Elemental Ascetic

Combining the elemental powers of a kineticist with the rigid physical discipline of a monk, an elemental ascetic channels his powers through his body to enhance himself in combat.

Elemental Flurry (Su)

At 1st level, an elemental ascetic gains Improved Unarmed Strike as a bonus feat.

They gain the kinetic fist form infusion and it costs 0 points of burn instead of 1 point of burn. When using the kinetic fist form infusion with a full attack, they can make a flurry of blows as the monk class feature. They must use only their fists to make this flurry, no matter what other abilities they possess. Like a monk, they can use this ability only when unarmored, not using a shield, and unencumbered. They can’t use their kinetic blast without a form infusion, nor can they ever use their kinetic blast with the chain, extended range, extreme range, foe throw, flurry of blasts, many throw, or snake form infusions, or with any other form infusion that requires a ranged attack roll or ranged touch attack roll.

This alters kinetic blast and replaces elemental overflow.

Elemental Wisdom (Su)

An elemental ascetic can use their Wisdom modifier instead of their Constitution modifier to determine the DCs of Constitution-based wild talents, the duration of wild talents with a Constitution-based duration, and their bonus on concentration checks for wild talents.

This alters the key ability scores of wild talents.

AC Bonus (Ex)

At 2nd level, when unarmored, not using a shield, and unencumbered, an elemental ascetic adds their Wisdom bonus (if any) to their AC and their CMD. These bonuses to AC apply even against touch attacks or when the elemental ascetic is flat-footed.

They lose these bonuses when they are immobilized or helpless. This bonus increases by 1 for every 4 kineticist levels the elemental ascetic possesses beyond 2nd. The elemental ascetic’s kineticist levels stack with monk levels for the purpose of determining when the bonus increases. An elemental ascetic can never take the expanded defense utility wild talent.

This replaces elemental defense.

Powerful Fist (Su)

At 5th level, an elemental ascetic can accept 2 additional points of burn when using kinetic fist to increase that infusion’s damage die size by one step (1 > d2 > d3 > d4 > d6 > d8 > d10 > d12). At 9th level, he can instead accept 3 additional points of burn to increase the damage die size by two steps. At 13th level, they can instead accept 4 additional points of burn to increase the damage die size by three steps. Damage die size cannot be increased above d12 in this manner.

All of these options count as burn from a form infusion and can thus be reduced by infusion specialization.

This replaces the 5th, 9th, and 13th-level infusions.

Elemental Avatar

While it is common for some kineticists to expand their elemental focus as they grow in power, others are born with an abundance of elemental power, requiring a good deal more training to contain it all. Elemental avatars are often tasked with traveling to different lands to learn from foreign masters to help their training along, their travel locations often coinciding with the leylines of power inherent in the world itself.

Universal Focus (Su)

An elemental avatar treats air, earth, fire, and water as their primary elements, gaining one simple blast of their choice from each element as well as the basic utility wild talent of each element. An elemental avatar cannot use simple blasts to meet the prerequisites for composite blasts.

This alters elemental focus.

Chosen Defense (Su)

At 2nd and 8th levels, the elemental avatar chooses one of their primary elements, gaining the defense wild talent of that element. The elemental avatar can choose one of their primary elements for the expanded defense utility wild talent.

This alters elemental defense.

Delayed Utility Wild Talents (Ex)

The elemental avatar gains a utility wild talent at 2nd level and every third level thereafter.

This replaces utility wild talents.

Delayed Infusions (Su)

The elemental avatar gains an infusion wild talent at 3rd level and every third level thereafter.

This replaces infusions.

Elemental Fusion (Sp)

At 7th level, the elemental avatar gains their choice of either avatar blast or spirit blast. At 15th level they gain whichever of these two composite blasts they didn’t choose at 7th level.

This replaces expanded element.

Avatar Blast

Element(s): air, earth, fire, and water; Type composite blast (Sp); Level –; Burn 2; Aura conjuration (creation) [air, earth, fire, water]

Prerequisite(s): elemental avatar 7th (without spirit blast), or elemental avatar 15th and spirit blast

Blast Type physical; Damage bludgeoning, piercing, and slashing

You combine all of the physical aspects of the elements into a single focused blast. The damage dealt by this blast is 1 step lower than normal (using d4s instead of d6s before other modifications). It is associated with the same infusions as air, earth, and water blasts.

Spirit Blast

Element(s): air, earth, fire, water; Type composite blast (Sp); Level; Burn 2; Aura evocation [cold, earth, electricity, fire]

Prerequisite(s): elemental avatar 7th (without avatar blast), or elemental avatar 15th and spirit blast

Blast Type energy; Damage untyped

You fuse all of the energies of the elements into a perfectly balanced blast. The damage dealt by this blast is 1 step lower than normal (using d4s instead of d6s before other modifications). It is associated with the same infusions as cold, electric, and fire blasts.

United Defense (Ex)

At 9th level, for every 2 points of burn the elemental avatar accepts to increase the effect of one of their defense wild talents, they can select another defense wild talent they possess, treating it as though they had accepted 1 point of burn to increase its effect.

This replaces metakinesis (maximize).

Apex State (Su)

At 20th level, an elemental avatar has reached the zenith of their skill, becoming a true avatar.

As a free action the elemental avatar can enter into an apex state. While in this state, they treat all elemental defenses and the elemental overflow class feature as if they had accepted 10 points of burn to increase their effects and reduce the burn cost of their kinetic blasts by 2.

At the end of each round in which the elemental avatar is in their apex state, they must accept 1 point of burn. An elemental avatar can only remain in their apex state for a number of rounds equal to their Constitution modifier (minimum 1), and can leave this state early as a free action at the beginning of a round. When they leave their apex state, the elemental avatar becomes exhausted for 2 rounds for each round they spent in their apex state (minimum 2 rounds).

Elemental avatars can manifest the following unique mutation:

Avatar Mutation

While some elemental avatars are composed of the basic elements of nature, there are those who instead embrace a different natural order, choosing to summon the elements of other realms of existence, forsaking the natural order.

Restrictions: Must have the elemental avatar archetype.

Benefit(s): A kineticist with this mutation can choose the material or esoteric array from the entropist archetype when deciding the elements to which they have access.

Avatar blast counts as poison, sound, viscera, and wood element, can be used with infusions with which bone, vibration, and/or wood blast are associated, and has an aura of transmutation [acid, sonic].

Spirit blast counts as aether, light, time, and void element, can be used with infusions with which chrono, force, and/or light blast are associated, and has an aura of evocation [darkness, force, light].

Drawback: A kineticist who chooses esoteric array cannot learn avatar blast, and one that chooses material array cannot learn spirit blast.

Section 15: Copyright Notice

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

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