Players will be able to play as the Tiefling race, have access to the Kineticist class, and have access to more spells than the base game version from the start. 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. You throw a volatile sphere of solid matter that shatters into countless shards. You painfully push forth jagged chunks of rock from your flesh. 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). For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. At 1st level, a kineticist chooses one primary element on which to focus. 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. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. Composite blasts combine elements to form a new blast. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense. You gain an amount of fire resistance equal to twice your current amount of burn. Defensive Wild Talent: Enveloping Winds Kineticist Elements Description Source: Occult Adventures A kineticist can choose from among the following elements. 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. Pathfinder: Kingmaker, which came out last month, is a decent RPG, but one that's too bland to stand out from the crowd—so said Andy in his review. You gain cold resistance equal to twice your current amount of burn. Alignment: Any Hit Die: d8 BAB: 3/4 Saving Throws: Good Fort & Reflex, Will Skill Ranks per Level: 2 + 1/2 Int modifier These feats modify the use of the gather power class feature, and only one can be used by a kineticist at once when they gather power. Your body becomes painfully hot. You open a direct conduit to the purest elemental fire and send it surging forth. A kineticist can use wild talents — magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. 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. You recover from 1d6 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution). This page was last edited on 20 April 2020, at 14:08. You gain DR 1/adamantine. 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. 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. You form a friendship with a fragment of your element. Alignment: Any (The Dark Elemental archetype requires the Evil alignment) Hit Die: d… Additional Class Skills: Athletics and 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. Your kinetic blast burns so hot that it melts away your foe's magical effects. At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. You surround a creature with glowing flames that outline it, as per Faerie Fire. 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). The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. 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. Kineticists are usually quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels. Games. 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. This kinetic blast must be a simple blast that matches her element. Pathfinder: Kingmaker. 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). Prerequisites: Any of (Wall, Deadly Earth, Cloud). 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. This effect occurs even if the foe doesn't take damage, as long as the attack overcomes Spell Resistance (if any). 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. You diffuse your kinetic blast to spray out wildly. You get a +3 bonus on all checks involving that skill. As a standard action, you call forth slippery water or ice, creating any of the effects of the Grease spell for 1 round. Flickering flames surround you until the next time your burn is removed. 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. The pillar affects all creatures in a 10-foot-radius cylinder. 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. 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). 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. Kineticist Bonus Feat - (Elemental Focus). If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. 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. 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. Every wild talent has an effective spell level. Most composite blasts are either physical or energy blasts, like simple blasts. The kinetic blade doesn't add the damage bonus from elemental overflow. You form a weapon using your kinetic abilities. 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. 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. 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). Subscribe. All builds on this page have been generously provided with permission by InEffect. Associated Blasts: Blizzard, Sandstorm, Steam, Thunderstorm. The momentum of your kinetic blast knocks foes back. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + ½ the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. '\Steam\steamapps\common\Pathfinder Kingmaker\Mods'). 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. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. 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