Kineticist advice needed


Advice


So I just got my hand on the new book and while I'm SUPER happy that this book is not like any psychic book from 3.5, I'm still confused.

I'm joining a game as Kineticist 15/mythic 4. (Previous character died last game session). I'm not sure about elements yet but I don't think that this is super important for now. Here are my questions

1:what kind of feats is working with the blast? Weapon focus, guess i can take imp initiative and toughness...there is no "spell focus for kinetic blast". Am I supposed to take feats like precise shot and such for range?

2:this is a mythic game but maybe I am bad with understanding that class but I don't think there is any mythic path specific for kineticist. Archmage boost spells...but we don't have spells. Champion gives extra attacks...but its a standard action.

The more I read my post, the more its "half advice, half rules" I guess.

Thanks in advance for helping me


First set of questions:
1) Melee or Ranged?
2) One element, two, or three?
3) How did your last Mythic character die?
4) Are you tied to the base Kineticist or do you like any of the archetypes?

Weapon Focus works with Kinetic Blast. Weapon Finesse for melee. Deadly Aim only works for physical blasts. With one more level, you can pick up Many Throw as a Telekinetic. Point-Blank Shot works, and Precise Shot is required if you're blasting into melee.


You see, already with the first question, it is already brining light on a subject: it can be one or the other. I was expecting a range guy, but it doesnt seems difficult to build it range avec having 1 power for melee with weapon finess. So to answer: long range. Maybe back up melee.

2: 2. As I understand at my level I can have major in one element and minor in a second one.

3: in a noble sacrifice. Long story short we had to destroy the crown of an iron king. (Hope this is not spoiling anything), to destroy it, one person needs to willingly put the crown on his head...and dies. No save, no raise. He will be remembered as a hero of the kingdom.

4: not in particular but the archtype doesnt sound THAT appealing. Anyway for comprehension reasons, might as well start simple.


I'm no expert on Mythic, but Guardian seems like the best bet. The most hit points per tier (tied with Champion) and lots of defensive things that prevent you and your party from getting crushed when you've taken a lot of burn, as well as other utilities. You just have to choose carefully so that you don't pick the abilities that are useless to you.

You can get Improved Critical (Kinetic Blast), making it 19-20/x2. Toughness is basically 1 extra Burn, which is nice.

A lot of decisions also depend on the enemies you're generally going to be facing and what your party composition is like.
What element(s) you're going to pick definitely is super important right now, actually. It determines damage type, forms and substances available to you, utility and defensive options, and even movement types. Different elements have different strengths and weaknesses, and those shape what kind of combat role you'll play in the party.

Grand Lodge

For mythic a few things stand out

There are a number of ways of increasing your Attributes and Dex and Con are really good for a Kineticist so make sure you are looking at those options.

Are you focused on Damage dealing? Control? Debuffs?

At 15 your Composite Blasts only cost 1 Burn, you can gather for 2 so you can for no burn be firing a physical blast, (16d6 + 16 + Con mod + 10 (elemental overflow)) x 1.5 empowered, each round using your move to gather energy. Assuming you don't have a diadem that adds to that.

Kineticist make great switch hitters, grab Weapon Finesse and the Kinetic Blade talent and you are good to go in Melee for a minimal investment

If you want to play a Telekinetic that you have a lot of options:
Mage Hand at will that affects magic objects
Telekinesis at will as the maneuver version of the spell
Invisibility at will
Flight at will
A talent that gives you Uncanny Dodge
and you can throw Enemies into other enemies
At 16th you can use Telekinetic Sphere at will

If you want a fun build, consider Marshall and Get spark of life as an Earth/Air Kineticist. Get Sp Focus Conjuration (useless to you) and Augment Summoning. Summon a huge Earth or Air Elemental, next round, move action to command first elemental, standard summon another one. Following rounds use your move actions to control your elementals as they move across the field wrecking havoc. Grab Celerity from Air so you can haste them yourself


Taenia: I like your idea, very original but effective I like it.

I guess the first question I need to ask myself is: physical or energy?

Physical: no spell resist and there is a few archer feats that can be used, I can see monster with like 5/10/15 dr max, but I attack AC.

Energy: Easier to touch because of touch ac, only used precide shot, can use spell focus and spell pen, but need to bypass spell pen and monster can have bigger resistance to elements.

Anyone got a preference for on element or the other?


I would, myself, select Aether at first, Fire at seventh, and Earth at fifteenth. This gives you lots of options, including allowing you to take a feat, Extra Wild Talent, to pick up Expanded Defense (Earth) for some much loved DR. You gain the Aetheric Boost and Magma composite blasts. You can pick up Many Throw next level. Use your utility talents to pick up Self-Telekinesis and it's big brother Greater Self-Telekinesis, Fire's Fury (increases your Magma blast damage), Spark of Life, and Kinetic Healer. I'd also pick up, as infusions, Kinetic Blade and Whip, Snake, Wall, Torrent, and possibly spend a feat on Extra Wild Talent to pick up Foe Throw and Extended Range.

Feats would be Point-Blank Shot, Precise Shot, Improved Critical, and enjoying having a bunch of free feats.


Spoiler:
Dual Talented Human ||7 18 19 10 8 8||perception, stealth, sleight of hand, disable device||indomitable will, trap finder
1 weapon finesse, basic telekinesis, telekinetic blast, burn, gather power, extended range
2 elemental defenses(force ward), telekinetic finesse
3 combat reflexes, elemental overflow, kinetic blade
4 telekinetic haul
5 quick draw, infusion specialization, metakinesis, bowling infusion
6 internal buffer, telekinetic invisibility
7 extra wild talent (kinetic healer), expanded element(self telekinesis, aetheric boost, force blast), mobile blast,
8 telekinetic maneuvers
9 extra wild talent (kinetic cover), extreme range
10 greater self telekinesis
11 extra wild talent (furry of blast),supercharge, wall
12 aether puppet
13 extra wild talent (kinetic whip), disintegrating infusion
14 kinetic form
15 extra wild talent (force ward), expanded element(ride the blast)
16 composite specialization, telekinetic globe
17 extra wild talent (touch sight), many throw
18 reverse shift
19 extra wild talent (spell deflection), metakinetic master, foe throw
20 omnikinetic, reactive touch sight

This my build so far. For mythic, I would probably go guardian for extra tank-y-ness but a champion with kinetic blade would also be very scary.


Having a 7, a 10, and two 8s makes me cringe. I never want to play with a GM that makes you use point buy...

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