Kineticist Powers I Would Like To See


Pathfinder First Edition General Discussion

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Luthorne wrote:
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.

*facepalm* I missed the 15th level one


I would love a metal element along with life, light, sound, mind, dream, time, magic, etc.. but only time will tell if any of these elements are ever used. I also would like more abilities for the existing elements. But both(or even one) of these would require a lot of space. Though there might be enough ideas on this list to fill a hardcover, I highly doubt that we would ever see such a product.

The Exchange

1) a bleeding infusion or composite blast
2) a wild talent to pick up all composite blasts for wood. (summer, spring, autumn, and winter)
3) a wild talent similar to the bless or the heroism spell
4) wild talents that show off the first world connection for the wood element.
5) kinetic healing as a wood wild talent


I agree about kinetic healing being added to the wood element. I also agree that wood could use some actual first world/fey related abilities other then plant powers.

Bless and heroism would be interesting for wild talents but what current element(or elements) would fit?

The only ways I can see getting all four composite blasts is an archetype or an extra simple blast feat that can be taken multiple times.

The Exchange

the idea was as a fix the lack of a wood/wood composite. It can have The prerequisite of wood/wood, so at lvl 8 you can actually use composite blasts. It gives a lot of damage type flexibility but it wont allow you to use draining infusion (simple blast only) and doesnt allow access to other elements talents or simple blasts.

it seems less out of place in a splat book and can be added easier. A new composite would probably be in a core book or a very specificly themed player companion. which could take forever.


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Do you mean 7th level since that is when you gain composite blasts.

(Wood)- Surround yourself in a whirling vortex of leafs, petals, etc. in a 5-20' radius that grants you and allies concealment.

(Wood)- Ability that grants DR*/cold iron.

(Wood)- Like telekinetic haul but effects wood and plants only.

(Wood)- Ability to create barriers and walls made of plants.

(Wood)- Ability that lets you control fey and other nature spirits.

(Wood)- Can polymorph enemies into plants.

(Wood)- Gain photosynthesis, only needs sunlight and water to survive, creates breathable area around you.

(Wood)- Gain skill bonuses when dealing with fey and to survive/navigate the first world.

(Wood)- Ability to plane shift to and from the first world.

(Wood)- Ability to control seasonal changes in an area.

The Exchange

8th is when you get an other wild talent. It shouldnt be gained before other elements get composites. Im thinking 4th lvl utility wild talent (prereq: element wood,expanded element wood).

(Wood) pheromones - as the charm hex with a more limited duration.
(Wood) faeriefire infusion - similar to the spell


(Wood)- Create plant themed illusions.

(Wood)- Become invisible in areas of vegetation and wooded structures.

(Wood)- Aura that prevents plants and vermin(and maybe animals) from attacking you unless you attack.

(Wood)- Pheromones that let you control vermin, even swarms.

(Wood)- Can change into fey.

(Wood)- Sleep inducing infusion.

(Wood)- Confusion inducing infusion.

(Wood)- Curse based infusion.

(Wood)- Grant natural armor bonus to allies as well.

(Wood)- Paralysis based infusion.


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(All)- Ability that functions as the mount spell though the form and what it is made of will very based what element you have. Some examples would be a void mount might look like a ghost or skeleton, water could be made of water or ice, etc.


(All)- Improved versions of your basic kinesis would be cool. You could gain a telekinetic haul version for earth, control the state of water(liquid, solid, or gas), move elements/material based on your element, create more powerful versions of cantrips, etc.


(All)- Utility wild talents that grants bonus feats. Though since wild talents tend to be stronger then feats maybe they grant the bonus feat in addition another effect or more then one feat based on your level.

(All)- More utility talents that grant class features. We have evasion and woodland stride, how about uncanny dodge, resist nature's lure, channeling, etc.


(Varies)- Ability to become invisible in areas related to your element such and water, ice, snow for water, plants and wooded structures for wood, earth, stone, sand, etc. for earth, etc.


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Being able to mono-element and pick up the 4 composites for Wood instead of a Wood-Wood composite is a great idea, and fits the Four Seasons theme of those blasts. Perhaps at 7th level, if you pick Wood again, you can pick two of those instead of the free Wild Talent for pickingthe same element, and then you can gain the other two at 15th if you select Wood a third time. They could make this as an archetype if they wanted, and grant the ability to select infusions those composites are compatible with.


(All)- Ability that grants telepathy though maybe limited in someway. Some examples would be for fire must have the fire subtype, be on fire, or have a fire based on going spell effect(fire shield) or magic item(flametongue), air would be air subtype or has a natural fly speed, etc.

(Air)- Ability to break/dispel silence spells and effects.

(Fire)- Ability to dispel darkness effects.

(Earth)- Ability to hold/paralyze construct creatures made of metal, stone, earth, crystal, etc. Greater version to control them.

(Void)- Ability to dispel necromancy spells/effects.

(Water)- Ability to plant suggestions(as the spell suggestion).

(Wood)- Ability to use a plant as a scrying device but must see through another plant within a mile.

The Exchange

Draining infusion, greater. Opening it up to any creature that used an ability that does your elemental damage type. (Not sure how to get earth and wood involved without GM interpretation)


Ability to create demiplanes


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Ability to create demiplanes would be interesting. Maybe whatever you create has to have some influence from your element.

It would be nice to do at least half damage to creatures immune to your energy type but do not have a energy/elemental subtype.

The Exchange

Infusions with improved critical ranges. Maybe even vorpal as well (nat 20 still)


I'm probably going to work on some of these in my spare time. I'm putting together something similar to an "Unchained" Kineticist.


(Aether)- Ability/infusion that makes ethereal creatures non-ethereal for a number of rounds equal to your con mod.

(Air)- Ability that cancels a target's ability to fly magically or naturally. Greater version can effect more then one enemy.

(Earth)- Ability to weaken objects and creatures made of earth, rock, metal, crystal, etc., lowering their hardness/DR and giving it a penalty to attack rolls, damage rolls, and saves.

(Fire)- Ability that weakens an enemies' power with fire based spells, spell powers, supernatural abilities, and magic items. Greater version could nullify their use completely.

(Void)- Infusion that draws out negative energy from undead and dealing full damage to them with your negative energy blast.

(Water)- Infusion that draws water out of a target dealing more damage vs water subtype creatures, oozes, etc.. Greater version can use that water to attack another target ether as liquid water or ice.

(Wood)- Ability that brings plants and plant creatures back to life.


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Dragon78 wrote:

Ability to create demiplanes would be interesting. Maybe whatever you create has to have some influence from your element.

It would be nice to do at least half damage to creatures immune to your energy type but do not have a energy/elemental subtype.

could give a discount based on what elements you have

Aether - Structure
Air - Air Elemental dominant trait
Earth - Earth Elemental dominant trait
Fire - Fire Elemental dominant trait
Water - Water Elemental dominant trait
Void - Gravity
Wood - Bountiful

another option could be a specific bonus trait based on element while on your demiplane

or the demiplane gains additional special unique properties not covered by Create Demiplane spell

The Exchange

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A universal wild talent to gain a ki pool. Would be nice for ki abilities and the chakra options in the occult book.

The ki pool could provide options: add alignment to your attacks, overcome the burn per day limit, add a flurry attack...


A ki pool option would be interesting though giving it the ability to overcome the daily burn limit would make it too good.

Yeah Shadow_Charlatan, stuff like for the create demi-plane ability.


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the ability to send your familiar to enter and possess an enemy

vampire of the void - ability to drain the energy from unintelligent undead to heal or negate burn

corpse explosion - fill corpse with negative energy which bursts if disturbed

Kinetic Runes - as per Glyph of Warning but damage based on kineticist elements


A positive energy element.

A creature based element the way wood is plant based. Dealing with abilities common to living creatures but without limiting to a specific type.
i.e. the blast would be a knot or spear of bone and horn doing piercing/bludgeoning.
"grow" generic body parts or manipulate other creatures like reshaping someones face. Some healing/regenerating. Probably add in a few abilities similar to the blood bending archtype.


Jonas, I would like those abilities as well.

I have been asking for a positive energy based element since this class first come out;)


An ability that lets you grant your elemental defense to allies would be cool. Especially without loosing the benefits for yourself.


If there will not be a light based element then combine it with the positive energy based element. Maybe the light blast could be solid light constructs and be a physical blast since there would already be a positive energy blast. It would be a good counterpart to the void element with it's focus on negative energy, gravity, and darkness.


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I can't wait to see what items from this wish list made into the Psychic Anthology book.

The Exchange

Dragon78 wrote:
I can't wait to see what items from this wish list made into the Psychic Anthology book.

Seeing things I didn't know I wanted is also acceptable to me.


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The biggest thing the Kineticist needed was just "more viable options for the various decisions they have to make" so anything I didn't know I'd like is exactly what I want (prior to HA I had no idea I wanted a familiar).


Mark Seifter did say that I will be seeing stuff I wished for but considering how much I wished for that wouldn't be hard;)

It will also be nice to see things that nobody has thought of on this wish list as well.


Pathfinder Adventure Path Subscriber

Been asking since beta.
Nonlethal blast. Either as a infusion, talent, feat, or even as inherent to the blast rules.

"By taking a -4 to their attack roll, a kineticist can do non-lethal damage with their blasts."

Then of course for bludgeoning blasts you could go with Bludgeoner to negate the -4 penalty.

Till then all my good-aligned kineticists takes no prisoners. Ditto for the evil and neutral ones. :)


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Pathfinder Starfinder Roleplaying Game Subscriber
Rerednaw wrote:

Been asking since beta.

Nonlethal blast. Either as a infusion, talent, feat, or even as inherent to the blast rules.

"By taking a -4 to their attack roll, a kineticist can do non-lethal damage with their blasts."

Then of course for bludgeoning blasts you could go with Bludgeoner to negate the -4 penalty.

Till then all my good-aligned kineticists takes no prisoners. Ditto for the evil and neutral ones. :)

You might be interested in the feat Expanded Metakinesis from Magic Tactics Toolbox.


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Mock Gladiator Trait from Heroes of the Streets would allow you to do that right out of the gate. With any of the blasts. Even Negative Energy. Nonlethal Death Energy...


Pathfinder Starfinder Roleplaying Game Subscriber
technarken wrote:
Mock Gladiator Trait from Heroes of the Streets would allow you to do that right out of the gate. With any of the blasts. Even Negative Energy. Nonlethal Death Energy...

The main problem is that you can, by default, only do that with kinetic blade.

Core Rulebook wrote:
Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

Mind you, that's not necessarily a problem, kinetic blade is a great form infusion even for people who prefer ranged, just in case someone does manage to get up in your face.


What does the Mock Gladiator trait do?


Pathfinder Starfinder Roleplaying Game Subscriber
Dragon78 wrote:
What does the Mock Gladiator trait do?

Mock Gladiator.


That is powerful for a trait.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

OMG. Psychic Anthology has over 50 new wild talents and powers for kineticists!!!


(All)- An ability that grants a pool of points based on your con mod that can only be used to use abilities for healing, curative, restorative, and/or reviving. Each point in the pool is like a free point of burn.

A feat or wild talent that lets telekineticist use their con score instead of strength for carrying capacity/encumbrance.

Scarab Sages

What I'm missing most is interesting and widely usable form and substance infusions at low levels (SL 1 or 2). The effect need not be dramatic. I'd even take «Dazzling Infusion» for Electric over the existing Thundering Infusion, for instance. Dazzling might be the weakest status effect ever, but at least it's something I'd always want to spend my Gather Energy on if I didn't need it for Blade or Extended Reach. However, Mark has informed me that my wish for a «mini-AoE» for the low levels is going to be fulfilled in an upcoming volume, so I suppose I can consider this issue solved.

On the other hand, one open issue has not been addressed as far as I know: That of the missing composite blasts. I'd like to see official rules for Permafrost Blast (Earth/Cold), Conductor Blast (Earth/Electric), Electroplasma Blast (Electric/Fire), Superconductor Blast (Electric/Cold) and perhaps even Thermocline Blast (Fire/Cold) so as to make more element combinations viable. It wouldn't take much printed space, either; mostly just a quick list of compatible infusions (e.g., Conductor Blast, Earth/Electric: like Earth Blast, plus Magnetic Infusion).


I would also love to see those missing composite blasts(earth+cold, earth+electric, electric+fire, and fire+cold) as well.


earth/cold easy enough snowball (like a big one) electric/fire seems like plasma to me. earth/electric fire/cold are trickier.


Electric/fire should be plasma but they already named another composite blast that one:(

Scarab Sages

Vidmaster7 wrote:
earth/cold easy enough snowball (like a big one)

A snowball doesn't contain Earth. Permafrost does.

Quote:
electric/fire seems like plasma to me.

Yes; too bad the name is already used for the air/fire composite.

Quote:
earth/electric fire/cold are trickier.

I called earth/electric Conductor Blast, since I imagine it like a taser: fire a spike of conductive ore into the enemy and channel an electric strike through it. If that sounds too technological to you, you might as well call it Charged Ore Blast; it's hardly more of a stretch than Charged Water.

I imagine Fire/Cold would capitalize on causing structural damage through thermal gradients. Maybe freeze part of the enemy solid and then blast it to splinters by concussively vaporizing a small portion of it. If there's any combination of elements that should remain incompatible by design, it would make sense for that to be Fire/Cold, though.


Really a rapid temperature shift from one extreme to the other should be more damaging then just a one way shift.

Charged earth is fair it just needs to be a conductive earth element.


Vidmaster7 wrote:

Really a rapid temperature shift from one extreme to the other should be more damaging then just a one way shift.

Charged earth is fair it just needs to be a conductive earth element.

Aren't all conductive earth elements also metals?


Pathfinder Starfinder Roleplaying Game Subscriber
Bein Brennil wrote:
Vidmaster7 wrote:

Really a rapid temperature shift from one extreme to the other should be more damaging then just a one way shift.

Charged earth is fair it just needs to be a conductive earth element.

Aren't all conductive earth elements also metals?

Not necessarily, no. Quartz, for example, can even produce electricity if pressure is applied (see piezoelectricity).

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