Kineticist pathfinder build

Enter the Kineticist, and bizarre magic-based class with no spellcasting. While these options in no way compete with a full spellcaster, they are still very interesting.

Version: 1. The Kineticist may power up her abilities or cast certain abilities in the first place by accepting Burn. Each point of Burn does 1 HP nonlethal damage per class level and is cleared only after a night's rest. A Kineticist may accept 1 point of Burn per round, rising to 2 points at 6th level. The Kineticist must select an element to draw their energies from. This is not the same as the Elemental Focus feat - instead, it determines which abilities are available to the Kineticist. As a standard action, the Kineticist may launch a blast of energy at an opponent up to 30' away.

Kineticist pathfinder build

Ugh, finally came out with this. Still alpha build as of this posting meaning I have a lot of work left to do, but I have the general stuff up. Couple of things: 1 Sorry, I couldn't figure out how to do a good star rating system. Still looking for one that won't take me forever and a day, so if you are color-blind. I'm looking for a fix. I'm willing to put stuff in the guide if it works and you think of it I'll even credit you. It should be kineticists. Anyway: here you go: I'd appreciate some feedback and yes, I need to finish ranking the class feats and elemental feats and combination feats. One correction to your section going through the elements. Impulse Junctions are only triggered by impulses that use two or more actions, so you can't stack Metal's spikes effect.

This offers some magic-adjacent options which barbarians may find extremely helpful. More pertinent to our fiendish purposes, the damage calculations wholly replace the calculations of your normal blast damage.

Stay Logged On. New OOTS t-shirts, ornaments, mugs, bags, and more. Jolly's guide to the Pathfinder Kineticist. Page 1 of 3 1 2 3 Last Jump to page: Results 1 to 30 of Thread: Mastering the Elements: N.

They fight very much like a spellcaster, relying primarily on named features that scale very similarly to heightening spells. However, unlike a spellcaster, they have no limited resource like spell slots of Focus Points. Even better, their options are diverse enough that they can fill nearly any role within a party short of some skill-based roles, which they can still fill with some sacrifices. Initially this comes from the Kinetic Gate feature, allowing you to choose between a single element or two elements, immediately allowing you to choose between specialization and diversification. This allows your Kineticist to exist on a sliding scale between specializing in a single element or diversifying into all 6 by level The class also exists in an interesting place in the real-world history of Pathfinder.

Kineticist pathfinder build

Fantasy has a few popular archetypes that everyone understands. Wizards, Rogues, Fighters, and Clerics are classes that appear in a wide array of games, and even people who aren't familiar with RPG lore know what those characters look like. The Pathfinder franchise has some unique classes that don't appear elsewhere, and the Kineticist is one of them. This is a class that moves the air or elements around them to do damage, but they aren't spellcasters. The Kineticist is more of an acrobat or martial artist and has more in common with a Rogue or Monk than a Sorcerer.

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Fire Kineticits want to be close to enemies anyways, since they wanna trigger their Aura Junction so i honestly think every fire kineticist wants this. You launch yourself across the floor on jets of flame, and then of you see danger, you just don't sustain, and the thing winks out at the end of your turn. Technically, it's still possible, but only in a scenario where you have to roll, and even then you need to be level 6 and have rolled straight 1s for HP, and spent FCB on something else. If you open it to Comments then people can make suggested edits which you can approve or reject rather than only making suggestions in the various threads. Among other things, there's lots of ancestries that offer resists, kineticist itself offers resists, and in many cases, having resist to your own elements isn't all that useful. I actually say that I'm not ranking the elements because, basically, there's not a good way to rate them. Sorry, but I just think this archetype is bad for too many levels to be worth taking. This allows your Kineticist to exist on a sliding scale between specializing in a single element or diversifying into all 6 by level Saves : Two good saves, dependent on Constitution, and two dump stats to free up points to spend on your Wisdom. You do not need to meet the normal prerequisites for the feat you select. Even if you lean towards maintaining good stances, there's some useful overflows for openers or utility Hail of Splinters is phenomenal turn 1, and then you can go into a stance the next turn after applying a bunch of bleeding, or stuff like Lightning Dash that can safely reposition you. Earth Feats up. If I was just learning the class and read that combat flow, I'd think, "That's it??? My Homebrew PF, 3. VampByDay wrote: I think you are forgetting that most dungeons are pretty small.

Enter the Kineticist, and bizarre magic-based class with no spellcasting. While these options in no way compete with a full spellcaster, they are still very interesting. Expect to supplement gaps in the capabilities provide by the class using Traits to get better class skills and magic items to fill gaps in your magic abilities.

The Psychokineticist looks good on paper but the cost of Burn is too high. Metal Carapace: while not as strong as the other armor Impulses, this is better than worthless thanks to the regenerating shield. However, Pathfinder has so many interesting options it's hard not to take advantage of the opportunity. However, unlike a spellcaster, they have no limited resource like spell slots of Focus Points. Thermal nimbus too as people have mentioned. Did some more updates that people asked for, made a 'blaster' standard build, also explained why I don't do builds. Thermal Nimbus: I think this is better than you're rating it, thanks to the synergy with Fire's Aura Junction. Originally Posted by N. The entire shape changes. And besides, the combat you describe just isn't very cool.

3 thoughts on “Kineticist pathfinder build

  1. I regret, but I can help nothing. I know, you will find the correct decision. Do not despair.

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