Thinking really hard about the Kineticist: or What are the limits on a fistful of lighting?


Homebrew and House Rules

Liberty's Edge

I think there is a lot of Agro directed at the kineticists apparent lack of options, and or their limited number of specified infusions. While the majority of other classes seem to have very straightforward niches or uniques styles of applying their abilities, the Kineticist seems to lack a lot of obvious potential power with fairly simple blasts and a limited arsenal of weapons. Yet to me, I think the Kineticist can actually pull some of the most amazing and deadly things from the apparent lower tier of classes.

First is understanding that, for the most part, infusions are basically 'spend X burn, to do something awesome'. With that in mind, a basic fire or lightning Kineticist could do some serious damage by applying their elemental blasts in a point blank direct pulse to the body or head by grabbing their foe and applying the energy through them. Melting through metal is a simple application of heat, so fire Kineticist could potentially incinerate an armoured for by simply heating up the armour to red or white hot temperatures while he is wearing it. Throw a small pouch of flour or powder, then ignite the cloud to create a fairly cheap but powerful explosion directly on the target. Now elements outside of fire could also have some fairly lethal applications, though seemingly with a more limited. Earth, the most apparently defensive, can be used to create a nearly endless supply of sharp pointed blades, blunt but effective bludgeons, dangerous to navigate hazards and even portable boxes to seal your enemies up inside to suffer a long slow death from starvation or dehydration.

The list of possible applications is only limited by your burn and your own imagination.


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"If you make up new combat rules, these guys are awesome". Fail.


If we're doing the whole 'realistically apply the results of game effects within the game world irrespective of its rules text' game, every other caster does it way better than the Kineticist. [With the possible exception of Bard/Skald/Alchemist/Investigator because of their spell lists.]


Point blank pulses are effectively what kinetic blades are.

Incinerating an armored person by heating up armor is practically just fire damage.

Pouch of flour or powder creates a cheap and weak explosion. Or not one significantly more powerful than just a regular kinetic blast.

Shift Earth is how you do the portable boxes and dangerous hazards.

It's not new, it's just more flavorful.


ErisAcolyte-Chaos jester wrote:


The list of possible applications is only limited by your burn and your own imagination.

And, you know, the ruleset and your GM

Liberty's Edge

Rynjin wrote:
ErisAcolyte-Chaos jester wrote:


The list of possible applications is only limited by your burn and your own imagination.
And, you know, the ruleset and your GM

True, because there are somethings the Player should probably not be able to do with their considerable power. Really Every class has incredible potential to mess with his enemies. Like a martial class that uses the shaft, pommel and hilt of their weapons to great effect, using a chain or rope to enable retrieval of thrown weapons and a means to get on to or up to that big flying monster.

When i look at the majority of the Kineticist's ability kit, i see a large number of tools, which, while focused on a small assortment of elemental effects can be incredibly powerful. Basic blast for example. Physical blasts are a 1d6+1+con modifier ranged attack that ignores spell resistance, while energy are 1d6+1/2 con TOUCH ranged attacks. these blasts get 1d6 (or 1d6+1) stronger every 2 levels. So theoretically, a fire kineticist could deal 5d6+1/2 con modifier touch damage by 9th level for no real cost to their hit point burn. Not bad, but not overwhelming.

By 7th level, you get expanded element, which opens up Composite blasts, which gives you a fairly simple looking 2 burn for a blast that is double the regular blasts dice damage(as in without adding the con mod), so by the time the fire kineticist is hitting 9th, they are able to either deal 5d6+1/2 con touch fire damage for no burn, or,depending on if they got a physical or energy based composite, 10d6+1/2 con modifier touch fire or 10d6+10+con modifier damage split between bludgeoning and fire for a small 2 burn. Still fairly substantial and capable of killing most normal opponents with a few shots.

And that's just the tip of the iceberg when it comes to how dangerous skilled and powerful kineticists can be.


Here's the thing, EVERY class is capable of a lot more stuff with generous houserules...but that's the houserules, not the class itself.

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