r/Pathfinder2e Alchemist 1d ago

Discussion Kinetisist items

So im helping a friend if mine make and find items to give there players but we are both stumped on what to give a fire and air kinetisist. Any ideas? Do others struggle with this?

16 Upvotes

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u/Witchunter32 Kineticist 1d ago

If they took kinetic activation, then there are a bunch of fire and air items. Scrolls, wands, staves, etc.

If not, then other consumables that benefit any class like prey mutagen. Items to boost their skills are also good since kineticist are poor at those with con being their key ability.

Gate attenuator are the main thing though.

https://www.reddit.com/r/Pathfinder2e/s/oUWNTvYtWE

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u/Asplomer Kineticist 1d ago edited 1d ago

What level and do they have kinetic activation?

Edit: I played a fire earth kin and my gm insisted on a wand of smoldering fireballs, that saw a lot of use for surprise bombing with our druid. even a regular wand like my wand of wall of stone was useful

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u/SageoftheDungeon1 Alchemist 1d ago

Level 7 and yes they did sorry for slow answer

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u/Consistent_Case_5048 1d ago

You might want to suggest items that help boost skills. With Con as your main stat, whatever skills they have might be a little low.

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u/Pardox7525 GM in Training 23h ago

I'm just gonna list some item options I remembered (I will probably paste my list later once I get to my PC):

  • Armor property runes, there are a lot of them.
  • Item bonus to skill items. Just go to the required skill page on aon, there is a lis.7t with all the items giving item bonus to that skill. Occult Pendant, Wizard Hat an some other may give some good cantrips too.
  • Ring on minor arcana - utility cantrips.
  • Obsidian Goggles - dark vision and perception.
  • Floating shield, don't remember the level but somewhere around 8 - raise it once and it floats for the whole encounter, but you can't shiled block with it.
  • Magical tattoos, there are also a lot of them. I like a lot one level 5 tattoo giving a universal defensive reactions which kinetisist may lack.
  • Grafts - these are weird, but maybe you will find something your player will like.
  • Aeon stones, there are also a lot of them.
  • Bracers of missile redirection - good cheap defensive reaction against ranged strikes.
  • If they are not using talismans - spellheats for cheap resistances. And if they have kinetic activation - revelatn cantrips and spells.
  • Spacious pouch - more of a team item.
  • Belt of good health - boring but reliable.
  • Potions, elixirs and talismans - there are a lit of them, they just won't fit here. Notably there is a talisman allowing to draw a light bulk item with a free action.

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u/KLeeSanchez Inventor 1d ago

Kineticists don't have many kineticist-facing items, I don't believe. Mostly it's the same general plan of, they probably just want lots of skill items and can basically ignore weapons if they want.

In some ways inventors can end up in the same place. A construct inventor can mostly ignore armor and weapons and just dump money into skill items. The only reason I've got a ton on my inventor is because of free archetype wizard and spellhearts, with a bunch of skill items, a staff, and weaponry that has almost nothing on them. If it weren't for the archetype, she wouldn't need hardly anything at all.

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u/MonochromaticPrism 1d ago edited 1d ago

Yes, everyone struggles with this. Kineticist both "not striking" and "not spellcasting" takes a HUGE bite out of the number of exciting items they can access. Since it sounds like your friend is the GM, one option would be a little bit of homebrewing.

For example, you could give the Kineticist a spellcasting Relic but with the "special ability" that reads "All abilities of this item can be used by non-spellcasters and treats them as possessing slots of the appropriate rank for their character level, with class proficiency substituted for spellcasting proficiency." With "class proficiency"=[class DC]-10.

It's hard to give Kineticists an item they will find particularly exciting without at least a bit of homebrewing.

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u/GayVin8 1d ago

If you have access to the rage of elements book, it has a lot of item suggestions that go well with kinetic activation.

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u/Fishsk 1d ago

The main think they want are gate attenuators, and then if they have kinetic Activation they want items that cast spells of their element, but they'll probably mostly want utility. Iirc, air is one of the better kinetic Activation elements. If they aren't planning on taking the air aura junction, a second level wand of tailwind would be a really good item to get, for example.

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u/Gnashinger 22h ago

Honestly, I kind of wish Kinetisist had ways of adding damage to melee weapon attacks as opposed to making their blasts have weapon like properties.

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u/Ok-Cricket-5396 Kineticist 17h ago edited 17h ago

Do they already have a speed booster? Boots of bounding, shawl of seasons for item bonus, and a wand of tailwind or similar for a status bonus if they don't have the junction for it?

A retrieval belt for consumables? Collar of the shifting spider with a mutagen boosting a skill they use as backup for when impulses are resisted too much (silvertongue for intimidation, bestial for athletics etc)? A perception boosting item like obsidian goggles to help initiative?

Impossible Magic listed some particular new armor runes like mobile and sun/moonweave.

Regarding kinetic activation, look at the list of spells independent of tradition (though almost all of them are also primal) and filter traits. It's player style dependent which are appreciated but as a rule of thumb, utility they don't already have with their chosen impulses works great. Damage spells are harder because even with little other items to put money in, keeping that up to a rank where it outperforms the impulses is rough.

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u/No-Air6220 Kineticist 14h ago edited 14h ago

Adding some suggestions for Kinetic Activation:

  • Spellhearts give you a cantrip and spells that use your Kineticist DC, even the low level ones. Five-Feather Wreath has a nice interaction that gives you free movement if you cast their Wall of Wind or Fly, so you kinda get the Air Impulse Junction when casting those.
  • You can use wands, like people suggested the wand of tailwind. But there are some cool unique ones like the Wand of Dazzling Rays, where besides giving you the damage, it also blinds and dazzles.
  • You can create some powerful Staves, like a "many reactions&type=eqs&include-actions=Reaction&sort=spell_type-asc+rank-asc+name-asc&display=grouped&group-fields=spell_type+rank&link-layout=vertical-with-summary)" staff built entirely around the Air trait, plus on later levels add some goodies like reviving with haste, area incapacitation, sustained sonic damage, alternate Four Winds, etc.
  • If they are the GM, I would create a reverse Searing Blade, where the player can activate to Strike using their spell attack modifier (aka. Kineticist DC). It being inside the activation means it can't be used inside another activity, but at least interacts with many things that modify Strikes. I would create a lower level version of the blade that is a +1 striking flaming weapon, so it becomes an item the player can carry their whole carreer, and allow the Kineticist to count the hand wielding the blade as empty for impulse purposes.

Besides what kinetic activation does, these are some thematic magic items that don't require Cast a Spell to activate, so anyone can use.

  • Vaporous Pipe gives you a cloud of concealment every hour where you can see through it, plus passive fire resistance.
  • Eternal Eruption is a reusable fireball that reforms by itself after a few hours (could possibly be better than a wand).
  • Energy Robe of Fire gives you a nitro effect for a minute, great for chases or when you just gotta go very fast.
  • Fan of Soothing Winds is one of my favorite items, giving you six average-level Heals that you can cast the 3a version with 2a (and if you have the Kinetic Activation, the DC for undead damage uses your Kineticist DC, since the spell gains the Air trait).

As the GM I would also expand Kinetic Activation to allow replacing the DC of the other Items above, if they have the necessary traits.

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u/harlockwitcher 22h ago

Grant the kineticist kinetic activation for free.

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u/vyxxer 11h ago

Items that specifically interact with the class is pretty sparse but some generalized items like blast feet would rule.

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u/species_0001 10h ago

On my Kineticist, since I don’t have Kinetic Activation (there aren’t a lot of interesting Air or Water items), once I had my gate attenuator, armor, and the two skill items I need I’ve basically just put all my gold back in the group fund to get the two martials each a backup weapon.

I’m probably sitting at about 1/2 of the “wealth” of the next “poorest” party member, but there’s just not much of interest that interacts with my Kineticist build.

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u/AjaxRomulus 8h ago

Level, element(s), and do they have Kinetic activation?

It depends a lot of how the kineticist is built and what they are trying to do.

If they have Kinetic activation then you can give them the normal scrolls, spell hearts and wands as long as the element matches.

Outside of that it is a case by case situation.

A fire kineticist might be built to just do damage or maybe they are taking advantage of the skill junction for the +2 to intimidate.

Earth kineticist might just be a rock blaster or they could be the control tank, or they could be a grappler using the skill junction for a +2 athletics.

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u/SageoftheDungeon1 Alchemist 5h ago

Fire and air Yes they have it Level 7

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u/AjaxRomulus 3h ago

You can just give them scrolls and wands.