Description[edit | edit source]
While most kineticists channel elemental power through their bodies, rare kineticists, such as elemental ascetics, overwhelming souls, and psychokineticists channel such power through their minds. Psychokineticists lack an overwhelming soul's strong spirit, and so this energy ravages their minds but unleashes power locked in their ruptured emotions. Sometimes a psychokineticist inadvertently unleashes his power when he experiences an outburst of strong emotion, potentially making a psychokineticist an outcast or even an accidental killer.
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
Emotional Intensity[edit | edit source]
A psychokineticist uses his Wisdom modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, his bonus on concentration checks for wild talents, and other Constitution-based effects of all his wild talents.
This ability alters the kineticist's key ability score of wild talents.
Mind Burn[edit | edit source]
A psychokineticist's mind strains when he overtaxes himself. He takes a –2 penalty on Will saves, Wisdom checks, and Wisdom-based skill checks for each point of burn he has accepted, rather than taking nonlethal damage from burn. He can accept an amount of burn equal to his Wisdom modifier (rather than 3 + his Wisdom modifier). Otherwise, his burn works just like a normal kineticist's.
This ability alters burn.
Mental Overflow[edit | edit source]
A psychokineticist's elemental energy sends strange elemental humors and planar echoes through his brain instead of reshaping his body with matter from his element. Instead of gaining size bonuses to physical ability scores from elemental overflow, he gains alchemical bonuses to his mental ability scores in equal amounts (a +2 alchemical bonus to two mental ability scores at 6th level if he has at least 3 points of burn; a +4 alchemical bonus to one mental ability score and a +2 alchemical bonus to the other two at 11th level if he has at least 5 points of burn; and a +6 alchemical bonus to one mental ability score, a +4 alchemical bonus to another, and a +2 alchemical bonus to the last at 16th level if he has at least 7 points of burn).
A psychokineticist doesn't gain a chance to negate critical hits and sneak attacks based on his burn.
Otherwise, his elemental overflow works just like a normal kineticist's.
Other[edit | edit source]
All other abilities function the same as the base Kineticist.
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