pathfinder kineticist feats

Pathfinder kineticist feats

I'm making a pyrokineticist for a game pathfinder kineticist feats mine tonight after losing a character. I'm hoping the character can focus on pure damage and AoE since ranged firepower literally is something the team lacks. And are there any items, wondrous or otherwise, that a pyrokineticist would benefit from the most?

Prerequisite s : Kineticist level 1st, elemental focus class feature. Benefit s : For each kineticist element to which you have access, you treat all spells associated with that element see below as utility wild talents of the listed level, which you can select as normal. Each has a burn cost of 1 unless otherwise noted, and any nonpermanent, non-instantaneous effects end when your burn is removed. Using this wild talent is considered psychic spellcasting except for the purpose of prerequisites , and you must provide emotion and thought components , as well as material components where appropriate. In addition, some spells are restricted to certain races. Aether : Etheric shards 5th , instant armor 2nd , kinetic reverberation 2nd , protective spirit 3rd , telekinetic charge 4th; 2 burn. Air : Air step 2nd , body capacitance 1st , cloak of winds 3rd , cloud shape 4th; self only , gaseous form 3rd , wind walk 6th.

Pathfinder kineticist feats

Unique among the published classes, the Kineticist gets entire separate sets of element-specific class feats Impulses. Your choice of element s determines which impulses you can access. While the majority of your Impulses will be selected via feats, remember that Elemental Blast and Base Kinesis are also Impulses. For ranged blasts, you can get a range increment similar to a longbow or you can add Propulsive with a very short range increment. Important note: You can only take a single Free Action in response to the same event occurring. But seriously, how badly have you planned your build that you need to change it mid-combat? How often is that actually going to change the outcome of a situation? The difficulty with line effects is lining up two or more targets. On your next turn, if you can hit two or more targets again with the returning boomerang, it will be hard to beat that amount of damage with another single Action. As a GM I would rule that the boomerang stops wherever the line ends, then returns to you from that point. With that in mind, this allows you to reposition an ally, potentially saving them one or more Strides at the cost of your two Actions. As the maximum distance improves, this becomes gradually more efficient. However, Four Winds may be sufficient to accomplish that task and may even be a better solution because it affects multiple allies. Cyclonic Ascent allows you to use an Air Impulse instead.

Benefit: Whenever you use your gather power class feature, the visual and sound effects are diminished, only noticeable to those within pathfinder kineticist feats feet of you. It's part of the campaign's lore. Prerequisites: Kineticist 7th, must possess a kinetic blast that deals half its damage as one type and half as another.

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While several of the following feats can be utilized by any character, they were all developed for use by kineticists in particular. Library of Metzofitz Wiki Explore. Equipment Magic Items Weapons. Recent blog posts. Explore Wikis Community Central. Don't have an account? Current Wiki. Start a Wiki. Sign In Register. Kineticist Feats.

Pathfinder kineticist feats

Enter the Kineticist, and bizarre magic-based class with no spellcasting. While these options in no way compete with a full spellcaster, they are still very interesting. Expect to supplement gaps in the capabilities provide by the class using Traits to get better class skills and magic items to fill gaps in your magic abilities. If you would like help with Pathfinder options not covered here, please email me and I may be able to provide additional assistance. Also note that many colored items are also links to the Paizo SRD. Hit Points : Good for a caster-style character, and with a dependence on Constituition. Saves : Two good saves, dependent on Constitution, and two dump stats to free up points to spend on your Wisdom. Proficiencies : Simple weapons and light armor. However, avoid using shields except bucklers , as it interferes with Gather Power. Every element has a distinct flavor, and the available talents do a good job of distinguishing each element from the others.

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You cannot learn any kinetic blast which deals cold damage; if your primary element is water and you choose to expand into water, you do not gain cold blast or ice blast. You may make a ranged attack with your kinetic blast with a range of up to 30 feet. Gather power class feature, kineticist level 8th. These effects do not provoke additional attacks of opportunity. Benefit: Energy blasts can be readied to counterspell any evocation spell of their effective spell level or lower, and physical blasts can be readied to counterspell any conjuration creation spell of their effective spell level or lower. Benefit: Whenever a splash weapon you use would leave behind caltrops or an effect simulating caltrops for a limited duration such as a shard gel, the Kinetic Remnants feat, or the glassfoot bomb alchemical discovery , increase that duration to 2d6 rounds. Mind: Animus mine 2nd , thought worm IPA 2nd , zone of truth 3rd , lost passage 4th , microcosm 9th. Increase your blast's damage immensely, but take damage. Gain bonuses to your physical scores when gathering power Godhood From the Bottom of a Bottle Burn class feature, must be a living creature. In addition, they are prereqs for some interesting feats like Heroic Defiance or Stalwart. Kinetic Channeling. I'm a Dwarf, lvl 12, so I have a fair number of feats to play around with, but after Weapon Finesse, Deadly Aim, and Improved Initiative, I don't really know what sorts of feats to take. Benefit: Creatures you summon receive a subtype matching your elemental focus. Burning Ki. Kineticist Feats?

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Utility wild talent class feature. Special: You may take this feat multiple times; each time it applies to a different composite blast. Benefit: You gain the ability to spontaneously cast cure spells as spell-like abilities. Walker in Rust. Gather power with your hands full. 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 ft. Normal: When using a composite blast to modify another blast, the composite blast is treated as the modified blast, and as such is only associated with infusions normally associated with the modified blast. Your mind can link with those further away, increasing the range of the telepathy provided by your basic neurokinesis by 10 feet per 2 kineticist levels you possess. Benefit: Your devastating infusion, dual blades, kinetic assault, kinetic blade, kinetic fist, kinetic whip, and vital blade are considered to have the deadly, disarm, distracting, sunder, and trip weapon qualities. New OOTS t-shirts, ornaments, mugs, bags, and more. A medium-sized fey. Basic Kinetic Training. Kineticist 9th, unnatural evolution utility wild talent. Normal: You only receive bonuses to your attack and damage rolls from using soul power to rack souls. This feat cannot be taken if you have the wide array feat, and must be taken at entropist level 1.

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