Advice for a Kineticist in RotRL


Advice


Hey,
currently i´m planing the build i want to use for a Kineticist in the RotRL AP.
This is the first time we we progress further than level 6(we played an E6 Version of PF),
so i´m lacking the knowledge of how the game plays out in mid to highlevel ranges.
Even though i read a lot in the forums/prd/d20pfsrd/reddit it cannot realy compare to hands on experience.
Thats why i would like for some advice regarding my character from you fine folks :)

Because i suck at formatting i will just bold my decisions during the charactercreation.

After using 15 point buy previously, we now decided to roll stats in a fixed order with 2d6+6. So last week we met to roll up our chars.
I was really lucky and rolled an amazing array:

  • Str:15
  • Dex:14
  • Con:18
  • Int:8
  • Wis:13
  • Cha:15

With those stats i decided to play a Kineticist(surprise^^).
As a whole, our group has a Barbarian(typical 2hand), a Bard(support/face),
a Hunter/Rogue/Halfling Opportunist(not to sure, some kind of cheese with aid other and defense),
a mix of rogue,fighter and caster (i know the class, but the player doesnt want it spoilt, so i dont post it in case someone of our group reads this thread) and myself.

Because the Dex roll was a little low and i like the flair i decided to play an garuda-blooded/azata-blooded Aasimar.
Sorry for the long introduction, but now im getting to the important part :)

As Traits i picked Armor Expert and Monster Hunter(at this point i assumed we had to pick a campaign trait, which we didn´t, so i might change it for something "fluffy").
Armor Expert is the key here, i decided to take it so i can wear a mithral breastplate without proficiency later on. And he first 3
feats i plan to take are: Point Blank Shot,Precise Shot and Weapon Focus(Kinetic Blast) This ties in with my first question.

1. Will a maximum Dex bonus of +6(22 Dex total)(14 rolled, +2 race, +2 elemental overflow, +2belt + 2 advancementbonus or +4 belt) be enough(combined with the usual feats, buffs and items(not sure about availability))
to hit reliably with physical blasts later on ?

For now i decided to play an earth Kineticist, which seemed like the most reliable choice, considering that we didnt coordinate our class choices.

2. In general and specific for this AP (without Spoilers :)) is there an element which would be a stupid choice ?(i.e. every second encounter is immune)

And two, probably more general question.

3 As how important do you rate composit blasts ? Is it a good/viable idea to forfeit them (Earth/Aether for Example), or rather is the added utility/defense worth it ?

4.Would you recommend staying with a single element or extending to a second one at level 7?

I tend to go in too much detail, so i hope my post is still understandable and you can help me out here :)

P.S.
For the End a little rant:
While Planning and going through all the rules for the Kinnetecist, i found two very annoying points, which one could consider design flaws.

1. No guaranteed infusion on lvl 7 and 15. It is so damn annoying to be able to select an infusion only after the next tier is alredy available, it feels more like beeing punished for not taking the same element again instead of feeling rewarded for it.

2. Not having full BAB, at least for all those maneuver infusions. I think there would be a lot more viable buildoptions, if it were easier to build a working maneuver Kineticist.


1. Yeah that should be fine.
2. I just briefly flipped through it I saw a few energy resistances, but on the whole I was surprised at how few DR there were, some SR were kind of high though, so Earth is a solid choice.
3. Composite are pretty much how you do damage, I'd suggest against aether until the third elemental choice. Water Air or Earth again would be your best bets, (Water for better defense, air for flight and earth for best composite), I hate suggesting fire, but if you want a composite blast and an energy blast back up fire might be the way to go.
4. Again depends on what you want to do and your party comp. If you have no utility then aether might be worth it otherwise I'd pick any of the other 4, and honestly by the time you make level 7 Occult Origins will probably be out and there will be two more paths that may be better/fit your character better (Void and Wood).

Honestly I'd suggest reading N Jolly's guide on the class, and you got time to decide on your level 7 ability so I wouldn't sweat it now, especially since two new elements will be out in a month.


Thanks for the answer and good to hear regarding the to hit values.
For elements i had the same thoughts, but i read differing opinions regarding composite blasts, so i wanted to be sure.

And thx for the reminder, wood might be interesting for the theme i have in mind. I also thought about just asking this in the guide thread,
but because i wanted the answer in context of the AP i thought it would be more useful to create my own thread :)

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