5th level Kineticist - Level 2 air, fire, water Infusions?


Advice

Shadow Lodge

I'm making a terrakineticist and noticing that the non-melee level 2 infusion choices are pretty uninspiring for most elements.

The non-melee universal level 2 infusions seem pretty bad. Spindle hits only two squares - Ref negates, and half damage for the physical blast. Focused Blast is really expensive for what it does.

Penetrating infusion (for the energy blast) also seems terribly expensive. 2 burn to ignore 5 points of cold resist?

Air and fire don't have any level 2 infusions aside from Penetrating.

Water gets access to two talents that are each OK, but that they can't actually use until level 7. Entangling infusion doesn't work with cold or water blasts, just ice, so they can take it at 5 but can't use it until level 7. And the slick infusion only works with area effect blasts, which the hydrokineticist doesn't get access to at levels 1 or 3. So if they take Slick infusion at level 5, they can't use it until at least level 7, when they qualify for Impale or Torrent.

Aether and wood each get exactly one level 2 infusion they can actually use: Bowling (trip) and Entangling, respectively. Earth is the winner at this level with access to either.

You could pick another first-level infusion but you've presumably already taken the best two for your element, so the third pick is likely uninspiring.

What are people doing with 5th level aero-, pyro-, and hydro-kineticists if you're not interested in melee?


If you haven't otherwise picked up extended range, now's the time. You will want to hit enemies more than 30' away some day. Or really, melee doesn't have cooties.

Shadow Lodge

I have extended range for all elements by now.

I often play melee characters, and would like to try something more ranged focused this time. Plus my strength is bad, so I'd need Weapon Finesse to get a credible to-hit, and there are things I'd rather do with my feats.

Currently looking at taking:

Aether - telekinetic boomerang (lets me throw an empowered pushing blast that I can reuse if I miss, which seems better than trip with 2 burn and my CMB)

Air - Gusting? Might have utility?

Earth - Entangling

Fire - Fan of flames still seems decent, though this might be the one element that wants Draining.

Water - Quenching? Dispel fire magic for potentially no burn with gather power/infusion specialization isn't useless.

Wood - Entangling

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