Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist selects any power that specifies the character must select from cold, electricity, fire, or sonic damage, he gains the option to choose the type of damage at the time the power is manifested.

  • Telekinetic Hurl (Su): At 2nd level, as long as you maintain psionic focus, you gain the ability to telekinetically hurl objects of up to 5 lbs. as a ranged attack at an enemy within 30 ft. Such attacks deal 1d4 points of damage due to the force exerted. This damage increases by 1d4 points of damage for every four psion levels thereafter.
  • Kinetic Aura (Su): At 8th level, you gain a +1 deflection bonus to AC. This bonus increases by +1 every three levels thereafter.
  • Energetic Recharge (Su):At 14th level, once per day, you can expend psionic focus as an immediate action when you would take damage from cold, electricity, fire, force, or sonic damage to convert the damage into power points, at a rate of 1 power point per 5 damage. You suffer none of the converted damage, but may not gain more than your manifester level in power points.For example, if a 14th level kineticist suffers 80 points of cold damage, he may expend his psionic focus to convert up to 70 points of that damage into 14 power points. He takes the remaining 10 points of cold damage as normal.
  • Energy Immunity (Su): At 20th level, when you gain psionic focus, you gain immunity to either cold, electricity, fire, force, or sonic, at your choice. You may change this immunity by gaining psionic focus again, and need not maintain psionic focus to maintain the immunity.

Discipline Powers

1st Level

2nd Level

  • Control Air: You have control over wind speed and direction
  • Energy Disc: Release a disc that can ricochet to multiple targets.
  • Energy Missile: Deal 3d6 energy damage to up to five subjects.
  • Force Burst: 1d8 force damag and pushes creatures away, 20’ radius.
  • Force Wave: 3d6 nonlethal force damage and dazes creatures within 20’ radius.

3rd Level

  • Cryokinetic Barrier: Create a wall of ice that can also freeze creatures in place.
  • Deflection Field: Gain defenses against ranged attacks.
  • Energy Cone: Deal 5d6 energy damage in 60-ft.cone.
  • Flash Freeze: Freeze an object to whatever it is connected to.
  • [[[Localized Windstorm: Increase or decrease winds in a small, controllable area.

4th Level

5th Level

6th Level

7th Level

  • Reddopsi: Powers targeting you rebound on manifester.

8th Level

9th Level

  • Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.
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