Kineticist a better way to Sith?


Conversions


So I was looking through some of the occult stuff and realized some of the stuff could make for a pretty good force user whether it be Sith or Jedi. I like the idea but some of the stuff is a little confusing, can someone help me out here on converting a Sith lord to Pathfinder? I might be doing an evil campaign with drow and thought a Sith lord could be a cool addition.

Staples of an evil force user
Force push
Force pull
Telekinesis
Force lightning


Well, pushing and pulling infusion for aero's kinetic blast would handle the Force push and pull, maybe with some feats to make it worthwhile to use.

Aero's Telekinesic Haul would take care of the Telekinesis nicely, and Air's electric blast could be your Force Lightning.


You're either going to want to go pure Air kineticist, or Air/Aether kineticist.


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Air/Aether would definitely be the way to go. I would probably start with Aether and then work into Air at 7th level with Expanded Element.


Going into Air at 7th is even flavorful, as Sith take a while to actually learn Force Lightning.


not sure about f eats but I was thinking for infusions and talents

human fighter 1/kineticist 19

Str- 07
Dex- 16
Con- 18 (+2 racial)
Int- 13
Wis- 14
Cha- 07

Elemental Focus Aether
Simple Blasts- Kinetic Blast, Electric blast
Composite Boost- Aetheric Boost
Expanded Element 7th- Air
Expanded Element 15th- Aether or Air?

1st level Wild talents
Basic telekinesis
Pushing Infusion (1st level)
Kinetic healer (2nd level)
Extended range infusion (3rd level)

2nd level Wild talents
telekinetic haul (4th level)
Kinetic blade infusion (5th level)

3rd level Wild talents
Foe throw (6th level)

4th level wild talents
Telekinetic maneuvers (8th level)
Extreme range infusion (9th level)

5th level wild talents
Force barrier (10th level)
Grappling infusion (11th level)

6th level wild talents
Suffocate (12th level)
Snake infusion (13th level)

7th level wild talents
Spell deflection (14th level)

8th level wild talents
Telekinetic deflection (16th level)
Many throw infusion (17th level)
Reverse Shift (18th level)

and there are no 9th level wild talents for air or aether

Feats
1st level - Weapon focus (longsword)
1st level - weapon finesse
1st level fighter feat - Slashing Grace
3rd level - ???
5th level - ???
7th level - ???
9th level - ???
11th level - ???
13th level - ???
15th level - Extra wild talent (Chain)
17th level - ???
19th level - ???


zauriel56 wrote:

not sure about f eats but I was thinking for infusions and talents

human fighter 1/kineticist 19

Str- 07
Dex- 16
Con- 18 (+2 racial)
Int- 13
Wis- 14
Cha- 07

Elemental Focus Aether
Simple Blasts- Kinetic Blast, Electric blast
Composite Boost- Aetheric Boost
Expanded Element 7th- Air
Expanded Element 15th- Aether or Air?

1st level Wild talents
Basic telekinesis
Pushing Infusion (1st level)
Kinetic healer (2nd level)
Extended range infusion (3rd level)

2nd level Wild talents
telekinetic haul (4th level)
Kinetic blade infusion (5th level)

3rd level Wild talents
Foe throw (6th level)

4th level wild talents
Telekinetic maneuvers (8th level)
Extreme range infusion (9th level)

5th level wild talents
Force barrier (10th level)
Grappling infusion (11th level)

6th level wild talents
Suffocate (12th level)
Snake infusion (13th level)

7th level wild talents
Spell deflection (14th level)

8th level wild talents
Telekinetic deflection (16th level)
Many throw infusion (17th level)
Reverse Shift (18th level)

and there are no 9th level wild talents for air or aether

Feats
1st level - Weapon focus (longsword)
1st level - weapon finesse
1st level fighter feat - Slashing Grace
3rd level - ???
5th level - ???
7th level - ???
9th level - ???
11th level - ???
13th level - ???
15th level - Extra wild talent (Chain)
17th level - ???
19th level - ???

Why fighter 1 and why weapon focus longsword? Just go full kineticist, pick up weapon focus kinetic blast and get kinetic blade.


1 level of fighter for martial weapon proficiency longsword and I want to have the ability to use a sword like a lightsaber.


Yeah, but kinetic blade lets you use energy blades.


Yeah, I'm not really seeing the purpose of getting proficiency in longsword when you can simply use your Kinetic blast as a weapon to deal a crap ton more damage.... If are already planning on taking Kinetic Blade, and at 5th level you can use Kinetic Blade freely without any Burn issues. Just take Weapon Finesse and Weapon Focus: Kinetic Blast if you want.


any recommendations for feats tho?


Weapon focus kinetic blast, weapon finesse, toughness, then precise+point-blank if you can spare the feats. After that it's whatever you want, including Extra Wild Talent to get the stuff you missed.


Very interesting take.


Dreamscarred's psionics system works so much better for building sith/jedi.


Yes, very helpful. That is clearly where this conversation was going. Everyone talking about how to make the kineticist into a Sith Lord was just for that, shining moment of saying Dreamscarred Press is better.

Not all games allow 3rd Party Material, even Dreamscarred Press. I don't, because I don't like the flavor of psionics. Paizo's occult stuff has better flavor to me, and it feels like the kind of thing that could exist concurrently with magic. 3.5, and by extension Dreamscarred Press, psionics do not. My point being, you didn't further the conversation that the OP wanted to have.

That said, if you can finding a way to get into air/fire, it might be worth it just for the flavor of having a Plasma blast to use with Kinetic Blade. After all, what's a lightsaber but plasma? Problem is I don't know how useful fire would be for anything else as a Sith. Using Aether with Kinetic Blade could work, since when using it the item in your hand it irrelevant; you can have the "hilt" of your saber and then using Kinetic Blade makes the blade.

I might drop Kinetic Healing; this is only ever mentioned as a thing Jedi can do, so as a Sith it's not really helpful. Telekientic Finesse might be a better choice, so you can easily grab and lift minute objects. Later on, Force Hook can be thematically reflavored as a sudden lunge powered by the Force, which we see frequently. Aether Puppet could be interesting as taking full control of a person with the Force. If you aren't dead set on Sith Lightning, taking Void for Gravity Blasts could be interesting. Getting Gravity Control and such makes for good high-level force abilities.


JDPhipps wrote:
That said, if you can finding a way to get into air/fire, it might be worth it just for the flavor of having a Plasma blast to use with Kinetic Blade. After all, what's a lightsaber but plasma?

Actually, the Lightsaber is a directed energy beam through an attuned crystal. As far as I know plasma based lightsabers were only ever a fan theory stating that lightsabers are a contained plasma loop. I have a vague memory of this theory erroneously being used in a very few low canon legacy books by writers messing up. (And possibly a film novelization, don't quote me on that.) However, electric blast is hypothetically as accurate as anything else. Higher levels of canon, the video games, other systems, and more all classify it as energy damage. Never plasma.


My favourite lightsaber was a +X brilliant energy, flaming, shocking, corrosive longsword.


Too bad kineticists don't get mind-affecting powers.


True, that it is. I more meant that plasma seems like the best way to me to represent it with any type of composite blast; it clearly "burns" through things, but it also deals physical damage to get past fire resistance. If you somehow got to Blue Flame Blast, you've even got a Jedi color!


JDPhipps wrote:
True, that it is. I more meant that plasma seems like the best way to me to represent it with any type of composite blast; it clearly "burns" through things, but it also deals physical damage to get past fire resistance. If you somehow got to Blue Flame Blast, you've even got a Jedi color!

Ya know, speaking of I have been thinking of electric blast as possibly something that could be any color. After all, why not go all Plo Koon and bust out the freaking rainbow of lightning? :p


JDPhipps wrote:

Yes, very helpful. That is clearly where this conversation was going. Everyone talking about how to make the kineticist into a Sith Lord was just for that, shining moment of saying Dreamscarred Press is better.

Not all games allow 3rd Party Material, even Dreamscarred Press. I don't, because I don't like the flavor of psionics. Paizo's occult stuff has better flavor to me, and it feels like the kind of thing that could exist concurrently with magic. 3.5, and by extension Dreamscarred Press, psionics do not. My point being, you didn't further the conversation that the OP wanted to have.

That's my opinion and FYI I'll leave my opinion of your smarmy-ness unsaid. You're not a forum monitor or the OP. Deal with it.

Here's a sample build - because psionics works quite well, especially for something that is essentially psionic (whether you like the mechanics/flavor/semantics or not for being a smarm-head).

Lord Vayndaal the Black CR 12
XP 19,200
Male forgeborn psychic warrior 13 ( Ultimate Psionics 53)
LE Medium humanoid (half-construct)
Init +11; Senses Perception +23
—————
Defense
—————
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 117 (13d8+13)
Fort +8, Ref +7, Will +7; +2 bonus vs. disease, mind-affecting effects, poison, and effects that cause
either exhaustion or fatigue., +2 vs. fear, +3 resistance bonus vs. airborne toxins and diseases
DR 2/—
—————
Offense
—————
Speed 20 ft.
Melee beamsabre +13/+8 (4d6 plasma damage 19-20/X3), or
unarmed strike +12/+7 (1d3+3 nonlethal)
Special Attacks martial power
Psychic Warrior Powers Known (power points 73, ML 13th; concentration +14)
5th—adapt body
4th—immovability (DC 17)
3rd—dimension slide, dispatch, mental barrier, physical acceleration, ubiquitous vision
2nd—deflect, defy gravity, distracting strike , sidestep, thought shield
1st—burst (path), empty mind (path) , inertial armor, metaphysical weapon (path)
—————
Statistics
—————
Str 16, Dex 16, Con 10, Int 14, Wis 16, Cha 6
Base Atk +9; CMB +12 (+16 dirty trick, +18 disarm, +16 reposition, +16 trip); CMD 25 (29 vs. dirty trick,
31 vs. disarm, 29 vs. reposition, 29 vs. trip)
Feats Blind-fight, Cleave, Combat Reflexes, Great Cleave, Improved Critical (beamsabre), Improved Initiative,
Lunge, weapon focus (beamsabre), Psionic Talent, Speed Of Thought, Surprise Follow-through
ARG , Technologist, Up
The Walls
Traits - custom trait -
Skills Acrobatics +21 (+17 to jump), Autohypnosis +19, Bluff -2 (+0 to Feint), Knowledge (psionics) +18,
Perception +23, Spellcraft +18, Stealth +14
Languages Common, Forgeborn, Osiriani, Ancient, Thassilonian
SQ half-construct, maneuver (interceptor path), maneuver (weaponmaster's path), natural armor, path
power, path skill, trance (interceptor path), trance (weaponmaster's path), twisting paths, warrior's path,
warrior's path (interceptor's path, weaponmaster path)
Combat Gear arc grenade, arc grenade, arc grenade; Other Gear smart armor, numerian silverdisk (5), bandolier
UE , belt pouch, filter mask,
timeworn jetpack

And for a lightsabre, ANOTHER THIRD PARTY SOURCE gave us the beamsabre:
4d6 plasma damage 19-20/X3. It also ignores 20 points of hardness.

Devs will delete this post - but that doesn't make you less smarmy.


You're right, I'm not. I'm just trying to help the OP build a Kineticist that works like a Sith lord. What I'm not trying to do, necessarily, is start an argument or even say that Dreamscarred Press is bad. It's quite well done, mechanically. But it is not what the OP asked for. Hence, why I offered advice for a Kineticist built like a Sith Lord. My comment to you was intended to be a little snarky; I would hope removing the response wouldn't make it less so, or I wouldn't have done a very good job.

---

As for your questions of focusing on elements later on, I'd suggest grabbing a focus in Aether and Air, assuming you stick with those two for the build. If not, pick two and just boost them as you level up. You generally get better results from focusing than shopping around in Pathfinder. Aetheric boost would help with "lightsaber" damage if you chose to use Aether for it, and Force Blast also allows for just slamming enemies with the Force. Thudnerstorm Blast could be interesting too, something like the ability from The Force Unleashed that allows for combining a force push with lightning? Feats I'd suggest to just use for making your blasts as strong as you can. Taking Extra Wild Talent probably isn't a bad idea either, just to get absolutely everything to make you a Sith Lord. Unfortunately Deadly Aim wouldn't work with the blasts you're planning on using, although I believe Power Attack would work with Kinetic Blade, if you had the room for 13 Strength.


Amora games has a class called the Mystic. You can choose between fire, earth, wind, water and force at character creation. Force is neat because it is filled with telekinesis and mind altering effects, which is perfect for running any force user. They also don't have to worry about burning themselves out.

As a bonus, they can use the weapon they wish to use instead of worrying about whether to use a sword or energy blade.


Pathfinder Rulebook Subscriber

Kinetic jump would something to look at as well


For another feat suggestion you should think about Iron Will/Greater Iron Will. Besides the obvious mechanical benefits of shoring up your weak save there is the sheer roleplay aspect of it - Sith Lords are not mental pushovers.

Silver Crusade

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Cruel Illusion wrote:
Too bad kineticists don't get mind-affecting powers.

If you're willing to go 3P, Kineticist of Porphyra has Sound which does include some mind affecting things, making aether/sound a really nice combination as long as you're not too addicted to force lightning. Or snag air as the third element, and go for aetheric boost/resonant amplification lighting blast.


I am still waiting for Paizo to publish a magic item that allows persistent kinetic blade, possibly also adding +X enhancement modifiers to hit and damage. you can jedi or sith without a lightsaber, but come on, who'd take you seriously without one?


N. Jolly wrote:
Cruel Illusion wrote:
Too bad kineticists don't get mind-affecting powers.
If you're willing to go 3P, Kineticist of Porphyra has Sound which does include some mind affecting things, making aether/sound a really nice combination as long as you're not too addicted to force lightning. Or snag air as the third element, and go for aetheric boost/resonant amplification lighting blast.

It does sound interesting! Thanks!

Silver Crusade

Torbyne wrote:
I am still waiting for Paizo to publish a magic item that allows persistent kinetic blade, possibly also adding +X enhancement modifiers to hit and damage. you can jedi or sith without a lightsaber, but come on, who'd take you seriously without one?

I hate to shill again, but Kineticist of Porphyra actually does have an archetype that allows a consistent Kinetic Blade (that can be upgraded to kinetic whip eventually) with the Kinetict Duelist archetype. No +X bonuses sadly, but you can really fix that through elemental overflow, so it works all the same. It would give you a permanent lightsaber from level 1, which should be aces for any jedi or sith.

It also allows for some fun with sick charge attacks as well as eventual dual wielding blades. So a sound kineticist with Kinetic Duelist would actually have a blade made of pure vibrations (the kind that destabilize molecular bonds, especially with Destabilizing Infusion) that could work as a very nice lightsaber proxy, especially with some mind effecting stuff to help for the other ends. Going telekineticist after that would help make a perfect jedi, but the statements about sith lightning stand as a third element decision.


N. Jolly wrote:
Torbyne wrote:
I am still waiting for Paizo to publish a magic item that allows persistent kinetic blade, possibly also adding +X enhancement modifiers to hit and damage. you can jedi or sith without a lightsaber, but come on, who'd take you seriously without one?

I hate to shill again, but Kineticist of Porphyra actually does have an archetype that allows a consistent Kinetic Blade (that can be upgraded to kinetic whip eventually) with the Kinetict Duelist archetype. No +X bonuses sadly, but you can really fix that through elemental overflow, so it works all the same. It would give you a permanent lightsaber from level 1, which should be aces for any jedi or sith.

It also allows for some fun with sick charge attacks as well as eventual dual wielding blades. So a sound kineticist with Kinetic Duelist would actually have a blade made of pure vibrations (the kind that destabilize molecular bonds, especially with Destabilizing Infusion) that could work as a very nice lightsaber proxy, especially with some mind effecting stuff to help for the other ends. Going telekineticist after that would help make a perfect jedi, but the statements about sith lightning stand as a third element decision.

Kind of annoyed now, that sounds like a lot of fun. but in the past 14 years of on again, off again gaming i have run into exactly one GM who was cool with 3PP. honestly i try to not even look at the stuff since its like finding a friggin winged unicorn when looking for a 3PP friendly GM in my experience.

Silver Crusade

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Torbyne wrote:
Kind of annoyed now, that sounds like a lot of fun. but in the past 14 years of on again, off again gaming i have run into exactly one GM who was cool with 3PP. honestly i try to not even look at the stuff since its like finding a friggin winged unicorn when looking for a 3PP friendly GM in my experience.

It's all good, I used to be the same way, and 3P content has a lot of hit or miss in it, so really it's worth it to get whatever you're thinking about using to your GM so they can see if it works for their game. I will admit in the past few years a lot of 3P content has stepped up balance wise, so it's really all about making sure you're checking out stuff that's coming from places with a history of good content and from writers you trust, like one of the writers of the best class guides in pathfinder.


Pathfinder Rulebook Subscriber

Any other non-3PP recommendations? I was building a water and ice hydrokineticist but Sith Lord sounds so much more endearing


So I finally got Occult Origins which makes void an option, and just so everyone knows I prefer to keep this none 3pp. Its not that I dislike them or anything, I just play PFS pretty much where 3pp isn't allowed.

I have made the character on Hero Lab, and will post him up to level 12, and if someone could help me with a name that would be nice as all as I could come up with are Darth Despotus and Varth Dader.

this is a character I would like to play at some point, as it is a general Sith not a specific Lord.

Scarab Sages

Void would be a great way to build Darth Sion from KoTOR 2.


This is without items and went ahead and did to 20. The club is to be the base of the "lightsaber". And I think if forgot to change out one extra wild talent feat for weapon focus.

Darth Despotus
Human telekineticist 20 (Pathfinder RPG Occult Adventures 10)
LN Medium humanoid (human)
Init +5; Senses darkvision 60 ft., see in darkness; Perception +24
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 223 (20d8+120)
Fort +16, Ref +15, Will +8 (+1 vs. emotion effects)
Defensive Abilities fortification 5%; Resist negative energy 2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +16/+11/+6 (1d6+1)
Special Attacks kinetic blast, metakinesis (empower, maximize, quicken, twice), omnikinesis
Kineticist Wild Talents Known
Defense—emptiness, force ward
Infusions—bowling infusion, chain, extended range, flurry of blasts, foe throw (DC 22), kinetic blade, many throw, pushing infusion, singularity, snake, thundering infusion (DC 23)
Blasts—aetheric boost (), electric blast (10d6+2 electricity), negative admixture (20d6+20 ½ electricity), negative blast (10d6+14), telekinetic blast (10d6+14)
Utility—basic aerokinesis, basic chaokinesis, basic telekinesis, celerity, expanded defense (emptiness), eyes of the void, eyes of the void, greater, kinetic cover, ride the blast, spell deflection, suffocate, telekinetic deflection, telekinetic finesse, telekinetic haul, telekinetic maneuvers, touchsight
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 18, Int 10, Wis 12, Cha 10
Base Atk +15; CMB +16; CMD 29
Feats Extra Wild Talent[OA], Extra Wild Talent[OA], Extra Wild Talent[OA], Extra Wild Talent[OA], Extra Wild Talent[OA], Extra Wild Talent[OA], Piranha Strike, Point-Blank Shot, Precise Shot, Toughness, Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +13 (+9 to jump), Heal +14, Intimidate +23, Perception +24, Sleight of Hand +13, Stealth +13, Use Magic Device +23
Languages Common
SQ basic chaokinesis, burn (5 points/round, max 7), composite specialization, elemental overflow +6, emptiness, expanded element (air, void), expanded element (air, void), gather power, infusion specialization 6, internal buffer 3, metakinetic master (quicken), supercharge
Combat Gear potion of cure light wounds; Other Gear lamellar (leather) armor[UC], club, backpack, belt pouch, blanket[APG], torch (10), trail rations (5), waterskin, 32 gp
--------------------
Special Abilities
--------------------
Aetheric Boost (Sp) Level 9; Burn 1
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Bowling Infusion Blast also trips foes.
Burn 5/round (20 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Celerity (Sp) Constantly under the effects of air bubble.
Chain Blast hits multiple targets.
Composite Specialization (Su) Reduce the burn cost of composite blasts by 1
Darkvision (60 feet) You can see in the dark (black and white only).
Electric Blast (Sp) Level 9; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Emptiness (Su) +1 to Will saves vs. emotion effects.
Energy Resistance, Negative Energy (2) You have the specified Energy Resistance against Negative Energy attacks.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Flurry of Blasts Multiple blasts, each dealing reduced damage
Foe Throw (DC 22) Throw a creature if it fails its save.
Fortification 5% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 6 (Ex) Reduce burn cost of blasts with infusions by 6
Internal Buffer 3 (Su) Store burn for use later
Kinetic Blade Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Many Throw Throw multiple items equal to level.
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Metakinetic Master (Quicken) (Su) At 19th level, a kineticist chooses one type of metakinesis, such as empower or quicken. She reduces the burn cost of that metakinesis by 1 point (to a minimum of 0 points).
Negative Admixture (Electric Blast [Sp]) (Sp) Level 9; Burn 1
Negative Blast (Sp) Level 9; Burn 0
Omnikinesis (Su) At 20th level, a kineticist transcends the distinction between the different elements and can bend all creation to her will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast she chooses), she can use any blast wi
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pushing Infusion Your kinetic blasts makes Bull Rush CMB using Con.
Ride the Blast (Sp) Travel along with your blast attack.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Singularity (DC 22) You create a growing singularity.
Snake Blast can bend around corners.
Spell Deflection (Sp) Grants spell turning
Suffocate (DC 20) (Sp) Suffocate a target
Supercharge (Su) Increase effectiveness of gather power by 1.
Telekinetic Blast (Sp) Level 9; Burn 0
Telekinetic Deflection (Sp) Deflects attacks as deflection
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Thundering Infusion (DC 23) Blast deafens its targets
Touchsight (Su)

Your telekinesis allows you to keep track of unseen things that it touches.

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