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Master manipulating one or two of six possible elements and go on your next adventure as a Pathfinder Keneticist.

For the Pathfinder Kineticist, elemental power flows through them as naturally as breathing. The powers of the elements are intertwined with their bodies, and they can channel this power directly from the elemental plane. Elements will leap from their hands, whirl around their bodies, or blast forth at foes in concussive blasts. And as their connection and attunement to the elements strengthen, so does their power.

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The Pathfinder Kineticist Basics

Pathfinder Kineticists have an especially strong Constitution and take a boost to the attribute at character creation. They also begin their adventure with expert-level training in their Reflex and Fortitude saving throws. Additionally, Kineticists start with training in Perception, Will, Nature, Simple Weapons, Unarmed Attacks, Light Armor, Unarmored Defense, and a number of additional skills equal to their Intelligence modifier plus three.

In combat situations, Kineticists will summon and use surges of elemental magic to fight. They have no restrictions on how often they can use these abilities. As a result, they are known as being very reliable magic users and don’t have to worry about saving their abilities for the right moment. The range of their powers can be as wide as the elements themselves, or Kineticists can favor a few elements or attacks that they will use repeatedly.

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In non-combat scenarios, a Pathfinder Kineticists will allow the elements to influence or guide them. They have a keen awareness of the natural world and can manipulate most things in the world around them. They’ll likely spend a significant amount of time practicing, and realigning the flow of their energy to maintain their abilities as well as their connection with the elements.

Impulses

Impulses are a specific kind of magical action available to Pathfinder Kineticists. It allows them to wield or shape their chosen element into powerful and diverse forms. In order to do this, they must have their kinetic aura active as well as a free hand. Though impulses aren’t spells, they are magical and will act similarly to spells in a few ways.

A Kineticist’s impulses are used at the same level as the adventurer, and they get more powerful as their wielder does. They can also be used as attacks. And comparing a Kineticist’s ‘Elemental Blast,’ to the jokes about casting ‘Eldridge Blast,’ wouldn’t be entirely unfair.

Gates

Kineticists have awakened or opened a “kinetic gate,” or a supernatural conduit within their body to the elemental planes. They can choose between six elemental gates—air, earth, fire, metal, water, and wood, and accessing these gates will allow the Kineticist to channel, access, and manipulate the element they’ve chosen. They can also pull the element into an environment it wouldn’t usually be in, like air in a vacuum.

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The six gates provide one impulse junction per round as described:

Air:  “Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.”

Earth: “Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn.”

Fire: “Increase the damage die size of fire damage dealt by the impulse by one step.”

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Metal: “Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).”

Water: “After the impulse’s other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it’s in a body of water. This can’t move the creature into the air. You can choose only a creature that’s willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.”

Wood: “You gain temporary Hit Points equal to your level that last until the start of your next turn.”

Multiclassing a Pathfinder Kineticist

An adventurer can awaken—accidentally or intentionally—an elemental gateway within themselves to channel a new power. Their powers are flexible and virtually inexhaustible, making them a fantastic multiclass for any member of your party.

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Characters who multiclass as a Kineticist will gain access to the feats Kineticist Dedication, Basic Kinesis, Through the Gate, Advanced and Expert Element Control, Improved Elemental Blast, and Add Element.

How to Play a Pathfinder Kineticist

If you’re familiar with the Avatar the Last Airbender series, the Pathfinder Kineticist will be very easy to conceptualize. Pick an element (or two), and lean entirely into it. Yes, this element will give guidance to what powers you have and how you use them. But it could also affect your personality. Will you be hot under the collar and reactive like fire? Or strong, patient, and quietly resolute like wood?

While you’re playing, remember to activate your kinetic aura, and make sure you confidently understand your gate(s). Try to use your element as creatively as possible; we’re here to have fun. But if you’re not sure what to do, an Elemental Blast is always a solid go-to.

Happy adventuring!


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