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Single-Class Build Series: The Boulder Feels Conflicted (Kineticist Build)
TL;DR: Alright, nerds, I finally got around to playing a Kinesticist. I dorked around best I could to whip up a solid build and commentary for this guide. If you like doing disgusting amounts of damage and enjoy an obsessive level of attention to detail, this class is for you. This guide turned out to be much more exhaustive than I initially thought.submitted by JPDG to Pathfinder_Kingmaker
***SPOILER WARNING: This post contains items spoilers***
"Listen up Hippo, you may be big, but you ain't bad. The Boulder's gonna win this... in a landslide!" - The Boulder.
Let's Get This Out of The Way
Kineticist is the class for players who love to micro-manage. You often adjust your powers and abilities each round to see what is optimal for the fight. Once you get your better AoE-and-or-DoT abilities (Wall, Deadly Earth, and Cloud Infusions), your maps become a friendly-fire minefield, forcing you to manage the minutia of your other party members, as well. In short, this class is a lot of work. If you're good with both of these, keep reading. If you're more a set-it-and-forget-it kind of player, make a ranged Slayer and call it a day.
Amiri doing her best to avoid the Deadly Earth (Magma, Pushing Infusion) on the battlefield.
So, you want to play a Kineticist, huh? It's not hard but there is a bit of a learning curve to this class. If you've never played one before, here are my thoughts...
The Basics: Attributes
For the base class (which we'll be using) and for Kinetic Knights (which I know very little about), you'll use DEX to attack and CON for everything else: Burn (see below), Wild Talent DC, blast damage, and ability duration. Since it's pretty dang easy to hit enemies with Kineticists, we'll dump all of our ability score increases into CON.
A perfect set-up for a tripping Wall Infusion. Our Elemental Overflow ability gives us a size bonus to CON and DEX, making our attacks more powerful. These are your primary attributes.
The Basics: Kinetic Blasts and Metakinesis
Kinetic Blasts is our primary ability. There are three types of Kinetic Blasts.
The Basics: Infusions and Wild Talents
Infusions alter your blasts to make them more powerful. There are two types: Form Infusions and Substance Infusions. You can have one of each on a blast. I did my best to cherry-pick the best of both types of Infusions for this build.
The Basics: Burn
What is Burn? Put simply, Burn temporarily reduces the character's hit points to buff their abilities. This HP reduction (please hear this) does not go away until you rest. Most of the time, you want to get to a certain level of Burn and stay at that level until you rest.
Examples: You can increase your attack modifier and your physical stats with Burn. You can Empower or Maximize blasts (all elements). You can Haste your party (Air) or heal allies (Water). All of these costs Burn.
Here's an analogy for you. Let's say you like spicy food. For you, food without spice is weak. Food with too much spice, however, is agonizing. There's a balance somewhere in the middle that is just right. Kineticist Burn works in a similar fashion: You want some, but not too much.
How Much Burn is Too Much? That will depend on your level. For example, at level 3, you only really want to carry one level of Burn (as it will give you +1 to attack with your KB from Elemental Overflow ability). By level 6, you want three levels of Burn because it will give you +2 to attack, along with +2 to two physical attributes of choice (we want DEX and CON of course).
This Maximized-Empowered Composite (Steam) Cloud Infusion rips through five owlbears, costing Miss Rose two points of burn.
The Basics: Gather Power
Kineticists can reduce Burn by using Gather Power (along with class Burn reduction that comes with leveling). You basically trade time (a move action, a full-round action, or both) to buff your abilities. The longer you use Gather Power, the less your ability will cost.
"The Boulder is confused" -The Boulder
We used Gather Power (Low, move action) to set up this Empowed Pushing (Bull Rush) Steam Wall (Water + Fire). The werewolf above is about ready to run back into the AoE for the second round of damage.
Which Subclass Should I Take?
To start out, we're going with the base class. A key reason we like the base class is because of Kinetic Diadems. Kinetic Diadems increase your blast damage and require a head slot. Considering Dark Elementalists and Psychokeneticists use INT and WIS respectably, it's just easier to wear a belt that gives a CON + DEX bonuses and save your head slot for the Kinetic Diadem. The lesser version is sold by Hassuf in the Capital.
Also, Psychokeneticists don't take on Burn, they instead take a massive hit to their Will saves and Wisdom-based skills (bye-bye Perception). Considering Kineticists have a low Will save already, it makes for a poor subclass.
If you are a more experienced Kineticist player, feel free to branch out. I'd say it's easier to go Dark Elementalist (INT-based). There are items that give INT and WIS bonuses that don't fill up your head slot, but they are less common. For Dark Elementalists, the Dark Robe of the Acolyte (+4 to INT and CHA) and Dark Robe of the Master (+8 to INT and CHA) can work well.
Race, Stats, Skills, and Elements
Race: I recommend playing a Human if this is your first Kineticist. Getting Point-Blank Shot and Precise Shot at level one is such a headstart to the build. The extra skill point is nice, too.
Starting Stats: DEX 16, CON 19 ( 24), adjust other stats as you wish. I like 12-14 INT for more skill points. I rank up Persuasion, Perception, Stealth, and Mobility.
Elements: Earth (Level 1), Fire (Level 7), Water (Level 15)
The Boulder Feels Conflicted (Human Kineticist 20, Earth > Fire > Water)
Final Feat Choices
Build Considerations: Why Not Fire First?
Simply put, the early Fire Infusions are pretty lame. A good rule of thumb is that you wan to avoid Infusions that will commonly require movement (Torrent, Fan of Flames, Spray), as you won't be able to use your Gather Power (Move) to make your blasts stronger.
Otherwise, Fire is an amazing element for a Kineticist. Targeting touch AC is powerful and there are few enemies in Chapter One who are immune or resistant to fire. Fire has great bonus feats, as well (Dazzling Display, Dreadful Carnage, Iron Will, and Improved Iron Will), some of which we'll be taking later in the build.
With the low-level Infusions being as disappointing as my dating life, it's best to pick up Fire as our Level 7 element, enjoy the benefits of later-but-better Infusions, and watch our Earth blasts turn into "liquid hot magma" (*pinky to mouth, evil laugh*).
Starting with Earth is best in the long run. Its defensive ability is the best of all four elements (damage resistance), especially compared to Fire (fire damage on hit). They also get access to the Bowling Infusion early on, allowing you to trip enemies with your blasts. Trip and Greater Trip as Wild Talents is amazing. Starting at level 5, you'll be able to trip enemies with fairly high CMD and it only gets better from there.
"The Boulder takes issue with that comment." - The Boulder
A sad Dweomercast realizing that his attacks are useless. With Earth as our primary element, we have a DR of 1 for every two Kineticist levels beyond level 2.
Build Considerations: Feats and Wild Talents
But What About...?
We were able to catch this War Wisp flat-footed with the help of Linzi's Dirge of Doom. We bypassed its spell immunity to our Fire KB by using a composite blast (Magma). Our Bowling Infusion (trip) provoked AoO from our melee toons, as well.
By the Levels
Level 1-4: You sling dirt at one enemy at a time and try not to die. You try to Bull Rush enemies with your Pushing Infusion, but most of the time it won't work because you're weak sauce. Do you even lift (earth), bro?
Levels 5-6: Here, you're a little more than useless, as your KB can trip enemies with the Bowling Infusion. You may be surprised how reliable it is, even on larger enemies. If you're smart, target enemies in melee combat to provoke attacks of opportunity from your allies.
Levels: 7-10: You can now target touch AC by flinging fire from your mind! Stephen King would be proud. At Level 9 you get access to two very powerful abilities: Shatter Defenses and Eruption (your first AoE attack). Exploit Linzi's Dirge of Doom and enemies will be flat-footed to your physical blasts. This will hold you over until Dreadful Carnage at level 10.
Level 11-16: You now have access to the Wall and Deadly Earth Infusions. There is no saving throw for the AoE damage and there is no roll to hit. Since you'll be fighting a lot of undead during these levels, experience the joy of maximizing fire Wall Infusions combined with their vulnerability to fire. You'll watch zombies protest the bane of their existence via self-immolation and cackle! Deadly Earth is a massive DoT AoE blast with a disgustingly long range.
Level 17-20: You are now able to toss up three AoE Infusions (Wall, Cloud, and Deadly Earth). Grappling Infusion works best on enemies with low Reflex saves (they won't last long in the AoE). Maximizing composite blasts now cost zero Burn at level 19 with Metakinetic Master (Maximize) and Gather Power (Low).
Undead Zombie Cyclops enjoying the warm glow of a Maximized-Empowered Eruption Infusion.
Let's take a look at an (almost) worst-case scenario. Below we have a Ferocious Devourer. They have a high spell resistance of 30 (so no Fire blast), high AC (so no Earth blast), immune to mind-effecting and fear (so we cannot get him flat-footed), and a high Reflex save (so no Eruption). What do we do? We bypass SR by making a Composite Blast (Magma, Fire + Earth), exploit his fire vulnerability, and use an attack that he cannot dodge (Wall). We'll do this each round until he dies, even though my boy, Jubi, will just kill him outright on his turn (which he did, btw). "You're my boy, Jub!"
\"Amiri.\" \"Yeah, Chief?\" \"Watch out.\"
Items of Note
I'd love some feedback from more experienced Kineticist players. Regardless of how much I tweaked this build (I lost count of how many respecs I did to get it as optimal as I could), there are always ways to improve the build. Any thoughts, strategies, or items that I missed?
Level 19 Empowered-Maximized Composite (Magma) Blast landing for 639 points of damage due to the help of a Greater Kinetic Diadem.
"The Boulder is over his conflicted feelings, and now he's ready to bury you in a rock-a-lanche!" -The Boulder.