Occult Class Review: Kineticist part 2
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Utility and Builds
Now that we know what the basic concept of a kineticist is, let’s explore how they work.
Kineticists start out with moderate base attack progression and 4+int skill ranks… but not that many skills to spend them on (Don’t worry, their element choices give them an extra later). What is really interesting, however, is that pretty much all of their abilities use Constitution as the base stat, since the elemental power they channel has to pass through their bodies, and being healthy and hearty are required to handle that sort of power.
When they start out, these channelers choose their first element, choosing one of the basic blasts available from it, as well as gaining the basic kinesis talent for that element. Such basic kinesis abilities are essentially multipurpose cantrips, and can range from telekinetically lifting objects to sensing and bringing up items hidden in loose soil or foliage, or igniting flammable objects.
As they grow in power, kineticists gain various wild talents, which are drawn from both the list of their element as well as universal choices. Each one has an effective spell level equivalent as well as a burn cost, and each one is either an infusion or a utility power, which we’ll go over each momentarily.
First, let’s talk about burn though. Certain wild talents and other abilities of the kineticist have a burn cost. Essentially, by using their power too quickly, they tire themselves out as their bodies get overwhelmed from within, partially transmuting their flesh into the element in question, causing them to appear supercharged with that element, and so on. For each point of burn accrued, the kineticist takes nonlethal damage equal to their level, which cannot be resisted or healed until the start of the next day. This makes them easier to down as the day progresses, making them more vulnerable. However, there is a limiter on how much burn they can accept at one time, as well as how much they can have total each day.
While kineticists can wield weapons normally, their primary attack is their kinetic blast, which is a ranged projectile of elemental energy or matter they launch at foes. Most elements have at least two types of blasts, with you choosing one when you choose the element, and while energy blasts target touch AC, they deal less damage. Additionally, all blasts ignore the reduction or negation of damage from swarms, and can even be readied to counterspell spells of the same elemental descriptor, so that’s fun.
The burn cost of various abilities and talents can be difficult to work with. Thankfully, however, there is a way to negate the burn cost of their stronger blasts. By spending actions to gather power, kineticists can pull elemental energy out at a more gradual rate and thereby reduce the burn cost of the next blast they launch. However, being disrupted risks them taking burn.
Speaking of blasts, the first type of wild talent that kineticists learn is infusions, which modify the blast in some way. A blast can have two infusions applied to it, one substance, and one form infusion. The former alters the properties of the blast directly to cause different effects when they connect with foes. For example, some blasts can be made incredibly bright, blinding foes. Meanwhile, form infusions change how they target foes, turning them into melee attacks, area attacks, walls, cones, lines, that sort of thing. However, many blasts modified to deal damage over time or over a wide area deal less damage.
Kineticists also learn a defensive talent for their element, which can vary from reducing damage to preventing getting hit in the first place depending on the element, but all are useful for keeping the kineticist alive.
While burn does weaken the kineticist, they do get something in return, their bodies becoming more and more supercharged, bolstering their attributes and improving the power of their blasts as the energies overtake them more and more.
As they grow in mastery, their bodies grow more adapted to using infusions, reducing the base cost of an infused blast and letting them use bigger effects with less burn and less time spent gathering power.
Mimicking various metamagical modifications, kineticists can spend burn to boost the damage of their blasts or even repeatedly blast in a single turn, or at least blast quickly to leave actions open for other activities.
In order to bolster the number of times they can invoke powerful effects, kineticists learn to create an internal buffer. Essentially, whether it be during downtime or at the end of a low-combat day, these kineticists can expend burn to create a reserve of energy within themselves, giving them a buffer that gets expended first instead of their burn in the future.
Eventually, these elementalists expand the source of elemental power within themselves, doing so up to two times for a total of three choices. They might expand into another element, gaining access to a new blast and composite blasts combining their two elements, or they might choose to focus on one of their previously-chosen-blasts, accessing the second blast type of their element if it has one as well as any composite blasts based on choosing the element twice (like blue flame for fire or metal for earth, since this was before metal was it’s own element). Additionally, while diversifying into multiple elements lets them pick a wider variety of talents and infusions, sticking with one grants additional talent choices, and doing so all three times causes them to gain a bonus on their attack, damage, and DCs of their talents and blasts.
As they grow in mastery, they can gather even more power, covering much greater burn costs not just with blasts, but with utility talents as well.
Over time, their mastery of combining elements into composite blasts improves, reducing that base cost as well.
Their mastery also allows them to perform one type of metakinesis without costing anything as well.
Finally, true masters are able to manipulate all elements beyond their base choses to a certain extent, but it costs burn to use elements beyond their own or change existing talents.
But maybe that doesn’t appeal to you as a capstone? Thanks to Chronicle of Legends, there are alternative options. The one specifically for kineticists gives them Unbridled power, improving the damage of one specific blast they know and allowing them to overcome a certain amount of DR or resistance to it.
From the more generic capstone options, we can see kineticists whose endurance and ability to accept burn is unsurpassed with Perfect Body, Flawless Mind, those that found organizations, perhaps schools of elementalism as The Boss, improving one signature item they own into an artifact-level focus for their power with With This Sword, or becoming so one with their element that they simply Won’t Stay Dead.
The kineticist is all about careful management of burn and action economy. Do you go in guns blazing, accumulating burn to steamroll into a vulnerable and deadly glass cannon, or do you sacrifice actions to gather power to conserve that energy for when you need it?
As for what kind of builds you can do, there’s a lot of potential here. One kineticist might be back-line firepower blasting foes from afar and creating elemental allies to occupy the enemy. Another might be a tanky wall that focuses on kinetic blade blasts in melee and refuses to budge an inch, using blasts to hold off and bring down foes. Another might tap into kinetic healing and be a support and healer character that can still kick some ass as well. All are good and valid.
Ironically, the fact that burn deals semi-permanent nonlethal damage to you means that despite constitution being their most important stat, they can be somewhat easy to take down with a well-placed hit, so even tanky builds need to understand when to engage and when to hang back. In this way, the kineticist class definitely forces you to think more strategically than your average combat class.
Anyway, that’s it for today, but tomorrow we take a look at the archetypes for this class!









