shocking, but... then you look at others like Bane, Anarchic, Disruption, Dueling, Keen, Speed and Vicious.

Isabelle Lee |

How exactly does Shroud of Water interact with the Kinetic Knight's shield/armor? I thought of going that direction, since it's called out in the archetype. But does the base bonus stack, or only the extra bonus from taking burn?
You only get the extra bonus. So, in addition to the 1 burn to attune the shield, you spend one burn for each point of enhancement increase.
(In retrospect, it's probably not ideal. Chalk it up to my lack of experience with the class at the time. I just wanted to make sure they got something out of it.)

graystone |
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In retrospect, it's probably not ideal.
I actually kind of like it. It gives Shroud of Water user the option of not increasing his armor or shield past +1 and focus on special abilities. So instead of feeling like you have to buy +3 armor you can instead buy +1 mind buttressing and add +2 to the armor. It also gives the user the option of using new armor/shield without having to worry if it's enchant bonus is up to the party level. For instance if the party finds a cool +1 heavy armor with a cool ability, the Shroud of Water user can turn it into a cool +5 suit of cool ability.

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Ok, I don't have a full build yet, but I think I solved the TWF riddle.
Artful Dodge from the Melee Tactics Toolbox lets you use Intelligence instead of Dexterity to qualify for feats. Kinetic Warrior lets you use Constitution in place of Intelligence when qualifying for Combat feats. So that should allow Constitution to qualify me for Two-Weapon Fighting.
I also went with the Disarm tactic and adjusted stats based on some of the thoughts here. He'll be a surly Dwarf with a 5 CHA. Never had a stat that low before. Should be fun. Also, for flavor purposes, he's going to wear Stoneplate. It'll test the limits of a Medium load for a 16 STR, but since my weapon won't weigh anything, I think I can make it work.
Feats:
Bonus) Toughness (from Unstoppable Alternate Racial Trait)
1) Artful Dodge
3) Improved Shield Bash
5) Two-Weapon Fighting
7) Improved Disarm
9) Shield Snag
11) Break Guard
I'll wield a Snarlshield as suggested upthread. It would be great if the Shield-Trained trait means that I could make a Snarlshield Dueling(UE version), but somehow I expect lots of table variation on whether the trait makes it a "weapon that can be used with Weapon Finesse" for purposes of the enhancement. I could just go with a light shield, since Shield Snag will give me the Disarm attempt regardless. But a Snarlshield would have an extra +2 and an extra +1 AC. EDIT: Or I could go with a Snarlshield with Dueling (PSFG version) for an extra bonus to Disarm without the initiative bonus.
At 9th, I'll get a free Disarm attempt whenever I hit with the shield bash. At 11th, when I successfully disarm an opponent, I can spend a swift action to get a free attack with the Kinetic Blade.
Saves take a hit from trading Hardy for Toughness, but I have Resolve as a backup and a higher Wisdom.
I'm looking at Fire for my second element. Here is where I see having to summon the Kinetic Blade every round as an advantage. Since it's a free action, if I'm having trouble hitting with the stone Kinetic Blade, then the next round I can just summon a Fire one and make it a touch attack. It will do less damage, but hit much more reliably. Especially with Burning Infusion.
I'll obviously have to look for as many ways to boost to-hit as possible. I couldn't figure out how to fit Weapon Focus in and still get Break Guard as a capstone for regular PFS play.

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I'll definitely ask around locally, and probably on the Rules forum, before I lock the character in. I could still make the build work by lowering CON to 18 to start, boosting DEX to 13, and buying something to boost DEX to 15. Going the Stoneplate route, I wouldn't get the full benefit of a DEX that high. I could switch back to O-yoroi. I just like the thematic feel of the stone kineticist wearing stone armor.
It would let me take Weapon Focus instead of Artful Dodge. I'd have to move things around (Improved Disarm at 1, since it's the only one of the feats I'd qualify for), and probably push Two-Weapon Fighting to 7th so I can buy an Ioun Stone instead of a Belt of Dex. Weapon Focus at 5.
That might be a better way to go, anyway, since looking at the attack bonus, I'm only at +6 right now at 5th level, which is pretty terrible. +7 isn't a whole lot better, but it's something. I'll work up a finesse build as well. You may have been right, and that may be the only way to really make it work.

graystone |
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Artful Dodge from the Melee Tactics Toolbox lets you use Intelligence instead of Dexterity to qualify for feats. Kinetic Warrior lets you use Constitution in place of Intelligence when qualifying for Combat feats. So that should allow Constitution to qualify me for Two-Weapon Fighting.
I don't see any issue with that conclusion.
I won't say one way or the other myself, but the Dex > Int > Con thing seems like it may get some table variation. At the very least, I'd feel out your primary GMs, just in case.
I seems fairly straight forward to me. That said, it's NEVER a bad idea check before you do the work. I've seen MANY thread about table variation on things less complicated so it can pop up anywhere without warning.
And Isabelle, thank you. It's always great to get insight from the author.
I'll add my thanks in too. You've been all over the forum answering questions on this archetype and it's much appreciated. I may not always agree with the authors and devs opinions but I'm always grateful when they take time out to come here and share it. ;)

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I'm not seeing things getting much better in the attack bonus department by going Dex-based. I'd still need to boost strength to at least 12 or 13 to be able to wear heavy armor without having a heavy load. Dwarves don't reduce their speed for having a medium or heavy load, but they still suffer the max Dex restriction, right? So I wouldn't get the full benefit of the Dex bonus to AC. I guess I could live with that. I also wouldn't have room for Weapon Focus, though, as I'd need to take Weapon Finesse at 1.
If I did a 10 STR I could start with a 17 DEX and 18 CON, boost DEX at 4th. With a Masterwork Backpack, I'd have a heavy load max capacity of 115 lbs. Full Plate is 50 lbs, a Snarlshield is 20, shield spikes 5, and the mwk backpack is 4. That leaves me 36 lbs. for the rest of my equipment. That's... possible. I think I like the STR approach better, though.
If the CON > INT > DEX works, then a 17 STR 18 CON to start, +1 STR at 4th would put me at 5th with a +7 with Kinetic Blade and +8 with the shield (assuming a +1 as a weapon). +10 to disarm.
I can afford the following:
2,950 Stoneplate, Mwk, +1 Enhancement
1,000 Cloak of Resistance +1
3,210 Snarlshield, Shield Spikes, Mwk, +1 Weapon Enhancement, +1 Shield Enhancement
Leaving me with a little over 1,000 gold for other items. Likely, I'd start saving for a Belt of either STR or CON. STR actually feels like more of a priority, due to the poor to-hit bonus.

Isabelle Lee |

Once elemental overflow starts kicking in (which should happen with shield attunement), that should boost your accuracy as well - kinetic blades lose the damage boost, but still get the attack bonus. ^_^
It's only +1 now, but it should be +2 next level, and I think that's when ability score boosts kick in as well. (I can't look things up as easily on my phone.)

graystone |

I'd still need to boost strength to at least 12 or 13 to be able to wear heavy armor without having a heavy load.
Adopted [Efficient Packer] and/or Muscle of the Society add plus 2 to strength for carry.
Cut Your Losses feat adds plus 2 to strength for carry.
Muleback Cords, 1,000 gp, add 8 to carrying capacity.
You most likely don't want to use the cords, as it's a shoulder item, but is your second feat isn't written in stone, one of the traits could drop needed strength to 10-11.

Isabelle Lee |

Ferious Thune wrote:And Isabelle, thank you. It's always great to get insight from the author.I'll add my thanks in too. You've been all over the forum answering questions on this archetype and it's much appreciated. I may not always agree with the authors and devs opinions but I'm always grateful when they take time out to come here and share it. ;)
More than happy to help! I'm always glad to see folks get excited for stuff I worked on. And thank you for the kind words! ^_^

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Once elemental overflow starts kicking in (which should happen with shield attunement), that should boost your accuracy as well - kinetic blades lose the damage boost, but still get the attack bonus. ^_^
It's only +1 now, but it should be +2 next level, and I think that's when ability score boosts kick in as well. (I can't look things up as easily on my phone.)
Elemental Overflow is another part of the Kineticist that confuses me. I'll have 1 burn for sure to use Shield Attunement. So does that mean that I always get a +1 to-hit with the Kinetic Blade? And if I took 1 burn to add 1 to my DR, I'd get another +1 to hit? That might be a good tradeoff.
At 6th level, if I take 3 burn, I'd have +3 to hit, plus +2 STR (or DEX) and CON? So with the +2 CON, I'd offset the non-lethal damage from taking the burn and effectively get an extra +2 to-hit?
Adopted [Efficient Packer] and/or Muscle of the Society add plus 2 to strength for carry.
Cut Your Losses feat adds plus 2 to strength for carry.
Muleback Cords, 1,000 gp, add 8 to carrying capacity.
You most likely don't want to use the cords, as it's a shoulder item, but is your second feat isn't written in stone, one of the traits could drop needed strength to 10-11.
I could swap Indomitable Faith for Efficient Packer, but I'm already trading the racial trait Hardy for Unstoppable. So I think I'm going to need the +1 to Will saves. But it's an option. So is Mithral armor, eventually, but I'd rather not wait to start enhancing my armor. Affording an extra 9,000 gold for Mithral heavy armor isn't going to happen soon.
I don't have room for another feat, unfortunately.
I really feel like I need the save bonus from a Cloak of Resistance, so I'd rather not go with Muleback Cords.

graystone |
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I could swap Indomitable Faith for Efficient Packer, but I'm already trading the racial trait Hardy for Unstoppable. So I think I'm going to need the +1 to Will saves.
You might be better off taking Deathtouched instead. It grants a +2 trait bonus on saving throws against mind-affecting effects and that's the vast amount of will saves from my experience.
EDIT: it's a shame you can't fit in a feat. Another option would have been to take extra traits feat and take BOTH of the traits I suggested for a +4 str for carry.

Isabelle Lee |

I threw your numbers into Hero Lab to get an idea of how things work out.
Isabelle Lee wrote:Once elemental overflow starts kicking in (which should happen with shield attunement), that should boost your accuracy as well - kinetic blades lose the damage boost, but still get the attack bonus. ^_^
It's only +1 now, but it should be +2 next level, and I think that's when ability score boosts kick in as well. (I can't look things up as easily on my phone.)
Elemental Overflow is another part of the Kineticist that confuses me. I'll have 1 burn for sure to use Shield Attunement. So does that mean that I always get a +1 to-hit with the Kinetic Blade? And if I took 1 burn to add 1 to my DR, I'd get another +1 to hit? That might be a good tradeoff.
At 6th level, if I take 3 burn, I'd have +3 to hit, plus +2 STR (or DEX) and CON? So with the +2 CON, I'd offset the non-lethal damage from taking the burn and effectively get an extra +2 to-hit?
You'll always have a +1 for now, which is the cap at 5th level.
At 6th level, the cap increases to +2, so when you have two points of burn, that's a +2 on your attack rolls. Also at 6th level, if you have three points of burn, you get the +2 to Str and Con. By my calculations, you should be looking at +10 to hit next level (once you hit the three-burn threshold, which you can easily do by pumping your DR).
So is Mithral armor, eventually, but I'd rather not wait to start enhancing my armor. Affording an extra 9,000 gold for Mithral heavy armor isn't going to happen soon.
You should also expect table variation on mithral armor - I would consider it medium (rather than heavy) for this purpose, and armored kilts (the simple fix) are sadly not legal for PFS.
That said, as long as the Dex>Int>Con thing goes over well, this build is looking far more solid. ^_^

graystone |

You should also expect table variation on mithral armor - I would consider it medium (rather than heavy) for this purpose, and armored kilts (the simple fix) are sadly not legal for PFS.
There is an FAQ on that but I have no idea if PFS house-rules it differently. From this, it's still heavy but he can use it as medium if it's better for him.
Mithral armor: What exactly does it mean when it says mithral armor is counted as one category lighter for “other limitations?”
This means that mithral armor allows its wearer to use it when her own class features or special abilities demand her to wear lighter armor; in other words, the character wearing the armor is less limited. For example, a bard can cast spells in mithral breastplate without arcane spell failure, a barbarian can use her fast movement in mithral fullplate, a ranger can use his combat style in mithral fullplate, brawlers, swashbucklers, and gunslingers can keep their nimble bonus in mithral breastplate, rogues keep evasion in mithral breastplate, a brawler can flurry in mithral breastplate, characters without Endurance can sleep in mithral breastplate without becoming fatigued, and so on. It does not change the armor’s actual category, which means that you can still store a creature one size category larger in a hosteling mithral fullplate, and you can’t enhance a mithral breastplate with special abilities that require it to be light armor, like brawling (though you could enhance it with special abilities that require it to be medium armor), and so on.

Isabelle Lee |

Isabelle Lee wrote:You should also expect table variation on mithral armor - I would consider it medium (rather than heavy) for this purpose, and armored kilts (the simple fix) are sadly not legal for PFS.There is an FAQ on that but I have no idea if PFS house-rules it differently.
Mithral armor: What exactly does it mean when it says mithral armor is counted as one category lighter for “other limitations?”
This means that mithral armor allows its wearer to use it when her own class features or special abilities demand her to wear lighter armor; in other words, the character wearing the armor is less limited. For example, a bard can cast spells in mithral breastplate without arcane spell failure, a barbarian can use her fast movement in mithral fullplate, a ranger can use his combat style in mithral fullplate, brawlers, swashbucklers, and gunslingers can keep their nimble bonus in mithral breastplate, rogues keep evasion in mithral breastplate, a brawler can flurry in mithral breastplate, characters without Endurance can sleep in mithral breastplate without becoming fatigued, and so on. It does not change the armor’s actual category, which means that you can still store a creature one size category larger in a hosteling mithral fullplate, and you can’t enhance a mithral breastplate with special abilities that require it to be light armor, like brawling (though you could enhance it with special abilities that require it to be medium armor), and so on.
Note that the examples of class features relying on specific armor types (bolded) are treating it as the lighter category. Unfortunately, the FAQ doesn't provide an example for characters who would want to treat it as the heavier category, so we can't completely rule it out - for example, many of the italicized portions could be interpreted as "only when it's limiting you by being too heavy".
But it seems mostly clear to me that for class features (such as Elemental Bastion), mithral armor is lighter. I'm now less certain than I was. ^_^

Isabelle Lee |
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@Isabelle - Thanks again for the help! That clears it up. This is a complicated class, but it's starting to be clearer to me.
True story: when I was assigned this section, I had no idea how the class worked at all. Just, completely confused. Fortunately, Mark Seifter had the other half of the kineticist section, and he was able to walk me through a lot of this step-by-step. ^_^

graystone |

graystone wrote:Isabelle Lee wrote:You should also expect table variation on mithral armor - I would consider it medium (rather than heavy) for this purpose, and armored kilts (the simple fix) are sadly not legal for PFS.There is an FAQ on that but I have no idea if PFS house-rules it differently.
Mithral armor: What exactly does it mean when it says mithral armor is counted as one category lighter for “other limitations?”
This means that mithral armor allows its wearer to use it when her own class features or special abilities demand her to wear lighter armor; in other words, the character wearing the armor is less limited. For example, a bard can cast spells in mithral breastplate without arcane spell failure, a barbarian can use her fast movement in mithral fullplate, a ranger can use his combat style in mithral fullplate, brawlers, swashbucklers, and gunslingers can keep their nimble bonus in mithral breastplate, rogues keep evasion in mithral breastplate, a brawler can flurry in mithral breastplate, characters without Endurance can sleep in mithral breastplate without becoming fatigued, and so on. It does not change the armor’s actual category, which means that you can still store a creature one size category larger in a hosteling mithral fullplate, and you can’t enhance a mithral breastplate with special abilities that require it to be light armor, like brawling (though you could enhance it with special abilities that require it to be medium armor), and so on.
Note that the examples of class features relying on specific armor types (bolded) are treating it as the lighter category. Unfortunately, the FAQ doesn't provide an example for characters who would want to treat it as the heavier category, so we can't completely rule it out - for example, many of the italicized portions could be interpreted as "only when it's limiting you by being too heavy".
[s]But it seems mostly clear to me that for class features (such as Elemental Bastion),...
I think the key phrase is "It does not change the armor’s actual category". So I read it as 'it stays the actual category but mithral armor allows its wearer to use it lighter armor.' That's the way I've always seen the FAQ read. It's keeping it's actual category is the reason you still need that category of armor proficiency to use it without penalty.
There is also the phrase "in other words, the character wearing the armor is less limited." If it was just restricted to the lower category, it would be more limited as you could only use that lesser category and still need higher proficiency. Getting the option of higher/power abilities works with "less limited".
Of course I'm open to changing my mind if there's something else about the FAQ. I assume there was a thread about the FAQ so it's likely a Dev popped in to clarify.

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Added a thread on the Rules forum about the interaction of Kinetic Warrior and Artful Dodge.