Advice for kinetic knight


Advice


Hello it was suggested the other day I might enjoy a kinetic knight who specializes in the earth element

Can I get help putting together a decent build
I've asked for help with the main class before but I have always been put off on the idea my idea of a fire using one has the obvious issues.

But the idea of doing a earth based kinetic knight could be fun.

I kinda Picture my weapon being like Beserker Hercules large stone blade from the fate series.

I know I want a con bonues so unsure if I should dwarf or some like a half race or just human and bump my con.

I have no idea what to take for feats or how I should play him in combat besides hit things kill they no longer hit back.


Any race will do, but some may help more than others, depending on what you want to do besides hit things with a giant stone sword. Look at favored class bonuses, and think about skills or abilities attached to some races that might be useful... darkvision, flight, all sorts of stuff that otherwise costs feats/money later on.

Feats like Toughness and Improved Initiative will go a long ways on a build like this. Elemental Focus if you are dedicated to one element. Iron Will, obviously. Combat Reflexes so you can survive surprise rounds. Resolve feats... since that is something you have...


I like the idea of going 2 elements at level 7, one for energy and one for physical. Fire and Earth combo well enough, if you really crave fire in your build. Before level 7 you usually won't face many meaningful enemies immune to fire, so you might want to start with that.

Constitution is important, but I'd favor your attack stat over it. By default kinetic knights use strength, but there are dexterity builds out there too. You really shouldn't completely dump either though, as that will make you weaker to combat maneuvers.

I'd recommend: (Str|Dex)>Con>Wis>(Str|Dex)>Int>Cha

That said, dwarf is still a good choice for kineticist and especially a kinetic knight. You can dump strength more easily, since you don't have to worry about the carry capacity. The bonus to wisdom and saves can help with the weak will save of the kineticist.


It's important to think about how you plant to approach combat as that can make a huge difference into what 2nd element and talents you want.

Focusing on only earth gives access to talents that let you bypass resistance, burrow, etc. Adding fire would unlock magma blast and give you more access to some other useful infusions.

Aether and Water however would make you a lot more tanky thanks to their defense talent.


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At 7th level you've just got 2 elements. Fire then earth is the best for blasting - fire does plenty of damage, hit fire-resistant creatures with a big earth sword instead. Aether then earth works for utility (while keeping a big earth sword), earth and water (w/expanded defense) in either order for defence, earth/earth is there for people who especially like the idea of kinetic blasts made of metal.

e.g. for wild talents

fire/earth:
1: fire blast, burning infusion, kinetic blade B
2: fire's fury
3: draining infusion, blade rush B
4: foxfire
5: penetrating infusion, kinetic whip B
6: flame jet
7: earth blast, magma blast
8: fire sight

aether/earth:
1: telekinetic blast, pushing infusion, kinetic blade B
2: telekinetic finesse
3: draining infusion, blade rush B
4: telekinetic haul
5: bowling infusion, kinetic whip B
6: self telekinesis
7: earth blast, aetheric boost
8: telekinetic maneuvers

earth/water:
1: earth blast, pushing infusion, kinetic blade B
2: earth climb
3: draining infusion
4: kinetic cover
5: entangling infusion
6: earth child - be two races at once!
7: water blast, mud blast
8: earth meld, & via expanded defence: shroud of water

earth/earth:
basically the same as earth/water except you get a trick at L7 like magnetism, and you don't bother with expanded defence at L8.

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