Oh I’m afraid my kineticist’s blast will be quite operational when your friends arrive…at the gaming table…


Advice

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Str: 11
Dex: 14
Con: 18 (16+2 racial)
Int: 12
Wis: 10
Char: 12

Level:

1:Human Bonus Feat: PBS, Feat: Precise Shot, Infusion: Extended Range

2: WT: Air's Reach

3: Feat: Weapon Focus Kineticist Blast, Infusion: Thundering

4: WT: Air's Leap

5: Feat: Improved Initiative, Infusion: Pushing

6: WT: Wings of Air

7: Feat: Toughness(or maybe Iron Will) , Infusion: Torrent, Expanded Element: Air: Celerity

8: WT: Air Shroud

9: Feat: Extra Wild Talent: Aerial Evasion, Infusion: Snake

10: WT: Air Shroud Greater

11: Feat: ???, Infusion: Chain

Okay looks almost done. Good enough for now I think. I'll post a level 1 build with feats, traits and attack/damage later. Maybe not for a few days. I will have to retool the one excel sheet I use for playing to work for a Kineticist. I will still of course be checking this thread. Thanks for the help everyone. :)


Hrrrm, for infusions, my suggestion would be:

1: Extended Range (if dungeon delving at L1, go with kinetic blade instead)
2: Air's Reach
3: Kinetic Blade (or extended range)
4: Air Cushion/Leap
5: Thundering?
6: Wings
7: Torrent Feat: Air Shroud
8: Aerial Evasion
9: Magnetic
10: Greater Air Shroud

My personal opinion is that Pushing is so useless that you might as well take Kinetic Blade (so that if an enemy DOES pin you down, you can shove a lightning blade up its *** without eating two attacks of opportunity).

Remember that the Feat can only get you talents 2 levels below what you can take, so no Aerial Evasion at 9.

And there is no "normal" talent at 7th level, so by going air again at 7 you get 1 infusion then, not 2.


Aerial Evasion is level 3 so I can take it at level 6 no???

Therefore, I should be able to use the feat at level 9. Am I wrong???


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1st) Magnetic is a great infusion buff for your party. If you have 2-3 or more martial characters that use crafted weapons (not monks, wild shape druid, etc) then that +4 for them to hit can be pretty huge especially for their iterative attacks. Them being able to land more hits is additional bonus "your damage" that they get to do for every hit that would have missed.

2nd) We are at an unfortunate situation at level 7. You do not get your normal odd lvl infusion right here. Instead you get the choice of expanding into a new element or staying in your current one

Expand: You do not get an infusion but you get a new element which opens other doors at later levels. You do get the "Basic xxxnesis" for that element though. This is great if you are going to be hitting 10+ and the diversity really gets going around there (slow due to the -4 lvl delayed growth). Unfortunately the only expand that gives you a composite is water for charged water composite blast, but water isn't a bad expand choice. Any other expand will deny you a composite blast.

Stay in air: You get a choice of either a utility talent or infusion talent (torrent or celerity). But you also get a good physical blast for higher dmg and a composite blast for nova nukes. This is a better choice if your campaign won't be getting past ~level 10 where an expand element starts getting good stuff.

Also, Iron Will would be a great grab. Much better than toughness. Close up your weaknesses. And a bad will save is a bad weakness to have.


It's for PFS. :)

Hmm maybe going to bed at 5:30 last night and getting up at 8 was a bad idea! I did have a nap a while ago but damn I'm making a lot of mistakes. Thanks for the heads up. :)

Okay let's try this again. :)

Str: 11
Dex: 14
Con: 18 (16+2 racial)
Int: 12
Wis: 10
Char: 12

Level:

1:Human Bonus Feat: PBS, Feat: Precise Shot, Infusion: Magnetic

2: WT: Air's Reach

3: Feat: Weapon Focus Kineticist Blast, Infusion: Extended Range

4: WT: Air's Leap

5: Feat: Improved Initiative, Infusion: Thundering

6: WT: Wings of Air

7: Feat: Iron Will, Expanded Element: Air: Celerity

8: WT: Air Shroud

9: Feat: Extra Wild Talent: Aerial Evasion, Infusion: Torrent

10: WT: Air Shroud Greater

11: Feat: ???, Infusion: Chain

Grand Lodge

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Magnetic is a level 3 infusion


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Lemartes wrote:

Aerial Evasion is level 3 so I can take it at level 6 no???

Therefore, I should be able to use the feat at level 9. Am I wrong???

Extra Wild Talent wrote:

Prerequisite(s): Kineticist level 6th.

Benefit(s): You gain a wild talent that’s at least 2 levels lower than the highest-level wild talent you can currently use. You can select an infusion or a non-infusion wild talent, but not a blast or defense wild talent. If you have the expanded element class feature, you can select a wild talent from any of your elements that’s at least 2 levels lower than the highest-level wild talent from your primary element that you can currently use.

Special: You can take this feat multiple times. Each time, you must choose a different wild talent.

Unfortunately you can't take it as a feat at 9.

Aerial evasion is level 3, so you could take it at level 6 as a wild talent if Wings of Air weren't so good. But you need to be able to take 5th level talents (so be level 10) before you could take it as the feat, because its the Wild Talent that is two levels lower than the maximum, not the character level. Its really annoying.

However, Air Shroud is a level 1 talent, so you could take it at 7 or 9 with a feat and put aerial evasion into the 8th level talent slot.


Okay I'm going to bed! lol Thanks for pointing that out Kemuri Kunoichi

I saw Snyper say 1 but he meant point 1 not level 1.

As for the extra wild talent I'm not sure I'm reading it right.

Hmm now I think it's the level of the talent not the level it's available.

So so a level 3 talent is basically a level 5 talent and thus can be taken at level 10?

Edit: Ninja'ed. Got it thanks Thaago. :)


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Dot


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I really feel like it would have been simpler if they made the infusion "levels" be "the character level you need to take it" not trying to map them to spell levels.

You find yourself asking "at what level can I take this?" a lot more often than you care what the effective spell level of the appropriate wild talent is.

Grand Lodge

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The main reason for the spell level -vs- character level is for calculating DCs. I do agree it is a pain in the buttocks though.


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Alright; PFS...

Human Aerokineticist 12

Human alternate racial trait: Focused Study(Skill focus at 1st, 8th, 15th instead of Bonus feat)

Traits: Indomitable Faith(+1 Will), Cosmopolitan(+1 linguistics, linguistics as class skill)

FCB: +1/6 of "Extra Wild Talent"

Stats:
10 STR (0)
16 DEX (10)
18 CON (10+2 racial)
12 INT (2)
12 WIS (2)
07 CHA (-4)

01: Infusion(Extended Range); Skill Focus(Linguistics), Orator
02: Utility Talent(Air's Reach)
03: Infusion(Kinetic Blade), Iron Will
04: Utility Talent(Air's Leap)
05: Infusion(Thundering), Kinetic Leap
06: Utility Talents(Wings of Air, Elemental Whispers)
07: Expanded Element(Void - pick negative energy blast to gain an energy composite blast), Extra Wild Talent(Air Shroud)
08: Utility Talent(Windsight)
09: Infusion(Torrent or Snake), Extra Wild Talent(Eyes of the Void)
10: Utility Talent(Greater Windsight)
11: Infusion(Snake or Torrent), Extra Wild Talent(Greater Eyes of the Void)
12: Utility Talent(Suffocate, Spark of Life)

-----------------------

You have +9 linguistics at 1st level, and can use it for most social purposes. There's your "social skills" covered.

With Air's reach and Extended range, you can attack from 240', which should be enough for most cases.

Kinetic Blade allows you flexibility for melee; kinetic Leap + Air's leap offers you crazy jump checks; wings of air allows you early flight, Void offers you a negative energy blast and "darkness-infused lightning" for special evil points as composite blast.

Elemental whispers allows you to summon talking, expendable scouts(Ravens) or trap-testers/flankers(goats).

Windsight can be combo'd with Wands of Obscuring mist for one-sided Fog of War; check with your party if this strategy is viable.

Similarly, (Greater) Eyes of the Void can be used with Deeper Darkness(Via Scroll?) for one-sided vision.

(Greater) Windsight allows you to see around corners, Snake Infusion allows you to shoot around corners.

Suffocate for the evil touch...

Kinetic Leap and the "Extra Wild Talent" feats are non-essential, feel free to change those; furthermore, the expanded element is also non-essential.


That's really slick Derrick thanks. Void is one of my favourite elements.

Will I use kinetic leap if I have fly?

Now Kinetic blade is an obvious good choice and makes the character more flexible. However, I was aiming to make this character just range and weak in melee...cause I think that would be fun. :)

Any ideas on what infusion to replace it with maybe some kind of battlefield control? Thanks again. :)


Lemartes wrote:
Will I use kinetic leap if I have fly?

Assuming you mean Air's Leap, honestly, probably not. Wings of Air is one of the most generous fly effects there is (it's on, unless it gets turned off, then it's a standard action at 0 cost to turn it back on). It is, however, a prerequisite for wings of air and more thematic for the character you're trying to build than the other prerequisite. Though no one would fault you if you took Air Cushion instead because it's more useful.

Though, here's something I'm not sure of. You take Wings of Air at level 6, but level 6 also falls under:

Quote:
At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Could you exchange air's leap for air's cushion *at* level 6 *before* you take wings of air (so it's not a prerequisite for anything yet)? If that's a legal exchange, I'd make it.


Derrick had kinetic leap there as well. I was unsure about how useful that would be if I had fly.

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