# Kineticist Elements Expanded
Mod for Pathfinder Wrath of the Righteous
Thanks to Truinto author of Dark Codex for providing help, advice, and some methods so I could gain my own footing in C# and modding P:WoTR
Thanks to the entire OwlCat community discord and the modding community there, for answering my plethora of strange questions and pushing me in the right directions
Thank you to Adsam112 for some custom icon images for the Void Element Thank you to RevanStarForge for some color variations of those images. And for creating a whole bunch of new images for Void, Wood, and Aether! Thank you Kerrovitarr (Discord) and q892398745 for creating localizations in Russian and Chinese
This mod adds expanded element choices for the Kineticist class. Currently this mod adds only the "Aether" element from the Tabletop version of Pathfinder. More elements may be coming in the future.
Added elements means: More blast types, More infusions, wild talents, Elemental Defense, etc.
This mod originally started as a personal project to add my favorite element, Aether, to the game. But I have expanded the scope to encompass any other elements others might want to add to the game.
If you have any suggestions for elements to add to the game, please reach out to me, write an issue for the repo, etc.
Thank you for reading!
I also do not have the skills currently to add custom effects to the game, so any element added will borrow the effect from other kineticist elements. I shall try to match the theme/element of the ability as best as possible to make it visually appealing
There are a lot of spell effects in game, and I've added a lot of spells, spell-likes, and special abilities that I cannot add all of the required FX or icons myself
If you come across any icons or FX (projectiles/AoE/etc) that you think might fit one of these abilities, please let me know and I'll get them added soon Thank you!!
Element | Feature | Description | Status |
---|---|---|---|
Aether | Element Choice | The main aether element, adds selections for base kineticist (and archetypes) and kinetic knight | Done |
Aether | Basic Blast and Composite | Telekinetic and Force Blast - Including all vanilla infusions and Kinetic Blade | Done |
Aether | Foe Throw | Infusion for Telekinetic Blast - Allows the kineticst to lift an enemy and throw them at another enemy | Done |
Aether | Many Throw | Infusion for the Telekinetic Blast - Allows the kineticist to lift a multitude of objects and throw them at an equal number of targets | Done |
Aether | Disintegrating Infusion | Infusion for Force Blast - Functions similarly to the disintegration spell | Done |
Aether | Force Hook Infusion | Infusion for Force Blast - Allows the kineticist to drag themself to the target of their kinetic blast | Done |
Aether | Aetheric Boost Composite | A composite blast that can be used on any other basic or composite blast | Not Done |
Aether | Force Ward | Aether Elemental Defense - Adds a regenerating temporary hp buffer to the kineticist | Done |
Aether | Expanded Defense and Existing Wild Talents | Wild talents in the vanilla game can now have Aether as a prerequisite | Done |
Aether | Touchsite, Reactive | Wild Talent that provides the benefits of Uncanny Dodge | Done |
Aether | Telekinetic Finesse | Wild Talent that allows the kineticist to perform Trickery at range, like Ranged Legerdemain from Arcane Trickster | Done |
Aether | Telekinetic Maneuvers | Wild Talent that allows the kineticist to perform combat maneuvers at range | Done |
Aether | Self Telekinesis | Wild Talent chain that allows to kineticist to lift themselves over the battlefield (flight) | Done |
Aether | Spell Deflection | Wild Talent that allows the kineticist to form a barrier around themselves that provide resistance to spells (Spell Resistance) | Done |
Aether | Suffocation | Wild Talent that allows the kineticist to choke a target from a distance | Not Done |
Void | Element Choice | The main void element, adds selections for base kineticist (and archetypes) and kinetic knight | Done |
Void | Basic Selections | Negative and Gravity Blast - Including all vanilla infusions and Kinetic Blade | Done |
Void | Void Blast | Composite Blast gained by mixing Negative and Gravity | Done |
Void | Negative Admixture | Composite Blast (Special) - Mix with any simple energy blast to make the damage half negative | Done |
Void | Gravitic Boost | Composite Blast (Special) - Mix with any simple physical blast to increase the damage die to d8 | Done |
Void | Greater Admixture and Boost | Composite Blasts (Special) - Same a the above special composites, but they work with composite blasts (energy or physical) | Not Done |
Void | Dampening Infusion | Functions as Dazzling Infusion | Done |
Void | Enervating Infusion | Inflicts one negative level on the target on a failed save | Done |
Void | Pulling Infusion | Uses the "Pulling" combat maneuver against the target | Done |
Void | Unnerving Infusion | Applies shaken to the target enemy | Done |
Void | Vampiric Infusion | On hit, allows the user to use "Kinetic Healer" without a burn cost | Done |
Void | Weighing Infusion | Functions as Entangling Infusion | Done |
Void | Singularity Infusion | Creates a reoccuring and growing AOE, centered around the target point | Done |
Void | Corpse Puppet | Wild Talent that allows the user to raise a few skeletons | Done |
Void | Curse Breaker | Wild Talent that allows the user to break curses and enchantments on a target | Done |
Void | Undead Grip | Wild Talent that allows the user to hold undead creatures still, like hold person | Done |
Void | Gravity Control | Wild Talent that allows the user to alter gravity on themselves (flight) | Done |
Wood | Element Choice | The main wood element, adds selections for base kineticist (and archetypes) and kinetic knight | Done |
Wood | Basic Selection | Negative and Gravity Blast - Including most vanilla infusions and kinetic blade | Done |
Wood | Deadly Earth | Vanilla Infusion for the Wood element | Done |
Wood | Impale | Dark Codex Infusion for Wood and Composites | Not Done |
Wood | Composites | Verdant, Autumn, Spring, Summer, Winter | Done |
Wood | Positive Admixture | Composite Blast (Special) - Modifies any energy simple blast to be half positive energy | Done |
Wood | Flesh of Wood | Elemental Defense - Provides the kineticist | |
Wood | Spore Infusion | Infusion - Inflicts the foe with a poison and a disease, dealing poison damage and Dex damage over time | Done |
Wood | Toxic Infusion | Infusion - InflictsInflicts the foe with the sickened condition | Done |
Wood | Toxic Infusion, Greater | Infusion - InflictsInflicts the foe with a poison that does Con damage over time | Done |
Wood | Forest Siege | Wild Talent - InflictsAllows the user to command plant-life nearby to throw rocks as if they were giant catapults | Done |
Wood | Herbal Antivenom | Wild Talent - Provides the Kineticist with a bonus to saves vs poison, and a bonus to Lore: Religion | Done |
Wood | Thorn Flesh | Wild Talent - Works similarly to Wood's Jagged Flesh | Done |
Wood | Wild Growth | Wild Talent - Allows the kineticst to choke an area with plant growth; Works like the entangle spell | Done |
Wood | Wood Healer | Wild Talent - Works like Kinetic Healer, but requires positive blast | Done |
Wood | Woodland Step | Wild Talent - Provides the kineticist immunity to difficult terrain, like a Druid's woodland stride | Done |
Wood | Wood Soldiers | Wild Talent - Allows the kineticist to raise Wood Golems; golems gain buffs based on what composite blasts you have | Done |
This mod should be compatible with most other mods, as it only adds options to character choices. Some mods might not integrate perfectly, but they should work together properly
If you notice any issues, please contact me or open up an issue on this repository
Fix Name and Description of Wood Wild Talent Bonus Feats (Was using the name and description of the wood class skills)
Fix Name of Positive Blast (Was using the name of Wood Blast)
Fix Singularity Infusion appear twice in the selection list
Added localization for Russian (Thank you Kerrovitarr (Discord))
Added localization for Chinese (Thank you q892398745 )
Huge stability Update - I went over the codebase (10K+ lines) 3 times to align each element to work as similarly as possible
Fixes should be a lot easier in the future
Now using CodexLib (From DarkCodex) so everything should stay up-to-date and work great
Fix: Force Throw works again
Break: Many Throw does not work
Break: Void: Vampiric Infusion not working?
Break: Some infusions are just missing? (Greater Toxic/One of the Admixtures)
Now updated for the most recent game version (Thing should just work againtm)