Difference between revisions of "Kineticist (Apath)"
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=== Bibliokinesis === | === Bibliokinesis === | ||
− | A bibliokinesist works with paper (and similar writing surfaces such as vellum and papyrus) and the written word in the form of books, tomes, and scrolls. | + | A bibliokinesist works with paper (and similar writing surfaces such as vellum and papyrus) and the written word in the form of books, tomes, and scrolls. Variant bibliokinesists work with cards or with solid sculpted text, runes, or glyphs with only superficial differences. |
− | + | Bibliokineticists usually create works that do not contain any new information; they instead incorporate words the kineticist has memorized, made up, or pure gibberish. Powerful bibliokinesists can use symbols that imbue elemental blasts with power or even conjure books of lore from the Akashic Record. | |
− | Variant bibliokinesists work with cards or with solid sculpted text, runes, or glyphs with only superficial differences. | ||
New wild talents from this site are marked *. | New wild talents from this site are marked *. | ||
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'''Simple Blast: | '''Simple Blast: | ||
− | A bibliokineticist can select either paper blast* or word blast* as her simple blast. She gains one of them when she first selects | + | A bibliokineticist can select either paper blast* or word blast* as her simple blast. She gains one of them when she first selects bibliokinesis, and must select bibliokinesis again with expanded element to gain the other. Which of her blasts work with which infusions is noted under infusion wild talents, below. |
'''Defense: | '''Defense: | ||
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'''Infusion Wild Talents | '''Infusion Wild Talents | ||
The listed infusion wild talents are available to bibliokineticists at the indicated levels. Each infusion talent has the new blasts they work with given in parenthesis after the name. | The listed infusion wild talents are available to bibliokineticists at the indicated levels. Each infusion talent has the new blasts they work with given in parenthesis after the name. | ||
− | ''' | + | '''1st |
+ | — | ||
pushing (paper, physical word). | pushing (paper, physical word). | ||
− | ''' | + | '''2nd |
+ | — | ||
entangling (paper, physical word), | entangling (paper, physical word), | ||
ethical (energized word, paper, physical word, word)*. | ethical (energized word, paper, physical word, word)*. | ||
− | ''' | + | '''3rd |
+ | — | ||
elemental letters (energized word, word)*, | elemental letters (energized word, word)*, | ||
impale (paper, physical word). | impale (paper, physical word). | ||
− | ''' | + | '''4th |
+ | — | ||
cyclone (energized word, paper, physical word, word), | cyclone (energized word, paper, physical word, word), | ||
spray (energized word, paper, word). | spray (energized word, paper, word). | ||
− | ''' | + | '''5th |
+ | — | ||
unravel (energized word, paper, physical word, word)*. | unravel (energized word, paper, physical word, word)*. | ||
− | ''' | + | '''6th |
− | ''' | + | — |
+ | '''7th | ||
+ | — | ||
fragmentation (energized word, paper, physical word, word). | fragmentation (energized word, paper, physical word, word). | ||
− | ''' | + | '''8th |
+ | — | ||
many throw (energized word, paper, physical word, word). | many throw (energized word, paper, physical word, word). | ||
− | ''' | + | '''9th |
+ | — | ||
'''Utility Wild Talents | '''Utility Wild Talents | ||
The listed utility wild talents are available to bibliokineticists at the indicated levels. | The listed utility wild talents are available to bibliokineticists at the indicated levels. | ||
− | ''' | + | '''1st |
+ | — | ||
basic bibliokinesis*, | basic bibliokinesis*, | ||
decipher script*, | decipher script*, | ||
kinetic cover. | kinetic cover. | ||
− | ''' | + | '''2nd |
+ | — | ||
paper path*. | paper path*. | ||
− | ''' | + | '''3rd |
+ | — | ||
akashic primer*, | akashic primer*, | ||
paper cuts*, | paper cuts*, | ||
smoke storm. | smoke storm. | ||
− | ''' | + | '''4th |
+ | — | ||
telekinetic maneuvers, | telekinetic maneuvers, | ||
wings*. | wings*. | ||
− | ''' | + | '''5th |
− | ''' | + | — |
− | ''' | + | '''6th |
− | ''' | + | — |
+ | '''7th | ||
+ | — | ||
+ | '''8th | ||
+ | — | ||
akashic tome*. | akashic tome*. | ||
− | ''' | + | '''9th |
+ | — | ||
+ | |||
+ | === Mysokinesis === | ||
+ | A mysokinesist kinetically manipulates ther own body, changing shape and size, but not substance. Mysokinetic attacks are unarmed attacks based on stretching and enlarging the whole or parts of the body. | ||
+ | |||
+ | New wild talents from this site are marked *. | ||
+ | |||
+ | '''Class Skills | ||
+ | A mysokinesist adds Climb and Swim to her list of class skills. | ||
+ | |||
+ | '''Basic Manipulation: | ||
+ | A mysokineticist gains basic mysokinesis*. | ||
+ | |||
+ | '''Simple Blast: | ||
+ | A mysokineticist gains body blast* as her simple blast. | ||
+ | |||
+ | '''Defense: | ||
+ | A mysokineticist’s defense wild talent is kinetic body*. | ||
+ | |||
+ | '''Infusion Wild Talents | ||
+ | The listed infusion wild talents are available to mysokineticists at the indicated levels. Each infusion talent has the new blasts they work with given in parenthesis after the name. | ||
+ | '''1st | ||
+ | — | ||
+ | bowling, | ||
+ | pulling, | ||
+ | pushing, | ||
+ | swing*, | ||
+ | thundering | ||
+ | '''2nd | ||
+ | — | ||
+ | feinting* | ||
+ | '''3rd | ||
+ | — | ||
+ | ethical*, | ||
+ | foe throw, | ||
+ | force hook, | ||
+ | impale, | ||
+ | maneuver* | ||
+ | '''4th | ||
+ | — | ||
+ | armor disrupting*, | ||
+ | spray | ||
+ | '''5th | ||
+ | — | ||
+ | '''6th | ||
+ | — | ||
+ | '''7th | ||
+ | — | ||
+ | riposting | ||
+ | '''8th | ||
+ | — | ||
+ | '''9th | ||
+ | — | ||
+ | |||
+ | '''Utility Wild Talents | ||
+ | The listed utility wild talents are available to mysokineticists at the indicated levels. | ||
+ | '''1st | ||
+ | — | ||
+ | basic mysokinesis*, | ||
+ | long limb*, | ||
+ | '''2nd | ||
+ | — | ||
+ | alter size*, | ||
+ | eyes of the void, | ||
+ | feat of strength*, | ||
+ | self-healing* | ||
+ | '''3rd | ||
+ | — | ||
+ | body grip*, | ||
+ | branchiation, | ||
+ | self telekinesis | ||
+ | '''4th | ||
+ | — | ||
+ | long jump* | ||
+ | '''5th | ||
+ | — | ||
+ | '''6th | ||
+ | — | ||
+ | '''7th | ||
+ | — | ||
+ | spell deflection | ||
+ | '''8th | ||
+ | — | ||
+ | '''9th | ||
+ | — | ||
=== Oplikinesis === | === Oplikinesis === | ||
− | An oplikinesist creates and moves weapons and shields using them to attack These weapons disappear or fall apart when no longer in use by the oplikinesist. | + | An oplikinesist creates and moves weapons and shields, using them to attack and defend. These weapons disappear or fall apart when no longer in use by the oplikinesist. |
New wild talents from this site are marked *. | New wild talents from this site are marked *. | ||
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'''Simple Blast: | '''Simple Blast: | ||
− | A oplikineticist can select either hammer blast* spear blast* or sword blast* as her simple blast She gains one of them when she first selects weapons and must select weapons again with expanded element to gain either of the others Which of her blasts work with which infusions is noted under infusion wild talents below. | + | A oplikineticist can select either hammer blast* spear blast* or sword blast* as her simple blast She gains one of them when she first selects weapons and must select weapons again with expanded element to gain either of the others. Which of her blasts work with which infusions is noted under infusion wild talents below. |
'''Defense: | '''Defense: | ||
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'''Infusion Wild Talents, | '''Infusion Wild Talents, | ||
The listed infusion wild talents are available to oplikineticists at the indicated levels Each infusion talent has the new blasts they work with given in parenthesis after the name. | The listed infusion wild talents are available to oplikineticists at the indicated levels Each infusion talent has the new blasts they work with given in parenthesis after the name. | ||
− | ''' | + | '''1st |
− | equip (hammer spear sword)*, | + | — |
+ | equip (hammer, spear, sword)*, | ||
defending (sword)*, | defending (sword)*, | ||
pushing (hammer), | pushing (hammer), | ||
− | swing (hammer sword)*. | + | swing (hammer, sword)*. |
− | ''' | + | '''2nd |
+ | — | ||
bowling (hammer), | bowling (hammer), | ||
− | ethical (hammer spear sword)*, | + | ethical (hammer, spear, sword)*, |
feinting (sword)*. | feinting (sword)*. | ||
− | ''' | + | '''3rd |
+ | — | ||
eruption (spear), | eruption (spear), | ||
flurry of blasts (spear), | flurry of blasts (spear), | ||
force hook (spear), | force hook (spear), | ||
impale (spear), | impale (spear), | ||
− | rare-metal (hammer spear sword), | + | rare-metal (hammer, spear, sword), |
− | sharp (spear sword), | + | sharp (spear, sword), |
− | snake (hammer spear sword), | + | snake (hammer, spear, sword), |
− | torrent (hammer spear). | + | torrent (hammer, spear). |
− | ''' | + | '''4th |
− | + | — | |
− | cyclone (hammer spear), | + | armor disrupting*, |
− | spray (hammer sword). | + | cyclone (hammer, spear), |
− | ''' | + | spray (hammer, sword). |
− | + | '''5th | |
+ | — | ||
pursuing (sword)*. | pursuing (sword)*. | ||
− | ''' | + | '''6th |
− | + | — | |
− | ''' | + | '''7th |
− | fragmentation (hammer). | + | — |
− | ''' | + | fragmentation (hammer), |
− | many throw (hammer spear sword). | + | riposting (sword)*. |
− | ''' | + | '''8th |
+ | — | ||
+ | many throw (hammer, spear sword). | ||
+ | '''9th | ||
+ | — | ||
'''Utility Wild Talents, | '''Utility Wild Talents, | ||
The listed utility wild talents are available to oplikineticists at the indicated levels. | The listed utility wild talents are available to oplikineticists at the indicated levels. | ||
− | ''' | + | '''1st |
+ | — | ||
air's leap, | air's leap, | ||
basic oplikinesis*. | basic oplikinesis*. | ||
− | ''' | + | '''2nd |
− | ''' | + | — |
+ | '''3rd | ||
+ | — | ||
celerity, | celerity, | ||
enchant, | enchant, | ||
− | weapon | + | ride weapon*. |
− | ''' | + | '''4th |
+ | — | ||
+ | greater soul of steel*, | ||
telekinetic maneuvers. | telekinetic maneuvers. | ||
− | ''' | + | '''5th |
+ | — | ||
requip*. | requip*. | ||
− | ''' | + | '''6th |
− | ''' | + | — |
− | ''' | + | '''7th |
− | ''' | + | — |
+ | '''8th | ||
+ | — | ||
+ | '''9th | ||
+ | — | ||
== New Simple Blasts == | == New Simple Blasts == | ||
+ | === Body Blast === | ||
+ | '''Element(s) | ||
+ | body; | ||
+ | '''Type | ||
+ | simple blast (sp); | ||
+ | '''Level | ||
+ | —; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | '''Blast Type: | ||
+ | physical; | ||
+ | '''Damage | ||
+ | bludgeoning or non-lethal (see text) | ||
+ | |||
+ | You elongate a limb to attack. This is a ranged attack, and your limb contracts back to normal immediately after the attack. This attack can do bludgeoning or non-lethal damage damage. You can use this attack with a melee weapon from the close weapon group (see the fighter class for definition of weapon groups) or a natural attack; if you do, body blast deals the same type of physical damage the close melee weapon or natural attack does. It does not gain any other advantages from a weapon used this way, such as special materials or magical abilities. | ||
+ | |||
+ | A body blast and blasts that use body blast as a prerequisite cannot use the following universal infusions: | ||
+ | draining, | ||
+ | extreme range, | ||
+ | grappling, | ||
+ | mobile blast, and | ||
+ | wall. | ||
+ | |||
=== Hammer Blast === | === Hammer Blast === | ||
'''Element(s) | '''Element(s) | ||
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piercing. | piercing. | ||
− | === | + | === Sword Blast === |
'''Element(s) | '''Element(s) | ||
weapons; | weapons; | ||
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== New Compound Blasts == | == New Compound Blasts == | ||
− | Rather than create new compound blasts for every combination of elements, the new compound blasts listed here go by category | + | Rather than create new compound blasts for every combination of elements, the new compound blasts listed here mainly go by category: energy and physical. |
− | physical | ||
− | === | + | === Energized Word Blast === |
+ | '''Element | ||
+ | paper and one more elements; | ||
+ | '''Type | ||
+ | energy (boost) (sp); | ||
+ | '''Level | ||
+ | —; | ||
+ | '''Burn | ||
+ | 2 | ||
+ | |||
+ | '''Prerequisite(s) | ||
+ | paper blast or word blast, any energy blast. | ||
+ | |||
+ | '''Blast Type | ||
+ | energy; | ||
+ | '''Damage | ||
+ | special (see text). | ||
+ | |||
+ | You infuse a simple blast by adding symbols representing that element, causing it to deal 1 additional point of damage of the same type for each of its damage dice; it otherwise acts as the simple blast. At 15th level, you can also infuse a composite blast with aether. To infuse a composite blast in this way, you must accept 1 additional point of burn. | ||
+ | |||
+ | === Hyper Blast === | ||
'''Element | '''Element | ||
any; | any; | ||
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'''Prerequisite(s) | '''Prerequisite(s) | ||
− | primary and expanded element of the | + | primary and expanded element of the same type, any simple blast taken twice. |
'''Blast Type | '''Blast Type | ||
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double damage of the simple blast (see text). | double damage of the simple blast (see text). | ||
− | + | To use hyper blast, you have to select the same simple blast twice and the same element as both a primary and secondary element. | |
− | === | + | This allows you to double down on the blast, creating a composite blast doing twice the damage of the simple blast, all of one type, the same type as the simple blast it is used with. A hyper blast is visibly different from a simple blast, variations in color and intensity make the fact that this is a compound blast obvious. |
+ | A hyper blast can be used with any infusions that work with the simple blast it is built on. | ||
+ | |||
+ | Blue flame blast is an example of a hyper blast. | ||
+ | |||
+ | === Physical Word Blast === | ||
'''Element | '''Element | ||
paper and one more element; | paper and one more element; | ||
'''Type | '''Type | ||
− | + | physical (sp); | |
− | '''Level | + | '''Level |
—; | —; | ||
'''Burn | '''Burn | ||
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'''Prerequisite(s) | '''Prerequisite(s) | ||
− | paper blast or word blast, any | + | paper blast or word blast, any physical blast (this includes a combination of paper and word blasts) |
'''Blast Type | '''Blast Type | ||
− | + | physical; | |
'''Damage | '''Damage | ||
− | + | any combination of bludgeoning, slashing, and piercing (half each) as appropriate to the simple blasts used. | |
− | + | A burst of words made out of physical elements. | |
− | === | + | === Sizzling Body Blast === |
'''Element | '''Element | ||
− | + | body and one more element; | |
'''Type | '''Type | ||
physical (sp); | physical (sp); | ||
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'''Prerequisite(s) | '''Prerequisite(s) | ||
− | + | body blast plus any one energy blast. | |
+ | |||
+ | '''Blast Type | ||
+ | physical; | ||
+ | '''Damage | ||
+ | bludgeoning plus energy (type depends on the energy blast used) (half each) | ||
+ | |||
+ | A fist imbued with energy. | ||
+ | |||
+ | === Super Body Blast === | ||
+ | '''Element | ||
+ | body; | ||
+ | '''Type | ||
+ | composite blast (sp); | ||
+ | '''Level | ||
+ | —; | ||
+ | '''Burn | ||
+ | 2 | ||
+ | |||
+ | '''Prerequisite(s) | ||
+ | body blast, any physical blast | ||
'''Blast Type | '''Blast Type | ||
physical; | physical; | ||
'''Damage | '''Damage | ||
− | + | bludgeoning, piercing, or slashing | |
− | + | You smash the target with a super-charged body attack. | |
=== Weapon of Energy === | === Weapon of Energy === | ||
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physical; | physical; | ||
'''Damage | '''Damage | ||
− | bludgeoning, slashing, or piercing (as appropriate to the weapon blast used) plus energy ( | + | bludgeoning, slashing, or piercing (as appropriate to the weapon blast used) plus energy (type depends on the energy blast used) (half each) |
A weapon imbued with energy. | A weapon imbued with energy. | ||
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== New Defense Wild Talents == | == New Defense Wild Talents == | ||
+ | === Kinetic Body === | ||
+ | '''Element(s) | ||
+ | body; | ||
+ | '''Type | ||
+ | defense (su); | ||
+ | '''Level | ||
+ | —; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | You charge your body with kinetic energy to gain a number of temporary hit points equal to your kineticist level. These temporary hit points recover by five points per minute. | ||
+ | |||
+ | By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by kinetic body by your kineticist level until the next time your burn is removed and the rate of recovery increases by five points per minute. | ||
+ | If you use this ability multiple times, the increases stack. | ||
+ | |||
+ | Whenever you accept burn while using a body wild talent, you siphon some of the energy from the kinetic energy flowing through you into your body. Your kinetic body recovers a number of temporary hit points equal to your Hit Dice, up to its current maximum. | ||
+ | |||
+ | Unlike force ward, this power does not actually repel attacks, rather it makes your body better able to resist damage taken. | ||
+ | |||
=== Soul of Steel === | === Soul of Steel === | ||
'''Element(s) | '''Element(s) | ||
− | + | weapon; | |
'''Type | '''Type | ||
defense (su); | defense (su); | ||
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0 | 0 | ||
− | You can transform any armor you wear as a swift action, turning it into an armored kilt, chain shirt or half plate. The armor retains any enchantment it has and gives you no armor check penalty | + | You can transform any armor you wear as a swift action, turning it into an armored kilt, chain shirt, or half plate. |
+ | The armor retains any enchantment it has and gives you no armor check penalty or speed penalty. | ||
+ | You count as being proficient with any armor you create this way. | ||
+ | The armor instantly reverts to its normal shape after you take it off. | ||
=== Shroud of Words === | === Shroud of Words === | ||
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0 | 0 | ||
− | You constantly surround yourself with a whirling torrent of written words or paper to protect yourself from ranged attacks. All ranged touch attacks suffer a 20% miss chance against you. This ability has no effect on ranged | + | You constantly surround yourself with a whirling torrent of written words or paper to protect yourself from supernatural ranged attacks. All ranged touch attacks suffer a 20% miss chance against you. This ability has no effect on ranged attacks that are not touch attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using a paper wild talent, the energy surging through you causes your paper shroud to also affect physical ranged attacks and other ranged attacks that are not ranged touch attacks for 1 round. |
You can dismiss or restore this effect as an immediate action. | You can dismiss or restore this effect as an immediate action. | ||
== New Infusion Talents == | == New Infusion Talents == | ||
+ | === Armor Disrupting === | ||
+ | '''Element(s) | ||
+ | body, weapon; | ||
+ | '''Type | ||
+ | substance infusion; | ||
+ | '''Level | ||
+ | 4; | ||
+ | '''Burn | ||
+ | 2 | ||
+ | |||
+ | '''Associated Blasts | ||
+ | body, hammer, spear, sword, weapon of energy, weapon of power | ||
+ | '''Saving Throw | ||
+ | none | ||
+ | |||
+ | Your kinetic blast disrupts the target's armor. | ||
+ | |||
+ | Whenever an infused blast deals damage to a foe, attacks made with weapons (including physical kinetic blasts) against that foe receive a +4 bonus until the end of your next turn. This bonus does not apply to combat maneuvers. | ||
+ | |||
+ | === Defending === | ||
+ | '''Element | ||
+ | body, weapon; | ||
+ | '''Type | ||
+ | form infusion; | ||
+ | '''Level | ||
+ | 1; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | '''Associated Blasts | ||
+ | body, sword; | ||
+ | '''Saving Throw | ||
+ | none | ||
+ | |||
+ | You gain Combat Expertise (ignoring prerequisites) as a bonus feat. | ||
+ | You can use Combat Expertise and all feats that have Combat Expertise as a prerequisite (that you know) with associated blasts, even at range. | ||
+ | |||
=== Elemental Letters === | === Elemental Letters === | ||
'''Element | '''Element | ||
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none | none | ||
− | + | ''By kinetically writing the name of an element, you cause your word to burst with that element. | |
+ | Choose one elemental blast when using this elemental letters; | ||
air blast, | air blast, | ||
cold blast, | cold blast, | ||
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=== Ethical === | === Ethical === | ||
'''Element(s) | '''Element(s) | ||
− | paper, weapons; | + | body, paper, weapons; |
'''Type | '''Type | ||
substance infusion; | substance infusion; | ||
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'''Associated Blasts | '''Associated Blasts | ||
− | hammer, paper, physical word, spear, sword, word | + | body, hammer, paper, physical word, sizzling body, spear, super body, sword, word |
'''Saving Throw | '''Saving Throw | ||
none | none | ||
− | Your powers have an ethical resonance. Select an alignment that is not opposed to your alignment, on either the good-evil or law-chaos axis. Your physical blast do damage of this type, in addition to all other types. | + | Your powers have an ethical resonance. Select an alignment that is not opposed to your alignment, on either the good-evil or law-chaos axis. Your associated physical blast do damage of this type, in addition to all other types. |
+ | This does not do additional damage, it helps penetrate DR and exploit vulnerabilities. | ||
=== Equip === | === Equip === | ||
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'''Level | '''Level | ||
1; | 1; | ||
+ | '''Burn | ||
+ | 1 | ||
+ | |||
+ | '''Associated Blasts | ||
+ | hammer, spear, sword | ||
+ | '''Saving Throw | ||
+ | none | ||
+ | |||
+ | You can use a wielded melee weapon with your blast. You need to be wielding the weapon and it must be one that inflicts a type of damage the blast inflicts. Add the weapons enchantment bonus to the attack and damage rolls of the blast, and use the weapon's crit range and multiplier for the blast. Abilities and enchantments other than enchantment bonus, crit range, and crit multiple are not used. | ||
+ | ''For example, a flaming +1 longspear is just a +1 piercing weapon with a x3 crit multiplier when used with this ability. The reach and flaming qualities are lost. | ||
+ | |||
+ | === Feinting === | ||
+ | '''Element(s) | ||
+ | body, weapon; | ||
+ | '''Type | ||
+ | form infusion; | ||
+ | '''Level | ||
+ | 2; | ||
'''Burn | '''Burn | ||
0 | 0 | ||
'''Associated Blasts | '''Associated Blasts | ||
− | + | body, super body, sword, weapon of power (slashing) | |
+ | '''Saving Throw | ||
+ | Reflex negates | ||
+ | |||
+ | You split your attack into several, only one of with has any real substance. The target must make a Reflex save (DC 13 + your Dexterity modifier) before you execute your attack, or loose their Dexterity bonus to Armor Class against the attack, as if you successfully used Bluff to feint. | ||
+ | |||
+ | === Enclosure === | ||
+ | '''Element(s) | ||
+ | weapon; | ||
+ | '''Type | ||
+ | form infusion; | ||
+ | '''Level | ||
+ | 6; | ||
+ | '''Burn | ||
+ | 4 | ||
+ | |||
+ | '''Associated Blasts | ||
+ | universal | ||
+ | '''Saving Throw | ||
+ | Reflex negates (see text) | ||
+ | |||
+ | You create a sphere of weapons with a radius of 20 ft. Any creature in this area takes half damage from your kinetic blast (Reflex negates). A creature that enters or crosses the wall does not receive a saving throw. The wall offers cover and counts as difficult terrain but is not otherwise an obstacle to movement or visibility. | ||
+ | |||
+ | === Maneuver === | ||
+ | '''Element(s) | ||
+ | body; | ||
+ | '''Type | ||
+ | form infusion; | ||
+ | '''Level | ||
+ | 3; | ||
+ | '''Burn | ||
+ | 2 | ||
+ | |||
+ | '''Associated Blasts | ||
+ | body, sizzling body, super body, | ||
+ | '''Saving Throw | ||
+ | none | ||
+ | |||
+ | If you hit with the related blast, you can perform a combat maneuver regardless of range and without triggering an attack of opportunity. Your combat maneuvers are not restricted by the size of opponents. Add your Constitution modifier to CMB when using this infusion. If you initiate a grapple against an opponent of a larger size category than yourself, you are moved adjacent to that opponent rather than moving the opponent. | ||
+ | |||
+ | You can choose to not inflict damage with the blast used with this infusion, this reduces the burn by one. | ||
+ | |||
+ | === Pursuing === | ||
+ | '''Element(s) | ||
+ | weapon; | ||
+ | '''Type | ||
+ | form infusion; | ||
+ | '''Level | ||
+ | 5; | ||
+ | '''Burn | ||
+ | 3 | ||
+ | |||
+ | '''Associated Blasts | ||
+ | sword, weapon of energy (slashing), weapon of power (slashing) | ||
'''Saving Throw | '''Saving Throw | ||
none | none | ||
− | + | Hit or miss, your kinetic blast pursues the target, attacking the same target again on your next turn. This follow-up attack ignores cover and concealment. | |
+ | |||
+ | === Riposting === | ||
+ | '''Element(s) | ||
+ | body, weapon; | ||
+ | '''Type | ||
+ | form infusion; | ||
+ | '''Level | ||
+ | 7; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | '''Associated Blasts | ||
+ | body, sizzling body, super body, sword, weapon of energy (slashing), weapon of power (slashing) | ||
+ | '''Saving Throw | ||
+ | Reflex negates | ||
+ | |||
+ | In the round after you use this attack, you can spend an immediate action to repeat the attack against any creature within 30 ft. that attacks you, targets you with an effect, or includes you in an area effect. Your attack happens after the triggering event. | ||
+ | |||
+ | === Swing === | ||
+ | '''Element(s) | ||
+ | body, weapon; | ||
+ | '''Type | ||
+ | form infusion; | ||
+ | '''Level | ||
+ | 1; | ||
+ | '''Burn | ||
+ | 1 | ||
+ | |||
+ | '''Associated Blasts | ||
+ | body, hammer, sizzling body, super body, sword, weapon of energy (unless piercing), weapon of power (unless piercing) | ||
+ | '''Saving Throw | ||
+ | Reflex half | ||
+ | |||
+ | Your kinetic blast extends in a fan, inflicting damage on all creatures and objects in a 15-foot cone (half damage for physical damage). The saving throw DC is Dexterity-based. | ||
=== Unravel === | === Unravel === | ||
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none | none | ||
− | Your kinetic blast counters your foe’s magical effects. Whenever your infused blast hits a foe ( | + | Your kinetic blast counters your foe’s magical effects. Whenever your infused blast hits a foe (before testing its spell resistance, if applicable), you can attempt a caster level check as if using a targeted ''[http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic dispel magic]'' before determining whether the foe takes damage from the blast. You can ready this blast to use as a counterspell, if you do unravel works just like ''[http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic dispel magic]'' used to counterspell but does no damage and has a burn cost of only 1. |
== New Utility Wild Talents == | == New Utility Wild Talents == | ||
Line 677: | Line 1,030: | ||
1 | 1 | ||
− | You create a text on a subject relevant to the immediate situation. You and anyone who takes a full-round action to read the paper can reroll a failed Knowledge or Linguistics check relating to the situation at hand. The information in the primer is very specific and not useful in any other situation. | + | You create a text on a subject relevant to the immediate situation, written in a language of your chaoice. You and anyone who takes a full-round action to read the paper can reroll a failed Knowledge or Linguistics check relating to the situation at hand, such as a monster identification check. The information in the primer is very specific and not useful in any other situation. |
=== Akashic Tome === | === Akashic Tome === | ||
Line 683: | Line 1,036: | ||
paper; | paper; | ||
'''Type | '''Type | ||
− | utility ( | + | utility (sp); |
'''Level | '''Level | ||
8; | 8; | ||
Line 689: | Line 1,042: | ||
2 | 2 | ||
− | You create a book on any specific subject, such as the red dragons of | + | You create a book on any specific subject, such as the red dragons of Mount Orfem or lore about a specific spell. The book contains extensive and detailed knowledge on this subject, and provides a +10 circumstance bonus on Knowledge, Linguistics, and Spellcraft checks about the subject. |
On a skill check of 40+, the book can give secrets only known to a few creatures and never recorded. | On a skill check of 40+, the book can give secrets only known to a few creatures and never recorded. | ||
− | On a skill check of 50+, the book can give information unknown to anyone (but recorded in the | + | On a skill check of 50+, the book can give information unknown to anyone (but recorded in the Akashic Record). |
The book is complex; it takes an hour of reading to find the answer to a specific question or subject. | The book is complex; it takes an hour of reading to find the answer to a specific question or subject. | ||
+ | After 24 hours, the book disappears. | ||
+ | |||
+ | === Alter Size === | ||
+ | {| class="wikitable" align=right | ||
+ | |+'''Table: Alter Size''' | ||
+ | |- | ||
+ | | valign="top" | '''Size <br>Category || valign="top" | '''Space''' || valign="top" | '''Natural <br>Reach''' || valign="top" | '''Carrying <br> Capacity | ||
+ | |- | ||
+ | | valign="top" | Diminutive || valign="top" | 1 ft. || valign="top" | 0 ft. || valign="top" | x1/4 | ||
+ | |- | ||
+ | | valign="top" | Tiny || valign="top" | 2-1/2 ft. || valign="top" | 0 ft. || valign="top" | x1/2 | ||
+ | |- | ||
+ | | valign="top" | Small-Medium || valign="top" | 5 ft. || valign="top" | 5 ft. || valign="top" | x1 | ||
+ | |- | ||
+ | | valign="top" | Large || valign="top" | 10 ft. || valign="top" | 10 ft. || valign="top" | x2 | ||
+ | |- | ||
+ | | valign="top" | Huge || valign="top" | 15 ft. || valign="top" | 15 ft. || valign="top" | x4 | ||
+ | |- | ||
+ | | valign="top" | Gargantuan || valign="top" | 20 ft. || valign="top" | 20 ft. || valign="top" | x8 | ||
+ | |} | ||
+ | '''Element | ||
+ | body; | ||
+ | '''Type | ||
+ | utility (su); | ||
+ | '''Level | ||
+ | 2; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | As a full-round action can alter your size from Small to Large. You do not change your attributes, Armor Class or attack bonus. For each increase in size, you gain a +2 bonus on CMB and CMD but suffer a -2 penalty to Fly checks and a -4 penalty on Stealth checks. reducing size gets the opposite result. This replaces the normal modifiers because of size changes. | ||
+ | Your carrying capacity, space, and reach varies depending on your size category, see Table: Alter Size. Apply the encumbrance multiplier after all other modifications. | ||
− | === Basic Bibliokinesis === | + | By accepting one burn you can change size as a free action on your turn. |
+ | |||
+ | At kineticist level 10 you can change your size from Tiny to Huge. At kineticist level 15 you can vary your size category from Diminutive to Gargantuan. | ||
+ | |||
+ | === Basic Bibliokinesis (Su) === | ||
'''Element | '''Element | ||
paper; | paper; | ||
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As ''basic telekinesis '' except that you use paper instead of telekinetic effects. | As ''basic telekinesis '' except that you use paper instead of telekinetic effects. | ||
+ | |||
+ | === Basic Mysokinesis (Sp) === | ||
+ | '''Element | ||
+ | body; | ||
+ | '''Type | ||
+ | utility (sp); | ||
+ | '''Level | ||
+ | 1; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | You gain constant | ||
+ | ''[http://www.d20pfsrd.com/magic/all-spells/e/endure-elements endure elements] (sp). | ||
=== Basic Oplikinesis === | === Basic Oplikinesis === | ||
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You can draw or stow a melee weapon as a free action. You can pull an unattended melee weapon within 30 ft into your hand as a move action. You can use gather power even when holding a melee weapon in one or both hands. | You can draw or stow a melee weapon as a free action. You can pull an unattended melee weapon within 30 ft into your hand as a move action. You can use gather power even when holding a melee weapon in one or both hands. | ||
+ | |||
+ | === Body Grip === | ||
+ | '''Element | ||
+ | body; | ||
+ | '''Type | ||
+ | utility (sp); | ||
+ | '''Level | ||
+ | 3; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | '''Saving Throw | ||
+ | Will negates; | ||
+ | '''Spell Resistance | ||
+ | yes | ||
+ | |||
+ | You use mysokineticism to halt a creature, as ''[http://www.d20pfsrd.com/magic/all-spells/h/hold-monster/ hold monster]'' except it requires concentration to maintain, and it works only on creatures of your own type (for example, a human mysokineticist could use it on humanoids). At any time, you can accept 1 point of burn to remove the need to concentrate. | ||
=== Decipher Script (Sp) === | === Decipher Script (Sp) === | ||
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As ''[http://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages/ comprehend languages]'' except that it only applies to written text and symbols. | As ''[http://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages/ comprehend languages]'' except that it only applies to written text and symbols. | ||
+ | |||
+ | === Feat of Strength (Su) === | ||
+ | '''Element | ||
+ | body; | ||
+ | '''Type | ||
+ | utility (sp); | ||
+ | '''Level | ||
+ | 2; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | You gain a +1 bonus on Strength checks and a +50% bonus on encumbrance limits per kineticist levels. You do not apply these bonuses on attack, damage, or skill checks. | ||
=== Elemental Mount (Sp) === | === Elemental Mount (Sp) === | ||
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You create a mount out of elemental material that you can ride, as ''[http://www.d20pfsrd.com/magic/all-spells/p/phantom-steed/ phantom steed]''. The mount disappears as soon as you don't touch it. | You create a mount out of elemental material that you can ride, as ''[http://www.d20pfsrd.com/magic/all-spells/p/phantom-steed/ phantom steed]''. The mount disappears as soon as you don't touch it. | ||
+ | |||
+ | === Long Jump (Su) === | ||
+ | '''Element | ||
+ | body; | ||
+ | '''Type | ||
+ | utility (su); | ||
+ | '''Level | ||
+ | 4; | ||
+ | '''Burn | ||
+ | 0. | ||
+ | |||
+ | You jump as a move action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall, but subtract 60 ft. when calculating the fall distance. | ||
+ | |||
+ | === Long Limbs (Sp) === | ||
+ | '''Element | ||
+ | body; | ||
+ | '''Type | ||
+ | utility (sp); | ||
+ | '''Level | ||
+ | 1; | ||
+ | '''Burn | ||
+ | 0. | ||
+ | |||
+ | You can use personal | ||
+ | ''[http://www.d20pfsrd.com/magic/all-spells/l/long-arm long limbs] | ||
+ | (sp) or | ||
+ | ''[http://www.d20pfsrd.com/magic/all-spells/l/longstrider longstrider] | ||
+ | (sp). | ||
+ | You can only maintain one of these abilities at a time; if you activate one, the other ends. | ||
+ | Taking one point of burn when activating either ability allows you to use both abilities at once until you next recover burn. | ||
=== Paper Cuts (Su) === | === Paper Cuts (Su) === | ||
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0 | 0 | ||
− | You can create horizontal or slanted surface of paper | + | You can create horizontal or slanted surface of paper along a 30 ft. line, 5 ft. wide, creating a bridge or ramp. The path does not need to be supported and can go up to 10 ft. up or down over 30 ft. length. It counts as clear terrain and lasts until the end of your next turn. Each square of paper path can support up to 100 lb. per kineticist level, has hit points equal to your kineticist level, and is invulnerable to bludgeoning, piercing, and cold damage. |
You can accept 1 point of burn to increase the duration to 1 round per kineticist level and the length of the line to 30 ft. per level. | You can accept 1 point of burn to increase the duration to 1 round per kineticist level and the length of the line to 30 ft. per level. | ||
+ | |||
+ | === Requip (Su) === | ||
+ | '''Element | ||
+ | weapon; | ||
+ | '''Type | ||
+ | utility (sp); | ||
+ | '''Level | ||
+ | 5; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | You call a specific nonliving item directly to your hand. First, you must use this wild talent on the item while putting it in storage. Thereafter, you can summon the item at any time as a free action. The item appears instantly in your hand, carried, or worn, as appropriate. You can also return the item to storage in the same way. | ||
+ | |||
+ | This is a conjuration (teleportation) effect that works even over planar barriers. If the item is not worn or carried by you or in the location you stored it, the wild talent fails. | ||
+ | |||
+ | === Ride Weapon (Sp) === | ||
+ | '''Element | ||
+ | weapon; | ||
+ | '''Type | ||
+ | utility (sp); | ||
+ | '''Level | ||
+ | 3; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | You hurl a weapon as a standard action and use it for propulsion, letting it pull you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use ride weapon again. | ||
+ | |||
+ | === Self-Healing (Su) === | ||
+ | '''Element | ||
+ | body; | ||
+ | '''Type | ||
+ | utility (su); | ||
+ | '''Level | ||
+ | 2; | ||
+ | '''Burn | ||
+ | See text | ||
+ | |||
+ | You gain the [https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/kineticist/utility-wild-talents/#TOC-Kinetic-Healer kinetic healer] and kinetic restoration wild talents, but can only use them on yourself. | ||
+ | You use burn normally with these abilities.. | ||
+ | |||
+ | === Soul of Steel, Greater === | ||
+ | '''Element(s) | ||
+ | weapon; | ||
+ | '''Type | ||
+ | defense (su); | ||
+ | '''Level | ||
+ | —; | ||
+ | '''Burn | ||
+ | 0 | ||
+ | |||
+ | '''Prerequisite(s) | ||
+ | soul of steel | ||
+ | |||
+ | Add full plate and no armor to the armors you can transform your armor into with soul of steel. If you choose no armor, you retain any enchantments on the armor and gain a +2 morale bonus on Armor Class and attack rolls. | ||
=== Wings (Sp) === | === Wings (Sp) === | ||
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* [https://docs.google.com/document/d/1_M_KunBDB7qDEn6FvjdPMVWTFuA_JpnRsXCklicgaTI/edit Rylar’s guide to the pyrokineticist] | * [https://docs.google.com/document/d/1_M_KunBDB7qDEn6FvjdPMVWTFuA_JpnRsXCklicgaTI/edit Rylar’s guide to the pyrokineticist] | ||
* [https://docs.google.com/document/d/18M0O1ZcB5BquJXw7XNfjTyWgTdfXE3F_oY5iMeyUylQ/edit The Mortonator’s guide to dipping with the kineticist] | * [https://docs.google.com/document/d/18M0O1ZcB5BquJXw7XNfjTyWgTdfXE3F_oY5iMeyUylQ/edit The Mortonator’s guide to dipping with the kineticist] | ||
+ | * [https://rpg.stackexchange.com/questions/105540/what-tier-is-the-kineticist/105559#105559 Kineticist tier rant] | ||
* [https://onedrive.live.com/view.aspx?resid=BE45A5E31B322825!18586&ithint=file%2cxlsx&app=Excel&authkey=!AAVhtc9jjDglhno Wild Talent Sorter Spreadsheet] | * [https://onedrive.live.com/view.aspx?resid=BE45A5E31B322825!18586&ithint=file%2cxlsx&app=Excel&authkey=!AAVhtc9jjDglhno Wild Talent Sorter Spreadsheet] | ||
<!-- OGL --> | <!-- OGL --> | ||
<noinclude>{{OGL}}</noinclude> | <noinclude>{{OGL}}</noinclude> |
Latest revision as of 14:51, 13 September 2021
Unofficial rules compendium | |
|
Optional Rules
At second level, a kineticist can choose to replace the elemental defense ability and instead gain Weapon Finesse as a bonus feat. She can still learn the elemental defense of her primary element by choosing the expanded defense utility wild talent.
Kineticist Power Tables
This is an attempt to organize the kinetic blasts, infusions, and wild talents in a more readable format than the rulebooks.
Kinetic Blasts
All but simple blasts cost burn 2. The word "blast" has been ignored in names.
A kineticist can use all combination blasts he qualifies for. Note there are specific prerequisites that must be fulfilled, not all blasts listed for an element are available.
— | Aether | Void | Wood |
Simple | Telekinetic | GravityOO NegativeOO† |
WoodOO |
Aether | Aetheric boost Force† |
Aetheric boost Gravitic boostOO Negative admixtureOO‡ |
Aetheric boost |
Air | Aetheric boost | Gravitic boostOO Negative admixtureOO‡ |
SpringOO |
Earth | Aetheric boost | Gravitic boostOO Negative admixtureOO‡ |
AutumnOO |
Fire | Aetheric boost | Gravitic boostOO Negative admixtureOO‡ |
SummerOO‡ |
Water | Aetheric boost | Gravitic boostOO Negative admixtureOO‡ |
WinterOO‡ |
Void | Gravitic boostOO Negative admixtureOO‡ |
VoidOO‡ | Gravitic boostOO Negative admixtureOO‡ |
Wood | Aetheric boost | Gravitic boostOO Negative admixtureOO‡ |
— |
— | Air | Earth | Fire | Water |
Simple | Air Electric† |
Earth | Fire† | Cold† Water |
Aether | Aetheric boost | Aetheric boost | Aetheric boost† | Aetheric boost |
Air | Thunderstorm‡ | Sandstorm | Plasma‡ | Blizzard‡ Charged water‡ |
Earth | Sandstorm | Metal | Magma‡ | Mud |
Fire | Plasma‡ | Magma‡ | Blue flame† | Steam‡ |
Water | Blizzard‡ Charged water‡ |
Mud | Steam‡ | Ice‡ |
Void | Gravitic boostOO Negative admixtureOO‡ |
Gravitic boostOO Negative admixtureOO‡ |
Gravitic boostOO† Negative admixtureOO‡ |
Gravitic boostOO Negative admixtureOO‡ |
Wood | SpringOO | AutumnOO | SummerOO‡ | WinterOO‡ |
† Energy blast. ‡ Compound blast, half of two different types, both resistances apply
Substance Infusion Wild Talents
The word "infusion" has been ignored in names. Numbers in parentheses are burn. Note that not all infusions listed for an element are available, some only work with specific blasts.
Level | Universal | Aether | Void | Wood |
1 | Draining (1) | Bowling (2) Pushing (1) |
PullingOO (1) Pushing (1) |
Pushing (1) |
2 | — | — | — | Entangling (2) |
3 | — | — | DarknessOO (2) | — |
4 | — | — | — | ToxicOO (3) |
5 | Grappling (3) | — | — | — |
6 | — | Disintegrating (4) | DarknessOO (4) | — |
7 | — | — | EnervatingOO (4) | Toxic, greaterOO (3) |
8 | — | — | — | — |
9 | — | — | — | — |
Level | Air | Earth | Fire | Water |
1 | Pushing (1) Thundering (1) |
Bowling (2) Pushing (1) |
Burning (1) | Pushing (1) Quenching (1) |
2 | — | Entangling (2) | — | Entangling (2) |
3 | Magnetic (2) | Magnetic (2) Rare-Metal (2) |
— | — |
4 | — | — | Flash (3) | — |
5 | — | — | Unravelling (3) | Chilling (3) |
6 | — | — | Brilliant (4) | — |
7 | — | — | Pure-Flame (4) | — |
8 | — | — | — | — |
9 | — | — | — | — |
Form Infusion Wild Talents
The word "infusion" has been ignored in names. Numbers in parentheses are burn. Note that not all infusions listed for an element are available, some only work with specific blasts.
Level | Universal | Aether | Void | Wood |
1 | Extended range (1) Kinetic blade (1) Kinetic fist (1) |
— | — | — |
2 | — | — | — | — |
3 | Extreme range (2) Flurry of blasts (2) Kinetic whip (2) Mobile blast (2) Snake (2) |
Foe Throw (2) Force hook (2) |
— | Impale (2) |
4 | — | — | SingularityOO (3) | — |
5 | Wall (3) | — | — | — |
6 | — | — | — | Deadly Earth (4) |
7 | — | — | — | — |
8 | — | Many throw (4) | — | — |
9 | — | — | — | — |
Level | Air | Earth | Fire | Water |
1 | Gusting (1) | — | Fan of flames (1) | — |
2 | — | — | — | — |
3 | Torrent (2) | Impale (2) |
Eruption (2) Torrent (2) |
Impale (2) Torrent (2) |
4 | Cyclone (3) | — | — | — |
5 | Chain (3) | — | — | — |
6 | — | Deadly Earth (4) | — | — |
7 | Cloud (4) | Fragmentation (4) | Explosion (4) |
Cloud (4) Fragmentation (4) |
8 | — | — | — | — |
9 | — | — | — | — |
Utility Wild Talents
Numbers in parentheses is the minimum burn cost of the power.
Level | Universal | Aether | Void | Wood |
1 | Skilled kineticist | Basic telekinesis Kinetic cover Kinetic healer (1) Telekinetic finesse |
Basic ChaokinesisOO Kinetic cover Void HealerOO (1) |
RootsOO Thorn fleshOO (1) Woodland StepOO |
2 | Skilled kineticist, greater | Telekinetic haul | Eyes of the VoidOO No BreathOO |
Merciful FoliageOO |
3 | Elemental grip Touchsight |
Aether saturationOR Self telekinesis Telekinetic invisibility |
Gravity ControlOO | BrachiationOO Thorn FleshOO (1) Warp WoodOO |
4 | Expanded defense | Telekinetic maneuvers | — | GreensightOO Plant DisguiseOO Shape WoodOO |
5 | Kinetic form (1) Spark of life Touchsight, reactive |
Aether puppet Force barrier Self telekinesis, greater |
Eyes of the Void, GreaterOO Gravity Control, GreaterOO |
Plant PuppetOO Wild GrowthOO Woodland Step, GreaterOO |
6 | Ride the blast | Suffocate | Suffocate | Green TongueOO |
7 | — | Spell deflection | — | — |
8 | Reverse shift | Telekinetic deflection Telekinetic globe |
— | — |
9 | — | — | Gravity MasterOO | Forest SiegeOO Wood SoldiersOO (1) |
Level | Air | Earth | Fire | Water |
1 | Aerial adaptation Air cushion Air shroud Air's leap Air's rewach Basic aerokinesis Voice of the wind |
Basic geokinesis Earth walk Jagged flesh (1) Kinetic cover |
Basic pyrokinesis Cold adaption Fire sculptor Fire's fury Heat adaption |
Basic hyrdrokinesis Cold adaption Heat adaption Ice walker Kinetic cover Kinetic healer (1) Slick Water saturationOR |
2 | — | Earth climb | — | Searing flame Veil of mists |
3 | Aerial evasion (1) Celerity Engulfing wings Windsight Wings of air |
Earth saturationOR Tremorsense |
Firesight Flame jet Heat wave (1) Smoke storm |
Cold snap (1) Water manipulator Waterdancer |
4 | — | Enduring earth Shift earth |
— | Ice sculptor Watersense |
5 | Air shroud, greater Windsight, greater |
Earth glide Stone sculptor Tremorsense, greater |
Flame jet, greater Flame shield (1) Trail of flames |
Shimmering mirage (1) Waterdancer, greater |
6 | Suffocate Wind manipulator |
Fire saturationOR (1) | Ice path Suffocate | |
7 | — | Shift earth, greater | — | — |
8 | Weather master | — | — | — |
9 | Air saturationOR | Seimic master | From the ashes (2) | Tidal wave (1) |
Table: Kineticist
This is the original table, completed with some maximum burn figures.
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st | +0 | +2 | +2 | +0 | Burn, elemental focus, gather power, infusion, kinetic blast |
2nd | +1 | +3 | +3 | +0 | Elemental defense, utility wild talent |
3rd | +2 | +3 | +3 | +1 | Elemental overflow +1, infusion |
4th | +3 | +4 | +4 | +1 | Utility wild talent |
5th | +3 | +4 | +4 | +1 | Infusion (replace), infusion specialization 1, metakinesis (empower) |
6th | +4 | +5 | +5 | +2 | Burn (2/rnd), elemental overflow +2, internal buffer 1, utility wild talent |
7th | +5 | +5 | +5 | +2 | Expanded element |
8th | +6/+1 | +6 | +6 | +2 | Infusion specialization 2, utility wild talent |
9th | +6/+1 | +6 | +6 | +3 | Burn (3/rnd), elemental overflow +3, infusion, metakinesis (maximize) |
10th | +7/+2 | +7 | +7 | +3 | Utility wild talent |
11th | +8/+3 | +7 | +7 | +3 | Infusion (replace), infusion specialization 3, internal buffer 2, supercharge |
12th | +9/+4 | +8 | +8 | +4 | Burn (4/rnd), elemental overflow +4, utility wild talent |
13th | +9/+4 | +8 | +8 | +4 | Infusion, metakinesis (quicken) |
14th | +10/+5 | +9 | +9 | +4 | Infusion specialization 4, utility wild talent |
15th | +11/+6/+1 | +9 | +9 | +5 | Burn (5/rnd), expanded element, elemental overflow +5 |
16th | +12/+7/+2 | +10 | +10 | +5 | Composite specialization, internal buffer 3, utility wild talent |
17th | +12/+7/+2 | +10 | +10 | +5 | Infusion (replace), infusion specialization 5, metakinesis (twice) |
18th | +13/+8/+3 | +11 | +11 | +6 | Burn (6/rnd), elemental overflow +6, utility wild talent |
19th | +14/+9/+4 | +11 | +11 | +6 | Infusion, metakinetic master |
20th | +15/+10/+5 | +12 | +12 | +6 | Infusion specialization 6, omnikinesis, utility wild talent |
Expanded Elements
Not elements in the classic sense, these power sets work just as the other elements of the kineticist.
Bibliokinesis
A bibliokinesist works with paper (and similar writing surfaces such as vellum and papyrus) and the written word in the form of books, tomes, and scrolls. Variant bibliokinesists work with cards or with solid sculpted text, runes, or glyphs with only superficial differences. Bibliokineticists usually create works that do not contain any new information; they instead incorporate words the kineticist has memorized, made up, or pure gibberish. Powerful bibliokinesists can use symbols that imbue elemental blasts with power or even conjure books of lore from the Akashic Record.
New wild talents from this site are marked *.
Class Skills A bibliokinesist adds Linguistics and Spellcraft to her list of class skills.
Basic Manipulation: A bibliokineticist gains basic bibliokinesis*.
Simple Blast: A bibliokineticist can select either paper blast* or word blast* as her simple blast. She gains one of them when she first selects bibliokinesis, and must select bibliokinesis again with expanded element to gain the other. Which of her blasts work with which infusions is noted under infusion wild talents, below.
Defense: A bibliokineticist’s defense wild talent is shroud of words*.
Infusion Wild Talents The listed infusion wild talents are available to bibliokineticists at the indicated levels. Each infusion talent has the new blasts they work with given in parenthesis after the name. 1st — pushing (paper, physical word). 2nd — entangling (paper, physical word), ethical (energized word, paper, physical word, word)*. 3rd — elemental letters (energized word, word)*, impale (paper, physical word). 4th — cyclone (energized word, paper, physical word, word), spray (energized word, paper, word). 5th — unravel (energized word, paper, physical word, word)*. 6th — 7th — fragmentation (energized word, paper, physical word, word). 8th — many throw (energized word, paper, physical word, word). 9th —
Utility Wild Talents The listed utility wild talents are available to bibliokineticists at the indicated levels. 1st — basic bibliokinesis*, decipher script*, kinetic cover. 2nd — paper path*. 3rd — akashic primer*, paper cuts*, smoke storm. 4th — telekinetic maneuvers, wings*. 5th — 6th — 7th — 8th — akashic tome*. 9th —
Mysokinesis
A mysokinesist kinetically manipulates ther own body, changing shape and size, but not substance. Mysokinetic attacks are unarmed attacks based on stretching and enlarging the whole or parts of the body.
New wild talents from this site are marked *.
Class Skills A mysokinesist adds Climb and Swim to her list of class skills.
Basic Manipulation: A mysokineticist gains basic mysokinesis*.
Simple Blast: A mysokineticist gains body blast* as her simple blast.
Defense: A mysokineticist’s defense wild talent is kinetic body*.
Infusion Wild Talents The listed infusion wild talents are available to mysokineticists at the indicated levels. Each infusion talent has the new blasts they work with given in parenthesis after the name. 1st — bowling, pulling, pushing, swing*, thundering 2nd — feinting* 3rd — ethical*, foe throw, force hook, impale, maneuver* 4th — armor disrupting*, spray 5th — 6th — 7th — riposting 8th — 9th —
Utility Wild Talents The listed utility wild talents are available to mysokineticists at the indicated levels. 1st — basic mysokinesis*, long limb*, 2nd — alter size*, eyes of the void, feat of strength*, self-healing* 3rd — body grip*, branchiation, self telekinesis 4th — long jump* 5th — 6th — 7th — spell deflection 8th — 9th —
Oplikinesis
An oplikinesist creates and moves weapons and shields, using them to attack and defend. These weapons disappear or fall apart when no longer in use by the oplikinesist.
New wild talents from this site are marked *.
Class Skills An oplikinesist adds Apppraise and Knowledge (engineering) to her list of class skills.
Basic Manipulation: A oplikineticist gains basic oplikinesis*.
Simple Blast: A oplikineticist can select either hammer blast* spear blast* or sword blast* as her simple blast She gains one of them when she first selects weapons and must select weapons again with expanded element to gain either of the others. Which of her blasts work with which infusions is noted under infusion wild talents below.
Defense: A oplikineticist’s defense wild talent is soul of steel*.
Infusion Wild Talents, The listed infusion wild talents are available to oplikineticists at the indicated levels Each infusion talent has the new blasts they work with given in parenthesis after the name. 1st — equip (hammer, spear, sword)*, defending (sword)*, pushing (hammer), swing (hammer, sword)*. 2nd — bowling (hammer), ethical (hammer, spear, sword)*, feinting (sword)*. 3rd — eruption (spear), flurry of blasts (spear), force hook (spear), impale (spear), rare-metal (hammer, spear, sword), sharp (spear, sword), snake (hammer, spear, sword), torrent (hammer, spear). 4th — armor disrupting*, cyclone (hammer, spear), spray (hammer, sword). 5th — pursuing (sword)*. 6th — 7th — fragmentation (hammer), riposting (sword)*. 8th — many throw (hammer, spear sword). 9th —
Utility Wild Talents, The listed utility wild talents are available to oplikineticists at the indicated levels. 1st — air's leap, basic oplikinesis*. 2nd — 3rd — celerity, enchant, ride weapon*. 4th — greater soul of steel*, telekinetic maneuvers. 5th — requip*. 6th — 7th — 8th — 9th —
New Simple Blasts
Body Blast
Element(s) body; Type simple blast (sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning or non-lethal (see text)
You elongate a limb to attack. This is a ranged attack, and your limb contracts back to normal immediately after the attack. This attack can do bludgeoning or non-lethal damage damage. You can use this attack with a melee weapon from the close weapon group (see the fighter class for definition of weapon groups) or a natural attack; if you do, body blast deals the same type of physical damage the close melee weapon or natural attack does. It does not gain any other advantages from a weapon used this way, such as special materials or magical abilities.
A body blast and blasts that use body blast as a prerequisite cannot use the following universal infusions: draining, extreme range, grappling, mobile blast, and wall.
Hammer Blast
Element(s) weapons; Type simple blast (sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning
Paper Blast
Element(s) paper; Type simple blast (sp); Level —; Burn 0
Blast Type: physical; Damage slashing or piercing
You attack a single foe with cutting edges or piercing rolls of paper.
Spear Blast
Element(s) weapons; Type simple blast (sp); Level —; Burn 0
Sword Type: physical; Damage piercing.
Sword Blast
Element(s) weapons; Type simple blast (sp); Level —; Burn 0
Blast Type: physical; Damage slashing.
Word Blast
Element(s) paper; Type simple blast (sp); Level —; Burn 0
Blast Type: physical; Damage non-lethal bludgeoning
You batter a single foe by throwing a book or piece of solidified script at them.
New Compound Blasts
Rather than create new compound blasts for every combination of elements, the new compound blasts listed here mainly go by category: energy and physical.
Energized Word Blast
Element paper and one more elements; Type energy (boost) (sp); Level —; Burn 2
Prerequisite(s) paper blast or word blast, any energy blast.
Blast Type energy; Damage special (see text).
You infuse a simple blast by adding symbols representing that element, causing it to deal 1 additional point of damage of the same type for each of its damage dice; it otherwise acts as the simple blast. At 15th level, you can also infuse a composite blast with aether. To infuse a composite blast in this way, you must accept 1 additional point of burn.
Hyper Blast
Element any; Type see text (sp); Level —; Burn 2
Prerequisite(s) primary and expanded element of the same type, any simple blast taken twice.
Blast Type see text; Damage double damage of the simple blast (see text).
To use hyper blast, you have to select the same simple blast twice and the same element as both a primary and secondary element.
This allows you to double down on the blast, creating a composite blast doing twice the damage of the simple blast, all of one type, the same type as the simple blast it is used with. A hyper blast is visibly different from a simple blast, variations in color and intensity make the fact that this is a compound blast obvious. A hyper blast can be used with any infusions that work with the simple blast it is built on.
Blue flame blast is an example of a hyper blast.
Physical Word Blast
Element paper and one more element; Type physical (sp); Level —; Burn 2
Prerequisite(s) paper blast or word blast, any physical blast (this includes a combination of paper and word blasts)
Blast Type physical; Damage any combination of bludgeoning, slashing, and piercing (half each) as appropriate to the simple blasts used.
A burst of words made out of physical elements.
Sizzling Body Blast
Element body and one more element; Type physical (sp); Level —; Burn 2
Prerequisite(s) body blast plus any one energy blast.
Blast Type physical; Damage bludgeoning plus energy (type depends on the energy blast used) (half each)
A fist imbued with energy.
Super Body Blast
Element body; Type composite blast (sp); Level —; Burn 2
Prerequisite(s) body blast, any physical blast
Blast Type physical; Damage bludgeoning, piercing, or slashing
You smash the target with a super-charged body attack.
Weapon of Energy
Element weapons and one more element; Type physical (sp); Level —; Burn 2
Prerequisite(s) hammer blast, spear blast, or sword blast plus any one energy blast.
Blast Type physical; Damage bludgeoning, slashing, or piercing (as appropriate to the weapon blast used) plus energy (type depends on the energy blast used) (half each)
A weapon imbued with energy.
Weapon of Power
Element weapons and one more element; Type physical (sp); Level —; Burn 2
Prerequisite(s) hammer blast, spear blast, or sword blast plus any one energy blast.
Blast Type physical; Damage bludgeoning, slashing, and piercing
A weapon imbued with additional substance.
New Defense Wild Talents
Kinetic Body
Element(s) body; Type defense (su); Level —; Burn 0
You charge your body with kinetic energy to gain a number of temporary hit points equal to your kineticist level. These temporary hit points recover by five points per minute.
By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by kinetic body by your kineticist level until the next time your burn is removed and the rate of recovery increases by five points per minute. If you use this ability multiple times, the increases stack.
Whenever you accept burn while using a body wild talent, you siphon some of the energy from the kinetic energy flowing through you into your body. Your kinetic body recovers a number of temporary hit points equal to your Hit Dice, up to its current maximum.
Unlike force ward, this power does not actually repel attacks, rather it makes your body better able to resist damage taken.
Soul of Steel
Element(s) weapon; Type defense (su); Level —; Burn 0
You can transform any armor you wear as a swift action, turning it into an armored kilt, chain shirt, or half plate. The armor retains any enchantment it has and gives you no armor check penalty or speed penalty. You count as being proficient with any armor you create this way. The armor instantly reverts to its normal shape after you take it off.
Shroud of Words
Element(s) paper; Type defense (su); Level —; Burn 0
You constantly surround yourself with a whirling torrent of written words or paper to protect yourself from supernatural ranged attacks. All ranged touch attacks suffer a 20% miss chance against you. This ability has no effect on ranged attacks that are not touch attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using a paper wild talent, the energy surging through you causes your paper shroud to also affect physical ranged attacks and other ranged attacks that are not ranged touch attacks for 1 round.
You can dismiss or restore this effect as an immediate action.
New Infusion Talents
Armor Disrupting
Element(s) body, weapon; Type substance infusion; Level 4; Burn 2
Associated Blasts body, hammer, spear, sword, weapon of energy, weapon of power Saving Throw none
Your kinetic blast disrupts the target's armor.
Whenever an infused blast deals damage to a foe, attacks made with weapons (including physical kinetic blasts) against that foe receive a +4 bonus until the end of your next turn. This bonus does not apply to combat maneuvers.
Defending
Element body, weapon; Type form infusion; Level 1; Burn 0
Associated Blasts body, sword; Saving Throw none
You gain Combat Expertise (ignoring prerequisites) as a bonus feat. You can use Combat Expertise and all feats that have Combat Expertise as a prerequisite (that you know) with associated blasts, even at range.
Elemental Letters
Element paper; Type substance infusion; Level 3; Burn 2
Associated Blasts energized word, word; Saving Throw none
By kinetically writing the name of an element, you cause your word to burst with that element. Choose one elemental blast when using this elemental letters; air blast, cold blast, earth blast, electric blast, fire blast, water blast. This changes your kinetic blast into the simple blast selected. You need not know the element of the simple blast you emulate in this way. You can use a simple blast gained this way with for a composite blast and with any infusion that it works with that you know. This ability does not count as a prerequisite for learning any infusion.
Ethical
Element(s) body, paper, weapons; Type substance infusion; Level 3; Burn 2
Associated Blasts body, hammer, paper, physical word, sizzling body, spear, super body, sword, word Saving Throw none
Your powers have an ethical resonance. Select an alignment that is not opposed to your alignment, on either the good-evil or law-chaos axis. Your associated physical blast do damage of this type, in addition to all other types. This does not do additional damage, it helps penetrate DR and exploit vulnerabilities.
Equip
Element(s) weapon; Type substance infusion; Level 1; Burn 1
Associated Blasts hammer, spear, sword Saving Throw none
You can use a wielded melee weapon with your blast. You need to be wielding the weapon and it must be one that inflicts a type of damage the blast inflicts. Add the weapons enchantment bonus to the attack and damage rolls of the blast, and use the weapon's crit range and multiplier for the blast. Abilities and enchantments other than enchantment bonus, crit range, and crit multiple are not used. For example, a flaming +1 longspear is just a +1 piercing weapon with a x3 crit multiplier when used with this ability. The reach and flaming qualities are lost.
Feinting
Element(s) body, weapon; Type form infusion; Level 2; Burn 0
Associated Blasts body, super body, sword, weapon of power (slashing) Saving Throw Reflex negates
You split your attack into several, only one of with has any real substance. The target must make a Reflex save (DC 13 + your Dexterity modifier) before you execute your attack, or loose their Dexterity bonus to Armor Class against the attack, as if you successfully used Bluff to feint.
Enclosure
Element(s) weapon; Type form infusion; Level 6; Burn 4
Associated Blasts universal Saving Throw Reflex negates (see text)
You create a sphere of weapons with a radius of 20 ft. Any creature in this area takes half damage from your kinetic blast (Reflex negates). A creature that enters or crosses the wall does not receive a saving throw. The wall offers cover and counts as difficult terrain but is not otherwise an obstacle to movement or visibility.
Maneuver
Element(s) body; Type form infusion; Level 3; Burn 2
Associated Blasts body, sizzling body, super body, Saving Throw none
If you hit with the related blast, you can perform a combat maneuver regardless of range and without triggering an attack of opportunity. Your combat maneuvers are not restricted by the size of opponents. Add your Constitution modifier to CMB when using this infusion. If you initiate a grapple against an opponent of a larger size category than yourself, you are moved adjacent to that opponent rather than moving the opponent.
You can choose to not inflict damage with the blast used with this infusion, this reduces the burn by one.
Pursuing
Element(s) weapon; Type form infusion; Level 5; Burn 3
Associated Blasts sword, weapon of energy (slashing), weapon of power (slashing) Saving Throw none
Hit or miss, your kinetic blast pursues the target, attacking the same target again on your next turn. This follow-up attack ignores cover and concealment.
Riposting
Element(s) body, weapon; Type form infusion; Level 7; Burn 0
Associated Blasts body, sizzling body, super body, sword, weapon of energy (slashing), weapon of power (slashing) Saving Throw Reflex negates
In the round after you use this attack, you can spend an immediate action to repeat the attack against any creature within 30 ft. that attacks you, targets you with an effect, or includes you in an area effect. Your attack happens after the triggering event.
Swing
Element(s) body, weapon; Type form infusion; Level 1; Burn 1
Associated Blasts body, hammer, sizzling body, super body, sword, weapon of energy (unless piercing), weapon of power (unless piercing) Saving Throw Reflex half
Your kinetic blast extends in a fan, inflicting damage on all creatures and objects in a 15-foot cone (half damage for physical damage). The saving throw DC is Dexterity-based.
Unravel
Element(s) paper; Type substance infusion; Level 5; Burn 3
Associated Blasts energized word, paper, physical word, word Saving Throw none
Your kinetic blast counters your foe’s magical effects. Whenever your infused blast hits a foe (before testing its spell resistance, if applicable), you can attempt a caster level check as if using a targeted dispel magic before determining whether the foe takes damage from the blast. You can ready this blast to use as a counterspell, if you do unravel works just like dispel magic used to counterspell but does no damage and has a burn cost of only 1.
New Utility Wild Talents
Akashic Primer
Element paper; Type utility (su); Level 3; Burn 1
You create a text on a subject relevant to the immediate situation, written in a language of your chaoice. You and anyone who takes a full-round action to read the paper can reroll a failed Knowledge or Linguistics check relating to the situation at hand, such as a monster identification check. The information in the primer is very specific and not useful in any other situation.
Akashic Tome
Element paper; Type utility (sp); Level 8; Burn 2
You create a book on any specific subject, such as the red dragons of Mount Orfem or lore about a specific spell. The book contains extensive and detailed knowledge on this subject, and provides a +10 circumstance bonus on Knowledge, Linguistics, and Spellcraft checks about the subject. On a skill check of 40+, the book can give secrets only known to a few creatures and never recorded. On a skill check of 50+, the book can give information unknown to anyone (but recorded in the Akashic Record). The book is complex; it takes an hour of reading to find the answer to a specific question or subject. After 24 hours, the book disappears.
Alter Size
Size Category |
Space | Natural Reach |
Carrying Capacity |
Diminutive | 1 ft. | 0 ft. | x1/4 |
Tiny | 2-1/2 ft. | 0 ft. | x1/2 |
Small-Medium | 5 ft. | 5 ft. | x1 |
Large | 10 ft. | 10 ft. | x2 |
Huge | 15 ft. | 15 ft. | x4 |
Gargantuan | 20 ft. | 20 ft. | x8 |
Element body; Type utility (su); Level 2; Burn 0
As a full-round action can alter your size from Small to Large. You do not change your attributes, Armor Class or attack bonus. For each increase in size, you gain a +2 bonus on CMB and CMD but suffer a -2 penalty to Fly checks and a -4 penalty on Stealth checks. reducing size gets the opposite result. This replaces the normal modifiers because of size changes. Your carrying capacity, space, and reach varies depending on your size category, see Table: Alter Size. Apply the encumbrance multiplier after all other modifications.
By accepting one burn you can change size as a free action on your turn.
At kineticist level 10 you can change your size from Tiny to Huge. At kineticist level 15 you can vary your size category from Diminutive to Gargantuan.
Basic Bibliokinesis (Su)
Element paper; Type utility (su); Level 1; Burn 0
As basic telekinesis except that you use paper instead of telekinetic effects.
Basic Mysokinesis (Sp)
Element body; Type utility (sp); Level 1; Burn 0
You gain constant endure elements (sp).
Basic Oplikinesis
Element weapons; Type utility (su); Level 1; Burn 0
You can draw or stow a melee weapon as a free action. You can pull an unattended melee weapon within 30 ft into your hand as a move action. You can use gather power even when holding a melee weapon in one or both hands.
Body Grip
Element body; Type utility (sp); Level 3; Burn 0
Saving Throw Will negates; Spell Resistance yes
You use mysokineticism to halt a creature, as hold monster except it requires concentration to maintain, and it works only on creatures of your own type (for example, a human mysokineticist could use it on humanoids). At any time, you can accept 1 point of burn to remove the need to concentrate.
Decipher Script (Sp)
Element paper; Type utility (sp); Level 1; Burn 0
As comprehend languages except that it only applies to written text and symbols.
Feat of Strength (Su)
Element body; Type utility (sp); Level 2; Burn 0
You gain a +1 bonus on Strength checks and a +50% bonus on encumbrance limits per kineticist levels. You do not apply these bonuses on attack, damage, or skill checks.
Elemental Mount (Sp)
Element universal; Type utility (sp); Level 5; Burn 0.
You create a mount out of elemental material that you can ride, as phantom steed. The mount disappears as soon as you don't touch it.
Long Jump (Su)
Element body; Type utility (su); Level 4; Burn 0.
You jump as a move action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall, but subtract 60 ft. when calculating the fall distance.
Long Limbs (Sp)
Element body; Type utility (sp); Level 1; Burn 0.
You can use personal long limbs (sp) or longstrider (sp). You can only maintain one of these abilities at a time; if you activate one, the other ends. Taking one point of burn when activating either ability allows you to use both abilities at once until you next recover burn.
Paper Cuts (Su)
Element paper; Type utility (su); Level 3; Burn 1
You surround yourself with whirling slices of paper. For one minute per kineticist level, creatures adjacent to you when this ability is activated and at the start of your turn take 1d6 points of magical slashing damage.
Paper Path (Sp)
Element paper; Type utility (sp); Level 2; Burn 0
You can create horizontal or slanted surface of paper along a 30 ft. line, 5 ft. wide, creating a bridge or ramp. The path does not need to be supported and can go up to 10 ft. up or down over 30 ft. length. It counts as clear terrain and lasts until the end of your next turn. Each square of paper path can support up to 100 lb. per kineticist level, has hit points equal to your kineticist level, and is invulnerable to bludgeoning, piercing, and cold damage. You can accept 1 point of burn to increase the duration to 1 round per kineticist level and the length of the line to 30 ft. per level.
Requip (Su)
Element weapon; Type utility (sp); Level 5; Burn 0
You call a specific nonliving item directly to your hand. First, you must use this wild talent on the item while putting it in storage. Thereafter, you can summon the item at any time as a free action. The item appears instantly in your hand, carried, or worn, as appropriate. You can also return the item to storage in the same way.
This is a conjuration (teleportation) effect that works even over planar barriers. If the item is not worn or carried by you or in the location you stored it, the wild talent fails.
Ride Weapon (Sp)
Element weapon; Type utility (sp); Level 3; Burn 0
You hurl a weapon as a standard action and use it for propulsion, letting it pull you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use ride weapon again.
Self-Healing (Su)
Element body; Type utility (su); Level 2; Burn See text
You gain the kinetic healer and kinetic restoration wild talents, but can only use them on yourself. You use burn normally with these abilities..
Soul of Steel, Greater
Element(s) weapon; Type defense (su); Level —; Burn 0
Prerequisite(s) soul of steel
Add full plate and no armor to the armors you can transform your armor into with soul of steel. If you choose no armor, you retain any enchantments on the armor and gain a +2 morale bonus on Armor Class and attack rolls.
Wings (Sp)
Element paper; Type utility (sp); Level 4; Burn 0
You make wings out of paper that give the benefits of fly for one round. If you are flying at the beginning of your next round, you must use this ability again or fall, gaining the breakfall benefits of fly. You can accept 1 point of burn to increase the duration to 1 round per kineticist level.
External Links
- N. Jolly's guide to the Pathfinder Kineticist
- Sphinx’s guide to the Telekineticist
- Rylar’s guide to the pyrokineticist
- The Mortonator’s guide to dipping with the kineticist
- Kineticist tier rant
- Wild Talent Sorter Spreadsheet
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