Fire Kinetecist vs Fire Immunity


Advice


Is there anyway for the fire kinetecist to penetrate fire immunity akin to the winter witch penetrating cold immunity? or even better maybe? The fire kinetecist is supposed to be the big damage kinetecist but almost everything is immune to fire damage at higher levels


Draining Infusion works on anything with the fire subtype. Damage is weak and you need good DCs, but it has some perks. That covers a lot of fire-immune stuff apart from devils. You can grab void with negative energy at 7th if you want a better way to get around stuff. Between the two, you cover just about everything.


Shadowsembrace wrote:
Is there anyway for the fire kinetecist to penetrate fire immunity akin to the winter witch penetrating cold immunity? or even better maybe? The fire kinetecist is supposed to be the big damage kinetecist but almost everything is immune to fire damage at higher levels

It's not good against fire immunity, but you can reduce fire resistance with the Searing Infusion.


One of the senses in which the Kineticist diverges from the material that was the inspiration for the class is that there's relatively little value in focusing on a single element throughout your entire career. You get three choices of elements, with the 2nd coming at level 7 (so this happens before fire immunes are common), so doing something like Fire/Earth/Fire for your three element choices is a good solution to this problem. An earth expansion nabs you DR for a utility wild talent, a physical blast that can bypass DR for piercing, bludgeoning, and slashing, and a good composite blast (Magma Blast is one of fire's best composites because it's compatible with eruption, which is one of your best form infusions). Plus the whole "volcano" theme isn't going to compromise your concept as a pyrokineticist too much, since volcanic activity is one of the most spectacular displays of fire you can find in nature.

Like you'll deal huge damage with Fire/Fire/Aether, but resistances and immunities are going to be a problem for you. Unless you have advance assurances that you're not going to be fighting a lot of elementals or demons, you're probably better off alternating between Magma and Blue Flame than by using Aetheric Boost on your Blue Flame.

Silver Crusade

For resistance, there's searing flame.
Draining infusion is for immunity vs. creatures with the fire subtype.

As of the moment, those are the best 1st party options you have for dealing with fire. I'd agree with PossibleCabbage that your best 'mono fire' option is fire/fire/aether and pray your GM doesn't use a lot of devils, who are basically always going to be a hard stop for you. Against fire immune enemies, you still have things like smoke and other battle field hazards, but due to this, I'd probably go fire/aether/fire so you always have a secondary option to use in combat since a lot of aether's best utilities are lower level (foe throw's always good to tag onto something) for when fire isn't your best friend.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

You also have access to blinding and dispelling infusions which can work even on fire immune critters.

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