Elemental Engine

Kineticist Archetype

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Fortitude
High
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Will
Low
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Reflex
High
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Base Attack Bonus
Average
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HP per level
+5 (d8)
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Skill Points
+2

Class Initial Features

Class Skills

Elemental Engine is a Kineticist archetype in Pathfinder: Wrath of the Righteous.

Some kineticists use the overflowing elemental power seeping through their bodies to manifest additional powers. 

 

Elemental Engine Information

 

Elemental Engine Progression

Level

BAB

Fort

Ref

Will

Abilities

 1 0 2 2 0 BurnKinetic BlastElemental FocusInfusion
 2 1 3 3 0 Wild Talents
 3 2 3 3 1 InfusionKinetic Blast, Burnout
 4 3 4 4 1 Wild Talents
 5 3 4 4 1 InfusionKinetic BlastMetakinesis - EmpoweredInfusion Specialization
 6 4 5 5 2 Wild Talents
 7 5 5 5 2 Elemental BurnoutKinetic Blast
 8 6/1 6 6 2 Wild TalentsInfusion Specialization
 9 6/1 6 6 3 InfusionKinetic BlastMetakinesis - Maximized
 10 7/2 7 7 3 Wild Talents
 11 8/3 7 7 3 InfusionKinetic BlastInfusion Specialization
 12 9/4 8 8 4 Wild Talents
 13 9/4 8 8 4 InfusionKinetic BlastMetakinesis - Quicken, Greater Elemental Burnout
 14 10/5 9 9 4 Wild TalentsInfusion Specialization
 15 11/6/1 9 9 5 Kinetic Blast
 16 12/7/2 10 10 5 Composite SpecializationWild Talents
 17 12/7/2 10 10 5 InfusionKinetic BlastInfusion Specialization
 18 13/8/3 11 11 6 Wild Talents
 19 14/9/4 11 11 6 InfusionKinetic BlastMetakinetic Master
 20 15/10/5 12 12 6 Wild TalentsInfusion Specialization

 

Elemental Engine Abilities

Burn

At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Wild Talents

A kineticist can use wild talents — magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents. In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element.

Weapon and Armor Proficiency (Kineticist)

Kineticists are proficient with all simple weapons and light armor, but not shields.

Infusion

At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. 
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. 
The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. 
The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. 

 

Metakinesis - Empowered

At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.

Metakinesis - Maximized

At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.

Metakinesis - Quicken

At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.

Metakinetic Master

At 19th level, a kineticist chooses one type of metakinesis, such as empower or quicken. She reduces the burn cost of that metakinesis by 1 point (to a minimum of 0 points).

 

Burnout

At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts bum. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls.
Furthermore, elemental engine, while being at maximum burn, doubles those bonuses and when using gather power she reduces the burn cost by 1 additional point.

Kinetic Blast

At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target in close range. She must have at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast, and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms).
Each simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts.
Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies.
Most composite blasts are either physical or energy blasts, like simple blasts.
Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.
Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

Expanded Element

At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets. She doesn't gain the defensive wild talent of the expanded element unless she later selects it with the expanded defense utility wild talent.
At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can't select the same element she selected at 7th level. She gains all the benefits from her new expanded element as listed above.

Composite Specialization

At 16th level, a kineticist becomes more adept at creating composite blasts. She reduces the burn cost of all composite blasts by 1 point.
This can't reduce the cost of a composite blast below 0 points.

 

Elemental Focus

At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents and additional class skills. She gains her selected element's basic utility wild talent (basic aerokinesis, etc.) as a bonus wild talent.

Elemental Burnout

Starting at 7th level, elemental engine gains additional benefits while at maximum burn, depending on the element they chose at 1st level. If the chosen element was air, you gain +2 saving throw bonus against spells with electricity descriptor. Additionally, you gain immunity to ground-based spells and abilities.
If the chosen element was earth, you gain +2 saving throw bonus against spells with acid descriptor. Additionally, you gain +4 bonus to CMD against trip, bull rush and pull combat maneuvers. If the chosen element was fire, you gain +2 saving throw bonus against spells with fire descriptor. Additionally, you gain a +20 enhancement bonus to your speed. If the chosen element was water, you gain +2 saving throw bonus against spells with cold descriptor. Additionally, any enemy striking you in melee combat with a non-reach melee weapon must make a Fortitude saving throw (DC 10 + half the kineticist level + Constitution modifier) or become slowed, as per slow spell, for 1 round.

Greater Elemental Burnout

Starting at 13th level, elemental engine gains more benefits while at maximum burn, depending on the element they chose at 1st level.
If the chosen element was air, you gain additional +2 saving throw bonus against spells with electricity descriptor. Additionally, you are under effect of Freedom of Movement effect.
If the chosen element was earth, you gain additional +2 saving throw bonus against spells with acid descriptor. Additionally, you gain immunity against trip, bull rush and pull combat maneuvers. If the chosen element was fire, you gain additional +2 saving throw bonus against spells with fire descriptor. Additionally, you are under Haste effect.\nIf the chosen element was water, you gain additional +2 saving throw bonus against spells with cold descriptor. Additionally, any enemy in 10ft radius must make a Fortitude saving throw (DC 10 + half the kineticist level + Constitution modifier) every round or become slowed, as per slow spell, for 1 round.

 

 

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