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Into the Breach: The Kineticist (PFRPG) PDF

****( ) (based on 6 ratings)

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Into the Breach is a series of crunch-focused books intended to expand the options available to the Occult Classes (the kineticist, medium, mesmerist, occultist, psychic, and spiritualist).

For our 10th installment, we call upon primal elements both familiar and strange, and will them to our purpose with the kineticist. With three new archetypes, two new prestige classes, five new elements, and a host of kinticist focused items both mystic and mundane you are sure to find new ways to shape you chosen element, as it resides all around, awaiting your call.

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Product Reviews (6)
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N.'s Kinetic Roundup

****( )

Okay, while I could preface this review a lot, just gonna jump right in.

[Aetheric Marksman]
Aetheric archery is odd in that it doesn't really feel like it changes things a lot, and as imbuement doesn't change the fact that magical qualities aren't applied with blasts, it doesn't feel like there's a lot of synergy there. Shrapnel arrow's fine, it's fun, but I feel like it should replace an infusion rather than a utility wild talent. I do like piercing arrow though, it's fun and thematic. Burrowing arrow feels open to abuse, but it shouldn't be that bad.

[Hellfire Kineticist]
Splitting the damage type may seem good, but as fire's still the most resisted element, this basically means only the unholy (untyped) damage will apply, which only barely helps fire's issue of fire resistance. With brimstone blast, I fear eventually it'll get outpaced and not really relevant anymore. Devil inside is an awesome way to take things, but I don't think it's worth replacing elemental defense, not to mention the various utility wild talents it replaces; it's bad enough where it taints the entire archetype. Sin sense is another fun ability, but it also is overcosted sadly. I do like getting the imp familiar though, and the last few abilities are flavorful but ultimately far too weak to consider this archetype viable.

[Wind Whistler]
While I like performance blast in concept, tying damage to a skill check is a dangerous road, as skill checks are infamously easy to game. The loss of infusions for bardic performance is fair, even if it makes this archetype more mundane in combat; it also lacks text to prevent one from gaining infusions from the extra wild talent feat. The rest of the archetype is interesting enough, making it my favorite of this book's archetypes.

[Aetheric Assailant]
While full BAB is interesting, let's just kill 2 + int skill points per level, please? Clarity is an odd ability, as it assumes rage while nothing else in the archetype's prerequisites involves rage (also the prereqs are WAY too restrictive; medium armor, cleave, and power attack?). Kinetic wielding is almost certainly going to put you at burn cap way too quickly to be of much use, which is a shame. Also 'martial class' isn't a recognized term, and is far too vague. If this was to be intended, more tight wording would be needed.

Aetheric shrouded shield last WAY too little to be of much use, especially for needing burn and a standard action to activate (I'm assuming it's a standard action, it's not really clear). Kinetic cleave is meh, but greater kinetic wielding is actually quite interesting and a cool use of aether. Aether reinforcement is another ability that's just too weak though, same with kinetic champion, making this a mixed bag of a prestige class.

[Cerulean Star Disciple]
So the prereqs are easy enough and it has 4 skill points a level, so nice. I do like cerulean fire, nice and thematic, and healing warmth is okay. It has normal kineticist progression and while holy pyre has the same issues as hellfire, the holy fire actually does help this out a bit. Inspired shaping helps with versatility, but heavenly radiance doesn't last nearly long enough to validate its burn cost. Cerulean blaze is awesome though, making your blasts all holy, and luminous soul only makes it better. Definitely a stand out prestige class, and worth the wait to get into (although with other 3p you can enter sooner).

Before I go into elements, props for giving each a saturation, even if it is small. What I don't like is how abilities are listed alphabetically instead of by level, it makes it harder to get a feel for the element. Not even separating out the basic blasts and such really make finding things far more of a chore than they should be.

In addition, I really wish these new elements had more talents; the amount of talents they have makes them feel far too similar to release kineticist levels of versatility, which is not good.

[Bone]
While having a very 'earth' vibe about it, the amount of 'this is a spell' infusions turns me off quite a bit. It has sort of a necromancy vibe too, but it doesn't go all in on it, which I'd appreciate here. I understand if they didn't want to step on void's toes, but I feel like more body manipulation could have been included.

[Chaos]
Wow, chaos blast is a lot of words to make for a more polar damage calc, also not in love with it being typeless damage with a free bane against lawful subtype creatures. I feel dumb saying it like this, but chaos feels really unfocused; there's not enough of a theme to grasp hold of here, and you could throw a lot of talents into here without any issues. I'm not a fan of all the randomization in the element, as well as its lack of thematic cohesion.

[Crystal]
Crystal is...earth by another name. Like there's some fun stuff in here, but really nothing that validates making it a unique element. My opinion, make everything here earth, absorb it into the element, and make it a fun addition to one of the most fun elements anyways. It's not a bad element and the talents are fun, but it just doesn't need to exist.

[Dreams]
A save for the blast to do any real damage is rough, but this is probably my favorite of the elements presented. I can't really say it makes for an amazing primary element due to its effects being more specialized, but I can say that it'd make for a really cool secondary element for that reason.

[Time]
And here's where I do have experience...also supernatural aging is not a damage type. Why is there an aging infusion while the basic blast also ages, this seems redundant. Also holy god, permanent aging at 5th level? This is insanely powerful, super banned forever. Stop time is a better time stop...think about that. Time is not a good element, and would easily be removed from my tables.

[Final Thoughts]
I think there's a lot of promise here, and the kineticist is a hard class to design around, making the efforts here all the more impressive. Aside from certain things like time, the material here could all be used in a standard game, but some of it is just weak to the point where I don't see a lot of value in it. I'm going to give this a 3.5, and out of good will, I'll be rounding up.


Inaugural Review

****( )

This product was given by Flying Pincushion games in exchange for this review, but the review will endeavor to be objective and not influenced by that.

Of the 40 pages of this PDF, 35 are gaming content, the other five being the cover, title page, table of contents, OGL, and a full-page Sun Tzu quote. Pretty solid ratio to me, and where there is art that takes up large portions of a page, it is generally good quality art and fits with the content.

Archetypes:
There are three archetypes in this section.
The Aetheric Marksman attempts the difficult task of combining telekinetic blasts with archery. It does a pretty decent job of this, increasing the range (though not as far as the actual range of a bow, at least without the extended range infusion) and increasing the critical multiplier to 3 but not allowing you to use feats that give you more shots with the blast. It doesn't integrate expanded elements very strongly, though; they increase the damage of the elemental and elemental burst properties that the archetype lets you add to the arrow-blasts, but that seems to be about it. Otherwise the abilities are more about using the special attributes of magic bows and arrows and doing things like making an arrow shatter into an AOE from excessive telekinetic force or using telekinesis to shoot through one target and into another. You will be using a lot of burn though, since a lot of the tricks require you to accept it and I didn't see anything that lets you gather power with a bow in your hands.

The Hellfire Kineticist will probably see more use by DMs as enemy characters and in evil campaigns than in more traditional parties, but it has a lot of flavorful abilities for that, albeit with a few weird bits. The unique infusions (a sickening brimstone blast and an blast that, if a target has sinned, condemns them to hell while giving benefits to the kineticist if it kills them) don't work with all the things that it seems like they might (again, expanded elements are not that well integrated into this archetype), and the ability that gives them some of the resistances of a devil makes them count as an evil outsider for all spells and effects when they have burn - no note of "in addition to their usual type;" full type changes are usually limited to capstones and this replaces elemental defense at level 2 (they do permanently become a lawful- and evil-subtype outsider at 20, regardless of alignment, so this may be an error). The Imp Familiar is always useful though. It may be possible to play this class as a neutral character, but it would be pretty hard, and they wouldn't be able to use the condemnation ability for sure.

The Wind Whistler is a bard-aerokineticist. Their blasts do added damage based on a perform (wind) check, and I am not sure if they can use masterwork instruments to increase it. They get bardic performances instead of all their infusions, which can be limiting but also useful in a more support role, plus some unique performances. This archetype specifically restricts your first expanded element to "more air" and you don't get composite blasts from it (it's not specified if you get the electric basic blast, though it seems like you don't; I think a sonic blast would be neat to get at some point); instead you get a bardic masterpiece, which you get chances to swap out at higher levels. It doesn't say anything about your second expanded element, so that works as normal presumably? All in all it's a pretty cool idea with a little mechanical oddness, but it should still be able to do a decent amount of damage while supporting the party. I'm not sure why they lose intimidate, though, especially since they still get Dirge of Doom.

Prestige Classes:
There are two prestige classes included in this section. I will be honest: I am not an expert on prestige classes so it isn't easy for me to compare them with other prestige classes strength-wise, but these are unusual for pathfinder prestige classes anyway.

The Aetheric Assailant is a combination martial warrior and telekineticist, a combination that is normally difficult to pull off effectvely. It deals with the fact that kineticists lose a lot by multiclassing both by progressing blast damage and effective kineticist level and also by being only five levels long. It has full base attack bonus and good fort and ref saves, and requires you to have aether as your elemental focus, 2d6 of elemental blast (so level 3 kineticist, normally), and the Kinetic Blade infusion, plus medium armor proficiency and some specific combat feats to enter. You actually CAN enter the class as a single-class kineticist, but it will be much later and you won't get as much benefit. They gain abilities to let them use kinetic abilities while in a barbarian rage, should you choose that as the martial component, and levels in the prestige class also progress effective level in one martial class that the kineticist already had for meeting prereqisites for feats. The specific mix of martial that they get mostly involves using kinetic blade with actual weapons (without harming the weapon), using cleave and great cleave with kinetic blade, and swinging the kinetic blade weapon with threads of aether to get longer range with such attacks. They also gain the ability to channel blasts into armor and shields that they wear or wield, giving them interesting defensive abilities. I think this class still can't gather power with a weapon or shield in hand though, so you will be taking burn to use its abilities to the fullest extent. The capstone (which you can be getting potentially around level 12) lets you take more burn per turn, but you still have a total amount you can take, and every point you take is nonlethal damage that puts you closer to unconsciousness. Overall, this archetype does some cool things, but there are some things it doesn't do that I feel would make it work a lot better.

The Cerulean Star Disciple is the complete opposite kind of prestige class. It's not a way to combine two classes, it's a specific alternate version of the base class's power tied to a specific force, that seems like it could be fun to expand in a campaign setting. In this case, the cerulean fire is the light of blue stars, which is envisioned here as particularly anathema to undead. It has the story-based entry requirement of having been affected by the blight of the undead, in such forms as level or ability drain or mummy rot, as well as already being a pretty accomplished pyrokineticist (it requires the Blue Flame Blast, as well as weapon focus with kinetic blast, so you normally need seven levels of kineticist to qualify). This is also a five-level prestige class, though, and it progresses BAB and Saves at the same rate as a kineticist, and progresses most aspects of the class aside from actually getting new infusions and abilities, so it doesn't detract much from the kineticist abilities. The abilities it grants are as you'd expect from the flavor: Its Blue (now Cerulean) Flame blasts do extra damage to undead and debuff them unless they make a save, then becomes half holy damage like Flame Strike, and as a capstone, entirely holy damage, with increasing additional effects when used on its intended targets and the ability to use the blast in different shapes. They also can use their cerulean fire to heal their allies and cure them of harmful conditions, surround themselves with a concealing cloak of flames that hurts those that attack them, and eventually gains the ability to use less burn to use the blue fire blast that most of its abilities to depend on, bonuses on saves against the abilities of undead, and the ability to actually reduce their burn (though not below 1) when they destroy an undead with their cerulean fire blast a few times per day. This is a very flavor-oriented class that is good for characters specifically devoted to destroying undead, and the idea of blue star fire being anti-undead power and people being devoted to that could be a fun thing to explore in a game world.

New Elements:
This section includes five new kineticist elements, all of which come with a pretty full selection of utility and infusion talents, plus defensive and basic talents and composite blasts, plus a section on elemental saturation. The biggest issue I have with this section is actually that unfortunately they don't necessarily work so well with the archetypes and prestige classes in the previous sections. There are magical and mundane items that support them some, though, and notes for how they work with the Spark of Life and Draining Infusion talents from the base class.

The Bone element is focused on the dead and undead, giving you the ability to attack and defend with bones, including making your fists bony enough to attack with. Most of the other talents involve making weapons out of bone or summoning the bones of the dead to attack or trap opponents. It has a composite blast with the negative energy blast of the void element, and another wild talent does negative energy damage. This element does not actually require a character to be evil or necessarily lead them that way, but it certainly fits in better with a certain kind of crowd.

The chaos element gives the kineticist a variety of abilities based on changing themselves, or the targets of their blasts. They can change their appearances in different ways, from minor alterations for disguises to enough to grow fins and gills or completely transform into a different race or an animal. They can also alter the results of die rolls, suddenly be somewhere other than they seemed, or defy the laws of physics to walk on walls, fly, or weaken or reshape matter. Their composite blasts add a chaotic boost to another elemental blast, or if they specialize in chaos or also use fire, a powerful blast with far more erratic damage than usual (3d6 becoming 1d20 and 2d6 becoming 1d12 when rolling damage).

The Crystal element has a lot in common with the Earth element thematically, but does its best to incorporate different kinds of abilities. Its blasts do more than one type of physical damage at a time, and its infusions and utility talents focus on the traits of crystals being sharp and reflective. Its defense talent is particularly powerful, giving a bonus to AC and Touch AC, but can only be used when touching earth or stone, but its Basic Krýskinesis is limited to making weapons or armor made of fragile crystal or glass as sturdy as their metal equivalents (A GM might allow it to be used on other things made of those materials, since it's still a fairly limited ability). Honestly, while the talents for this element are cool and useful, crystal doesn't stand on its own as an element as well as the others; most of the things here would work as just normal earth-element talents.

The Dream element, appropriately, is based largely on sleep and things that are partly or wholly in the mind. Its blasts mimics other elemental blasts, a la shadow evocation, and its infusions mostly add further mental effects to the blast, though things uneffected by mind-affecting effects are much less affected by any of the blasts. The defense is particularly interesting; in additional to protecting from mental effects, it also allows you to act while affected by a sleep effect, though sluggishly. Otherwise, the abilities mostly deal with communicating with sleepers or contacting the dimension of dreams. This is a very flavorful element that, while its utility abilities are somewhat limited, has a lot of combat versatility, as long as you're OK with the blasts being reduceable on a save.

Time can a tricky element to visualize or use in combat, but there is a Dimension of Time in Pathfinder, so kineticists being able to use its power makes sense. Here, its powers are mostly either based on manipulating aging or gaining benefits from insight into the future in various forms. Its physical blast, is unusual, mechanically taking the form of the quick draw feat plus something like the telekinetic blast, to depict slowing down time as you grab and throw objects. There are also infusions and talents to send yourself or opponents into the future, and a few talents that actually have an unlimited duration but require you to maintain a point of unhealable burn per instance as long as they are in effect, which is a cool mechanic for, basically, spending constant effort to hold things in place in time one way or another. Time as an element adds several useful options but is probably better mixed with other elements than taken all the way through.

New Wild Talents and New Feats:
These two sections are pretty short, including three new universal wild talents and seven new feats. The options presented here are all great ideas that add abilities or options to the class that make a lot of sense and fit very well flavorwise, such as transforming into an elemental or unleashing an aura of elemental energy or matter, and being able to charge with a kinetic blade, craft items based on your element, use your blast nonlethally, or learn to communicate better with other creatures attuned to your element. The only real downside is that some of these options are so fitting and obvious that they seem less creative. Still, having them in print is helpful.

New Magic Items:
There are a couple magic weapons here designed to work with kineticists' abilities, which is nice, since the class seems to generally limit fighting without empty hands, but the thing that stands out to me are two consumable items that mitigate or recover burn. Both are limited, but considering that it's something that official materials pretty strictly avoid, it's worthy of note. There are also two items that give enhancement bonuses on kinetic blasts, with different limitations, but neither one of them has scaling versions with higher bonuses, so I'm not sure how worthwhile they are. One of them, interestingly, also works on spells or spell-like abilities that deal elemental damage, but only if the wearer has psychic abilities.

New Mundane Items:
This section is a little odd. It consists of twelve different items, all costing 300 gold, which are, basically, items aligned with each of the different kineticist elements (including the new ones from this product) which, when held by a kineticist of the appropriate element, gives insight into two skills and a situational defensive bonus, either on saves against a pretty specifc thing or to CMD against a certain maneuver or AC in very specific situations. The idea is pretty flavorful and they could be fun things to find in treasure or rewards or enemy gear, but I don't see many people going out of their way to try to buy them.

Overall Impressions:
This is a solid product for its price for people who like the Kineticist class but want to expand it beyond the classical elements and/or its normal way of doing battle. It's not going to completely redefine the game and there are a few bits of mechanical weirdness, but it could be good for enriching an original campaign setting or adding a rare phenomenon to Golarion or another existing setting.


Thematic & Fluffy, but a few Mechanical Issues

****( )

Disclaimer: I received a free copy of this PDF in exchange for this review, but I have striven to be as objective as possible.

What You Get
The PDF offers 3 archetypes, 2 prestige classes, five new "elements", 3 Wild Talents, 7 feats, and over a dozen items (magical and mundane). It also includes notes on how these elements (plus Wood and Void) interact with abilities like Spark of Life and Draining Infusion. All in all, I think that's a good deal for $6.

Themes Are Excellent
The thematic flavor is excellent here, from the Hellfire Kineticist channeling infernal blasts and gaining a devilish cast as she levels to the musically-oriented Wind Whistler. The Cerulean Fire prestige class lets you channel the holy fire of a blue star, with bonus abilities against undead. The Osteokineticist, though, is my favorite goody. I'll definitely be running some bone-shapers in my Garund jungle campaign. The bowslinging Aetheric Archer archetype runs a close second though!

Some Mechanical Hiccups
A few of the abilities don't seem to have been fully fleshed out and I foresee a lot of rule-applicability questions if you run these at your table. Notably, the Hellfire Kineticist's "Sin Sense" ability as written (no save for automatically learning the specifics of target's evil/sinful thoughts within the last hour, 30ft range) would be either completely irrelevant ("uh, that cultist has been daydreaming about murder, I guess?") or an anticlimactic for many intrigue/mystery adventures ("The vizier is the traitor! His thoughts give him away!")

Another example: the Osteokineticist is a beautifully flavorful class, but its Bone Bands ability makes no mention of Armor Check penalties, speed, so a DM ruling would be required on all of that (presumably none apply, per Barkskin or similar effects, but this isn't stated). Initially, my first impression was that the all of the new elements' abilities are way undercosted in Burn, but on reflection the Kineticist is a slightly underpowered class, so I think the Burn cost is only modestly too low.

Some Cool Options
All in all, this booklet has some neat options and great concepts, but GMs and players alike should be prepared for a lot of discussions about how the abilities apply and interact, and not just in weird corner cases.


Lets get started then shall we…

****( )

To be fair to all who read this I want to disclose that Flying Pincushion Games gave me my copy of “Into the Breach: The Kineticist” in exchange for this review. They requested I do not let this fact colour my view of the work and I intend to be as objective in my review as I can.

Conclusion I really like this PDF. The quality of the crunch and the fluff is suburb. This book adds a bunch of really cool things you could never do before, and they are portrayed evocatively. The mechanics all seem to be well thought out and balanced. Honestly, if you find the current state of the kineticist to be slightly lacking, this book is pretty much a must. I would consider the content here to be on a par with the much acclaimed Kinetecists of Porphyra series.

The only things that I find lacking is some of the art work, some of the more niche rules interactions not being spelled out, and a bit of a personal dislike of the Hellfire Kineteicist’s portrayal.

4/5

The really long detail

The pdf clocks in at 40 pages, the content starts on page 5 and ends on page 39. For those like me who like to look at these things it sits at 35 pages of content, at 6$ you are getting a page for 0.1714..$. Not important to a lot of you but I like to look at price per page. This comes in pretty nicely on this front to be honest. It isn’t a paizo hardcover by any means (Pathfinder Cor rulebook is 0.0173..$ per page) but sits very comfortably in the realm of smaller pdf’s and third party products. Now onto the actual content of the PDF.

The table of contents is well laid out and tells us what to expect in the rest of the book and I will be trying to structure the rest of my review according to the table we are given:

About into the Breach
New Archetypes
New Prestige Classes
New Elements
New Wild Talents
New Feats
New Magic Items
New Mundane Items

About into the Breach
A typical about section, tells us exactly what the book is here to do, and what the entire series of “Into the Breach” is about.

New Archetypes
Aetheric Marksman is the first archetype and is a properly awesome idea. It adds a bunch of neat tricks to aether as an element specifically when using arrows in conjunction with her blast. The mechanics are very fun, and seem well balanced. A few questions remain unanswered with regards to how burn from some of the specific abilities interact with gather power, how one of the abilities interact with the snake infusion (Piercing arrow) and there should probably be an action type specified for removing an arrow from her Burrowing Arrow ability.

A very cool idea. I would also almost like to suggest that the Aetheric Marksman get to pick any ammunition to use to gain bonuses. If you want to play a Steel Pusher from the Mistborn being able to pick coins with this class gives you exactly what you want.

Hellfire Kineticist is the second archetype. The Hellfire Kineticist is called out as being an archetype specifically for Tiefling’s with a devilish bloodline.

The archetype has some very cool abilities and reminds me a bit of ghost rider in some cases and just a normal evil at others. I want to say that the crunch here is absolutely amazing, and the fluff is very interesting. Overall a really cool class again. A great archetype for those characters who you want to have fight against their evil lineage to do good, and also helps remove one of the biggest issues with sticking to a single element (energy resistances).

Wind Whistler is the final archetype.

This. Is. Sheer. Awesome. If you have ever wanted to play a buffer, but also a kineticist, this right here is what you want. It has some seriously cool fluff and the mechanics back it up just as well. I am a bit dubious about tying some bonus damage into a skill check, but it adds a very interesting element to the class, and helps you lower the priority of constitution a bit if you want to. However, beware that though con is taken away from damage, it is not taken away from maximum burn. It would be worth saying whether or not her saves from bardic performance are based off of her constitution or charisma, but as it says “exactly as the bard class ability” it is probably charisma.

This may well be my favourite of the three archetypes, with the other two very close behind. There are a few question left unanswered here but overall all of the archetypes are awesome.

New Prestige Classes
Here we are given two 5 level prestige classes, one which expands the Kineticists options with regards melee combat, allowing her to wield weapons with strands of aether and imbue her shield and armor with her blasts to increase her defences. I really like the idea behind the Aetheric Assailant and one of my favourite things it does is integrate cleave in a balanced way. It also keeps progressing your blasts!

Cerulean Star Disciple is an anti-undead kineticist. This PrC also increases your blast progression and the like which is welcome. This to me is what you would get if you crossed a cleric with a kineticist and turned the dial to 11. This PrC adds a bunch of support and some cool tricks to an element that can be missing that.

New Elements
The new elements introduced are both awesome and very flavourful. The best thing for me is the sheer versatility and the amount of content there is on all of these elements. It really is impressive.

There is also a page on how different existing infusions effect these elements, and suggestions on how some existing elements combine with the draining infusion.

New Wild Talents
A short and sweet section that adds some new and very cool utility abilities. One of these is something I am sure that everyone has wanted to do and been sad they have been unable to.

New Feats
Much like the new wild talent section. Some of these might be a bit costly for feats, but most are very cool and flavourful. One gives you an elements language if you have overflow active, and give you a circumstance bonus on charisma based checks with native speakers.

New Magic Items
The new whistling arrow introduced in this section couples well with the first archetype introduced in the book. It is a nifty tool. Overall this section actually has a bunch of items you would want to buy on a kineticist to help you spend all that money you don’t have anything to spend on.

New Mundane Items
These all share the same price and offer a slew of neat bonuses to a kineticist of certain elemental affinities. Again, quite cool and very interesting.


*****

The PDF starts off with a brief description of what the series(Into the Breach) is about and then the table of contents. Before this is the cover art and a quote from The Art of War that I think is really fitting for the class. Well done there.

Right after that we get to the archetypes.

Aetheric Marksman is an Aether Kineticist archetype that allows you to use a longbow or shortbow(with which you are proficient now) to make your Telekintic Blast. The damage you deal changes and feats like Rapid Shot don't work with it, but Weapon Focus(Kinetic Blast) works. The range is 60ft though, not the full increment of the bow, but any enhancements on your bow(like Flaming or Holy) apply and later you get the ability to grant your bow special properties too, albeit in exchange for taking burn. Later class features include turning arrows into small area of effect damage, piercing through a target to hit another and deal bleed, and shooting an arrow that digs itself deeper into the target.

Archetype Opinion: Not a bad archetype, but unless you can use Gather Power on the features that require burn(which I think you can, but I'm not sure) I don't see it being an all day use class.

Hellfire Kineticists(only available to devil-spawn tieflings) start off with an amazing ability: Half the damage of their fire blasts deal unholy damage. The second ability is an infusion(replacing first level infusion) that sickens or nauseates depending on if the target makes their save.

The part that makes me really hesitant is giving up elemental defense and a bunch of utility talents for being treated as an Outsider(Evil) and scaling bonus to fire and poison effects. Fire's Defense isn't good enough to warrant keeping it, but you can't gain one from any other element.

Later abilities include being able to know if someone has comitted an evil act and what it was, an imp familiar, and a pretty cool capstone.

Archetype Opinon: Pretty cool and evocative. It's a pretty neat archetype that is NOT evil only. Good job on this one, FPG!

Wind Whistler is an Air Kineticist archetype. I'm not so sure about it's first ability, which deals damage based on your Perform(wind) checks instead of adding your Constituion modifier. It's interesting, but skews damage a bit.

Next all infusions are given up in exchange for getting bardic performances, including two unique to the archetype. Both are really cool, especially the one that allows you to give your Enveloping Winds to someone else! The rest of the abilities are equally good as well, with my favorite being trading your composite blast(you must choose Air are your expanded element) for a bardic masterpiece instead. You only get one though, but you can switch it out for free at 12th and 17th level for another one.

Archetype Opinion: This is just great. Without a doubt my favorite of the three archetypes. I'd have gone into more detail on describing the rest of it's abilities, but there are a lot and I don't wanna spoil them for anyone. :)

Prestige Classes: A sorely lacking option for kineticists so far. We get two in this PDF.

Aetheric Assailant is the Eldritch Knight of Kineticists, though it's a bit harder to get into(five feats[though on is armor proficiency], at least 3rd level kineticist, and one infusion).

It has full Base Attack Bonus and can use kinetic abilites(supernatural or spell-like) while Raging, which is a nice touch. You don't have to be a barbarian though, as even under the effects of the spell rage you can use your abilities.

It also has the ability to add ther weapon damage dice(if using one) to their Kinetic Blade, but it comes at a hefty price: you target normal Armor Class and take cumulative burn for each attack beyond the first you make. Yikes!

It does get better from their though, with other abilities like your prestige class levels counting as kineticst and your martial class level for feats, channeling your Aether blast into your shield and/or armor, and even wielding one(or more!) weapon from afar. The capstone is being able to accept 1 extra point of burn in a round and free trip attempts when you confirm a critical hit.

Prestige Class Opinion: Pretty nice. I love prestige classes that you multiclass for, and Aetheric Assailant is really well made and balanced. I'd certainly play one.

Cerulean Star is for Pyro Kineticists that expanded into Fire twice. It's a five level prestige class that requires you to have Blue Flame blast to qualify. The weirdess bit is that Cerulean Stars gain proficiency with starknives. I mean, I get it, Star is in the name, but come on...

This prestige class is all about destroying undead. Your blast deals more damage against undead, you gain Kinetic Healer without needing Aether or Water that later can fix conditions like nauseated, setting undead on 'fire' that deals holy damage, and the capstone ability reduces your current burn by one every time you use Cerulean Fire to destroy an undead. I feel like that should've been the fourth level ability though, since their Heavenly Radiance ability at level 4 allows you to make your Cerulean Fire deal either full Holy damage, half Fire and half Holy, or full Fire damage as you choose. That's amazing.

Prestige Class Opinion: For what it does this prestige class does it well. While it is good at destroying undead it also has potential for fighting other kinds of evil creatures. It's a lovely class that has it's place in just about any campaign.

Now we move on to the new Elements.

Bone, first, is very creepy. It should be. Talents you can pick up include causing bones spurs to erupt out of the ground or give your blasts the ghost touch quality. The defense is pretty thematic too.

Chaos is next and it have a very unusual blast. First it is treated as bane against Lawful subtyped creatures, deals no damage to Chaotic subtyped creatures, and changes damage dice into d20s and d12s as it increases. Whoa, weirdness! The defense gives you bonuses to avoid being grappled and getting out, lower armor check penalty, and gives you fortification that stacks with elemental overflow.

Crystal's defense is one that doesn't scale. Not by accpeting Burn, anyway. It gives you an armor bonus to your Armor Class and Touch Armor class that's based off of Con, and can blind those that hit you, no save, for a round. Crystal also has neat talents like increased crit range, bleed damage, and deflecting rays.

Dream is another with a neat blast. Think shadow evocation but mimics other kinetic blasts instead. Need fire damage? Use it. Targets do get a will save for drastically reduced damage, and its mind-affecting so immunites and resistances apply. It's defense lets you continue to function if something makes you fall asleep, and you can accept to gain bonuses against mind-affecting spells and effects. It's not all nice though, as one utility talent is phantasmal killer.

Time has two different blasts, one for aging others and another to throw weapons like a TK blast. It's defense is a Dodge bonus you can accept Burn to increase. It has a utility talent for running or charging up walls and across ceilings, so you have some nice movement options too.

There is a great section about Spark of Life and the new elements, and feats after that like treating one elemental defense as already having one point of Burn, or qualifying for any item creation feat. Kineticists making potions of Mage Armor and wands of Fireball are possible now, and that's great.

One feat really stands out as a way to act like you are less of a threat or be more careful with your damage. Merciful Blast treats any blast damage as non-lethal and you can reduce the damage you deal like you were a lower level than you really are. This is great for a few reasons, like a villain working with the party and not want to reveal the extent of their power.

After that there are sections for magical and mundane items, a quick glance of which really fit and looks nice.

All in all this is a great pdf that expands on the kineticist in ways I feel have been needed while also being different from other books.


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