Kinetic KnightKineticist Archetype |
||
---|---|---|
Fortitude High |
Will Low |
Reflex High |
Base Attack Bonus Average |
HP per level +5 (d8) |
Skill Points +2 |
Class Initial Features |
||
Class Skills |
||
Kinetic Knight is a Kineticist archetype in Pathfinder: Wrath of the Righteous.
A kinetic knight dons armor and wields a blade of elemental energy.
Kinetic Knight Information
- Base Class: Kineticist
- High saves: Fortitude, Reflex
- Class skills: Mobility, Persuasion, Stealth, Use Magic Device, Perception
- Proficient with all simple weapons, light armor, medium armor, heavy armor, and shields (except tower shields).
- Alignment: Any
Kinetic Knight Progression
Kinetic Knight 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.
Elemental Blade
At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.
Kinetic Blade
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn't add the damage bonus from elemental overflow.
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.
Knight's Resolve
Starting at 3rd level, the kinetic knight gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 3rd level, plus one additional time per day for every two kinetic knight levels beyond 3rd.
Determined: As a standard action, the kinetic knight can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the kinetic knight is at least 11th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition.
Resolute: Whenever the kinetic knight is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result.
This ability replaces the kineticist infusion gained at 3rd level and supercharge.
Kineticist replaces following features: Supercharge, InfusionElemental Focus, Infusion, Infusion, Metakinesis — Empowered, Metakinesis — Maximized, Metakinesis — Quicken, Metakinetic Master
Kinetic Warrior
The kinetic knight can use her Constitution score in place of her Intelligence score when qualifying for combat feats. This ability counts as having Combat Expertise for the purpose of feat prerequisites.
Elemental Bastion
At 1st level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields).
A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd.
This ability alters elemental defense.
Classes |
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |