| MageHunter |
Started working on this guide.
https://docs.google.com/document/d/1p4V5YtrYpJUwCETD3CTJAoOKk-DM_dQiYOJkeTw T5fw/edit?usp=sharing
Any thoughts or anything obviously missing? Any sections that you think should be added?
+1 on the permissions. I think a button should say free to view or something like that.
Edit: It's good now.
| Johnny_Devo |
Looks like you missed a few classes, like magus perhaps.
Though, I should point out that a kinetic blade will not work with a magus, because the kineticist is never considered to be wielding his blast and the magus requires a light or one-handed weapon in one hand.
I'd say it's another GM approval situation, because thematically the gestalt works quite well together.
| Azten |
I have to disagree on the Alchemist bombs. There are things Kineticists can't get, like Wisdom Damage or force damage(without burn). Then there's the fact you can get different elemental damage much more easily and faster, allowing you to focus on a single element as a Kineticist.
Then we add in the much easier area effects, like cones, lines, and bursts, that save up infusions.
Finally, for those that want to use Kinetic Fist, the natural weapons and Strength bonus you can get from Mutagens are amazing. Playing an Arcanist/Dragon Disciple, I can tell you a high Strength makes up for a low BaB with natural attacks.
I'm not saying Alchemist is a blue option, but it is certainly a green. At most you can even get by with a 12 Intelligence to start and use your +1 from level advancement to get it higher if you want to.
| Purplefixer |
For tons o' fun, try mixing Pyro with Unchained Monk or Tetori. The automatic 36+ damage a round fire damage is lovely. I have a PFS character who is a grappling fire kineticist, and the damage output has been satisfactory. Adding full-BAB and/or real grappling tricks at a higher rate would be insane.
I've played an Earth->Air Sandbender up from 1-12, and the DR and Evasion has been lovely, not to mention earthglide, flight, featherfall, and an entangling wall.
Kinetic Fist IMO has been extremely UNGOOD. I swapped it out as my first switch.
| Gavmania |
Looks like you missed a few classes, like magus perhaps.
Though, I should point out that a kinetic blade will not work with a magus, because the kineticist is never considered to be wielding his blast and the magus requires a light or one-handed weapon in one hand.
I'd say it's another GM approval situation, because thematically the gestalt works quite well together.
Maybe so, but you can use your kinetic blast with a conductive weapon - very thematic for a Magus.
Can't use spell combat with it unfortunately, unless your GM allows you to apply Broad study to your kinetic blast.
| Chromantic Durgon <3 |
Any reason why the other Occult classes aren't included?
Mesmerist deadly stare damage would stack with blasts, no reason why bold stares and touch treatments would detract from anything. The spells would probably get a bit lost though. Good will saves.
pretty sure the Medium with Champion spirit could do some nifty things to.
Oh and occultist with transmutation can get enhancement bonuses for free (which go to +8 unlike the belt) which stacks with Elemental overflow's size bonus and again good will saves. by level 18 you have a passive +14 to con for 0 cash. Which is nice.
Psychic is probably crap.
Spiritualist gives you a worse pet than a summoner, I'm not sure if an ectoplasmatist would bring something to the table.
| Rylar |
You dismiss a few classes due to lack of stat synergy,
Which ones? I mentioned a lack of stat synergy, but I don't think I auto disqualified anything due to stat synergy.
but the kineticist gets (admittedly weaker) archetypes which swap its casting stat to cha, wis or even int, and in the same line there's scaled fist monks (chained or un-) which use cha, or tortured crusader paladins, empyreal sorcerers etc.
Yeah, I can mention them. Going over every archetype would be a little daunting.
Any reason why the other Occult classes aren't included?
No, I just missed classes not in the larger class books. Ninja, Samurai, Magus, and the occult classes (noticed so far). Missing the occult classes when kineticist is a headsmacking oversight. (one of the players in our current game is a kin/mesmerist too...)
Cavalier/Kineticist can and will absolutely annihilate single targets via Kinetic Blade, Spirited Charge, and Order of the Flame. Anything that gets a mount can build similarly, but I don't think it can match the shenanigans of the Order of the Flame.
I'm seeing ghost rider...
| feralmutant |
There is a feat called expanded metakinesis that can give you the furious spell meta magic for 1 burn. On top of letting you use kinetic blast while raging it gives you effectively your level in extra damage. Fairly sweet.
| feralmutant |
Also you could consider the urban barbarian archetype. It allows you to use spell-likes while raging and the main downside for barbs (the downgrade to rage) isn't so much of an issue. You could even put the rage bonuses into dex for better accuracy rather than con.
lastly, you could add a note about flumefire rage. Its a feat that looks like it should give bonus damage to your fire blasts while raging but is worded to only work with evocation spells. If you could get GM approval to let it work with blasts then would have a very powerful pryo-rager.
| Sphynx |
Sorry for the resurrection of an old thread, but came across it while looking for how best to Gestalt as a Kineticist. Something to add, for those not afraid to use a bit of cheese with their Gestalt...
There are 5 classes which get a +2 Will AND +2 Reflexes [Bard, Investigator, Mesmerist, Monk, Vigilante].
There are 10 classes which get a +2 Will AND +2 Fortitude.
** Note: Monk gets +2 to all 3, and not counting AntiPaladin since it don't stack with Paladin.
Using Gestalt to 'dip' into each of those classes means that by level 10 (Do the Reflexes in the first 10 levels), you end up with a 23 Will, and a 20-ish in Rflx and Fort.
Level 10 CALC:
- 10 (5 classes including Monk) in Reflexes and 12 (6 classes including Monk) in Fort, and 20 in Will from the Gestalt
- +3 Resistance [Assuming Automatic Bonus Progression is accurate, higher if you have a full +5 Cloak of Resistance]
- +5 to +6 from 20+ Dex/Con, +0-ish in Wisdom.
Of all the classes out there, I think Kineticist is the best class to do such a dip in, because we don't need other areas... especially as a Telekineticist. You've got Rogue covered, Utility covered, Healing covered, Damage covered, etc... minimize spell tracking, minimize Standard/Full Action usage, and just be a Kineticist that's practically immune to spells and other effects. You only worry about damage, which makes you a great Tank (especially, again, the Telekineticist with Tmp HPs/Force Ward).
Notes: Gray Paladin and Martial Artist are good for you, so you don't have to be Lawful Good. Be Neutral Good to get the Druid bonus as well as the Paladin/Monk bonus.
Another Note: Occultist (Transmutation) adds +2 to one of the 2 Primaries you're using, for another +1 to Rflx or Fort, since you won't use Mental Focus for anything else.
Last Note: I know how cheezy it looks, but this is the optimization forum, so of course it looks cheezy.
| Temperans |
Since this necroed.
They recently added the Cinder Adept Kineticist archetype, which gives a mount using kineticist lv-3 and gains fire resist with gather power.
There is also the Fire Steed set of utility talents that works for mount. The first gives fire resistance 10, +10 untyped movement, and 1d6 fire dmg to others touching it; the last one gives Immunity to fire, maxes the extra speed at +30 untyped, and you can move up and down steep hills with no speed loss.
My point is that the Cavalier/Kineticist can become a true flaming mount character.