What to expect from a kineticist player


Pathfinder First Edition General Discussion


One of my players had a character death and is going to build a kineticist. It's a new class for all of us and he is researching how to build one. I've never seen anyone play one, and reading the class itself and looking through the guide I don't think I have a very good picture of what is going on.
He wants to be a melee tanky character with utility, and I think he wants to do earth and aether but that's not set in stone right now.
So, at level 8, what can I expect from this character in a big picture sense? Or is there too much variation between the elements to say?
I'm guessing they do less damage than a barbarian or archer or the like, but I don't even really know how to estimate what to expect.


Kineticist depends a large amount on how they build and optimize the character. If he's going Earth, you can expect utility to include:

*Making walls
*Digging trenches
*Earth gliding to provide recon and escape

Combat includes
*Almost always able to create favorable terrain
*High DR
*Great damage output, mostly bludgeoning/slashing
*Less damage output but at range

From the Aether side, you can expect:
*Telekinesis the way you always wished it was
*Throwing people at people
*Stealing things from people's pockets from the next room
*Flying

Kineticist isn't unbalanced, it's oddly class-loaded. Most feats aren't really as important to them because the bulk of the class isn't a standard melee attack or a spell, it's a SLA. That means feats will be basic (weapon focus Kinetic Blast), defensive (combat mobility) or non-combat (skill focus). The Kineticist can multiclass well, but works best with 1-2 levels in the dip (whether kineticist is the dip or the main) because nothing is more annoying than having a 3d6 blast OR using your low/mid other class ability, but never both and neither being near full level scaling.

Kineticist is an all day blaster class, the way they use burn is mostly up front to buff their defense and saving a few points for utilities and doubling the damage for a turn. They can be very tough for their burned-low HP limits because of their innate defensive ability, potential for range, and ability to get out of combat when needed.

Please note that using a plain kinetic blast next to a target provokes twice, once for the SLA and once for the ranged attack. This can make close range hazardous for them against some monsters, but it's not a big deal if he's going melee with the blade/whip talents.

Kineticist is all about how you play them, they can be almost as nasty as a sorcerer with unlimited spells per day, or they can be a fighter with an alternate fluff and better skills. If they play smart, they'll wall a dungeon off and starve the dragon if you're not careful. Earth can be permanently inside a wall and only put his hand out to blindly attack a room. It has great cheese potential, much like wizard or basically anything else played smart. Use DM final say to make sure you, the player, and the party are comfortable with it and things will be fine. As a class, Kineticist is amazingly well balanced for the intricacies involved.

Grand Lodge

As SLAs, the Kineticist's attacks ignore Damage Reduction, but bounce off of Spell Resistance. Demons/devils/what-have-you tend to have CR+11 SR, so the Fiendish template (only CR+5) will slow the Kinny down, and actual Outsiders will sneer at him by 8th level. Other than spell Penetration and Greater Spell Penetration, there isn't a lot the Kineticist can do about it. Most of the tools Wizards and Sorcerers use to get past Sr work on spells, not SLAs...

Note that a Kineticist gets 1d6 of elemental damage on every odd level:
1 - 1d6
3 - 2d6
etc. But at 7th level, the get access to a second elemental source and the the dice _double_, so that 4d6 goes to 8d6 if they are willing to swallow some burn. Thats:
4d6 - ave 14
8d6 - ave 28
Plus a metamagic like ability of Empower, increasing the damage by 50%.
8d6 - ave 28 -> 42

Standard range for the Kineticist is 30'. While your guy wants to go melee, when the time for a sniper comes along the Kineticist can take infusions granting range of 110' and 480'.

Note that if your Kineticist goes with a pure energy attack, it does less damage, but attacks Touch AC. melee or ranged.


At level 8? It depends on the powers he picks.

If he goes aether, then expect a sneaky guy with access to constantly (but lower bonus) invisibility. Also at ranged pick pocketing and lock picking. He might be able to grab flight if he ignores earth stuff. The defense from aether is nice, but it mostly just offsets the damage from burn.

In terms of damage... aether isn't 'great', since it doesn't have a good composite (you eventually get disintegrate, which is a big save based gamble; also, the resulting damage is similar to energy blasts). It can be 'enough', when you focus on the extra 50% damage meta on it. You would eventually want to switch to other blasts at higher levels.

If he goes earth, then high DR is the main feature. Some minor but notable abilities are a climb speed and tremor sense. Eventually they can earthglide at will... which can be troublesome, but not as bad as the ability to move earth (in which case, they can just make a hallway for the party to waltz through).

Damage is good. It lacks the weird features of aether, and both its blasts are physical blasts- which means more damage. At the highest levels (when there is a large amount of burn reduction), they can combine some good blasts (grasping earth+deadly earth, for several turn AoE crowd control; kind of a higher version of black tentacles).

There is also a very strong ability to act solo. Blasts can be used infinitely if you do not use burn, and these two elements have good evasion abilities (earthglide and invisibility). Combine that with 'ride the blast' (Which allows the user to move to the end point of the blast- hit the wall, and you are basically giving yourself jet propulsion), and they can run around very, very fast- some elements can go 100 mph depending on the power chosen (55 is more realistic). But they are slowed down if they have to drag a party along.

Actually, they make better villains- they can run around everywhere at high speeds (normal parties only go 40 per DAY) and they have an ability to murder hundreds of low level opponents personally- not some big natural disaster spell, but personally shooting blasts. It is hard to imagine an army with level 5 characters taking on a high level earth kineticist (the DR alone practically makes him untouchable, let alone the speed).


Egil Firehair wrote:

As SLAs, the Kineticist's attacks ignore Damage Reduction, but bounce off of Spell Resistance. Demons/devils/what-have-you tend to have CR+11 SR, so the Fiendish template (only CR+5) will slow the Kinny down, and actual Outsiders will sneer at him by 8th level. Other than spell Penetration and Greater Spell Penetration, there isn't a lot the Kineticist can do about it. Most of the tools Wizards and Sorcerers use to get past Sr work on spells, not SLAs...

If he's going Earth (and I think if he's throwing a weapon with aether instead of the pure energy version) he does more damage and ignores SR but he deals with normal AC and DR.

Shadow Lodge

An earth/aether kineticist is... a melee tanky character with utility. Shiroi and lemeres have a good run-down on the specifics. He might also be able to inflict minor status effects such as entangled when he hits an enemy.

With kinetic blade, being able to switch between melee and short-range fire is a very nice ability.

I haven't seen a kineticist at higher levels yet, but I've heard their accuracy can suffer compared to classes that can put plusses on their weapons.

Shiroi wrote:
Egil Firehair wrote:

As SLAs, the Kineticist's attacks ignore Damage Reduction, but bounce off of Spell Resistance. Demons/devils/what-have-you tend to have CR+11 SR, so the Fiendish template (only CR+5) will slow the Kinny down, and actual Outsiders will sneer at him by 8th level. Other than spell Penetration and Greater Spell Penetration, there isn't a lot the Kineticist can do about it. Most of the tools Wizards and Sorcerers use to get past Sr work on spells, not SLAs...

If he's going Earth (and I think if he's throwing a weapon with aether instead of the pure energy version) he does more damage and ignores SR but he deals with normal AC and DR.

Correct, earth and aether (telekinetic) blasts are physical blasts and deal with DR, not SR. Rare Metal Infusion exists specifically to bypass DR, but if the character is taking both earth and aether they can't take that infusion (yet).

Also Spell Penetration works fine with SLAs.


If they want to be a tanky melee, maybe suggest that they use the Kinetic Knight archetype. It'll make them better at what they want to do and possibly make things a bit simpler in play due to being restricted to melee form infusions.

A regular Kineticist usually functions similarly to a blaster caster, hurling magical power from a distance, but they can alter their blasts piecemeal, adding different shapes and effects onto them. They often simultaneously deliver debuffs or control the battlefield while dealing damage.


I want to thank everyone for there responses. It actually sounds like a pretty cool class, just hard to get a sense of what it does from reading the class. And thanks for the kinetic knight tip, I think he will like that, since he complained about not being able to get whip until level nine, and not caring about ranged attacks


Shiroi wrote:
If he's going Earth (and I think if he's throwing a weapon with aether instead of the pure energy version) he does more damage and ignores SR but he deals with normal AC and DR.

However, DR and AC is not a major problem for kineticists- they often use one big blast at full AC. Ergo, it is enough damage in a single strike to blast through DR, and it has a high enough bonus to not care much about AC.

Now miss chances- those are the bane of a kineticist's existence. When you full attack, you might lose maybe 1 attack from a simple 20% miss chance. But if you use a blast, then you might lose your entire turn's worth of attacks to a single miss.

This is a problem for almost every kineticist that is not doing melee. Energy suffers from it too... unless you are doing AoE, no miss things like throwing fireballs. But then you have to deal with saves, which becomes its own mess.


lemeres wrote:
Shiroi wrote:
If he's going Earth (and I think if he's throwing a weapon with aether instead of the pure energy version) he does more damage and ignores SR but he deals with normal AC and DR.

However, DR and AC is not a major problem for kineticists- they often use one big blast at full AC. Ergo, it is enough damage in a single strike to blast through DR, and it has a high enough bonus to not care much about AC.

Now miss chances- those are the bane of a kineticist's existence.

Oh absolutely, I wasn't calling it a bad trade or anything, just that someone mentioned him dealing with SR as if it was a 100% given and I wanted to clarify that SR isn't a problem for earth and most aether. I definitely agree with the miss chance problem, they're very all or nothing when putting all the eggs in a basket like that. Still, if a fighter is expected to miss 1/5 attacks that can easily be losing 1-2 hits per round on the 20% chance. A kineticist is more likely to go 3 rounds without hitting that 20% chance and by then the fight should be over. It's all or nothing, but hopefully more all than nothing. :)


Unless I've missed something AC is a big problem for kineticists. 3/4 BAB, no way to enchant the weapon, secondary focus on the attack stat (or losing Con to pump Str/Dex). Elemental Overflow helps but it's a patch, not a solution. At level 8 they're looking at +6 (BAB) +2 (EO) +stat (+1 EO) versus an AC of 21 (CR 8) or 24 (CR 10). Even if they start with a 20 and dump everything into it they're still rolling d20+15, a 25/40% miss chance (subtract 5-10% for a belt). More realistically we're looking at a 16 and no extra investment for d20+12 and a 40/55% miss chance. And with only one attack a round those miss chances hurt. That's not a 40% chance you miss, it's a 40% chance you waste your turn.


Bob Bob Bob wrote:
Unless I've missed something AC is a big problem for kineticists. 3/4 BAB, no way to enchant the weapon, secondary focus on the attack stat (or losing Con to pump Str/Dex). Elemental Overflow helps but it's a patch, not a solution. At level 8 they're looking at +6 (BAB) +2 (EO) +stat (+1 EO) versus an AC of 21 (CR 8) or 24 (CR 10). Even if they start with a 20 and dump everything into it they're still rolling d20+15, a 25/40% miss chance (subtract 5-10% for a belt). More realistically we're looking at a 16 and no extra investment for d20+12 and a 40/55% miss chance. And with only one attack a round those miss chances hurt. That's not a 40% chance you miss, it's a 40% chance you waste your turn.

+1 Point-Blank Shot, +1 Weapon Focus(Kinetic Blast), and if you're really worried about accuracy, you're probably going to build your character to use an energy blast to target touch AC and/or use area-affecting form infusions.

I'm not saying accuracy isn't an issue at all, but it's not as bleak as you're calculating.


Pathfinder Lost Omens Subscriber

There's an Earth/Earth kineticist in my CotCT group that deals insane damage and has a huge hp pool. At level 8-10 he's 1 shotting a lot of things including bosses on lucky crits (some minor bosses without) with metakinesis, and he hits reliably. Aside from what everyone else has already said, that's my xp with kineticist.


I retired my hobgoblin terra/hydro because kineticist after less than two months of play because it was clear he was better at everyone elses job than they were, except for the support (bard that focused on buffs spells).

Highest hp in the group plus DR, able to invest all the money that would go toward weapons into defensive items, powerful in melee (kinetic blade + weapon finesse) and also able to snipe from incredibly far away. Will saves were his one weakness.

If you player is a math whiz with a head for strategy, kineticist can be one of the most offensively powerful classes in the game, but you have to know how to manage your burn and squeeze the most uses out of your infusions, which is much more upkeep than many other classes.

If you ignore a lot of those calculations and just play them lightly, they're on par (and maybe a little weaker) than some others.


Bob Bob Bob wrote:
Unless I've missed something AC is a big problem for kineticists. 3/4 BAB, no way to enchant the weapon, secondary focus on the attack stat (or losing Con to pump Str/Dex). Elemental Overflow helps but it's a patch, not a solution. At level 8 they're looking at +6 (BAB) +2 (EO) +stat (+1 EO) versus an AC of 21 (CR 8) or 24 (CR 10). Even if they start with a 20 and dump everything into it they're still rolling d20+15, a 25/40% miss chance (subtract 5-10% for a belt). More realistically we're looking at a 16 and no extra investment for d20+12 and a 40/55% miss chance. And with only one attack a round those miss chances hurt. That's not a 40% chance you miss, it's a 40% chance you waste your turn.

If this does indeed turn into an issue how unbalancing do you think it would be if I gave him access to an amulet of mighty fists that instead affects his blast?


Udinaas wrote:

If this does indeed turn into an issue how unbalancing do you think it would be if I gave him access to an amulet of mighty fists that instead affects his blast?

3pp has done similar, it's not horrible but honestly it's unlikely the player needs this unless you see a real problem with his playstyle and build. Check out N.Jollys guide to the kineticist, it'll help you and your player a lot.


So a couple things. The OP's kineticist is Earth/Aether, neither of which have an energy blast (not the composite either). Next, my post was a response to the person who said "However, DR and AC is not a major problem for kineticists" and the people agreeing with that. I'm not saying kineticist as a class doesn't have a way around high AC (that's what energy blasts and form infusions are for). But specific kineticists (like the OP's) may be screwed by it. Or any kineticist who fights something immune to their energy blast (looking at you outsiders).

It's probably not unbalancing to give the player a magic item for +X attack/damage. The only potential issue is if they go kinetic blade (which is likely) the attack boost might bump their iteratives up enough to regularly hit twice. I'd definitely wait and see first. Properly built they should be fine but even well-built with an impatient or unlucky player might cause the game to be unfun for them as they find themselves whiffing half the time. Especially if they used burn on the attack.


Bloodrealm wrote:
Bob Bob Bob wrote:
Unless I've missed something AC is a big problem for kineticists. 3/4 BAB, no way to enchant the weapon, secondary focus on the attack stat (or losing Con to pump Str/Dex). Elemental Overflow helps but it's a patch, not a solution. At level 8 they're looking at +6 (BAB) +2 (EO) +stat (+1 EO) versus an AC of 21 (CR 8) or 24 (CR 10). Even if they start with a 20 and dump everything into it they're still rolling d20+15, a 25/40% miss chance (subtract 5-10% for a belt). More realistically we're looking at a 16 and no extra investment for d20+12 and a 40/55% miss chance. And with only one attack a round those miss chances hurt. That's not a 40% chance you miss, it's a 40% chance you waste your turn.

+1 Point-Blank Shot, +1 Weapon Focus(Kinetic Blast), and if you're really worried about accuracy, you're probably going to build your character to use an energy blast to target touch AC and/or use area-affecting form infusions.

I'm not saying accuracy isn't an issue at all, but it's not as bleak as you're calculating.

The fact that overflow is both a straight attack/damage bonus and a stat bonus always made it seem like it was meant to serve as both the 'weapon enhancement' mechanic and the 'rage/inspire/judgment/etc' mechanic.

Additionally, you are highly SAD and a single blast user always shoots at highest BAB. If you expect to hit with your second iterative as a bard (who has to split stats between 4 different stats), then even under the bleak view you can hit with your main blast.

This is particularly true since single blast users are unlikely to use power attack/deadly aim style feats. A rule of thumb I remember- power attack is not worth it if you hit for more than 60 damage per hit. And that is child's play for a kineticist.


Shiroi wrote:
Udinaas wrote:

If this does indeed turn into an issue how unbalancing do you think it would be if I gave him access to an amulet of mighty fists that instead affects his blast?

3pp has done similar, it's not horrible but honestly it's unlikely the player needs this unless you see a real problem with his playstyle and build. Check out N.Jollys guide to the kineticist, it'll help you and your player a lot.

He is using that to build his kineticist. I looked at it and bounced off it pretty hard, along with the actual class page. It seems really opaque and I had a hard time getting even a broad idea of what it would do and how it fits in the game. So I came here to ask about it. We have a pretty unoptimized group, and I was concerned with this class throwing our group balance out of whack. I'm still not sure how it will work out, but I guess we will just have to see and go from there.


Udinaas wrote:
We have a pretty unoptimized group, and I was concerned with this class throwing our group balance out of whack. I'm still not sure how it will work out, but I guess we will just have to see and go from there.

I suppose the way to look at it is like this, if I roll a class, any class, it has a certain ceiling for optimization, the best I can make it. It has a certain floor for optimization, the worst I can make it (short of wrong main stat and choosing to be a pacifist in a damage class). The Kineticist has a marginally higher ceiling, but not near as high as a full caster or multiclass cheese, and a much better floor than most. Almost no matter what he does, he's going to be decent. A fighter can be anywhere from 15%-50% useful, a wizard can be 0% to 100% useful, a kineticist can be 35% to 65% useful. Rough numbers to make a point, he's going to be decent any way you dice it but he'll need to work hard to be crazy powerful.

This comes from being very SAD, needing only con and dex, not needing to spend gold or feats carefully since they rarely do much for him besides the belt of con and dex or magic lightweight armor, pecise shot, the generic stuff. He can pick lame abilities but since he can use them all day and have decent mid range damage output and defense either way, at worst he does fighter damage and utility. At best he's outshined hard as a utility caster but never stops doing it and still puts out fighter damage.

If you want to be really sure, poke through that guide for rainbow colored or I believe sky blue, which are marked as pretty much must have abilities for them. Decide if those sound OP in your campaign and block or allow as needed. They'll decide his best moves for the most part, so they drop that ceiling by a lot. It really shouldn't come down to that though, because even when a kineticist has his best options available he tends to be a great and valuable, but not game breaking, ally.

Exceptions include a hydrokineticist in a campaign mostly in the ocean. That gets cruel very quickly. Fun, but man can they do some crazy stuff.

Dark Archive

In the grand scheme of things, kineticist damage output tends to be above average, but hardly top potential.

If you have a power attacking barbarian, smiting paladin, a well made slayer, or Gorrum forbid a good archer, kineticist seems like an okay backup artillery.

If you have a sword-and-shield fighter, a core rogue, a support caster, and an investigator, the kineticist will feel alarmingly overpowered. This is because the kineticist design is a beautiful tapestry of interwoven abilities that all feed off of one another through Burn. A lot of their damage is built in and you don't have to "opt in" to it with feats or specific items.

It's hard to see at first glance. I strongly suggest reading N. Jolly's guide before you even try to read the class entry, since it's much cleaner in presenting information. Then maybe build a 5th level test kineticist for funsies just to see how it works.

It's easier to understand through hands on experience with a little trial by error.

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