Kinetic Mystic (Prestige Class)

The powers of a kineticist have long been considered a form of magic, and in many ways, that line of thought is correct. Kinetic mystics take this ideology to a new level. Many started off on some other path, only to have their powers awaken, sending them down a whole other road they never knew existed before. Those brave enough to walk down this new, mysterious path can learn to interweave their magical skills with the more unusual power of kinesis, allowing them to twist their spells in ways never known to other mages, and infusing a wide variety of effects into their kinetic blasts that less magic-focused kineticists could only dream of.

Role: Kinetic mystics function much the same way as magi, combining their arcane and kinetic powers into powerful and versatile blasts that have a far greater range of effects than most kineticists do, making them highly effective combatants. They aren’t often front-line fighters, preferring to stay at mid-range, but some kinetic mystics favor melee infusions or long-range infusions, allowing them to charge into the enemy’s ranks or snipe safely from behind their allies. Though versatile, their powers are generally geared more toward their great offensive prowess than providing passive forms of support.

Alignment: Kinetic mystics come from a wide variety of backgrounds, and their abilities can manifest from a number of sources, as well as coming to them instinctively or through rigorous training. Regardless, kinetic mystics tend to achieve or develop their powers because of a powerful devotion to a cause, meaning it’s fairly less common for a kinetic mystic to be of a Neutral alignment, and even rarer for one to be true Neutral.

Hit Die: d8

Requirements: The qualify to become a kinetic mystic, a character must fulfill all the following criteria.

  • Skills: Spellcraft 5 and Knowledge (nature or planes) 5.
  • Spells: Able to cast 2nd level arcane or psychic spells.
  • Special: Must have the kinetic blast class feature.
  • Special: Must have at least one of the following class features: fetishMC, harrowing spellstrikeTHH, ranged spellstrikeUC, spell conduitACG, spell deckTHH, spellstrikeUM, spiritual combatOA, unarmed spellstrikeOA; or the spell strikeACG arcanist exploit.

Class Skills: The kinetic mystic’s class skills (and the key ability scores for each) are Acrobatics (Dex), Craft (Int), Disable Device (Dex), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Class Features

Table: The Kinetic Mystic
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +1 +0 +1 Kineticist focus, Kinetic conduit (1/5) -
2nd +1 +1 +1 +1 Conductive blast +1 level of existing spellcasting class
3rd +2 +2 +1 +2 Bonus feature, Kinetic conduit (2/5) +1 level of existing spellcasting class
4th +3 +2 +1 +2 Hold charge -
5th +3 +3 +2 +3 Kinetic conduit (3/5) +1 level of existing spellcasting class
6th +4 +3 +2 +3 Bonus feature +1 level of existing spellcasting class
7th +5 +4 +2 +4 Kinetic conduit (4/5) -
8th +6 +4 +3 +4 Greater conductive blast +1 level of existing spellcasting class
9th +6 +5 +3 +5 Bonus feature, Kinetic conduit (full) +1 level of existing spellcasting class
10th +7 +5 +3 +5 Kinetic caster -

Weapon and Armor Proficiency

Kinetic mystics are proficient in all simple weapons, light armor, and bucklers.

Spells per Day

At the indicated levels, a kinetic mystic gains new spells per day as if they had gained a level in an arcane or psychic spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if they are a spontaneous spellcaster), and an increased effective level of casting. If a character had more than one arcane or psychic spellcasting class before becoming a kinetic mystic, they must decide to which class they add the new level for purposes of determining spells per day.

Kineticist Focus

At 1st level, select one class in which the kinetic mystic possessed levels before adding the prestige class and which provides a kinetic blast through one of its class features. The kinetic mystic gains all class features of that class as if their kinetic mystic levels were also levels in that class. However, if that class provides spells, they do not gain spells per day, spells known, or increased effective levels of casting in this way (although they can still select the same class for the kinetic mystic’s spells per day).

Kinetic Conduit (Su)

At 1st level, the kinetic mystic can treat their kinetic blast as if it was either a spell with a range of “touch” or a spell that requires a ranged touch attack for the purpose of abilities that allow such spells to be delivered through a means other than succeeding a melee or ranged touch attack (such as the magus’s spellstrike class feature).

When delivered in this manner, a kinetic blast cannot have a form infusion applied to it and deals ⅕ its normal damage; it can only be used once per round in this manner. In addition, kinetic blasts can be delivered via a weapon with the conductiveUE quality regardless of whether it is a ranged or melee weapon, but with the same limitations otherwise.

At 3rd level and every 2 levels thereafter, kinetic blasts delivered this way deal an additional ⅕ of your kinetic blast’s normal damage (dealing full damage at 9th level).

Conductive Blast (Sp)

At 2nd level the kinetic mystic gains the following infusion as a bonus wild talent:

Conductive Infusion
Element(s) universal; Type substance infusion (Sp); Level 1; Burn varies (see text)
Associated blasts any simple
Save as delivered spell; Spell Resistance as delivered spell

You’ve learned to wrap your kinetic power around a spell’s charge. As part of casting a spell with a range of “touch” you can use a simple kinetic blast to deliver it in place of a melee touch attack. If your kinetic blast hits, it delivers the effects of the spell cast, using the kinetic blast’s critical threat range. If the kinetic blast hits multiple targets, it only delivers a single charge to the first creature hit (or the closest creature to you if multiple targets are hit simultaneously), and if the spell has multiple charges, it delivers each charge to a different target (for example, if the spell used gives you three touch attacks normally, and your kinetic blast hits multiple targets, this infusion delivers the effects of that spell to the first three creatures hit or the three closest creatures to you). Spells used this way cannot be modified by any metamagic feats that would alter the spell’s range or area. Any charges your spell provides that are not delivered with this infusion are immediately harmlessly discharged.

This infusion’s burn cost is equal to the 1 + 1/2 the level of the spell it delivers, but can be reduced to 0 by reducing the blast’s damage to 0 as well; you cannot reduce this infusion’s burn cost or the infused blast’s damage this way if the spell is harmless. This infusion cannot be applied to a kinetic blast being used via kinetic conduit, and because it is part of another action (casting a spell), it cannot be used in conjunction with infusions that would make a blast part of another action (such as kinetic blade).

Bonus Features

At 3rd, 6th, and 9th levels, the kinetic mystic gains either Extra Wild TalentOA (treating their levels in kinetic mystic and the class chosen for their kineticist focus class feature as kineticist levels for this purpose) or a metamagic feat for which they qualify as a bonus feat. In addition, at 3rd level, they must choose one of the following class features: arcanist exploitsACG, bloodline, ectoplasmic lashOA, hexAPG, or magus arcanaUM; once this choice is made, it cannot be changed. If they have access to arcane exploits, hexes, or magus arcana and chose that class feature for this ability, they can learn one of those respective abilities for which they qualify in place of their bonus feat. Alternately, if they have access to the bloodline or ectoplasmic lash class features and chose one of them for this ability, they can treat their level in the class which grants it as 3 higher for the purposes of determining their abilities provided by that class feature rather than take a bonus feat, up to a maximum effective level equal to their character level (this effect stacks, meaning a kinetic mystic with the bloodline class feature who chooses to give up two bonus feats will be treated as 6 class levels higher to determine the effects of their bloodline, and if they give up three bonus feats they will be treated as 9 levels higher for this purpose).

Hold Charge (Su)

At 4th level, a kinetic mystic can choose to hold any charge from a spell that requires a melee or ranged touch attack rather than delivering it as part of casting. Unlike normal, they do not automatically deliver their charge when they touch or are touched by something.

They can cast spells while holding this charge, but spells that require a touch attack that are cast while holding a charge from another spell must be immediately used or the previously held charge is harmlessly dispelled, and both the held charge and the spell being cast must be of the same range to deliver both the cast spell and held charge simultaneously. This effect cannot be used with kinetic blasts.

Greater Conductive Blast (Sp)

At 8th level the kinetic mystic can access the following infusions, learning one of their choice instantly:

Conductive Infusion, Greater
Element(s) universal; Type substance infusion; Level 3; Burn varies (see text)
Prerequisite(s) conductive blast
Associated blasts any
Save as delivered spell; Spell Resistance as delivered spell

You have become more adept at delivering your touch spells through your blasts. This functions as the conductive blast infusion, except it can be applied to composite blasts, can be used with spells that can be delivered with a ranged touch attack, and when using a blast that hits multiple creatures at once, you can choose which of those creatures your spell affects, regardless of distance from you. This infusion's burn cost is equal to 3 + ½ the level of the spell it delivers, but can be reduced to 2 by reducing the blast's damage to 0 as well; you cannot reduce this infusion's burn cost or the infused blast's damage this way if the spell is harmless.

Conductive Infusion, Harmless
Element(s) universal; Type substance infusion; Level 3; Burn varies (see text)
Prerequisite(s) conductive blast
Associated blasts any simple
Save as delivered spell (see text); Spell Resistance as delivered spell

You can hold back your power when using a kinetic blast to deliver your magic. This functions as the conductive blast infusion, except it reduces the blast's damage to 0 by default. This infusion's burn cost is equal to the level of the spell it delivers, but can be reduced to 0 by forcing each creature affected by it to accept an amount of burn equal to 1 + ½ the spell's level (Will save against the blast's DC negates both the burn and the spell's effect). Spells that are not harmless do not allow the infusion's burn cost to be reduced this way, and this infusion cannot be used to force an enemy to accept burn.

In addition, by increasing the burn cost of conductive infusion, greater conductive infusion, or harmless conductive infusion by 1, the kinetic mystic uses the effective spell level of their kinetic blast in place of the spell’s actual level for the purpose of it being dispelled or countered.

Kinetic Caster (Sp)

At 10th level, the line between magical and kinetic powers has blurred to the point that it's hard to tell one from the other in the kinetic mystic's hands. They can now cast any spell they had prepared since the last time they prepared spells (or any spell they know, if they are spontaneous spellcasters) by accepting an amount of burn equal to 1 + ½ the spell's level rather than expending a spell slot. They can reduce the cost of a spell cast this way using gather power, supercharge, and/or internal buffer.

They can also prepare a kinetic blast in a spell slot of a level equal to or greater than the kinetic blast’s total burn cost (including the costs of infusions and metakinesis, but not including infusion specialization or other effects which reduce burn cost) to use it without paying its burn cost (spontaneous casters must use the blast as a full-round action unless the quicken metakinesis is added to the blast). Spells and kinetic blasts used this way cannot be used with conductive infusion, greater conductive infusion, or harmless conductive infusion.

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