Optimizing the Kineticist

Ask your DM is he rules that the combat maneuvers certain infusions can do will benefit from the effects of combat maneuver feats such as Improved Trip and Greater Trip.

If yes, nab Combat Reflexes, Trip feats (Improved and Greater and eventually Fury's Fall), then get the talents Bowling Infusion, Kinetic Whip, Kinetic Form, and Ride the Blast. When in Kinetic Form your Kinetic Whips grant you reach as a reach weapon of your size, meaning your size's natural reach is doubled and you threaten all that space because the whip does that. At large 20ft around you is threatened (so you control a 50x50 ft area of the ground and 20ft above your head), once you get huge that is instead 30ft (expanding your control to a 75x75 ft area and 30ft overhead). Anything you in this area tries to move, cast, or shoot a bow you wap with your infused whip and get a free shot at tripping, which on success gives you another opportunity attack with any ally threatening the guy on his trip and and at any point of the drag gets one for each he meets. Each of your waps does full blast damage. Takes a long time to come online but you do metric tons of damage.

Or just take Telekinetic Haul and watch physics fall apart because it doesn't explain exactly what happens to the size of the object when you use it for a blast hen it really should and every ruling on it is troublesome.

Take it anyway, throwing around thousands of pounds is hilariously fun.

Anyway, I like going Water > Aether > Earth in the case of combat maneuver build, since getting so many attacks renders having a composite blast optional. I also slap a feat in to get Telekinetic Haul as soon as I get the element at level 7.

/r/Pathfinder_RPG Thread