Kineticist Level Progression | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
level | XP | Title | HD | THAC0 | AC | D | W | P | B | S | Mental Powers |
1 | 0 | 1d6 | 19[0] | 9[10] | 13 | 14 | 13 | 16 | 15 | 3 | |
2 | 2,000 | +1d6 | 19[0] | 8[11] | 13 | 14 | 13 | 16 | 15 | 3 | |
3 | 4,000 | +1d6 | 19[0] | 7[12] | 13 | 14 | 13 | 16 | 15 | 4 | |
4 | 8,000 | +1d6 | 19[0] | 6[13] | 13 | 14 | 13 | 16 | 15 | 4 | |
5 | 16,000 | +1d6 | 17[+2] | 5[14] | 12 | 13 | 11 | 14 | 13 | 5 | |
6 | 32,000 | +1d6 | 17[+2] | 4[15] | 12 | 13 | 11 | 14 | 13 | 5 | |
7 | 64,000 | +1d6 | 17[+2] | 3[16] | 12 | 13 | 11 | 14 | 13 | 6 | |
8 | 120,000 | +1d6 | 17[+2] | 2[17] | 12 | 13 | 11 | 14 | 13 | 6 | |
9 | 240,000 | +1d6 | 14[+5] | 1[18] | 10 | 11 | 9 | 12 | 10 | 7 | |
10 | 360,000 | +2 | 14[+5] | 0[19] | 10 | 11 | 9 | 12 | 10 | 7 | |
11 | 480,000 | +2 | 14[+5] | -1[20] | 10 | 11 | 9 | 12 | 10 | 8 | |
12 | 600,000 | +2 | 14[+5] | -2[21] | 10 | 11 | 9 | 12 | 10 | 8 | |
13 | 720,000 | +2 | 12[+7] | -3[22] | 8 | 9 | 7 | 10 | 8 | 9 | |
14 | 840,000 | +2 | 12[+7] | -3[22] | 8 | 9 | 7 | 10 | 8 | 9 |
Kineticists are masters of mind over matter, their rigorous physical and mental training focusing on the manipulation of internal kinetic force. This force can be harnessed to accelerate motion and hone reactions or can be projected outward to affect distant objects.
The ability to manipulate kinetic force may be awakened spontaneously or may be learned from a master. Either way, it is often the case that this power runs in families.
Prime requisites: A kineticist with at least 13 DEX and WIS gains a 5% bonus to experience. A kineticist with at least a 16 in both prime requisites receives a +10% XP bonus.
While the bard plays music and sings, allies within 30’ are immune to song-based magical effects and the beguiling powers of sylvan creatures or fairies. Allies already under the effect of such magic may make another saving throw with a +4 bonus.
As a kineticist advances in level, their honed reactions and ability to deflect attacks grant them an improved Armour Class, indicated in the table opposite.
Kineticists can use all weapons, but cannot use armour or shields, instead relying on their honed reactions and mental powers for defence in battle.
Kineticists gain a +2 bonus to all saving throws against mental powers, including the powers of other kineticists.
Kineticists know a number of mental powers depending on their level, as indicated in the table opposite. Mental powers are chosen by the referee, who may allow the player to choose.
The list of mental powers usable by kineticists is found below
Twice per day per level, a kineticist may activate one of the mental powers they know. For example, a 2nd level kineticist may activate four powers per day.
Kineticists’ mental powers take effect instantly at the beginning of the character’s initiative. A kineticist may activate a power and perform other actions (e.g. moving, attacking, etc.) in the same round.
Combat sequence: Mental powers take effect at the beginning of the combat sequence, before movement.
One power per round: A kineticist cannot activate more than one power in a single round.
A kineticist may establish an academy where they teach their skills to students. The kineticist will attract 1d6 apprentices, who are of level 1d4.