Is the overwhelming soul archetype balanced with regard to a normal kineticist and other kineticist archetypes?

I was looking at archetypes for the kineticists and found Overwhelming Soul it doesn’t seem like it gives much of a benefit. You gain a couple of good skills, get the ability to lower burn by one point once per day, and gain the hit and damage roll bonus without relying on burn. In exchange, you lose the ability to take burn which restricts what wild talents you can use. Not to mention you have multiple ways to manage burn. I don’t really see the real benefit it feels like one of those archetypes that give to little in exchange for to much. Is that just me?

Does the kineticist Telekinetic Weapon work with bonuses and enhancement from any weapon?

Does the kineticist Telekinetic Weapon work with bonuses and enhancement from any weapon?

The ability mentions…

When using a telekinetic blast with a magic weapon, apply any enhancement bonuses and weapon qualities of the weapon to your blast as if you had made a melee attack with that weapon.

So does this mean the kinetic blast dealt via kinetic blade or fist or as the ranged attack?

Example: I have a +1 Repeating Cross of Undead Bane Which method of Kinetic Blast attack do I use the weapons bonus with? Kinetic Blade, Blast, Fist or Whip

Are those changes enough to save the Kineticist?

I’ve been toying with the idea of making a kineticist for a bit, now. The class is quite flavorful, with some interesting options and a nice set of utility.

…That said, its core sucks.

Like, really sucks.

While it has a nice group of stuff to do, most of its abilities are locked behind Burn costs. Burn, on itself, is a conceptually interesting idea: you cause some damage to yourself in exchange to do bigger, greater stuff. However, the amount of damage the kineticist takes is, honestly, ridiculous:

At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level.

and

A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control).

Emphasis mine.

This mechanic makes it so that the Kineticist can’t really contribute that often in meaningful ways in combat by doing the coolest thing in her kit – blasting – without getting herself really close to dropping unconscious at the first lucky attack that manages to land. Plus, even if the Kineticist has a hefty HP pool and can handle all that damage without issues, the number of Burn points it can take is limited by that other clause (3 + Cons mod), which further hinders its usefulness.

So, I decided to do some changes – the fewer the better – to it, in hopes of pushing it to the goldylocks Tier 3. So far, those are the changes I’m thinking in doing:

Take away the “per level” clause.

For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level.

Burn was theoretically a mechanic introduced to keep the kineticist in check and preventing it from going overboard. This class, however, isn’t that strong to begin with, so I think that ‘nerfing’ Burn won’t make it too overpowered.

Secondly, just remove the entire con-based limitation.

A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control)

This limitation makes no sense. Other classes can use their options several times per day, or have several different options to pick from. The Kineticist has a single pool of resource as it is, and it is far too limited to provide good gameplay. This needs to go.

Third, change how Gather Power works. Instead of offering a discount of Burn costs…

Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points.

…Make it so that Gather Power gives the Kineticist a nice (and much needed) damage buff:

Gathering Power in this way makes the Kineticist Empowered for a number of rounds equal 3 + its Con modifier. While Empowered, the Kineticist’s adds +1 damage to the damage of her Kinetic Blast, plus +1 for every 2 levels above beyond the 1st. The kineticist can instead gather power for 1 full round in order to increase the damage of her kinetic blast by 1d6, plus +1d6 for every 2 levels beyond the first.

I’m also thinking in bumping the Kineticist skills to 6 + int per level and giving it more or less the same class skill list the Magus has, but I’m not sure if this is needed.

Are these changes reasonable? Are they enough to push the Kineticist to Tier 3?

Can some one please explain what is meant by “5 level lower” with Kineticist Archetype Elemental Purist’s Limited Buffer feature?

Can some one please explain what is meant by “5 levels lower” with Kineticist Archetype Elemental Purist’s Limited Buffer feature?

So far I get that you just get it and it benefits later at level 11. Isn’t it?

Does the Kineticist feat Augmented Elements function as Expanded Element for choosing Infusion and Utility Wild Talents?

Does the Kineticist feat Augmented Elements function as Expanded Element (Su) for choosing Infusion and Utility Wild Talents?

Augmented Elements simply put is… you get your choice of an additional simple blast of any element at an extra Burn cost of 1 if not acquired the normal way; As well as gaining the Psionic Sub-type for Psionic feats, metapsionic feats, psionic creation feats. And though not mentioned more than likely the ability to hold a psionic focus.

Expanded Element simply put is … you secondary access to an element. Choosing the same Element grants its composite Blasts as well as your choice of an infusion or utility related to that element. While a new element grants that element’s simple blast and basic use (wild talent).

EX: Prime Element: Aether

Augmented Element: chose Air

Can I then choose Utilities, Infusions and Composite Blast of the Air Element.

How to jail a Kineticist

I am running a Pathfinder game in which a L5 Kineticist (fire and aether elements) decided he wanted to go kill an angel more or less on his own. He got his ass kicked, but the Angel does not want to kill him, but rather incarcerate him somehow. If it was a wizard, a gag in the mouth and restraints on his fingers would do it, but how would one go about keeping a Kineticist locked up?

The kineticist is level 12, the specific angel is an Astral Deva.