Guide to the Pyrokineticist


Advice


Sphynx's guide to the telekineticist inspired me to write one for the pyrokineticist. It's still a work in progress.

Pyrokineticist

Hope you all enjoy.

Feedback is always appreciated.

Designer

Cool stuff! Looks like Yoon made some pretty good choices according to your guide.


I will note- earthglide has uses other than just a different movement speed- from what I have heard, you can 5' step into and out of the ground. Which means it is great defensively.

You can even use the longer versions of gather power and not think "I am so a sitting duck".

Side note for expanded element combos-
Earth, Air, and Fire- for when you gestalt with bard and want to be the 70's R&B player you always knew you would be.


I hate to have come out of lurking to say this, but you copied and pasted word for word from Sphynx's guide in several different places. I'm not going to name them all but here's just one instance:

Heal - Your Wisdom is not likely to give you any boost, and you’re Aether, which means you can gain the Kinetic Healer Talent… this is really not needed, though it does have its uses.

Being inspired is one thing, stealing someone else's work is another.

Silver Crusade

Yeah...straight theft from another guide isn't a great way to start things off. You might need to head back to the drawing board before doing something like this again.

EDIT: There's a lot of work that can be done here.

-If you're going to include a role(s) section, it really should be longer than this. You could easily include what it does in another section without dedicating a section to just saying "We do damage!"

-I'd consider wisdom to be green myself, and I'd probably drop dex down to blue since you don't NEED the bonus to hit with touch attacks. This may change with picking up a composite, but even then, you're not using those all the time probably, making dex slightly less important for fire.

-You're pretty liberal with the purple rating, at least in my experience I try to use it more sparingly to give it more value, as opposed to how often I see it being used here, but that's more personal preference.

-To me, fire's elemental defense is orange at the best of times, I can't see why you'd rate it green.

-Maximize really isn't worth it 90% of the time, quicken will out damage it, as will double.

-Why is Omnikinesis black? Your rating scale doesn't define black as anything, so this doesn't really make sense here. Draining infusion works a bit better, but if you're going to use black in your ratings, it needs to be defined.

-The way you're separating infusions is somewhat odd, grouping them by 1/3/5, then 7, 9, 11, 13, 15 feels off. The groupings should all be the same for something like this.

-I would probably step up Kinetic Blade to at least blue, although I will admit that fire doesn't need it as badly as most of the other elements.

-A traits section with only two (rather generic traits) seems underutilized, I'd either drop it or add to it.

That's really what I'd say so far at a cursory glance, I'll look over it more later and see if anything else jumps out at me.


The only strait theft was supposed to be the outline. Seems I missed editing out some things. Also this was done with permission, so not exactly theft. (trying to figure out how to give more credit to Sphynx)

You think that helping with a will save is enough to get wis up to green? In this section I'm trying to point out the fact that the class can get by with 2 high stats.

Quote:
-The way you're separating infusions is somewhat odd, grouping them by 1/3/5, then 7, 9, 11, 13, 15 feels off. The groupings should all be the same for something like this.

This played out unexpectedly while making the guide. I wanted to group by level they can be picked up, but there are literally no new options for fire under level 5. For the first 3 infusions the fire kineticist picks up can be taken in any order.


My comments... (Thanks for the mention btw)

Elemental Defense should be Orange or Red. The objective of a guide on class features is to show what you should be willing to dump in order to pick up an archetype alternative. Obviously, they should jump at a chance to dump Elemental Defense if something else of interest comes up. Green suggests they should at least think about it. :P

Similarly for Internal Buffer. Sure it has its uses, but if you could dump it for an archetype feature that boosts damage, or alters damage, you're going to suggest jumping at that chance, not "think about it".

Expanded Element is likely better at Green. I say this because it not only doesn't hurt them if they don't go changing elements, but because sticking with Fire is good (You even marked it as blue with a purple blue-flame), and any archetype that replaces/alters this feature will at least allow you to "Expand" into fire. What you might see is a Specialized Element which will work like Expanded Element but keep the Blue Flame and likely let you compound upon that somehow.

I can't really judge the infusions well, they seem pretty spot on, but I have to suggest you change "Ride the Blast" to half purple, half orange. It's only purple if they are using a whip really. Obviously you don't want to move next to the big-bad-boss when you're playing a ranged character, or even next to anything that will survive your attack.

Feats:

Extra wild talent, you should remove the line about "don't take this early", since they can't. :P Maybe even remind them that there's a level-6 limitation on it.

Weapon Finesse should also be split into purple/orange. Obviously if you're going melee, this is a pure purple. That's the difference between a -2 (you dumped Strength) to hit and a +10. You can't rate the +1 from Weapon Focus a Blue and a +12 from Weapon Finesse also a blue. :P

Elements

Aetheric Boost: That last part is confusing. It applies to a compound blast regardless if Aether is your 2nd or 3rd element. I think you meant to say that it "Boosts our compound element once we have our 3rd element"

Enveloping Winds: If you are taking Air, you're taking it to Fly. If you're flying, Enveloping Winds is a good choice making it at least an Orange, though I think Green would be more accurate.

I think you should also mention that if you are going melee, you want to go Earth. If you are wanting to play Ranged, Earth is Green for you. If you are wanting to maintain a ranged character, you should consider expanding into Fire with Aether as your 3rd element (Aetheric Boost on a double-fire is the best combo possible, making it a blue for this build). If you're not focusing on ranged, then Fire is Orange for you. (I realize you did some of this at the end, just thinking it could be more clearly stated).

:)

Good luck finishing this up.

Silver Crusade

Rylar wrote:

The only strait theft was supposed to be the outline. Seems I missed editing out some things. Also this was done with permission, so not exactly theft. (trying to figure out how to give more credit to Sphynx)

You think that helping with a will save is enough to get wis up to green? In this section I'm trying to point out the fact that the class can get by with 2 high stats.

Quote:
-The way you're separating infusions is somewhat odd, grouping them by 1/3/5, then 7, 9, 11, 13, 15 feels off. The groupings should all be the same for something like this.
This played out unexpectedly while making the guide. I wanted to group by level they can be picked up, but there are literally no new options for fire under level 5. For the first 3 infusions the fire kineticist picks up can be taken in any order.

Even if they agreed, it doesn't look great when at least one line from your guide is directly lifted from theirs, even with permission unless it's specifically stated "X section is from Y's guide" in the description (I've allowed people to do this with my guides if they ask, since for some things, a large chunk of material is appropriate to copy.)

As for wisdom, it could stay orange, I like it green myself, but that's personal preference since the class only needs 2 stats, so it directs people where to put those remaining poitns.

I'd list infusions

1.
[listed infusions]
3.
[listed infusions]
5.
Nothing here! (Actually saying 'nothing here', not just putting nothing there, let them know that there's nothing for 5th level.)

Splitting them like that would make for a more cohesive response than grouping all of them at first since the guide doesn't continue to group things like that at other points.

Scarab Sages

Sphynx wrote:


If you are wanting to maintain a ranged character, you should consider expanding into Fire with Aether as your 3rd element (Aetheric Boost on a double-fire is the best combo possible, making it a blue for this build). If you're not focusing on ranged, then Fire is Orange for you. (I realize you did some of this at the end, just thinking it could be more clearly stated).

I honestly think Void from Occult Origins is the best possible secondary element for a Pyro. If you go Fire/Negative blast you have two energy blasts with almost nothing immune to both of them. You also have a energy composite blast and some great utility.

Designer

Imbicatus wrote:
Sphynx wrote:


If you are wanting to maintain a ranged character, you should consider expanding into Fire with Aether as your 3rd element (Aetheric Boost on a double-fire is the best combo possible, making it a blue for this build). If you're not focusing on ranged, then Fire is Orange for you. (I realize you did some of this at the end, just thinking it could be more clearly stated).

I honestly think Void from Occult Origins is the best possible secondary element for a Pyro. If you go Fire/Negative blast you have two energy blasts with almost nothing immune to both of them. You also have a energy composite blast and some great utility.

It's a strong option, but guide-writers don't all have OO yet, so it'll be a bit before we see Void and Wood. I personally don't think it's a slam dunk over Fire+Fire due to Blue Flame having access to more and better infusions than negative admixture and negative blast being easier and more common to negate, but I was definitely eyeing Fire/Fire vs. Fire/Void hard during freelancing those new elements, and my goal was for it to be awesome but balanced.


N. Jolly wrote:
Even if they agreed, it doesn't look great when at least one line from your guide is directly lifted from theirs, even with permission unless it's specifically stated "X section is from Y's guide" in the description (I've allowed people to do this with my guides if they ask, since for some things, a large chunk of material is appropriate to copy.)

Cool, I will make a better note.

Quote:
As for wisdom, it could stay orange, I like it green myself, but that's personal preference since the class only needs 2 stats, so it directs people where to put those remaining points.

I see what you are saying. I'm not sure if I'd rate wisdom higher than int. Maybe I should put them both to green? It really comes down to skill credit vs will save.

Quote:

I'd list infusions

1.
[listed infusions]
3.
[listed infusions]
5.
Nothing here! (Actually saying 'nothing here', not just putting nothing there, let them know that there's nothing for 5th level.)

Splitting them like that would make for a more cohesive response than grouping all of them at first since the guide doesn't continue to group things like that at other points.

I see what you are saying and that is what I was going for. Will make that change shortly.

Sphynx- Ok, I will look at your suggestions and rerate some stuff or explain my reasonings better.

Imbicatus- I don't have access to void yet. As soon as I do I will include it in the guide.

Silver Crusade

Aside from thinking there's a bit too much purple in the class features, it looks like you've cleaned this up quite a bit. Let me know if you want it linked in my guide.


Sure, you can like this guide in yours.

Moved meta down to blue as I figure anything that replaces it would probably be something to increase damage as well. Maybe I should combine infusion and infusion specialization into one entry. This would give just 2 purple ratings.


I haven't quite had a chance to look through the guide yet, but had a minor argument in favor of ride the blast, even for the squishies of non melee players. It gets you out of melee. Sure you can open with ride the blast to get up close and personal. Or you could hit them 4 times at max range while they close in, then 5' step away from them and rtb in the other direction to laugh. I wouldn't say it's exclusively, or even most, useful to a melee build.


Shiroi wrote:
I haven't quite had a chance to look through the guide yet, but had a minor argument in favor of ride the blast, even for the squishies of non melee players. It gets you out of melee. Sure you can open with ride the blast to get up close and personal. Or you could hit them 4 times at max range while they close in, then 5' step away from them and rtb in the other direction to laugh. I wouldn't say it's exclusively, or even most, useful to a melee build.

And if you have extended range, which most should have, then you can move 120 ft in a single round.


Yes, using ride the blast as a getaway ability is listed under ride the blast. I updated the description when Sphynx mentioned it only being good for getting into melee range.


Well, I didnt say that was the only thing it was good for, but since you are going to have Flame Jet, it seems redundant to make ride the blast a mode of transport, especially since you will end up with Greater Glame Jet and thus not need to spend Standard Actions to move. However... Mixed with Snake, it is indeed quite better than my initial evaluation, allowing you to move around corners...


Sphynx wrote:
Well, I didnt say that was the only thing it was good for, but since you are going to have Flame Jet, it seems redundant to make ride the blast a mode of transport, especially since you will end up with Greater Glame Jet and thus not need to spend Standard Actions to move. However... Mixed with Snake, it is indeed quite better than my initial evaluation, allowing you to move around corners...

It could be useful for overland travel.

With extended range, you are getting up to highway speed, and that is using map speed for overland. You should only be twice as fast as a horse overland, but it can be closer to 10x when looking at map vs map.

You might need to pocket your party though.


Wouldn't it be just as fast to travel via Jet flame, Greater? Spend 2 move actions per turn to fly?


Sphynx wrote:
Wouldn't it be just as fast to travel via Jet flame, Greater? Spend 2 move actions per turn to fly?

Extended range is 480 per turn vs. 120.

And air users have 960 with air's reach. Their speed is over 100 mph.

Not sure how useful that is in game, but from a story perspective, i is pretty cool since all kineticists outspeed practically everyone. You want a scout of the entire kingdom? Give an air users a couple days. And you can always be safe in the knowledge that you can chase down ANYONE.


One thing I like about (Greater) Flame Jet over Wings of Air is that I don't have to worry about encumbrance and can lug around allies with lesser mobility options if need be. Got a party member with the adamantine weapon but no means of flight and there's flying robots shooting missiles? Flame Jet! I AM the rocket pack!


I would note Elves' bonus to penetrate Spell Resistance, which is a better selling point then +2 Dex imo. After all all of your blasts allow spell resistance and Pure-Flame Infusion won't be available until level 14.

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