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

Magnetic Infusion

Source Occult Adventures pg. 21
Element air, earth; Type substance infusion; Level 3; Burn 2
Associated Blasts charged water, electric, metal, plasma, thunderstorm
Saving Throw none
Your kinetic blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a –4 penalty on Reflex saving throws to avoid metallic objects.