Article-At-A-Glance
- The Elemental Knight[1] is renowned for its masteries over combat and mobility, as we will explore in this guide.
- Explores an application Pathfinder 1E Kineticist Builds for character creation and development.
- Strategic abilities enable elemental manipulation and unique combat advantages.
- Diverse play styles and skill combinations enhance roleplay depth and flexibility.

Click on the level for more information
This Kineticist starts as an Elemental Knight[1], resembling a Jedi. With a focus on the Half-Elf’s dexterity and constitution, the build gains proficiency with the Aldori Dueling Sword. Early abilities include Weapon Finesse to enhance melee capability with dexterity, while the unique telekinetic blast from Aether provides ranged versatility.
Stat Block Level 1:
Elemental Knight[1]: male, Half-Elf Kineticist 1; CR 1; Medium Humanoid (elf); HD 1d8; hp 8; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +0; Grp +0; Atk Aldori Dueling Sword (+1 melee, 1d8/19-20) or Telekinetic Blast (+1 ranged, 1d6 bludgeoning); Full Atk Aldori Dueling Sword (+1 melee, 1d8/19-20) or Telekinetic Blast (+1 ranged, 1d6 bludgeoning); SA Telekinetic Blast; SQ Kineticist Class Features, Low-Light Vision; AL Neutral Good; SV Fort +4, Ref +1, Will +2; Str 7, Dex 12, Con 20, Int 10, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Acrobatics 4 (+5), Sleight of Hand 4 (+5), Stealth 4 (+5), Perception 4 (+4), Disable Device 4 (+5); Weapon Finesse, Exotic Weapon Proficiency (Aldori Dueling Sword), Sword Scion (Trait), Reactionary (Trait).
Special Attacks and Qualities:
Telekinetic Blast for an at will ranged attack that deals 1d6 bludgeoning damage with Aether based psychic energy.
Possessions: Aldori Dueling Sword, Chain Shirt, basic adventurer’s kit.
The Level 5 Elemental Knight[1] build focuses on agile combat with the Aldori Dueling Sword, utilizing dexterity and telekinetic powers. It blends Kineticist elements with precision melee attacks and quick maneuvers.
Stat Block Level 5:
Elemental Knight[1]: male, Half-Elf Kineticist 5; CR 5; Medium humanoid (elf); HD 5d8; hp 45; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +3; Grp +2; Atk +6 melee (Aldori Dueling Sword +1, 1d8; Slash) or +3 ranged (Telekinetic Blast, 1d6); Full Atk +6 melee (Aldori Dueling Sword +1, 1d8; Slash) or +3 ranged (Telekinetic Blast, 1d6); SA Kinetic Blade (melee built); SQ Elemental Focus (Aether), Wild Talents (Kinetic Cover, Telekinesis Finesse), Infusion (Kinetic Blade, Extended Range, Bowling Infusion); AL Neutral; SV Fort +9, Ref +6, Will +4; Str 7, Dex 15, Con 20, Int 10, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Acrobatics +8, Stealth +8, Perception +8, Disable Device +8; Weapon Finesse, Exotic Weapon Proficiency (Aldori Dueling Sword), Weapon Focus (Aldori Dueling Sword), Slashing Grace.
Special Attacks and Qualities:
Telekinetic Blade attacks infuse melee strikes with aether energy for increased versatility; Telekinesis allows various subtle manipulations.
Possessions: Aldori Dueling Sword, Chain Shirt, assorted minor magic items and alchemical supplies, essential adventuring gear.
This build at level 10 begins to serve as a homage to Jedi archetypes, blending Kineticist and Esoteric Knight abilities. Utilizing a blend of high Dexterity and Constitution, it capitalizes on both melee and ranged combat through its Aldori Dueling Sword and telekinetic blasts. With abilities such as Telekinetic Blast and Kinetic Blade, and skills including Acrobatics and Stealth, our Half-Elf character moves and strikes with precision both physically and through the psychic resonance provided by the Esoteric Knight’s psychic powers.
Stat Block Level 10:
Elemental Knight[1]: male, Half-Elf Kineticist 10; CR 10; Medium humanoid (elf, human); HD 10d8+30; hp 85; Init +6; Spd 30 ft.; AC 18, touch 13, flat-footed 16; Base Atk +7; Grp +9; Atk Aldori Dueling Sword +12 melee (1d8+5/19-20) or Telekinetic Blast +11 ranged (2d6+5); Full Atk Aldori Dueling Sword +12/+7 melee (1d8+5/19-20) or Telekinetic Blast +11/+6 ranged (2d6+5); SA Telekinetic Blast, Kinetic Blade, Telekinetic Haul; SQ Telekinesis, Kinetic Cover, Psychic Sensitivity; AL N; SV Fort +10, Ref +7, Will +6; Str 7, Dex 15, Con 20, Int 10, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Acrobatics +15, Sleight of Hand +13, Stealth +15, Perception +15; Weapon Finesse, Exotic Weapon Proficiency (Aldori Dueling Sword), Weapon Focus (Aldori Dueling Sword), Slashing Grace, Toughness.
Special Attacks and Qualities:
Utilize telekinesis at will, shield self with Kinetic Cover, and perform feats such as Telekinetic Haul to manipulate environment elements.
Possessions: Aldori Dueling Sword, Chain Shirt, brown robes with hood.
At level 15, this build excels as a telekinetic warrior, wielding an Aldori dueling sword with both dexterity and grace. The character can manipulate their kinetic energy to attack at range, perform telekinetic maneuvers, and even disintegrate foes. They are adept at combat in both melee and ranged scenarios, using their high Dexterity for multiple precise strikes. Equipped with psychic abilities, they can sense emotions and communicate telepathically.
Stat Block Level 15:
Elemental Knight[1]: male, Half-Elf Kineticist 10/Esoteric Knight 10; CR 15; Medium humanoid (half-elf); HD 10d8+5d10+80; hp 143; Init +7; Spd 30 ft; AC 26, touch 13, flat-footed 23; Base Atk +15; Grp +15; Atk +21 melee (Aldori Dueling Sword, 1d8+9/18-20) or +19 blast (Telekinetic Blast, 1d6+9); Full Atk +21/+16/+11/+6 melee (Aldori Dueling Sword, 1d8+9/18-20); SA Telekinetic Blast, Blade Whirlwind, Disintegrating Infusion; SQ Telekinesis, Air’s Leap, Force Barrier, Psychic Sensitivity; AL NG; SV Fort +12, Ref +14, Will +10; Str 8, Dex 20, Con 20, Int 10, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Acrobatics +20, Perception +18, Stealth +19, Disable Device +18; Weapon Finesse, Exotic Weapon Proficiency (Aldori Dueling Sword), Weapon Focus (Aldori Dueling Sword), Slashing Grace, Quick Draw, Point-Blank Shot, Aldori Dueling Mastery, Precise Shot, Weapon Specialization (Aldori Dueling Sword), Iron Will, Improved Critical (Aldori Dueling Sword), Greater Iron Will, Greater Weapon Focus (Aldori Dueling Sword).
Special Attacks and Qualities:
Kinetic Cover for defense, Telekinesis Finesse for precision control, Telekinetic Haul for heavy lifting.
Possessions: Aldori Dueling Sword, Mithril Breastplate, brown robes with hood.
This build exemplifies the fusion of kinetic power and martial prowess to closely emulate a Jedi like figure. With exceptional telekinetic control and combat abilities using the Aldori Dueling Sword, this character achieves four iterative attacks per round with exceptional precision. Strong in both melee and ranged engagements, the build offers high mobility, emotional perception, telepathic communication, and the ability to perform great acrobatics. It taps into a broad spectrum of abilities from leaping extraordinary distances to forceful telekinetic maneuvers.
Stat Block Level 20:
Elemental Knight[1]: male, Half-Elf Kineticist 10/Esoteric Knight 10; CR 20; Medium humanoid (elf); HD 10d8+10d10+60; hp 200; Init +6; Spd 30 ft.; AC 30, touch 16, flat-footed 24; Base Atk +15; Grp +18; Atk +27 melee (1d8+10, Aldori Dueling Sword) or +22 ranged; Full Atk +27/+22/+17/+12 melee (1d8+10, Aldori Dueling Sword) or +22 ranged; SA Elemental Blasts, Psychic Esoterica; SQ Telekinesis, Kinetic Cover, Force Barrier, Psychic Sensitivity; AL CG; SV Fort +14, Ref +16, Will +12; Str 8, Dex 26, Con 20, Int 10, Wis 10, Cha 10.
Skills, Abilities, and Feats:
Acrobatics +28, Sleight of Hand +28, Stealth +20, Perception +20, Disable Device +20; Weapon Finesse, Exotic Weapon Proficiency (Aldori Dueling Sword), Weapon Focus (Aldori Dueling Sword), Slashing Grace, Toughness, Piranha Strike, Quick Draw, Point-Blank Shot, Precise Shot, Weapon Specialization (Aldori Dueling Sword), Iron Will, Improved Critical (Aldori Dueling Sword), Greater Iron Will, Greater Weapon Focus (Aldori Dueling Sword).
Special Attacks and Qualities:
Telekinetic Blast (1d8+Con modifier), Air Blast, Kinetic Blade, Quick Draw, Psychic Sensitivity, Mind Connection, Psychokinesis.
Possessions: Mithril Breastplate, Aldori Dueling Sword, brown robes with a hood.
Milestones Of Character Development
- Levels 1-5: Begin your journey with Telekinetic Blast and gain key feats like Weapon Finesse and Slashing Grace. Master the Aldori Dueling Sword with increasing Dexterity.
- Levels 6-10: Elevate your playstyle with Telekinesis Finesse and Air’s Leap, enhancing mobility. Wield the Kinetic Blade with finesse, and leverage combat feats like Toughness.
- Levels 11-15: Refine long-range and melee tactics with Point-Blank Shot. Infusions like Foe Throw and Blade Whirlwind allow for powerful combinations. Excel in Psychic Sensitivity.
- Levels 16-20: Reach the zenith with Disintegrating Infusion and Telekinetic Maneuvers. Psychic feats like Psychokinesis enhance your Jedi-like prowess, with robust defenses and superior combat casting.
Core Abilities & Features
The Elemental Knight[1] merges the Kineticist’s raw power with the Esoteric Knight’s combat prowess. Starting as a Kineticist, your primary element, Aether, grants the potent Telekinetic Blast. This attack allows you to manipulate objects and foes at will, echoing the classic force abilities. At level 7, you gain the Air element, unlocking Air Blast, which offers new tactical options in combat.
As you progress, the build emphasizes dexterity and constitution. The Half-Elf race, with a floating +2 in Constitution, supports this structure, enhancing your hit points and endurance. Weapon Finesse and Slashing Grace allow you to wield the elegant Aldori Dueling Sword with finesse, seamlessly converting dexterity into striking power.
Infusions like Kinetic Blade and Disintegrating Infusion turn your blasts into deadly melee and ranged attacks. The Blade, wrapped in telekinetic energy, ensures you remain a formidable opponent at any range. Meanwhile, Wild Talents like Kinetic Cover and Telekinesis Finesse enhance your versatility, offering defense, battlefield control, and even the dreaded force choke.
The Esoteric Knight features augment your skills with combat bonuses and psychic abilities. With a high BAB and extra combat feats, your proficiency with the Aldori Dueling Sword is unmatched. Psychic Sensitivity and feats like Iron Will bolster your mental defenses and affinity with psychic energies, crucial for resisting spells and manipulating foes’ minds.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Aldori Dueling Sword & Chain Shirt | Start with Aldori Dueling Sword for free; Chain Shirt offers decent AC and is affordable at early levels. |
| L6-10 | Mithral Breastplate | Mithral reduces Armor Check Penalty and Spell Failure Chance. Provides better protection while maintaining mobility. |
| L11-15 | Belt of Dex +4 & Cloak of Resistance +3 | Belt boosts Dexterity, improving AC, attack rolls, and Reflex saves. Cloak boosts all saving throws. |
| L16-20 | Amulet of Natural Armor +5 & Ring of Protection +5 | Both items enhance AC significantly, crucial for facing high-level threats with their augmented attacks. |
Combat Scenarios
- Dungeon Crawls:
- The Elemental Knight[1] excels at navigating the narrow hallways of a dungeon. Use Acrobatics to dodge traps and sneak past unsuspecting foes. Employ Telekinetic Haul to manipulate objects from a distance, and Foe Throw to hurl enemies away when they get too close.
- Open Fields:
- In an open field, keep enemies at bay with Extended Range Telekinetic Blasts. Use Air Blast to manage multiple distant targets, and Bowling Infusion to trip adversaries from afar. Maintain mobility with Air’s Leap to outmaneuver opponents.
- Ambushes:
- Prepare for an ambush with Kinetic Cover to create barriers, and Quick Draw to be ready in an instant. Initiate combat with a surprise Blade Whirlwind, disorienting attackers and buying time to regroup.
- Defensive Stands:
- Employ Force Barrier to protect allies in a defensive stand. Utilize Psychic Sensitivity to gauge enemy intentions. Keep foes at bay while launching controlled Telekinetic Strikes and maintaining a defensive posture.
- Urban Encounters:
- Navigate crowded urban settings with Stealth and Sleight of Hand. Use Telekinesis Finesse to manipulate urban environments, controlling doors and climbing obstacles effortlessly. Disintegrating Infusion is perfect for swiftly neutralizing threats in populated areas.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Low Strength Score | Rely on Dexterity based attacks through Weapon Finesse and Slashing Grace to mitigate strength dependency. |
| Limited Melee Weapon Options | Use the Aldori Dueling Sword with Exotic Weapon Proficiency to ensure effective melee capabilities. |
| Single Element Focus | Gain Air as a secondary element at level 7 to diversify options with Air Blast. |
| Limited Heavy Armor choices | Equip a Mithril Breastplate to balance good armor class with Dexterity based mobility. |
| Vulnerability to Will Saves | Improve with Iron Will and Greater Iron Will feats to enhance mental resilience. |
Roleplaying
The Elemental Knight[1] Kineticist is all about channeling that iconic Jedi vibe. Think of this character as a paradoxical noble warrior, wielding ethereal energy instead of the mystical Force. Their weapon, an Aldori Dueling Sword, becomes an extension of their will, much like a Jedi’s lightsaber.
Opportunities for immersive gameplay abound: imagine using telekinesis to subtly manipulate your surroundings, whether by lifting small objects to aid allies or creating distractions during intense negotiations. This builds on the idea of using one’s mind over simple brute force, embodying a Jedi’s meditational strength and calm demeanor.
For themes, focus on the duality of power and restraint. As the Kineticist grows from wielding a humble force to mastering air blasts and telekinetic blades, they must balance aggression and compassion. Their telepathy skills, akin to a psychological connection, present moral dilemmas, when to intervene in others’ lives and when to stand as a silent sentinel of justice.
A memorable moment might involve using Air’s Leap to make a dramatic rooftop escape, or perhaps a tense scene where suffocating grasp is used sparingly, keeping in mind the Jedi code that there is peace, not just conflict. With each decision, craft a narrative that blends a sense of duty with mystical wonder, where the path of the Elemental Knight[1] isn’t just about where they tread, but how they choose to walk it.

FAQ
What is the main role of an Elemental Knight[1] in a party?
The Elemental Knight[1] excels at controlling elements and protecting allies. By manipulating elemental forces, you disrupt enemy plans effectively. Your role is tactical, working to shield friends and weaken foes strategically. Think of it as being both a bulwark and a disruptor in battles.
Which elements should I focus on with an Elemental Knight[1]?
The choice largely depends on your character’s theme and party needs. Fire deals significant damage but is often resisted. Water offers utility and control, with its ability to impede foes. Earth provides durability and withstands damage exceptionally well. Air enhances mobility, making you elusive and hard to hit.
What are the most effective feats for an Elemental Knight[1]?
Several feats significantly boost an Elemental Knight[1]’s capabilities. Consider Elemental Focus to enhance elemental attacks. Combat Reflexes improve efficiency in defending against multiple foes. Protective Ward can shield allies effectively in critical moments. Ensure your feat choices complement your elemental affinity and combat strategy.
How important is dexterity for an Elemental Knight[1]?
Dexterity impacts your reflex saves and initiative, making it relatively important. Maintaining a high dexterity enhances both offense and defense, allowing nimble maneuvering. However, it shouldn’t be prioritized over core elemental abilities. Balance it with constitution and wisdom to avoid being too one dimensional.
Does an Elemental Knight[1] need a high constitution?
Yes, constitution is crucial for survivability as it boosts hit points and fortitude saves. A high constitution ensures you can withstand more damage in close combat. This fortitude makes you a reliable front-line defender. Balance with wisdom and dexterity to maintain overall combat effectiveness.
Join us at Stellar Dragons with the Elemental Knight!
Consider trying an Elemental Knight[1] in your next Pathfinder 1E game. Do you think the Elemental Knight[1] could be the best build in Pathfinder 1E? Join our community discussion on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7 to share your experiences and thoughts.
Elemental Knight
So, since we basically built Darth Nihilus earlier with our Souls Swallower build, let’s try to build a friggin Jedi now. Fortunately for us, the Aether element fits perfectly with this idea and Esoteric Knight not only keeps encouraging that path, but also cumulates with the Kineticist for Blast, Infusions and Wild Talents. Yes, yes, all the yes. Our leveling should look like the following:
Class
Kineticist 10/Esoteric Knight 10
Race
Half-Elf, putting that floating +2 in Constitution. Also taking the Ancestral Arm Alternate Racial Trait.
Ability Scores
15Point-Buy
Str 7/Dex 12/Con 20/Int 10/Wis 10/Cha 10 Put everything in Dex and cry.
20Point-Buy
Str 7/Dex 15/Con 20/Int 10/Wis 10/Cha 10 Round up Dex, then everything in Constitution
25Point-Buy
Str 8/Dex 16/Con 20/Int 10/Wis 10/Cha 10 Everything in Constitution
Traits
Sword Scion to get a +1 Attack bonus and start with an Aldori Dueling Sword for free,
Reactionary for that sweet +2 to Initiative.
Favored Class Bonus
This is where I am telling you Skills and you call me a madman, but to embody the idea of a Jedi we need many, many skills.
Skills
Acrobatics, Sleight of Hands, Stealth, Perception, Disable Devices
Feats by Level
1-Weapon Finesse
Half-Elf Bonus-Exotic Weapon Proficiency(Aldori Dueling Sword)
3-Weapon Focus(Aldori Dueling Sword)
5-Slashing Grace
7-Toughness
9-Piranha Strike
11-Psychic Sensitivity Bonus
11-Quick Draw
13-Point-Blank Shot
Bonus 13-Aldori Dueling Mastery
15-Precise Shot
Bonus 15-Weapon Specialization(Aldori Dueling Sword)
17-Iron Will
Bonus 17-Improved Critical(Aldori Dueling Sword)
19-Greater Iron Will
Bonus 19-Greater Weapon Focus(Aldori Dueling Sword)
So we take Toughness later in exchange for being able to use Dex with our Aldori Dueling Sword via Weapon Finesse and Slashing Grace. Precise Shot remains as mandatory as usual and Iron Will helps us protect our one bad saving throw. Via Esoteric Knight, we continue investing in our Aldori Dueling Sword with Weapon Specialization and Aldori Dueling Mastery.
Elements and Blasts Gained by Level
1-Aether (Telekinetic Blast)
7-Air (Air Blast)
Infusions Gained by Level
1-Kinetic Blade
3-Extended Range
5-Bowling Infusion
9-Foe Throw
12-Blade Whirlwind
16-Disintegrating Infusion
You can wrap your blade in Telekinetic energy, blast enemies with pure energy at a fairly long distance, throw enemies at each other, trip enemies with your telekinetic blast, make your kinetic blade essentially Whirlwind Attack and even Disintegrate people you hit with your blast.
Wild Traits Gained by Level
2-Kinetic Cover
4-Telekinesis Finesse
6-Telekinetic Haul
8-Air’s Leap
10-Force Barrier
14-Suffocate
18-Telekinetic Maneuvers
Let’s get this straight, we can all but Telekinesis at will, jump really really long distances, can use telekinesis to open/close doors, and we can even force choke people.
Esoteric Knight
So, Esoteric Knight gives us a High BAB and better hit die(see? Told ya I knew what I was doing for that FCB in skills), a bunch of combat feats and a few powers called Psychic Esoterica that we gain at the following levels:
12-Bonus Feat(Empath)
14-Mind Connection
16-Bonus Feat(Spell Penetration)
18-Psychokinesis
20-Bonus Feat(Combat Casting)
We can now superficially feel the emotions in people and even connect telepathically with them. Like a Jedi.
Equipment
You start for free with an Aldori Dueling Sword, just pick a Chain Shirt and be on your way. Later on, pick a Mithril Breastplate. Don’t forget your brown robes with a hood!
Final Thoughts on the Build
We are as close to playing a Jedi as we can get. We can use our sword one or two handed with good dexterity and get four iterative attacks per round with it, can jump super high, use telekinetic powers for subtle and less subtle effects, can feel the emotions of the world around us, can do great acrobatics, and can fight both in melee and at range with great efficiency. Only remember friends:
There is no death, there is the Force.
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