Pathfinder: Wrath Of The Righteous - How To Build A Kineticist

Here's everything you need to know about building a Kineticist in Pathfinder: Wrath of the Righteous.

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The kineticist - character creation, party roles, prestige classes and multi-classing options, examples of kineticist builds.

Fantasy has a few popular archetypes that everyone understands. Wizards, Rogues, Fighters, and Clerics are classes that appear in a wide array of games, and even people who aren't familiar with RPG lore know what those characters look like. The Pathfinder franchise has some unique classes that don't appear elsewhere, and the Kineticist is one of them. This is a class that moves the air or elements around them to do damage, but they aren't spellcasters.

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The Kineticist is more of an acrobat or martial artist and has more in common with a Rogue or Monk than a Sorcerer. They manipulate the currents of energy around or within them, which can include elemental powers, psychic energy, or even blood. The closest pop culture equivalent might be the "Benders" of the Avatar universe. It's a complex and detailed class to build and play, partly because there are so few references for this class outside of the game.

Pathfinder: Wrath of the Righteous , the latest installment in the video game wing of the franchise, rates the class as one of the most difficult. New players that want to experience this class can rely on the recommended build and let the game guide their path if they're unsure how to proceed. Experienced players will appreciate the creative gameplay this unique class provides.

One of the reasons that a Kineticist is more complicated to build right from the start is the focus on two Ability Scores instead of one. However, the party roles are limited to dealing damage with little variation, which streamlines the process once the player gets into actual combat.

Ability Scores

  • Dexterity. The first of two ability scores that are important for a Kineticist, the class has a reputation for talents in related skills like Athletics and Mobility.
  • Constitution. A lack of armor means that more hit points are required, making Constitution just as important as Dexterity.
  • Strength. The Kineticist is both a distance and melee fighter, but Strength is more important for combat in close quarters.
  • Intelligence. A Kineticist who can use magical devices, which means reading from scrolls, could benefit from a higher Intelligence score.
  • Wisdom. Only a priority for Kineticists who want some access to Divine spells or Religious Knowledge.
  • Charisma. The Kineticist might be the party leader or want to acquire some spontaneous casting ability, but otherwise, Charisma isn't very important.

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  • Damage: The lack of versatility when it comes to party roles is one thing that makes the Kineticist easier to play than to build. Virtually all builds are focused on ranged damage with some variation.
  • Crowd Control: Kineticists can also take on some battlefield management with some off-tanking and a mix of ranged and melee damage.
  • Defense/CC: Make the Kineticist build even more interesting by giving them two useful roles depending on their specific abilities and Archetypes. A Kineticist has some limitations when it comes to armor, but some subclasses can give them an advantage.

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Racial Choices

  • Aasimar. Several choices for Aasimar heritage include bonuses to either Dexterity or Constitution, but not both, which gives the choice some potential.
  • Dhampir. A few of the choices for a Dhampir Heritage have a Dexterity bonus but beware of the penality to Consitution, which is common with this race.
  • Dwarf. The Constitution bonus is a good start. Dwarves take a penalty to Charisma but it's not crucial for a Kineticist.
  • Elf. A bonus to Dexterity is great but that's countered by a penalty to Constitution.
  • Gnome. This versatile race gets bonuses to Dexterity and Charisma, and the Strength penalty isn't a detriment to a ranged build.
  • Half-Elf. One of the best choices available, add a +2 to the ability score of your choice, plus choose Backgrounds and Skills to fit the intended build.
  • Half-Orc. Another ideal choice, the Half-Orc also has a +2 to any ability along with handy abilities that fit well with Kineticists, like Orc Ferocity and Keen Senses.
  • Halfling. The +2 to Dexterity, plus innate abilities like Sure Footed and Halfling Luck, make this race a good option provided you don't need Strength.
  • Human. A versatile choice that works with any build, you get a +2 to any Ability Score and other handy perks like an extra Feat and Skill point.
  • Kitsune. The Dexterity bonus, regardless of the Heritage choice, is a good start for a Kitsune Kineticist.
  • Oread. The only Heritage choice with a Constitution bonus is the Ironsoul, and that one also takes a penalty to Consitution so it might not be worth it.
  • Tiefling. There are several choices here, with options for a Tiefling Heritage frequently offering Dexterity bonuses and occasionally Consitution, but not both.

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The Kineticist Subclasses

  • Blood Kinteticist. A damage dealer at long or close range, this Archetype has all of the signature abilities of the class plus the power to kinetically move blood.
  • Dark Elementalist. These creepy Kineticists move souls and Dark Magic and have more class skills related to Lore and Knowledge.
  • Elemental Engine. As the name implies, these Kineticists use their bodies to channel the power of the elements.
  • Kinetic Knight. A specialist in melee fighting , this subclass has better armor proficiencies and wields a blade of energy.
  • Overwhelming Soul. A decent choice for a ranged fighter, this Archetype uses kinetic and mind powers to control the elements from a distance.
  • Psychokineticist. Their powers are often chaotic and dangerous, rooted in the power of their minds and often responding spontaneously to their emotions.

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When you're building a class that's already unique, multi-classing options can seem too confusing or just unnecessary. However, Pathfinder has so many interesting options it's hard not to take advantage of the opportunity. Other ways to customize your Pathfinder class include choices of Feats, Skills, Backgrounds, and Heritage Choices, so multi-classing isn't always the only way to give your character the ability to brew potions or pick locks.

The Kineticist has high Ability Scores in Dexterity and Consitution, so the best multiclass options also prioritize these abilities. Dual-classing, a common practice in Dungeons & Dragons game rules, allows a character to take a few levels in one class before switching to another. This practice doesn't exist in Pathfinder, as most of the gaps in a character's abilities can be filled using the myriad of other options available for customization, like Prestige classes and multiclassing. The rule about having an ability score of 13 in the most important stat of the target class remains the same.

Regular Classes

  • Bard. The Charisma score might be a hurdle, but this is one way to give your Kineticist some spontaneous casting and some healing spells.
  • Magus. A type of spellcaster that uses either intelligence or charisma, depending on the subclass. There are some overlapping abilities here when it comes to Athletics and Persuasion.
  • Barbarian. A Kineticist with some Rage abilities would be pretty badass, and there's some overlap here with a high Constitution Ability Score.
  • Fighter. Normally the best multiclass option in the game, this combination would only work with a Dexterity-based Fighter build.
  • Monk. There's a lot of overlap here when it comes to Ability Scores, armor proficiencies and Skills, and this gives the Kineticist even more melee damage abilities.
  • Rogue. This could be the best combination thanks to the common Dexterity score and shared abilities like Trickery and Perception.
  • Warpriest. A more defensive or martial Kineticist with a Wisdom score of at least 13 can take on a Diety and some spontaneous casting abilities.
  • Wizard. One of the most powerful casters in the game, this makes a good combination provided your character has an Intelligence score of 13.

Prestige Classes

  • Arcane Trickster. Usually a Prestige Class for Rogues, this also works well for the Kinteticist provided they have a basic knowledge of Arcane spellcasting.
  • Assassin. A natural choice for a Kineticist as long as they have an Evil Alignment and at least five points in the Stealth Skill.
  • Stalwart Defender. A natural progression for a Kineticist that has taken the role of defender. Toughness and Dodge are required, common skills for a Kineticist.
  • Duelist. This Prestige Class requires Weapon Finesse, which your Kineticist can acquire through a Background or Skill.
  • Student of War. Another obvious choice for a Kineiticst, this is a class for a leader or a planner that has a wide range of Lore and Knowledge skills along with Combat Expertise.

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The Bloodbender

  • Party Role: Damage, both ranged and melee.
  • Ideal Race: Gnome or Halfling, since both races have a Dexterity buff and innate abilities related to Perception, Luck, and Keen Senses.
  • Best Subclass: Blood Kineticist, which actually treats blood as an element the character can manipulate.
  • Important Ability Scores: This Kineticist build is focused on ranged damage so movement and hit rating - in this case, Dexterity, might be slightly more important than Constitution.

The Mind Flayer

  • Party Role: Damage and CC
  • Ideal Race: Human
  • Best Subclass: Psychokineticist or Overwhelming Soul, two subclasses that use psychic power. Abilities include Emotional Intensity, Mind Burn, and Mental Prowess.
  • Important Ability Scores: It's up to the player how they balance Constitution and Dexterity with this build, which takes two party roles and might need more hit points then other Kineticists.

The Shadow Dancer

  • Party Role: Damage and CC.
  • Ideal Race: Half-elf for more damage, Half-orc for more CC.
  • Best Subclass: Dark Elementalist
  • Important Ability Scores: Closer to a defense build than others, this Kineticist needs more hit points as opposed to hit rating, and it might be one of the few builds for this class that relies on Constitution as opposed to Dexterity.

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Pathfinder: Wrath of the Righteous  — Guide and Walkthrough (PS4)

GameFAQs

Guide and Walkthrough (PS4) by chris-williams

Version: 1.8a | Updated: 04/18/2024 FAQ of the Month Winner: September 2023 | Highest Rated Guide

  • Previous: Inquisitor

Table of Contents

  • Next: Magus
  • Introduction
  • Copyright and Acknowledgements
  • Character Creation
  • Animal Companions and Familiars
  • Deities and Domains
  • Weapon Feats
  • Ranged Feats
  • Unarmed Combat Feats
  • Armour and Shield Feats
  • Magic Feats
  • Miscellaneous Feats
  • Mounted Combat Feats
  • Combat Manoeuvres
  • Teamwork Feats
  • Skill Feats
  • Class Feats
  • Racial Feats
  • Incense Synthesizer
  • Preservationist
  • Vivisectionist
  • Alchemist Extracts
  • Brown-Fur Transmuter
  • Eldritch Font
  • Nature Mage
  • Phantasmal Mage
  • Unlettered Arcanist
  • Armored Hulk
  • Beastskin Berserker
  • Instinctual Warrior
  • Invulnerable Rager
  • Archaeologist
  • Beast Tamer
  • Flame Dancer
  • Thundercaller
  • Tranquil Whisperer
  • Bard Spells
  • Mixed-Blood Rager
  • Reformed Fiend
  • Bloodrager Spells
  • Beast Rider
  • Cavalier of the Paw
  • Disciple of the Pike
  • Fearsome Leader
  • Ghost Rider
  • Knight of the Wall
  • Standard Bearer
  • Angelfire Apostle
  • Demonbane Priest
  • Ecclesitheurge
  • Herald Caller
  • Priest of Balance
  • Cleric Spells
  • Blight Druid
  • Defender of the True World
  • Elemental Rampager
  • Primal Druid
  • Winter Child
  • Druid Spells
  • Summoned Nature's Ally Stats
  • Aldori Defender
  • Dragonheir Scion
  • Mutation Warrior
  • Tower Shield Specialist
  • Two-Handed Fighter
  • Colluding Scoundrel
  • Divine Hound
  • Divine Hunter
  • Tandem Executioner
  • Urban Hunter
  • Wandering Marksman
  • Hunter Spells
  • Faith Hunter
  • Monster Tactician
  • Sacred Huntsmaster
  • Sanctified Slayer
  • Tactical Leader
  • Inquisitor Spells

Blood Kineticist

Dark elementalist, elemental engine, kinetic knight, overwhelming soul, psychokineticist, wild talents.

  • Arcane Rider
  • Armored Battlemage
  • Eldritch Archer
  • Eldritch Scion
  • Spell Dancer
  • Sword Saint
  • Magus Spells
  • Quarterstaff Master
  • Scaled Fist
  • Student of Stone
  • Traditional Monk
  • Divine Herbalist
  • Dual-Cursed Oracle
  • Enlightened Philosopher
  • Lone Strider
  • Possessed Oracle
  • Wind Whisperer
  • Oracle Mysteries
  • Divine Guardian
  • Divine Hunter (Paladin)
  • Divine Scion
  • Tortured Crusader
  • Warrior of the Holy Light
  • Paladin Spells
  • Demonslayer
  • Espionage Expert
  • Flamewarden
  • Stormwalker
  • Ranger Spells
  • Dark Lurker
  • Eldritch Scoundrel
  • Knife Master
  • Master of All
  • Sylvan Trickster
  • Underground Chemist
  • Possessed Shaman
  • Prophet of Pestilence
  • Shadow Shaman
  • Spirit Hunter
  • Spirit Warden
  • Unsworn Shaman
  • Wildland Shaman
  • Witch Doctor
  • Shaman Spells
  • Child of the Manticore
  • Dragonblood Shifter
  • Feyform Shifter
  • Fiendflesh Shifter
  • Weretouched
  • Wild Effigy
  • Griffonheart Shifter
  • Battle Scion
  • Battle Singer
  • Demon Dancer
  • Herald of the Horn
  • Hunt Caller
  • Arcane Enforcer
  • Executioner
  • Spawn Slayer
  • Stygian Slayer
  • Crossblooded
  • Empyreal Sorcerer
  • Nine Tailed Heir
  • Overwhelming Mage
  • Sage Sorcerer
  • Seeker (Sorcerer)
  • Sylvan Sorcerer
  • Champion of the Faith
  • Cult Leader
  • Disenchanter
  • Feral Champion
  • Shieldbearer
  • Warpriest Spells
  • Elemental Witch
  • Hag of Gyronna
  • Hex Channeler
  • Ley Line Guardian
  • Stigmatized Witch
  • Witch of the Veil
  • Witch Spells
  • Arcane Bomber
  • Cruromancer
  • Elemental Specialist
  • Exploiter Wizard
  • Scroll Savant
  • Shadowcaster
  • Spell Master
  • Thassilonian Specialist
  • Wizard Spells
  • Summoned Monster Stats
  • Summoned Elemental Stats
  • Prestige Classes
  • Aldori Swordlord
  • Arcane Trickster
  • Dragon Disciple
  • Eldritch Knight
  • Hellknight Signifer
  • Mystic Theurge
  • Stalwart Defender
  • Student of War
  • Winter Witch
  • Mythic Paths
  • Mythic Abilities
  • Mythic Feats
  • Aeon Spells
  • Angel Spells
  • Angel Spells (Unmerged)
  • Azata Spells
  • Demon Spells
  • Lich Spells
  • Lich Spells (Unmerged)
  • Trickster Bonus Feats
  • Trickster Spells
  • Other Mythic Paths
  • Gold Dragon
  • Swarm That Walks
  • Character Building
  • Sample Builds
  • Prologue - Trapped in the Darkness
  • Prelude - Through the Ashes
  • Exit Stage Left
  • Road to the Sun
  • Earth's Embrace
  • Abyss in the Streets
  • Chapter 1 - The Wardstone Legacy
  • The Divided City
  • The Burning City
  • Chapter 2 - Sword of Valor
  • The Beginning of a Long Road
  • Call of Memory
  • Banner over the Citadel
  • Chapter 3 - The Fifth Crusade
  • The Final Sunset of Winter
  • A Demon's Heresy
  • The Dragon Hunt
  • Know Thy Enemy
  • The Dragon's Fate
  • The Last Gift of a Brilliant Mind
  • The Desolate Hovel
  • Call of Stone
  • On the Cusp of the Abyss
  • Chapter 4 - The Midnight Isles
  • Walking on Corpses
  • Experiencing the Bliss
  • The Art of Making Friends
  • Strike Back
  • Interlude - The Lord of Nothing
  • The Frozen Fane
  • The Caves of the Giants
  • The Wizard's Lair
  • The Tainted Woods
  • The Shadow World
  • Shards of Sithhud
  • Chapter 5 - City of Locusts
  • A Step Away from Defeat
  • Heart of the Fallen Land
  • Sithhud's Last Blizzard
  • Dawn of Dragons
  • Call of Kin
  • Empty Memories
  • Love Beyond Death
  • Your Bones Will Join the Myriad Others
  • The Secrets of Creation
  • The Last Steps
  • Chapter 6 - Threshold of the End
  • The Final Threshold
  • Mythic Quests (Angel)
  • A Spring Run Dry
  • Devastation
  • Mythic Quests (Azata)
  • Above the Clouds
  • Where's My Dragon
  • Wind of Change
  • Mythic Quests (Legend)
  • Path of the Legend
  • The Soldiers' Party
  • Miscellaneous Locations
  • West Sellen
  • Drezen Surroundings
  • Lake Lost to the Sun
  • Wintersun Lands
  • Lands of Yath
  • Wounded Lands
  • Winged Wood
  • The Treasure of the Midnight Isles
  • Postlude - Inevitable Excess
  • A Threat to This World
  • Inevitable Escape
  • Mundane Equipment
  • Unique Weapons
  • Finnean and Radiance
  • Unique Armour
  • Unique Items
  • Skill Boosting Items
  • Caster Level and Spell DC Boosting Items
  • Magic Books
  • Elven Notes
  • Items (Lord of Nothing)
  • Items (Inevitable Excess)
  • Crusade Mode
  • Appendix - Ascension
  • Trophies - Inevitable Excess
  • Trophies - Through the Ashes
  • Trophies - Treasure of the Midnight Isles
  • Trophies - Last of the Sarkorians
  • Trophies - Lord of Nothing

pathfinder trip kineticist

A Kineticist has the following characteristics:

  • Primary attributes: Dexterity and Constitution
  • Medium (3/4) AB progression
  • 6 HP per level
  • High saving throws for Fortitude and Reflex, low saving throws for Will
  • 2 skill points per level.

Class Skills: Mobility, Stealth, Perception, Persuasion, Use Magic Device

BAB progression and save bonuses are shown in the table below:

The standard Kineticist has the following level progression:

Kineticist Proficiencies

Kineticists are proficient with all simple weapons and light armour.

The Kineticist may power up her abilities (or cast certain abilities in the first place) by accepting Burn . Each point of Burn does 1 HP nonlethal damage per class level and is cleared only after a night's rest. A Kineticist may accept 1 point of Burn per round, rising to 2 points at 6th level, +1 for every 3 additional class levels (maximum 6 at level 18). She may accept no more than her class level + her Constitution modifier.

Elemental Focus

The Kineticist must select an element to draw their energies from. This is not the same as the Elemental Focus feat - instead, it determines which abilities are available to the Kineticist.

Elemental Focus - Air

  • Additional class skills: Lore (Nature)
  • Wild Talent bonus feats: Combat Mobility , Deflect Arrows, Dodge , Lighting Reflexes , Improved Lighting Reflexes
  • Defensive Wild Talent: Enveloping Winds .

Elemental Focus - Earth

  • Additional class skills: Athletics, Knowledge (World)
  • Wild Talent bonus feats: Endurance , Great Fortitude , Improved Great Fortitude , Trip , Greater Trip
  • Defensive Wild Talent: Flesh of Stone .

Elemental Focus - Fire

  • Wild Talent bonus feats: Dazzling Display , Dreadful Carnage , Iron Will , Improved Iron Will , Persuasive
  • Defensive Wild Talent: Searing Flesh .

Elemental Focus - Water

  • Additional class skills: Athletics, Lore (Nature)
  • Wild Talent bonus feats: Blind Fight , Improved Blind Fight , Greater Blind Fight , Bull Rush , Greater Bull Rush
  • Defensive Wild Talent: Shroud of Water .

Kinetic Blast

As a standard action, the Kineticist may launch a blast of energy at an opponent up to 30' away. Blasts may be physical or energy based.

Physical blasts are ranged attacks which inflict 1d6 + 1 + Constitution modifier damage, increasing by 1d6 +1 at each odd-numbered level. Energy blasts are ranged touch attacks and do 1d6 damage + half Constitution modifier damage, increasing by 1d6 at each odd-numbered level. Energy blasts must overcome the target's spell resistance (if any).

When you unlock an additional Elemental Focus (or double up on a Focus that you have already taken), you unlock Composite Blasts. Composite blasts do twice the base damage of simple blasts (i.e. 2d6+2 for each odd-numbered level for physical, 2d6 for energy). Note that Composite Blasts cost 2 Burn before adding any Infusions.

The various blast types are shown in the table below:

Although the Kinetic Blast is a ranged attack, it benefits from some items that boost unarmed and natural attacks, notably Amulets of Agile Fists. This is presumably a bug but one which works in your favour.

The Kineticist may select any Infusion for which she qualifies. She gains new Infusions at 3rd, 5th, 9th, 11th, 13th, 17th and 19th levels. You may apply both a Form Infusion and a Substance Infusion to a given blast. Some Infusions can only be applied to certain blast types.

Gather Power

As a move action, the Kineticist may gather power for a blast and reduce its Burn cost by 1. A full round spent gathering power reduces the Burn cost by 2. By using a move action in the next round, the Burn cost may be reduced by three.

Elemental Defense

At 2nd level, the Kineticist unlocks the Defensive Wild Talent corresponding to her Elemental Focus.

At 2nd level and every subsequent even-numbered level, the Kineticist selects a Utility Wild Talent.

Elemental Overflow

At 3rd level, the Kineticist receives an attack bonus to her Blasts equal to the number of points of Burn, up to a maximum of +1 per 3 class levels along with a damage bonus equal to double the attack bonus. At 6th level, whenever she has 3 points of Burn, the Kineticist gains a +2 bonus to two physical attributes. At 11th level and 5 points of Burn, the Kineticist gains a +4 bonus to one physical attribute and +2 to the other two. She also has a 5% chance of ignoring critical hits for each point of Burn. At 16th level and 7 points of Burn, the Kineticist gains a +6 bonus to one physical attribute, +4 to a second and +2 to the third.

The Fire's Fury Wild Talent adds +1 damage for each point of Elemental Overflow. The maximum AB and damage at different class levels is as follows:

Infusion Specialization

At 5th level, when using Infusions with a blast, the combined Burn cost is reduced by 1. The cost is reduced by an additional 1 point at levels 8, 11, 14, 17 and 20.

Metakinesis

At 5th level, the Kineticist may accept extra Burn and enhance her blasts in the same way as applying metamagic to spells:

Expanded Element

At 7th level, the Kineticist may choose a second Elemental Focus or increase her primary focus. She gains a simple blast type from the new element (or the second blast type from the old one, if there is such a thing) and may launch any composite blasts that she qualifies for.

At 15th level, the Kineticist may choose a third element or the one she chose at 1st level, but only if she didn't choose it at 7th - there isn't a third level of specialization.

Supercharge

At 11th level, the efficiency of Gather Power increases: a move action reduces Burn cost by 2, a full round action by 3.

Composite Specialization

At 16th level, the Burn cost for a composite blast is reduced by 1 point.

Metakinetic Master

At 19th level, the Kineticist chooses one type of Metakinesis (Empower, for example) and reduces the Burn cost by 1 point.

Playing a Kineticist You should be aware that the Kineticist takes a long time to go anywhere. For much of the game, you'll be firing off a basic blast and not a lot else. You may want to take an energy blast at 1st level - Fire or Ice - since that targets touch AC. And hope that you don't meet too many immune enemies. Make sure that you take Extended Range before 7th level. At 7th level, you will want to take Earth Elemental Focus with Bowling Infusion at 9th level. Things start to get interesting at 11th level when you can select Wall. At 13th level, Deadly Earth (with Bowling Infusion added) is the Infusion that you've spent the entire game working towards. You can also start with Earth focus and get Bowling Infusion rather earlier - you'll still end up in roughly the same place. Don't worry too much about Burn - your high Constitution ameliorates the nonlethal damage and the benefits of Elemental Overflow are good. You'll probably want to take at least 19 Kineticist levels, although the 20th level doesn't give you much. A Blood Kineticist is a significant downgrade compared the base class. You get very little choice in what you receive on level-up and you don't get anything worthwhile in return. Be aware that the blood element is not actually implemented. A Dark Elementalist loses access to the attribute increases from Elemental Burn which is one of the draws of the class. Something to note is that using a mental attribute to power your abilities is problematic because gear which increases mental attributes and gear which powers up kinetic blasts both occupy the head slot. An Elemental Engine is a high risk class. You'll always want to be at maximum burn which can leave you very fragile. A Kinetic Knight plays rather differently. Restricted to melee, it is less versatile than the base class, but it has no party-unfriendly Form Infusions. Shroud of Water makes it defensively strong and multiple attacks with a 10d6 Kinetic Blade output a respectable DPS. The Blade Whirlwind form appears to be usable with a Composite Blast with 0 Burn cost, so you can spam a 20d6 AoE effect as well. On the other hand, the Kinetic Knight pays heavily for armour proficiencies, losing Metakinesis and Supercharge. Something to note is that any Kineticist can use Kinetic Blade without burn cost from 5th level so the advantage here is that a Kinetic Knight trades late-game power for an easier path through the early game. An Overwhelming Soul Cannot use burn at all which is a downgrade vs. the base class. Using Charisma as the main attribute is problematic not just because of competition for the head slot but because Charisma doesn't provide save bonuses (like Constitution) or skill points (like Intelligence). A Psychokineticist looks good on paper but the cost of Burn is too high. A 6th level Kineticist (20 Constitution) with 5 Burn is mildly inconvenienced - it's like she has 10 Constitution and +5 Fortitude saves. A 6th level Psychokineticist (20 Wisdom) with 5 Burn has an effective Wisdom score of 0.

A Blood Kineticist puts the theory that blood is thicker than water to the test.

  • Must select Water at 1st and 7th levels
  • Can only select Water Blast at 1st level
  • Receives class-specific infusions.

Her level progression is as follows:

Bleeding Infusion

Blood blast.

At 7th level, a Blood Kineticist automatically selects Water again as her second element and receives the Charged Water composite blast.

The wording mentions a unique "Blood Blast" but this is not implemented.

Gut-Wrenching Infusion

Vampiric infusion, blood mastery.

At 20th level, a Blood Kineticist gains immunity to bleed, poison and disease and the sickened and nauseated conditions.

The Dark Elementalist offloads Burn onto unwilling recipients.

  • Primary attributes: Dexterity and Intelligence
  • Use Intelligence in place of Constitution
  • High Will saves, low Fortitude and Reflex saves
  • Class Skills: Mobility, Stealth, Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Perception, Persuasion, Use Magic Device.

The Dark Elementalist cannot accept more than three points of Burn. A number of times a day equal to her Intelligence modifier, she can gather up the souls of dead creatures with HD equal to her class level and offload one point of Burn. Elemental overflow bonuses are calculated according to the number of times the Dark Elementalist has used Soul Power during the course of the day rather than the number of Points of Burn she currently has. However, she does not gain attribute bonuses or a chance to ignore critical hits.

An Elemental Engine puts elemental energy to creative uses.

  • Gains terrific bonuses while at full burn
  • Loses the Supercharge ability.

At 3rd level, an Elemental Engine receives an attack bonus equal to the number of points of burn up to a maximum of +1 for every three class levels. She receives a bonus to damage rolls equal to twice the bonus on attack rolls. When at maximum burn, these bonuses are doubled and when using gather power, she reduces burn cost by an additional 1 point.

Elemental Burnout

From 7th level, while at maximum burn an Elemental Engine gains additional bonuses depending on which Elemental Focus was chosen at 1st level:

  • Air: you gain a +2 bonus to saves against spells with the electricity descriptor and you become immune to ground-based spells and abilities.
  • Earth: you gain a +2 bonus to saves against spells with the acid descriptor and a +4 bonus to CMD against trip, bull rush and pull manoeuvres.
  • Fire: you gain a +2 bonus to saves against spells with the fire descriptor and a +20 enhancement bonus to speed.
  • Water: you gain a +2 bonus to saves against spells with the cold descriptor. Creatures striking you in melee with a non-reach weapon must make a Fortitude save (DC = 10 + class level / 2 + Constitution modifier) or be slowed for 1 round.

Greater Elemental Burnout

From 13th level, while at maximum burn an Elemental Engine gains even more bonuses depending on which Elemental Focus was chosen at 1st level:

  • Air: you gain a +2 bonus to saves against spells with the electricity descriptor and you are under the effect of Freedom of Movement .
  • Earth: you gain a +2 bonus to saves against spells with the acid descriptor and immunity to trip, bull rush and pull manoeuvres.
  • Fire: you gain a +2 bonus to saves against spells with the fire descriptor you are under the effect of Haste .
  • Water: you gain a +2 bonus to saves against spells with the cold descriptor. Any enemy within 10' must make a Fortitude save (DC = 10 + class level / 2 + Constitution modifier) each round or be slowed for 1 round.

A Kinetic Knight shapes energy into a weapon.

  • Class Skills: Perception, Persuasion, Use Magic Device.

She has the following level progression:

Kinetic Warrior

The Kinetic Knight uses her Constitution score instead of her Intelligence score to qualify for combat feats (such as Trip). The ability counts as Combat Expertise for the purpose of feat prerequisites.

Elemental Blade

The Kinetic Knight gains the Elemental Blade form infusion and it costs 0 Burn to use. She cannot use Kinetic Blast without the Kinetic Blade form infusion or, from level 9, Blade Whirlwind.

There are caveats with using the Kinetic Blade which affect the Kinetic Knight more than other archetypes: The blade benefits from Weapon Finesse if your Dexterity is higher than your Strength You cannot make attacks of opportunity while wielding a blade (technically this is because you don't wield it - it appears in your hand at the start of your turn and disappears at the end) The blade does not benefit from Power Attack or Piranha Strike but it does benefit from Deadly Aim. Because the attack is calculated as a melee attack while the damage is calculated as a ranged attack, you get the damage bonus without paying an AB penalty. At maximum AB, this is +8 damage on each blade attack.

Elemental Bastion

At 1st level, the Kinetic Knight becomes proficient with medium and heavy armour and shields.

There is an interface issue with shields. You cannot equip a shield with Kinetic Blade active. You have to switch off the blade, equip a shield in the offhand and then re-enable the Kinetic Blade. You can now use the shield.

Knight's Resolve

At 3rd level, the Kinetic Knight can use Resolve once per day. She gains one additional usage per day for every two class levels beyond third for a maximum of 9 times at level 19. She can spend one use of resolve to remove the fatigued, shaken or sickened conditions. At 11th level, she can remove the exhausted, frightened, nauseated or staggered conditions.

Whenever the Kinetic Knight makes a Fortitude or Will save, she can spend one use of Resolve as an immediate action to roll twice and take the better result.

An Overwhelming Soul use her mind to control elemental energy.

  • Primary attributes: Dexterity and Charisma
  • Cannot accept burn
  • Cannot use Elemental Overflow
  • Receives fixed bonuses to attack and damage.

Mental Prowess

An Overwhelming Soul cannot accept Burn and must use Gather Power to reduce the burn cost of an abilities and infusions that she uses. From 6th level, once per day, she can reduce the burn cost of any Wild Talent by 1. She can use this ability an additional time at 10th, 14th and 18th levels.

Mind Over Matter

An Overwhelming Soul uses Charisma in Place of Constitution.

Overwhelming Power

At 3rd level, an Overwhelming Soul gains a +1 bonus to attack and damage rolls with her blasts. This does not apply to Kinetic Blade attacks. This bonus increases by +1 at 6th level and every three subsequent levels (max +6 at 18th level).

The Psychokineticist channels power through will.

  • Primary attributes: Dexterity and Wisdom
  • Use Wisdom in place of Constitution.

For each point of Burn, the Psychokineticist takes a -2 penalty on Will saves, Wisdom checks and Wisdom-based skill checks. This replaces the nonlethal damage that the Kineticist would otherwise suffer.

Mental Overflow

At 3rd level, the Psychokineticist receives an attack bonus to her Blasts equal to the number of points of Burn, up to a maximum of her class level along with a damage bonus equal to twice her Burn. At 6th level, whenever she has 3 points of Burn, the Psychokineticist gains a +2 bonus to two mental attributes. At 11th level and 5 points of Burn, the Psychokineticist gains a +4 bonus to one mental attribute and +2 to the other two. At 16th level and 7 points of Burn, the Psychokineticist gains a +6 bonus to one mental attribute, +4 to a second and +2 to the third.

Infusions modify the Kineticist's blasts in some way. Form infusions change the manifestation of the blast. Substance infusions add a property to the blast. The DC for any save is 10 + blast level + modifier. Form infusions use the Kineticist's Dexterity modifier while Substance infusions use the Kineticist's Constitution modifier.

The minimum Kineticist level to use a given Infusion is twice the Infusion's level (+1 in all likelihood since you unlock new Infusions at odd-numbered levels).

Burning Infusion

Dazziing infusion, extended range, fan of flames, kinetic blade, pushing infusion, bowling infusion, entangling infusion, magnetic infusion, foxfire infusion, rare-metal infusion, synaptic infusion, flash infusion, blade whirlwind, chilling infusion, grappling infusion, unraveling infusion, deadly earth, fragmentation, pure-flame infusion.

The Kineticist's class level must be at least twice the level of the Wild Talent to unlock it. Unless otherwise stated, the effect lasts until the Kineticist's Burn is removed. When the Burn cost is "N/A', the effect is passive.

DCs when applicable are 10 + the effective talent level + Constitution modifier.

Level 1 Talents

Aerial adaptation, cold adaptation, elemental whispers, enveloping winds, heat adaptation, fire's fury, flame shield, flesh of stone, kinetic healer, kineticist bonus feat, searing flesh, shroud of water, skill focus, skilled kineticist, level 2 talents, level 3 talents, aerial evasion, jagged flesh, kinetic restoration, level 4 talents, enduring earth, expanded defense, healing burst, level 6 talents, kinetic revivification, tremor sense, level 9 talents.

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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

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

difficulty class pathfinder wotr wiki guide

Kineticist Features

Kinetic blast, elemental focus.

  • 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 , Higher will saves

  Penalty : No Burn  (also changes how benefits from Elemental Overflow work), Lower fortitude and reflex saves

Psychokineticist

  Bonus : Mind Burn , Emotional Intensity

  Penalty : Altered Burn

Kinetic Knight

  Bonus : Elemental Blade , Kinetic Warrior , 

  Penalty : Less Infusion , No Supercharge

Blood Kineticist

  Bonus : Wrack , Bleeding Infusion , Blood Blast , Gut-wrenching Infusion , Vampric Infusion , Blood Mastery

  Penalty : Less Infusion, Less Expanded Element

Overwhelming Soul

  Bonus : Mental Prowess , Mind over Matter , Overwhelming Power , 

  Penalty : No Burn, No Elemental Overflow

Elemental Engine

  Bonus : Burnout , Elemental Burnout , Greater Elemental Burnout

  Penalty : No Supercharge, No size bonuses from Elemental Overflow

Kineticist Progression

Kineticist abilities, weapon and armor proficiencies.

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

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.

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.

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.

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

Kineticist level 6, requires: air, blizzard, blue flame, charged water, fire, lightning, magma, mud, plasma, sandstorm, steam, thunderstorm, or water, 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.

Kineticist level 14

Requires: extended range, requires: blizzard, sandstorm, steam, or thunderstorm, 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.

Kineticist level 8

Requires: air, blizzard, sandstorm, or thunderstorm.

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: earth, magma, metal, or mud.

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.

Requires: Blue Flame or Fire

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.

Requires: Blue Flame, Fire, Magma, or Steam

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.

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

Fan of Flames

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

Requires: earth, ice, or metal, 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

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.

Kineticist level 4

Requires: any blast, 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.

Requires: Charged Water or Water

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

Kineticist level 10

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.

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

Requires: blue flame, fire, magma, or plasma.

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

Requires: blizzard, cold, or ice, 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

Requires: blue flame, fire, or plasma, 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

Requires: blizzard, cold, earth, ice, magma, metal, mud, or sandstorm.

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

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

Requires: foxfire, requires: blue flame, or fire, 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

Requires: wall, deadly earth, or cloud.

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

Requires: charged water, electric, metal, plasma, or thunderstorm.

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

Requires: blue flame.

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

Pushing Infusion

Requires: air, blizzard, charged water, earth, magma, mud, sandstorm, steam, or water.

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

Requires: metal.

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

Synaptic Infusion

Requires: electric, charged water, or thunderstorm.

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

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

Element: air.

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

Aerial Evasion

Requires: enveloping winds.

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

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

  • Deflect Arrows
  • Combat Mobility
  • Lightning Reflexes
  • Improved Lightning Reflexes

This Utility Wild Talent can be selected multiple times.

Bonus Feat - Earth

Element: earth.

  • Greater Trip
  • Great Fortitude
  • Improved Great Fortitude

Bonus Feat - Fire

Element: fire.

  • Dazzling Display
  • Dreadful Carnage
  • Improved Iron Will

Bonus Feat - Water

Element: water.

  • Blind Fight
  • Greater Blind Fight
  • Greater Bull Rush

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

Element: fire or water.

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

Elemental Whispers

Element: any.

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

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

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

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

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

Requires: searing flesh.

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.

Requires: Fire Blast

Spell resistance: yes.

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

Healing Burst

Requires: kinetic healer.

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

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

Jagged Flesh

Requires: flesh of stone.

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

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

Kinetic Revivification

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 .

Spell Resistance: No

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

You gain Skill Focus as a bonus feat.

Skilled Kineticist

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.

Kineticist level 18

Saving throw: see text.

You call forth a powerful tidal wave, as tsunami .

Tremorsense

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.

pathfinder trip kineticist

This class...ridiculous amount of feat requirements to make it work. So, for starters, kinetic blast, the core of the class, is a spell-like ability, which means it needs to overcome spell resistance if the target has any (which is very common in this game). Spell Penetration and Greater Spell Penetration (and Mythic Spell Penetration) are MUST take. And then, at low levels, you'll run into an issue where you can't hardly hit them because of the -4 to hit targets in close combat. So now you need Point Blank Shot + Precise Shot. Might also look into Weapon Focus (kinetic blast). And none of these are bonus feats you can get from the class, so for the first several levels, you're kinda locked into your feat selection.

pro-tip, save before using the kinetic restoration. several times now when using it, i'll take the burn for it, but the ability does nothing. i thought maybe i was mistaken and a new update broke lesser restoration. i used the ability 10x in a row, then used a scroll when my burn was at maximum, and the scroll worked. just another bug to deal with. no mods ever installed.

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.

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.

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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pathfinder trip kineticist

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Class skills, class features, favored class bonuses, archetypes & alternate class features.

  • Infusion Wild Talents
  • Kineticist Elements
  • Utility Wild Talents

Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.

Role : Kineticists generally use their powers to assail their foes from range, but based on the way their talents develop, they can channel their kinetic abilities for a variety of situations. Kineticists are usually quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents.

Alignment : Any.

Hit Die : d8.

Starting Wealth : 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

The kineticist’s class skills are Acrobatics ( Dex ), Craft ( Int ), Heal ( Wis ), Intimidate ( Cha ), Perception ( Wis ), Profession ( Wis ), Stealth ( Dex ), and Use Magic Device ( Cha ).

Skill Ranks per Level : 4 + Int modifier.

The following are the class features of the kineticist.

Weapon and Armor Proficiency

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

Elemental Focus (Su)

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 (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.

  • A complete listing of kineticist elements can be found here: Kineticist Elements

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. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

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 (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

  • A complete listing of utility wild talents can be found here: Utility Wild Talents

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 .

Kinetic Blast (Sp)

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. Simple blasts are listed with their corresponding elements .

As a standard action , the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction . Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus . The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

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. All composite blasts are listed after the kineticist elements .

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.

  • A complete listing of kinetic blasts and composite blasts can be found within the Kineticist Elements page, here: Kineticist Elements

Gather Power (Su)

Editor’s Note

I know that Gather Power can only be used on blast wild talents, but which of the things that add to blast wild talents can I reduce with gather power? Infusions are clear in their description, but the others are not.

You can reduce infusions, metakinesis, and even the 1 extra burn for using a blast you don’t possess with omnikinesis. All of these add to the blast’s cost. You still can’t reduce utility talents, including the extra burn cost for swapping out a utility talent with omnikinesis, unless you use internal buffer instead.

* If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action . Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su)

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. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

  • A complete listing of infusion wild talents can be found here: Infusion Wild Talents

Elemental Defense (Su)

At 2nd level, a kineticist gains her element’s defensive wild talent.

She must select the expanded defense utility wild talent to gain the defensive wild talent of any element she gains via the expanded element class feature.

  • A complete listing of defensive wild talents can be found within the Kineticist Elements page, here: Kineticist Elements

Elemental Overflow (Ex)

At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls . The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits.

Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.

At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Infusion Specialization (Ex)

At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0.

She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Metakinesis (Su)

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

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.

When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Internal Buffer (Su)

At 6th level, a kineticist’s study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy.

The buffer starts empty and doesn’t replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action , to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them.

When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Expanded Element (Su)

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, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts for additional rules for and descriptions of composite blasts. She doesn’t gain the defensive wild talent of the expanded element unless she later selects it with the expanded defense utility wild talent, nor does she gain the additional class skills from her expanded element unless she later selects the Elemental Knowledge feat.

If the kineticist’s expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.

If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate.

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 unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 7th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.

Supercharge (Su)

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.

Composite Specialization (Su)

At 16th level, a kineticist becomes more adept at creating composite blasts. She reduces the burn cost of all composite blasts by 1 point.

This can’t reduce the cost of a composite blast below 0 points.

Metakinetic Master (Su)

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

Omnikinesis (Su)

At 20th level, a kineticist transcends the distinction between the different elements and can bend all creation to her will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast she chooses), she can use any blast wild talent she doesn’t know.

By accepting 1 point of burn as a standard action , she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any elemental requirements or restrictions (but not any other requirements or restrictions).

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have kineticists as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Presented below are several classic kineticist archetypes and alternate class features to help you in building your character.

  • Elemental Blademaster (Kineticist Archetype)
  • Soundweaver
  • Aberrant Kineticist Archetype
  • Aquakineticist
  • Arakineticist
  • Artistic Summoner
  • Bestial Kineticist
  • Blightburner
  • Blighted Defiler
  • Blood Kineticist
  • Cerebral Kineticist
  • Cinder Adept
  • Corpse Puppeteer
  • Dark Elementalist
  • Dimensional Ripper
  • Divine Conduit
  • Dragon Pact Kineticist
  • Eldritch Kin
  • Elemental Annihilator
  • Elemental Ascetic
  • Elemental Brethren (Ifrit, Oread, Suli, Sylph, or Undine racial archetype)
  • Elemental Purist
  • Elysiokineticist
  • Energy Roper
  • Focus Kineticist
  • God-Touched Kineticist
  • Ioun Kineticist
  • Kinetic Duelist
  • Kinetic Knight
  • Kinetic Lancer
  • Leshykineticist (Vine leshy racial archetype)
  • Mystical Kineticist
  • Necrotech Master
  • Onslaught Blaster
  • Overwhelming Soul
  • Poisoned Earth Kineticist
  • Primal Kineticist
  • Psammokinetic
  • Telekinetic Bladeshifter
  • Cinder Adept (Kineticist Archetype)
  • Leshykineticist
  • Terrakineticist
  • Kinetic Chirurgeon
  • Psychokineticist
  • Roil Dancer
  • Kineticist Elements - Legendary Games
  • Kineticist Elements - Paizo, Inc.

Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.

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Kineticist Handbook: Pathfinder Class Guide – RPGBOT

Introduction.

So you watched Avatar: The Last Airbender (not the Michael Bay movie; we don’t talk about that thing in polite company), and now you want to play a “bender”. Enter the Kineticist, and bizarre magic-based class with no spellcasting. Kineticists spend much of their time in combat using a “blast” which is reminiscent of the 3.5 Warlock’s Eldritch Blast, especially considering the way Infusions work. Beyond just blasting, the Kineticist’s utility talents offer numerous useful options which you would normally get from spells. While these options in no way compete with a full spellcaster, they are still very interesting.

The Kineticist’s role is difficult to determine. It’s clearly a Striker. With the right choice of element and talents, it’s also a Blaster. With a bit of effort it can fill any other role, but it doesn’t have the focus to fill any of those roles fully on its own. Kineticists can’t replace a full caster in terms of Utility. They aren’t durable enough to serve as a Defender. They’re not stealthy enough to be a Scout. Expect to supplement gaps in the capabilities provide by the class using Traits to get better class skills and magic items to fill gaps in your magic abilities. Even if you manage to expand your own capabilities this way, it’s unclear what role the Kineticist takes in a party. They can’t replace any of the four classic classes, and they have no supportive abilities to function as a “fifth man”.

We support a limited subset of Pathfinder’s rules content . If you would like help with Pathfinder options not covered here, please email me and I may be able to provide additional assistance.

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

  • Red : Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green : Good options. Useful often.
  • Blue : Fantastic options, often essential to the function of your character. Useful very frequently.

Kineticist Class Features

Hit Points : Good for a caster-style character, and with a dependence on Constituition .

Base Attack Bonus : 2/3 BAB may make it difficult to hit reliably with your blasts, but fortunately you don’t need to worry about iterative attacks.

Saves : Two good saves, dependent on Constitution, and two dump stats to free up points to spend on your Wisdom.

Proficiencies : Simple weapons and light armor. Kineticists rely almost exclusively on “blasts” to deal damage, so your weapon proficiencies matter very little. Since you don’t need to worry about arcane spell failure, consider multiclassing or spending feats to get better armor. However, avoid using shields (except bucklers), as it interferes with Gather Power.

Skills : 4+ skill ranks, but the Kineticist’s skill list is disjointed, confusing, and lacks any clear purpose. Remember that your choice of Elemental Focus grants you two additional class skills, but even then it’s totally unclear how a Kineticist is intended to spend their skills.

Elemental Focus (su): I’m really impressed with the design on Elemental Focus. Every element has a distinct flavor, and the available talents do a good job of distinguishing each element from the others. While each element has strengths and weaknesses, I don’t think any of them are notably better or worse than the others, which is a rare statement in Pathfinder. Typically there would be at least one clearly poor option and one clearly excellent one, but that isn’t the case here.

  • aether (telekinesis) : Aether has the most utility of any element. The ability to move objects around, coupled with options like walls of force, telekinetic invisibility, kinetic healing, provides many useful options. However, on its own aether lacks major offensive options, and has trouble handling groups of enemies. The class skills are garbage.
  • air (aerokinesis) : The most mobile and probably least direct of the elements, air’s talents offer very few offensive options. However, air also has powerful options like Wings of Air which set it apart from the other elements. Fly and Knowledge nature are both decent additions to your skill list. You’ll want at elast one rank in Fly for the class skill bonus, but don’t get too crazy.
  • earth (geokinesis) : A good all-around element with some unique defensive options, earth has a lot to offer. You may have issues facing flying foes, but in underground environments earth really excels. Climb is worthless, but Knowledge (Dungeoneering) is one of the most important Knowledge skills.
  • fire (pyrokinesis) : Do you want to do all of the damage and kill all of the things? Fire. Like other fire-based builds, you will face the most common energy resistance in the game. Fortunately, Kineticist includes some useful options like Searing Flame which will help to overcome resistances. Escape Artist is pointless, but Knowledge (Nature) is a good skill to have. Do not make the mistake of using Expanded Element to expand Fire if you already have it. You get essentially nothing. If you started in another element and want to increase your offensive capability, using Expanded Element to pick up Fire is a good choice.
  • water (hydrokinesis) : Very well balanced, water offers a good mix of offensive and defensive abilities, access to both physical and energy blasts, good defensive optioins, and a lot of interesting utility options. It also features the most powerful 9th-level utility option. Knowledge (Nature) is a good skill, but Swim isn’t especially useful.

Wild Talents : See my Wild Talents Breakdown .

Burn (Ex): The biggest cap on the Kineticist’s more powerful abilities. You will need to very carefully manage Burn throughout the day. Be sure to retain enough Burn capacity to use your biggest abilities in a pinch. Gather Power and Infusion Specialization will make managing your Burn a bit confusing later since you’ll be constantly recalculating Burn costs, but they’ll also let you use costly effects more often. The cap is 3+Con, so assuming an average roll of 4.5 hit points per level you’re left with 1.5 hp per level while at full burn. As a side-effect, with so much nonlethal damage you’ll frequently find yourself enjoying the relative safety of unconciousness rather than dropping into negative hit points and bleeding to death on the dungeon floor like your friends and that idiot who took Diehard.

Kinetic Blast (Sp): This is your default attack mechanism. If you’re ever uncertain about how to spend your turn, spend it doing damage. The scaling is decent, especially considering you can use your blasts without limit. Your choices of blasts are extremely limited. You get one a 1st level, and you don’t get another until 7th level. For help selecting your kinetic blast, see my Wild Talents Breakdown: Kinetic Blasts . Keep in mind that some of these are regular ranged attacks (physical blasts), while others are touch attacks (energy blasts). Unfortunately, because touch attacks are so insanely better than regular attacks, it means that physical blasts are almost universally awful by comparison. I also want to point out that the text of this ability is very meticulously written, thereby preventing all sorts of ridiculous rules discussions. Well done, Paizo.

Gather Power (Su): This only works for blasts, but it can still open up some wonderful options that would otherwise be prohibitively costly. If you don’t need to move, you could do much worse in a turn than gathering power as a move action and blasting as a standard action, especially when you start getting costly infusions.

Infusion (Su): Infusions are what makes your blasts interesting. Without infusions, your blasts are just plain damage. And while plain damage is fine, it’s also not very exciting. For help selecting your Infusions, see my Wild Talents Breakdown: Infusions .

Elemental Defense (Su): The defense talents are mixed bag, but some of them are excellent. For help selecting your Elemental Defense, see my Wild Talents Breakdown: Defense Wild Talents .

Elemental Overflow (Ex): An excellent incentive to accept some Burn early in the day, the size bonuses can go into your Dexterity and your Constitution to boost your Defenses. Strength is basically useless to you, so the choice is easy. You also get bonuses to attack rolls and damage with your blasts. To recap: better saves, better AC, better attacks, better damage, and a scaling Fortification effect.

Infusion Specialization (Ex): This allows you to use gradually more powerful Infusions at no Burn cost, giving your blasts a nice scale in effectiveness without increasing their cost. Combine this with Gather Power when possible.

Metakinesis (Su): Extremely powerful and versatile. Using Gather Power as a move action will offset the Empower option’s Burn cost, which makes it an easy go-to option.

Internal Buffer (Su): A small reservoir of functionally free Burn. Fill it before you rest for the night. Of course, this may also encourage you to adventure every other day so that you have time to charge your buffer without risk.

Expanded Element (Su): Choosing extra elements allows a huge amount of utility which the Kineticist sorely needs. Locking yourself into a single element means that any time you meet a resistance you’re largely out of luck. Adding a second element, even if it’s weaker than your primary, means that you have reliable backup options. Remember that diversity is key to overcoming the rock-paper-scissors game of resistances. Selecting your own element to enhance it locks you into a single damage type, severely limiting your ability to overcome resistances, and the bonus for selecting your element twice is truly pitiful.

Supercharge (Su): Gather Power gets even better. This makes composite blasts functionally free, and combined with Infusion Specialization you can achieve some exciting effects at little or no cost.

Composite Specialization (Su): Composite blasts cost 2 Burn before considering Infusions, so any reduction is welcome.

Metakinetic Master (Su): It’s hard to know which option to pick, but Empower for free on every blast you ever do isn’t a poor choice.

Omnikinesis (Su): The cost is too high to use this frequently.

The Kineticist needs Constitution almost exclusively, though Dexterity is important both for your AC and for your Form Infusion DC’s.

Str : Dump to 7. Several talents allow you to perform Strength-based things with your Constitution score instead.

Dex : AC, Reflex saves, and Form Infusion DC’s.

Con : Perhaps wholly unique in this aspect, the Kineticist’s primary ability score is Constitution. It expands how much Burn you can take, sets the DC of your talents, and even affects your blast damage.

Int : Dump to 8. All you need is skill ranks, and the Kineticist’s skill list is garbage.

Wis : Get some for your garbage Will saves.

Cha : Dump to 7.

A Constitution bonus is huge for a Kineticist. Since they don’t typically weapons, small size is also helpful both offensively and defensively. Most races’ favored class bonuses are terrible, so expect to spend your favored class bonus padding your hit points so that you can survive all of the Burn you’ll be taking.

Dwarf : Bonuses to Constitution and Wisdom mean you’re getting the crucial Constitution bonus and a bonus to your worst save. The favored class bonus adds a tiny bit of damage to your earth blasts, but the damage scales too slowly to make a big difference.

Elf : The Constitution penalty is prohibitive. If you can get past that hurdle, such as by taking the Overwhelming Soul archetype, Elves have some tempting options. +2 to spell penetration checks is very helpful since Spell Resistance is a huge problem for Kineticists, and the favored class bonus applies to any blast so you’re not pigeon-holed into one element by your race.

Gnome : Bonus to Constitution and small size, so you’re great at your talents, you can absorb more Burn, and you get a bonus on attacks and to AC. The alternate racial traits offer access to some useful cantrips which supplement the Kineticist’s own abilities. Unfortunately the favored class bonus is awful.

Half-Elf : Several of the best parts of Elves without the Constitution penalty. Drop Adaptability for the Dual-minded alternate racial trait to compensate for the Kineticist’s poor Will saves. The favored class bonus is the same as the Elf’s, allowing you to add a small bonus to any of your blasts.

Half-Orc : The flexible ability score bonus is nice, but that’s really all that the Half-Orc has to offer.

Halfling : Small size and a Dexterity bonus will make your blasts accurate, but the halfling doesn’t have much to offer otherwise. The extra Internal Buffer is tempting, but you don’t get enough for it to be a big benefit. If you take the Overwhelming Soul archetype, the halfling shoots up to blue because you get bonuses to both of your important ability scores and a penalty to your dump stat.

Human : A flexible ability bonus and a feat are always a big deal. On top of that, the favored class bonus gets you extra talents.

Kineticists are sorely lacking in useful class skills, so I strongly suggest using your traits to get some. What you select is largely up to you, since the class’s skill list is so unfocused. Here are some other notable options:

  • Indomitable Faith (Faith): +1 to your bad save.
  • Pragmatic Activator (Magic): Excellent if you want to use Use Magic Device heavily and dumped Charisma.

Your choice of Elemental Focus also adds two class skills. This section only covers the standard Kineticists skill list.

  • Acrobatics (Dex): Too situational.
  • Heal (Wis): With little need for Wisdom you won’t be able to use Heal to its fullest. Get a wand of Cure Light Wounds and use UMD.
  • Intimidate (Cha): You are not a face.
  • Perception (Wis): The most rolled skill in the game.
  • Stealth (Dex): Kineticists aren’t scouts.
  • Use Magic Device (Cha): The most powerful skill in the game. The Kineticist’s utility capacity is severely limited compared to a wizard, so expect to use this heavily to solve problems.
  • Deadly Aim : Most of your damage output comes from ranged attacks, so this offers a significant damage boost. Unfortunately, it doesn’t work with touch attacks, and with only 2/3 BAB progression you won’t get the full benefit of the feat and giving up attack bonus may be difficult for you.
  • Delay Blast : Situational, but if you have the luxury of ambushing an enemy it can be very effective. It’s especially nice if you can use Gather Power for a full round plus a move action to reduce the Burn cost by 3 (5 if you have Supercharge).
  • Extra Wild Talent : Your talents are your most important option. They’re the tools in your tool box. Get as many as you can as fast as you can so that you can solve as many problems as possible. This also allows you access to higher spell-level talents several levels before you would normally be able to get them from the Kineticist’s normal talent progression. Unfortuantely, you’re limited to Infusion and Utility Wild Talents
  • Kinetic Counter : Too situational.
  • Kinetic Leap : Find a way to fly or buy a potion of Jump for 50 gp.
  • Improved Critical : At only 2/3 BAB this will take a long time to get, and most of the time you’ll only make one attack per round, so this is difficult to get with a very small pay-off.
  • Interweave Composite Blast : Unless you’re playing in a very unusual campaign you’re unlikely to have another Kineticist in the party.
  • Heavy Armor Proficiency : At this point you should probably just take a level dip.
  • Parting Blast : If you die often enough to waste a feat on this, you have much bigger problems than whatever you’re trying to solve with this feat.
  • Improved Precise Shot : Not essential, but very helpful.
  • Greater Spell Penetration : A total +4 bonus is very helpful.
  • Toughness : It’s rare that I recommend Toughness, but considering how much of the Kineticist’s abilities depend on using Burn to eat into your own hit points, adding another hit point per level can be a big boost.
  • Weapon Finesse : Potentially important for melee kineticists since you’re in light armor.
  • Weapon Focus : You are going to spend almost every turn making attacks with your blasts, and without the benefit of enhancement bonuses on a magic weapon, you need every attack bonus you can get.

Kineticists have essentially no use for weapons. Blast will eclipse your weapon damage almost immediately, and even melee kineticists depend on their blast for damage.

  • Leather : Starting Gear
  • Chain Shirt : Probably your permanent armor.
  • Mithral Shirt : Your permanent armor unless you get past 22 Dexterity somehow or decide to get proficiency in heavier armor.

Magic Items

Armor/shields.

  • Animated (+2): You need your hands free, but don’t suffer an arcane spell failure chance. At high levels, this can provide a useful AC boost at a reasonably low cost.
  • Celestial Armor (22,400 gp): Unless you have heavy armor proficiency and a Dexterity modifier of at most +5, Celestial Armor is the best armor in the game if all you need from your armor is AC. For more, check out my Practical Guide to Celestial Armor .

Permanent Spells

  • Reduce Person : Elemental Overflow can override the ability scores penalty/bonus from Reduce Person, but won’t affect the actual size change. Get a size bonus to all three of your ability scores!

About The Author

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T.E. "RPGBOT" Kamstra

Tyler "RPGBOT" Kamstra has been the author of RPGBOT.net since 2013. Tyler began playing tabletop RPGs with 3rd edition Dungeons and Dragons over 20 years ago. Tyler has a long-standing love for building characters and for game mechanics, and brings that enthusiasm to everything he creates.

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Pathfinder: Kingmaker Wiki

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Kanerah

Kineticist is class in Pathfinder: Kingmaker .

Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.

  • 2 Progression Table
  • 3.1 Kineticist Proficiencies
  • 3.2 Elemental Focus
  • 3.3 Wild Talents
  • 3.5 Kinetic Blast
  • 3.6 Gather Power
  • 3.7 Infusion
  • 3.8 Elemental Defense
  • 3.9 Elemental Overflow
  • 3.10 Infusion Specialization
  • 3.11 Metakinesis
  • 3.12 Expanded Element
  • 3.13 Supercharge
  • 3.14 Composite Specialization
  • 3.15 Metakinetic Master
  • 4.1 Elemental Focus: Air
  • 4.2 Elemental Focus: Earth
  • 4.3 Elemental Focus: Fire
  • 4.4 Elemental Focus: Water
  • 4.5 Composite Blasts
  • 4.6.1 Substance Infusions
  • 4.6.2 Form Infusions
  • 4.7 Utility Wild Talents
  • 5 Archetypes

Gameplay [ | ]

Role : Kineticists generally use their powers to assail their foes from range, but based on the way their talents develop, they can channel their kinetic abilities for a variety of situations. Kineticists are usually quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents.

Alignment : Any

Hit Die : d8

Skill Ranks per Level : 2 + 1/2 Intelligence modifier

Class Skills : Mobility , Stealth , Perception , Persuasion , Use Magic Device

Progression Table [ | ]

Base features [ | ], selectable features [ | ], elemental focus: air [ | ].

AirBlast

Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow or electricity, specializing in mobility and ranged combat.

Additional Class Skills : Lore (Nature)

Simple Blast (Type/Damage) : Air Blast (Physical/Bludgeoning) or Electric Blast (Energy/Electric)

Wild Talent Bonus Feats : Deflect Arrows, Lightning Reflexes, Improved Lightning Reflexes, Dodge, Combat Mobility

Defensive Wild Talent : Enveloping Winds You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant's thrown boulder or a ballista. This ability has no effect on ray 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%.

Elemental Focus: Earth [ | ]

EarthBlast

Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.

Additional Class Skills : Athletics , Knowledge (World)

Simple Blast (Type/Damage) : Earth Blast (Physical/Bludgeoning,Piercing,Slashing)

Wild Talent Bonus Feats : Great Fortitude, Improved Great Fortitude, Endurance, Trip, Greater Trip

Defensive Wild Talent : Flesh of Stone Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level.

Elemental Focus: Fire [ | ]

ScorchingRay

Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.

Simple Blast (Type/Damage) : Fire Blast (Energy/Fire)

Wild Talent Bonus Feats : Iron Will, Improved Iron Will, Persuasive, Dazzling Display, Dreadful Carnage

Defensive Wild Talent : Searing Flesh Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.

By accepting 1 point of burn, you can increase the damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Elemental Focus: Water [ | ]

WaterBlast

Additional Class Skills : Athletics , Lore (Nature)

Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.

Simple Blast (Type/Damage) : Water Blast (Physical/Bludgeoning) or Cold Blast (Energy/Cold)

Wild Talent Bonus Feats : Bull Rush, Greater Bull Rush, Blind Fight, Improved Blind Fight, Greater Blind Fight

Defensive Wild Talent : Shroud of Water You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value.

Composite Blasts [ | ]

  • Blizzard: Air+Cold (Physical/Half Piercing,Half Cold)
  • Blue Flame: Fire+Fire (Energy/Fire)
  • Charged Water: Electric+Water (Physical/Half Bludgeoning, Half Electric)
  • Ice: Water+Cold (Physical/Half Piercing,Half Cold)
  • Magma: Earth+Fire (Physical/Half Bludgeoning,Half Fire)
  • Metal: Earth+Earth (Physical/Bludgeoning,Piercing,Slashing)
  • Mud: Earth+Water (Physical/Bludgeoning)
  • Plasma: Air+Fire (Physical/Half Bludgeoning,Half Fire)
  • Sandstorm: Air+Earth (Physical/Piercing,Slashing)
  • Steam: Fire+Water (Physical/Half Bludgeoning,Half Fire)
  • Thunderstorm: Air+Electric (Physical/Half Bludgeoning, Half Electric)

Infusions [ | ]

Substance infusions [ | ].

  • Element: Earth
  • Kineticist Level: 4
  • Infusion Level: 2
  • Associated Blasts: Earth, Magma, Metal, Mud
  • You bowl your foes over with the sheer mass of your kinetic blast.
  • Attempt a Trip 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.
  • Element: Fire
  • Infusion Level: 1
  • Associated Blasts: Blue Flame, Fire, Magma, Plasma
  • 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 the fire is extinguished.
  • Element: Water
  • Kineticist Level: 10
  • Infusion Level: 5
  • Associated Blasts: Blizzard, Cold, Ice
  • 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.
  • Associated Blasts: Blue Flame, Fire, Plasma
  • 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.
  • Elements: Earth or Water
  • Associated Blasts: Blizzard, Cold, Earth, Ice, Magma, Metal, Mud, Sandstorm
  • Saving Throw: Reflex negates
  • Your kinetic blast surrounds your foes in elemental matter. 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 elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.
  • Kineticist Level: 8
  • Infusion level: 4
  • Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its Spell Resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast.
  • Kineticist Level: 6
  • Infusion Level: 3
  • Prerequisites: Foxfire
  • Associated Blasts: Blue Flame, FIre
  • Saving Throw: Will partial
  • Your blast leaves behind flickering flames that reveal the target's location as per Faerie Fire for 1 minutes (or until your next turn if the target succeeds at its save). This effect occurs even if the foe doesn't take damage, as long as the attack overcomes Spell Resistance (if any).
  • Element: Universal
  • Prerequisites: Any of (Wall, Deadly Earth, Cloud)
  • Associated Blasts: any
  • Anyone affected by your Cloud, Deadly Earth, or Wall blast must make a Reflex save. If the save fails, the creature gains the Grappled condition, but cam break free by making a combat maneuver check, Athletics check, or Mobility check as a standard action against the DC of this spell.
  • Elements: Air or Earth
  • Associated Blasts: Charged Water, Electric, Metal, Plasma, Thunderstorm
  • Saving Throw: none
  • Your kinetic blast causes your foes to become mildly magnetic. 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.
  • Kineticist Level: 14
  • Infusion level: 7
  • Associated Blast: Blue Flame
  • You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores Spell Resistance.
  • Elements: Air, Earth, or Water
  • Associated Blasts: Air, Blizzard, Charged Water, Earth, Magma, Metal, Mud, Sandstorm, Steam, Water
  • The momentum of your kinetic blast knocks foes back. 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.
  • Associated Blast: Metal
  • Saving Thow: none
  • You can control the properties of metal, allowing your Metal blast to bypass Damage Reduction as if it were adamantine, cold iron, or silver (your choice). The metal you create with this infusion crumbles away shortly thereafter and has no gp value.
  • Element: Air
  • Infusion level: 3
  • Associated Blasts: Electric, Charged Water, Thunderstorm
  • Your blast sends strange electric signals through the target's body, scrambling its synapses and causing it to be staggered for 1 round. This infusion is a mind-affecting effect.
  • Associated Blasts: Blue Flame, Fire
  • 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.

Form Infusions [ | ]

  • Element: universal
  • Prerequisites: Kinetic Blade
  • You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reach as if with Kinetic Blade. The blade vanishes instantly after the whirlwind.
  • Elements: Air or Water
  • Infusion Level: 7
  • Prerequisites: Extended Range
  • Associated Blasts: Blizzard, Sandstorm, Steam, Thunderstorm
  • You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 50 feet of you.
  • Any time a creature enters the cloud, it takes half the normal 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 the Cloud infusion again.
  • Infusion Level: 4
  • Associated Blasts: Air, Blizzard, Sandstorm, Thunderstorm
  • Saving Throw: Reflex half (DC Dexterity based)
  • You create a circular rush of wind. All creatures within a 20-foot-radius burst centered on you take half your blast's normal amount of damage. The saving throw DC is Dexterity-based.
  • Kineticist Level: 12
  • Infusion Level: 6
  • You infuse the ground in a 20-foot-radius anywhere within 50 feet of you. The ground roils and buckles beneath the affected area. Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area. The entire area counts as difficult terrain. This infusion lasts a number of rounds equal to your Constitution modifier or until you use it again.
  • Associated Blasts: Blue Flame, Fire, Magma, Steam
  • Your kinetic blast erupts from the ground in a 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 deals its normal damage to each target, while a physical blast deals half of its normal damage. The saving throw is Dexterity-based.
  • Infusion level: 1
  • Your kinetic blast can strike any target within 50 feet.
  • Element: fire
  • Your kinetic blast extends in a fan of flames, damaging all creatures in a 15-foot cone. The saving throw DC is Dexterity based.
  • Associated Blasts: Ice, Earth, Metal
  • Saving Throw: none or Reflex half (DC Dexterity based); see text
  • You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 50 feet. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect. The saving throw DC is Dexterity-based.
  • You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
  • You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this infusion doesn't provoke any additional Attacks of Opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and Spell Resistance as normal for a blast of its type. The kinetic blade doesn't add the damage bonus from elemental overflow.
  • Infusion level: 2
  • Saving Throw: Reflex negates (DC Dexterity based); see text
  • You throw a roughly 5-foot-by-10-foot spindle of elemental matter or energy up to 30 feet away, damaging all creatures within any two adjacent 6-foot squares unless they succeed at a Reflex save. An energy blast infused with Spindle deals its normal damage ot each target, while a physical blast infused with Spindle deals half its normal damage to each target. The saving throw DC is Dexterity-based.
  • Associated Blasts: Charged Water, Water
  • You diffuse your kinetic blast to spray out wildly. All creatures in a 30-foot cone take half your normal amount of blast damage. The saving throw DC is Dexterity-based.
  • Elements: Air, Fire or Water
  • Associated Blasts: Air, Blizzard, Blue Flame, Charged Water, Fire, Lightning, Magma, Mud, Plasma, Sandstorm, Steam, Thunderstorm, Water
  • 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.
  • Infusion level: 5
  • You create a wall of churning elements, flensing debris, or roiling energy. Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage from an energy blast). The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.

Utility Wild Talents [ | ]

Archetypes [ | ].

  • Dark Elementalist
  • Psychokineticist
  • Kinetic Knight

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Originally posted by Icedfate : what good does blind fighting do for a water blaster if it only works with melee?

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Originally posted by Icedfate : so, bull rush feat would help with that force barrage spell that wizards get? what seems weird with that spell is that from what i could tell and read, when you use bull rush to knock an enemy away, any melees next to them should get an AOO, but often , my guys don't get an AOO and a couple of times i used the spell and pushed the enemy and the ENEMY got an AOO on my guys! seems buggy to me. .

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Directional multimode coupler for planar magnonics: Side-coupled magnetic stripes

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A. V. Sadovnikov , E. N. Beginin , S. E. Sheshukova , D. V. Romanenko , Yu. P. Sharaevskii , S. A. Nikitov; Directional multimode coupler for planar magnonics: Side-coupled magnetic stripes. Appl. Phys. Lett. 16 November 2015; 107 (20): 202405. https://doi.org/10.1063/1.4936207

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We experimentally demonstrate spin waves coupling in two laterally adjacent magnetic stripes. By the means of Brillouin light scattering spectroscopy, we show that the coupling efficiency depends both on the magnonic waveguides' geometry and the characteristics of spin-wave modes. In particular, the lateral confinement of coupled yttrium-iron-garnet stripes enables the possibility of control over the spin-wave propagation characteristics. Numerical simulations (in time domain and frequency domain) reveal the nature of intermodal coupling between two magnonic stripes. The proposed topology of multimode magnonic coupler can be utilized as a building block for fabrication of integrated parallel functional and logic devices such as the frequency selective directional coupler or tunable splitter, enabling a number of potential applications for planar magnonics.

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IMAGES

  1. BUILD: Trip Kineticist Build Guide

    pathfinder trip kineticist

  2. Kineticist: Elements of Power

    pathfinder trip kineticist

  3. Iconic Kineticist

    pathfinder trip kineticist

  4. Kineticist

    pathfinder trip kineticist

  5. O Guia Completo do Kineticist em Pathfinder 2E: Mergulhando nas

    pathfinder trip kineticist

  6. Kineticist (Playtest)

    pathfinder trip kineticist

VIDEO

  1. Pathfinder Tech SAE trip Pennsylvania

  2. Where is the Kineticist Deep Dive?

  3. KINETICIST FEAT PREVIEW

  4. The Canterbury Champion

  5. A Basic Guide to Kineticist Basics!

  6. Why Kineticist is Awesome in Pathfinder 2e

COMMENTS

  1. BUILD: Trip Kineticist Build Guide

    #PathfinderWrathoftherighteous #WoTR #Pathfinder #WrathoftherighteousThis is an in-depth guide explaining mechanics and optional choices you can make aswell!...

  2. Kineticist, with some explanations and two example builds

    A subreddit for discussing character builds and optimisation in the CRPGs Pathfinder: Kingmaker and Pathfinder: Wrath of the Righteous. ... and you don't get as quick access to the best CC ability the kineticist has (bowling infusion with trip feats). Mind you, when taking fire you can take dreadful carnage, but I don't actually like that on a ...

  3. Trip Kineticist? :: Pathfinder: Wrath of the Righteous

    Trip kineticist basically uses the trip infusion with a bunch of trip feats to trip people, in my case combined with dazzling display to AoE fear them all. It.. can get kinda crazy. That said, you're *very* reliant on making your attack rolls early on, so high AC enemies can be a bit of a pain until you unlock some AoE abilities.

  4. Kineticist Build Guide

    The Kineticist is both a distance and melee fighter, but Strength is more important for combat in close quarters. Intelligence. A Kineticist who can use magical devices, which means reading from scrolls, could benefit from a higher Intelligence score. Wisdom. Only a priority for Kineticists who want some access to Divine spells or Religious ...

  5. Kineticist Bonus Feat

    A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. ... classic RPG games such as Baldur's Gate and Neverwinter Nights. Members Online • [deleted] ADMIN MOD Kineticist Bonus Feat - Earth: TRIP - does it mean I can trip things with ...

  6. The Mythic Guide To Kineticist : r/Pathfinder_Kingmaker

    A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. ... Trickster Full Level 20 Caster Full BaB Magus kineticist. ... All persuasion based talents and athletics to pump up those skills, trip, then personal choice Infusions: Blade ...

  7. Kineticist

    The Kineticist may power up her abilities (or cast certain abilities in the first place) by accepting Burn. Each point of Burn does 1 HP nonlethal damage per class level and is cleared only after a night's rest. A Kineticist may accept 1 point of Burn per round, rising to 2 points at 6th level, +1 for every 3 additional class levels (maximum 6 ...

  8. best Mythic for Kineticist? :: Pathfinder: Wrath of the Righteous

    If lowerish difficulties and trip then demon is good. If lowerish difficulties and non-trip then trickster or even lich. If Hard/Unfair you won't trip enough and will get blown up quickly so something more defensive like Azata would probably be better. The damage is always good enough for kineticists. I will probably go with Core for Kineticist.

  9. Trip

    A variant of the Dark theme, with stronger color contrast. Light theme with purplish hues and a simpler font. The original alternate theme for the Archives of Nethys. A variant of the Light theme, based on the Rulebooks. The glittering hoard of a terrifying dragon!

  10. Kineticist

    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.

  11. Kineticist

    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 ...

  12. Kineticist Build Guide for Pathfinder: Kingmaker

    https://pathfinderkingmaker.gamepedia.com/KineticistTimestamps -01:23 gameplay showcase04:34 burn05:55 kinetic blast07:52 elements 08:48 water 09:43 fire...

  13. Kineticist Handbook: Pathfinder Class Guide

    The Kineticist needs Constitution almost exclusively, though Dexterity is important both for your AC and for your Form Infusion DC's. Str: Dump to 7. Several talents allow you to perform Strength-based things with your Constitution score instead. Dex: AC, Reflex saves, and Form Infusion DC's.

  14. Kineticist

    Kinetic Gate. As a kineticist, you've awakened or opened a kinetic gate, a supernatural conduit within your body that can channel elemental forces straight from the elemental planes. You can choose either a single gate (one element) or dual gate (two elements) at 1st level. When selecting an element for your kinetic gate, you can pick from six ...

  15. Trip Kineticist IRL : r/Pathfinder_Kingmaker

    A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. The games are similar to classic RPG games such as Baldur's Gate and Neverwinter Nights.

  16. Kineticist

    Kineticist. Source Occult Adventures pg. 10. Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily.

  17. Kineticist

    Kineticist is class in Pathfinder: Kingmaker. Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able ...

  18. Feats for kineticist build :: Pathfinder: Wrath of the Righteous

    Hi! I,ve just finished my first run as a sword saint-duelist trickster and I was thinking going my second run as a fire focused kineticist blaster Azata, Thais time no core. I know which essential feats to pick: point-Blank and precision shot, spell penetration, elemental focus, ascendant element. But I have doubts regarding certain mythic ranged feats if they work for elemental and or ...

  19. Saratov models: Radon, Tantal, Agat, Litan etc.

    The early models all had catalogue numbers stamped on the baseplates (as already mentioned). Lots of variants were often made, all sharing the same catalogue numbers, as long as the only difference between them was tampo prints (some quite famous and sought after issues were made for the 1980 Olympics - these models were produced as early as 1977 - they cost a lot more than the standard ...

  20. 1-Day Saratov Itinerary

    Plan your trip. Keep your budget organized. Split the cost between tripmates. Wanderlog does it all. Try it on Wanderlog. Try it on Wanderlog. Try it on Wanderlog. Best-of categories in Saratov. See all. Restaurants. Attractions. Cafes. Other eats. Outdoor dining Lunch. Dinner. Cheap eats. Breakfast and brunch. Bars. Italian restaurants. Desserts.

  21. kineticist, something i don't understand :: Pathfinder: Kingmaker

    why do kineticist get these physical close range combat maneuver feats as bonus feats when they are primarily ranged attackers. like bull rush and trip and blind fighting yeah, i know they get kinetic blade, and i guess these feats work with that but kinetic blade creates burn and is not very good unless you are the specific subclass (kinetic knight?) does having bull rush help with the "push ...

  22. Saratov Map

    Saratov. Saratov is the largest city and administrative center of Saratov Oblast, Russia, and a major port on the Volga River. As of the 2021 Census, Saratov had a population of 901,361, making it the 17th-largest city in Russia by population. Map. Directions.

  23. Directional multimode coupler for planar magnonics: Side-coupled

    We experimentally demonstrate spin waves coupling in two laterally adjacent magnetic stripes. By the means of Brillouin light scattering spectroscopy, we show that the coupling efficiency depends both on the magnonic waveguides' geometry and the characteristics of spin-wave modes.