Pyrokineticist (Kineticist of fire)

This is a guide directed purely at the Kineticist character who focuses on Fire as their element of choice. This guide is meant to be a compliment to Sphynx’s Telekineticist guide for a different type of kineticist. In order to complement and mirror Sphynx’s guide some elements of his guide, such as the format and some descriptions, have been copied. Special thanks for Sphynx for the Telekineticist guide and the inspiration for this guide. Also a special thanks to N. Jolly for his general guide to the Kineticist, which I suggest every aspiring Kineticist read.

As with Sphynx, I believe that each element of the kineticists is so different that they each deserve their own guide. Here I will discuss the play-style, flavor, and how to optimise a Pyrokineticist.  This guide assumes fire is your primary element. It is not intended for someone who takes fire as a secondary element although you may find some useful information if this is your goal.  

The Pyrokineticist is about one thing, dealing damage with fire. Not to say that we don’t have utility, but if tricks are what you are looking for look to the elements of Air or Aether. Be careful when choosing a pyrokineticist. While we can fire off some of the best damage the class is capable of, we tend to suck if our DM throws fire immune or highly resistant bad guys. Make sure to talk to your DM before creating your character to decide if this will be the right character for you. This guide will be written with the assumption that your DM isn’t an ass and bad guys with fire immunity will the the exception rather than the norm.

Here is the color-guide used for the guide.  

Purple - Must have! If this is a feature it should not get traded out when picking an archetype, if this is an option it’s be best option.

Blue - Awesome you can’t go wrong making sure you chose these options.

Green - Good.  These are the filler pieces that round out the character.

Orange - Meh. Take these if you really want to, but don’t be afraid to trade them out.  

Red - This is bad.  Don’t waste character points on this.

Black - Black is used when I feel that something can not be rated or will be rated separately later in the guide.

Multi-Color- This will be explained in the description.

ROLES

There is one primary role for the Pyrokineticist: Damage dealer. By default the class does well with range damage, but when picking up the right infusions it can become a beast in melee combat as well. Switch hitting is a viable options for us using ranged attacks until the bad guys get close and then opening fire on them with your flaming sword/whip.

As a damage dealer, pyrokineticists tend to pick up a secondary role of needing to take/avoid damage from our opponents as well. We deal enough damage that the bad guys can not simply ignore us.

Our third possible role is that of a battlefield controller. With the right infusions and set up we can debuff our opponents and to some degree choose where they can move around the battlefield.

ATTRIBUTES

Strength - There’s no need for Strength. Even if you’re planning on going melee, strength does not alter your damage, and you will want to get weapon finesse to use your dexterity for attack. Thus, the only use for Strength is carrying stuff. If you need to track your burden, don’t completely dump it, but don’t worry about it either. We are a low gear class at this point as well.  

Constitution - This is the stat that the Kineticist is built around. You need this, and if you have a +2 Racial this is where you likely want to place it.  You will be taking burn (more on this later) to offset the high constitution, which means it needs to be even higher. This is your fuel, this is your damage bonus, and this is how you stay alive.

Dexterity - This is the other most important attribute. I think constitution is slightly more important, but dexterity is a close second. Dexterity is what determines your hit and your AC in a class that only gets Light Armor.  You need this as much as you need anything, to be as high as possible.

Intelligence- Intelligence is fine as skill credits are always useful. The mechanics of the class do not make any use for intelligence so skill credits is really the only use.

Wisdom - Your Will Save is your poor save. Reflex and Fort will be pretty good, but Will will always pretty much suck. Thus, every bonus in wisdom is an extra 5% extra chance to make that save. This is still not a good enough reason to put points into wisdom unfortunately. But, it’s not a dump stat, a -1 or -2 on your Will, will hurt. Leave this at 10 possibly putting a spare point or 2 here (if using point buy).

Charisma - The dump stat. You have one use for Charisma, and that’s to Use Magic Device.  If you get a bonus to intelligence instead of a bonus to charisma you can put 1 extra rank in UMD and break even.

Dex vs Con: why I rated them both purple:

There are 3 things that are most important when playing a damage dealer: Hitting your opponent, Dealing extra damage, and staying alive to do so.  Dex is your main stat for hitting your opponent. Constitution is your damage. Both a high constitution and high dex helps you stay alive. You can take burn to some degree to raise your hit, but this is limited by your level.

Int vs Wis:

Neither of these stats are needed for a pyrokineticist, but unlike strength and charisma they do actually have a use. Assuming point buy, you can only raise your main stats so high before the diminishing returns kicks in. At that point you have to choose if you want a slight buff to your will save or if you want an extra skill point each level.

Suggested 20 Point buy:

8 str, 16 con, 16 dex, 10 int, 12 wis, 8 cha

RACES

Note: What we are mostly looking at is stats. A bonus to Con, Dex, or a choice bonus is preferable. There are some other interesting race perks too.

Dwarf - You don’t dump any good stats, and you get a +2 on Con.  Perfectly ideal. There is also a lot of flavor if you take earth as your secondary element.

Elf - You get a Dex bonus, but suffer a Con penalty.  Hurts, but you can make it work.

Gnome - You don’t dump any good stats, and you get a +2 on Con. Being Small is great for the +1 attack and AC.  +2 Perception is always a nice perk.

HalfElf - You don’t dump any stats, and you get to pick where to +2.  Plus, +2 Perception is again nice to have.

HalfOrc - You don’t dump any stats, and you get to pick where to +2.  Of note, you’ll likely never get to use Orc Ferocity due to the non-lethal burn, so switching it out for Bestial (boost Perception due to low Wisdom) or Sacred Tattoo (Boost Will due to low Wisdom) is a good idea.

Halfling- You don’t dump any good stats, and you get a +2 on Dex.  Plus a nice AC boost and Will boost.

Human - You don’t dump any stats, and you get to pick where to +2. Free skill per level is a fine bonus and an extra feat at 1st level is great. We are not all that feat heavy though. If you can trade it for the extra +2 floating bonus, human becomes purple without a doubt.

SKILLS

Acrobatics- Acrobatics is an interesting skill. There are bound to be times when you need to move around foes just the right way to set up the perfect whip area or just get out of dodge. But, the Kineticist has other/better ways of doing this in later levels.

Escape Artist- Fire is really good when you are trapped in a grapple with your opponent. That being said there are times when you will want to be able to escape and you won't be able to rely on your strength.

Intimidate - Charisma is your dump stat, even with this as a class skill, you’re unlikely to ever be good enough at it to use it.

Knowledge (Nature)- Has its uses as one of the better knowledge skills, but not really your role.  

Perception - From my experience this is the most used skill in the game. You can’t go wrong with Perception.  Even with a low Wisdom, this is useful because you just might make that roll.

 

Stealth - Can be useful for scouting and such if that is a role you take. You aren’t as optimised in this role as a dedicated scout should be, but you can make it work with high dex.

Use Magic Device - You can’t go wrong here, however unlike other classes, you seem to have less dependency on such magic items.  Obviously they still have their uses, but you can survive and even excel without them.

FEATURES

It is unlikely that Elemental Focus, Wild Talents, Burn or Kinetic Blast will ever be replaced with something else in an Archetype, so rating them is pointless.  They are core aspects of a Kineticist and would have to receive something seriously game changing in order to remove these.

Gather Power- You sacrifice actions to make your blast cost less. If you sacrifice a move action, that’s one less burn you suffer on your kinetic blast in the same turn. This can be situational, but when you are already at range from your opponent you often don’t need this move action, so you might as well do something useful with it. If you take the melee forms then even when they close in you won’t need to move more than the free 5 feet all that often.  While you won’t use it every round, it definitely has its uses. The Full Action version is very situational, and will only see seldom use.

Infusion- Pyrokineticist is all about our kinetic blast, and forming them the way we want is very important. If an archetype is offering to trade our infusions for something else it better be a damn good something or we will have to pass.

Elemental Defense- Fire’s elemental defense is one of the worst. In fact it’s not really a defense except that it may deter your opponent from attacking you if they don’t want to take the damage. This is compounded by the fact that it does nothing (realistically) to someone with a weapon. There are a few situations where it really shines and would move up to a green rating. If you are facing a lot of grappling opponents this elemental defense is great. It’s also really strong against natural attacking enemies. I like the flavor and feel of this defense, but if something comes along to replace it it’s probably a good trade.

Elemental Overflow - This is a core function of the Pyrokineticist. This increases your attack, damage, dexterity, and constitution: everything we care about. We will look for ways throughout our progression to use a small amount of burn at the start of the day just to get the bonuses from this ability. It’s worth noting that once the stat bonuses come online putting the extra bonus into constitution negates the damage from the burn we take.

Infusion Specialization- If infusions are a key point of our character making them affordable enough to actually use is really important. Not paying burn for infusions is awesome any way you look at it.  

Metakinesis- It’s very important to remember that until 19th level, the ONLY way to offset the costs of this is via Gather Power. Sometimes, even with gather power, you will want to spend your burn here to increase the damage you can deal. If an archetype is offering to trade this for something else it needs to be something that increases damage. Metakinesis starts with Empower, which for 1 burn, is fantastic, especially if you can sacrifice a move action to make it free.  Next up with 2 burn to Maximize, which is pretty close the same damage increase as Empower. They stack, thus giving you the option to take 3 burn (reduced by gather power) to do even more damage.  While the Quicken and 2x are nice, their burn don’t justify their use, so I would recommend using these features sparingly if at all.

Internal Buffer - This is an interesting ability, but one I could take or leave. On one hand if I don’t use some amount of burn one day I can save it for the next. On the other hand how often am I not using all the burn I can. One good thing to note is that I will have a full buffer after a break in adventuring. It’s possible to use this to enable elemental overflow at the start of the day (other option is elemental defense). Saving the morning burn for later also lets us go over the burn limit per round set in place by our level.

Expanded Element- This is another core feature that would take a lot to completely replace. I will go over all the options later in this guide. Expanded elements gives us another blast, likely a composite blast, a wild talent, and a host of options we need to look at.

Supercharge- This makes gather power twice as good. Let’s face it we never wait around a turn for the full gather.

Composite Specialization - Composite blasts are fine, and halving the cost is good, but this is a level 16 ability and is fairly underwhelming. If it came before Supercharge then it would have been more useful. If an archetype is offering to replace this, you’re not going to be hurt terribly to lose it.  

Metakinetic Master - Too little, too late.  You reduce some metakinesis by 1 point.  This is obviously not something you want to disregard, but, at this point in the game, it’s such a minor buff that any other 19th level ability that an archetype might replace this with will likely be a better choice.

Omnikinesis- Cute, flavorful capstone is really all I can say about this. We spend 20 levels taking all the talents we want and now we can change them out on the fly. Ok, but didn’t I pick the talents I like?

TALENTS

Fire Blast- This is our only option for our starting, primary Kinetic Blast. We have to connect against touch AC, which is usually easier to do, but we have to overcome spell resistance. Also we have to be aware of fire resistance and fire immunity.

TALENTS - INFUSIONS

I will be ordering these by the level that we can pick them up. That way they can be more easily compared to each other. Each time you can use your blast you can apply up to 1 substance and 1 form infusion (watch the burn costs). Make sure to get a mix of both substance and form infusions to utilize this. We can learn a new infusion every odd level, although the level 7 and 15 infusions are only learned when we expand into fire.

Levels 1:

Burning Infusion(substance)- This is a really good early infusion for dealing extra damage. If you damage a foe, and it fails a reflex save, it catches on fire taking extra damage next turn and makes them easier to hit again. This is also a prereq for searing flame which is necessary if you will encounter fire resistance. Note: purple is a high rating for this, but it’s warranted due to the lack of other useful substance infusions. I would rate it blue or green before you are adding both form and substance infusions to your blasts. Taking Fan of Flames at 1 and trading it out for Burning Infusion at level 5 or 11 is a perfectly viable option.

Extended Range(form)- Undoubtedly strong infusion. 30 feet is in range of most charge attacks, so if you plan to stay at range extending out to 120ft is great. If you want to melee this becomes less important, but something you may still want. Also this is a prereq for some forms.

Draining Infusion(substance)- I don’t feel this can be rated as it’s entirely campaign dependant. Obviously, against fire elementals it’s good, but otherwise it’s a waste.

Kinetic Blade(form)- If you want to take this it should only be taken as your level 5 infusion, before that it doesn’t improve your blast any and can simply wait to pick it at level 5. The real reason to take this is because it is a prereq to Kinetic Whip. The main advantage of blade is that you get iterative attacks from a higher BAB and haste, neither of which comes online until 7th-8th level.

Kinetic Fist(form)- this seems to be an option given for someone who is dipping into kineticist. I guess a natural attack build is possible, but I wouldn’t suggest it.

Fan of Flames(form)- Short range 15 foot cone that deals full damage of your blast. This attack no longer uses an attack roll, but now requires your opponent to try and save. This is actually fairly good at low levels, but there are better options later. If you take it, trade it out for a better talent when you can.

Level 3:

No new options

Level 5:

No new options

Level 7:

Eruption(form)- This infusion also changes your blast from and attack roll to making your opponents save. With this and fan of flames you no longer need feats like point blank and precise shot.

Extreme Range(form)- For 1 burn extended range already allows you to target your blast to hit something 120 ft away. With this and a second burn you can extend that out to 1.5 football fields. While completely viable, it feels like overkill on most encounters. In dungeon crawls especially this has very little use.

Flurry of Blasts(form)- This is an interesting ability. It lowers your damage significantly to hit multiple targets. It’s best used for spreading out substance infusions (or hitting a lot of weak targets?). So, it’s really only as good as the substance we are spreading.

Kinetic Whip(form)- If you plan to melee, this is the cornerstone of the build. This gives us multiple attacks per turn, we get to hit enemies within 15ft, and we threaten this area for attacks of opportunity. This is by far the best damage available versus 1 target.

Torrent(form)- Deal your damage in a line, but deals much less damage. I think I would stick with Eruption to get my AoE damage out there.

Snake(form)- You can send your attack in strange patterns to hit your target without concealment and such. Or you can use Eruption and just blast them inside their concealment. If you want to keep the blast an attack, this works if not skip it.

Level 9:

Flash Infusion(substance)- Blind is a fairly cool status to gift to your foes. 3 Burn is kinda harsh, but it targets will save.

Level 11:

Grappling Infusion(substance)- only usable with wall infusion, hmm ok. Tries to grab the opponent and hold them close to the wall. Biggest problems I see are: it’s a combat maneuver available after combat defenses skyrocket, it takes 6 burn to use...

Unraveling Infusion(substance)- I can use my fire to dispel spells. I have another way to do this, it’s called killing my opponent. While it has its uses, I don’t think it’s where we want to focus our talents…

Wall(form)- Wall infusion seems pretty interesting. If nothing else it’s better than torrent. Separating some enemies from the battle while dealing with the others seems like a good use of a turn.

Level 15:

Explosion(form)- Let’s compare this to Eruption. They have the same range, same damage, same targeted save. Now explosion is a little better for the extra cost. It has a wider radius and it can hit an area in the air. Overall not bad, but not sure how often it’s needed over Eruption.

Pure Flame Infusion(substance)- If spell resistance is giving us trouble that’s over. Just hit them with a blue flame blast. This is only available with our composite blast though.

TALENTS - UTILITY

Level 1:

Basic Pyrokineticist- Yay, I can play with fire. As this isn’t an option, I won’t rate it.

Level 2:

Cold Adaptation- I could see wanting this if you know you will see a lot of cold damage come your way. Really, I can’t think of anything I’d rather face than a White Dragon…

Heat Adaptation- Situational as well. Are you fighting other members of the Fire Nation?

Fire Sculptor- Seems like this sould just be part of Basic Pyrokieticist to me. Very situational…

Fire’s Fury- Take this. It increases your damage. As a primary damage dealer we need every point we can get.

Level 4:

Searing Flame- If you face a small amount of fire resistance bad guys, this is going to improve damage a lot. If you face a large amount of fire resistance, you need to not play a pyro...

Level 6:

Firesight- Situational, but maybe you can find a way to create the situations…

Flame Jet- Frankly this ability is terrible. Why would I want to spend my standard action to move? It is a prereq for the much better Flame Jet, Greater though. Take this and use it to get past climb obstacles for now.

Heat Wave- This is somewhat campaign controlled. As long as you can make the temperature surrounding you above 90 degrees you get a 20% miss chance in melee combat (within 5 feet). At level 6 this means it’s 60 degrees out. At level 12, you will only need it to be above freezing. Not a bad use of a burn. Also your allies using you as a campfire is fun, guess who gets first watch.

Smoke Storm- Nice utility with no cost to use. Combines very well with firesight if you want to go that route.

Level 10:

Flame Jet, Greater- While not as good as I would like for 2 talents. It’s our best option for flying (mostly).

Flame Shield- If this didn’t cost a burn it would be awesome. As is, if you manage to make good use of our wild defense talent, this is in many ways better.

Trail of Flames- Another cool, fun utility. Not sure that its use is all that practical though.

Spark of Life- summoning, even bad summoning, is very strong in pathfinder. This is an easy way to get around some of the spell resistance that will be plaguing you in this level range.

Level 12:

Ride the Blast- I can’t imagine what anyone would take over this. This is really great for either getting into the middle of the action or for escaping the action (shoot into an empty space 120 feet away). You could even use this to get out of a grapple or cage if need be.

Level 18:

From the Ashes- Helps stop death, as long as it is coming from hit point damage. You can also trigger this on purpose by taking burn. It won’t heal the burn you have taken, but it will heal the other damage.

FEATS

There are some basic feats that are of interest to all Kineticists.  

Extra Wild Talent- Don’t take this right when it becomes available, unless you really need the extra talent right away. This feat is one that starts out at level 6 as green or perhaps yellow, but gets better the longer you wait to take it. If you haven’t taken it by level 15 or so, it probably becomes purple due to the options of talents you can pick up with it.

Point Blank Shot- The only reason to take this is if you plan to take precise shot as well. On it’s own it is weak, since you want either be outside the 30’ range or using melee infusions.

Precise Shot is needed if you are using your standard blast to shoot into melee combat.  However, it should be noted that you won’t need this when using forms such as Eruption or when using blade/whip forms to melee.  If you plan ahead you may simply not need this.

Toughness If we take the max possible burn that we can we put our health in the same range as a D8 HD with a negative modifier. We shouldn’t take max burn all that often, but even normal circumstances will put our health uncomfortably low. This will offset it.

Weapon Finesse- for anyone that wants to get into some melee take this. If you don’t plan on getting blade or whip infusion this is useless.

Weapon Focus- On the surface this gives you a nice +1 per attack, which is always nice. This won’t affect some infusions, such as eruption, which no longer have an attack roll. Other times we typically hit touch AC. I still suggest picking it up at some point as there aren’t a lot of mandatory feats, but we are not in a hurry to do so.

TRAITS

Reactionary - A good trait to improve your Initiative, always a good choice regardless of class.

Indomitable Faith - Gives you a +1 Will, our will is low any ways to improve it are welcome.

(More traits to come)

Combining Elements.

Of course we are Pyrokineticists, dealing out as much damage as possible. But, what if we could be more? At 7th level and again at 15th we get to either add another Element or continue in our primary element making it even stronger. With this expanded selection we need to take into consideration the new basic blast, the composite blast, and defense and utility talents that present themselves to us. There are a few things to take into consideration. The new kinetic blast, the composite blast,  the new defensive wild talent, and other available talents.

Aether-

Aether is all about sneaking around and controlling the battlefield. This is all well and good but detracts from our focus. Aether does very little in the way of increasing our damage nor makes our damage more versatile.

Telekinetic Blast- This is an overly complicated blast that does the same thing as Earth Blast. It’s still viable, but nothing spectacular.

Aetheric Boost- Instead of double damage, this will increase our damage by ½ our level for the same cost. It’s worth noting that this can also boost our composite blast as well if we take Aether as our third element.

Force Ward- This is an excellent defensive talent and possibly worth taking Aether for alone if you need some tanky capabilities.

Telekinetic Invisibility- Becoming invisible is always a solid option, but honestly, we don’t need it.

AIR

Air lets you fly better than flame jet. This is likely the most important aspect of taking air as your secondary element. It has the worst defensive talent and the blasts you gain are nothing spectacular.

Air Blast- While this fills our need for a physical blast (and avoiding spell resistance) it only deals bludgeoning damage.

Electric Blast- This would be a backup energy blast for when opponents are fire immune. Unfortunately it won’t give us a composite blast.

Plasma Blast (Composite w/Air)- This is a solid composite blast dealing fire and bludge.

Enveloping Winds- Very situational, only protects against arrows and similar attacks. At this point you will be flying most of the time. So, it seems like it would be good, but it doesn’t protect against heavy projectiles, flying bad guys, or spells/spell like attacks. If you decide to take air you should still not pick this up.

Aerial Evasion- Evasion for a talent and 1 burn for a day would be blue, but not if I have to get Enveloping winds to get it. I don’t think it’s worth 2 talents.

Air’s Reach- Huge range for our air attacks. Most notably our composite blasts.

Celerity- This is good, but it should be covered by your party wizard/bard at this point.

Wings of Air- Let’s face it. This is the number 1 reason you want to use air as your secondary element.

Air Shroud, Greater - Ignore most air clouds/damage.  

EARTH-

Earth in its own right is a solid damage dealer and will add a lot of survivability to your Pyrokineticist. Earth has the best elemental defense when in melee combat and with it backing you up I strongly suggest the Kinetic Whip build.

Earth Blast- This gives us the best physical blast available hitting all piercing, slashing, and bludgeoning damage types.

Magma Blast- Half Bludgeon/Half Fire just like Plasma. Why is this rated higher then? It is a viable blast for more form infusions than plasma blast (which can’t be used for eruption). Let’s face it, the visual has an awesome flavor as well.

Flesh of Stone- DR = to ½ level + the ability to increase it? Yes please. This even stacks perfect with our searing flesh. They hit us for 0 and take 5 damage for doing so…

Bowling Infusion, Deadly Earth, Entangling Infusion- Lots of good options for modifying our kinetic blasts and composite blasts and turning them into battlefield control spells. Two of these are substance infusions, which fire alone lacks (except burning).

Earth Glide - Burrow Speed. This can also be used to hide or escape for a turn by taking a 5 foot step into the ground. Useful if you need to charge for a turn. Also being able to walk through rocks makes most dungeons pretty trivial.

FIRE

If you chose to focus on fire as your second/third element as well as your first you gain a bonus talent instead of getting a new kinetic blast. You still gain a composite blast and it’s a good one.

Blue Flame Blast- this is a very strong composite blast and the only available pure energy composite blast. if you are looking for the biggest fire damage possible in one hit, this is it.

Bonus Talent- It’s definitely worth noting that while other elements get basic (elem)-Kinesis as a bonus talent fire gives you a bonus wild talent of your choice. This is stronger than the bonus wild talent feat. This is the only way to get Whip infusion at level 7 instead of 9, or pure flame infusion at 15 opposed to 17.

Blue Flame Required Infusion- The only way to use Pure Flame Infusion (substance), which lets you ignore spell resistance, is to select fire as either your secondary or tertiary element. It is only usable with your blue flame blast composite blast.  

Water

Water is similar to Air except that it gets a good defense talent instead of the ability to fly. It also gains a frost damage blast instead of electricity. Fire and Ice is pretty flavorfully cool, but doesn’t combine with a composite blast unfortunately. Can you picture the elemental overflow of Ice and Fire?

Ice Blast- Cold elemental blast. Interesting to note is that some creatures that are immune to fire are weak to cold.

Water Blast- Bludgeoning physical blast.

Steam Blast- Carbon copy of plasma blast. Some different form options though.

Shroud of Water- While we can wear light armor, our dex is going to end up making us want to not do so. Getting armor to our naturally high AC is pretty nice.

Cold Snap- could be fun with heat wave to play with the temperature. It would be impossible to keep the temperature between 40 and 90 degrees…

Shimmering Mirage- Another enhancement to Shroud of Water. 20% miss chance is nice.

Build Suggestions

Here are some possible choices to make a really strong Pyrokineticist.

Fire, Earth, Fire- This gives you a composite elemental blast and a composite physical blast and plenty to do in melee combat. This is a switch hitter build.

Level 1: Weapon focus(Kinetic Blast), Fan of Flames(form)

Level 2: Fire’s Fury

Level 3: Extended Range(form), Toughness

Level 4: Searing Flame

1-4 we focus on getting damage out. We pick up fan of flames for a small AoE if we get surrounded.

Level 5: Kinetic Blade(form), Trade Fan of flames(form) for Burning Infusion(substance), Weapon Finesse

Level 6: Flame Jet

Level 7: Extend Earth (earth blast), Iron Will

Level 8: Expanded Defense (Flesh of Stone)

Level 9: Kinetic Whip(form), combat reflexes

5-9 We get our second kinetic blast and start using our melee infusions. At this point we have all the feats we need, anything past this is optional.

Level 10: Flame Jet Greater

Level 11: Eruption(form), Elemental focus(fire)

Level 12: Ride the Blast

Level 13: Entangling Infusion(substance) Greater Elemental focus(fire)

Level 14: Spark of Life

10-14 we work on some utility, namely the ability to fly around and move into position at great speed. We also pick up a fire elemental for a little extra damage.

Level 15: Expand into fire, Bowling Infusion(substance)

Level 16: Earth Climb

Level 17: Deadly Earth(form), Extra Wild Talent- Earth Glide

Level 18: From the Ashes

Level 19: Pure Flame Infusion, Extra Wild Talent- Flame Shield

Level 20: Seismic Master

15-20 we finish off our Pyrokineticist getting blue flame, grab some crazy utility, and some crowd control.

Fire, Fire, Aether- While expensive, this is the most damaging composite elemental blast you can get. It is a bit one dimensional.

Fire, Earth, Water- 2 Elemental Blasts and a physical blast. Dripping with Flavor.