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Basically, you'll do fire based composite trip blasts and later AoEs for huge damage and crowd control.
Kineticist is pretty strong. Very good controller if you spec into Earth with Bowling Blast.
https://www.neoseeker.com/pathfinder-wrath-of-the-righteous/builds/Main_Character#Kinetic_Demon
This guide is for one iteration of that.
https://www.neoseeker.com/pathfinder-kingmaker/builds/Main_Character#Unfair_Kineticist
This is for another that is Kingmaker specific but can be adapted. It is basically what Sador posted but in a different format.
Personally, I did a Kineticist run for my first playthrough. Very, very strong, especially going Legend path. You can get an INSANE Dexterity score going Legend Kineticist / Mutation Warrior Fighter. Tops off near 50 Dexterity. With Fury's Fall, Agile Maneuvers, +35 BAB and the Trip feat line, your Bowling Magma Deadly Earth can control choke points like nobody's business.
If you're dead set on going a Fire focused build, consider Trickster path. Kineticist's biggest weakness is low rolls and if you can guarantee that you're throwing twenties, you'll hit with your big blasts every time. Also, the Improved Improved Critical line from Trickster can make your Kinetic Blast into an absolute nightmare weapon.
https://steamcommunity.com/app/640820/discussions/0/2962796621648962796/
It's not going to cover the basics of Kineticists, but honestly I think if you just try one, you'll get the hang of it and it's easier to learn them by playing one vs reading a wall of text about it. There is some other info about Fire Kineticists that you'll probably find useful though.
That's one way to do it, but you really don't have to. For one, you're mostly fighting cultists and other enemies without fire resist in the first act. The demons are mostly not immune to fire. You can always use a weapon or items if they are, or rely on your group for them.
Earth/Fire does have the advantage of earliest Deadly Earth, but it can be a dangerous and cumbersome ability to use, especially in real time. Fire/Fire has some advantages covered in the other discussion, like composite touch attacks and composite Walls, and stronger synergy with Flame Curse. It pretty much comes down to personal preference and group needs I think.
The simplest way to play fire fire, would be to use elemental engine and just get zippy magic (azata mythic path), that way you hardly even care about your infusions, you just blast stuff. It's even viable on unfair. Would be the most boring kineticist build though, imo.
I have a build in the guides section that uses psychokineticist for fire/fire. With the acolyte background it can get high persuasion for use with deadly carnage. For pure fire/fire builds there really isn't a downside to using pscyhokineticist over regular kineticist, because fire/fire doesn't care about combat maneuver bonus.
If you want to get the best form infusions, you have to look outside of fire. The typical kingmaker build that's like earth>water>fire, to get wall, deadly earth, and cloud; should work. Though I don't know if it's ideal because you might need to get ascendant element twice.
It's also a bit more flexible.