View Full Version : Kineticist Actions
willrune
April 6th, 2025, 19:43
In this thread I will share how I code certain abilities for the Kineticist. Some of the issues I am dancing around may have a better solution or an underlying bug may have been fixed after posting.
Additional Resources
Rage of Elements: Compendium (https://www.fantasygrounds.com/forums/showthread.php?78822-Rage-of-Elements-Compendium) - discuss all things Rage of Elements (except bugs), including the DLC
Pathfinder Second Edition - generic DLC issue thread (https://www.fantasygrounds.com/forums/showthread.php?51258-Pathfinder-Second-Edition-generic-DLC-issue-thread) - report bugs for the Rage of Elements (and other) downloadable content (DLC)
PFRPG2 Effects (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643388/PFRPG2+Effects) - the wiki article for Pathfinder 2E effects
The "AURA" effect (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641187/Reference+-+Effects#Aura-Effects) - is documented in the effects page for AD&D, but not PFRPG2 (I don't know why, it works in both, except color, color doesn't seem to have meaning in PFRPG2)
Adding Lights to Maps and Tokens (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1312784387/Adding+Lights+to+Maps+and+Tokens) - documents how to add lighting through effects
I have set up all of my Kineticist impulses as a "Focus Spell Class" with 100 "focus points", since I was running into issues where activities were not picking up the correct DCs or attack rolls and I was having trouble getting bonuses from Gate Attenuators to be accounted for. If you aren't running into those issues, then stick with enhancing the activities that the class creates by default.
Since the class isn't set up to use a focus spell class, I have to manually update it when my proficiency and "Caster Level" goes up. I still try to code things to use LVL instead of CL when possible.
For those that could use a hand, I'll post what I have done here. My character is a combination of Earth, Fire, and Wood, so it may not be helpful for everyone.
willrune
April 6th, 2025, 19:46
Base Kinesis
Effect Description:
Base Kinesis; 45 feet (move 35 feet); 1 bulk
This never gets used, it just acts as a quick reference for the numbers at my level. Update it to reflect your character's level.
Set it to expire at the end of your turn or round, just in case you accidentally apply it. This way it cleans up after itself.
willrune
April 6th, 2025, 19:51
Channel Elements
Effect Description:
Kinetic Gate Active; Kinetic Aura; 10 foot emanation; Earth, Fire, Wood; (check stance impulses on end)
This is a reminder to others on what is in my aura and to turn off stance impulses if the gate is closed for any reason, such as using an Overflow.
If a feat or class feature causes the Kinetic Aura to affect others, that will have its own AURA effect, otherwise it is a lot of effect noise the DM has to deal with in the combat tracker.
* Fire Kineticist, make sure to ask your GM about whether or not your aura emits meaningful amounts of light. (Bright light; dim light; no light; no light but you glow enough to be seen in the dark or take penalties to stealth).
willrune
April 6th, 2025, 20:02
Elemental Blast
There is a lot to this one.
1) First, a reminder effect at the very top of the list. It never gets used, it just helps me keep Ranges straight. It is set to expire quickly just in case it is accidentally applied
Earth/Wood (30 feet); Fire (60 feet)
Duration: 1 Round
2) Two Action Modifier
[two-action] Elemental Blast; DMGS: [CON] status
Min Action?: No
Duration: ---
Targeting: Self
Reduce Duration: End of Turn
Init to Reduce: Source
Expend?: On next action
3) Melee Modifier
Melee Elemental Blast; DMGS: [STR]
Min Action?: No
Duration: ---
Targeting: Self
Reduce Duration: End of Turn
Init to Reduce: Source
Expend?: On next action
4) Melee Cast
Min Action?: No
Attack Type: M Spell
Misc: +1 (This is how I account for my Gate Attenuator (https://2e.aonprd.com/Equipment.aspx?ID=2654))
5) Ranged Cast
Min Action?: No
Attack Type: R Spell
Misc: +1 (This is how I account for my Gate Attenuator (https://2e.aonprd.com/Equipment.aspx?ID=2654))
Damage Rolls for every type of damage I can do, including those granted by Versatile Blasts (https://2e.aonprd.com/Feats.aspx?ID=4185). For me, that ends up being:
2d8 bludgeoning
2d8 piercing
2d8 poison
2d6 fire
2d6 cold
2d8 vitality
------
ACTIVITY VERSION
To make this work as an activity, you must first create a new Attack Proficiency on the Combat Tab. Name it "Kineticist". This is needed since attack rolls can't reference Class Proficiency. Make sure that this proficiency matches the Spell/Class proficiency by the same name as you level up.
Additionally, the stat for the "Melee" and "Ranged" rolls must be manually set to "CON". Note that we are not using "M Spell" or "R Spell" as you can't associate a proficiency or ability modifier with either of them in an activity.
The MISC field can still be used to account for Gate Attenuators.
------
2025-07-06 UPDATE
I've learned a bit more about activities. Until I can take the time to update the main body of the post, I'm leaving a note here.
Elemental blast has the attack trait. To make this work correctly, the activity needs to have "Usage?: MAP" and the attack rolls need to have "Apply usage?: Yes".
willrune
April 6th, 2025, 20:29
Extract Element: Using Impulse
This is set after a successful "Extract Element", but before using an impulse. This allows non-impulse actions to be used normally.
Apply to Result State: -
Min Action?: Yes
Apply usage?: No
GM Only?: No
DESCRIPTION/CONDITIONS/MODIFIERS
Using Impulse
DURATION
Fixed: 1
Units: RND
TARGETING/EXPENDITURE
Targeting: Self
Reduce Duration: End of Turn
Init to Reduce: Source
Expend?: Never
Extract Element: ???
Where "???" is replaced by the element name. I have a separate "spell" entry for each element my kineticist has access to, because even a single element has a lot to keep track of and I am abusing the fact that none of the games I play will ever encounter epic damage to make it all work.
For the rest of this entry, I will use FIRE, since EARTH and WOOD are not energy types, so resistance and immunities are less likely to come into play.
1) A reminder of who a valid target is:
Target a creature within 30 feet that has the FIRE trait or is made of FIRE.
2) Casting
Min Action?: Yes
Attack Type: None
SAVE: Fort
DC Type: Spell DC
Proficiency Name: Kineticist
Damage: Basic Save (half on success)
3) Damage
Targeting: Targets
Spell Dmg?: Yes
Apply to Result State: ALL
Min Action?: No
Apply usage?: No
DAMAGE
Dice: 1d4
Dice Multiplier: Odd CLs
Type: (blank, untyped damage)
4) My Character's Effect (Success)
Apply to Result State: SUCCESS
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION/CONDITIONS/MODIFIERS
Has Fire Matter; IF: CUSTOM(Using Impulse); IFT: CUSTOM(Extracted Fire); DMGSTYPE: epic
DURATION
Fixed: 5
Units: MIN
TARGETING/EXPENDITURE
Targeting: To Targets
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
5) My Character's Effect (Failure)
Apply to Result State: FAIL or CRIT FAIL
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION/CONDITIONS/MODIFIERS
Has Fire Matter; IF: CUSTOM(Using Impulse); IFT: CUSTOM(Extracted Fire); DMGSTYPE: epic
DURATION
Fixed: 5
Units: MIN
TARGETING/EXPENDITURE
Targeting: To Targets
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
6) Target's Effect (Success)
Apply to Result State: SUCCESS
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION/CONDITIONS/MODIFIERS
Extracted Fire; IFT: CUSTOM(Thorn); IFT: CUSTOM(Using Impulse); IFT: CUSTOM(Has Fire Matter); AC: -1, circumstance; SAVE: -1, circumstance; RESIST: fire, !fire; IF: (IMMUNE: fire); IMMUNE: fire, !epic; RESIST: HALF_TARGET_LVL fire epic
DURATION
Fixed: 5
Units: MIN
TARGETING/EXPENDITURE
Targeting: Targets
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
NOTE: HALF_TARGET_LVL is not a real tag at the time of this post's writing. The GM will have to replace the value or handle it manually if they need to keep it secret.
NOTE: Thorn is my character's name, which I also added as a Character Effect under the Combat tab. This should allow multiple kineticists to work, but I haven't tested it.
6) Target's Effect (Failure)
Apply to Result State: FAIL or CRIT FAIL
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION/CONDITIONS/MODIFIERS
Extracted Fire; IFT: CUSTOM(Thorn); IFT: CUSTOM(Using Impulse); IFT: CUSTOM(Has Fire Matter); AC: -1, circumstance; SAVE: -1, circumstance; RESIST: fire, !fire; IF: (IMMUNE: fire); IMMUNE: fire, !epic; RESIST: HALF_TARGET_LVL fire epic
DURATION
Fixed: 5
Units: MIN
TARGETING/EXPENDITURE
Targeting: Targets
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
NOTE: HALF_TARGET_LVL is not a real tag at the time of this post's writing. The GM will have to replace the value or handle it manually if they need to keep it secret.
NOTE: Thorn is my character's name, which I also added as a Character Effect under the Combat tab. This should allow multiple kineticists to work, but I haven't tested it.
---
2025-07-06 NOTE: IGNORERESIST which was added in May 2025 (https://www.fantasygrounds.com/forums/showthread.php?85068-Pathfinder-Second-Edition-Ruleset-Update-Release-Notes&p=744386&viewfull=1#post744386) won't help us, because if the target has immunity, we don't want to ignore the new resistance that they are granted.
willrune
April 6th, 2025, 21:01
Thermal Nimbus
Thermal Nimbus is a stance impulse, meaning it stops functioning immediately if your gate closes for any reason.
Remember, as a part of Channel Elements, you can use a 1-action Elemental Blast or a 1-action stance impulse.
You may need to set up multiple effects for each aura size if you have Aura Shaping (https://2e.aonprd.com/Feats.aspx?ID=4196) or ask your GM to update the aura size after you have applied the effect.
Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus. I haven't figured out how to account for that since my character doesn't have a resistance from a gate junction.
| LVL | DMG | RESIST |
| --: | --: | -----: |
| 4 | 2 | 4 |
| 5 | 2 | 5 |
| 6 | 3 | 6 |
| 7 | 3 | 7 |
| 8 | 4 | 8 |
| 9 | 4 | 9 |
| 10 | 5 | 10 |
| 11 | 5 | 11 |
| 12 | 6 | 12 |
| 13 | 6 | 13 |
| 14 | 7 | 14 |
| 15 | 7 | 15 |
| 16 | 8 | 16 |
| 17 | 8 | 17 |
| 18 | 9 | 18 |
| 19 | 9 | 19 |
| 20 | 10 | 20 |
1) Fire Damage
Name: Thermal Nimbus
Targeting: Targets
Spell Dmg?: Yes
Apply to Result State: -
Min Action?: Yes
Apply usage?: No
DAMAGE
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: Even CLs
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: (none/empty)
Type: fire
2) Cold Damage
Name: Thermal Nimbus
Targeting: Targets
Spell Dmg?: Yes
Apply to Result State: -
Min Action?: Yes
Apply usage?: No
DAMAGE
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: Even CLs
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: (none/empty)
Type: cold
3) Foe Aura Effect
Name: Thermal Nimbus
Apply to Result State: -
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION / CONDITIONS / MODIFIERS
AURA: 10 foe; Thermal Nimbus; MANUALLY HANDLE DAMAGE
DURATION
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Multiplier Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: (none/empty)
Units: RND
SAVE / ABILITY / DC INFORMATION
Effect DC: Fixed
DC Modifier: (none/empty)
TARGETING / EXPENDITURE
Targeting: Self
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
4) Friendly Aura (fire) Effect
Name: Thermal Nimbus
Apply to Result State: -
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION / CONDITIONS / MODIFIERS
AURA: 10 friend; Thermal Nimbus; RESIST: [LVL] fire
DURATION
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Multiplier Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: (none/empty)
Units: RND
SAVE / ABILITY / DC INFORMATION
Effect DC: Fixed
DC Modifier: (none/empty)
TARGETING / EXPENDITURE
Targeting: Self
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
5) Friendly Aura (cold) Effect
Name: Thermal Nimbus
Apply to Result State: -
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION / CONDITIONS / MODIFIERS
AURA: 10 friend; Thermal Nimbus; RESIST: [LVL] cold
DURATION
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Multiplier Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: (none/empty)
Units: RND
SAVE / ABILITY / DC INFORMATION
Effect DC: Fixed
DC Modifier: (none/empty)
TARGETING / EXPENDITURE
Targeting: Self
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
willrune
April 6th, 2025, 21:08
Timber Sentinel
Its a little hacky, but I can get the correct HP automatically.
Be careful not to use "AC" or "HP" without modification or you will end up affecting your own stats instead of just listing what the tree has.
You may not need this if you have arranged for an NPC character that you can reuse for each summon.
| LVL | TREE-AC | TREE-HP |
| --: | ------: | ------: |
| 1 | 10 | 10 |
| 3 | 10 | 20 |
| 5 | 10 | 30 |
| 7 | 10 | 40 |
| 9 | 10 | 50 |
| 11 | 10 | 60 |
| 13 | 10 | 70 |
| 15 | 10 | 80 |
| 17 | 10 | 90 |
| 19 | 10 | 100 |
SPELL CLASS VERSION
Apply to Result State: -
Min Action?: Yes
Apply usage?: No
GM Only?: No
DESCRIPTION/CONDITIONS/MODIFIERS
Timber Sentinel (Duration); TREE-AC: 10; TREE-HP: [5CN] [5CN]; Size: Medium; Does not impede movement through its square;
DURATION
Fixed: 1
Units: MIN
TARGETING/EXPENDITURE
Targeting: Self
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
---
ACTIVITY VERSION
1) Effect
Name: Timber Sentinel
Apply to Result State: -
Min Action?: Yes
Apply usage?: No
GM Only?: No
DESCRIPTION / CONDITIONS / MODIFIERS
Timber Sentinel (Duration); TREE-AC: 10; TREE-HP: [OLVL] [OLVL] [OLVL] [OLVL] [OLVL] [OLVL] [OLVL] [OLVL] [OLVL] [OLVL]; Size: Medium; Does not impede movement through its square;
DURATION
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Multiplier Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: 1
Units: MIN
SAVE / ABILITY / DC INFORMATION
Effect DC: Fixed
DC Modifier: (none/empty)
TARGETING / EXPENDITURE
Targeting: Self
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
willrune
April 7th, 2025, 05:07
Jagged Berms
| LVL | BERM-AC | BERM-Hardness | BERM-HP | DMG |
| --: | ------: | ------------: | ------: | --: |
| 6 | 10 | 10 | 10 | 2d6 |
| 8 | 10 | 10 | 20 | 3d6 |
| 10 | 10 | 10 | 30 | 4d6 |
| 12 | 10 | 10 | 40 | 5d6 |
| 14 | 10 | 10 | 50 | 6d6 |
| 16 | 10 | 10 | 60 | 7d6 |
| 18 | 10 | 10 | 70 | 8d6 |
| 20 | 10 | 10 | 80 | 9d6 |
SPELL CLASS VERSION
6x Jagged Berms; BERM-AC: 10; BERM-Hardness: 10; BERM-HP: [5ECL] [5ECL]-10; Immune to critical hits and precision damage; Becomes difficult terrain when destroyed; Each berm appears in an unoccupied square within 120 feet, fills its square, and provides cover.
The HP per BERM = ((Even Caster Level x 10) - 10)
where "Even Caster Level" = Caster level from the spell class. CL 1 = 0, CL 2 = 1, CL 4 = 2, etc..
---
ACTIVITY VERSION
1) Effect
Name: Jagged Berms
Apply to Result State: -
Min Action?: Yes
Apply usage?: No
GM Only?: No
DESCRIPTION / CONDITIONS / MODIFIERS
6x Jagged Berms; BERM-AC: 10; BERM-Hardness: 10; BERM-HP: [ELVL] [ELVL] [ELVL] [ELVL] [ELVL] [ELVL] [ELVL] [ELVL] [ELVL] [ELVL]-10; Immune to critical hits and precision damage; Becomes difficult terrain when destroyed; Each berm appears in an unoccupied square within 120 feet, fills its square, and provides cover.
DURATION
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Multiplier Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: (none/empty)
Units: RND
SAVE / ABILITY / DC INFORMATION
Effect DC: Fixed
DC Modifier: (none/empty)
TARGETING / EXPENDITURE
Targeting: Self
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
2) Damage
Name: Jagged Berms
Targeting: Targets
Spell Dmg?: Yes (it has the "Primal" trait)
Apply to Result State: -
Min Action?: Yes
Apply usage?: No
DAMAGE
Dice: 1d6
Dice Multiplier: Even CLs
Dice Max (pre-mod): (none/empty)
Dice Count Mod: -1 (DON'T FORGET THIS)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: (none/empty)
Type: piercing
NOTE: if you set damage up on an activity, it calculates correctly when you first add it, but it doesn't appear to update automatically when I manually change the character level, but if you roll the damage dice, it is correct. Modifying the damage entry in any way updates the visible value to be correct. I find clicking "Min action" off and then back on is the safest and most simple way to do this. Closing the character sheet and reopening it doesn't fix it. Logging out of the server and back on DOES fix. Releasing the character and then activating it again DOES fix it.
It is even worse for the Spell Caster class I set up. The character level on the class doesn't update, so the damage on the spell doesn't roll correctly regardless of what is visually displayed. Remember you have to click "Edit List" to make the spell caster class editable. You can then manually update the Character Level for the spell casting class, which then updates the spell entry.
willrune
April 13th, 2025, 19:20
Tremor
Includes Rage of Elements Errata (Summer 2024, 1st Printing) (https://paizo.com/pathfinder/faq).
I typically prefix the name of overflow impulses with "OVERFLOW: " to make it obvious that I am about to deactivate my kinetic aura. You may prefer a "(OVERFLOW)" suffix to keep alphabetical order unchanged.
1) Casting
Name: Tremor
Targeting: Targets
Min Action?: Yes
Attack Type: None
Show Chat text?: No
ATTACK
Attack Type: None
SAVE
Save: Fort
DC Type: Class DC
Proficiency Name: Kineticist
Misc. Modifier: (none)
Extra Traits: (none)
DAMAGE
Damage: Basic Save (half on success)
2) Damage
Name: Tremor
Targeting: Targets
Spell Dmg?: Yes
Apply to Result State: ALL
Min Action?: No
Apply usage?: No
DAMAGE
Dice: 1d8
Dice Multiplier: Odd CLs
Dice Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: (none/empty)
Type: bludgeoning
3) Effect
Name: Tremor
Apply to Result State: CRITICAL FAILURE
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION/CONDITIONS/MODIFIERS
Tremor; prone
DURATION
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Multiplier Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: (none/empty)
Units: RND
SAVE / ABILITY / DC INFORMATION
Effect DC: Fixed
DC Modifier: (none/empty)
TARGETING/EXPENDITURE
Targeting: Targets
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
4) Misc
The final damage table should look like:
| LVL | DMG |
| --: | ---: |
| 1 | 1d8 |
| 3 | 2d8 |
| 5 | 3d8 |
| 7 | 4d8 |
| 9 | 5d8 |
| 11 | 6d8 |
| 13 | 7d8 |
| 15 | 8d8 |
| 17 | 9d8 |
| 19 | 10d8 |
willrune
April 13th, 2025, 22:10
Flying Flame
| LVL | DMG |
| --: | ---: |
| 1 | 1d6 |
| 3 | 2d6 |
| 5 | 3d6 |
| 7 | 4d6 |
| 9 | 5d6 |
| 11 | 6d6 |
| 13 | 7d6 |
| 15 | 8d6 |
| 17 | 9d6 |
| 19 | 10d6 |
1) Casting
Name: Flying Flame
Targeting: Targets
Min Action?: Yes
Attack Type: None
Show Chat text?: No
ATTACK
Attack Type: None
SAVE
Save: Ref
DC Type: Class DC
Proficiency Name: Kineticist
Misc. Modifier: (none)
Extra Traits: (none)
DAMAGE
Damage: Basic Save (half on success)
2) Damage
Name: Flying Flame
Targeting: Targets
Spell Dmg?: Yes
Apply to Result State: ALL
Min Action?: Yes
Apply usage?: No
DAMAGE
Dice: 1d6
Dice Multiplier: Odd CLs
Dice Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: (none/empty)
Type: fire
willrune
July 6th, 2025, 20:04
Spike Skin
| LVL | RESIST | DMG |
| --: | ------: | ---: |
| 8 | 4 | 2 |
| 10 | 6 | 4 |
| 12 | 8 | 6 |
| 14 | 10 | 8 |
| 16 | 12 | 10 |
| 18 | 14 | 12 |
| 20 | 16 | 14 |
ACTIVITY VERSION
1) Reminder Effect
Name: Spike Skin
Apply to Result State: -
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION / CONDITIONS / MODIFIERS
Previous Spike Skin Ends
DURATION
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Multiplier Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: 1
Units: RND
SAVE / ABILITY / DC INFORMATION
Effect DC: Fixed
DC Modifier: (none/empty)
TARGETING / EXPENDITURE
Targeting: Self
Reduce Duration: End of Turn
Init to Reduce: Source
Expend?: Never
2) Immunity Effect
Name: Spike Skin
Apply to Result State: -
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION / CONDITIONS / MODIFIERS
Spike Skin Immunity
DURATION
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Multiplier Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: 1
Units: HR
SAVE / ABILITY / DC INFORMATION
Effect DC: Fixed
DC Modifier: (none/empty)
TARGETING / EXPENDITURE
Targeting: Targets
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
3) Resist Effect
I used Stoneskin (https://2e.aonprd.com/Spells.aspx?ID=312&NoRedirect=1) / Mountain Resilience (https://2e.aonprd.com/Spells.aspx?ID=1610) as the base for this and modified it slightly.
Since it isn't easy to see / modify durations once the effect is in place, I will have a note on the side with "100/100" (10 minutes is 100 rounds).
Every time the target is hit, minus 10
Every time my turn starts, minus 1
At zero or less, remove the resist effect
In our games, I track this as the player, but your GM may prefer to be the one to manage this.
Name: Spike Skin
Apply to Result State: -
Min Action?: No
Apply usage?: No
GM Only?: No
DESCRIPTION / CONDITIONS / MODIFIERS
Spike Skin; (see text); RESIST: [ELVL][ELVL]-4 physical, !adamantine;
DURATION
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Multiplier Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: (none/empty)
Stat/Ability: (none/empty)
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: 10
Units: MIN
SAVE / ABILITY / DC INFORMATION
Effect DC: Fixed
DC Modifier: (none/empty)
TARGETING / EXPENDITURE
Targeting: Targets
Reduce Duration: Start of Turn
Init to Reduce: Source
Expend?: Never
4) Damage
Name: Spike Skin
Targeting: Targets
Spell Dmg?: Yes (it has the "Primal" trait)
Apply to Result State: -
Min Action?: Yes
Apply usage?: No
DAMAGE
Dice: (none/empty)
Dice Multiplier: (none/empty)
Dice Max (pre-mod): (none/empty)
Dice Count Mod: (none/empty)
Stat/Ability Multiplier: 2
Stat/Ability: Even CLs
Stat/Ability Max (before multiplier): (none/empty)
Fixed Modifier: -6 (DON'T FORGET THIS)
Type: piercing
gavinbarnard
January 30th, 2026, 22:56
Thank you for this willrune
Any chance you could provide an XML export of your character sheet with these actions coded?
tahl_liadon
February 21st, 2026, 21:23
Thank you for this willrune
Any chance you could provide an XML export of your character sheet with these actions coded?
checking in with op... would you happen to have this available to share?
tahl_liadon
February 23rd, 2026, 14:13
ACTIVITY VERSION
To make this work as an activity, you must first create a new Attack Proficiency on the Combat Tab. Name it "Kineticist". This is needed since attack rolls can't reference Class Proficiency. Make sure that this proficiency matches the Spell/Class proficiency by the same name as you level up.
Additionally, the stat for the "Melee" and "Ranged" rolls must be manually set to "CON". Note that we are not using "M Spell" or "R Spell" as you can't associate a proficiency or ability modifier with either of them in an activity.
The MISC field can still be used to account for Gate Attenuators.
------
2025-07-06 UPDATE
I've learned a bit more about activities. Until I can take the time to update the main body of the post, I'm leaving a note here.
Elemental blast has the attack trait. To make this work correctly, the activity needs to have "Usage?: MAP" and the attack rolls need to have "Apply usage?: Yes".
i tried to duplicate instructions but it's not doing what i think i should. would you clarify:
1. is this to be set up in the activities tab as a new group?
2.this proficiency matches the Spell/Class proficiency
but this sounds like it should be in the combat tab
3. create a new Attack Proficiency on the Combat Tab. Name it "Kineticist". This is needed since attack rolls can't reference Class Proficiency
i want to understand how all this is connected and did test... it doesn't add up :-(
4. the "the activity needs to have "Usage?: MAP" and the attack rolls need to have "Apply usage?: Yes"
are these options in the same area? i located in two separate places.
would it calculate map when i make multiple attack action, one after another, or something?
or would i need to select map before subsequent blast?
5. Additionally, the stat for the "Melee" and "Ranged" rolls
would be set as a spell actions from the combat tab, i am assuming?
i'm thinking you might be using the words "activity" and "actions" interchangeably, and not "activity" as in a discrete action in the activities tab?
tahl_liadon
February 23rd, 2026, 14:32
here is my stab at 3 basic abilities:
- base kinesis
- channel elements
- elemental blast
if anyone would contribute: make edits or add more abilities, plz upload with version number update in xml filename -- currently "01". thx
willrune
March 1st, 2026, 03:27
I don't have an XML file handy, but I am taking a pass at updating it. I don't know how long it will take me to do, but I'll post again if/when I have an update.
I am almost done with the campaign where I am playing this character and I have learned some things along the way. Some of the things have stopped working that I may have work arounds for. Some of the things I tried to automate, we just found less time consuming ways of handling a thing.
I might try to implementing impulses as spells since activities have been inconvenient in ways I did not expect. I found myself missing the Actions tab
willrune
March 1st, 2026, 03:42
"This is needed since attack rolls can't reference Class Proficiency
i want to understand how all this is connected and did test... it doesn't add up :-("
I just tried creating a new character and am noticing that I can no longer associate a specific proficiency to "Melee" and "Ranged". My character is still working, so it probably still has what I initially set under the hood, but it is now missing from the UI. I don't know if it is a theme specific bug or if it is an intentional change. I'll try to learn more as I try my update, but you may want to check if someone else has called this out as a bug.
I'll try to read all the comments and respond to them when I can. I just have not had the time to.
willrune
March 22nd, 2026, 21:00
I've been working on how to implement Kineticist's "Extract Elements" in a way that doesn't expose information you haven't rolled recall knowledge, or similar, for. That information being level, resistance, or immunity. The only time it outright fails in an obvious way is if you try to use it on an target that does not meet the requirements: "Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements."
I'm also trying to avoid using the "epic" damage type as a work around so that Kineticists in mythic campaigns are not excluded.
I'm almost there. It can be done now, but needing to duplicate the effects is a bit much, and it makes a potential "How to Use" header tucked into the description of a spell a bit more prone to player/GM (human) error.
It involves:
an effect on the player/source, visible to everyone
an effect on the player/source, visible to only the GM
an effect on the target, visible to only the GM
a little bit of GM specific work when the effect is applied, but then it can be forgotten about for 5 minutes (which is the entire combat in most cases)
guidance for the GM that can reduce effect clutter (Kineticist is effect heavy for both source and target)
ability to support kineticists with 2 or more elemental gates (1 Extract Elements applies to all elements for which you have a gate for)
ability to support more than 1 kineticist in an encounter (if another kineticist extracted elements, but you haven't, you don't get the benefits of their extraction)
ASIDE: "Activities" have a dedicated "How To Use" section. I wish spells did too.
willrune
April 18th, 2026, 23:45
It still needs work, but I have a first pass at fire kineticist impulses as spells (not including composite).
All the spells target class DCs, but I have no way of telling it to specifically use Kineticist DC. See: "Proficiency Name" is missing from casting (Spells and Activities) (https://www.fantasygrounds.com/forums/showthread.php?87188-quot-Proficiency-Name-quot-is-missing-from-casting-(Spells-and-Activities)) for more on that.
All heightening that can be automated uses character levels instead of spell levels/ranks. If heightening couldn't be automated, I included a table in the impulse description itself to make leveling a little easier.
I've added basic Kineticist features as spells, not specific to the fire gate:
- Base Kinesis
- Channel Elements
- Extract Element
- Elemental Blast: Contains notes on how it interacts with other impulses, class features, and feats
willrune
April 18th, 2026, 23:46
I couldn't figure out how to export it as xml, so I exported it as a mod.
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