She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. Your kinetic blast causes your foes to become mildly magnetic. Take your favorite fandoms with you and never miss a beat. All the classes are quite similar to the pen and paper version of Pathfinder, so if you've been rolling d20s with your friends for years you already know the basics of what to expect.. You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. 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. Geokineticists manipulate the earth itself, and they are masters of defensive techniques. 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. as a bonus wild talent. Associated Blasts: Blue Flame, Fire, Magma, Plasma. 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 … 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. She can choose any element, including her primary element. 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 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). A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. 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. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. 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. You do not need to meet the normal prerequisites of the feat when selecting it this way. You can galvanize the flow of electricity within your allies to enhance their speed. Kanerah is the evil twin. You open a direct conduit to the purest elemental fire and send it surging forth. She gains all the benefits from her new expanded element as listed above. 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 kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack. ... Kineticist. 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. She can’t select the same element she selected at 7th level unless it is her primary element. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first. 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. A creature in a grapple with you takes double this amount of damage at the end of each of its turns. 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. 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. The saving throw DC is Dexterity-based. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. 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. 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. You release your power in a diffuse cloud. Pretty ok by the virtue of being kineticist(so long as you don’t compare her to actual kineticists). 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. When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it's longer than 1 round. Class skills: Mobility, Stealth, Lore (Nature),  Perception, Persuasion and Use Magic Device. In our full Pathfinder: Kingmaker class guide below, we break down each main class, as well as the three alternate class archetypes that swap out key features for more customization. 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. 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. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Each point of burn incurs 1 nonlethal damage per character level which cannot be healed until the next time the kineticist removes burn (generally by resting). https://pathfinderkingmaker.gamepedia.com/Kineticist?oldid=9938, Blizzard: Air+Cold (Physical/Half Piercing,Half Cold), 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), 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), Associated Blasts: Earth, Magma, Metal, Mud. 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 or that grapples you takes 1d6 points of piercing damage. You throw a volatile sphere of solid matter that shatters into countless shards. Now all of that content has been bundled up and ported to current-gen consoles as Pathfinder: Kingmaker Definitive Edition. Spell resistance doesn't apply against physical blasts. close. Pathfinder: Kingmaker is a real-time role-playing game. Pathfinder: Kingmaker is a phenomenal game with hundreds of hours of deep CRPG and kingdom management gameplay, but at the time of review it's … 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. Your kinetic blast surrounds your foes in elemental matter. She can't select the same element she selected at 7th level unless it is her primary element. Originally released back in 2018 following a successful crowdfunding campaign, the game has been steadily supported by additional content. A character that gathers power as a full-round action, then gathers power as a move action will trigger their feat's effects twice (once for the full-round action and once for the move action). A kineticist can use wild talents — magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. At 1st level, a kineticist gains a kinetic blast wild talent of her choice. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Flickering flames surround you until the next time your burn is removed. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. 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