What do I do with an electric Kineticist?


Occult Adventures Playtest General Discussion


Okay I'm statting up an 8th level kineticist for Emerald Spire. My party mates are lvl 7 Valeros, lvl 7 Kyra, and lvl 7 Ezren, all from the NPC Codex.

My starting blast is Electric Blast.

The ability scores are:

Str 18
Dex 14
Con 16
Int 10
Wis 12
Cha 8

I'm focusing on using Kinetic Fist, so my first feat is Improved Unarmed strike using my human bonus feat and my first Wild Talent is Kinetic Fist. In this character's case I have an obsession with electricity.

Questions:

1) What do I do with my remaining 4 feats?

2) What do I do with my remaining 5 Wild Talents? Related: I didn't notice this before but when do I get Wild Talents? Seriously, it looks like I get Wild Talents like a fighter gets Feats from the table but the pattern breaks at level 7 and 15 where I get a wild talent on an odd level. The Wild Talent Class feature does not tell me when I get a wild talent except for level 1 so I'm going by the table until further notice.

3) At 33,000 gold, how should I equip him?


I'm guessing feat-wise...
1) Weapon Focus: Unarmed Strike -- As you'll be relying on actual unarmed strikes to land your damage.
2) Toughness -- Twofold: First, helps if you need to eat burn. Second, you'll be up-front, so HP is good.
3) Weapon Focus: Kinetic Blast -- Will benefit Kinetic Whip (if you choose to take it) and/or standard blasts, when you need them.
4) Two Weapon Fighting -- If you bump Dex a point for it. This will get you more out of Kinetic Fist. (Otherwise, Iron Will?)

As a 7th level character, your blast would be 4d6.
That means Kinetic Fist would only add 1d6 to your unarmed attack (1 per 3 dice it normally deals, minimum 1d6).

I like the flavor of this talent, but feel it's more painful to use than Kinetic Blade. (losing 2/3 your blast damage).
This makes me think there's probably some Archetype ordered that gives you Flurry of Blows -- Can't think why else it would do this.

As for equipment... Amulet of Mighty Fists or Body Wrap of Mighty Strikes?
With TWF -- Amulet.(16k) Either +2 for your unarmed, or +1 and Shocking (for an extra d6 electric).
W/O TWF -- Body Wrap. (12k) As above (either +2 or +1 & Shocking)

That's my at-a-glance suggestion. If anything else comes to mind, I'll let you know.

Belt of Physical Might +2 (STR/CON) (10k - Total 22k-26k) -- More HP, more hit/damage.

Cloak of Resistance +2 (4k -- total 26k-30k)

Chain Shirt +2 (4k -- Total 30k-34k -- +1 if Amulet of Mighty Fists)

Ring of Protection +1 (2k -- Would be 32k with Wrap, less with +1 Mighty Fists).

Assuming the wrap, you'd have AC 19 (18 with Amulet) before possible defensive buffs.
HP would be OK -- Ability to land your Unarmed Strikes would have better odds.

That's my at-a-glance suggestion. If anything else comes to mind, I'll let you know.
(EDIT: You get your Talents as indicated on the level chart. They're staggered odd like that, instead of set pattern, due to ability acquisition if I understand Mark right, so 1/2/4/6/7/8/10/12/14/15/16/18/20)


I think a pure kineticist with kinetic fist is going to be...kind of awful at this stage. I think kinetic fist is really for multiclass kineticists or the promised archetype. Right now, you're kind of screwed because unarmed strikes won't benefit from feel the burn, meaning you're just a rogue with 1/3 the sneak attack progression using the weapon that costs the most to enhance. At least you can, and probably should, avoid Burn (and probably Con).

If you're going to face weak foes (and if you're using the iconics, that sounds like a safe bet) you might be able to eke out some decent damage by dual wielding unarmed strikes, since then you get three attacks, meaning you're not losing damage from your blasts at least.

Otherwise, you might be best off skipping kinetic fist, instead grabbing kinetic blade/whip, and making it a gauntlet/cestus/brass knuckles/whatever with weapon finesse. You'll be able to make touch attacks at reach while still looking like a martial artist.

Otherwise, I recommend air cushion and wings of air, for sure, and expanded element is a good recommendation for anyone. You'll want extended range eventually because you'll eventually want to ride the blast into melee range, and combat reflexes can't hurt.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

A Geokinetecist that is using kinetic fist. You should be able to swap the talents for Air/Electricity ones, but to be honest Air (and by extension electricity) is better at range than melee.

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