Self-Interested Preface: After looking through all the new Occult classes, the Kineticist is the only one that actually looked interesting. After completing my first build (not this one), I started to notice its uncomfortable lack of versatility and its clear imbalance between elements and powers. The kineticist has a ton of room for error- your severely-limited amount of powers means that if you pick a shitty one (for example, you have to be level TWELVE to get Speak With Plants- fucking bards only have to be ten and would only waste a known spell) it's sort of a severe handicap. And there are a LOT of shitty kineticist talents and infusions.
Kineticists' talents and infusions use a resource called Burn, which is detailed near some tables underneath this build. Burn counts as non-lethal damage that cannot be healed until resting, effectively lowering the kineticist's maximum hit points by making it easier to knock the kineticist out. This build, however, gets Diehard at level 1 and goes down the Deathless feat chain in addition to having Wild Ferocity, an amazing trait that essentially counts as Deathless Master in a specific terrain. If your entire campaign takes place in a city, your character essentially ignores non-death hitpoint unconsciousness for its entire existence. This means Burn adds no risk of unconsciousness, allowing your character to act without impunity as a walking (after level 14, flying), flaming artillery cannon.
Okay, in bold for fucking emphasis: I was way-the-fuck-off re: how Diehard works in relation to non-lethal damage. Diehard only applies if damage taken was lethal- for the purposes of unconsciousness, all lethal damage also counts as non-lethal, which actually means that if you knock an enemy with Diehard down to 0 or less hitpoints, you can deal just one point of non-lethal damage and it'll knock em out.
Verbatim from Paizo: "When your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious. It doesn’t matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down."
As a workaround it makes Diehard fucking suck if your GM's aware of it. However, if your character's a worshiper of Zon-Kuthon, there's instead the feat Flagellant, which is Diehard for non-lethal damage, which completely restores the validity of this build (and thank fucking god am I right? Kineticists are terrible and need all the tricky bullshit they can get.). Still gonna keep Diehard though, and Deathless Initiate, but only because they're useful and Kineticists don't have a ton of obvious relevant feats. Bold emphasis rescinded.
Okay, in bold for fucking emphasis: I was way-the-fuck-off re: how Diehard works in relation to non-lethal damage. Diehard only applies if damage taken was lethal- for the purposes of unconsciousness, all lethal damage also counts as non-lethal, which actually means that if you knock an enemy with Diehard down to 0 or less hitpoints, you can deal just one point of non-lethal damage and it'll knock em out.
Verbatim from Paizo: "When your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious. It doesn’t matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down."
As a workaround it makes Diehard fucking suck if your GM's aware of it. However, if your character's a worshiper of Zon-Kuthon, there's instead the feat Flagellant, which is Diehard for non-lethal damage, which completely restores the validity of this build (and thank fucking god am I right? Kineticists are terrible and need all the tricky bullshit they can get.). Still gonna keep Diehard though, and Deathless Initiate, but only because they're useful and Kineticists don't have a ton of obvious relevant feats. Bold emphasis rescinded.
Fire is meant to be the least versatile element, but the most damaging. It's tempting to pick up the half-orc favored class bonus of an additional one-third of a point of fire damage per blast, but increasing this character's maximum hit points is much more of a priority. As a half-orc, this character's eligible for the human feat Fast Learner, but this build and class are already very multiple-ability dependent and feat-intensive, so that's not worth it either. This class is already built to hit hard, between Fire's Fury, Elemental Overflow, and a high CON bonus, and an extra +1 damage every three levels isn't going to make much of a difference. Again, see one of the charts below for a by-level damage breakdown.
Unfortunately, the way the Kineticist abilities and talents are up on the D20PFSRD page, it's not very straightforward to research or link what I've typed out here. I felt it while I was putting this character together. It's a constant battle of scrolling and shit. So, for your convenience, the main points to consider with this build are as follows:
- pretty good saves from 1st level- Will is weak but Iron Will and half-orc helps immensely
- through
DiehardFlagellant and related feats, is far less affected by burn,especially in favored terrain - hits touch AC
- does energy damage which can eventually break through and lower resistance
- has a reasonably-high DC for area effects
- can eventually use blasts to drain energy from fire-subtype creatures (5th level), attack a vertical column of enemies (7th level), blind (9th level), dispel magic (11th level), bend around enemies (13th level), create an explosion (15th level), and ignore spell resistance (17th level)
- can standard-action move as a 60' jet at 12th level and as a move-action at 14th, plus hover
- at 18th level (yeah, I know) can auto-resurrect in one round in exchange for 2 burn
The final thing I'd like to mention is Saturation, a special kind of quest added with Occult Realms which adds a Wild Talent to the pool. Its description is this:
---
Fire Saturation
---
Fire Saturation
Throughout the multiverse, there are places where hyperconcentrated
pools of elemental energy seep through the very fabric of existence,
saturating it with primal power. Such elemental saturations, as they are
called, are as common on the Elemental Planes
as seashells on a beach. On other planes, though, they are rare, often
difficult to reach, and frequently defended by dangerous guardians or
deadly hazards. Treacherous as these locations are, they are fonts of
power for kineticists, who can use them to access elemental synergies in
otherwise impossible ways.
A kineticist who finds an elemental saturation can attempt to attune
herself to it. Finding such a place can be a quest in itself, though,
and attunement might require a challenging ritual. The rewards are well
worth it, as a kineticist who successfully attunes herself to an
elemental saturation typically gains access to unique and wonderful
powers. Usually, attunement grants the ability to learn a special wild
talent, but each saturation is a unique convergence of elemental power,
and the possibilities for dedicated kineticists are endless. The
following lists locations of elemental saturations for each element, as
well as a detailed description of one such saturation.
Attunement: A pyrokineticist must impress a mighty kami. This might involve an appropriate gift or a successful DC 30 Diplomacy check attempted by the kineticist or by an ally who speaks Ignan. If she impresses the kami, the kineticist is immediately affected as if using the purging flame wild talent and can learn that wild talent.
Element fire; Type utility (Sp); Level 6; Burn 1
You can purge yourself or another with flame, removing all impurities. This functions as break enchantment
on a single target. The target must be willing and takes 2 points of
fire damage per character level as well as 1 point of burn (you do not
need to accept burn unless you are the target). You can use this ability
even when affected by an effect that denies you actions, so long as
this effect is one that break enchantment
could remove. If you burn rare incense or igneous rocks worth 100 gp or
1,000 gp as part of using purging flame, your target also benefits from
restoration, as if the spell were cast using diamonds of equal value as a material component.
---
Break Enchantment's a neat spell, but it's probably not worth a planar side quest and a wild talent (you only get ten if you don't spend any feats), especially since they also take damage, burn, and it can only affect one creature at a time instead of the 1 per level the spell effects. The main benefit the talent gives over the spell is casting time (standard action rather than a full minute), but this character's role is damage-dealing and it's not worth the loss or postponement of flight or elemental creation or any of the other abilities it'd shuffle out of the way.
Build created in January of 2016 and fixed December of 2016.
Kineticist
(Pyrokineticist), Level 20
[must worship
Zon-Kuthon]
Race: Half-Orc,
+2 CON (+1 Hit Point/+1 Skill Point/+1/3 point of fire damage to fire-dealing
kinetic blasts)
Racial Traits
City-Raised [Proficient in longswords and whips, +2
Knowledge (Local)]
Shaman’s Apprentice (free Endurance feat)
Sacred Tattoo [+1 luck bonus to all saving throws (increased
to +2 by Fate’s Favored trait)]
Orc Blood (counts as both human and orc for any effects tied
to race)
Darkvision 60’
Character Traits/Drawbacks
Drawback: (Detriment, Circumstance)
Faith: Fate’s Favored (additional +1 to all luck bonuses)
Race: Wild Ferocity: Urban (do not take damage from actions
taken during Die Hard in specific terrain)
Regional: Freed Slave (+1 to Will saves)
Class Skills: Acrobatics,
Craft (Any), Escape Artist, Heal, Intimidate, Knowledge (Nature), Perception, Profession
(Any), Stealth, and Use Magic Device.
Known Languages:
Common, Orc
1: Kineticist (Pyrokineticist) 1, +1 Hit Point
BAB: +0
Base Saves: +8/+7/+6
New Feats: Simple, Longsword, and Whip Weapon Proficiency, Light
Armor Proficiency, Burn, Gather Power, Kinetic Blast, Simple Blast: Fire Blast,
Elemental Focus (Fire), Infusion: Burning Infusion, Wild Talent: Basic
Pyrokinesis, [1st Level Feat] Point-Blank Shot, [Anti-Hero] Iron
Will
Skills(3): Escape Artist, Knowledge (Nature), Perception
2: Kineticist (Pyrokineticist) 2, +1 Hit Point
BAB: +0
Base Saves: +9/+8/+6
New Feats: Elemental Defense (Fire): Searing Flesh, Wild Talent
(2nd): Heat Adaptation
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
3: Kineticist (Pyrokineticist) 3, +1 Hit Point
BAB: +2
Base Saves: +9/+8/+7
New Feats: Elemental Overflow (3rd), Infusion: Extended Range, [3rd
Level Feat] Precise Shot
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
4: Kineticist (Pyrokineticist) 4, +1 Hit Point
BAB: +3
Ability Score Increase: CON +1 (19)
Base Saves: +10/+9/+7
New Feats: Wild Talent: Fire’s Fury
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
5: Kineticist (Pyrokineticist) 5, +1 Hit Point
BAB: +3
Base Saves: +10/+9/+7
New Feats: Infusion Specialization 1, Metakinesis (5th), Infusion: Draining
Infusion, [5th Level Feat] Diehard
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
6: Kineticist (Pyrokineticist) 6, +1 Hit Point
BAB: +4
Base Saves: +11/+10/+8
New Feats: Elemental Overflow (6th), Internal Buffer (6th), Wild
Talent: Firesight
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
7: Kineticist (Pyrokineticist) 7, +1 Hit Point
BAB: +5
Base Saves: +11/+10/+8
New Feats: Expanded Element: Fire, Composite Blast: Blue Flame
Blast, Infusion: Eruption, [7th Level Feat] Flagellant
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
8: Kineticist (Pyrokineticist) 8, +1 Hit Point
BAB: +6/+1
Ability Score Increase: CON +1 (20)
Base Saves: +13/+11/+8
New Feats: Infusion Specialization 2, Wild Talent: Searing Flame
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
9: Kineticist (Pyrokineticist) 9, +1 Hit Point
BAB: +6/+1
Base Saves: +14/+11/+9
New Feats: Elemental Overflow (9th), Metakinesis (9th), Infusion: Flash
Infusion, [9th Level Feat] Deathless Initiate
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
10: Kineticist (Pyrokineticist) 10, +1 Hit Point
BAB: +7/+2
Base Saves: +14/+12/+9
New Feats: Wild Talent: Flame Shield
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
11: Kineticist (Pyrokineticist) 11, +1 Hit Point
BAB: +8/+3
Base Saves: +14/+12/+9
New Feats: Infusion Specialization 3, Internal Buffer (11th),
Supercharge, Infusion: Unraveling Infusion, [11th Level Feat] Improved Critical
(Kinetic Blast)
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
12: Kineticist (Pyrokineticist) 12, +1 Hit Point
BAB: +8/+3
Ability Score Increase: CON +1 (21)
Base Saves: +15/+13/+10
New Feats: Elemental Overflow (12th), Wild Talent: Flame
Jet
Skills(3): Perception, Use Magic Device, +2 others
13: Kineticist (Pyrokineticist) 13, +1 Hit Point
BAB: +9/+4
Base Saves: +15/+13/+10
New Feats: Metakinesis (13th), Infusion: Snake, [13th
Level Feat] Spell Penetration
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
14: Kineticist (Pyrokineticist) 14, +1 Hit Point
BAB: +10/+5
Base Saves: +16/+14/+10
New Feats: Infusion Specialization 4, Wild Talent: Greater Flame
Jet
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
15: Kineticist (Pyrokineticist) 15, +1 Hit Point
BAB: +11/+6/+1
Base Saves: +16/+14/+11
New Feats: Expanded Element (Fire), Elemental Overflow (15th),
Infusion: Explosion, [15th Level Feat] Greater Spell Penetration
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
16: Kineticist (Pyrokineticist) 16, +1 Hit Point
BAB: +12/+7/+2
Ability Score Increase: CON +1 (22)
Base Saves: +18/+15/+11
New Feats: Composite Specialization, Internal Buffer (16th),
Wild Talent: Spark Of Life
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
17: Kineticist (Pyrokineticist) 17, +1 Hit Point
BAB: +12/+7/+2
Base Saves: +18/+15/+11
New Feats: Infusion Specialization 5, Metakinesis (17th),
Infusion: Pure-Flame Infusion, [17th Level Feat] Toughness
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
18: Kineticist (Pyrokineticist) 18, +1 Hit Point
BAB: +13/+8/+3
Base Saves: +19/+16/+12
New Feats: Elemental Overflow (18th), Wild Talent: From
The Ashes
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
19: Kineticist (Pyrokineticist) 19, +1 Hit Point
BAB: +14/+9/+4
Base Saves: +19/+16/+12
New Feats: Metakinetic Master, Infusion: Kinetic Blade, [19th
Level Feat] Parting Blast
Skills(3): Perception, +2 others [probably Knowledge (Planes) and
Knowledge (Local)]
20: Kineticist (Pyrokineticist) 20, +1 Hit Point
BAB: +15/+10/+5
Ability Score Increase: WIS +1 (14)
Base Saves: +20/+17/+13
New Feats: Infusion Specialization 6, Omnikinesis, Wild Talent: Trail
Of Flames
Skills(3): Perception, +2 others [probably Knowledge
(Planes) and Knowledge (Local)]
Fire and Blue Flame Kinetic Blast
Attack (against touch AC)
BAB
+ DEX mod. + 1 (if within 30 feet after level 2) + burn (up to 1 per 3 levels)
+ d20
Lvl.
|
Simple Energy
Damage Calculation
|
Composite Energy
Damage Calculation
|
E.O. Max.
|
Fire’s Fury Max. (Damage)
|
|
Attack
|
Damage
|
||||
1
|
1d6 + ½CON
|
-
|
-
|
-
|
-
|
2
|
1d6 + ½CON
|
-
|
-
|
-
|
-
|
3
|
2d6 + ½CON + Elemental Overflow
|
-
|
+1
|
+2
|
-
|
4
|
2d6 + ½CON + Elemental Overflow + Fire’s Fury
|
-
|
+1
|
+2
|
+1
|
5
|
3d6 + ½CON + Elemental Overflow + Fire’s Fury
|
-
|
+1
|
+2
|
+1
|
6
|
3d6 + ½CON + Elemental Overflow + Fire’s Fury
|
-
|
+2
|
+4
|
+2
|
7
|
4d6 + ½CON + Elemental Overflow + Fire’s Fury
|
8d6 + ½CON + Elemental Overflow + Fire’s Fury
|
+2
|
+4
|
+2
|
8
|
4d6 + ½CON + Elemental Overflow + Fire’s Fury
|
8d6 + ½CON + Elemental Overflow + Fire’s Fury
|
+2
|
+4
|
+2
|
9
|
5d6 + ½CON + Elemental Overflow + Fire’s Fury
|
10d6 + ½CON + Elemental Overflow + Fire’s Fury
|
+3
|
+6
|
+3
|
10
|
5d6 + ½CON + Elemental Overflow + Fire’s Fury
|
10d6 + ½CON + Elemental Overflow + Fire’s Fury
|
+3
|
+6
|
+3
|
11
|
6d6 + ½CON + Elemental Overflow + Fire’s Fury
|
12d6 + ½CON + Elemental Overflow + Fire’s Fury
|
+3
|
+6
|
+3
|
12
|
6d6 + ½CON + Elemental Overflow + Fire’s Fury
|
12d6 + ½CON + Elemental Overflow + Fire’s Fury
|
+4
|
+8
|
+4
|
13
|
7d6 + ½CON + Elemental Overflow + Fire’s Fury
|
14d6 + ½CON + Elemental Overflow + Fire’s Fury
|
+4
|
+8
|
+4
|
14
|
7d6 + ½CON + Elemental Overflow + Fire’s Fury
|
14d6 + ½CON + Elemental Overflow + Fire’s Fury
|
+4
|
+8
|
+4
|
15
|
8d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
16d6 + ½CON + Elemental Overflow + Fire’s Fury +
Exp. Element
|
+5
|
+10
|
+5
|
16
|
8d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
16d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
+5
|
+10
|
+5
|
17
|
9d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
18d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
+5
|
+10
|
+5
|
18
|
9d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
18d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
+6
|
+12
|
+6
|
19
|
10d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
20d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
+6
|
+12
|
+6
|
20
|
10d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
20d6 + ½CON + Elemental Overflow + Fire’s Fury +
Expanded Element
|
+6
|
+12
|
+6
|
Elemental Overflow
only applies when burn is applied equal to or less than the maximum at a particular
level.
Fire’s Fury only applies when Elemental Overflow is applicable, and to fire kinetic blasts only.
Fire’s Fury only applies when Elemental Overflow is applicable, and to fire kinetic blasts only.
Burn And Related Modifiers By Level
Lvl.
|
Base HP Range
|
Nonlethal Damage per
Burn
|
Max. Burn /Round
|
Base Max. Total Burn
Willingly Acceptable
|
Max. Internal Buffer
|
Gather Power
Move/Full-Round/Both
|
Infusion Special.
|
Comp. Special.
|
1
|
(1d8+4+1)
6-13
|
1
|
1
|
(CON + 3)
7
|
-
|
-1/-2/-3
|
-
|
-
|
2
|
(2d8+8+2)
12-26
|
2
|
1
|
(CON + 3)
7
|
-
|
-1/-2/-3
|
-
|
-
|
3
|
(3d8+12+3)
18-39
|
3
|
1
|
(CON + 3)
7
|
-
|
-1/-2/-3
|
-
|
-
|
4
|
(4d8+16+4)
24-52
|
4
|
1
|
(CON + 3)
7
|
-
|
-1/-2/-3
|
-
|
-
|
5
|
(5d8+20+5)
30-65
|
5
|
1
|
(CON + 3)
7
|
-
|
-1/-2/-3
|
-1
|
-
|
6
|
(6d8+24+6)
36-78
|
6
|
2
|
(CON + 3)
7
|
1
|
-1/-2/-3
|
-1
|
-
|
7
|
(7d8+28+7)
42-91
|
7
|
2
|
(CON + 3)
7
|
1
|
-1/-2/-3
|
-1
|
-
|
8
|
(8d8+40+8)
56-112
|
8
|
2
|
(CON + 3)
8
|
1
|
-1/-2/-3
|
-2
|
-
|
9
|
(9d8+45+9)
63-126
|
9
|
3
|
(CON + 3)
8
|
1
|
-1/-2/-3
|
-2
|
-
|
10
|
(10d8+50+10)
70-140
|
10
|
3
|
(CON + 3)
8
|
1
|
-1/-2/-3
|
-2
|
-
|
11
|
(11d8+55+11)
77-154
|
11
|
3
|
(CON + 3)
8
|
2
|
-2/-3/not
listed
|
-3
|
-
|
12
|
(12d8+60+12)
84-168
|
12
|
4
|
(CON + 3)
8
|
2
|
-2/-3/not
listed
|
-3
|
-
|
13
|
(13d8+65+13)
91-182
|
13
|
4
|
(CON + 3)
8
|
2
|
-2/-3/not
listed
|
-3
|
-
|
14
|
(14d8+70+14)
98-196
|
14
|
4
|
(CON + 3)
8
|
2
|
-2/-3/not
listed
|
-4
|
-
|
15
|
(15d8+75+15)
105-210
|
15
|
5
|
(CON + 3)
8
|
2
|
-2/-3/not
listed
|
-4
|
-
|
16
|
(16d8+96+16)
128-240
|
16
|
5
|
(CON + 3)
9
|
3
|
-2/-3/not
listed
|
-4
|
-1
|
17
|
(17d8+102+34)
153-272
|
17
|
5
|
(CON + 3)
9
|
3
|
-2/-3/not
listed
|
-5
|
-1
|
18
|
(18d8+108+36)
162-288
|
18
|
6
|
(CON + 3)
9
|
3
|
-2/-3/not
listed
|
-5
|
-1
|
19
|
(19d8+114+38)
171-304
|
19
|
6
|
(CON + 3)
9
|
3
|
-2/-3/not
listed
|
-5
|
-1
|
20
|
(20d8+120+40)
180-320
|
20
|
6
|
(CON + 3)
9
|
3
|
-2/-3/not
listed
|
-6
|
-1
|
Non-lethal damage taken equal
to current hit points normally creates staggered condition; non-lethal damage
taken in excess of current hit points creates unconscious condition. Flagellant keeps character from falling
unconscious due to non-lethal damage. Die
Hard allows for extended disabled condition, forcing one extra point of damage
per strenuous action taken. Wild
Ferocity negates this extra damage in a favored terrain. Deathless Initiate allows for non-disabled
condition when using Die Hard.
Elemental Overflow Effects From Burn Per Level
Lvl.
|
Attack Bonus Max.
|
Bonus Damage Max.
|
Ability Size Mod.
|
Fortification
|
|
Req. Burn
|
Bonus
|
||||
1
|
-
|
-
|
-
|
-
|
-
|
2
|
-
|
-
|
-
|
-
|
-
|
3
|
1/1 burn
|
2/1 burn
|
-
|
-
|
5% per burn point
|
4
|
1/1 burn
|
2/1 burn
|
-
|
-
|
5% per burn point
|
5
|
1/1 burn
|
2/1 burn
|
-
|
-
|
5% per burn point
|
6
|
2/2 burn
|
4/2 burn
|
3
|
+2, +2
|
5% per burn point
|
7
|
2/2 burn
|
4/2 burn
|
3
|
+2, +2
|
5% per burn point
|
8
|
2/2 burn
|
4/2 burn
|
3
|
+2, +2
|
5% per burn point
|
9
|
3/3 burn
|
6/3 burn
|
3
|
+2, +2
|
5% per burn point
|
10
|
3/3 burn
|
6/3 burn
|
3
|
+2, +2
|
5% per burn point
|
11
|
3/3 burn
|
6/3 burn
|
5
|
+4, +2
|
5% per burn point
|
12
|
4/4 burn
|
8/4 burn
|
5
|
+4, +2
|
5% per burn point
|
13
|
4/4 burn
|
8/4 burn
|
5
|
+4, +2
|
5% per burn point
|
14
|
4/4 burn
|
8/4 burn
|
5
|
+4, +2
|
5% per burn point
|
15
|
5/5 burn
|
10/5 burn
|
5
|
+4, +2
|
5% per burn point
|
16
|
5/5 burn
|
10/5 burn
|
7
|
+6, +4, +2
|
5% per burn point
|
17
|
5/5 burn
|
10/5 burn
|
7
|
+6, +4, +2
|
5% per burn point
|
18
|
6/6 burn
|
12/6 burn
|
7
|
+6, +4, +2
|
5% per burn point
|
19
|
6/6 burn
|
12/6 burn
|
7
|
+6, +4, +2
|
5% per burn point
|
20
|
6/6 burn
|
12/6 burn
|
7
|
+6, +4, +2
|
5% per burn point
|
At 3rd level, a kineticist's body surges with energy from their chosen element whenever they accepts burn, causing them to experience some thematic effect. They receive a bonus on attack rolls with kinetic blasts equal to the total number of points of burn they currently have, to a maximum bonus of +1 for every 3 kineticist levels they possess. They also receive a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
Starting at 6th level, whenever they have at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. They also gain a chance to ignore the effects of a critical hit or sneak attack equal to 5% × their current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of their choice and a +2 size bonus to each of their other two physical ability scores.
At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of their choice, a +4 size bonus to a second physical ability score of their choice, and a +2 size bonus to the remaining physical ability score.
I would like to mention that as this character will be using energy blasts, not physical blasts, prescice shot does nothing for you. Point blank shot is helpful, but prescice shot is not.
ReplyDeletediehard would be worthless as you'd be unconscious from non lethal before you hit 0 hp
ReplyDeletehey, thanks! I fixed it a while ago with the Zon-Kuthon feat Flagellant, then forgot to reply.
DeleteAffinity for the Elements only works for spells cast.
ReplyDeletethanks! I don't know why I thought shaped kinetic blasts counted as spells. maybe 'cause they have the drawbacks of magic without the benefits? gotta overcome spell resistance and saving throws but none of the traits or feats or effects that affect spells affect blasts, kinda thing.
Deletethis character worships zon-kuthon now, though, so that works fine!
This comment has been removed by the author.
ReplyDeleteJust a note for some feats selected:
ReplyDeleteRanged feats:
* Ranged feats do not work with Kinetic blast due it being Ranged Attack and spell-like ability instead of being ranged weapon.
* Thus point-blank-shots etc do not work with kinetic blasts. Therefore you can pretty much skip all ranged feats.
Thus you could pick something completely different (or you can pick 1,3,5 level feats something you'd need as after level 6 you can pick the extra wild talents. Although at level 7 you probably want flagellant.
You can never reduce yourself to below 0 HP from burn alone.
ReplyDeleteYou are limited to 1 total burn per character level, so unless you take damage from another source, burn should never knock you unconscious. Makes half the feats on this build somewhat worthless.