Legendary Kineticist

Although much of the legendary kineticist will be familiar to those who have played the original kineticist, there are quite a few changes, such as alterations to how burn functions, the inclusion of battle burn to allow a more dynamic combat experience, and an improvement on how internal buffer is utilized. Legendary kineticists are now more capable of functioning in combat without the worry of overtaxing themselves, making for a more versatile experience.

Due to some of the alterations to some class features (burn, expanded element, internal buffer), some archetypes may have issues. The suggestion here is to simply alter when the abilities are gained from trading in these class features to their new levels. This may not work for all archetypes, but for the large majority of them, it should not be an issue. Also if the legendary kineticist is used with the war kineticist archetype, battle burn for the two stack. If an archetype would replace metakinesis (maximize), it instead replaces metakinesis.

For example, a fusion kineticist’s elemental balance class feature – normally gained at 7th and replacing the expanded element class feature – would be gained at 6th instead since this is the level a legendary kineticist gains their expanded element. Meanwhile, their cross infusion class feature, which normally replaces metakinesis (maximize), would instead replace metakinesis (persistent).

Alignment: Any.

Hit Die: d8.

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The legendary kineticist’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Legendary Kineticist
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Burn, elemental focus, gather power, infusion, kinetic blast
2nd +1 +3 +3 +0 Elemental defense, utility wild talent
3rd +2 +3 +3 +1 Elemental overflow +1, infusion
4th +3 +4 +4 +1 Battle burn 1, utility wild talent
5th +3 +5 +5 +2 Infusion, infusion specialization 1, metakinesis (empower)
6th +4 +5 +5 +2 Elemental overflow +2, expanded element, utility wild talent
7th +5 +5 +5 +2 Infusion, internal buffer 1
8th +6/+1 +6 +6 +2 Infusion specialization 2, utility wild talent
9th +6/+1 +6 +6 +3 Elemental overflow +3, infusion, metakinesis (persistent)
10th +7/+2 +7 +7 +3 Utility wild talent
11th +8/+3 +7 +7 +3 Battle burn 2, infusion, infusion specialization 3, internal buffer 2, supercharge
12th +9/+4 +8 +8 +4 Elemental overflow +4, utility wild talent
13th +9/+4 +8 +8 +4 Infusion, metakinesis (quicken)
14th +10/+5 +9 +9 +4 Expanded element, infusion specialization 4, utility wild talent
15th +11/+6/+1 +9 +9 +5 Elemental overflow +5, infusion
16th +12/+7/+2 +10 +10 +5 Composite specialization, internal buffer 3, utility wild talent
17th +12/+7/+2 +10 +10 +5 Infusion, infusion specialization 5, metakinesis (twice)
18th +13/+8/+3 +11 +11 +6 Battle burn 3, elemental overflow +6, utility wild talent
19th +14/+9/+4 +11 +11 +6 Infusion, metakinetic master
20th +15/+10/+5 +12 +12 +6 Infusion specialization 6, omnikinesis, utility wild talent (persistent)

Weapon and Armor Proficiencies

Legendary kineticists are proficient with all simple weapons and light and medium armor, but not shields.

Elemental Focus (Su)

At 1st level, a legendary kineticist chooses one primary element on which to focus. This element determines how they access the raw power of the Ethereal Plane, and grants them access to specific wild talents and additional class skills. They can select any element normally available to a kineticist. They gain their selected element’s basic utility wild talent as a bonus wild talent.

Wild Talents

A legendary kineticist can use wild talents – magical abilities similar to spells but drawn from the legendary kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted.

A wild talent always has the elemental descriptor or descriptors matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A legendary kineticist can always select 1st-level wild talents, but they can select a wild talent of a higher level only if their kineticist level is at least double the wild talent’s effective spell level.

Wild talents are always considered to have an effective spell level equal to 1/2 the legendary kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + 1/2 the legendary kineticist’s class level + the legendary kineticist’s Constitution modifier. The legendary kineticist uses their Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents they gain from their other class features, at 2nd level and every 2 levels thereafter, a legendary kineticist selects a new utility wild talent from the list of options available to them. A legendary kineticist can select only universal wild talents or those that match their element. At 6th level and every 4 levels afterwards, a legendary kineticist can replace one of their utility wild talents with another utility wild talent of the same level or lower. They can’t replace a wild talent that they used to qualify for another of their wild talents.

Burn (Ex)

At 1st level, a legendary kineticist can overexert themselves to channel more power than normal, pushing past the limit of what is safe for their body by accepting burn. Some of their wild talents allow them to accept burn in exchange for a greater effect, while others require them to accept a certain amount of burn to use that talent at all. For every point of burn a legendary kineticist possesses, they take a -1 penalty to all Strength and Dexterity ability and skill checks (except initiative checks); creatures which would normally be unable to take penalties to physical ability scores still take these penalties. These penalties can’t be removed by any means other than getting a full night’s rest, which removes all burn and associated penalties. A legendary kineticist can accept only 1 point of burn per round.

This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A legendary kineticist can’t choose to accept burn if it would put their total number of points of burn higher than 3 + their Constitution modifier (though they can be forced to accept more burn from a source outside their control).

Kinetic Blast (Sp)

At 1st level, a legendary kineticist gains a kinetic blast wild talent of their choice. This kinetic blast must be a simple blast that matches their element.

As a standard action, the legendary kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. they must have at least one hand free to aim the blast (or one prehensile appendage, if they don’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The legendary kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and they can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms).

A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor.

A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

A kinetic blast’s damage is dependent on its type. Simple energy blasts deal 1d6 damage plus an additional 1d6 damage per 2 kineticist levels beyond 1st, while composite energy blasts deal 2d6 plus an additional 2d6 per 2 kineticist levels beyond 1st. They add half the kineticist’s Constitution modifier to this damage, and are treated as a ranged touch attack (hitting a target’s touch AC and affected by spell resistance). On the other hand, simple composite blasts deal 1d6+1 damage plus 1d6+1 per 2 kineticist levels beyond 1st, while composite physical blasts deal 2d6+2 damage plus 2d6+2 per 2 kineticist levels beyond 1st; they add the kineticist’s full Constitution modifier to damage and are ranged attacks (hitting a target’s normal AC and not being subject to spell resistance).

All kinetic blasts exude a magical aura which allows them to be detected as if they were spells of that aura’s school, subschool, and descriptors, although those identifying a kinetic blast will know it is a blast and not a spell; this does not allow a kinetic blast to counter spells of its aura’s schools, subschools, or descriptors aside from energy type descriptors (for example, fire blast exudes an evocation [fire] aura and can be used to counter spells with the fire descriptor, but cannot counter evocation spells without the fire descriptor).

Gather Power (Su)

If they have one hand free (or one of their prehensile appendages free, for unusual legendary kineticists) a legendary kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the legendary kineticist, as the energy or matter swirls around them. Gathering power in this way allows the legendary kineticist to reduce the total burn cost of a kinetic blast (including metakinesis) they use in the same round by 1 point. The legendary kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a kinetic blast used on their next turn by 2 points (to a minimum of 0 points). If they do so, they can also gather power as a move action during their next turn to reduce the burn cost by a total of 3 points. If the legendary kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, they must succeed at a concentration check (DC = 10 + damage taken + effective spell level of their kinetic blast) or lose the energy in a wild surge that forces them to accept a number of points of burn equal to the number of points by which their gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su)

At 1st level, a legendary kineticist gains an infusion wild talent from the list of options available based on their element. They gain additional infusions at 3rd and every 2 levels afterwards. By using infusions along with their kinetic blasts, a kineticist can alter their kinetic blasts to suit their needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the legendary kineticist uses one of their kinetic blast wild talents, they can apply up to one associated form infusion and up to one associated substance infusion.

Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.

The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the legendary kineticist’s Dexterity modifier instead of their Constitution modifier. When a legendary kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion.

If a legendary kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

At 4th level and every 4 levels afterwards, a legendary kineticist can replace one of their infusions with another infusion of the same effective spell level or lower. They can’t replace an infusion that they used to qualify for another of their wild talents.

Elemental Defense (Su)

At 2nd level, a legendary kineticist gains their element’s defense wild talent.

Elemental Overflow (Ex)

At 3rd level, a legendary kineticist’s body surges with energy from their chosen element whenever they accept burn, causing them to glow with a nimbus of fire, weep water from their pores, or experience some other thematic effect. In addition, they receive a bonus on their attack rolls with kinetic blasts equal to the total number of points of burn they currently have, to a maximum bonus of +1 for every 3 kineticist levels they possess. They also receive a bonus on damage rolls with their kinetic blast equal to double the bonus on attack rolls. The legendary kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round but doing so suppresses all of this ability’s other benefits, as well. The next time the legendary kineticist uses any wild talent, the visual effects and benefits return instantly.

As a legendary kineticist’s body becomes more and more suffused with their element, they begin to gain more powerful benefits.

Starting at 6th level, whenever they have at least 3 points of burn, the legendary kineticist gains a +2 size bonus to two physical ability scores of their choice. They also gain a chance to ignore the effects of a critical hit or sneak attack equal to 5% times their current number of points of burn.

At 11th level, whenever the legendary kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of their choice and a +2 size bonus to each of their other two physical ability scores.

At 16th level, whenever the legendary kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of their choice, a +4 size bonus to a second physical ability score of their choice, and a +2 size bonus to the remaining physical ability score.

Battle Burn (Su)

At 4th level, a legendary kineticist gains the ability to accept 1 point of battle burn, which has no physical effect on the legendary kineticist. A legendary kineticist can accept a point of battle burn in place of burn when using an infusion or utility wild talent with a duration measured in rounds or minutes, but the infusion or utility wild talent must have a non-instantaneous duration.

Whenever a legendary kineticist accepts a point of battle burn when using a wild talent, the effects of that wild talent only last for 5 minutes or their normal duration (whichever is less). Resting for 5 minutes removes all battle burn a kineticist possesses. At 11th and 18th level, a legendary kineticist can accept an additional point of battle burn, although they can only accept 1 point of battle burn per round. They can accept battle burn alongside normal burn.

Infusion Specialization (Ex)

At 5th level, whenever a legendary kineticist uses one or more infusions with a blast, they reduce the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. They reduce the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Metakinesis (Su)

At 5th level, a legendary kineticist gains the ability to alter their kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, they can empower their kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, if a foe makes a successful save against their kinetic blast, they can force their foe to make a second save against their kinetic blast as if using Persistent Spell. At 13th level, by accepting 3 points of burn, they can quicken their kinetic blast as if using Quicken Spell.

At 17th level, by accepting 4 points of burn, the legendary kineticist can use their kinetic blast twice with the same standard action, or swift action if they also use metakinesis to quicken the blast.

When they use a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the legendary kineticist needs to pay the burn cost only once.

Expanded Element (Su)

At 6th level, a legendary kineticist learns to use another element or expands their understanding of their own element. They can choose any element, including their primary element. They gain one of that element’s simple blast wild talents that they do not already possess, if any. They also gain all composite blast wild talents whose prerequisites they meet, as well as the basic wild talent of their chosen expanded element (for instance, basic aerokinesis if they choose air). They don’t gain the defense wild talent of the expanded element.

If the legendary kineticist chooses to expand their understanding of an element they already have, they gain an additional infusion of their choice from that element, as if from their infusion class feature.

At 14th level, the legendary kineticist can either select a new element or expand their understanding of their original element. They can’t select the same element they selected at 6th level unless it is their primary element. They gain all the benefits from their new expanded element as listed above. However, if the legendary kineticist selected their primary element as their expanded element at both 6th and 14th levels, their mastery of that element increases.

For wild talents of their element, the legendary kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.

Internal Buffer (Su)

At 7th level, a legendary kineticist’s study of their body and the elemental forces that course through it allow them to form an internal buffer to store extra energy. The buffer starts at 1 and replenishes each day. When they would otherwise accept burn, a legendary kineticist can spend 1 point from their buffer to avoid accepting 1 point of burn. This buffer can reduce the burn cost of any wild talent without affecting its duration unlike battle burn. They cannot spend more than 1 point from their buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the legendary kineticist can accept in a single turn but cannot be used with battle burn. This buffer increases to 2 points at 11th level and to 3 points at 16th level.

Supercharge (Su)

At 11th level, when using gather power as a move action, a legendary kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, they can reduce the burn cost of a single wild talent by 3 points instead of 2. In addition, a legendary kineticist can use this ability as a swift action to reduce the total burn cost of a single wild talent by 1 point.

Composite Specialization (Su)

At 16th level, a legendary kineticist becomes more adept at creating composite blasts. They reduce the burn cost of all composite blasts by 1 point. This can’t reduce the cost of a composite blast below 0 points.

Metakinetic Master (Su)

At 19th level, a legendary kineticist chooses one type of metakinesis, such as empower or quicken. They reduce the burn cost of that metakinesis by 1 point (to a minimum of 0 points).

Omnikinesis (Su)

At 20th level, a legendary kineticist transcends the distinction between the different elements and can bend all creation to their will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast they choose), they can use any kinetic blast they don’t know. By accepting 1 point of burn as a standard action (except for battle burn), they can change any of their wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any elemental requirements or restrictions (but not any other requirements or restrictions).

Variant Multiclass Option

This optional system allows a character to trade out half their feats in order to gain the benefits of a secondary class.

These rules enable characters to gain many of the benefits of multiclassing without sacrificing advancement in their primary classes, and creates opportunities to explore novel character concepts, such as a barbarian whose rage stems from being afflicted by the gods with an oracle’s curse and revelations. Under the standard rules, multiclassing can lead to a wide disparity in character ability. With this system, each character can choose a secondary class at 1st level that they train in throughout their career, without giving up levels in their primary class. Once selected, this choice is permanent (though if using the retraining rules, the secondary class can be retrained by paying half the cost of retraining all their class levels). A character who selects this option doesn’t gain feats at 3rd, 7th, 11th, 15th, and 19th levels, but instead gains class features from their secondary class. It is probably a good idea to use either this variant system or normal multiclassing, but it’s possible for the two systems to be used together. In a game using both systems, a character can’t take levels in the secondary class they gain from this variant.

A character who chooses kineticist as their secondary class gains the following secondary class features: Burn: At 1st level, they gain the burn class feature, being allowed to accept 1 burn per round and an amount of burn per day equal to their Constitution modifier. If they possess the burn class feature from another class, the amount of burn these class features allow per round and per day does not stack, and they suffer the penalties for taking burn as described in that class’s burn class feature; otherwise they suffer the same nonlethal damage as a typical kineticist.

Elemental Focus: At 3rd level, they gain the elemental focus class feature. The simple blast they choose deals damage as if from a kineticist 1/2 their character level. If they already possess a kinetic blast, they instead add this damage to their kinetic blast’s normal damage, but cannot exceed the amount of damage normally dealt by a kineticist of their character level. If they already possess a primary element, they do not gain an additional one. A simple blast gained this way cannot be used to meet the prerequisites of a composite blast until 15th character level.

Wild Talent: At 7th level, they gain an infusion or utility wild talent, treating their kineticist level as their character level -4 to determine the level of wild talent they can select. If they possess a class feature which provides infusions, they can apply infusions as normal for a kineticist or as the class feature describes.

Gather Power: At 11th level, they gain the gather power class feature, but can only use it as a move action.

Burn Specialization: At 15th level, they reduce the total burn cost of infusions applied to their kinetic blast by 1 (to a minimum of 0). This stacks with other means of burn reduction. In addition, they gain the internal buffer class feature, being able to store up to 1 point in it (this does not stack if they possess the internal buffer class feature from another source).

Wild Talent: At 19th level, they gain an infusion or utility wild talent, treating their kineticist level as their character level -4 to determine the level of wild talent they can select. If they possess a class feature which provides infusions, they can apply infusions as normal for a kineticist or as the class feature describes.

Note: Although the kineticist and legendary kineticist classes are technically different classes, the legendary kineticist is very strongly rooted in the kineticist class as its origin. As such, a legendary kineticist cannot multiclass as a kineticist or vice versa, either normally or using variant multiclassing rules.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes.

The following options are available to the listed race who have kineticist or legendary kineticist as their favored class, and unless otherwise stated, the bonus applies each time the player selects the listed favored class reward. Keep in mind that most bonuses are rounded down to the nearest whole number (for example, a dwarf must choose their favored class bonus three times to receive each point of the bonus it applies) while bonuses measured in feet (such as the ratfolk favored class bonus) are rounded down to the nearest 5-foot increment.

A few races receive an option of two potential alternate favored class bonuses. When selecting their favored class bonus, the player can select only one of each such bonus per kineticist level, and cannot change this choice once they’ve made it. They can, however, make a different choice of favored class bonus each level (for example, an 8th-level kobold could choose to take their DC bonus three times and their radius/range bonus five times, thus granting their line Aoe infusions a 10-foot bonus to range and 1 point bonus to DCs and their cone and emanation Aoe infusions a 5-foot bonus to radius and 1-point bonus to DCs).

Core Races

  • Dwarf– Add 1/3 point of damage to earth element blasts that deal damage that apply the kineticist’s elemental overflow bonus.
  • Elf– Gain a +1/4 bonus on damage rolls that apply the kineticist’s elemental overflow bonus.
  • Gnome– Gain a +1/2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive skill checks against creatures with the elemental subtype matching the kineticist’s primary element, or add a +1/6 bonus on combat maneuver checks attempted as part of a substance infusion.
  • Half-Elf– Gain a +1/4 bonus on damage rolls that apply the kineticist’s elemental overflow bonus.
  • Half-orc– Add 1/3 point of fire damage to fire-element blasts that deal fire damage that apply the kineticist’s elemental overflow bonus.
  • Halfling– Increase the capacity of the kineticist’s internal buffer by 1/6 point.
  • Human– Gain 1/6 of an Extra Wild Talent feat.

Featured Races

  • Aasimar– Add 1/3 point of positive energy damage to wood-element blasts that deal positive energy damage that apply the kineticist’s elemental overflow bonus.
  • Catfolk– Gain 1/5 use of the cat’s luck racial trait per day. The kineticist must accept 1 point of burn on uses of cat’s luck gained this way.
  • DhampirHeal an additional 1/4 hit point when using void healer.
  • Drow– Add 1/5 of an Extra Wild Talent feat that must be spent on a poison element wild talent.
  • Fetchling– Gain negative energy resistance 1/2 and positive energy resistance 1/2 while a defense wild talent is active.
  • Goblin– Add 1/5 of an Extra Wild Talent feat that must be spent on a fire or machine element infusion wild talent.
  • Hobgoblin– Add a +1/3 bonus to attack rolls to any form infusion which is used as part of an attack action, charge action, or full-attack action (such as kinetic blade or kinetic fist).
  • Ifrit– Add 1/4 to the save DC of the kineticist’s fire infusions and wild talents.
  • Kobold– Add 1/3 to the save DC of substance infusions applied to kinetic blasts with a cone or line area of effect (such as spray or torrent) or with an area of effect centered in the user (such as cyclone), or add 1 foot to the radius of cone or centered-on-user area of effect infusions and 2 feet to the range of line area of effect infusions.
  • Orc– Gain a +1/2 bonus on Bluff and Intimidate checks while a defense wild talent is active.
  • Oread– Add 1/4 to the save DC of the kineticist’s earth infusions and wild talents.
  • Ratfolk– Add a 2-foot bonus to the burrow speed granted by the Burrowing Teeth feat. This bonus only applies while the flesh of stone defense wild talent is active.
  • Sylph– Add 1/4 to the save DC of the kineticist’s air infusions and wild talents.
  • Tengu– Gain 1/6 of an Extra Wild Talent feat.
  • Tiefling– Add 1/3 point of negative energy damage to void-element blasts that deal negative energy damage that apply the kineticist’s elemental overflow bonus.
  • Undine– Add 1/4 to the save DC of the kineticist’s water infusions and wild talents.

Uncommon Races

  • Changeling– Increase the capacity of the kineticist’s internal buffer by 1/6 point, or add 1/3 to the save DC against the curse spinner and accursed infusion wild talents.
  • Duergar– Add 1/5 of an Extra Wild Talent feat that must be spent on an earth element wild talent.
  • Gillmen– Add 1/5 of an Extra Wild Talent feat that must be spent on a mind or water element wild talent.
  • Grippli– Add 1/3 to the DCs of poisons delivered through a poison or wood-element infusion and to the save DCs of poison and wood wild talents which are treated as poison effects.
  • Kitsune– Add 1/5 of an Extra Wild Talent feat that must be spent on an aether, light, or sound element wild talent.
  • Merfolk– Add 1/3 point of damage to water-element blasts that apply the kineticist’s elemental overflow bonus.
  • Nagaji– Gain 1/15 of the gorgon gaze infusion. It is treated as universal and can be applied to any kinetic blast the kineticist possesses.
  • Samsarans– Gain 1/6 of a simple kinetic blast, ignoring its prerequisites. It cannot be used to meet the prerequisites of a composite blast and cannot have non-universal infusions applied to it unless you possess its element.
  • Strix– Add 1/6 to the number of points of burn that the kineticist can accept per round.
  • Suli– Add 1/4 round to the duration of the elemental assault racial trait.
  • Svirfneblin– Add a +1/6 bonus on combat maneuver checks attempted as part of a substance infusion.
  • Vanara– Add 1/3 to the total number of points of burn that the kineticist can accept before they can’t choose to accept additional points of burn.
  • Vishkanya– Add 1/5 of an Extra Wild Talent feat. The kineticist can only select mind substance infusions this way but can treat them as poison infusions, applying them to poison-element blasts and treating them as mind-affecting poison effects
  • Wayang– Add 1/4 to the save DC of the kineticist’s void infusions and wild talents.

Other Races

  • Duskwalker– Increase the capacity of the kineticist’s internal buffer by 1/6 point.
  • Gathlain– Increase the amount of burn cost reduction when using the kineticist’s gather power ability by 1/6 point (the minimum burn cost of 0 still applies).
  • Obitu– Add 1/2 point of positive energy damage when dealing damage to undead with kinetic blasts that deal positive energy damage that apply the kineticist’s elemental overflow bonus.
  • Skinwalker– Gain 1/5 of the Extra Wild Talent feat. This feat must be spent on a viscera-element talent.
  • Vine Leshy– Gain 1/5 of the Extra Wild Talent feat. This feat must be spent on a wood-element talent.
Section 15: Copyright Notice

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

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