Description[edit | edit source]
A kinetic knight dons armor and wields a blade of elemental energy. Kinetic knights are rare in the Inner Sea region, but not unknown; many realize their elemental powers while training for battle.
Gameplay[edit | edit source]
Role: Kineticists generally use their powers to assail their foes from range, but based on the way their talents develop, they can channel their kinetic abilities for a variety of situations. Kineticists are usually quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents.
Hit Die: d8
Saving Throws: Good Fort & Reflex, Will
Skill Ranks per Level: 2 + 1/2 Int modifier
Base Features[edit | edit source]
Class Skills[edit | edit source]
Mobility, Perception, Persuasion, Stealth, Use Magic Device
Elemental Blade[edit | edit source]
At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can't use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.
At 9th level, she gains the blade whirlwind infusion.
This ability alters kinetic blast and infusions, and replaces metakinesis and metakinetic master.
Kinetic Warrior[edit | edit source]
The kinetic knight can use her Constitution score in place of her Intelligence score when qualifying for combat feats. This ability counts as having Combat Expertise for the purpose of feat prerequisites.
Elemental Bastion[edit | edit source]
At 1st level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time her burn is removed. Wielding an attuned shield doesn't prevent the kinetic knight from gathering power.
A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd.
This ability alters elemental defense.
Knight's Resolve[edit | edit source]
At 3rd level, the kinetic knight gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 3rd level, plus on additional time per day every two kinetic knight levels beyond 3rd.
Determined: As a standard action, the kinetic knight can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the kinetic knight is 11th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition.
Resolute: Whenever the kinetic knight is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result.
This ability replaces the kineticist infusion gained at 3rd level and supercharge.
Other[edit | edit source]
All other abilities function the same as the base Kineticist.
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