Early Kineticist Infusions


Rules Questions

Sovereign Court

Kineticists have surprisingly few choices for their first and second level infusions. The worst off are Aether specialists, who, assuming they aren't using melee attacks, have exactly three choices for their first three infusions (there's no such thing as a creature with the [aether] subtype, so Draining Infusion does nothing). This is especially damning, since kineticists only have first and second level infusions for their first eight levels, only gaining access to third level infusions at ninth level. This means that, for eight levels, every aether specialist who doesn't focus on melee attacks will have exactly the same infusions as any other aether specialist. Most other elements are only marginally better, with 4 or 5 non-melee infusions.

I suppose this takes the form of a request for Paizo developers: as you write additional kineticist infusions, please focus on first and second level ones. The most frequently played levels in Pathfinder deserve meaningful choices, and kineticists need them more than most.


That is rather disappointing.

Scarab Sages

If you take expanded element for your existing element, you get an extra talent of that element.

Dark Archive

Imbicatus wrote:
If you take expanded element for your existing element, you get an extra talent of that element.

Which doesn't really matter as you are level 7 by then. The point is that low-level kinetecist don't have many options. And aether suffers greatly from it as they have only 3 unique infusion(Foe-Throw at level 6, Disintegrate at level 12 and Many-Throw at level 18)

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