Kineticist fire build advice


Advice


Hello. I'm looking to create a Master Pyromnacer character who can Burn just about anyone/anything to ash.

I'm looking for pure Raw damage output . And want them to be young brash but powerful Pyromaster

We are building at level 7 and I was wondering what's the best way for me to milk out as much fire damage as I can

For Race I am thinking human

I know I'll be at level 7 so so I'll get composite blast. I want to double up on fire but idk how much damage I'll be doing at that level.

I know searing Flame is a thing and ill be high enough to take it right?

The Exchange

Race = half-orc (alternate Favored Class Bonus add to fire damage)

If you take fire as your first and your expanded element, the composite blast is an energy blast. If you take another element as your expanded element (earth, air, water, or wood) the composite blast is physical. Physical blasts do more damage, but only half would be fire. (They also target regular AC instead of touch.) Of the non-fire elements, Earth and Air are the only composite blasts that can be used with burning infusion/searing flame. (Magma and Plasma blasts.)

You can take Searing Flame with your 4th or 6th level utility wild talent (provided you have already taken the Burning infusion).

How much damage at 7th level (half-orc, 2 points of burn in elemental overflow):
If you use Blue Flame Blast and Empower it, you will take 3 points of burn (2 if you gather power). You will do
(8d6 + 1/2Con + 2(half-orc) + 2(overflow)) * 1.5

The Exchange

Nosta1300 wrote:

What happens if I take fire again

Also would I be able to take blue flame Blast (and what exactly dose it do?)

At 7th level you choose an expanded element and you automatically get a composite blast based on the elements you chose as your first and expanded element.

Fire/Fire = Blue Flame Blast
Fire/Earth = Magma
Air/Water = Charged Water
etc.

You also get an additional basic blast (if any) of the element you choose as your expanded element. This doesn't do anything if you choose Fire as both your primary and expanded element since the only basic blast is Fire Blast. However if you choose Fire as your primary element and Air as your expanded element you would get your choice of Air or Electricity basic blast (as well as the Plasma composite blast).

You can't "take" any other composite blasts, you just get the ones based on your elements. At 15th level you get another expanded element which will get you one or two additional composite blasts, depending on the specific elements.


Belafon wrote:

Race = half-orc (alternate Favored Class Bonus add to fire damage)

If you take fire as your first and your expanded element, the composite blast is an energy blast. If you take another element as your expanded element (earth, air, water, or wood) the composite blast is physical. Physical blasts do more damage, but only half would be fire. (They also target regular AC instead of touch.) Of the non-fire elements, Earth and Air are the only composite blasts that can be used with burning infusion/searing flame. (Magma and Plasma blasts.)

You can take Searing Flame with your 4th or 6th level utility wild talent (provided you have already taken the Burning infusion).

How much damage at 7th level (half-orc, 2 points of burn in elemental overflow):
If you use Blue Flame Blast and Empower it, you will take 3 points of burn (2 if you gather power). You will do
(8d6 + 1/2Con + 2(half-orc) + 2(overflow)) * 1.5

What exactly dose blue flame do. And you said 1.5 do I add half more damage DICE or just add up damage and add 50% to the total?

The Exchange

Nosta1300 wrote:
What exactly dose blue flame do.

"Blue Flame" is just the composite blast if you have fire as both your Primary and Expanded Elements. It doesn't do anything special beyond being fire damage.

All energy composite blasts do the exact same amount of damage.

Occult Adventures wrote:
energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.
Quote:
And you said 1.5 do I add half more damage DICE or just add up damage and add 50% to the total?

To everything

CRB FAQ wrote:

Empower Spell: If I use Empower Spell on a spell that has a die roll with a numerical bonus (such as cure moderate wounds), does the feat affect the numerical bonus?

Yes. For example, if you empower cure moderate wounds, the +50% from the feat applies to the 2d8 and to the level-based bonus.


Belafon wrote:
Nosta1300 wrote:
What exactly dose blue flame do.

"Blue Flame" is just the composite blast if you have fire as both your Primary and Expanded Elements. It doesn't do anything special beyond being fire damage.

All energy composite blasts do the exact same amount of damage.

Occult Adventures wrote:
energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.
Quote:
And you said 1.5 do I add half more damage DICE or just add up damage and add 50% to the total?

To everything

CRB FAQ wrote:

Empower Spell: If I use Empower Spell on a spell that has a die roll with a numerical bonus (such as cure moderate wounds), does the feat affect the numerical bonus?

Yes. For example, if you empower cure moderate wounds, the +50% from the feat applies to the 2d8 and to the level-based bonus.

Ah OK. Thanks.

Eh. What would you recommend for my talents & infusions ?

Sovereign Court RPG Superstar 2009 Top 32

Nosta1300 wrote:

Hello. I'm looking to create a Master Pyromnacer character who can Burn just about anyone/anything to ash.

I'm looking for pure Raw damage output . And want them to be young brash but powerful Pyromaster

Perhaps surprisingly, the fire element is one of the least damaging choices for a kineticist. This is because fire resistance and fire immunity are very common among enemies, and also because kinnies struggle against spell resistance.

So my advice is to either pick a different element, or go for a Draconic/Orc Sorcerer, or go for a Bomb Alchemist. They simply have more options to deal with the oh-so-common monsters that resist your default attack.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Belafon wrote:
Nosta1300 wrote:
What exactly dose blue flame do.
"Blue Flame" is just the composite blast if you have fire as both your Primary and Expanded Elements. It doesn't do anything special beyond being fire damage.

It does open up the Pure-Flame Infusion wild talent, allowing your blue flame blasts to ignore spell resistance. Other than that, it's just extra fire damage (instead of splitting the damage in the composite blast with another damage type).


Kurald Galain wrote:

Perhaps surprisingly, the fire element is one of the least damaging choices for a kineticist. This is because fire resistance and fire immunity are very common among enemies, and also because kinnies struggle against spell resistance.

So my advice is to either pick a different element, or go for a Draconic/Orc Sorcerer, or go for a Bomb Alchemist. They simply have more options to deal with the oh-so-common monsters that resist your default attack.

This information is very important and should tell anyone more than just 'diversify your elements'. It should ring, loud and clearly, that you need to make sure that you have another method of attacking that is not linked to elemental damage at all. For Blue Flame using kineticists, this means do not hyper-focus on your fire damage and make sure you have a mundane method of attacking, whether that is with a melee weapon or ranged weapon.

Most kineticists already go for point-blank shot & precise shot feats. Pick up a bow and take a few other ranged feats to make a fairly decent bow users. Pick up ENERGIZE weapon infusion to make your shots do more damage later when you can ignore more burn.

Do NOT hyper-focus as a kineticist.


Mostly you shouldn't focus on just elemental damage. Blue Flame could be fun, but you're much better off to pick a physical element and blast at level 7, preferably one that composites with your primary element. Fire is lucky that it composites with most elements, so just decide if earth, water, wind or wood fits the flavor of your fire kineticist best.

Before level 7, you just take the risk. In general, you are unlikely to face many enemies who are immune or heavily resistant to fire at those levels.

Strangely, one of the better things to specialize in is kinetic blade. It requires only one feat to be good at, weapon finesse. And you benefit a lot more from extra attacks like from haste and iterative attacks. The biggest kineticist damage builds are based on kinetic blade.


Seconding Melkiador & DeathlessOne. Pure fire and no weapon skills is asking for trouble.

If you do decide to go with nothing but fire anyway, then other infusions you want are draining infusion (handles fire elementals & similar) then burning infusion if you're getting searing flame. Even if you don't get weapon finesse, having kinetic blade for a tight spot is worthwhile. You might choose to get fan of flames or spindle for damage to small areas but they're kind of disappointing.

Talents should probably include fire's fury first up, then you're looking at searing flame. After that you've got a call to make: start on flight with flame jet tho' it's not much use until you get greater flame jet at level 10, or get something more immediately useful like smoke storm.

Grand Lodge

I ran a Pyromancer as Fire/Fire/Water (taking in Water as an additional element at level 15). If I had to do it again I would go Fire/Water/Fire.

I also took in a +1 crossbow with Bane: Evil Outsiders, as that covered a lot of creatures that had Fire Resistance or Immunity. There were also +1 Frost bolts for the crossbow. But the truth is, the crossbow didn't get too much use.

"Wall" abilities were usefull, as well as the occasional Suffocate (Water based).


Egil Firehair wrote:
. But the truth is, the crossbow didn't get too much use.

Yeah. The truth is that in many games, the fire immunity just won’t come up much and the fire resistance won’t hurt your damage enough to stop blasting from being your best option. But those fights where your signature ability doesn’t work can feel really, really bad.

Grand Lodge

Actually, I took the Pyromancer into an AP with a lot of it, spoilered below.

Spoiler:

The Mummy's Mask AP starting at 13th level. There was one level where about 2/3 of the critters were immune to fire. This was before 15th level, as I did not have Water blasts available.

The very next level a guy with a Magus subbed in... and that was the level where 80% of the critters were immune to lightning. He was kind of pissy about the whole thing.


For inexplicable reasons, demons are immune to electricity. The magus is super versatile though. Losing shocking grasp shouldn't shut them down.

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