Pyrokineticist need some advice


Advice


Hello, soon I'll be playing cotct and I really like the kineticist concept, but there are so many possibilities.

Could you take a look at my kineticist and give me your opinion and probably some advices?

Homebrew Rule: Point Blank Shot gone. Precise Shot replaces it as a prerequisite for further archery feats
Human (Dual Talented, 25 point buy)

Stats (racial bonus included)
7 Str
18 Dex
20 Con
10 Int
12 Wis
10 Cha

Level 1: Burning Infusion, Precise Shot
Level 2: Fire's Fury
Level 3: Extended Range, Toughness
Level 4: Searing Flame
Level 5: Fan of Flame (not really a fan of this, but I dont see any other options), Expanded Metakinesis (Piercing Spell)
Level 6: Flame Jet (will be replaced by air's leap at level 10)
Level 7: Expanded Element Air, Air Blast, Plasma Blast, Improved Initiative
Level 8: Expanded Defense
Level 9: Eruption or Torrent
Level 10: Celerity and FCB for Wings of Air
Level 11: Unraveling Infusion, Improved Critical
Level 12: Ride the Beast
Level 13: Wall, Elemental Focus Fire (not sure)
Level 14: Aerial Evasion
Level 15: Expanded Element Fire + Explosion, Feat not sure either

Liberty's Edge

I'd get kinetic blade and weapon finesse for those situations when you would provoke an AoO.


Bump up your strength. You're medium size and wearing light armor so a handy haversack can't help you that much. Encumbrance doesn't just slow you down, it limits your Dex AC to +3. Personal preference, I would drop my Con to 18.

Second kinetic blade. Also consider Elemental Whispers from Horror Adventures.

Since it's CotCT I'd suggest getting a trait for another social skill.


1. I will third dropping Fan of Flames for Kinetic Blade and picking up Weapon Finesse at 5th level. That way you always have a back-up option for when you get cornered or ranged attacks just simply are not feasible.

2. I would also suggest maybe dropping your Cha down to bring up that strength score for reasons suggested above.

3. I would definitely take Eruption over Torrent for sure, it is a more powerful option for AoE.

4. Spell Penetration would be a good feat to look at for 9th level.

Other than that, it looks good. Pyros are pretty cookie-cutter unfortunately.


No fan of flames. I never used it, traded it out the moment I got eruption. Party members always get in the way of the cone and if you're ever close enough for a decent shot, you're probably better off most times to use kinetic blade instead. Get Weapon Finesse for kinetic blade.

I'd skip expanded defense (air). Pretty meh. I'd rather up searing flame damage with burn (don't bother til after level 3 as the current wording gets you nothing, ask GM to fix that oversight, Mark Seifter says that such text like "minimum 1" got lost due to copyfitting) to really punish those that try grappling the pyro. Also try not to get grappled, the concentration check DC to use your blasts or even kinetic blade really bites. Get a fire or air utility. But if you're getting it for Aerial Evasion, then yeesh get it earlier than level 14. Extra Wild Talent for it at level 11 instead of Improved Critical.

Definitely up that strength.

Lower Charisma, if you're gonna be worried about social skills, there's traits that can help with that for using Int instead (clever wordplay or bruising intellect for example).

Drop Con to an 18 and free up more points, Constitution of +5 to a +4 isn't much of a difference at low levels when you only add half of that for your energy blasts.

With Elemental Overflow providing size bonuses to what I assume you're gonna prioritize Con and Dex, you probably don't need Improved Initiative. Maybe Extra Wild Talent feat instead and get a lower level fire/air infusion or utility talent. Heat Adaptation may not look useful but a pyrokineticist with fire resistance does end up useful lots of times. Plus you're playing in Korvosa, probably gotta deal with devils down the line with all the Cheliax-influence stuff.

I personally prefer greater flame jet over wings of air, but whatever floats your pyro is cool.

I think Spell Penetration for +2 constant bonus to caster level checks vs SR is more useful than -5 penalty to target's SR and needing to accept a burn via Expanded Metakinesis (piercing spell). Burn costs are gonna go up with more infusion options and almost constant empower. Expanded Metakinesis (furious spell) has some merit for extra damage though since you'd add 2 x spell level of the blast (which is always half your kineticist level, rounded down). Though you got air blast and plasma blast so can just skip fire blast against SR-possessing targets and save the heartache of rolling a critical hit but failing caster level vs SR check.

Get a cestus or spiked gauntlet early. Especially silver (for the bludgeoning cestus). All devils are immune to fire (annoyingly even ice-based devils; all due to the devil-subtype) and Korvosa will probably have a higher concentration of devil summoning spellcasters than anywhere else in Varisia due to Chelish population (it's still a Chelish colony/vassal state); you'll need the back up weapon sooner than a lot of other APs besides those playing in Cheliax itself. Get an underwater light crossbow, using Fire descriptor spells and spell-like abilities SUCK (read underwater combat rules), don't try to unless your concentration check bonus is real high. Plus you're investing in Precise Shot, til you get air blast, might as well have a backup ranged weapon.


Thanks for your replies,

usally our group doesnt really care about encumberance, there are some exceptions but those involve let's say unusual actions.

And I want at least once a character without a negative charisma score.

Kinetic Blade + Weapon Finesse sounds good to me, bye fan of flames.

Sovereign Court

If you don't want to bump up your STR, you could take the Muscle of the Society trait - it makes your STR count as +2 for encumbrance etc.

I'd actually suggest going Half-Orc for the favored class bonus.


If you guys don't track encumbrance, then dump Str away! Half-orc is definitely a good option if you want to up your fire damage a good amount.


I'd drop Dexterity a bit, actually. You're hitting touch AC, so it's not as needed, and with a light shield or buckler(both leave your hand free) and medium armor you can make up for the AC loss. Perhaps just a 16? You might also consider Heat Wave to have a miss chance backing you up(even Natural 20s might not hit you).


Why Expand into fire again at 15th? As far as I can tell, the main reasons to pick fire is because it's a good mono-element (as long as your GM isn't a dick and throwing things like devils at you all the time) or to pick it up at 15th so you can add Fire's Fury (and maybe Burning Infusion and some AoE) to a physical composite blast.
I agree with dropping Improved Initiative, and Smoke Storm and Elemental Whispers are both very nice utility talents.

Sovereign Court

Azten wrote:
I'd drop Dexterity a bit, actually. You're hitting touch AC, so it's not as needed, and with a light shield or buckler(both leave your hand free) and medium armor you can make up for the AC loss. Perhaps just a 16? You might also consider Heat Wave to have a miss chance backing you up(even Natural 20s might not hit you).

I'll second this. Dropping DEX to 16 would allow you to play a half-orc instead of a dual-talented human to take advantage of their awesome FCB (and other handy half-orc stuff).


sorry the Half Orc fcb is pretty weak imho.
Dropping imp initiative in favor of extra wild talent or another feat is a solid option.

I really like blue flame and if air wouldnt offer good support talents like celerity, wings and some other I would go fire/fire/x.


It's better than everything but Elf and Dwarf when it comes to FCB. Those poor Halflings...

Sovereign Court

Shaffi wrote:
sorry the Half Orc fcb is pretty weak imho.

It's freakin' amazing. I'd argue that it's even better than the Dwarf one because fire has a lower base damage than earth does, and it has more AOEs which applies the FCB damage to every target.

I think you might be thinking too much about the big occasional shots and not thinking about the base shots you'll be using most rounds.


Protoman wrote:
I personally prefer greater flame jet over wings of air, but whatever floats your pyro is cool.

The problem is that you can only make straight line moves with FJ/GFJ. If you are already going for air, then it makes sense to choose the better flight ability.

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