Kinetic Coils (Combat)

Prerequisite(s): Kinetic Clutches, Greater Grapple.

Benefit(s): When attempting to tie up a creature you’ve grappled with a kinetic blast, you can use fragments of lingering elemental energy or matter from a simple blast to do so. Treat this binding as a bloodvine rope, except it deals 1/4 your simple blast’s damage of the same damage type as the blast it manifested from whenever the bound creature fails an Escape Artist or Strength check to escape it (for example, a 12th level kineticist’s kinetic coils made with a magma blast would deal 1/4 of 6d6 damage, half bludgeoning and half fire). You can attempt to tie up a grappled or pinned creature not adjacent to you in this way, but do so at a -1 penalty per 5 feet of distance they are from you. Bindings created through kinetic coils vanish after 8 hours if not broken before then.

Section 15: Copyright Notice

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

scroll to top