Pyrokineticist buil


Advice


Hi everyone!
I was doing some theorycrafting on a fire-based kineticist and trying to maximize its damages. Keeping the regular blast (not based on the kinetic whip or blade).
I have been looking for VMC such as mesmerist (even though I can't find anything on it rn), wizard, fighter or others. I need to stay PFS legal and my dm is pretty strict on interpretations. :)
I recently stumbled upon the "vulnerability curse" in afflictions: mainly boosting fire damage by 50% on someone with a fire vulnerability.

Do you know if it is possible and then how to get enemies cursed? The only source I know would be "bestow curse" spell. I was thinking of a wand or having a curse item myself and throwing it at the enemy, cursing them?

Any idea is welcome!


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I cast Summon avr!

A while back, avr came up with a lvl 12 halfling pyrokineticist for the DPR Olympics with something like 400-500dpr.

Sovereign Court

Narcage wrote:

Do you know if it is possible and then how to get enemies cursed? The only source I know would be "bestow curse" spell. I was thinking of a wand or having a curse item myself and throwing it at the enemy, cursing them?

Any idea is welcome!

A summoning Skald that shares Linnorm Death Curse, Crag with all of its summons? There is also a curse for Cold and Electric.

Barbarian Rage power:
Linnorm Death Curse, Crag (Su) (Advanced Class Guide pg. 114): The character channels the power of a crag linnorm. The character’s melee attacks deal an additional 1 point of fire damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of fire (Will negates). A character must be at least 4th level to select this rage power. Curse of Fire: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target gains vulnerability to fire.

Elemental bloodline level 9 for Sorcerer: Elemental Blast. Though its only for the next round. You could get it through Eldritch Heritage though. Similarly, the Amulet of the Blooded, Elemental gives you a weaker version and only 1/day.

Elemental Blast:
Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Shaman's Flame spirit ability Flame Curse but again 1 round (though gains rounds at 8 and 16).

There is an alchemical solution in Incendiary Catalyst, but it shares the same 1 round problem.

Long setup time (because onset is 1d4 hours) but Crone's Curse poison.

Lissalan Snake Sigil(evocation, also not PFS legal) can also give vulnerability to fire, but its a random from 4 options. Presumably since the spell gains the elemental descriptor you could make a bunch and sort out the fire ones. It is only a 3rd level spell, but does cost 500 gp in material components.


There's no VMC for hybrid classes or any class that came out after unchained. Probably would have shown up in an unchained 2 book if they'd kept going.

The best way is to coordinate with a party member to have them apply it then you blast.

Find out if anyones interested in playing a controller/debuffer role and work with them so you can help each other shine.

Also, fire/earth/fire makes for a better fire elementalist overall than just going fire all the way up. It gives you a physical blast around level 7, and the earth defense wild talent combos fantastically with the fire one. Hit me for less damage and take fire damage for daring to hit me. Solid.


Trying to curse people is practically always a standard action, especially if you're not primarily a cursing class. As a kineticist it's a no-go.

There's two ways to go with a ranged pyro; the simple version and the energize weapon infusion. Energize weapon has slightly higher potential damage but it's more fiddly. Basically you get proficiency in a bow (elf or half-elf; look up the orcish hornbow) and then take standard archery feats, but you have to be very careful with burn and your stats.

The simple version takes the fire's fury wild talent, searing flame and draining infusion to help deal with fire resistance, then plans to fly around out of reach burning people, or possibly to ride a horse (cinderlands adept archetype) while doing so.

The extreme damage Ryze Kuja mentioned is with the kinetic blade or whip. You can get decent damage with the ranged version but not extreme.


Hey!
I guess I can send a message to avr to have ideas from his build, thanks for the tip! Oh! he is there!

Firebug: I like the amulet, the burst would be on a tough creature I guess, even though spending an action on it is quite sad!

Ryan freire, good to know for the VMC. My team will carry some objects to throw on enemies or debuff spells to help me burst. Regarding the elements, I'm hesitating between fire/fire/earth and fire/earth/fire. That DR does look appealing, but I'm sad about the eruption which would only be half damage! I guess I can survive that.

Avr,I realise now that if something takes 3 blasts to take down, it's better to blast three turns rather than curse then blast two times? I mean, should depend on how I manage my burns and all. I don't want an energize weapon build, I'm all in on the regular pyro. Although, I'm quite reluctant to take the cinderlands adept as it's full fire.

My previous character just died yesterday, so the kineticist will come in line in two weeks. My party is a swashbuckler and a shifter.
As I don't need many feats, I though I'd go for a VMC enhancment wizard and grab the medium armor proficiency.
My block stat is 16/16/11/11/9/8!

Thanks for your advice!


It's not just losing actions there, it's also that you'd need to invest a class level in shaman or similar, which would lose you that level's progression in kineticist. If you can get the leadership feat then the action economy works but it's not PFS legal.

I think the all-fire problem is a little overrated. Draining infusion handles most cases of fire immunity, and with a couple of useful wild talents and infusions (e.g. smokestorm, flash infusion and/or unraveling infusion) you have something to do when facing devils. Searing flame can wear down fire resistance, especially with burning infusion. It's probably useful to get an earth simple blast via fire/earth but it's not essential.

The exact build I used for the Fire Imp won't help you because she was a melee attacker, sorry.


Narcage wrote:

Hey!

I guess I can send a message to avr to have ideas from his build, thanks for the tip! Oh! he is there!

Firebug: I like the amulet, the burst would be on a tough creature I guess, even though spending an action on it is quite sad!

Ryan freire, good to know for the VMC. My team will carry some objects to throw on enemies or debuff spells to help me burst. Regarding the elements, I'm hesitating between fire/fire/earth and fire/earth/fire. That DR does look appealing, but I'm sad about the eruption which would only be half damage! I guess I can survive that.

Avr,I realise now that if something takes 3 blasts to take down, it's better to blast three turns rather than curse then blast two times? I mean, should depend on how I manage my burns and all. I don't want an energize weapon build, I'm all in on the regular pyro. Although, I'm quite reluctant to take the cinderlands adept as it's full fire.

My previous character just died yesterday, so the kineticist will come in line in two weeks. My party is a swashbuckler and a shifter.
As I don't need many feats, I though I'd go for a VMC enhancment wizard and grab the medium armor proficiency.
My block stat is 16/16/11/11/9/8!

Thanks for your advice!

When you take earth at 7 you get magma blast which is a bludgeoning/fire physical blast. Half damage on its eruption is the same damage you get for a composite energy blast. It also gives you access to deadly earth which works with entangling infusion to help you keep range.

The big thing being that the DR from its expanded defense is going to do more to help keep you alive to level 15 than doubling down on fire will.


Hey again!
Avr, Ok ahah, no worries. Indeed, no leadership for that game. For the options you mentionned, I was thinking of giving some goz(?) masks to my party members, so the smokestorm would only benefit us.
Ryan Freire, not sure what you mean, magma blast is a physical blast, so using eruption and magma blast would only deal lvl/4 fire and lvl/4 bludgeonning.

I have to admit that the full fire attracts me more than the mixed fire earth. I guess I'll see if I need more tankiness or more damage when we hit level 7. Need to keep those hp high ahah, a dead PC doesn't deal much damage!

:)

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