[PFS] Making It Work: Void Psychokineticist Build


Advice

Grand Lodge

Greeting all, with a current GM blob sitting at lvl 2, I've decided to make this into a Kineticist build i've had running around in my mind:
A Sylph Void Psychokineticist.

I will get this out into the open, as a forewarning for all the naysayers-

STFU&GA wrote:

I am aware that Psychokineticist is considered a bad archetype. Reduced burn cap, elemental overflow is alchemical mental bonus , blah blah blah.

I am also aware that the Void element doesn't have the best support or wild talents. In fact, using the defensive talent is counterproductive with archetype. :P
If you have nothing constructive to contribute, go find another thread.

That said, i do want to try to build this character to be functional; of course it's not going to be the GREATEST KINETICIST EVER- it's another one of my "flavor" builds and thankfully doesn't have bells and whistles of a complicated build [Slayer/Mesmerist, anyone?].

All I'm asking for is guidance and support. I'm still a bit foggy on how kineticists work and all their nuances. Like how their kinetic blast damage scales and such.

So far, stat wise, this character is looking like
7 Str/16 Dex/12 Con/13 Int/18 Wis/7 Cha

Backstory is simply: he was caught, imprisoned, and experimented on by an unknown party and sealed away. His "prison" was found by Pathfinder Agents and agents of the Dark Archives unlocked and freed him. He is now indentured to the Dark Archives, eager to earn his freedom.

Gravity Blast as my primary kinetic blast; and like i said- i have no idea how to proceed. when do i get access to composite blasts- i do want to get Gravitic Boost. And Weighing infusion from the new Psychic Anthology could be a good enemy control infusion.

TL:DR Help me build a functional kineticist using the void element.
His archetype really doesn't matter much for now, only when i have keep tabs of his burn.

Grand Lodge

So, no one is going to help me with this build? I literally cannot find information regarding a kinetic blast's damage and how it scales.

1> [Void] Gravity Blast, Point Blank Shot
Infusion: Extended Range?
2> [Emptiness]
Utility Talent: ?


Base damage for a physical blast (e.g. Gravity Blast) is 1d6 + 1 + ConMod (but for the Psychokineticist, this would be WisMod). This damage increases by 1d6 +1 every 2 levels.

So at 3rd level you deal 2d6 +2 + WisMod, at 5th level you deal 3d6+3+WisMod, and so on.

For an energy blast (e.g. Negative Energy Blast), you deal 1d6 + 1/2(ConMod) and this increases by 1d6 every other level, so you would deal 2d6 + (WisMod)/2 at 3rd level, 3d6+(WisMod)/2 at 5th level, and so on.

I'll have to look over the void stuff to see what there is. IIRC they added a bunch of void options in Psychic Anthology (the big one is Corpse Puppet, which you should probably take at level 8.) Your only options for that level 2 utility talent are going to be Void Healer, skilled Kineticist, or Life Channel for 0 burn by way of the Kinetic Invocation feat.

I guess the question I have is "how much stuff do you intend to do with the undead"? A lot of the void specific stuff is related to raising the dead and doing things with the undead. If you just want to throw darkness and gravity around, that can work too but you'll want to expand into another element.

Grand Lodge

You would gain a composite blast at level 7, when you can either take a second element, of hyper-focus on void element.

Other than that, I think most people have avoided commenting because the void element just really does not have enough support yet to really do much with.

Grand Lodge

PossibleCabbage wrote:
I'll have to look over the void stuff to see what there is. IIRC they added a bunch of void options in Psychic Anthology that are undeath-related.

Thank. I was looking to get Weighing Infusion and eventually Singularity and Gravity Jet.

I do like the Corpse Puppet wild talent, but reanimation could be tricky and frowned upon.

If I was able to get a Damphir boon, could go the Void healer route to keep myself alive.
for right now, i'd like to keep it a Sylph. I could make it an elf- as they are the same stat-wise; Sylph is just flavor.

Kemuri Kunoichi wrote:

You would gain a composite blast at level 7, when you can either take a second element, of hyper-focus on void element.

Other than that, I think most people have avoided commenting because the void element just really does not have enough support yet to really do much with.

I know void isn't the best element, and isn't getting much support. odds are, this build will be a gm-baby for awhile- until Void gets some better support, and i'm currently just grandfathering it when Paizo rotates Sylph out of playable races.


Might do something like:
1) PBS, Extended Range
2) Skilled Kineticist (or void healer if you'd use it)
3) Precise Shot, either Kinetic Blade or pushing infusion.
4) No Breath
5) Weighing Infusion, Weapon Focus Kinetic blast
6) Gravity Control (unless you're expanding into Air, in which case go for Elemental Whispers because who doesn't want a void familiar)


I've read that kinetic weapon & weapon finesse makes for an easier start than going for the point blank shot, precise shot straight off the bat. I haven't tried it.

Since your Con won't be going up from elemental overflow, getting toughness by or soon after 6th level will be important - at that point you will want to have 3 burn for mental overflow up for the bonuses to mental stats.

You get composite blasts at 7th level when you can expand into another element, or go deeper into your initial element. Given the prereqs for gravitic boost you will be expanding into another element - as a sylph air might be appropriate, but anything other than fire is possible.

Given that your will save is rapidly going to become worse than a wis-dumping rogues', you're going to need the odd protection from evil. As I understand it the wayfinder/clear spindle trick has been nerfed in the Adventurer's Guide - dunno whether PFS has embraced that yet but I'm sure they will. Stock up on potions or something.

Grand Lodge

I doubt i'll take Kinetic Blade, as i won't hit often or hard- with a 7 str.
Also, the Pushing Infusion's bull rush would be weaker because of my low CMB...

Elemental Whispers sounds nice, but i really want Singularity and Gravitic Boost to increase my damage.


The damage of kinetic blade isn't affected by strength, and weapon finesse means its attack bonus isn't either. The idea is you have something you can use when the melee starts for one feat (weapon finesse) rather than two (PBS, precise shot) & you can get toughness to help soak up burn at level 3 rather than level 5.

Elemental whispers is a wild talent, singularity is a form infusion, gravitic boost is a composite blast. None of these come out of the same pool of choices, there's no competition.

If you're after damage you might choose to go with expanding back into void at 7th - void blast does more damage than gravitic boost + air blast or whatever.


Quote:

So far, stat wise, this character is looking like

7 Str/16 Dex/12 Con/13 Int/18 Wis/7 Cha

-snip-

Gravity Blast as my primary kinetic blast; and like i said- i have no idea how to proceed. when do i get access to composite blasts- i do want to get Gravitic Boost. And Weighing infusion from the new Psychic Anthology could be a good enemy control infusion.

TL:DR Help me build a functional kineticist using the void element.
His archetype really doesn't matter much for now, only when i have keep tabs of his burn.

Alright, you're a Sylph Psychokineticist, and you want a competent, if not necessarily amazing character.

First, let me congratulate you on picking an amazing class (personally, my favorite from all the wealth Paizo has published so far).

Onto concrete advice:

[Disclaimer: My experience with PFS is zero, so take everything with a grain of salt. If I miss something or make a mistake, please refer to more experienced PFS-players/GMs than me.]
===================================================

Sylph:
An excellent choice, as your type offers you some protection against common enchantments (Charm/Hold/Dominate Person, etc) and helps compensate a weakened Willsave caused by accepting "burn".

Psychokineticist:
This archetype offers some unique challenges and opportunities; let's look at them in detail below

*Burn works differently; you no longer benefit from +HP, +Fort/Reflex save, +AC, +Init, +Atk, +Fortification...

but

*you no longer suffer nonlethal damage from Burn, which makes talents such as Kinetic Healer/Void Healer more effective
*you gain +INT, which grants flexible bonus skill points; depending on wether you rest to recover burn or not, you can freely re-assign skillpoints
------------------------------

Since you've chosen a physical blast, you don't have to worry about damage(or WIS, in this case), but instead you have to focus on ACCURACY, especially since you no longer get +DEX from Elemental Overflow.

As such, I'd recommend that you swap your WIS & DEX scores.

As Kineticist, your Willsave is your weakness; Psychokineticists may start with high WIS that compensates that partially, but as they accumulate burn, the weakness reappears and may grow more pronounced.

As such, Traits(Indomitable Faith, +1) and feats(Iron Will, +2) are necessary to augment your Will save.
-----------------------------------------

Example build stub:

Sylph Psychokineticist:

Alternate Racial traits: Breeze-kissed

FCB: +HP

Stats:
07 STR (-4 pts)
18 DEX (10 pts, +2 racial)
12 CON (5 pts, -2 racial)
15 INT (3 pts, +2 racial)
16 WIS (10 pts)
07 CHA (-4 pts)

Traits: Indomitable Faith(+1 Will), Reactionary(+2 Init)

01: Infusion(Extended Range), Point-Blank Shot (+5, 1d6+4 dmg 30'/120')
02: Utility(Elemental Whispers)
03: Infusion(Pushing Infusion), Iron Will (+8, 2d6+7)
04: Utility(Void Healer), +1 WIS
05: Infusion(Weighing Infusion), Kinetic Invocation (+9, 3d6+8)
06: Utility(Animate Dead*)

*Kinetic Invocation


I have an emerald spire normal void kineticist, so i'll shared my lessons learned.

The kinetic blade comes up far more often than I like, that and weapon finesse really carried their weight. Using GM blob to jump straight to 3 with point blank shot and precise shot will help but remember to plan for that day that you can't get out of melee range.

The blasts are a hard choice, it will be hard to hit normal AC but all of season 0 is immune to the energy blast option ;).

The level 2 utility talent is unexciting. I took the elemental whispers as a sage familiar so that it could be the 'voices' that he heard.

Later on No Breath was surprisingly useful.

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