Kineticists of Porphyra III

Kineticists of Porphyra III


The third of the kineticist-supplements in the …of Porphyra-line clocks in at 66 pages, 1 page front cover, 1 page editorial, 2 pages of content, leaving us with 62 pages, though these are in the digest-like A5 (9” by 6”)-format, but if the previous two books were any indications, this will be chock full with hard crunch…so let’s not waste any time and dive right in!


In case you were wondering – this review is based on V.4 of the file.


After a brief discussion on kineticists and their interaction with the overall world, we are introduced to the selection of the archetypes herein – let’s start with the racial one: The Elemental Brethren, for the suli-races (Still hurts me physically to write “Ifrit, Oread, Sylph, Undine” -the mythology nomenclature fail’s so brutal…in this review, I’ll refer to them just as “suli”) must select the elemental focus associated with the element of the respective race, with non-suli at 1st level gaining the energy strike racial ability as being treated as the respective suli for the purpose of selecting the Extra Elemental Assault feat. Additionally, all of these brethren gain Incremental Elemental Assault as a bonus feat and may apply the elemental assault’s benefits to the respective kinetic blasts as through these were weapons, but lose the 1st level utility wild talent. 3rd level allows for the expenditure of one round of elemental assault to reduce the burn cost of an infusion of up to third level by 1, with 8th level allowing for the expenditure of 2 rounds to reduce the burn cost of an infusion of up to 6th level by 1 and 12th level unlocking the option to expend up to 3 round to reduce burn of an infusion of up to 9th level by 1.


6th level similarly allows the kineticist to expend 4 rounds of elemental assault to fill 1 point of the internal buffer as a full-round action. 7th level provides and infusion on the list of those available at -1 level and gain both an infusion and utility wild talent instead of expanded element. 9th level lets the elemental brethren expend three rounds of elemental blast to increase the damage die size by 1 step for 1 round, replacing the infusion gained there. 10th level provides expanded element, but limits the choice available to the 4 primary elements, but they only treat their level as 2 lower rather than 4 for purposes of wild talent selection. If the ability is applied to an element already known, the archetype instead modifies a known infusion to work at -1 level as well as gaining an infusion and wild talent. At 15th level, the archetype reduces the number of rounds required to use elemental fuel, augmented internal buffer and blast burst by 1 round, to a minimum of 0, effectively de-limiting this resource – okay at this level. They also get an infusion or utility wild talent, but trade all of that for the expanded element gained. At 20th level, the archetype can expend 4 round of elemental assault to use any kinetic blast wild talent they don’t know for 1 round. Alternatively, the archetype may wild card a wild talent for 24 hours and replace it with another of the same category – though the elemental restriction to fire, air, earth and water still persists. While I am still no fan of the races and themes, this is still a good example for a racial archetype done right, one that utilizes the unique capabilities and themes of the respective suli.


The second archetype contained herein would be the Corpse Puppeteer, who needs to choose viscera or void as elemental focus. At 1st level, the corpse puppeteer can create the eponymous corpse puppets from the bodies of deceased Small or Medium humanoids or animals (base stats provided): Void puppeteers get skeletons, while viscera specialists treat the creature as a construct. The construct is treated as an animal companion with kineticist levels standing in as full druid levels and may learn feats, in spite of being mindless, though the puppets are restricted to the companion’s list. Corpses are dumb and can only attack, defend, stay and flee and they can only be healed via kinetic healing options. Commanding the puppet is a swift action and the connection may be severed as a full-round action. Establishing a new connection with a corpse costs 1/2 character level burn, min 1 – but for each additional corpse provided, said burn can be reduced by 1. 10th and 15th level unlock Large and Huge puppets, respectively, with options to accept burn to grow the puppets in a small quasi-ritual as well as the choice to instead commandeer multiple smaller puppets. This does consume the 7th level expanded element as well as the infusions granted at 1st, 5th, 9th, 13th and 17th level.


Corpse puppets may share spell-like utility wild talents that require a standard action to use, but this eliminates the standard action from the corpse puppeteer’s next round and burn may not be accepted when doing so. This replaces the companion link and usual share spells abilities of companions. Starting at 4th level, fleshcrafting is unlocked, allowing the puppeteer to add the unnatural evolution permanently to a corpse, though only one such modification can be in effect at any given time, +1 at 8th level and every 4 levels thereafter. 10th level unlocks the use of improved unnatural evolution instead. Corpses may also take Extra Evolution, using HD as level. This replaces the 4th level utility wild talent. 6th level keeps the corpses from decaying as though gentle repose’d and 10th level nets expanded element instead of a utility wild talent. As a capstone, the puppets gain a massive nasty boost to their capabilities. All in all, a delightfully creepy kineticist pet class.


The Dread Soul must be evil and has a corresponding aura and, if they die, returning them to life is hard, since they are on the express train to becoming evil outsiders in the lower planes. The blasts of dread souls are treated as though modified by the aligned infusion, not counting towards the substance infusion limit – but obviously, the ability’s limited to evil and it replaces the first level infusion. 2nd level nets the Flesh of the Fallen unique elemental defense, which nets you scaling natural AC as well as resistance depending on the evil outsider (devil, demon, daemon) chosen; as always, burn can be accepted to increase these values up to a scaling limit (max +7) until you restore your burn. When you accept burn for a wild talent, your scales deal reflexive piercing damage equal to your elemental resistance to creatures assaulting you with non-reach melee weapons or natural attacks for 1 round.


Now 5th level becomes NASTY: As part of using any wild talent for which the dread soul must accept burn, excluding defense wild talents, they can target a living intelligent creature (Int 3+ – kittens and rats need not apply) to make a Will save or take one burn for the dread soul. Good creatures take a penalty to these saves and this delegated burn increases to 2 at 11th level, 3 at 17th level. If the creature manages the save, the dread soul is staggered until the end of his next round, but delegated burn does count, thankfully against the daily and per-round burn limits, avoiding abuse via fanatically loyal cohorts etc. – basically, the negative effects of burn are mitigated, but the resource as such is not tampered with. This may require a bit of book-keeping, but I wholeheartedly applaud the design decision and precision here. At 9th level, Con-mod times (Con mod times 2 at 20th level) per day, targets must succeed two saves against this to mitigate it, which does take a bit off the edge of the stagger on failure, but retains the gambit-y nature.


This ability eliminates infusion specialization 1, 3 and 5. At 6th,11th and 16th level, the archetype increases the amount of total burn he can accept a day instead of gaining internal buffer. 7th level expands the Flesh of the Fallen elemental defense to apply to a second element at slightly decreased potency and add a bonus to Intimidate checks equal to the natural AC-bonus to the benefits. Additionally, the archetype gets the soul burning substance infusion allows you to add, at 2 burn cost, +1 burn to your infusion, burn that is very hard, in particularly for good characters, to remove. At 10th level, expanded element is gained instead of the utility wild talent.15th level provides one of two infusions, one of which is gained instantaneously: Number 1 is an improved version of soulburning that deals lethal burn and requires greater restoration to remove. As a nitpick, the pdf failed to italicize the spell-name here. Number 2 would be an universal form infusion…and pretty much absolutely awesome: A foe reduced to 0 hit points is turned into a soulstone that flies to your hand, with the soulstone acting as an unwilling target for your burn-delegation – and best yet, the ability, while powerful, can’t be cheesed. no kitten-failure, no follower-exploit…just all around awesomeness. And no, you can’t stockpile them. Maximum 1. Finally, the second capstone ability lets you treat the delegated burn as not counting against your own burn maximum for a fitting, brutal capstone delimiter. All in all, cool evil kineticist archetype with some awesome visuals. Soul stones are just…*shudder* Also: Impressive from a design perspective regarding the lack of possible abuse scenarios – I tried hard to break this one and couldn’t do it. Kudos!!


I’ve spared the most interesting for last – the Dimensional Ripper, who must select aether, time or void as focus (and this restriction is maintained for expanded element at 15th level). Instead of the 2nd level’s utility wild talent, the class gets dimensional tear: As a standard action, these guys can accept 1 burn to create two tears in the dimensional veil. (Alternatively: Full-round action and no burn.) These must be within empty spaces within 50 ft (+10 ft. per level beyond 2nd) and require line of sight. Tears cannot be opened in hazardous terrain, are 5 ft. tall and wide and must be placed vertically on solid ground. They block line of sight and can be identified as via Knowledge (planes) and they cannot be opened where extradimensional travel is blocked. Tears closing on creatures deal 1d6 points of damage and shunt them to the nearest unoccupied free space. They automatically close upon a dimension ripper moving further than 100 ft. +10 ft. per level beyond their location. A given creature of size Large or smaller may enter a tear and exit at any given other tear to which it has line of sight and infinite loop-scenarios via tears end after the third iteration – so no eternal falling exploit. Attacks and spells shunted through a dimensional tear by any other character than the dimensional ripper emerge from a randomly determined dimensional tear (or re-emerge from the single tear, if only one’s here). Kinetic blasts may be fired freely through dimensional tears by the dimensional ripper, though the maximum range may not exceed that of the kinetic blast. Melee attacks (such as via kinetic whip) can only travel through 1 tear and blasts modified with form infusions require the ripper to be within 5 ft. of the blast, treating the tear from which it emerges as the origin. Kinetic blasts with the ranged infusion increase the range of the blast by 10 ft. per tear they travel through, up to a maximum of 10 ft. per 3 class levels. The ripper can maintain a number of tears equal to twice the amount they can create with a single use at a given time – at 7th level and every 4 levels thereafter, they may place tears in the air (but only at 1/2 maximum range height), while also creating +1 tear (+1 tear per ability use every 4 levels thereafter). Additionally, tears created as a standard action no longer cost burn, and they can be created as a move action for accepting one burn. At 10th level, move actions no longer cost burn and the tears can be opened as a swift action (though the ability fails to specify that it costs burn to do so, that is apparent from the context) and standard action-created tears no longer require burn to increase their duration.


At 8th level, burn can be accepted to make the dimensional tears last longer and treat travel through rifts as if affected by the light speed travel wild talent. The dimensional ripper may also apply hyper-dimension blast for 1 burn to their blasts, as long as the blast travels through at least one rift. 9th level is interesting – for +1 burn cost, the dimensional ripper can increase +atk and damage by +1 per tear traveled through by the blast, with a cap of 1 per 3 class levels. Additionally, charges made through them with melee-centric tricks like kinetic fist get upgraded to pounce and increase the movement rate for each tear passed by 10 ft., with the same cap determined by level. 11th level becomes crazy cool -as a move action, they can move any number of tears up to 30 ft. – and they can, as an immediate action, be moved into the charge of an enemy, forcing them to save or be at your mercy regarding their egress point.


17th level is the “watch me obliterate you”-move: Shoot a blast into a tear…watch it emerge from ALL your tears (except the first one used), at half strength – sure, 3 burn…but this *is* so gratifying. At 20th levels, two rifts can be collided, causing them to collapse in disintegrating, devastating blasts…oh, and yes, the more used, the deadlier. This is basically the equivalent of all those Japano-RPG final boss total annihilation moves. You need set-up…yes. But you can kill basically anything with it. And at 20th level…I’m surprisingly okay with that. Why? Because the dimensional ripper is FRIGGIN AWESOME. As in: Even if the rest of this book was utter garbage (which it isn’t!), this alone would warrant the asking price. It’s the efficient, cool, yet restricted portalist that has enough options at each level; that can snipe through portals; that makes for a ridiculously brilliant antagonist and for a radically different playing experience. This guy is platinum.



You’re still here, aren’t you? All right, all right. So, guess what – no new elements this time around. Instead, we get an example that N. Jolly can write nice fluff as well – 5 elemental saturations, basically, for those not in the know, leyline-like nexuses of power for kineticists, are provided – with the shadeless citadel for light, the genus loci (the land made flesh) and similarly iconic places awaiting your kineticists to tap into their power – and while intended for use with porphyra, these places can be inserted into other campaign settings without hassle. The cool thing here: By e.g surviving the genus loci trying to eat you, you gain a means to convert 1 point of lethal damage into non-lethal damage. Bracing the chamber of compressed time can provide you a move and a standard action in a surprise round – these are powerful, yes – but they also are story-benefits and as such completely in the hands of the GM.


The composite blast-section begins with a clarification: Composite blasts treated as though affected by an infusion don’t count the added effect towards the limits of substance of form infusions. The blasts themselves are, much like in KOP II, pretty versatile and feature interesting images: Blasts of gore, hellfire (fire + negative, +1 damage die step and burning infusion), rare-metal meteorites and there would also be complex mods like shatterstorm blast: While you reduce damage die size (erroneously called “hit die” here) by one step, you add +2 damage per HD and treat it as though the kinetic bomb infusion had been applied to it. Adding silverlight to positive energy blasts and reducing foes below 0 hp to ash…there are some ways with which one can be an utter, total prick here. Like it!


Of course, we once again get new infusion wild talents, with reprints from KOP I and II denoted as such, but contained for your convenience. At level 3, I consider ignoring 20 hardness and being treated as adamantine for 2 burn to be too early. The effects are generally valued as stronger than alignment DR and hardness is pretty much the best defense there is…so yeah, that one needs a whack with the nerf bat in my book. On the plus-side: Demoralizing via blasts? Cool idea, as it emphasis a bit more good ole’ skill use. Upgrade-follow-ups for the burning infusion, frying creatures in water, level 5 burn 4 dismissal…pretty neat. Follow-up shot is basically a Rapid Shot/Flurry-style form infusion, but I consider the Pyroclastic infusion to be more interesting: Creatures currently on fire can become your own little kinetic fire bombs. And then, there is Vital Blade. It works like kinetic blade, but can be used with Vital Strike, Improved Vial Strike and even when used as part of a charge. Sorry, but no. This is friggin’ OP. I know that plenty of people disagree with me on this one, usually people who like playing the theory-numbers game. I know quite a lot of gaming groups treat melee as a static of trading blows with minor movement here and there. My experience is, that fluid and dynamic combats that do not boil down to trading full attacks all the time, make for more exciting combats. If your enemy refuses to do the out-rambo-ing game with you, Vital Strike becomes extremely powerful; particularly so when combined with the damage-escalation tricks of the kineticist. For me, personally, this is broken. It may not be broken in your game – if movement in your game is worth less than in mine, which seems to be the case in some tables, then this won’t cause too much of a hassle. That being said, as a whole, this is a nice expansion indeed!


We proceed according to plan in a similar fashion with utility wild talents – the pdf offers quite an array of different new ones, with reprints properly codified. Adaptive skin builds on reflective skin, allowing you to change resistance after the triggering attack, while aerial supremacy allows for up to two 90° turns in an aerial charge. Aquatic kineticists will enjoy taking bubbles of the sea with them, allowing them to use their swim speed on land (Cerulean Seas fans – get this!!). Okay, here, I’ll just be a sour grape: Level 3 utility wild talent. Nets you dimensional tear. Only the basic one, sure…but please. It can also be upgraded via two follow-ups. Not close to the ripper, but still. The ability is ridiculously good. In my game, it will remain archetype exclusive – imho, easy access to them is too powerful. Elemental duplicates of the good ole’ hand-spells-formerly-known-as-Bigby-spells on the other hand, are cool. Also: paper control is MUCH cooler than basic phytokinesis 8did we ever actually get useful rules for that one?) and can be taken in its place…this is a good thing, for basic phytokinesis kinda never did make it into Occult Origins, at least not into my copy. So kudos for this required upgrade! Now, the book also has some absolute winners for the thinking and planning crowd – Photographic Transference. You can see through your illusions. As in: “You literally see through them, becoming blind while the effect lasts and instead watch the world from the illusions you created. Yes, this can be pretty darn awesome. You can also deal fire damage to yourself (or allies) to end bleed effects or make your kinetic cover come apart as difficult terrain when it’s broken. Quicksand sinkhole? Check. Modifying wind intensity (your sniper/artillery guy will thank you for it!) with appropriate levels for wind strength? Check. Oh, and you can play disco boy. No, seriously: Strobe Lights that fascinate targets. Drawing foes into dimensional tears or pulling out your own intestines and whipping foes with them? Yup. And yes, the latter has upgrades and feat-synergy. THANK YOU.


Beyond these, the book has EVEN MORE: Combo Wild Talents. Bone spikes wild talents, infused with biological toxins, for example. Oh yes. These made me very happy…and there is a lot of potential for more of them in the future. The pdf also introduces elemental mutations – basically, in Porphyra, the NewGod war etc. have tainted the elements. Kineticists may only have one such mutated element. Brutal is basically more powerful, but always takes lethal damage for Burn and burn altering effects. Conservative reduces damage, but also burn. Dense means that they treat non-physical blasts as physical…but need to attack regular AC. Intelligent mutation nets +2 class skills and skills per level, but requires a move action for gather energy and supercharge. These may btw. also help, scavenging-wise, campaigns that consider the kineticist’s damage output to be too high. Combine detriments and there you go. That just as an aside.


The pdf also features new feats – basic kinetic training nets you one utility wild talent, while Composite Blast technique allows you to gain a composite blast for which you’d require an expanded element. Another feat nets you +2 Burn a day, +1 dimensional tear per use of the ability. There is also a feat that deserves special mention: Overwhelming Defense treats you as though you have accepted 1 burn for the purpose of elemental defense, +1 at 6th level and every 3 levels thereafter. This is basically a power-upgrade for the Overwhelming Soul…and a good one.


The pdf also sports a couple of items – there would be the Elemental Heart artifact (Hint: Kineticists will want it!) Blaster’s bearing is brutal – it’s a sling bullet into which you can infuse kinetic blasts with substance infusions of up to 3rd level – and they make sense to me, with their warfare application and volatile nature keeping them from breaking in-game logic. Now burn fragments will not get into my game. these are one-use burn-reducers. Only by one, sure and the three variants and their caps are well-priced…but still. Not a fan. There would also be a robe that grants temporary hit points upon accepting burn.


The pdf concludes with Jade Strider, a CR 10 dimensional ripper sample character.



Editing and formatting are good, though not perfect – I noticed a few glitches in the formal and rules-language department, though usually, they don’t impede the functionality of the content. Layout adheres to the printer-friendly 1-column color-standard of Purple Duck Games, with A5 (9” x 6”)-size. The pdf comes with extensive bookmarks as well as gorgeous, original full-color artworks.


This is the third of the books by N. Jolly and team KOP (Jacob McCoy, Mort, Onyx Tanuki) and it is…grml…hrmpf…you know, I really want to complain about some of the options herein. I consider a couple of components to be too good. And, at high levels, a capable power-gamer can insta-kill pretty much everything by using this and KOP I + II…but that’s, for the most part, a system-inherent issue. Until 17th level, even with all the options in the combined KOP-books, the kineticists expanded played like strong choices and worked surprisingly well. This series, as a whole, is something, though, which much like psionics or similar systems, requires the GM to really grasp how the kineticists work – with the significant fine-tuning options the KOP-series offers, that holds true even more. This book, perhaps a bit more so, should be carefully read by the GM, since not all components will be fitting for all campaigns.


That out of the way, in spite of me disliking/banning more components in this book for use in my nonplaytest-home game than in the first and second book, this is still my favorite installment in the series. The archetypes are friggin’ inspired and the dimensional ripper alone is worth the price ten times. (Granted, I wouldn’t allow for other kineticists to get tears…but you may. Just rest assured that the foes will weep…) Anyhow, the new locales, the pieces of content that I liked, shone like stars to me this time around. The fact that the dread soul can’t be cheesed, the sheer complexity of the ripper that one ups the already significant complexity of the kineticist…this book is pretty much master-class level regarding in the difficulty of its designs…and it manages to make them work. That in itself is a damn feat and the level of creativity and coolness this one oozes is exceedingly pronounced. To sum up: Best archetypes in the series, best archetypes I’ve tested for the kineticist so far. Must own book. Even if you loathe the base kineticist with all your heart, get KOP I, II and III and see if the new elements, archetypes like the ripper or dread soul and elements like viscera don’t change your mind.


In short: Considering the more than fair price-point, the complexity of crunch offered, the quality of the complex crunch offered and the absolutely impressive execution of these components, this is well worth a final verdict of 5 stars + seal of approval, in spite of the few hiccups herein.


You can get this third expansion and the damn cool content in it here on OBS!


Endzeitgeist out.



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