Aquakineticist

While all hydrokineticists have the ability to control water, aquakineticists’ powers are tied to their determination to explore the world beneath the waves.

Aquatic Focus

An aquakineticist must choose water as their primary element and for both expanded elements, and must choose water blast as their first simple blast.

This alters elemental focus and expanded element.

This doesn’t prevent this archetype from being used with other archetypes that alter elemental focus or expanded element so long as they still allow the kineticist to choose water as their primary element and expanded elements.

Basis Aquakinesis (Sp)

An aquakineticist can create mild currents, as per basic hydrokinesis. Additionally, they can adjust their buoyancy to whatever level they wish as a standard action, lasting until they use basic aquakinesis again.

This ability replaces the basic utility wild talent.

Call of the Deep

At 2nd level, an aquakineticist gains waterdancer as a bonus utility wild talent. At 6th level, they gain watersense as a bonus utility wild talent, and they can choose to ignore the effects of currents with speeds up to 60 feet while their waterdancer ability is active.

This replaces the 2nd and 6th-level utility wild talents.

Ocean’s Caress (Su)

At 2nd level, an aquakineticist can breathe underwater as easily as they breathe air, and they gain cold adaptation as a bonus utility wild talent, adding half their kineticist level to their cold resistance from cold adaptation. By accepting 1 point of burn, they can increase their cold resistance by an additional 3, stacking with the resistance they gain from cold adaptation. If their total cold resistance from this ability would ever be 40 or higher, they gain cold immunity instead. All cold resistance and immunity from this ability also applies to pressure damage, and they adjust to a new pressure all at once after making five Fortitude saves, rather than 100 feet at a time.

Whenever they accept burn while using a water wild talent, the water coalescing around them doubles their cold resistance for 1 round (which might trigger cold immunity). They can dismiss or restore this effect as an immediate action.

This replaces elemental defense.

Ice Propagation (Su)

At 7th level, an aquakineticist’s connection to the water around them allows them greater control over the ice formed by their cold attacks.

When using their cold blast underwater (which freezes water into ice and deals half piercing damage), they can make the cold blast a physical blast and apply any form or substance infusions that they could apply to an ice composite blast. This still deals damage as per a simple physical blast, not a composite blast.

This alters kinetic blast. This doesn’t prevent this archetype from being used with other archetypes that alter kinetic blast so long as they still allow the kineticist to use cold blast.

Section 15: Copyright Notice

Ultimate Kineticist Compendium © 2019, Legendary Games; Lead Developer Onyx Tanuki.

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