Suggestion: Kineticist feats.


Homebrew and House Rules


The kineticist is a great class, but it's unique mechanics still have a low number of feats to support it. Here are some suggestions in line of what I would hope for future products or use in home games. Any ideas?

Kinetic Fist Savant
You are specially good at channeling the elements through your fists.
Prerequisites: Improved Unarmed Strike, Kinetic Fist infusion.
Benefit: When using the kinetic fist form infusion, your unarmed strike damage uses the damage progression of a monk of 1/2 your level(round down, minimum 1). Additionally you may use your Constitution instead of strength for damage when using kinetic fist.

Double Kinetic Blade
You can create two blades at once.
Prerequisites: Two-Weapon Fighting, Kinetic Blade infusion or Kinetic Whip infusion.
Benefit: You can create a second blade when using Kinetic Blade or Kinetic Whip infusions. The damage for both your blades is reduced by one dice (minimum 1). Normal two-weapon fighting penalties apply.

Kinetic Sword
You can create a large blade of elemental matter.
Prerequisites: Kinetic Blade infusion or Kinetic Whip infusion.
Benefit: When using the Kinetic Blade infusion or Kinetic Whip infusion you can create a larger mass wielding it in two hands. When doing so, you may add 1/2 your Constitution bonus to the damage of the blade, and treat it as a 2 handed weapon for the purpose of feats like Power Attack (physical blasts only).

Burn Tolerance
You are used to taking burn.
Prerequisites: Kineticist Level 3, Toughness.
Benefit: You can take each a day a number of burn points equal to half your Constitution bonus (minimum 1) without suffering any non-lethal damage.

Elemental Fury
When going down, elemental rage overtakes you.
Prerequisites: Kineticist Level 3.
Benefit: When falling unconscious from non-lethal damage, you may enter a state of rage and keep active for a number of rounds equal to half your Constitution bonus. During these rounds, you receive a +2 morale bonus to attack and damage, and a -2 penalty to AC. During these rounds you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Once the time finishes you fall unconscious and can only enter this sate again after being healed back to consciousness.

Dragon Blood Kineticist
You have something draconic about your powers.
Prerequisites: Kineticist level 1.
Benefit: Choose a true dragon, when taking burn you add your elemental overflow accuracy bonus against sleep and paralysis effects (minimum 1). Also you gain resistance to its energy type equal to you elemental overflow damage bonus (minimum 2).

Dragon Scale Kineticist
Your skin grows protective scales as you let the elements overtake you.
Prerequisites: Dragon Blood Kineticist.
Benefit: You may gain a natural armor bonus equal to your elemental overflow accuracy bonus. Additionally the energy resistance from Dragon Blood Kineticist is doubled.

Dragon Breath Kineticist
You can emulate the breath of dragons.
Prerequisites: Dragon Blood Kineticist, Kineticist level 5
Benefit: You can change an energy blast into a breath weapon. This weapon is a 30' cone or a 60' line chosen once the feat is taken. The reflex save for half damage is 10+ 1/2 your kineticist level + your Constitution bonus. Once used, the breath cannot be used again for 1d4 rounds. This counts as a form infusion that costs 2 points of burn.

Dragon Awakened Kineticist
You awakened the dormant dragon blood becoming much like a dragon.
Prerequisites:Dragon Blood Kineticist, Dragon Scale Kineticist, Dragon Breath Kineticist, Kineticist level 7.
Benefit: At 7th level, when you have at least 3 points of burn, you gain 2 primary claw attacks (1d4 damage for a medium kineticst). At 9th level, when you have at least 5 points of burn, you gain immunity to the energy of you chosen dragon. At 11th level when you have at least 7 points of burn, you grow a pair of dragon wings, gaining a fly speed of 60' with good maneuverability.

Mystic kinetics
You can tap into elemental powers producing wondrous effects.
Prerequisites: Kineticist level 1.
Benefit: You can cast as spell-like abilities a number of spells equal to half your Constitution bonus (minimum 1). These spells must be chosen from the Wizard or Druid lists and must be of a level equal or lower than half your kineticist's level. The selected spell must have the descriptor of one of your blasts, and cannot have any expensive material component. Every casting of a spell this way costs 1 burn unless the spell is a cantrip or 3 levels lower than the highest level you could cast.

Kinetic Deflection
You can use the elements to deflect incoming attacks.
Prerequisites: Kinetic Cover wild talent.
Benefit: When an opponent makes a melee or ranged attack against you, you can take 1 burn point and expend a use of an attack of opportunity to attempt to deflect that attack. This otherwise works as the Opportune Parry deed from the Swashbuckler class.

Consume Energy
You can convert energy into vitality.
Prerequisites: Resistance or immunity from one energy type.
Benefit: When you are targeted with an energy damage (fire, lightning, cold, acid, negative or positive), you can expend an immediate action to convert any damage prevented by your resistance or immunity into temporary HP. Those temporary HPs last for a number of minutes equal to your Constitution bonus. Multiples uses of this feat do not stack and you cannot absorb damage produced by yourself.


They look pretty good. I see only one real problem, and that's the level requirement for Dragon Awakened. You can take it at level 6 but need Dragon Breath to get it. You can't take Dragon Breath until level 7 though.

My suggestions: either move Dragon Breath to level 5 and Awakended to 7, or move Awakened to 9. Never use even numbered level requirements(just my opinion, their are exceptions sometimes)) because you don't normally get feats on those levels.


Good Eye! Fixed that. Breath to level 5 and Awakened to level 7.


These look fantastic!

Few points/questions:
1. Elemental Fury is a little bit redundant. You go unconscious from using your class powers, but then rage and stay conscious for a time. Yet you can't use any of your class abilities? They're all SLA, so no blast/infusions/talents, etc. No normal kineticist would have a build around anything but their blasts, so what does this do? The burn can't be removed, so it's not to get healed and stay up.

2. Kinetic Deflection needs a type of action. I think that allowing it infinite use is a bit more than should be allowed, especially as you are giving away another class' ability (see Divine Protection for how that worked out). An immediate action use time would still make this very powerful, and worth grabbing, but not too much.

3. The Draconic feats are very flavorful, and not at all overpowered. This makes me want to see some other feats for other bloodlines, although I doubt that's what you were going for. Thats about it. I love the Draconic feats. Well-balanced, and fun to play with!

4. Kinetic Sword is an upgrade to Kinetic Blade that needed to exist already. Props on making it 1/2 Con, that's a good idea to keep it balanced. Might want to add an extra point of burn required, if only to make it so that every Kineticist doesn't immediately take this upon qualifying. Also, does this use Strength for attack rolls? That would help balance it just right if it wasn't finesse-able.

5. While Mystic Kinetics is a bit confusing, and can probably only be used with a handful of spells, I'm alright with that. The ability to pick up different abilities that use your burn is always good, and making it so that they're selectable, yet also tied to their element, was a good choice. My only question is, what spells can Chaokineticists choose? Only Inflicts? Or what about a Phytokineticist? Only "plant stuff"?

Other than what I've said here, these are fantastic.
Great work, I love them!


Look at Kinetic Sword, it actually isn't an upgrade. If it said "add your constitution modifier +50%" to damage it would be. Or maybe the wording is just confusing me.

Couldn't you two-hand the K Blade anyway for feats like Power Attack?


Just a warning for kinetic sword if one isn't already aware, from how it's written if you make it into a two-handed weapon, it wouldn't be light weapon anymore and can't be finessed. No biggie for strength build kineticists, but from what I've seen that isn't all that common so might be an issue.

For example, elemental annihilator's devastating infusion as a melee attack used in two hands for 1.5xCon modifier damage would use strength for attack rolls as it's not a light weapon anymore.

Here's Mark's post explaining more on it.

Since this is houserules anyways, an extra note on the feat stating "that despite it no longer being a light weapon, it can still be finessable" or something liek that would get around that.

Azten wrote:
Couldn't you two-hand the K Blade anyway for feats like Power Attack?

Yea, one could already do that if the blade was a one-handed weapon (also wouldn't be finessable).


bigrig107 wrote:


1. Elemental Fury is a little bit redundant. You go unconscious from using your class powers, but then rage and stay conscious for a time. Yet you can't use any of your class abilities? They're all SLA, so no blast/infusions/talents, etc. No normal kineticist would have a build around anything but their blasts, so what does this do? The burn can't be removed, so it's not to get healed and stay up.

The idea is to keep them using aggressive SLAs to fight, buying some extra rounds to finish the combat.

bigrig107 wrote:


2. Kinetic Deflection needs a type of action. I think that allowing it infinite use is a bit more than should be allowed, especially as you are giving away another class' ability (see Divine Protection for how that worked out). An immediate action use time would still make this very powerful, and worth grabbing, but not too much.

Using an immediate action seems more balanced indeed. I think adding the overflow bonus to the roll would make sense.

bigrig107 wrote:


3. The Draconic feats are very flavorful, and not at all overpowered. This makes me want to see some other feats for other bloodlines, although I doubt that's what you were going for. Thats about it. I love the Draconic feats. Well-balanced, and fun to play with!

A genie line of feats would make sense, as with other elemental aligned creatures.

bigrig107 wrote:


4. Kinetic Sword is an upgrade to Kinetic Blade that needed to exist already. Props on making it 1/2 Con, that's a good idea to keep it balanced. Might want to add an extra point of burn required, if only to make it so that every Kineticist doesn't immediately take this upon qualifying. Also, does this use Strength for attack rolls? That would help balance it just right if it wasn't finesse-able.

That's the idea.

bigrig107 wrote:


5. While Mystic Kinetics is a bit confusing, and can probably only be used with a handful of spells, I'm alright with that. The ability to pick up different abilities that use your burn is always good, and making it so that they're selectable, yet also tied to their element, was a good choice. My only question is, what spells can Chaokineticists choose? Only Inflicts? Or what about a Phytokineticist? Only "plant stuff"?

Spells with "plant" and "negative energy" on their names or description would seem to be valid choices (since the lack of descriptors).

Azten wrote:


Look at Kinetic Sword, it actually isn't an upgrade. If it said "add your constitution modifier +50%" to damage it would be. Or maybe the wording is just confusing me.

Couldn't you two-hand the K Blade anyway for feats like Power Attack?

I might be wrong, but I think the the regular kinetic blade can only be wielded as light or one handed (Edit: oops. I seems it can, have to rethink that feat). The idea for the feat is to allow 1+1/2 Con bonus and two handed interaction with power attack.


Does Burn Tolerance count still count towards you're daily burn maximum?


RedDingo wrote:
Does Burn Tolerance count still count towards you're daily burn maximum?

Yes. I think expanding the limit and reducing the damage would be too much for a single feat. However, I can see logic in a line of feats designed to expand the limits and reduce the costs.


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Heladriell wrote:
RedDingo wrote:
Does Burn Tolerance count still count towards you're daily burn maximum?
Yes. I think expanding the limit and reducing the damage would be too much for a single feat. However, I can see logic in a line of feats designed to expand the limits and reduce the costs.

No no, that's alright. I think it would have been OP too. The way it is works great.

Kinetic Sentinel

You are skilled at deflecting attacks made against your comrades.

Prerequisites Kinetic Deflection, Combat Reflexes

Functions as kinetic deflection except you can parry attacks made against your comrades within range of your kinetic blast.


I like the feats but they raise a question for me: Is there any value to making archetypes for Kineticist? Your feats mimic what other classes would do with an archetype, most prominently i am thinking about the mindblade dual manifest ability and all of the dragon bloodlines/disciples when i look over your list. The level limits of Extra Wild Talent means adding these as actual talents would hurt and the class is fairly abundant in open feat slots. So are feats the best way to add to the class in the future?


Considering the work done by N. Jolly on Kineticists of Porphyra I and II, I'd say there's plenty of Archetypes to add.


RedDingo wrote:


Kinetic Sentinel

You are skilled at deflecting attacks made against your comrades.

Prerequisites Kinetic Deflection, Combat Reflexes

Functions as kinetic deflection except you can parry attacks made against your comrades within range of your kinetic blast.

That seems great!

Torbyne wrote:
I like the feats but they raise a question for me: Is there any value to making archetypes for Kineticist? Your feats mimic what other classes would do with an archetype, most prominently i am thinking about the mindblade dual manifest ability and all of the dragon bloodlines/disciples when i look over your list. The level limits of Extra Wild Talent means adding these as actual talents would hurt and the class is fairly abundant in open feat slots. So are feats the best way to add to the class in the future?

I think both are still needed for the class. The archetypes that came with Occult Adventures were found very unsatisfying by my group. They wanted to produce various concepts that would fit the class but needed options that did not exist. We thought about creating archetypes, but it seems that the class has too little to give up. Most of the current archetypes remove something very important or fun from the class.

At the end, we reached the conclusion that feats were the way to go. The kineticist has the worse "extra feature" feat in the game since it provides a talent 2 levels lower, and requires 6th level before it can be selected.

That said, I think there are ways to produce great archetypes for the kineticist, by modifying (not removing) certain abilities.


Azten wrote:
Considering the work done by N. Jolly on Kineticists of Porphyra I and II, I'd say there's plenty of Archetypes to add.

You should see how much was cut from KoP II. The book was already reaching word count way ahead of when N. Jolly expected just from the stellar concepts. Some great archetype ideas ended up on the cutting room floor.


Noooooo....!

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