Kineticist

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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

Kineticist is a class in Pathfinder: Wrath of the Righteous. Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies.

Kineticists channel raw elemental power and matter of the Ethereal Plane into their bodies, manifesting in strange effects known as kinesis. Their powers often confuse others into believing they are monks or sorcerers.

 

Kineticist Information

Stats

  • Alignment Requirement: Any
  • Hit Die: +5
  • Skill Points per Level: 2
  • Level 1 Base Attack Bonus: +0

Skills

Difficulty

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Kineticist Features

  • Burn
  • Kinetic Blast
  • Elemental Focus
  • Infusion
  • Proficient with all simple weapons and light armor. They are not proficient with any type of shields. 
  • Constitution based abilities. (Dark Elementalist are Intelligence based, Overwhelming Soul are Charisma based, Psychokineticist are Wisdom based.)

 

Kineticist Video Guide

 

 
 
 
 
 
 
 
 
 

 

 

Kineticist Archetypes

Dark Elementalist

 Bonus: Soul Power, Dark Studies

 Penalty: No Burn

Psychokineticist

 Bonus: Mind Burn, Emotional Intensity

 Penalty: Altered Burn

 

 

 

Kineticist Progression

 

Level

BAB

Fort

Ref

Will

Abilities

 1 0 2 2 0 Burn, Elemental Focus, Kinetic Blast, Infusion
 2 1 3 3 0 Wild Talents
 3 2 3 3 1 InfusionKinetic Blast, Elemental Overflow
 4 3 4 4 1 Wild Talents
 5 3 4 4 1 InfusionKinetic Blast, Metakinesis - Empowered, Infusion Specialization
 6 4 5 5 2 Wild Talents
 7 5 5 5 2 Expanded ElementKinetic Blast
 8 6/1 6 6 2 Wild TalentsInfusion Specialization
 9 6/1 6 6 3 InfusionKinetic Blast, Metakinesis - Maximized
 10 7/2 7 7 3 Wild Talents
 11 8/3 7 7 3 InfusionKinetic BlastInfusion Specialization, Supercharge
 12 9/4 8 8 4 Wild Talents
 13 9/4 8 8 4 InfusionKinetic Blast, Metakinesis - Quicken
 14 10/5 9 9 4 Wild TalentsInfusion Specialization
 15 11/6/1 9 9 5 Expanded ElementKinetic 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 Blast, Metakinetic Master
 20 15/10/5 12 12 6 Wild TalentsInfusion Specialization

 

Kineticist Abilities

 

Weapon and Armor Proficiencies

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

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.

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. Vital Strike feats cannot be used with kinetic blasts. 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.

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.

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.

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.

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).

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.

Metakinesis - Maximized

At 9th level, a kineticist gains the ability to further alter her kinetic blasts as if with metamagic feats. By accepting 2 points of burn, she can maximize her kinetic blast (as if using Maximize Spell).

Supercharge

At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

Metakinesis - Quicken

At 13th level, a kineticist gains the ability to further alter her kinetic blasts as if with metamagic feats. By accepting 3 points of burn, she can quicken her kinetic blast (as if using Quicken Spell).

At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. Both blasts are affected by the same modifications, but the burn cost is only paid once.

Composite Specialization

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

Metakinetic Master

At 19th level, choose one type of metakinesis, such as empower or quicken. The burn cost of that metakinesis is reduced by 1 point (to a minimum of 0 points).

 

 

 

All Infusions

 Using Infusions, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types: form infusions and substance infusions. A kinetic blast can have up to one form infusion and up to one substance infusion applied at a time.

 

 

Form Infusions

Torrent

Kineticist level 6

Requires: Air, Blizzard, Blue Flame, Charged Water, Fire, Lightning, Magma, Mud, Plasma, Sandstorm, Steam, Thunderstorm, or Water

Burn: 2

Saving Throw: Reflex Half

A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.

Cloud

Kineticist level 14

Requires: Extended Range

Requires: Blizzard, Sandstorm, Steam, or Thunderstorm

Burn: 4

Saving Throw: None

You release a 20-foot radius cloud anywhere within 50 feet of you. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. It lasts for a number of rounds equal to your Constitution modifier or until you use this infusion again.

Cyclone

Kineticist level 8

Requires: Air, Blizzard, Sandstorm, or Thunderstorm

Burn: 3

Saving Throw: Reflex Half

You create a circular rush of wind in a 20-foot radius around you. All creatures in the area take half your blast's normal amount of damage. The saving throw DC is Dexterity-based.

Deadly Earth

Kineticist level 12

Requires: Extended Range

Requires: Earth, Magma, Metal, or Mud

Burn: 4

Saving Throw: None

You infuse the ground in a 20-foot radius anywhere within 50 feet of you. Any time a creature enters the area or ends its turn in the area it takes half the normal amount of damage from your blast. The area counts as difficult terrain. The area lasts for a number of rounds equal to your Constitution modifier or until you use this infusion again.

 

Detonation

Kineticist level 8

Requires: Blue Flame or Fire

Burn: 3

Saving Throw: Reflex Half

Flames explode outward from your body, dealing your blast damage to all creatures within a 20 foot radius. The saving throw DC is Dexterity-based.

Eruption

Kineticist level 6

Requires: Extended Range

Requires: Blue Flame, Fire, Magma, or Steam

Burn: 2

Saving Throw: Reflex Half

Your kinetic blast erupts in a 10-foot radius pillar centered anywhere within 50 feet of you. The pillar affects all creatures in a 10-foot-radius cylinder. An energy blast infused with eruption deal its normal damage to each target, while a physical blast deals half its normal amount of damage. The saving throw DC is Dexterity-based.

Extended Range

Kineticist level 1

Requires: Any blast

Burn: 1

Saving Throw: None

Your kinetic blast can now strike any target within 50 feet instead of 30 feet.

Fan of Flames

Kineticist level 1

Requires: Blue Flame or Fire

Burn: 1

Saving Throw: Reflex Half

Your kinetic blast extends in a fan of flames, damaging all creatures in a 15-foot cone. The saving throw DC is Dexterity-based.

 

Fragmentation

Kineticist level 14

Requires: Extended Range

Requires: Earth, Ice, or Metal

Burn: 4

Saving Throw: None or Reflex Half (see text)

Attempt a ranged attack roll against a target within 50 feet. If you hit, the target takes your kinetic blast damage and all other creatures within a 20-foot radius take half the normal amount of damage. The creatures in the burst can attempt a reflex save to take reduce that damage by half again. If the ranged attack misses, the blast has no effect. The saving throw DC is Dexterity-based.

Kinetic Blade

Kineticist level 1

Requires: Any blast

Burn: 1

Saving Throw: None

You form a non-reach light or one-handed weapon using your kinetic abilities. You can use this 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, which deals your kinetic blast damage on each hit. Kinetic Blade does not add the damage bonus from Elemental Overflow.

Spindle

Kineticist level 4

Requires: Any Blast

Burn: 2

Saving Throw: Reflex Negates

You throw a long spindle of energy or matter up to 30 feet away, damaging all creatures within any two adjacent 5-foot squares unless they succeed at a Reflex save. An energy blast deals its normal damage while a physical blast deals half its normal damage. The saving throw DC is Dexterity-based.

Spray

Kineticist level 8

Requires: Charged Water or Water

Burn: 3

Saving Throw: Reflex Half

All creatures in a 30-foot cone take half your normal amount of blast damage. The saving throw DC is Dexterity-based.

 

Wall

Kineticist level 10

Requires: Any Blast

Burn: 3

Saving Throw: None

You create a wall of churning elements, flensing debris, or roiling energy. Any time a creature crosses the wall, it takes your normal blast damage (or half if your blast is physical). The wall lasts for a number of rounds equal to your Constitution modifier or until you use this infusion again.

 

 

 

 

 

Substance Infusions

Bowling Infusion

Kineticist level 4

Requires: Earth, Magma, Metal, or Mud

Burn: 2

Saving Throw: None

Attempt a trip combat maneuver check against each target damaged by your blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

Burning Infusion

Kineticist level 1

Requires: Blue Flame, Fire, Magma, or Plasma

Burn: 1

Saving Throw: Reflex Negates

Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until extinguished.

Chilling Infusion

Kineticist level 10

Requires: Blizzard, Cold, or Ice

Burn: 3

Saving Throw: Fortitude Negates

Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is staggered for 1 round.

Dazzling Infusion

Kineticist level 1

Requires: Blue Flame, Fire, or Plasma

Burn: 1

Saving Throw: Will Negates

Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe (and penetrates SR if applicable), that foe must succeed at a Will save or be dazzled for 1 minute, whether or not it takes damage from the blast.

 

Entangling Infusion

Kineticist level 4

Requires: Blizzard, Cold, Earth, Ice, Magma, Metal, Mud, or Sandstorm

Burn: 2

Saving Throw: Reflex Negates

Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Flash Infusion

Kineticist level 8

Requires: Blue Flame, Fire, or Plasma

Burn: 3

Saving Throw: Will Negates

Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, the foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast.

Foxfire Infusion

Kineticist level 6

Requires: Foxfire

Requires: Blue Flame, or Fire

Burn: 2

Saving Throw: Will Partial

Your blast leaves behind flickering flames that reveal the target's location as per faerie fire for 1 minute (or until your next turn if the target succeeds at its save). This effect occurs even if the foe doesn't take any damage, as long as the attack overcomes spell resistance, if any.

Grappling Infusion

Kineticist level 10

Requires: Wall, Deadly Earth, or Cloud

Requires: Any Blast

Burn: 3

Saving Throw: Reflex Negates

Any creature affected by your cloud, deadly earth, or wall blast must make a Reflex save or become grappled. They can break free by making a combat maneuver check, Athletics check, or Mobility check as a standard action against the DC of this infusion.

 

Magnetic Infusion

Kineticist level 4

Requires: Charged Water, Electric, Metal, Plasma, or Thunderstorm

Burn: 2

Saving Throw: None

Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a -4 penalty on Reflex saving throws to avoid metallic objects.

Pure-Flame Infusion

Kineticist level 14

Requires: Blue Flame

Burn: 4

Saving Throw: None

You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores spell resistance.

Pushing Infusion

Kineticist level 1

Requires: Air, Blizzard, Charged Water, Earth, Magma, Mud, Sandstorm, Steam, or Water

Burn: 1

Saving Throw: None

Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

Rare-Metal Infusion

Kineticist level 6

Requires: Metal

Burn: 2

Saving Throw: None

Your metal blast bypasses damage reduction as if it were adamantine, cold iron, or silver (your choice).

 

Synaptic Infusion

Kineticist level 6

Requires: Electric, Charged Water, or Thunderstorm

Burn: 2

Saving Throw: Will Negates

Your blast sends strange electric signals through the target's body, scrambling its synapses and causing it to become staggered for 1 round. This infusion is a mind-affected effect.

Unraveling Infusion

Kineticist level 10

Requires: Blue Flame, or Fire

Burn: 3

Saving Throw: None

Your kinetic blast burns so hot that it melts away your foe's magical effects. Whenever your infused blast hits a foe and penetrates its spell resistance, you can attempt a caster level check as if using a targeted dispel magic before determining whether the foe takes damage from the blast.

 
 

 

Utility Wild Talents

Every kineticist can use wild talents - magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Utility Wild Talent burn costs cannot be reduced by Gather Power.

 

Aerial Adaptation

Kineticist level 1

Element: Air

Burn: 0

You gain an amount of electricity resistance equal to twice your current amount of burn.

Aerial Evasion

Kineticist level 1

Requires: Enveloping Winds

Element: Air

Burn: 1

You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain the evasion ability.

Bonus Feat - Air

Kineticist level 1

Element: Air

Burn: -

A character that selects this talent gains a bonus feat selected from the following list:

This Utility Wild Talent can be selected multiple times.

Bonus Feat - Earth

Kineticist level 1

Element: Earth

Burn: -

A character that selects this talent gains a bonus feat selected from the following list:

This Utility Wild Talent can be selected multiple times.

 

Bonus Feat - Fire

Kineticist level 1

Element: Fire

Burn: -

A character that selects this talent gains a bonus feat selected from the following list:

This Utility Wild Talent can be selected multiple times.

Bonus Feat - Water

Kineticist level 1

Element: Water

Burn: -

A character that selects this talent gains a bonus feat selected from the following list:

This Utility Wild Talent can be selected multiple times.

Celerity

Kineticist level 6

Element: Air

Burn: 0

You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

Cold Adaptation

Kineticist level 6

Element: Fire or Water

Burn: 0

You gain cold resistance equal to twice your current amount of burn.

 

Elemental Whispers

Kineticist level 1

Element: Any

Burn: 0

You form a friendship with a fragment of your element. The elemental speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. The familiar gains abilities as usual for a familiar of its type.

Enduring Earth

Kineticist level 8

Element: Earth

Burn: -

When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it's longer than 1 round.

Kinetic Restoration

Kineticist level 6

Element: Any

Burn: 1

You recover from 1d4 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution).

This also eliminates any fatigue that you suffer.

Expanded Defense

Kineticist level 8

Element: Air

Burn: -

Choose an element you have selected with Expanded Element. You gain the element's defense wild talent. You can take this wild talent multiple times, choosing a different element each time.

The defense wild talents are Shroud of Water, Searing Flesh, Flesh of Stone, and Enveloping Winds.

 

Fire's Fury

Kineticist level 1

Element: Fire

Burn: -

When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

Flame Shield

Kineticist level 10

Requires: Searing Flesh

Element: Fire

Burn: 1

Flickering flames surround you until the next time your burn is removed. While your searing flesh infusion is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to 1/2 your kineticist level unless it is using a reach weapon.

Foxfire

Kineticist level 4

Requires: Fire Blast

Element: Fire

Saving Throw: None

Spell Resistance: Yes

Burn: 0

You surround a creature with glowing flames that outline it, as per faerie fire.

Healing Burst

Kineticist level 8

Requires: Kinetic Healer

Element: Water

Spell Resistance: Yes

Burn: 1

You use Kinetic Healer to heal all creatures in a 30-foot radius around you. Healing burst heals half as much damage as normal.

 

Heat Adaptation

Kineticist level 1

Element: Fire or Water

Burn: 0

You gain fire resistance equal to twice your current amount of burn.

Jagged Flesh

Kineticist level 6

Requires: Flesh of Stone

Element: Earth

Burn: 1

You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, while your Flesh of Stone is active, any creature that strikes you with an unarmed strike or natural weapon takes 1d6 points of piercing damage.

Kinetic Healer

Kineticist level 1

Element: Water

Burn: 1

With a touch, you can heal a willing creature of an amount of damage equal to your kinetic blast's damage.

Kinetic Revivification

Kineticist level 12

Requires: Kinetic Healer

Element: Water

Burn: -

You can bring an ally who died within 2 rounds back from the dead with your kinetic healer wild talent similarly to the breath of life spell, except the ally regains the normal number of hit points from the kinetic healer utility wild talent instead of the amount healed by breath of life.

 

Slick

Kineticist level 1

Element: Water

Saving Throw: Reflex Negates

Spell Resistance: No

Burn: 0

As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.

Skill Focus

Kineticist level 1

Element: Any

Burn: -

You gain Skill Focus as a bonus feat.

Skilled Kineticist

Kineticist level 1

Element: Any

Burn: -

You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class skill list.

Tidal Wave

Kineticist level 18

Element: Water

Saving Throw: See text

Spell Resistance: No

Burn: 1

You call forth a powerful tidal wave, as tsunami.

 

Tremorsense

Kineticist level 12

Element: Earth

Burn: -

You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 30 feet.

 

 

 

 

 

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    • Anonymous

      What happened to infusion specialization? In Kingmaker the burn cost of your blasts went down as you leveled up but that class feature seems to be gone

      • Kineticists currently receive a bugged amount of skill points. They (and all of their archetypes) currently get 2 skill points per level when they should be getting 3 under the condensed skills system the game uses.

        • Anonymous

          Composite blasts do more damage than they are supposed to. They do the listed damage (ie half blast damage) for each damage type instead of total.

          Duration blasts such as Deadly Earth do their on-cast damage and one round of their per-turn damage up-front, Combined, these two issues mean that a Deadly Earth blast with Magma element will do 2x blast damage on-cast instead of .5x. Furthermore, Tabletop rules say it should be doing 1/4th damage and not 1/2 on cast, so the net result is Deadly Earth doing 8x the damage it should be doing immediately on cast.

          • Anonymous

            Elemental Engine has Expanded Element, Elemental Burnout will only work on First Choosen and not on Second(lvl 7) and Third (lvl 15)

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