Kineticist Elements

When a kineticist chooses an element, she gains the following benefits:

Class Skills: A kineticist gains additional class skills from her primary element, but she does not gain these additional class skills from her expanded elements unless she later selects the Elemental Knowledge feat.

Basic Manipulation: A kineticist gains the basic utility of any element she selects as a bonus wild talent.

Simple Blast: A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option.

When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast.

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. Spell resistance doesn’t apply against physical blasts.

Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Defense: A kineticist gains the defensive wild talent from her primary element at 2nd level. 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.

Wild Talents: Each element grants access to a number of thematic wild talents. A kineticist may gain wild talents with a maximum level of up to 1/2 her kineticist level (rounded down), but is always eligible for 1st level wild talents if she otherwise meets the prerequisites. She treats her kineticist level as 4 lower for the purpose of qualifying for the wild talents of elements she gains through the expanded elements class feature. In addition, universal wild talents, listed below, may be gained by kineticists of any element.

  • Infusion: 1st—draining infusion, extended range, kinetic blade, kinetic fist; 2nd—blade rush, focused blast, spindle; 3rd—extreme range, flurry of blasts, kinetic whip, mobile blast, snake; 5th—blade whirlwind, grappling infusion, wall; 6th—whip hurricane
  • Utility: 1st—elemental whispers, skilled kineticist; 2nd—skilled kineticist (greater); 3rd—elemental grip, elemental whispers (greater), kinetic restoration; 4th—expanded defense; 5th—kinetic form, spark of life; 6th—ride the blast; 8th—reverse shift

Saturation: Throughout the multiverse, there are places where hyperconcentrated pools of elemental energy seep through the very fabric of existence, saturating it with primal power. Such elemental saturations, as they are called, are as common on the Elemental Planes as seashells on a beach. On other planes, though, they are rare, often difficult to reach, and frequently defended by dangerous guardians or deadly hazards. Treacherous as these locations are, they are fonts of power for kineticists, who can use them to access elemental synergies in otherwise impossible ways.

A kineticist who finds an elemental saturation can attempt to attune herself to it. Finding such a place can be a quest in itself, though, and attunement might require a challenging ritual. The rewards are well worth it, as a kineticist who successfully attunes herself to an elemental saturation typically gains access to unique and wonderful powers. Usually, attunement grants the ability to learn a special wild talent, but each saturation is a unique convergence of elemental power, and the possibilities for dedicated kineticists are endless.

Each element lists an example location of an elemental saturation, as well as a detailed description of attunement to one such saturation.

Composite Blasts

Paizo Aether | Air | Earth | Fire | Light | Poison | Sound | Time | Viscera | Void | Water | Wood

3rd PartyAether-2 | Air-2 | Earth-2 | Fire-2 | Mind (Neurokineticist) | Technokineticist | Void-2 | Water-2 | Wood-2

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