Any tweaks you would make to this Void / Earth Kinetic Knight?


Advice

Grand Lodge

Had an idea rolling around in my head for a super tanky Kinetic Knight build for PFS play, and I think I've come up with a decent build for it. Let me know if you see any errors, or places I could improve it.

Also, any suggestions on must have magic items or must have enchants for the armor and shield? Within the bounds of PFS rules and wealth limits, so probably capping at about 100k gold by the time I hit retirement at level 12.

At level 12 I should be running around with enough burn to maximize my defenses and elemental overflow, giving DR 12/adamantine, 12 point of negative energy resistance, 65% Fortification, +6 will saves vs emotion, +4 to hit + 8 damage, +4 Con, +2 Str, and +2 Dex. AC should be decent with full plate and a large shield. Will saves will be a bit low, but Resolve and being an outsider race should protect me reasonably well from most of the bad Will save tricks.

Click here for build:

Class: Kineticist (Kinetic Knight) Void/Earth
Race: Ifrit (Lava Soul)
Alignment: CN

Str: 16
Dex: 12
Con: 17
Int: 10
Wis: 10
Cha: 10

Alternate Racial Traits: Efreeti Magic, Fire in the Blood, Wildfire Heart

Traits: Shield Trained, Armor Expert

Favored Class Bonus: +1 HP

Stat boosts to Con

1. Primary Element: Void
Feat: Toughness
Infusion: Dampening

2. Wild Talent: Kinetic Awe

3. Feat: Weapon Focus: Kinetic Blast

4. Wild Talent: Eyes of the Void

5. Feat: Improved Shield Bash
Infusion: Pushing

6. Wild Talent: Gravity Control

7. Feat: Mobile Gathering
Expanded Element: Earth

8. Wild Talent: Expanded Defense: Flesh of Stone

9. Feat: Gather Might
Infusion: Darkness

10. Wild Talent: Gravity Control, Greater

11. Feat: Extra Wild Talent: Kinetic Restoration
Infusion: Unnerving

12. Wild Talent: Kinetic Form


Improved shield bash is fairly pointless for you. Carry a morningstar for better offence vs. negative energy immune enemies like undead. Maybe get iron will instead? Or if you feel you're covered there, combat reflexes could be handy.

Grand Lodge

Good point, I'll see if any other feats jump out at me. Combat Reflexes is a maybe, its a bit less useful since you don't get AoOs with Kinetic Blade. Might be worth it at higher levels, once I start using whip instead though.

Grand Lodge

Kinda leaning towards swapping out that Improved Shield Bash for Shield Focus or Armor Focus for a little more AC. I thought about Combat Reflexes, and I doubt it would come in very handy with my low Dex and the fact that half the time I would not be able to get an AoO with my Kinetic Blade.

I also think I am going to swap out the Armor Expert trait for Unflappable Arrogance for a little more resistance to intimidation.

Anyone got any hot tips for must have magic items for a Kineticist tank? Nothing really jumped out at me beyond the usual suspects, ring of protection, amulet of natural armor, belt of Con, cloak of resistance, boots of speed, +Str Ioun Stone, etc. Are there any hand, wrist, head, headband, eye, or body slot items that really jump out?

Are any of the armor or shield enchants must haves? I was thinking probably just basic +1-3 Full Plate, maybe with Comfort on it (though dealing with sleeping in armor and such rarely comes up in PFS play). For the shield, I was considering the Bashing enchantment, though I don't know how often I would ever actually hit anything with my shield.


If you use SLAs when in reach of melee frequently, or gather power for more than a move action then items which boost concentration might be handy. If not, not.

A spined shield might be handy as an emergency missile weapon & an emergency melee weapon which you don't have to ready. Two for one at little extra cost.

Kineticists just aren't that gear dependent though. A kinetic knight gets to use generic melee stuff sans weapon - and that's about it. Well, you have a hand free to drink a potion or similar more than some melee types.

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