
Tayse |

I really wanna make a Ratfolk Blood Blade Chaokinectist (Water/Void), but I run into too many conflicting ideas to tackle the planning process alone.
We have a houserule that allows non-humans to take an extra bonus feat at 1st level.
This is what I have so far:
01 sharp claw, weapon finesse
02 slick
03 kinetic blade, scurrying swarmer
04 kinetic healer
05 weapon focus (kinetic)
07 void (negative energy), combat reflexes
09 extra wild talent (kinetic whip)
10 spark of life
Another idea I have relies on an unknown synergy between cornered fury and burn

avr |

What else do you want help with? Ability scores are pretty straightforward (roughly dex = con > wis > int > str > cha), skills shouldn't run into serious conflicts. You are missing the level 6 & 8 wild talents; I'd recommend extended range (because sometimes your enemies won't be right in your face) and something out of void, because the water talents suck.
Anything else?

CalethosVB |

The level 6 and 8 talents are spoken for by the archetype itself.
What else do you need help with?
Cornered Fury specifies hit points, not nonlethal damage. These are two separate things. What is the interaction between this and Burn that you're thinking of?
Extra Wild Talent at 9th level gives you an Infusion or Utility Wild Talent as if you were a level 5 Kineticist. You have access to 2nd level Talents at level 5,meaning no Kinetic Whip from that feat.

Torbyne |
I'd suggest you pick up kinetic whip before combat reflexes since you still have one AoO to use with the whip before reflexes while before whip you cant use the extra AoOs for much of anything.
I dont have the resources here to look it up but the water talent to drop temperatures around you is beautiful to combine with a blade/whip build since it hits opponents DEX/AC.

Torbyne |
CalethosVB points out something very important. Without a houserule Cornered Fury and Burn do not interact.
Is there a story reason for you to take Sharp Claw? You are likely to have an abysmal strength score due to racial penalties and the class pushing stats elsewhere so attacks from those claws are likely to be at -1 - 0 for 1D4-2 or -3. You could go with Toughness instead to pick up a few extra HP or an armor proficiency and use your elemental defense as a shield.

someweirdguy |
Another idea I have relies on an unknown synergy between cornered fury and burn
There is no synergy between cornered fury and burn. Nonlethal Damage is separate from your Hit Points.
If you have 100 Hit Points, 10HD, and you've taken 5 Burn, you have 100 Hit Points and 50 nonlethal damage. While you can only take 51 points of Damage before going unconscious, you still have the full 100 Hit Points, and you are not at half of your Hit Points.

Tayse |

I need help filling in the blanks and understanding the class.
I love the concept of the kineticist but the class sorta causes me to open mouth drool when trying to understand it and plan it out. I've read all the guides I could find and I've looked at a few builds, but none of it triggers my lightbulb.
@someweirdguy, @Torbyne, & @CalethosVB thanks for clarifying my misunderstandings about the cornered fury and burn combo. I knew it had to be too good to not have already seen somebody else post about it.
...Extra Wild Talent at 9th level gives you an Infusion or Utility Wild Talent as if you were a level 5 Kineticist. You have access to 2nd level Talents at level 5,meaning no Kinetic Whip from that feat.
Sadness. i thought the math was 9-2=7 & 7/2=3 not 9/2=4 4-2=2. I've been reading the extra wild talent feat wrong.
I'd suggest you pick up kinetic whip before combat reflexes since you still have one AoO to use with the whip before reflexes while before whip you cant use the extra AoOs for much of anything.
I dont have the resources here to look it up but the water talent to drop temperatures around you is beautiful to combine with a blade/whip build since it hits opponents DEX/AC...
...Is there a story reason for you to take Sharp Claw? You are likely to have an abysmal strength score due to racial penalties and the class pushing stats elsewhere so attacks from those claws are likely to be at -1 - 0 for 1D4-2 or -3. You could go with Toughness instead to pick up a few extra HP or an armor proficiency and use your elemental defense as a shield.
looks like I'm not able to get Kinetic Whip and combat reflexes before 13 unless I stall grabbing negative energy until 15. I wanted Void powers early just for the double carrying capacity and energy damage.
cold snap would effect my party too though, but it would be wonderful for the build
the claws were just so i wouldnt be unarmed between kinetic blade and kinetic whip because i knew there was going to be a weapons gap
with your people's help I think I've managed to get this worked out, but i'm still left scratching my head a little
01 Wrack*, Toughness, Weapon finesse
02 Cold adaptation
03 Kinetic blade, Scurrying swarmer
04 Kinetic healer
05 Bleeding infusion*, Weapon focus (kinetic blast)
06 Blood tell*
07 Expanded element (blood), Kinetic whip, Combat reflexes
08 Blood throw*
09 Gut-wrenching infusion*, Outflank
10 Cold snap
11 Vampiric infusion*, Stick together
12 Spark of life
13 Infusion, Paired opportunist
14 Shimmering mirage
15 Expanded element (void), Basic chaokinesis`, Negative admixture`, Negative blast`, Coordinated charge
16 UWT
17 Infusion, Ally shield
18 Tidal Wave
19 Infusion, Escape route
20 Blood mastery*, UWT
thanks to scurrying swarmer He benefits most when underfoot and occupying allies squares, so i tried keeping him in those squares all the time. I probably need to swap stick together and escape route and i still have a few blanks to fill in.

CalethosVB |

Extra Wild Talent says you can buy a new Wild Talent 2 levels lower than the highest level Talent you already have access to. At level 9 you have access to 4th level Talents. This means 4-2=2. Kinetic Whip is level 3. It was put at that point in progression to really stiffen the choices in your progression. Basically, you're going to be missing something, whether that's the opportunity to grab a second element early, or getting some extra utility out of your Kineticist's first element. Choices. And these ones, unlike a lot of other class's choices, are rough.
Looks like you have a good rough build. Now flesh that out with your gold.