Using Kineticists along side sphere's of power mages?


Advice and Rules Questions


Pretty much this-- I have a few friends who are in love wth the Kineticist, both the base form and the various third party stuff out there. I intend to be using Spheres of Power for the main setting, so are there any issues, balance wise, I need to be thinking of?


Not particularly, no. Spheres can replicate a lot of what the Kineticist does, though, so maybe encourage people who're using Spheres to avoid Destruction and focus on something else instead?


Consider giving the access to the various talents of the Destruction Sphere, translating SP to Burn where applicable. Energy Satellite, Tether, and Leap are very cool abilities Kineticists deserve to have access to. Also, keep in mind that the Kineticist is based on Spell Levels for balance and may need to be retooled. Personally I think they're much weaker in SoP thanks to at-will magic and blasts being available.


I would actually recommend giving the Kineticist access to Spheres for free, maybe at the same progression as a Hedgewitch?


I was thinking about this as well a while ago. I decided that I would just have to see two of them in action at the same time to decide.

One is limited by a cap on SP, with no way to mitigate costs for the cool stuff. The truly awesome stuff needs SP and concentration (actions).

The other is limited by burn and must consider its consequences carefully. The cost can be mitigated with Gather Power, which costs precious actions.

They may sound like completely different sets of mechanics, but there is some overlap between the types of resources they consume (Points/Burn, Actions). If one turns out to under-perform, I could see some one-way sharing of options.

My potential changes: Most of the focus on altering Wild Talents and their availability. Opening up some options for using Magic Talents with a burn cost attached (they have reductions built in remember). I might also change around which infusions are allowed with which elements. In short, more variety.


Don't have a burn cost associated with Magic Talents. Instead, the Kineticist gains the Draining Drawback and can never get rid of it through mortal means.

Liberty's Edge

Haven't seen a kineticist in action much. I do know that all the authors that have sat down to convert it to SoP end up shrugging and saying 'just play an elementalist'. I don't expect there will be a huge power gap using them side-by-side, especially if you don't have a dedicated destruction blaster on the team. I also am not up on what 3PP options are out there for the class.

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