Kinetic Counter

Prerequisite(s): Cold blast, fire blast, or water blast.

Benefit(s): You can ready an action to use your blast to counter an opponent’s elemental abilities. If you ready a fire blast, you can counter any spell or activated extraordinary, supernatural, or spell-like ability that has the water or ice descriptor, and if you ready a cold or water blast, you can counter any spell or activated extraordinary, supernatural, or spell-like ability that has the fire descriptor. In order to successfully counter the effect, you must succeed at a caster level check with a DC equal to either 11 + the opponent’s caster level (for spells and spell-like abilities) or 11 + the opponent’s Hit Dice (for extraordinary and supernatural abilities). Against spells and spell-like abilities, treat a success as if you had counterspelled the effect using dispel magic. Against activated supernatural and extraordinary abilities, a successful kinetic counter negates the ability’s effect entirely while still expending the ability. For example, if a pyrokineticist succeeds at their caster level check against a white dragon’s breath weapon, they negate the breath weapon’s effect in the entire area, and the dragon must wait 1d4 rounds to use its breath weapon again.

Section 15: Copyright Notice

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

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