
CalethosVB |

Beyond the ones already mentioned there aren't that many must haves, since you have the touch AC blast it might be worth taking deadly aim. Extra wild talents might be good.
Deadly Aim doesn't work with ranged touch attacks.
Kinetic Blade as an infusion, Weapon Finesse to get Dex-to-hit with Kinetic Blade, and a cestus backup weapon so you can threaten and so you can do something to fire-immune enemies.
Point-blank Shot, Precise Shot.
If your party Wizard isn't using haste, Boots of Speed are pretty good.
Death From Above is pretty good once you get Greater Flame Jet, though you're only attacking touch so, not as good.
Pick up Fire's Fury.
Iron Will. Your Will save is your weakest save.
Belt of Dex/Con. This is your basic attack and damage belt.

![]() |

Fire is heavily dependant on enemies failing saves for its maxiulmum damage output thanks to infusions. Elemental Focus and Greater Elemental Focus are a great boost to DCs to make sure they stick.
Personally, I consider Iron Will a must-have for any low will save person. Even without the threat of Dominate Person, there are disabling effects like Cause Fear and Glitter dust throughout your carreer.
Toughness, Spell Penetration and Greater Spell Penetration speak for themselves.
Extra Traits is good because it lets you pick up Knowledge Planes (Devils suck) and Knowlege Arcana (Golems also suck) to identify weaknesses in enemies who are often immune to your One Big Trick. If you already have traits that do that, then you're good to go, but getting Reactionary and Indominable Faith are neat.

Protoman |

From your other posts/threads, I believe this character is for PFS. At level 7, definitely pick another element's physical blast via Expanded Element. Fire immunity and resistance is a VERY common thing in PFS. Devils? ALL are immune to fire, even cold-based ones. Demons have fire resistance but also decent to great spell resistance, both things you can avoid in higher levels (and you'll want to because they're crazy threats at higher levels and you can't afford to not be contributing in fights against them despite the occasional missing) with an Expanded Element (physical blast).
At low levels, underwater crossbow. Unlike other elements you have to make a caster check to use your fire SLA kinetic blasts while underwater (caster level check DC 20 + spell level; so that means the fire blast DC progresses at half the rate of your class level) on top of the concentration check (DC 15 + spell level) just for using SLAs underwater. Don't bother at low levels and fire the crossbow instead. Stuff with hardness (robots/animated objects) is gonna suck to fight against at low levels, having some adamantine crossbow bolts would not hurt, otherwise be cool with aiding allies' attacks.
Weapon Finesse is an obvious choice for Kinetic Blade. You SHOULD get kinetic blade as the kineticists get into melee range a lot more often than one would think. Plus benefiting from haste and BAB iterative attacks is nice. However, Weapon Finesse is also good for whatever special material spiked gauntlet or cestus you should also be wearing: those will help provide flanking bonus for your party members and let you threaten so you can actually make attacks of opportunity; special materials to contribute to damage against things with DR. Also, if you get grappled, you're gonna wanna use spiked gauntlets/cestus against the grappler instead of trying to make a concentration check (DC 10 + grappler's CMB + spell level) at low levels to blast; searing flesh will punish them further, but at times you might wanna damage things further (one round can make all the difference).
Fire's Fury will keep your fire blast damage to be a respectable short distance from physical blasts.
Wayfinder + Clear Ioun Spindle. No one needs you being dominated to blast party.
Boost Will Saves (and in general other saving throws). No wants you confused and blasting party members. Cloak of resistance, and lucky horseshoe (especially with the as of yet not errata'd/campaign clarified to be nerfed Fate's Favored trait) works great.
Belt of Constitution +6. Could make that +Dex also I guess, but instead I got Snakeskin Tunic (8000 gp) for body-slot +2 enhancement Dexterity to go with +6 Constitution belt. I haven't felt the need to up Dex with enhancement bonus more than that with touch attacks while still benefiting from elemental overflow. But do get a cracked pale green prism ioun stone (4000 gp) for +1 competence bonus to attack. Attack roll bonuses are rare for Kineticists so might as well get cheap options.

Evilserran |

Everyone's posts have been quite useful, and i have made a few notes on my character sheet, and kudos to your conclusion Protoman, it will indeed by PFS char, i never thought of snakeskin tunic.. such a good idea. Already grabbed will boosting trait, and cestus for basic flank assistance. I was planning on grabbing earth at level 7 for magma blast. I am also planning on trying to keep my umd up for wand buffs, incase i find myself less then helpful in combat, and yes i am aware of fire being the most commonly resisted element, also why i chose it myself, one of our number has already succumbed to the difficulty of the class and bailed from the four elements to go healer instead, so we are going to lack a wind guy now :(
what about the overflow rod? thoughts?

Drahliana Moonrunner |

A back-up plan.
Given the frequency of fire resistance and fire immunity, not to mention other situations throwing balls of fire all over the place becomes a bad idea or impossible, a Pyrokineticist needs something else they can fall back on.
Frequency is really dependent upon the campaign.

Protoman |

Everyone's posts have been quite useful, and i have made a few notes on my character sheet, and kudos to your conclusion Protoman, it will indeed by PFS char, i never thought of snakeskin tunic.. such a good idea. Already grabbed will boosting trait, and cestus for basic flank assistance. I was planning on grabbing earth at level 7 for magma blast. I am also planning on trying to keep my umd up for wand buffs, incase i find myself less then helpful in combat, and yes i am aware of fire being the most commonly resisted element, also why i chose it myself, one of our number has already succumbed to the difficulty of the class and bailed from the four elements to go healer instead, so we are going to lack a wind guy now :(
what about the overflow rod? thoughts?
The overflow rod is useful if GMs are cool with Mark Seifter's explanation of the intention that the rod can simply be in one's possession like Rod of Splendor. But his explanation is in his Ask Anything Thread and doesn't count as official word for PFS if a GM chooses to see it that way. But Mark wrote the class and item and things got left out due to copyfitting so his word is as official as any to most kineticist players. But if GMs rule against it, it's pretty detrimental if one's hand is occupied and can't gather power to reduce burn costs.
As to the rod itself, it's ok but pricy. +1 to attack/+2 damage (another +1 with Fire's Fury) for kinetic blast is always good, and early entry to the size bonuses makes it a nice option, but PFS level limits would still mean one wouldn't ever benefit from the level 16 overflow bonuses without going into Seeker or high-level modules/AP play. I probably wouldn't ever buy it for my pyrokineticist who hit level 12 and waiting for Eyes of the Ten.

Protoman |

Oh make sure you're stocked up on wands of infernal healing and CLW. You go through lots of HP (because why care too much about AC when you got decent HP and monsters' attacks scale a lot faster than light armor AC does? Maybe even invest in few potions of CMW or CSW in clearly labeled flasks in case someone needs to heal you a significant amount due to loads of burn-nonlethal damage to get you conscious again.

![]() |

For elements, I suggested you stay Fire. Touch based combi-blasts are agreat hook, and diversifying your portfolio can diminish fire. Plus, this is the most all-in element of the bunch.
Eruption is an amazing infusion. It's the reason you never need precise shot. Bring able to strike from far away in a respectable AoE, making your job much less frustrating with those -8 swings of accuracy to hit targets in melee.
Another tip: Your Elemental Defense is situational, since you need to be in a really poor tactical poaition to get any regular use out of it. You might be better off just being liberal with Burn in the opening combats when you want to fill your Elemental Overflow.

Plausible Pseudonym |
2 people marked this as a favorite. |

Xuldarinar wrote:Frequency is really dependent upon the campaign.A back-up plan.
Given the frequency of fire resistance and fire immunity, not to mention other situations throwing balls of fire all over the place becomes a bad idea or impossible, a Pyrokineticist needs something else they can fall back on.
In a Dragonlance campaign you resolve this by asking: what's the frequency, Kender?