Bunch of Kineticist questions


Rules Questions

Scarab Sages

Okay, so I've been looking into occult adventures because I want to make an Elemental Ascetic Fire Kineticist. Yes, I know it isn't optimal, but that's the character I'm trying to make. 'Please keep the OMG STUPID NOOB!' comments, if you have them, to yourself.

Thing is, there are a bunch of questions I have, and it seems really confusing. I was wondering if anyone could help me out (and please link sources, if you can, or mention a page number so I can look it up?)

1)How long does an infusion wild talent last? Let's say I want to Flurry of blows with my Fire Kinetic fist power. (remember, as an ascetic I get the kinetic fist power for free at first level, and it costs zero burn.) If I want to add the Burning infusion (p. 17) to each attack, do I have to pay 2 burn, one for the first punch and one for the second?

2)What's the deal with the "Blue Flame Blast?" What does it do? What is the advantage of it over regular flame blast?

3)Kinetic blasts do "1d6 at first level, and and additional d6 for every two levels beyond that." Does that mean that they essentially follow sneak attack progression? On a related note, Kinetic fist says that you do "An additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6). Does that mean my Ascetic monk doesn't get an second d6 of fire damage until he would have 6d6 blast damage? (at level 11?)

4)The Draining infusion is not called out as something the ascetic kineticist cannot take, but the wild talent's 'related blasts' are "Any Simple." Since I can't do the normal simple blasts of a normal kineticist, can I not make use of it? This is strange because all of the 'simple blasts' only target one creature (as far as I know) but the text reads: if AT LEAST ONE CREATURE fails its saving throw against your draining infusion . . ." implying that it can be used with blasts that are not 'simple.'

Have I (mechanically) built this character correctly? (Assuming 20 point buy)
Human Elemental ascetic (Fire)

Str:16
Dex:14
Con:14
Int:9
Wis:16
Chr:7

HP: 20
AC 12 (16 if I can get mage armor cast on me.)

Feats: Improved Unarmed strike (From archetype)
Toughness, Tribal Scars (Raptor Scale)
Skills: Acrobatics, Profession, Perception, Use magic Device
Talents: Dangerously Curious?(or something else to boost UMD?) Seeker?

SQ: Burn (max 6 (3+WIS mod from ascetic), Elemental Focus-Fire , Gather power, Kinetic blast (which must act as Kenetic fist, can be used to make a flurry of blows),

Wild Talents: Basic Pyrokenisis (from fire choice), Burning Infusion (DC 13(DC=10+1/2 lvl+WIS mod))

Atk: +3, 1d4+3, or 1d4+3+1d6(fire) with Kinetic fist
OR +2/+2 1d4+3+1d6 fire/1d4+3+1d6(fire)

Level 2: Gain Wisdom to AC, No elemental Defense, Heat adaptation
Level 3: Do not gain Elemental Overflow, Gain Weapon Focus-Unarmed, Gain the infusion Fan the Flames


1) yes, you will need to pay burn for every attack that you infuse.

2) blue flame blast is a composite blast that targets touch AC. It is the only composite blast to do so.

3) correct. It is a bit of a wait to get that second D6.

4) as I understand it blasts only come in simple or composite so even if you are using a form infusion such as elemental fist it is still a simple blast and is eligible for any substance infusions you can afford to add.


1) Kinetic fist can be used as part of a full attack so you only need to pay for it once.


You only need to pay for an Infusion per Blast. Once you have infused your Kinetic Fist for the round, you are done paying for Infusions on that Blast. The Infusion lasts for as long as the Blast does, which Kinetic Fist lasts until the beginning of your next turn so your Infusions will last that long.

You can gain extra damage dice earlier using a Composite Blast, which Blue Flame Blast is, though you chew through your action economy or your Burn really quickly doing so.

Kinetic Fist is a Form Infusion, modifying the way your simple or composite blasts do damage. Most Substance Infusions should work with Kinetic Fist, add long as they don't require a ranged attack. If you can hit the target, you can use a Draining Infusion.

Scarab Sages

Uhhhh, I got some conflicting answers. Anyone out there have a source they can point to? FAQ or a line of text I missed?


VampByDay wrote:
1)How long does an infusion wild talent last? Let's say I want to Flurry of blows with my Fire Kinetic fist power. (remember, as an ascetic I get the kinetic fist power for free at first level, and it costs zero burn.) If I want to add the Burning infusion (p. 17) to each attack, do I have to pay 2 burn, one for the first punch and one for the second?

"By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs"

So infusions last the duration of the blast.
"You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn"
So the the fist infusion lasts the full-attack and adds to all attacks.

VampByDay wrote:
2)What's the deal with the "Blue Flame Blast?" What does it do? What is the advantage of it over regular flame blast?

Blue flame is a composite blast of Fire + Fire. It costs burn but does double damage.

VampByDay wrote:
3)Kinetic blasts do "1d6 at first level, and and additional d6 for every two levels beyond that." Does that mean that they essentially follow sneak attack progression? On a related note, Kinetic fist says that you do "An additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6). Does that mean my Ascetic monk doesn't get an second d6 of fire damage until he would have 6d6 blast damage? (at level 11?)

Normally yes, but the kinetic fist only does the damage listed in there, 1d6 per 3 dice min 1. So you only are getting 1d6 for 11 levels unless you use composite lv7. This is why it's seen as bad because it's such a reduction in how much damage you're doing. You'll only add 1d6 damage per hit for at least 7 levels.

VampByDay wrote:
4)The Draining infusion is not called out as something the ascetic kineticist cannot take, but the wild talent's 'related blasts' are "Any Simple." Since I can't do the normal simple blasts of a normal kineticist, can I not make use of it? This is strange because all of the 'simple blasts' only target one creature (as far as I know) but the text reads: if AT LEAST ONE CREATURE fails its saving throw against your draining infusion . . ." implying that it can be used with blasts that are not 'simple.'

Form infusions can modify the targeting of a simple blast. So the form infusion Kinetic fist, alter the delivery of the simple blast.


VampByDay wrote:


4)The Draining infusion is not called out as something the ascetic kineticist cannot take, but the wild talent's 'related blasts' are "Any Simple." Since I can't do the normal simple blasts of a normal kineticist, can I not make use of it? This is strange because all of the 'simple blasts' only target one creature (as far as I know) but the text reads: if AT LEAST ONE CREATURE fails its saving throw against your draining infusion . . ." implying that it can be used with blasts that are not 'simple.'

I'm adding a question to the draining infusion + kinetic fist combo: do the attacks overcome spell resistance? The two infusions conflicts on this, so which one supersedes the other?

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