Mythic Kineticist / Fighter Gestalt


Advice


As the title says. I'm planning on making a Kineticist/Fighter for a mythic gestalt game. But now that I've thought about it... what paths actually work for Kinetcist? Most seem kind of just... meh, for them. So I'd like some input. (The GM is letting me use Blasts as for my Weapon Training, so there's that.)


I would go with Kinetic Knight and Champion (or dual path Champion/Guardian).

Use a purely physical elemental blast (earth is great for this). As a full BAB fighter, you won't be worried about AC and with a physical blast you won't be worried about Spell Resistance. Physical blasts also deal more damage.

Anything that increases your number of attacks/round allows you to score additional hits with your kinetic blade/kinetic whip.

Most of the fighter's static damage bonuses work with kinetic blast.


Volkard Abendroth wrote:

I would go with Kinetic Knight and Champion (or dual path Champion/Guardian).

Use a purely physical elemental blast (earth is great for this). As a full BAB fighter, you won't be worried about AC and with a physical blast you won't be worried about Spell Resistance. Physical blasts also deal more damage.

Anything that increases your number of attacks/round allows you to score additional hits with your kinetic blade/kinetic whip.

Most of the fighter's static damage bonuses work with kinetic blast.

And what if you wanted to say, go a more hybrid build? Would there be any paths that fit that at all? (That's kind of the main reason why I was asking, as the elemental blasts don't seem like they'd get any support.)


Brolof wrote:
Volkard Abendroth wrote:

I would go with Kinetic Knight and Champion (or dual path Champion/Guardian).

Use a purely physical elemental blast (earth is great for this). As a full BAB fighter, you won't be worried about AC and with a physical blast you won't be worried about Spell Resistance. Physical blasts also deal more damage.

Anything that increases your number of attacks/round allows you to score additional hits with your kinetic blade/kinetic whip.

Most of the fighter's static damage bonuses work with kinetic blast.

And what if you wanted to say, go a more hybrid build? Would there be any paths that fit that at all? (That's kind of the main reason why I was asking, as the elemental blasts don't seem like they'd get any support.)

Elemental Blasts with the Kinetic Knight are exclusively used as a kinetic Blade or other forms that use kinetic blade as a prerequisite.

90% of the fighter class supports a kinetic Blade, with the exception of fighter training. It is about as hybrid as any gestalt gets. You never choose between being a fighter or a kineticist on any given round. You always use all abilities from both classes.

FAQ wrote:
Certain special abilities (for instance rays, kinetic blasts, and mystic bolts) can specifically be selected with feats like Weapon Focus and Improved Critical. They still aren’t considered a type of weapon for other rules; they are not part of any weapon group and don’t qualify for the effects of fighter weapon training, warpriest sacred weapon, magus arcane pool, paladin divine bond, or any other such ability.

Your higher BAB as a fighter will allow you to attack more times/round, feats will make your weapons more accurate, more damaging, and more likely to crit.

You can go TWF/S&B with the fighter/Kinetic Knight. Take the close combat weapon group with your first weapon training option. The shield will also serve as your weapon on rounds you do not use Kinetic Whip.


Sorry, by hybrid I meant ranged/melee. There will only be two players, so I wanna be flexible in the concept. And I mean the GM is allowing me to treat ALL blasts and their infusions as a single weapon for Weapon Training. I'd get the same bonus on ranged that I would get on melee from it.


Brolof wrote:
Sorry, by hybrid I meant ranged/melee. There will only be two players, so I wanna be flexible in the concept. And I mean the GM is allowing me to treat ALL blasts and their infusions as a single weapon for Weapon Training. I'd get the same bonus on ranged that I would get on melee from it.

Kinetic Blast was always a single weapon, ranged or melee.

Allowing Weapon Training to apply is a house rule, but if your GM has cleared it, go for it.


So... Are there any mythic paths that'd help with ranged blasts, or even touch blasts? Ultimately that's what I was mainly asking about, as I understood full and well how fighter and kineticist would interact.


Not as such, no. Mythic was written prior to the Kineticist, which means there aren't any specific abilities that will work with Kinetic Blast.

You might get some mileage out of the Trickster path, though. Tricksters get the Fleet Charge Trickster Attack, which you could use with your kinetic blast or kinetic blade. Path Dabbling would let you cherry-pick the Eldritch Breach power from the Archmage, so you can roll twice for Spell Resistance (energy blasts are subject to it), as well as other abilities that might help. The Ricochet Path Ability might help with your ranged attacks as well.

That's all just 1st Tier stuff from Trickster, and you can take Path Dabbling multiple times. The biggest drawback is that you won't have any way to make your Kinetic blast count as mythic for purposes of overcoming DR. If possible, see if your GM will work with you to create a path ability that allows you to do so.


Phntm888 wrote:
That's all just 1st Tier stuff from Trickster, and you can take Path Dabbling multiple times. The biggest drawback is that you won't have any way to make your Kinetic blast count as mythic for purposes of overcoming DR. If possible, see if your GM will work with you to create a path ability that allows you to do so.

This is why I went with a focus on Kinetic Blade. Most Champion abilities apply, especially those used as part of a full attack.

E.g. Sudden Attack will allow you an extra attack that bypasses all DR with your already active Kinetic Blade/Kinetic Whip.

Fleet Warrior gives you movement as part of your full attack, at no per use resource cost.

Precision can really up the damage on a physical Kinetic Blade.

Taking dual path as Guardian can let you wade through combat and laugh at most opponents as they try to kill you. It won't make your Kinetic Blast stronger, but It will keep you alive against anything not massively overpowered.


The extra HP from Guardian would be helpful with keeping a Kineticist up as you take Burn, too.

Out of curiosity, is this for Wrath of the Righteous, or a homebrew game? If homebrew, do you know what kind of monsters you'll be facing? That might help guide your choices. For instance, Wrath has lots of demons, and demons are immune to electricity. It makes the electric blast a poor choice for that AP.


Phntm888 wrote:

The extra HP from Guardian would be helpful with keeping a Kineticist up as you take Burn, too.

Out of curiosity, is this for Wrath of the Righteous, or a homebrew game? If homebrew, do you know what kind of monsters you'll be facing? That might help guide your choices. For instance, Wrath has lots of demons, and demons are immune to electricity. It makes the electric blast a poor choice for that AP.

It's entirely homebrew, and I don't know what I'll mostly be facing. It might be decided by what I pick, I don't know. But thanks for the input everyone.


Brolof wrote:
Phntm888 wrote:

The extra HP from Guardian would be helpful with keeping a Kineticist up as you take Burn, too.

Out of curiosity, is this for Wrath of the Righteous, or a homebrew game? If homebrew, do you know what kind of monsters you'll be facing? That might help guide your choices. For instance, Wrath has lots of demons, and demons are immune to electricity. It makes the electric blast a poor choice for that AP.

It's entirely homebrew, and I don't know what I'll mostly be facing. It might be decided by what I pick, I don't know. But thanks for the input everyone.

While the element you pick will largely be decided by your personal thematic desires, I feel like Air makes the best mono (if you aren't against a bunch of immunes, though even then bludgeoning is a fall back) for mixing ranged and melee. Earth is the solo melee damage king sure, but air can get you airs reach with extreme range and ride the blast, which allows you to decide if you want to be in melee or not on a turn by turn basis. You get touch attacks or physical, flying, and a few fun utilities (they all do though, except fire for the most part). Air really gives a great split decision on melee or ranged, where earth and fire seem more to specialize.

Alternatively, going Air/Earth can get you two defenses, two physical attacks for a physical composite, and the best of both sets of utilities. Air first means flying sooner, I'd go that route unless you want to focus on Earth glide hit and run tactics in melee, or have other reliable access to flight.


Brolof wrote:
Phntm888 wrote:

The extra HP from Guardian would be helpful with keeping a Kineticist up as you take Burn, too.

Out of curiosity, is this for Wrath of the Righteous, or a homebrew game? If homebrew, do you know what kind of monsters you'll be facing? That might help guide your choices. For instance, Wrath has lots of demons, and demons are immune to electricity. It makes the electric blast a poor choice for that AP.

It's entirely homebrew, and I don't know what I'll mostly be facing. It might be decided by what I pick, I don't know. But thanks for the input everyone.

I'd suggest choosing a physical blast to start - that way you can avoid any energy-based immunities. You don't want to choose an electric blast, then find out you're facing a lot of demons.

Dark Archive

I haven't quite worked out a build, but I was contemplating a Kinetic Knight/Fighter gestalt that uses two-weapon fighting and focuses on Aether. Using the shield as the object you charge with energy for kinetic blade as the "main hand", with a good old fashioned sword as the "offhand". You can mix it up, too, and use shield bash feats and kinetic blade on the sword as needed.

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