Playing a pyrokineticist in Wrath of the Righteous


Advice


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I will be playing a pyrokineticist in Wrath of the Righteous soon, and was hoping to get some advice on how to make that really work with the variety of resistances often possessed by demons.

Demons generally have spell resistance and resist fire 10, so I understand it will be something of an uphill battle. Does anyone know of any good feats, traits, or other options out there that might serve to help make this a viable character in such a campaign?


Taking water for a blugeoning attack to get around resistance and spell resistance a good defensive wild talent and a composite Blast that's reasonably useful is probably worthy.

Searing flame might not be that worthy given a lot of things will have immunity rather than resistance.


Yeah, the sheer amount of demons you'll be fighting means resistance will very quickly ramp up to immunity, and there's no way to get around that (Unless there's some crazy mythic hoohah to get around it.)


Adding another element seems the easiest solution. I would suggest earth. Aside from that we need to know more what you are trying to do and why.

Resistance isn't bad, but immunity will stop you flat.

The Exchange

Ask for a mythic ability to ignore immunity. Mythic fireball does this, so there is some precedence. Perhaps design a few mythic infusions you can take as a mythic ability or feat option.

If you build a blade/whip kineticist that might mesh better with the champion or trickster paths.


IIRC one of the campaign traits gives you a massive advantage in breaching SR vs Demons, the Eldritch breach mystic talant will help a lot with SR.
I believe Vital strike and deadly aim work with Elemental blasts and the mythic version of both are OP so that should help. You will be able to get your CON to a stratospheric level (46) so that will boost damage a lot.

There is no direct mythic support for Kinetecist but
Half orc for the extra fire damage, Champion path for the Distant barrage special power, expanded Metakinesis for piercing spell

The Exchange

JohnHawkins wrote:

IIRC one of the campaign traits gives you a massive advantage in breaching SR vs Demons, the Eldritch breach mystic talant will help a lot with SR.

I believe Vital strike and deadly aim work with Elemental blasts and the mythic version of both are OP so that should help. You will be able to get your CON to a stratospheric level (46) so that will boost damage a lot.

There is no direct mythic support for Kinetecist but
Half orc for the extra fire damage, Champion path for the Distant barrage special power, expanded Metakinesis for piercing spell

Vital strike specifically will not work except for one archetype. Deadly aim and power attack do not work with touch attacks so it doesnt work for fire.

Distant barrage doesnt work as you have nothing to attack with. Unless you go with a conductive weapon perhaps.

Champion does have a few melee options, not auto missing on a 1, adding an extra 1d6, swift action attack to combo with your kinetic whip, maximized crits.

Edit: the conductive weapon is probably the way to stay on par with other characters focused on damage.


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If I remember correctly, only the succubus and the balor are immune to fire, and all the others are stuck at resist fire 10, so why should I be worried about fire immunity? Does the adventure path change things up in a way I may not like?

I'll add another element if I have to, but I prefer not to if possible.

The Exchange

Ravingdork wrote:

If I remember correctly, only the succubus and the balor are immune to fire, and all the others are stuck at resist fire 10, so why should I be worried about fire immunity?

Does the adventure path change things up in a way I may not like?

I'll add another element if I have to, but I prefer not to if possible.

When i played the gm heavily modified things so maybe it will be diferent. But those were not exactly rare.


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If it's one per module or less, then I think I will keep with the character. More than that and I will definitely be considering a secondary element.


Probably worth mentioning that Amazing initiative can be very powerful for Kinetictsts.

With composite specilisation, metakinesis master and supercharge you can do 2 empowered composite blasts around for 0 burn (as long as your DM lets you apply one burn reduction of the two you get from a supercharged gather power to each blast)

That's probably gonna be somewhere around 60D6+126 damage as your normal attack routine.
Sure other classes can do more but it's not exactly bad 336 damage roughly.

Kineticists like all occult classes have a rough time in mythic but with a bit of GM co-operation they can work. Letting Champions Distant barrage and Tricksters surprise strike allow another blast. It's not like it brakes anything if you consider what the Archmage Arcana's allow particularly for Sorcs.


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Unravelling Infusion might be online by the time you meet a balor at least, which gives you something to do when fire immunity blocks you from doing damage.


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There's also smoke screens, blinding glitterdust, etc.


Ravingdork wrote:

I will be playing a pyrokineticist in Wrath of the Righteous soon, and was hoping to get some advice on how to make that really work with the variety of resistances often possessed by demons.

Demons generally have spell resistance and resist fire 10, so I understand it will be something of an uphill battle. Does anyone know of any good feats, traits, or other options out there that might serve to help make this a viable character in such a campaign?

After having played through all but the last book, my honest answer is probably not. Your non-composite blasts are going to be dealing zero to piddling damage up until 11th level or so, and yes you can shred resistances but you really don't want to extend combat any more than you have to or demons will ruin your life between summoning and nasty SLAs.

Are there options? sure, Eldritch Breach and spell penetration makes piercing SR way easier, Legendary Item's Foe-Biting ability might push your damage to acceptable range, but you'd need DM approval to make that work with kinetic blade... actually yeah that's kinda it. Mythic kineticist options don't exist unless we're talking elemental annihilator because it's basically just a fancy fighter.


Having run it from start to finish Balors are fairly common in Book 6, I don't remember one before book 6. There are some succubi in earlier books and you could meet a lot of them in book 4 but not necessarily in combat encounters. I don't think being unnable to hurt Succubi would make you useless as they tend to be in encounters with multiple opponents including none succubi.

I think your problem is that the lack of explicit mythic support for Kinetecist will leave you weak compared to the overpowered monstrosities mythic creates. But congratulations on trying to design a character which is not a mythic monster


You could ask your GM to look at
http://endzeitgeist.com/horsemen-present-mythic-paths-transcendentalist/

As it applies mythic support to Kinetecists but I have no idea how good/balanced it is. But hey mythic rules so it can be totally unbalanced and still fair against the other stuff


Chromantic Durgon <3 wrote:

Taking water for a blugeoning attack to get around resistance and spell resistance a good defensive wild talent and a composite Blast that's reasonably useful is probably worthy.

Searing flame might not be that worthy given a lot of things will have immunity rather than resistance.

There are options for the pyro however that dispense with both immunity AND resistance. With enough effort, anything will burn.


I believe the pyrokineticist ability that overcomes immunity only works if they have the Fire subtype. So you can use it on an elemental or Efreeti, but not on a Balor or Devil.


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I'm flavoring the character to have draconic lineage as an explanation for her powers. If I do add another element, I want it to thematically match that of a dragon.

For example, I might take earth as a secondary, and claim she has the blood of magma dragons in her veins. It would also inform me of some of my power choices. For example I might use the wall form infusion with magma blast to create magma walls, just like powerful magma dragons.

Whatever path I choose, I will likely be taking mythic eldritch heritage (draconic) to support the theme.


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Drahliana Moonrunner wrote:
Chromantic Durgon <3 wrote:

Taking water for a blugeoning attack to get around resistance and spell resistance a good defensive wild talent and a composite Blast that's reasonably useful is probably worthy.

Searing flame might not be that worthy given a lot of things will have immunity rather than resistance.

There are options for the pyro however that dispense with both immunity AND resistance. With enough effort, anything will burn.

what options are these???


As far as I know you can use
Draining infusion to bypass fire immunity on monsters with fire subtype
Pure flame infusion to ignore spell resist
Searing Flame with burning infusion to reduce fire resist.

Agains Demons that would help reduce their innate fire res and spell resist, but it would do nothing to a succubus or balor who are simply immune to fire.

Silver Crusade

I don't think youll have too many problems, since the fire resistance should be minimal compared to your huge amount of fire damage. Have you considered doing a Shadowfire Kineticist (my flavoring of a fire/void). I think it could be an interest combination and theres maybe only one or two things immune to both fire and negative energy.


Alderic wrote:

As far as I know you can use

Draining infusion to bypass fire immunity on monsters with fire subtype
Pure flame infusion to ignore spell resist
Searing Flame with burning infusion to reduce fire resist.

Agains Demons that would help reduce their innate fire res and spell resist, but it would do nothing to a succubus or balor who are simply immune to fire.

The first you leave to the Paladin, the second to the fighter. There will be however plenty of other things you can burn. And you should consider taking on a second element when the time comes.


JohnHawkins wrote:

Having run it from start to finish Balors are fairly common in Book 6, I don't remember one before book 6. There are some succubi in earlier books and you could meet a lot of them in book 4 but not necessarily in combat encounters. I don't think being unnable to hurt Succubi would make you useless as they tend to be in encounters with multiple opponents including none succubi.

I think your problem is that the lack of explicit mythic support for Kinetecist will leave you weak compared to the overpowered monstrosities mythic creates. But congratulations on trying to design a character which is not a mythic monster

the problem here really isn't high level, a high level kineticist does do butt tons of damage. The serious issue is that this character will be utterly worthless until it hits 7th level and either grabs blue flame blast or specs into earth, as there is a major section of gameplay between levels 3-5 where you fight nothing but tieflings and demons most of the time.

There's one major encounter in particular where the fire kineticist is probably just going to straight up die or get someone else killed.


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Frogsplosion wrote:

the problem here really isn't high level, a high level kineticist does do butt tons of damage. The serious issue is that this character will be utterly worthless until it hits 7th level and either grabs blue flame blast or specs into earth, as there is a major section of gameplay between levels 3-5 where you fight nothing but tieflings and demons most of the time.

There's one major encounter in particular where the fire kineticist is probably just going to straight up die or get someone else killed.

This is a concern of mine as well. My low level damage is such that even resist fire 5 will all but negate it more often than not.

I think I will be scavenging a backup ranged weapon for the low levels the moment we kill someone with one. It won't be great since I'm not spec'd for weapons, but maybe I will at least be able to contribute until my blast damage explodes.

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