Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

Alchemist | Antipaladin | Arcanist | Barbarian | Barbarian (Unchained) | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Kineticist | Magus | Medium | Mesmerist | Monk | Monk (Unchained) | Ninja | Occultist | Oracle | Paladin | Psychic | Ranger | Rogue | Rogue (Unchained) | Samurai | Shaman | Shifter | Skald | Slayer | Sorcerer | Spiritualist | Summoner | Summoner (Unchained) | Swashbuckler | Vigilante | Warpriest | Witch | Wizard
Companion | Drake | Eidolon | Eidolon (Unchained) | Familiar | Phantom
Adept | Aristocrat | Commoner | Expert | Warrior

Kineticist Class Details | Elements | Wild Talents | Archetypes

Grappling Infusion

Source Occult Adventures pg. 20
Element universal; Type substance infusion; Level 5; Burn 3
Associated Blasts any
Saving Throw none
Your cloud, deadly earth, or wall blast grows tendrils that hold your enemies in place. Whenever a creature takes damage from the infused blast, you can attempt a combat maneuver check to have the blast grapple that opponent. Your bonus on this check is equal to 2 + your kineticist level + your Constitution modifier (treat the blast as a Huge creature). The blast only grapples opponents; it can’t perform other functions of grapple maneuvers such as pinning or moving the opponent. If the blast is already grappling an opponent, it receives a +5 bonus on its combat maneuver check to maintain the grapple, as normal. You can use this infusion only if you also use the cloud, deadly earth, or wall form infusion.