
Kineticists are characters in role-playing games such as Pathfinder and D&D. In Pathfinder, the Kineticist's Constitution modifier is added to the damage dealt by physical blasts, which are ranged attacks. Energy blasts, on the other hand, deal damage equal to half the Kineticist's Constitution modifier. In D&D, Kineticists can choose to use their Strength or Dexterity modifiers in place of Constitution for attack rolls. The Kinetic Blade infusion allows Kineticists to create a temporary weapon and make attacks with it for one round. The Kinetic Blade does not add any damage bonuses or grant the weapon any special features. The Kineticist can also combine the Kinetic Blade with the Energize Weapon infusion for extra damage.
| Characteristics | Values |
|---|---|
| Kineticists' body energy | The body surges with energy from the chosen element when accepting burn |
| Visual effects of elemental overflow | Can be suppressed by concentrating for a full round |
| Wild talent | At 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent |
| Kinetic blade | A temporary weapon that can be used to make attacks for a round |
| Kinetic blade's shape | Purely cosmetic and does not affect damage dice, critical threat range, or critical multiplier |
| Kinetic blade and Energize Weapon infusions | Can be combined to make attack rolls using both infusions together |
| Kinetic blade as a manufactured weapon | Contested |
| Kinetic blast | Can be used with the kinetic blade or sheath infusions |
| Kinetic blast with kinetic blade | Can be used to cut an opponent deeply |
| Kineticist's level | Affects the number of minutes the ability can be used |
| Darkvision | 60ft. (120ft. if you already have darkvision) |
| Movement | Add your level to jumping distances for air, burrow speed for earth, climb speed for wood, swim speed for water, +10 base speed for fire, shadow, and aether |
| Temporary HP | 1d6+1 (1d8+2 at 5th level, and 2d6+2 at 10th level) |
| Slam infusion | Cloak your limbs in your element or transform them into your element and slam into the opponent |
| Strength or dexterity modifiers | Can be used in place of constitution for attack rolls |
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What You'll Learn
- Kineticists can use Strength or Dexterity modifiers instead of Constitution for attack rolls
- Kinetic Blade deals kinetic blast damage on each hit
- Kineticists can combine Kinetic Blade and Energize Weapon infusions for extra damage
- Kineticists can use the Kinetic Blade infusion to create a temporary weapon
- Kineticists can use Gather Power to reduce the burn cost of a single wild talent

Kineticists can use Strength or Dexterity modifiers instead of Constitution for attack rolls
In the Pathfinder role-playing game, Kineticists can use their physical blasts as ranged attacks that deal damage based on the kineticist's Constitution modifier. However, some players have suggested using Strength or Dexterity modifiers for attack rolls instead of Constitution. This is a variation of the rules, and it is important to note that the official rules for Pathfinder do not explicitly state what modifier to use for attack rolls with a kinetic blast.
In the core rulebook, the Kineticist class is not specifically mentioned as being able to use Strength or Dexterity for attack rolls. However, some players have interpreted the rules to allow for this option. For example, one player suggested that when using the basic blast ability, all Kineticists add both their Strength and Constitution bonuses to the damage. This interpretation is based on the idea that the Kineticist's abilities are similar to those of a monk, who can use their Strength modifier for melee attack rolls and their Dexterity modifier for damage rolls.
Additionally, in the Pathfinder rules, there are certain cases where a character can use a different ability modifier for attack rolls. For example, a Kensei Monk can use their Dexterity modifier for attack rolls with their Kensei weapons, instead of Strength. Similarly, a Hexblade Warlock can use their Charisma modifier for attack rolls with their pact weapon, instead of Strength or Dexterity. These examples demonstrate that there is a precedent in the rules for allowing characters to use alternative ability modifiers for attack rolls in certain situations.
In conclusion, while the official Pathfinder rules do not explicitly state that Kineticists can use Strength or Dexterity modifiers for attack rolls, some players have interpreted the rules in this way, particularly when using the basic blast ability. There is also a precedent in the rules for allowing characters to use alternative ability modifiers in certain situations, adding further support to this interpretation. Ultimately, it is up to the game master to decide how to interpret the rules and whether to allow Kineticists to use Strength or Dexterity modifiers for attack rolls in their specific game.
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Kinetic Blade deals kinetic blast damage on each hit
In the Pathfinder role-playing game, Kineticists can use their kinetic abilities to create a temporary weapon known as the Kinetic Blade. This non-reach, light, or one-handed weapon is formed from pure energy or elemental matter and can be used to make melee attacks. The Kinetic Blade deals kinetic blast damage on each hit, applying any modifiers to the blast's damage, except for the Strength modifier and the damage bonus from elemental overflow.
The damage type of the Kinetic Blade is the same as the Kineticist's kinetic blast, and it interacts with Armor Class and spell resistance as usual for a blast of its type. Even when using a magic weapon or another unusual object, the attack only deals the Kineticist's blast damage and does not benefit from the magic weapon's bonuses or effects. The shape of the Kinetic Blade is purely cosmetic and does not impact the damage dice, critical threat range, or critical multiplier.
The Kinetic Blade is considered a manufactured weapon, and it can be combined with the Energize Weapon infusion for extra damage. However, it is important to note that the Kinetic Blade does not add the Strength modifier to its damage rolls. The additional damage from the Energize Weapon infusion is of the same type as the infused blast's damage and ignores spell resistance.
As Kineticists gain levels and their bodies become more suffused with their chosen element, they receive bonuses on attack and damage rolls with their kinetic blasts. At 3rd level, a Kineticist's body surges with energy, granting a bonus on attack rolls with kinetic blasts equal to their total points of burn, up to a maximum of +1 for every 3 Kineticist levels. At 6th, 10th, and 16th levels, they can select or replace utility wild talents, enhancing their abilities.
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Kineticists can combine Kinetic Blade and Energize Weapon infusions for extra damage
In the Pathfinder role-playing game, Kineticists can combine Kinetic Blade and Energize Weapon infusions to make attack rolls and deal extra damage. Kineticists can use the Kinetic Blade infusion to create a temporary, non-reach, light, or one-handed weapon in their hand formed of pure energy or elemental matter. This weapon can be used to make melee attacks for the round. The kinetic blade's shape is purely cosmetic and does not affect the damage dice, critical threat range, or critical multiplier.
The Kinetic Blade deals the same damage as the Kineticist's kinetic blast on each hit, applying any modifiers to the blast's damage but not the Strength modifier. The blade disappears at the end of the Kineticist's turn. The Kinetic Blade is not considered a natural weapon, so it is treated as a manufactured weapon.
The Energize Weapon infusion allows Kineticists to imbue a chosen manufactured weapon with their elemental energy, adding extra damage to each attack made with that weapon until the beginning of their next turn. This additional damage is of the same type as the infused blast's damage and ignores spell resistance.
By combining these two infusions, Kineticists can make attack rolls using both infusions together, dealing extra damage with the temporary weapon created by the Kinetic Blade infusion. However, this combination requires the Kineticist to accept the combined Burn cost of both infusions. Additionally, the definition of the kinetic blade as a "manufactured weapon" is contested, and there is no specific clarification from the game's developers.
Kineticists can further enhance their attack and damage capabilities by gaining levels and selecting new elements or expanding their understanding of their original element. At higher levels, they gain bonuses to attack rolls, damage rolls, caster level, and DCs.
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Kineticists can use the Kinetic Blade infusion to create a temporary weapon
In the Pathfinder role-playing game, Kineticists can use the Kinetic Blade infusion to create a temporary weapon and make attacks with it for the round. Kineticists can form a non-reach, light or one-handed weapon in their hand, made of pure energy or elemental matter. The shape of the kinetic blade is purely cosmetic and does not affect the damage dice, critical threat range, or critical multiplier of the weapon. It also does not grant the kinetic blade any weapon special features. The kinetic blade deals the same damage type as the kineticist's blast, and it interacts with Armor Class and spell resistance as per usual for a blast of its type.
The Kinetic Blade is considered a manufactured weapon, and it can be combined with the Energize Weapon infusion for extra damage. This combination requires the Kineticist to accept the combined Burn cost. The Kineticist can then make attack rolls using both infusions together. The Kineticist can also use the Kinetic Blade with other infusions like Kinetic Whip.
Kineticists can also use their Constitution modifier for attack rolls with their kinetic blasts. At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, and she receives a bonus on attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels. At 15th level, the kineticist can either select a new element or expand her understanding of her original element, gaining a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.
The Constitution modifier is also used for the DC for saving throws against a wild talent, and on all concentration checks for wild talents.
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Kineticists can use Gather Power to reduce the burn cost of a single wild talent
Kineticists are characters who use their powers to assail their foes from a distance. They can also channel their kinetic abilities for a variety of situations. At 1st level, a kineticist can overexert themselves to channel more power than is normally possible, pushing past the limit of what is safe for their body by accepting burn. Some of their wild talents allow them to accept burn in exchange for a greater effect, while others require them to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can only be healed by getting a full night's rest, which removes all burn and associated nonlethal damage.
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Frequently asked questions
Yes, the damage dealt by the kinetic blade is the same as the damage dealt by the kineticist's kinetic blast, which includes the Constitution modifier.
The kinetic blade is a temporary weapon created by a kineticist using their kinetic abilities. It can be a light or one-handed weapon formed of pure energy or elemental matter.
A kineticist is a character class in tabletop role-playing games like Pathfinder and Dungeons & Dragons. They have the ability to manipulate energy and create powerful kinetic blasts that deal damage based on their level and Constitution modifier.

























