Kineticist Mental Powers
- Accelerated Motion
- Duration: 1 round
- Range: The kineticist
- The kineticist makes a rapid burst of
movement, driven by an internal surge of
kinetic force.
- Movement: The kineticist’s movement
rate is doubled.
- Melee attacks: The kineticist may make
multiple melee attacks per round. The
number of melee attacks the kineticist
can make depends on their level, as indicated
in the table below.
Accelerated Motion: Attacks per Round |
Level |
Attacks per Round |
1–4 |
2 |
5–8 |
3 |
9–12 |
4 |
13+ |
5 |
- Control Density
- Duration: 1 round per level
- Range: The kineticist
- The kineticist focuses kinetic force to
alter the effective density of their own
body, becoming lighter or heavier.
- Lighter: The kineticist becomes so light
that they barely touch the ground. They
leave no tracks in soft surfaces and can
walk across the surface of water.
- Heavier: The kineticist is rooted to the
spot, immune to attacks or effects that
would cause them to fall or be pushed.
- Crush Life
- Duration: Concentration, up to 1 round
per level
- Range: 30’
- The kineticist focuses precise kinetic
pressure onto the vital organs of a living
target within range, crushing the life out
of them by constricting breathing, blood
flow, etc.
- Damage: The target suffers 1d3 points of
damage per round.
- Stun: The target is unable to move or act
unless they make a saving throw versus
paralysis. A save is required each round.
- Restrictions: Non-living creatures (e.g.
undead, constructs) are unaffected.
- Concentration: Being distracted (e.g.
attacked) or performing any other action
(except moving) causes the power to end.
- Kinetic Fist
- Duration: 1 round per level
- Range: The kineticist
- The kineticist’s unarmed attacks are
charged with focused kinetic energy,
making their bare hands deadly weapons.
- Damage: The kineticist’s unarmed attacks
inflict increased damage, as indicated in
the table below.
- Invulnerable monsters: Kinetically
charged attacks are able to harm monsters
which are immune to mundane
damage (e.g. which can only be harmed
by magic or silver weapons).
Kinetic Fist: Unarmed Damage |
Level |
Unarmed Damage |
1–4 |
2d4 |
5–8 |
2d6 |
9–12 |
2d8 |
13+ |
2d12 |
- Kinetic Leap
- Duration: Instant
- Range: 10’ + 10’ per level
- The kineticist propels their own body
with a surge of kinetic force, allowing
them to make a superhuman leap.
- Leap: The kineticist can leap to any location
within range, including vertically.
- Kinetic Shield
- Duration: Concentration, up to 1 round
per level
- Range: The kineticist
- A shield of kinetic energy whirls around
the kineticist’s body, deflecting attacks
against the kineticist.
- Missiles: The kineticist is completely immune
to small, non-magical missiles. No
protection is granted against, for example,
hurled boulders or enchanted arrows.
- Melee attacks: Opponents suffer a –2
penalty to melee attack rolls against the
kineticist.
- Energy attacks: The kineticist gains a
+2 bonus to saving throws versus magic
wands, rods, and staves, breath weapons,
and energy attacks.
- Concentration: Performing any other
action (except moving) causes the power
to end.
- Kinetic Wave
- Duration: Instant
- Range: 30’
- A wave of kinetic force surges from the
kineticist’s hand at a single target in range.
- Push: The target must save vs paralysis
or be thrown back by the kinetic force.
- If the save fails: The target suffers 1d6
damage and is thrown away from the
kineticist to a distance of 10’ per level of
the kineticist.
- Telekinetic Attack
- Duration: Instant
- Range: 10’ per level
- The kineticist telekinetically lifts an object
within range and hurls it at a nearby
opponent.
- Weight: Up to 200 coins of weight per
level of the kineticist may be lifted.
- Range: The targeted creature must be
within 60’ of the object.
- Saving throw: The target must save versus
wands or be hit by the hurled object,
suffering damage.
- Damage: The damage inflicted depends
on the weight of the object hurled, as
indicated in the table below.
Telekinetic Attack: Damage |
Object’s Weight (Coins) |
Damage |
Up to 200 |
2d4 |
201–400 |
2d6 |
401–800 |
3d6 |
801–1,500 |
4d6 |
1,501 or more |
5d6 |
- Throw Weapon
- Duration: Instant
- Range: 10’ per level
- The kineticist throws a melee weapon
they are holding in a precise, arcing flight.
The weapon attacks a target within range
and then returns to the kineticist’s hand.
- Attack: The thrown weapon is handled as
a missile attack roll with a +4 bonus.
- Damage: If the attack hits, any damage
dealt is doubled.