Master the Kineticist class in Pathfinder: Wrath of the Righteous. Learn about primary attributes, BAB progression, saving throws, class skills, Burn mechanics, Elemental Focus, and Kinetic Blast types.
The Kineticist is a unique class in Pathfinder: Wrath of the Righteous, drawing power from elemental energies. They have the following characteristics:
- Primary attributes: Dexterity and Constitution
- BAB progression: Medium (3/4)
- HP per level: 6
- Saving throws: High Fortitude and Reflex, low Will
- Skill points per level: 2
Class Skills: Mobility, Stealth, Perception, Persuasion, Use Magic Device.
The table below shows the BAB progression and save bonuses:
| Lvl | AB | Fort | Reflex | Will |
|---|---|---|---|---|
| 1 | +0 | +2 | +2 | +0 |
| 2 | +1 | +3 | +3 | +0 |
| 3 | +2 | +3 | +3 | +1 |
| 4 | +3 | +4 | +4 | +1 |
| 5 | +3 | +4 | +4 | +1 |
| 6 | +4 | +5 | +5 | +2 |
| 7 | +5 | +5 | +5 | +2 |
| 8 | +6 / +1 | +6 | +6 | +2 |
| 9 | +6 / +1 | +6 | +6 | +3 |
| 10 | +7 / +2 | +7 | +7 | +3 |
| 11 | +8 / +3 | +7 | +7 | +3 |
| 12 | +9 / +4 | +8 | +8 | +4 |
| 13 | +9 / +4 | +8 | +8 | +4 |
| 14 | +10 / +5 | +9 | +9 | +4 |
| 15 | +11 / +6 / +1 | +9 | +9 | +5 |
| 16 | +12 / +7 / +2 | +10 | +10 | +5 |
| 17 | +12 / +7 / +2 | +10 | +10 | +5 |
| 18 | +13 / +8 / +3 | +11 | +11 | +6 |
| 19 | +14 / +9 / +4 | +11 | +11 | +6 |
| 20 | +15 / +10 / +5 | +12 | +12 | +6 |
The standard Kineticist level progression includes:
| Lvl | Feat | Special 1 | Special 2 | Special 3 |
|---|---|---|---|---|
| 0 | - | Burn | Gather Power | Class Skills |
| 1 | Feat | Infusion | Kinetic Blast | - |
| 2 | - | - | Wild Talents | Defensive Wild Talent |
| 3 | Feat | Infusion | - | Elemental Overflow |
| 4 | - | - | Wild Talents | - |
| 5 | Feat | Infusion | Metakinesis - Empowered | Infusion Specialization |
| 6 | - | - | Wild Talents | - |
| 7 | Feat | Expanded Element | - | - |
| 8 | - | - | Wild Talents | - |
| 9 | Feat | Infusion | Metakinesis - Maximized | - |
| 10 | - | - | Wild Talents | - |
| 11 | Feat | Infusion | - | Supercharge |
| 12 | - | - | Wild Talents | - |
| 13 | Feat | Infusion | Metakinesis - Quicken | - |
| 14 | - | - | Wild Talents | - |
| 15 | Feat | Expanded Element | - | - |
| 16 | - | - | Wild Talents | Composite Specialization |
| 17 | Feat | Infusion | - | - |
| 18 | - | - | Wild Talents | - |
| 19 | Feat | Infusion | Metakinetic Master | - |
| 20 | - | - | Wild Talents | - |
Kineticists are proficient with all simple weapons and light armor.
Burn
The Kineticist can power up her abilities by accepting Burn. Each point of Burn does 1 HP nonlethal damage per class level and is cleared after a night's rest. A Kineticist may accept 1 point of Burn per round, increasing to 2 at 6th level, and +1 for every 3 additional class levels (maximum 6 at level 18). They can accept no more than their class level + Constitution modifier.
Elemental Focus
The Kineticist must select an element to draw their energies from, which determines available abilities. This is distinct from the Elemental Focus feat.
Elemental Focus - Air
- Additional class skills: Lore (Nature)
- Wild Talent bonus feats: Combat Mobility, Deflect Arrows, Dodge, Lighting Reflexes, Improved Lighting Reflexes
- Defensive Wild Talent: Enveloping Winds
Elemental Focus - Earth
- Additional class skills: Athletics, Knowledge (World)
- Wild Talent bonus feats: Endurance, Great Fortitude, Improved Great Fortitude, Trip, Greater Trip
- Defensive Wild Talent: Flesh of Stone
Elemental Focus - Fire
- Additional class skills: Lore (Nature)
- Wild Talent bonus feats: Dazzling Display, Dreadful Carnage, Iron Will, Improved Iron Will, Persuasive
- Defensive Wild Talent: Searing Flesh
Elemental Focus - Water
- Additional class skills: Athletics, Lore (Nature)
- Wild Talent bonus feats: Blind Fight, Improved Blind Fight, Greater Blind Fight, Bull Rush, Greater Bull Rush
- Defensive Wild Talent: Shroud of Water
Kinetic Blast
As a standard action, the Kineticist can launch a blast of energy up to 30' away. Blasts can be physical or energy-based.
- Physical blasts: Ranged attacks inflicting 1d6 + 1 + Constitution modifier damage, increasing by 1d6 +1 at each odd-numbered level.
- Energy blasts: Ranged touch attacks doing 1d6 damage + half Constitution modifier, increasing by 1d6 at each odd-numbered level. Energy blasts must overcome the target's spell resistance.
Unlocking an additional Elemental Focus (or doubling up on an existing one) unlocks Composite Blasts. These deal twice the base damage of simple blasts (e.g., 2d6+2 for physical, 2d6 for energy per odd level) and cost 2 Burn before Infusions.
The various blast types are:
| Blast | Type | Elements | Damage Type |
|---|---|---|---|
| Air | Physical | Air | Bludgeoning |
| Electric | Energy | Air | Electricity |
| Earth | Physical | Earth | Bludgeoning, Piercing, Slashing |
| Fire | Energy | Fire | Fire |
| Water | Physical | Water | Bludgeoning |
| Cold | Energy | Water | Cold |
| Blizzard | Physical | Air, Cold | Half piercing, half cold |
| Blue Flame | Energy | Fire | Fire |
| Charged Water | Physical | Electric, Water | Half bludgeoning, half electricity |
| Ice | Physical | Water, Cold | Half piercing, half cold |
| Magma | Physical | Earth, Fire | Half bludgeoning, half fire |
| Metal | Physical | Earth | Bludgeoning, Piercing, Slashing |
| Mud | Physical | Earth, Water | Bludgeoning |
| Plasma | Physical | Air, Fire | Half bludgeoning, half fire |
| Sandstorm | Physical | Air, Earth | Piercing, slashing |
| Steam | Physical | Fire, Water | Half bludgeoning, half fire |
| Thunderstorm | Physical | Air, Electric | Half bludgeoning, half electricity |
Note: The Kinetic Blast, while a ranged attack, benefits from items that boost unarmed and natural attacks, such as Amulets of Agile Fists. This is likely a bug that works in the player's favor.
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