Kineticist Powers I Would Like To See


Pathfinder First Edition General Discussion

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If we ever get a life element.

A positive energy blast that deals lethal damage to undead/negative energy based living creatures and non-lethal to living creatures. You do not have to choose between these functions.

Defensive ability would be fast healing 1.

(Life)- Ability to use positive energy blast to heal but can only be used 1/day per target.

(Life)- Can channel positive energy as a cleric of your level a number of times per day equal to 1+Con Mod.

(Life)- Can gain paladin mercies with kinetic healer.

(Life)- Can gain abilities that function as the following spells: heal, regenerate, breath of life, raise dead, restoration, remove disease, neutralize poison, remove blindness/deafness, undeath to death, pillar of life, reincarnate, cleanse, animal growth, enlarge person, and giant vermin.

(Life)- Existing abilities that would fit would be kinetic healer, aether puppet(rename as animating touch), air shroud, greater air shroud, cold adaptation, heat adaptation, woodland step, green tongue, and wild growth.

(Life)- A disrupting infusion to add the disruption weapon property to your blast.

(Life)- Ability to speak with animals.

(Life)- Ability to create life like the one to create elementals but also for animals, plants, and vermin.

(Life)- Wild empathy

(Life)- Ability to control animals(limit to double your HD with no animals having more HD then you).

(Life)- Abilities that make you immune to energy drain, death effects, ability damage/drain, and aging.

(Life)- Ability that grants negative energy resistance.

(Life)- Infusion that makes an area have positive energy plane traits. One infusion for lesser and one for major.


(Life)- Ability that grants immunity to disease.

(Life)- Gain lifesense 30'.

(Life)- Basic kineticist ability should be stabilize, virtue, and maybe detect poison or disease.

(Life)- Detect undead at will.

(Life)- Healing aura ability that grants fast healing to all friendly creatures within a 30' radius.

(Life)- Ability to use baleful polymorph.

(Life)- Forced reincarnation as the witch hex ability.

(Life)- Gain Nature's Pacifism(bestiary 2 page 28).

(Life)- Gain shapeshifting/wild shape type ability.

(Life)- life blood ability when undead/negative energy creature harm you with piercing/slashing melee attacks they take damage(1d4 +1d4 every 2 levels). Such creatures that use blood drain take double.

(Life)- Create aura that damages undead/negative energy creatures.

(Life)- infusion that heals a lot and excess healing becomes temporary HP but like the positive energy plane can cause creatures to explode if temporary HP exceeds max HP.


If we get a light element.

Light blast deals light based damage, is effected by darkness effects, does double damage to creatures vulnerable to sunlight like vampires.

Defensive ability would be like blur/displacement with a % miss chance vs attacks.

basic kinesis would be light, flare, and dancing lights.

(Light)- Infusion that adds prismatic spray effect.

(Light)- Ability to create solid light constructs like weapons, armor, tools, walls, ladders, bridges, etc.

(Light)- Ability that grants immunity to dazzle and light based blindness.

(Light)- Ability that adds bonus to perception checks and lessens penalties in good light conditions.

(Light)- Ability to create visual illusions.

(Light)- Ability to create a daylight spell effect centered on you.

(Light)- Ability to create a sunburst spell effect centered on you. Maybe as a greater version of the daylight ability.

(Light)- Ability to dispel darkness and illusion effects.

(Light)- Ability to bend/control light(both magical and mundane).

(Light)- Ability to create a mirror image spell effect.

(Light)- Ability to create a continual flame spell effect at will but can only have one such effect active at a time.

(Light)- The following abilities from other elements would fit very well: telekinetic invisibility, heat adaptation, flash infusion, brilliant infusion, and spray.

(Light)- Ability to create solid light duplicate(s) of yourself.

(Light)- Ability to transform yourself into light and travel at very fast speeds.

(Light)- Ability that grants flight.


(Light)- Infusion that adds a faerie fire/glitterdust like effect.

(Light)- Ability that grants a constant see invisible spell effect.

(Light)- Ability that grants a prismatic field as long as you are taking a full defense action.

(Light)- Ability that makes you immune to prismatic spells/effects.

(Light)- Ability that lets you create/summon creatures made of light.

(Light)- Infusion that dispels(and maybe steal) spells/effects of the light descriptor.

(Light)- Ability that enhances your movement speed.

(Light)- Ability to alter the amount of light in a given area.

(Light)- Ability to reflect/deflect rays/beams back at the user or away harmlessly.

(Light)- Ability to feed on light so you never need food/water.


if we get a magic element.

Magic blast does raw magical damage(maybe make it use d4s instead of d6s).

Defensive ability would be DR/magic equal to your kineticist level or SR10+ kineticist level.

Basic kinesis would be detect magic, read magic, and prestidigitation.

(Magic)- Ability to dispel magic. Greater version grants the effect of greater dispel magic.

(Magic)- Ability to create force fields.

(Magic)- Infusion that lets you steal a single spell effect on the target.

(Magic)- Ability to summon/create creatures other then elementals.

(Magic)- Ability to trap a creature in a magic bubble with hardness equal to half your level and 2HP per level.

(Magic)- Can create magic missiles at will.

(Magic)- Can fly.

(Magic)- Can teleport short range(25ft +5/2levels) at no cost. Use burn for long distances.

(Magic)- Ability to create various illusion effects.

(Magic)- Ability to change blast into fire, cold, electricity, acid, and maybe sonic damage. More then likely an infusion.

(Magic)- Can change creatures/objects into other things as baleful polymorph and polymorph any object as an improved version.

(Magic)- Can change shape as alterself, polymorph, etc.

(Magic)- Infusion that lowers or nullifies SR.

(Magic)- An infusion that makes your blast effective vs golems and other constructs.

(Magic)- An infusion that reduces/nullifies DR.

(Magic)- An ability that grants a constant mage armor effect that improves by level.

(Magic)- Ability to create a shield spell effect.

(Magic)- Ability to gain item creation feats.

(Magic)- Ability to use wand/staff charges and limited use items to power your blast.

(Magic)- Ability to use fabricate spell effect.

(Magic)- Ability to use minor and major creation spell effects.

(Magic)- Infusion that adds confusion effect.

(Magic)- Ability to become invisible. Also maybe a greater version.

(Magic)- Constant jump spell effect.

(Magic)- Constant featherfall spell effect.


Dragon78 wrote:
if we get a magic element.

I concur ^_^

A manakineticist similar to the Warlock (the 3.5 class that is, not the vigilante archetype :P ) would be nice.


(Earth)- Ability to change one kind of metal into another type.

(Wood)- Ability to grant some life to wooden objects/creatures to give them fast healing.

(Earth, Void, Water)- Ability to rust metal object/creature by touch or at close range.

(Aether, Water, Wood)- Ability to delay poison and/or neutralize poison.

(Air, Water)- Ability to cure deafness.

(Fire, Water)- Ability to cure blindness.


(Aether, Earth, Water)- Ability to cure paralysis.

(All)- Ability to create elemental duplicates of oneself. Aether(matter, force), Air(air, electricity), earth(earth, stone, sand, crystal), fire(fire), water(cold, water), wood(wood), void(negative energy).

(Aether, water)- Ability to cure disease.

(Void)- Infusion that acts like vampiric touch.

(Void)- Ability to see/hear using a target undead or dead body.

(All)- ability that grants a familiar, animal companion, eidolon, and/or phantom that fits your element.


(All)- Take burn to remove 1d4 ability damage or 1 ability drain to a single stat.

(Air, Water)- Ability to cure sickened and nauseated conditions.

(Fire)- Can create a flare to be shot high into air, can choose color(s) that it takes.

(Void)- Ability to remove fear.

(Aether, Air, Water, Wood)- Ability to remove entangled conditions.


A Swarm kineticist. Thinking something in the same vein as the Swarm plasmid in bioshock, or Shino from Naruto.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I just want enough useful, usable options for Phytokinetics that I can make the Ghoran Kinetisist that has been rattling around in the back of my head since forever...

Sovereign Court

Kineticists don't have a whole lot of variance. I think they could use more options for branching out.

Maybe talents that work well with more feats?
- Kinetic Feint: Level 3 Infusion. 2 Burn. Grants a single feint attempt as a swift action when attacking with the infused blast. Counts as Improved Feint for the purposes of qualifying for feats.
- Imposing Elements: Level 2 Utility Talent. 2 Burn. Add your elemental overflow bonus to Intimidate, grants Dazzling Display as a bonus feat with 'kinetic blast' as the selected weapon.
- Expanded Metakinesis: Level 3 Utility talent. 0 Burn. You can apply metamagic feats to a blast as if it were a substance infusion. The burn cost is the spell level cost of the metamagic.

Kineticist could also use some more feats to support less conventional builds:
- Form Mastery: Requires Weapon Focus (kinetic blast). Select a Form Infusion. You may reduce the burn cost of that infusion by 1. This feat may only be taken once.
- Elemental Arms Style: Requires Weapon Focus(any); fire, cold, or lightning energy blast. You may add 1d6 fire, cold, or lightning damage to the selected weapon. You may only add elements you control. Changing the elemental type is a swift action.
- Elemental Arms Infusion: Requires Elemental Arms Style. Attacks using this style count as blasts for the purposes of applying Substance Infusions, Metakinesis, and Elemental Overflow. Infusions that modify damage only modify elemental damage added using this style.
- Elemental Arms Mastery: Requires Elemental Arms Infusion. Attacks using this style add 1/2 of your basic energy blast dice instead of 1d6.
- Elemental Companion: Requires Animal Companion, Boon Companion, Kineticist level 5th. You may replace your animal companion with a Medium Elemental of the appropriate type. Treat your Kineticist levels as Druid levels -4 for the purpose of advancement.
- Elemental Knack: Add +2 to your Kineticist level, up to your max HD, for the purposes of which wild talent levels you can select.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Irnk, Dead-Eye's Prodigal wrote:
I just want enough useful, usable options for Phytokinetics that I can make the Ghoran Kinetisist that has been rattling around in the back of my head since forever...

He's calling out to you...

"Your blade may sever every limb, but my power will always bloom!" - Arbutus


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Except I really wanted to go pure Phyto, no other elements.

I realize after the fact I should have been clearer on that, sorry.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

As written, that's not really going to work, since the wood element was specifically DESIGNED to be mixed with other elements.

So good luck; here's hoping they do expand it and that you get what you want.

Silver Crusade

Ravingdork wrote:
As written, that's not really going to work, since the wood element was specifically DESIGNED to be mixed with other elements.

Was that ever directly stated or just assumed? I question that because there's literally no reason to select wood over earth for an expanded element, and taking wood as a primary is also a lonely and weak road compared to earth.

To me, that sounds more like a justification of the lacking page space in Occult Origins for the kineticist (which is a shame, as it did get twice the page space of every other class from what I heard).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The writer specifically told me that, that was what he intended when he wrote it. The lack of page space might have influenced his decision to write it that way; I'm not sure, as I didn't ask about that.

Also, I keep hearing that wood is universally worse than earth. I'm just not seeing it. Sure it's a little less versatile, but it really isn't all that bad is it?

Designer

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Ravingdork wrote:

The writer specifically told me that, that was what he intended when he wrote it. The lack of page space might have influenced his decision to write it that way; I'm not sure, as I didn't ask about that.

Also, I keep hearing that wood is universally worse than earth. I'm just not seeing it. Sure it's a little less versatile, but it really isn't all that bad is it?

This is correct, and it was entirely motivated by lack of space. Owen fought for me to get four pages to fit two new elements. I don't even know what I'd have done with two pages for the intro and both elements (the original outline). Rarely does the freelancer just get to have the outline changed like that on his say-so, but in this case, we had the combination of Owen being awesome and recognizing that I was an expert on trying to fit kineticist content into tight spaces. If I ever get more space to include more wood talent options, I'm likely to include a wood/wood composite, as a signal that wood is now ready for someone to go mono-phyto.

EDIT: As to your edited last line, I think at least part of it is going to be campaign/adventure specific, and it's probably easy to underestimate just how screwed someone in the (large) area of plant growth is, for example.

Silver Crusade

Mark Seifter wrote:
Ravingdork wrote:
The writer specifically told me that, that was what he intended when he wrote it. The lack of page space might have influenced his decision to write it that way; I'm not sure, as I didn't ask about that.
This is correct, and it was entirely motivated by lack of space. Owen fought for me to get four pages to fit two new elements. I don't even know what I'd have done with two pages for the intro and both elements (the original outline). Rarely does the freelancer just get to have the outline changed like that on his say-so, but in this case, we had the combination of Owen being awesome and recognizing that I was an expert on trying to fit kineticist content into tight spaces. If I ever get more space to include more wood talent options, I'm likely to include a wood/wood composite, as a signal that wood is now ready for someone to go mono-phyto.

It's good to have confirmation on this, although I do actually have some questions on that given this revelation since this is the first I've ever heard of it.

What exactly did you do differently for elements that weren't planned as full elements as compared to the Occult Adventure elements that were designed as full elements? I'm actually curious here as to if there were any decisions that were made differently, as wood got the shaft between the two elements (no basic kinesis, no wood/wood composite, etc).

Mark Seifer wrote:
EDIT: As to your edited last line, I think at least part of it is going to be campaign/adventure specific, and it's probably easy to underestimate just how screwed someone in the (large) area of plant growth is, for example.

This is the exact reason why wood is orange and earth is blue, rating wise. Wood is situational, earth is universal.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
As to your edited last line, I think at least part of it is going to be campaign/adventure specific, and it's probably easy to underestimate just how screwed someone in the (large) area of plant growth is, for example.

I for one won't ever underestimate the power of nature. I've actually been in that exact scenario. The entire party was trapped, with only the party conjurer being able to sort-of teleport around with a class ability, and a powerful enemy who continued to harry us to death while ignoring the growth entirely.

It was an incredibly lopsided encounter. No line of sight and no mobility basically meant we had already lost due to plant growth.


A kineticist that controls animals and vermin would be interesting. If we get a life or nature element then it would fit otherwise a vermin themed archetype for earth and/or wood would be cool.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Dragon78 wrote:
A kineticist that controls animals and vermin would be interesting. If we get a life or nature element then it would fit otherwise a vermin themed archetype for earth and/or wood would be cool.

Maybe I'm just imagining that wrong, but that seems like the set-up for a body horror scene...


Or something in Horror Adventures;)


Not a power but a "extra simple blast" feat would be awesome. You would be able to choose any simple blast regardless of element. I would be fine if the feat could be taken only once or multiple times as long as it is easy to get at level one.

(All)- Ability that lets you qualify for craft construct though whatever you create has to be related to your element(s).

(Air, Earth, Water, Fire)- The ability to control animals related to your element. Air would flying animals, earth would be land bound/burrowing animals, water would be aquatic animals, and fire would be urban/domesticated animals.


(Earth)- Ability that grants immunity to petrification, and also you can take burn to cure someone else of petrification.


It is disappointing that between Ultimate Intrigue and Advanced Horror that we only got 7 wild talents. I really hope that there is something really kineticist heavy next year that hasn't been announced yet.


(Aether, Fire, Void)- Ability to free a person from being possessed or a similar effect.

(Earth, Water, Wood)- Ability to repair objects and constructs made of a material related to your element.


Irnk, Dead-Eye's Prodigal wrote:

Except I really wanted to go pure Phyto, no other elements.

I realize after the fact I should have been clearer on that, sorry.

I find the sinergy between merciful foliage wild talent, kinetic blade talent and VMC Rogue for sneak Attacks, a really effettive combo for mono phytokineticists, keeping high damage without the need of composites (which is given in any case at level 20 with omnikinesis).

Speaking of utilities, Shape Wood is really the thing you just need as many things can be done with just some cheap wood and creativity.


Also there should be a wood + wood composite blast, I wonder if it got cut for space or they did that on purpose.

The Exchange

Dragon78 wrote:
Also there should be a wood + wood composite blast, I wonder if it got cut for space or they did that on purpose.

I dont see why it wouldnt get one. Would love to know for a character im playing soon and that composite is one i would ask to be added in a home game.

Liberty's Edge

Dragon78 wrote:
Also there should be a wood + wood composite blast, I wonder if it got cut for space or they did that on purpose.

Check Mark Seifter's post above. It's intentional, as a hint that he didn't have room to make the element fully self-sufficient. If he's ever given space to make it self-sufficient, he'll add a Wood + Wood composite as a sign of that.


I don't know how missed that part of his post. I do hope that wood and void elements get reprinted in a hardcover book one day.

(All)- Ability to dispel spells/effect related to your element and banish outsiders with your element subtype.


Now that we have wild talents that grant familiars, maybe there will be some that grant animal companions, elemental eidolons, etc.


Dragon78 wrote:
Now that we have wild talents that grant familiars, maybe there will be some that grant animal companions, elemental eidolons, etc.

Seems like a stretch. They'd be from archetypes, not talents. It'd be too long of a chain for anything but a familiar.


I can see spending two or more talents for such class abilities. I can also see getting uncanny dodge and improved uncanny dodge with wild talents.

The Exchange

Its 2 feats for an animal companion, 3 if you want a full level one. adding a hypothetical elemental option on top should just be 1 more feat and a minimum char level. Or take some form of monstrous leadership...
animal ally


QuidEst wrote:
Dragon78 wrote:
Now that we have wild talents that grant familiars, maybe there will be some that grant animal companions, elemental eidolons, etc.
Seems like a stretch. They'd be from archetypes, not talents. It'd be too long of a chain for anything but a familiar.

The Elemental Whispers talents, from Horror Adventures, get you a familiar (chosen from the basic familiar list), a wysp or a Small elemental.


JiCi wrote:
QuidEst wrote:
Dragon78 wrote:
Now that we have wild talents that grant familiars, maybe there will be some that grant animal companions, elemental eidolons, etc.
Seems like a stretch. They'd be from archetypes, not talents. It'd be too long of a chain for anything but a familiar.
The Elemental Whispers talents, from Horror Adventures, get you a familiar (chosen from the basic familiar list), a wysp or a Small elemental.

Yep, I mean the others. A familiar is often available for a feat-equivalent feature, and many classes get them. Animal Companions are only available to classes that don't get them by default through archetypes, either trading multiple feat-equivalent features or at a delayed level requiring a feat to catch up. The only exception I know of (apart from just spending several feats) is the Animal Domain. Eidolons are pretty much never available to other classes, except that one Druid archetype. (The VMC option just lets you temporarily summon a weak one for a short time.) If a full familiar is two talents, a full animal companion would be at least three, which seems like too long a chain for this class. Maybe two for a companion at level -3, and you spend a feat for Boon Companion?


Yeah, and those other classes don't get wild talents(except through archetypes) and a wild talent is a lot more powerful then any feat(except leadership and most item creation*). The question to me isn't should it be possible, it is how many wild talents should it cost.

*Though those feats are a whole other conversation all there own.


I would like more infusions that enhance kinetic blade and kinetic whip.
-Like one that lets you strike every enemy once in melee reach as a full round attack.
-More effective/no provoking at using sunder, trip, and disarm maneuvers in melee without the need for the feats.
-Free intimidation check against target(and maybe it's allies) when you crit.
-Makes your kinetic blade/whip grow bigger so it can target all enemies in a 10' by 10' area, still need to roll attack rolls vs all targets.
-If you miss in melee, can spend 1 burn as an immediate action to make another attack against same target or another target within reach if you wish.
-Use your kinetic whip to attack an enemy from behind and gain flanking.
-Change your kinetic blade/whip into specific weapon forms to gain special advantages, bonuses, techniques, etc. based the weapon's form.
...and other abilities.

Infusions that can turn your blast into a range weapon to gain special advantages, bonuses, techniques, etc. like bow and arrow, boomerang, chakram, gun, etc.


(All)- An ability that lets you benefit from any combat feat that you can use similar to the Brawler's ability.

(Varies)- Gain item creation feat related to your element like brew potions(water), craft weapons and armor(fire), scribe scroll(wood), etc.


(Aether)- Create web spell effect using strands of aether.

(Air)- Constant freedom of movement ability, take 1 burn to grant the ability to an ally as well.

(Earth)- Can't be tripped, bull rushed, pulled, or bushed as long as you are touching the ground.

(Fire)- Use flames as a scrying device and also use it to see the past and future.

(Void)- Sense any creature living or undead that is healed by negative energy as if you had blindsight.

(Water)- Sense any creature with the aquatic, cold, or water subtypes as if you had blindsight.

(Wood)- Use plant powers to create food(plant based only).


Dragon78 wrote:

(All)- An ability that lets you benefit from any combat feat that you can use similar to the Brawler's ability.

(Varies)- Gain item creation feat related to your element like brew potions(water), craft weapons and armor(fire), scribe scroll(wood), etc.

Access to item creation feats would be great, considering we already have items for kineticists that requires one to be a kineticist to create. (10th level for one example)


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Never noticed that requirement, I must look at those magic items again.

(Aether, Void)- Ability that works like trace teleport spell.

(Air)- Ability that functions as the aerial tracks spell.

(Air, Earth, Water, Fire)- Ability that works like janni's jaunt spell.

(Earth)- Create magnetic fields that protect against radiation and make attacks with metal less effective.

(Earth, Water, Wood)- Ability that works like the Resplendent Mansion spell.

(Fire)- Can see body heat(infra-red vision).

(Wood)- Ability to create/summon a fey creature(s).


(Earth)- A radioactive infusion kinetic blast.

(Earth)- Ability to control magnetism.

(Earth)- Ability to create a radioactive aura.

(Wood)- A splinter/thorn infusion that causes additional damage the following rounds unless removed.

(Wood)- Infusion that makes plants grow out of constructs/objects causing additional damage(and maybe other effects) vs such targets.

(Void)- Ability to protect oneself and allies from the effects of gravity.

(Void)- Gravity based ability that acts like a slow spell.


I want a way to have both Metal and Void abilities. Its currently real hard with metal as lvl2 earth.


Do you mean you want an element that combines metal and void or something else?


Mark Seifter wrote:
Ravingdork wrote:

The writer specifically told me that, that was what he intended when he wrote it. The lack of page space might have influenced his decision to write it that way; I'm not sure, as I didn't ask about that.

Also, I keep hearing that wood is universally worse than earth. I'm just not seeing it. Sure it's a little less versatile, but it really isn't all that bad is it?

This is correct, and it was entirely motivated by lack of space. Owen fought for me to get four pages to fit two new elements. I don't even know what I'd have done with two pages for the intro and both elements (the original outline). Rarely does the freelancer just get to have the outline changed like that on his say-so, but in this case, we had the combination of Owen being awesome and recognizing that I was an expert on trying to fit kineticist content into tight spaces. If I ever get more space to include more wood talent options, I'm likely to include a wood/wood composite, as a signal that wood is now ready for someone to go mono-phyto.

EDIT: As to your edited last line, I think at least part of it is going to be campaign/adventure specific, and it's probably easy to underestimate just how screwed someone in the (large) area of plant growth is, for example.

I feel like it was a huge mistake to try and fit an entire element's wild talents into 2 pages and have an illustration too. Occult Origins should have only included one new element (Preferably Wood), and more talents for it (including basic phytokinesis and a wood+wood composite blast)... As it stands we have two incomplete elements that are unlikely to ever get touched again... its like Words of Power all over.

That being said... I really, really love the Wood Element. I would happily play a phytokineticist if it were actually a complete element. For my table, I've written up a Wood+Wood Composite Blast (it's just like the Earth+Earth Composite Blast), upgraded the version of Basic Phytokinesis found in the PFS Clairifcations, and written an Entanglement talent that produces the effects of the various versions of the Entangle spell like the Slick wild talent produces the effects of the Grease spell. Sadly though those are only my house-rules, so chances are I'll never actually get to use them as a player.


Dragon78 wrote:
Do you mean you want an element that combines metal and void or something else?

Graduating metal to its own element would do it, as would an archetype that allowed for more mixing. Basically, metal is currently earth+earth, which means metal+anything else is a total of 3 out of 2.


Pathfinder Starfinder Roleplaying Game Subscriber
The Sideromancer wrote:
Dragon78 wrote:
Do you mean you want an element that combines metal and void or something else?
Graduating metal to its own element would do it, as would an archetype that allowed for more mixing. Basically, metal is currently earth+earth, which means metal+anything else is a total of 3 out of 2.

Why out of two? You get to pick three elements, one at 1st level, one at 7th, and one at 15th. So going earth, earth, and void (in whatever order) is feasible, albeit high level...something I'm considering for my tiefling geokineticist if I ever get to that level.

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