Kineticist beyond 20


Advice


I am thinking of extending a game beyond 20 and I can see how using the rules on p 406 of the Core book would extend acquisition of utility and infusion powers... but I'm wondering if I should allow a new element gain and if I do... at what level.

Advice?

Silver Crusade

If you're going to do that, I'd go with it around 21, then 29, then 35, since the pattern is 7 then 8. I think capping at 4 elements would be fine, but really with everyone else gaining new abilities, allowing new elements at each point mentioned wouldn't really push their power level up that much. Most elements that were worth taking together were probably taken at 7/15, so the new elements wouldn't be as comparatively powerful due to the fact that they're 3rd/4th/5th/etc choices, providing less meaningful options to the character selecting them.

Sovereign Court

Pathfinder Starfinder Society Subscriber

That seems like a reasonable addition. The capstone opens other elements up (for a cost), but one more would be cool. That would let someone go for one blast from each element.

Expanded Elements come every 7.5 levels (rounded down), so I would put one at level 22, then 30.

Silver Crusade

KingOfAnything wrote:

That seems like a reasonable addition. The capstone opens other elements up (for a cost), but one more would be cool. That would let someone go for one blast from each element.

Expanded Elements come every 7.5 levels (rounded down), so I would put one at level 22, then 30.

I went with odd levels myself because the expanded elements seemed to be replacing infusions, although having them replace wild talents at this point in the character's life wouldn't be a huge difference in power. I'd say as a whole, utility wild talents beat out infusions in value, but not by enough to make a massive difference.

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