Article-At-A-Glance
- The Pirate Lord[1] guide delves into Kineticist builds insights and strategies for mastery.
- Covers abilities, fusions, and combos for optimizing the Pirate Lord[1] in Pathfinder 1E.
- Explains character development from levels 1 through 20 with specific skill applications.
- Role-playing tips are provided for leveraging the builds potential in game effectively.

Click on the level for more information
At level 1, this Merfolk Kineticist is designed to be highly durable with extreme constitution, making them resilient in battle. Their wood blast attack can be extended in range, offering versatile combat capabilities from a safe distance. A choice for a Reactionary trait enhances their combat reflexes, while Touched by the Sea eases underwater skirmishing. Toughness ensures added hit points, crucial for their naval exploits.
Stat Block Level 1:
Pirate Lord[1]: male, Merfolk Kineticist 1; CR 1/2; Medium humanoid (aquatic); HD 1d8+5; hp 13; Init +4; Spd 5 ft., swim 50 ft.; AC 13, touch 11, flat-footed 12; Base Atk +0; Grp +1; Atk Wood Blast (+2 ranged, 1d6+1, 30 ft.) or slam +1 melee (1d4+1); Full Atk Wood Blast +2 ranged (1d6+1, 30 ft.) or slam +1 melee (1d4+1); SA Wood Blast; SQ Low-light vision, Secret Magic (Fins to Feet); AL N; SV Fort +5, Ref +1, Will +2; Str 9, Dex 11, Con 18, Int 10, Wis 10, Cha 13.
Skills, Abilities, and Feats:
Swim +8, Stealth +4, Toughness.
Special Attacks and Qualities:
Wood Blast grants an option for an extended range attack using elemental powers, effectively at greater distances.
Possessions: None mentioned at level 1.
At level 5, the Pirate Lord[1] Kineticist is a versatile combatant, excelling in both ranged attacks and melee skirmishes with the use of Kinetic Blade for close encounters and Point-Blank Shot paired with Precise Shot for effective long range targeting. The character’s Water and Wood element control allows for strategic maneuvers like Pushing Infusion, essential in ship battles. With superior Constitution, they endure combat with higher hit points.
Stat Block Level 5:
Pirate Lord[1]: male, Merfolk Kineticist 5; CR 5; Medium humanoid (aquatic); HD 5d8+20; hp 60; Init +2; Spd 5 ft., swim 50 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; Grp +4; Atk Kinetic Blade +4 melee (1d6+1) or Water Blast +5 ranged (1d6+5); Full Atk Kinetic Blade +4 melee (1d6+1) or Water Blast +5 ranged (1d6+5); SA Wood Blast, Water Blast; SQ Secret Magic, Damage Reduction 1/-; AL CN; SV Fort +8, Ref +6, Will +4; Str 9, Dex 15, Con 20, Int 10, Wis 10, Cha 13.
Skills, Abilities, and Feats:
Appraise +2, Profession (Sailor) +5, Swim +10, Stealth +5; Toughness, Point-Blank Shot, Precise Shot.
Special Attacks and Qualities:
Pushing Infusion (pushes target 10 ft).
Possessions: Basic underwater gear, a basic rapier, and a simple hat to disguise as a human.
At level 10, the Pirate lord[1] build wields powerful kinetic blasts augmented with Sneak Attack, making them deadly from afar. Their pirate skills and talents give them prowess in ship related environments, adding versatility and combat effectiveness. Enhanced defensive capabilities from Wild Talents like Kinetic Cover keep them resilient.
Stat Block Level 10:
Kineticist Pirate Lord[1]: male, Merfolk Kineticist 7/Deep Sea Pirate 3; CR 10; Medium humanoid (aquatic); HD 7d8+3d8+50; hp 96; Init +2; Spd 5 ft., swim 50 ft.; AC 21, touch 12, flat-footed 18; Base Atk +7; Grp +8; Atk Kinetic Blade +10 (2d6+4 plus 4d6 sneak attack) or Rapier +9 (1d6+2 plus 4d6 sneak attack); Full Atk Kinetic Blade +10/+5 (2d6+4 plus 4d6 sneak attack) or Rapier +9/+4 (1d6+2 plus 4d6 sneak attack); SA Wood Blast, Water Blast, Kinetic Blade, Sneak Attack +4d6; SQ Secret Magic, Wild Talents; AL CN; SV Fort +11, Ref +7, Will +7; Str 9, Dex 15, Con 20, Int 10, Wis 10, Cha 13.
Skills, Abilities, and Feats:
Appraise +12, Profession(Sailor) +12, Swim +20, Stealth +10; Toughness, Point-Blank Shot, Precise Shot, Weapon Finesse, Piranha Strike, Deadly Aim. Kinetic Blade, Extended Range, Kinetic Cover, Merciful Foliage, Warp Wood, Drink for Free, Foot Sweep.
Special Attacks and Qualities:
Pushing Infusion, Wild Talents, Sneak Attack
Possessions: Hat of Disguise, Rapier, Sailor’s clothes, assorted seafaring equipment.
At Level 15, the Kineticist Pirate Lord[1] is an expert naval combatant, benefiting from a mix of magical and physical capabilities. This Merfolk character excels with powerful kinetic blasts enhanced by sneak attack damage, while defensive abilities and status effects add tactical depth. High Constitution boosts resilience, and Dexterity aids in nimbleness and attack precision.
Stat Block Level 15:
Pirate Lord[1]: Male, Merfolk Kineticist 10/Deep Sea Pirate 5; CR 15; Medium humanoid (aquatic); HD 15d8+75; hp 165; Init +8; Spd 5 ft., swim 30 ft.; AC 24, touch 18, flat-footed 20; Base Atk +11; Grp +11; Atk Kinetic Blast +21 ranged touch (kinetic blast) or Rapier +16 melee (1d6+4/18-20); Full Atk Kinetic Blast +21/+16/+11 ranged touch (kinetic blast) or Rapier +16/+11/+6 melee (1d6+4/18-20); SA Sneak Attack +4d6; SQ Water dependant, Secret Magic, Kinetic abilities, Pirate Tricks; AL CN; SV Fort +15, Ref +9, Will +10; Str 7, Dex 18, Con 20, Int 10, Wis 10, Cha 13.
Skills, Abilities, and Feats:
Appraise 5, Diplomacy 5, Intimidate 5, Profession (sailor) 10, Stealth 10, Swim 15; Toughness, Point-Blank Shot, Precise Shot, Weapon Finesse, Piranha Strike, Deadly Aim, Improved Initiative, Weapon Focus (Kinetic Blast).
Special Attacks and Qualities:
Kinetic Blade, Pushing Infusion, Weapon Finesse, Foot Sweep, Shipboard Authority.
Possessions: Hat of Disguise, Rapier, diverse pirate equipment, sea maps.
At Level 20, the Pirate Lord[1] Kineticist is a deadly maritime combatant and a master of ship boarding tactics. With high Constitution for powerful Kinetic Blasts, strong Dexterity for precise shots, and incomparable mobility both on deck and underwater, they dominate naval campaigns. Their ability to integrate sneak attack damage into blasts and access to powerful infusions and wild talents like Watersense empower them to end encounters rapidly.
Stat Block Level 20:
Pirate Lord[1]: male, Merfolk Kineticist 10/Deep Sea Pirate 10; CR 20; Medium humanoid (aquatic); HD 10d8+10d10+140; hp 250; Init +7; Spd 5 ft., swim 50 ft.; AC 21, touch 15, flat-footed 18; Base Atk +15; Grp +20; Atk Kinetic Blast +24 ranged touch (damage) or Rapier +19 melee (1d6+5/18-20); Full Atk Kinetic Blast +24 ranged touch (damage) or Rapier +19/+14/+9 melee (1d6+5/18-20); SA Kinetic Blast, Sneak Attack +4d6, Piranha Strike; SQ Watersense, Kinetic Cover, Control Water, Tremorsense; AL CN; SV Fort +17, Ref +15, Will +12; Str 7, Dex 18, Con 20, Int 10, Wis 10, Cha 13.
Skills, Abilities, and Feats:
Appraise +10, Profession(Sailor) +23, Swim +28, Stealth +23; Toughness, Point-Blank Shot, Precise Shot, Weapon Finesse, Piranha Strike, Deadly Aim, Improved Initiative, Weapon Focus(Kinetic Blast), Weapon Focus(Rapier), Improved Critical(Rapier).
Special Attacks and Qualities:
Powerful blasts infuse with sneak attack, extended range, kinetic blade, and infusions like toxic blasts and pushing enemies overboard; warp wood capability to dismantle ships.
Possessions: Hat of Disguise, +3 Rapier, various potions, and naval trinkets.
Milestones Of Character Development
- Levels 1-5: Begin your journey as a Kineticist utilizing Wood Blast and Extended Range Infusion. With a focus on Dexterity and Constitution through Toughness and Point-Blank Shot. Solid underwater combat capabilities are formed with the Trait ‘Touched by the Sea’.
- Levels 6-10: Transition into the Deep Sea Pirate Prestige, gaining Water Blast and the capacity for kinetic manipulation with Merciful Foliage and Warp Wood. Improved precision with Precise Shot and weapon finesse with a rapier. Increase in combat effectiveness through Sneak Attack bonus damage and Pirate Tricks like Storm Sailor.
- Levels 11-15: Solidifying pirate prowess with Piranha Strike and Deadly Aim, and enhanced perception with Improved Initiative. Weapon Focus with Kinetic Blast and Rapier advances combat efficiency. Shipboard skills improved via Pirate Tricks such as Foot Sweep and Shipboard Authority, facilitating quicker and more effective ship operations.
- Levels 16-20: Finalize development as a feared Pirate Lord[1] with Toxic Infusion, inflicting sickness on foes, and Water Manipulator for broad control. Advanced critical capabilities with Improved Critical for the rapier, and enhanced tremorsense with Watersense, concluding the build as an ultimate naval force.
Core Abilities & Features
The Kineticist Pirate Lord[1] build in Pathfinder 1E offers some fascinating core abilities centered on versatility and power, amplified when navigating maritime environments. A standout aspect is the blend of Kineticist powers with the Deep Sea Pirate prestige class, maximizing both kinetic and pirate themed abilities. This combination thrives on the high seas where ships and oceans become the battlegrounds.
Becoming a Merfolk allows the character the unique advantage of excelling both in aquatic and surface conditions. The Secret Magic Alternate Racial Skill further boosts versatility, enabling transformations with Fins to Feet. Utilizing Constitution as a primary ability score fuels the inherent Kineticist capacities. Enhanced durability comes through the favored class hit point bonus, essential for survival during extended nautical skirmishes.
Infusions play a pivotal role in this build. Extended Range increases engagement distance, crucial for naval combat where reaching opponents aboard different ships is necessary. Infusions like Pushing or Toxic allow for tactical advantages, either by sicken foes or by physically maneuvering them into disadvantageous positions. Additionally, Wild Talents like Warp Wood and Water Manipulator serve as potent tools that can decisively tip battle outcomes in ship-heavy realms, often putting control of enemies squarely into the player’s hands.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Hat of Disguise | Allows change in appearance; vital for infiltration missions. |
| L6-10 | Cloak of Resistance +1 | Boosts saving throws—a lifesaver in turbulent seas. |
| L11-15 | Belt of Physical Might (Dex, Con) +2 | Enhances Dexterity and Constitution, crucial for flexibility and toughness. |
| L16-20 | Ring of Freedom of Movement | Prevents being grappled or entangled, a must for quick escape maneuvers. |
Combat Scenarios
- Dungeon Crawls:
- Utilize your Water and Wood Kinetic Blasts strategically in narrow passages for maximum impact. Kinetic Cover can block narrow entry points, funneling enemies into predictable paths for controlled assaults.
- Open Fields:
- Exploit Extended Range Infusion to secure tactical positions. Utilize Pushing Infusion to control the battlefield, knocking foes into unfavorable spots or hazards, maintaining distance and dominance.
- Ambushes:
- Surprise enemies with Sneak Attacks from Wood Kinetic Blasts. Use Stealth skills to set up advantageous positions. Initiate combat with Kinetic Blade for swift, devastating first strikes.
- Defensive Stands:
- Employ Kinetic Cover and Merciful Foliage for defense. Warp Wood can reinforce defensive structures or disrupt enemy movements with ease. Maintain control of key positions.
- Urban Encounters:
- Use Watersense to detect threats hidden in water-rich environments. Summon Water Manipulator to control crowd movements in tight, urban spaces. Be ready to exploit the Hat of Disguise for infiltration or escape.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Low Strength | Rely on Weapon Finesse to use Dexterity for attack rolls; equip a Belt of Incredible Dexterity to further enhance agility. |
| Underwater Combat Penalties | Use the Touched by the Sea trait to minimize penalties; consider acquiring a Ring of Swimming for better maneuverability. |
| Limited Surface Combat Abilities | Invest in a Hat of Disguise to blend in with land-dwelling foes; consider carrying a Rapier with enhancements like Keen to increase critical hit chances. |
| Vulnerability to Specific Spells (e.g., spells that target Water Elemental traits) | Equip a Cloak of Resistance to improve saving throws against such spells. |
| Overreliance on Sneak Attacks | Utilize the Kinetic Blade infusion for consistent weapon damage, even when Sneak Attack is not an option. |
Roleplaying
Opportunities: Channeling the maritime spirit, the Pirate Lord[1] Kineticist thrives in environments where the sea is both friend and foe. Picture your Merfolk character striding confidently across a ship’s deck, balancing the wild freedom of the ocean with the structured chaos onboard. Use their Kinetic powers to manipulate the water around you, commanding respect and unnerving your foes. Engage in naval negotiations using the Ace in your sleeve, the ability to control the very element your adversaries rely on—water. The character’s aquatic nature can allow daring sneak attacks by swimming beneath enemy vessels, striking at crucial moments.
Themes: Embrace a duality between refined nobility and rough pirate life. As a Merfolk, your character can appreciate the whispers of the sea, understanding the deeper magic that lurks. Merge your character’s natural affinity for the ocean depths with their rogue skills honed as a Deep Sea Pirate. There’s a constant interplay between the mystic and the mundane—your character could struggle between civilized society’s expectations and the lure of the untamed sea. Themes of freedom, rebellion, and mastery over one’s destiny play strongly into a campaign where this character shines brightest.

FAQ
What abilities make a Pirate Lord[1] stand out?
The Pirate Lord[1] excels in both offense and defense with elemental blasts and infusions. Its kinetic blasts can deal significant damage across various ranges, utilizing air and water elements. The Pirate-Lord’s ability to manipulate their environment is pivotal, especially in nautical adventures. Defensive talents aid in dodging attacks; mobility talents allow swift repositioning.
How should one equip a Pirate Lord[1] early in their adventure?
Focus on gear that enhances your agility and defenses. Items like Cloaks of Resistance boost survivability, while Boots of Striding quicken movement. As kineticist relies on Constitution, prioritize amulets that boost this attribute. Weapons with reach can complement your ranged kinetic blasts, giving flexibility in combat.
What kind of party complements a Pirate Lord[1]?
The Pirate Lord[1] thrives in a balanced party with diversity in roles. Warriors can engage foes upfront, allowing the Pirate-Lord to support from range. Healers provide necessary endurance in prolonged naval encounters. Spellcasters add crowd control and utilities that fortify the Pirate Lord[1]’s tactics.
Can a Pirate Lord[1] fit into any campaign setting in Pathfinder 1E?
Pirate Lord[1]’s flavor suits any water-themed or pirate-centric campaign. However, with creativity, their abilities can fit any setting with elemental themes. Urban campaigns can feature Pirate-Lords with a focus on fog and air manipulations. Desert settings shift to sand blasts, showcasing the kineticist’s adaptability.
What challenges do Pirate Lords face in combat?
Pirate Lords must manage their Burn closely to avoid self-damage. Over-reliance on kinetic blasts can exhaust resources quickly. Enemies resistant to elemental damage demand versatile strategy adjustments. Limited access to healing requires planning, especially against tough foes. Fortunately, the Pirate-Lord’s defensive abilities provide necessary resilience.
Join us at Stellar Dragons with the Pirate Lord!
Why not incorporate a Pirate Lord[1] into your next campaign? Their abilities could redefine your group’s dynamics. Humor me: could a Pirate-Lord be the ultimate build in Pathfinder 1E? Share your thoughts or join the discussion in the Stellar Dragons Discord at Stellar Dragons Discord
Pirate Lord
Ahoy Matey, we goin’ to sell seashells on the sea shores. That’s right, we’re making a Pirate build for a variety of reasons, one being that everything is better with pirates.
We will be taking the Deep Sea Pirate Prestige Class, and our leveling should look like the following:
Class
Kineticist 7/Deep Sea Pirate 10/Kineticist +3
Race
What kind of unholy abomination race shall we make this rapscallion? We’re going for a Merfolk. Because I am an absolute madman I guess. We’re also taking the Secret Magic Alternate Racial Skill which will allow us to cast Fins to Feet once per day, allowing us to pass for a human…*ish* for at least a while. Also, Merfolk gains bonuses to all the stats we wanted anyway.
Ability Scores
Round up Dexterity if odd then everything in Constitution.
15Point-Buy
Str 7/Dex 11/Con 20/Int 10/Wis 10/Cha 13
20Point-Buy
Str 9/Dex 15/Con 20/Int 10/Wis 10/Cha 13
25Point-Buy
Str 7/Dex 18/Con 20/Int 10/Wis 10/Cha 13
Traits
Reactionary for obvious reasons, Touched by the Sea to get reduced penalty for combat underwater.
Favored Class Bonus
HP.
Skills
Appraise, Profession(Sailor), Swim, Stealth
Feats by Level
1-Toughness
3-Point-Blank Shot
5-Precise Shot
7-Weapon Finesse
9-Piranha Strike
11-Deadly Aim
13-Improved Initiative
15-Weapon Focus(Kinetic Blast)
17-Weapon Focus(Rapier)
19-Improved Critical(Rapier)
Toughness is obvious, so is Precise Shot, as we will be passing off as a regular pyrate we are taking Weapon Finesse and Piranha Strike.
Elements and Blasts Gained by Level
1-Wood(Wood Blast)
7-Water(Water Blast)
Infusions Gained by Level
1-Extended Range
3-Kinetic Blade
5-Pushing Infusion
19-Toxic Infusion
Longer range, pushing enemies out of ships, being able to form a blade out of wood or water to smack people over the head with, and making enemies hit with your wood blast sickened. Nice stuff
Wild Talents Gained by Level
2-Kinetic Cover
4-Merciful Foliage
6-Warp Wood
18-Water Manipulator
20-Watersense
Great defensive abilities, Warp Wood on a ship can one shot an entire encounter, Control Water is equally an encounter ender if used properly, and Tremorsense on water what. Very powerful abilities.
Deep Sea Pirate
You get +4d6 Sneak Attack and yes, you can, in fact, add that to your Blast. So more damage is always welcomed! You also get a bunch of Pirate Tricks as followed:
9-Drink for Free
10-Storm Sailor
12-Rigging Monkey
13-Defensive Climber
15-Foot Sweep
16-Shipboard Authority
You get a few fun bonuses, like a few taverns where you get a bonus in Diplomacy and Intimidate and get to drink for free, reducing the effects of Storm, easier climbing and rigging combat on a ship. Very piraty stuff which works great for what we’re going for.
Equipment
Nothing at first really, but eventually investing in a Hat of Disguise and a Rapier of some sort.
Final Thoughts on the Build
This is a wildly powerful build when in comes to a naval campaign, capable of instantly ending ship battles, and fight with great efficiency both on ship and underwater, makes for an excellent marine scout too, and your blast damage remains competitive via Sneak Attack. Impressive, very nice!
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