Chakras, psychic duels, and occult rituals are now available. Supercharge Su At 11th level, when using gather power as a , a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. This Archetype could have been decent, if it didn't do that and remove Infusion Specialization. If you feel like using a limited resource like an Empowered Scorching Ray, you have to compare it to the Kineticist's limited resource, such as doing a full melee attack with Empower. The damage dealt by the linked build is basically element-agnostic; I chose water because it had particularly interesting utility. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily.
This already puts them above what martials can do. Still, the most common path for a psychic dwarf is a kineticist focusing on earth and metal wild talents. Now excuse me, I need to build some poison and viscera kineticists…I forgot the verdict? However, they are only limited to upgrades that pertain to the element they chose. A final note about archetypes Kineticist archetypes are a bit of a mixed bag; very few of them alter the underlying burn mechanics, but some remove or change Elemental Overflow to no longer be as good. Animal Advisor Su : You gain a , treating your shifter levels as levels. Ok, let's look at this at level 6.
Quick Healing Su : As a once per round, you may heal 5 as if you had the ability. Feel free to look at them for additional points of view, but they may not be correct. Most of them are trap options, but a few, like kinetic knight, are okay enough. Elemental Flurry: There is a phenomenally important question that needs to be answered before I can really weigh in on this ability. I've added all of these to the list.
Consider this one an Orange-Minus. Doesn't really get much better than this. The utility powers are also kind of weirdly made. The buffer starts out empty, and you must accept burn to fill it. Welcome to Dreamscarred Press, the publisher of the for the , as well as a variety of and.
You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. For help selecting your Elemental Defense, see my. The effects do not stack. Treating telekinetic blasts as dispel magic similarly is useful. That allows it to be tier 3. Overall, a great, cool archetype — powerful and unique.
Obviously, this would not be complete without infusions, right? She reduces the burn cost of that metakinesis by 1 point to a minimum of 0 points. However I let the Arcanist in tier 1. What else have we got? Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Enemies that attack you with unarmed natural attacks take 1 point of fire damage for every 4 levels of kineticist you have, while creatures trying to grapple you take double that. Air Shroud: Also situational, but this time it requires burn to be particularly useful.
Except… wait, it never increases in power from 1d8? A wild talent always has the elemental descriptor or descriptors aether, air, earth, fire, or water matching its element entry. Half Elf is probably my favorite race for this class, not just for the +2 to any stat but also for the option to either boost your Elemental Overflow damage bonus or to pick another Wild Talent. Well, that's why it's a new class and we're still analyzing it. Creating poison, with class level determining the market price? Keep in mind that some of these are regular ranged attacks physical blasts , while others are touch attacks energy blasts. They must choose Fire Blast as their simple blast.
The price of the Hollow Rod and Vril Staff puts them out of range for most of the game. Parting Blast: Any power that only triggers when you die is suspect. At first glance there's not a lot of good infusions at 2 burn or less, but you could do Eruption for free to make it a 10' radius blast. Crippling limbs of foes is cool — but not as cool as firing your blast through hyper-dimensions, appearing right in front of the target. Strength is basically useless to you, so the choice is easy.
Dampened Versatility: You lose all of your utility powers. And yes, there is an anti-divine follow-up available at level 5. Of course, this may also encourage you to adventure every other day so that you have time to charge your bugger without risk. Torrent: When I first read this, I thought it could be used with electric blasts. The biggest thing to note about the kineticist is that burn does not work how it seems to be intended. You have a punishingly high burn cost, your AoE makes you more likely to hit allies than it is to hit enemies, and again, just like Torrent, you hurt your user more from burn than the enemies caught in the blast are likely to take from your ½ damage ¼ on a save damage roll. Spellguard Bracers: More bonuses to Concentration means less getting interrupted during blasts.
Get as many as you can as fast as you can so that you can solve as many problems as possible. Infusion Su : Infusions are what makes your blasts interesting. Hands Gauntlets of the Skilled Maneuver: If you particularly like a certain infusion, you can pick up a pair of gloves to make them a bit more likely to hit. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels. At this point, you might as well take 3 Burn, because you'll get a Con boost out of it for free. The pdf also introduces two new elements: Poison nets you Knowledge Nature and Sleight of Hand, with basic toxikinesis as basic manipulation and acid blast as a simple blast wild talent.