Kineticist pathfinder build

They fight very much like a spellcaster, relying primarily on named features that scale very similarly to heightening spells, kineticist pathfinder build. 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.

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. If you would like help with Pathfinder options not covered here, please email me and I may be able to provide additional assistance. Also note that many colored items are also links to the Paizo SRD. Hit Points : Good for a caster-style character, and with a dependence on Constituition.

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. Additionally, you can only have one impulse junction per round so multiple junctions are out from that.

I think for Weapon Infusion i'd mention how the thrown and propulsive traits are pretty kineticist pathfinder build for Kineticists that get an Armor option. Kineticists have essentially no use for weapons.

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.

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. If you would like help with Pathfinder options not covered here, please email me and I may be able to provide additional assistance. Also note that many colored items are also links to the Paizo SRD. Hit Points : Good for a caster-style character, and with a dependence on Constituition. Saves : Two good saves, dependent on Constitution, and two dump stats to free up points to spend on your Wisdom.

Kineticist pathfinder build

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. Key Ability : Constitution. Kinetic Gate : Your first major decision point within the class, and you immediately get to choose between specialization and diversification.

Fear and loathing outfit

On top of that, it nets a little extra HP and an extra bab. If it were ever adjudicated under FAQ, I doubt that interpretation would be upheld. But depending on your choices of Class Feats, you can add several exciting effects to your aura. Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber Some feedback: Imperious Aura: the point of this feat is to facilitate frequent swapping among different stances on a stance-heavy build that isn't dropping very many Overflow Impulses and therefore isn't using Channel Elements very often. A Constitution bonus is huge for a Kineticist. You throw a spindle of elemental matter up to 30' damaging creatures within any two adjacent 5' squares unless they make their reflex save. Now, in a 3 round fight vs 3 enemies, that comes out as damage, without spending actions. The rule about having an ability score of 13 in the most important stat of the target class remains the same. The Kineticist is more of an acrobat or martial artist and has more in common with a Rogue or Monk than a Sorcerer. Creatures striking you in melee with a non-reach weapon take fire damage equal to half your class level. You get Skill Increases at 3rd and 5th level to raise skills to Expert, increases at 7th, 9th, 11th, and 13th level to raise skills to Master, and increases at 15th, 17th, and 19th level to raise skills to Legendary. You form a light, one-handed blade that deals your blast damage on each hit. Search this Thread:.

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.

Key Ability : Constitution. I'd argue that by RAW it doesn't work, first because K Blast specifies that you never count as wielding the blast whereas TWF requires you to wield two weapons; second because Infusion specifies that you can't use two form infusions at the same time. That just is really great especially once you get shape Aura. Blast will eclipse your weapon damage almost immediately, and even melee kineticists depend on their blast for damage. On top of that, the favored class bonus gets you extra talents. Originally Posted by AGrinningCat. You should mention Parting Blast, just to let people know that it's a trap. Throwing more impulses in the mix, I think, would have confused it. Finally, only the Tank build, arguably the least complicated of those outlined, has a "How to play" section. Aug 20, , pm.

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