
BushWookie4Life |
So I've been round an round the internet. I've read Jollys guide, the two individual element guides, the sucking counts as air bending, the guide to dipping, and every reddit post I could find. I believe it's time to request some updated builds from those that have played the class. So what's yours? What's worked, what hasn't, and what has given you the most enjoyment?

DeathlessOne |

Considering most 'guides' out there focus on optimization so that you are in the 80th+ percentile of pure power, and you should probably shoot for around 50ish for most games that take the CR system seriously (and doesnt try to nuke it from orbit, ie most basic adventure paths).
Once that is kept in mind, there is room for just about every build that doesn't outright dump Dexterity or Constitution (and/or whatever stat you are using to base your blast off of, for archetypes).
My personal favorite was a Wood/Fire/Void Kineticist that focused on using a ranged weapon to deliver basic blasts (later composite blasts), and Energize Weapon to deliver some decent full attack routines with added damage. When he wasn't dealing damage, he was healing the party or helping to lock down the battlefield. I'd have to get back to my tablet to pull the exact build, but it was mainly just built using your standard archery feat routine (PBS, Precise Shot, Rapid Shot, Manyshot, Clustered Shot).

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I have a plain old earth kineticist at level 10 in society play that is one of my favorite characters. Super tough, decent damage, ok versatility. I took elemental whispers to get a familiar, which I gave the sage archetype, that made up for the lack of skills. Focused on con and dex. Pretty straight forward build.

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played an Aether kineticist lvls 1-17. I don’t have my sheet around but here was my basic build plan. Aether has wonderful utility talents and infusions.
Starting feats
Point-blank shot
Precise shot
Toughness
Ability focus
Weapon finesse
.....
Wild talents
lvl 2 telekinetic finesse
lvl 4 telekinetic haul
lvl 6 telekinetic invisibility
lvl 8 telekinetic maneuvers
lvl 10 kinetic healer
lv12 kinetic revivification
infusions
lvl 1 pushing infusion
lvl 3 extended range
lvl 5 bowling infusion
lvl 7 foe throw
lvl 9 flurry of blasts (didn’t like this one)
lvl 11 wall
lvl 13 grappling
lvl 15 disintegrating
I also played a kinetic knight 1-17 mythic 6. Mythic combat reflexes + kinetic form + kinetic whip is ok. Started to miss the ranged blasts though. I don’t suggest the wood element, as I took for this character, almost every utility talent was universal. Eventually I expanded into positive and negative elements which actually was good.

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I'm playing a goblin telekineticist in Giantslayer (currently 6th lvl).
Feats:
1. Weapon Finesse
3. Point-Blank Shot
5. Precise Shot
Wild Talents:
2. Kinetic Healer (the only other healer in the party is a Warpriest)
4. Telekinetic Finesse
6. Self Telekinesis
Infusions:
1. Kinetic Blade
3. Extended Range
5. Bowling Infusion
I'm planning on taking water as my expanded element.

GoodboyLegoshi |
Currently lvl 8 in an so far 15 evening Game our Dm is running on roll20. We run really low economy on about 20k each but we probably get tons of gold soon.
I am playing as Flavia Love sister of Espada Love and convict of murdering what later seemed to be just some customers of my sister in a fiery Mess.
We got tossed on an island and fought us through ungodly Ammounts of the undead and bandits.
She is an Fire elemental Kinetic Knight Human.
All points of a 20 point buy into con and a bit of Strenght for Talent. dumping int. (shes really only good at vision, cooking and bluffing)
Traits:
Dimdweller for seeing in the Dark and reactionary for reacting
Talents:
Weapon focus(1), Blind fight(1), Improved Feinth(3), Moonlight stalker(5) and Moonlighstalker Feinth(7)
Infusions leaving out the kinetic knight base infusions :
Dazzling Infusion(1), Burning Infusion(5), Foxfire Infusion(7)
Secondary element: Fire of course, according to the Theme and Blueflame Blast is jucy. Also we get a ton of wild Talents lvl 6.
Wild Talents:Fires of Fury(2),Elemental Whispers(4),Flame Jet(6) Firesight(secondary element),Smokestorm(human),Elemental Whispers Greater (8)
(I took a Fire Whysp man those guys are handy!)
Im carrying a lot of Smokesticks and Stuff to make stuff burn and then wade into battle, supportet by my Witch sister.
I basically feint attack in the same turn to hit against touch armored flatfooteds.
I mean this class is Blast to play can we all agree ;)

The Guy With A Face |

A caligni void kineticist is fun. Caligni can see in magical darkness so you don't need to spend a bunch of wild talents to use the darkness infusions. You have to be careful not to annoy your party though; nobody likes missing due to an ally's darkness effects.

Outatime1985 |

Haven't been able to play one yet, but I am making an ATLA like campaign and this campaign is going to be hard. I have my NPC Kineticist who is going to be either Air. It is a Dual-Talented Human Air Kineticist whose archetypes are Elemental Scion and Kinetic Lancer. It is made for melee jump combat. Eventually, it will have like a +72 Acrobatics with Kinetic Leap or base +52. Made for combat by being the Lancer from Final Fantasy Tactics and uses Electric Blast.