Kineticist

Character Creation

Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts. Role: Kineticists generally use their powers to assail their foes from range, but based on the way their talents develop, they can channel their kinetic abilities for a variety of situations. Kineticists are usually quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents. Alignment: Any Hit Die: d8 Skill Ranks Per Level: 4 + Int modifier Base Features Kineticist Proficiencies Kineticists are proficient with all simple weapons and light armor, but not shields. Elemental Focus At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents and additional class skills. She gains her selected element's basic utility wild talent (basic aerokinesis, etc.) as a bonus wild talent. Wild Talents A kineticist can use wild talents — magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents. In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element. Burn 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. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. 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). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage. Kinetic Blast At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target in close range. She must have at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast, and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st. Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st. Gather Power If she has both hands free, a kineticist can gather energy or elemental matter as a move action. 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. This ability can never reduce the burn cost of a wild talent below 0 points. Infusion At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. Elemental Defense At 2nd level, a kineticist gains her element's defensive wild talent. She must select the expanded defense utility wild talent to gain the defensive wild talent of any element she gains via the expanded element class feature. Elemental Overflow At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score. Infusion Specialization At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels. Metakinesis At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. Internal Buffer At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn. Expanded Element At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets. She doesn't gain the defensive wild talent of the expanded element unless she later selects it with the expanded defense utility wild talent. At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can't select the same element she selected at 7th level. She gains all the benefits from her new expanded element as listed above. Supercharge At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2. Composite Specialization At 16th level, a kineticist becomes more adept at creating composite blasts. She reduces the burn cost of all composite blasts by 1 point. This can't reduce the cost of a composite blast below 0 points. Metakinetic Master At 19th level, a kineticist chooses one type of metakinesis, such as empower or quicken. She reduces the burn cost of that metakinesis by 1 point (to a minimum of 0 points). Elements Air Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow or electricity, specializing in mobility and ranged combat. Earth Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques. Fire Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense. Water Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents. Wild Talents Aerial Adaptation Element: air Type: utility Burn: 0 You gain an amount of electricity resistance equal to twice your current amount of burn. Aerial Evasion Element: air Type: utility Burn: 1 Prerequisites: enveloping winds You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain evasion ability. Evasion: Whenever you make a Reflex saving throw to determine whether you take half damage, a successful save results in no damage. Air's Reach Element: air Type: utility Burn: — When using air blasts, air wild talents, or composite blasts that include air, double the blast's effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast's effective range, not the area of effect for infusions like cloud and cyclone. Angelic Protection Elements: water Type: utility Level: 2 Burn: — Saving Throw: none Spell Resistance: none Prerequisites: kinetic healer wild talent, aasimar Through your connection to the celestial planes, you have learned to draw angelic essence into your healing. When you use kinetic healer, the target of the healing gains the benefits of protection from evil for 1 round. Basic Aerokinesis Element: air Type: utility Level: 1 Burn: 0 You can create a light breeze that blows against a creature from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can have only one such breeze active at any one time. Celerity Element: air Type: utility Burn: 0 You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. Cold Adaptation Elements: fire or water Type: utility Burn: 0 You gain cold resistance equal to twice your current amount of burn. Elemental Grip Element: universal Type: utility Level: 3 Burn: 0 Saving Throw: Will negates Spell Resistance: yes You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate. Elemental Whispers Element: universal Type: utility Burn: 0 You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. The familiar gains abilities as usual for a familiar of its type. Enduring Earth Element: earth Type: utility Burn: — When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it's longer than 1 round. Expanded Defense Element: universal Type: utility Burn: — Choose an element you selected with expanded element. You gain that element's defense wild talent. You can take this wild talent multiple times, choosing a different element each time. Expanded Element At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets. She doesn't gain the defensive wild talent of the expanded element unless she later selects it with the expanded defense utility wild talent. At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can't select the same element she selected at 7th level. She gains all the benefits from her new expanded element as listed above. Fire's Fury Element: fire Type: utility Burn: — When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack. Flame Shield Element: fire Type: utility Burn: 1 Prerequisites: searing flesh Flickering flames surround you until the next time your burn is removed. While your searing flesh infusion is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to 1/2 your kineticist level unless it is using a reach weapon. Flesh of Stone Element: earth Type: defense Level: — Burn: 0 Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Foxfire Element: fire Type: utility Burn: 0  Prerequisites: fire blast Saving Throw: none Spell Resistance: yes You surround a creature with glowing flames that outline it, as per faerie fire. From the Ashes Element: fire Type: utility Level: 9 Burn: 2 When you are about to fall unconscious or die from hit point damage, as an immediate action you can burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per kineticist level you possess. Healing Burst Element: water Type: utility Burn: 1  Prerequisites: kinetic healer Saving Throw: none Spell Resistance: yes You use kinetic healer to heal all creatures in a 30-foot radius around you. Healing burst heals half as much damage as normal. Heat Adaptation Elements: fire or water Type: utility Burn: 0 You gain an amount of fire resistance equal to twice your current amount of burn. Jagged Flesh Element: earth Type: utility Burn: 1 Prerequisites: flesh of stone You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 points of piercing damage. Kinetic Healer Element: water Type: utility Burn: 1 With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Kinetic Restoration Element: universal Type: utility Burn: 1 You recover from 1d4 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution). This also eliminates any fatigue that you suffer. Kinetic Revivification Element: water Type: utility Burn: — Prerequisites: kinetic healer You can bring an ally who died within 2 round back from the dead with your kinetic healer wild talent similarly to the breath of life spell, except the ally regains the normal number of hit points from the kinetic healer utility wild talent instead of the amount healed by breath of life. Ride the Blast Element: universal Type: utility Level: 6 Burn: 0 You can use this wild talent as part of activating a kinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast's path, adjacent to the blast's target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn't work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray). Searing Flame Element: fire Type: utility Level: 2 Burn: — Prerequisites: burning infusion Over time, your burning infusion sears away your foe's fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe's fire resistance by an amount equal to the unmodified burn damage; don't apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level. These decreases stack, to a minimum resistance of 0. Searing Flesh Element: fire Type: defense Level: — Burn: 0 Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times. Shimmering Mirage Element: water Type: utility Level: 5 Burn: 1 Prerequisites: shroud of water Your shroud bends light, creating a shimmering mirage. While your shroud of water is active, attacks against you suffer a 20% miss chance due to concealment until the next time your burn is removed. Shroud of Water Element: water Type: defense Level: — Burn: 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but it remains if you change the shroud's bonus type again. Skilled Kineticist Element: universal Type: utility Burn: — You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class skill list. Slick Element: water Type: utility Burn: 0 Saving Throw: Reflex negates Spell Resistance: no As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess. Spark of Life Element: universal Type: utility Level: 5 Burn: 1 You breathe a semblance of life into elemental matter, which takes the form of a Medium elemental of any of your elements as if summoned by summon monster IV with a caster level equal to your kineticist level. At 12th level, you can choose to form a Large elemental as if by summon monster V; at 14th level, you can choose to form a Huge elemental as if by summon monster VI; at 16th level, you can choose to form a greater elemental as if by summon monster VII; and at 18th level, you can choose to form an elder elemental as if by summon monster VIII. Kinetic Blasts Air Blast Element: air Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You batter a single foe with a gust of air. Blizzard Blast Elements: air and water Type: composite blast Level: — Burn: 2 Prerequisites: air blast, cold blast Blast Type: physical Damage: half piercing, half cold You unleash a directed blizzard at a single target. Blue Flame Blast Element: fire Type: composite blast Level: — Burn: 2 Prerequisites: primary element (fire), expanded element (fire) Blast Type: energy Damage: fire You unleash a concentrated blast of intense blue flame. Charged Water Blast Elements: air and water Type: composite blast Level: — Burn: 2 Prerequisites: electric blast, water blast Blast Type: physical Damage: half bludgeoning, half electricity You slam a single foe with a stream of electrically charged water. Cold Blast Element: water Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: cold You emit a beam of utter cold to freeze a single foe. Earth Blast Element: earth Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning, piercing, and slashing You shape earth into clumps or shards and send them flying at a foe. Electric Blast Element: air Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: electricity You shoot an arc of electricity to shock a single foe. Fire Blast Element: fire Type: simple blast Level: — Burn: 0 Blast Type: energy Damage: fire You unleash a gout of flickering fire to burn a single foe. Ice Blast Element: water Type: composite blast Level: — Burn: 2 Prerequisites: primary element (water), expanded element (water) Blast Type: physical Damage: half piercing, half cold You shoot a chilling icicle to stab a single foe. Magma Blast Elements: earth and fire Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, fire blast Blast Type: physical Damage: half bludgeoning, half fire You use your fire to superheat the earth into a flow of magma, which you send against a single foe. Metal Blast Element: earth Type: composite blast Level: — Burn: 2 Prerequisites: primary element (earth), expanded element (earth) Blast Type: physical Damage: bludgeoning, piercing, and slashing You shape metal into clumps, shards, or blades and send them flying. Mud Blast Elements: earth and water Type: composite blast Level: — Burn: 2 Prerequisites: earth blast, water blast Blast Type: physical Damage: bludgeoning You infuse your water into the earth to create a powerful ball of mud and slam a single foe. Plasma Blast Elements: air and fire Type: composite blast Level: — Burn: 2 Prerequisites: air blast, fire blast Blast Type: physical Damage: half bludgeoning, half fire You launch a gust of air and then use your fire to superheat the gust into plasma just as it strikes a single foe. Sandstorm Blast Elements: air and earth Type: composite blast Level: — Burn: 2 Prerequisites: air blast, earth blast Blast Type: physical Damage: piercing and slashing You use your air to churn up sand, firing a flensing gust at a foe. Steam Blast Elements: fire and water Type: composite blast Level: — Burn: 2 Prerequisites: fire blast, water blast Blast Type: physical Damage: half bludgeoning, half fire You use your fire to superheat water into steam just as it strikes. Thunderstorm Blast Element: air Type: composite blast Level: — Burn: 2 Prerequisites: primary element (air), expanded element (air) Blast Type: physical Damage: half bludgeoning, half electricity You batter a single foe with a gust of air crackling with electricity. Water Blast Element: water Type: simple blast Level: — Burn: 0 Blast Type: physical Damage: bludgeoning You slam a single foe with a stream of water. Infusions Blade Hurricane Element: universal Type: form infusion Level: 5 Burn: 3 Prerequisites: kinetic blade Associated Blasts: any Saving Throw: none You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reach as if kinetic blade was a reach weapon. The blade vanishes instantly after the whirlwind. Blade Whirlwind Element: universal Type: form infusion Level: 5 Burn: 3 Prerequisites: kinetic blade Associated Blasts: any Saving Throw: none You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reach as if with kinetic blade. The blade vanishes instantly after the whirlwind. Bowling Infusion Element: earth Type: substance infusion Level: 2 Burn: 2 Associated Blasts: earth, magma, metal, mud You bowl your foes over with the sheer mass of your kinetic blast. Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus. Burning Infusion Element: fire Type: substance infusion Level: 1 Burn: 1 Associated Blasts: blue flame, fire, magma, plasma Saving Throw: Reflex negates Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Chain Element: air Type: form infusion Level: 5 Burn: 3 Associated Blasts: electric Saving Throw: none Your electric blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1d6 fewer points of damage than the last (for example, 3d6 becomes 2d6), and you can't chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die. Chilling Infusion Element: water Type: substance infusion Level: 5 Burn: 3 Associated Blasts: blizzard, cold, ice Saving Throw: Fortitude negates Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is staggered for 1 round. Cloud Elements: air or water Type: form infusion Level: 7 Burn: 4 Prerequisites: extended range Associated Blasts: blizzard, sandstorm, steam, thunderstorm Saving Throw: none You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 50 feet of you. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again. Cyclone Element: air Type: form infusion Level: 4 Burn: 3 Associated Blasts: air, blizzard, sandstorm, thunderstorm Saving Throw: Reflex half You create a circular rush of wind. All creatures within a 20-foot-radius burst centered on you take half your blast's normal amount of damage. The saving throw DC is Dexterity-based. Dazzling Infusion Element: fire Type: substance infusion Level: 1 Burn: 1 Associated Blasts: blue flame, fire, plasma Saving Throw: Will negates Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe (and penetrates SR if applicable), that foe must succeed at a Will save or be dazzled for 1 minute, whether or not it takes damage from the blast. Deadly Earth Element: earth Type: form infusion Level: 6 Burn: 4 Prerequisites: extended range Associated Blasts: earth, magma, metal, mud Saving Throw: none You infuse the ground in a 20-foot radius anywhere within 50 feet of you. The ground roils and buckles beneath the affected area. Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area. The entire area counts as difficult terrain. This infusion lasts for a number of rounds equal to your Constitution modifier or until you use it again. Detonation Element: fire Type: form infusion Level: 4 Burn: 3 Associated Blasts: blue flame, fire Saving Throw: Reflex half Flames explode outward from your body, dealing your blast damage to all creatures within a 20 foot radius. Energize Weapon Elements: air, fire, or water Type: form infusion Level: 1 Burn: 1 Associated Blasts: blue flame, cold, electric, fire Saving Throw: none Choose a manufactured weapon in your hand (not an unarmed strike or natural attack); if the weapon is a double weapon, you must choose one of its ends to receive this benefit. You imbue the chosen weapon with your elemental energy as part of an attack action, charge action, or full-attack action to add extra damage to each of your attacks with that weapon until the beginning of your next turn. Your attacks with the chosen weapon during that action deal 1d6 additional points of damage. At 7th level and every 6 levels thereafter, this bonus damage increases by 1d6 points. Blue flame blasts deal double this additional damage. The additional damage is of the same type as the infused blast's damage. This additional damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage (such as your Constitution modifier). Entangling Infusion Elements: earth or water Type: substance infusion Level: 2 Burn: 2 Associated Blasts: blizzard, cold, earth, ice, magma, metal, mud, sandstorm Saving Throw: Reflex negates Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object. Eruption Element: fire Type: form infusion Level: 3 Burn: 2 Prerequisites: extended range Associated Blasts: blue flame, fire, magma, steam Saving Throw: Reflex half Your kinetic blast erupts from the ground in a pillar centered anywhere within 50 feet of you. The pillar affects all creatures in a 10-foot-radius cylinder. An energy blast infused with eruption deals its normal damage to each target, while a physical blast deals half its normal amount of damage. The saving throw DC is Dexterity-based. Explosion Element: fire Type: form infusion Level: 7 Burn: 4 Prerequisites: extended range Associated Blasts: blue flame, fire Saving Throw: Reflex half You focus your energy on a point in space and create a controlled explosion. You can center the explosion anywhere within 120 feet of you, and you can choose the radius of the spread to be 5, 10, 15, or 20 feet. All creatures within the explosion take your blast's damage. The saving throw DC is Dexterity-based. Extended Range Element: universal Type: form infusion Level: 1 Burn: 1 Associated Blasts: any Saving Throw: none Your kinetic blast can strike any target within 50 feet. Fan of Flames Element: fire Type: form infusion Level: 1 Burn: 1 Associated Blasts: blue flame, fire Saving Throw: Reflex half Your kinetic blast extends in a fan of flames, damaging all creatures in a 15-foot cone. The saving throw DC is Dexterity-based. Flash Infusion Element: fire Type: substance infusion Level: 4 Burn: 3 Associated Blasts: blue flame, fire, plasma Saving Throw: Will negates Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast. Foxfire Infusion Element: fire Type: substance infusion Level: 3 Burn: 2 Prerequisites: foxfire Associated Blasts: blue flame, fire Saving Throw: Will partial Your blast leaves behind flickering flames that reveal the target's location as per faerie fire for 1 minute (or until your next turn if the target succeeds at its save). This effect occurs even if the foe doesn't take damage, as long as the attack overcomes spell resistance (if any). Fragmentation Elements: earth or water Type: form infusion Level: 7 Burn: 4 Prerequisites: extended range Associated Blasts: earth, ice, metal Saving Throw: none or Reflex half; see text You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect. The saving throw DC is Dexterity-based. Grappling Infusion Element: universal Type: substance infusion Level: 5 Burn: 3 Associated Blasts: any Saving Throw: Reflex negates Anyone affected by your cloud, deadly earth, or wall blast must make a Reflex save. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check, Athletics check, or Mobility check as a standard action against the DC of this spell. Impale Elements: earth or water Type: form infusion Level: 3 Burn: 2 Associated Blasts: earth, ice, metal Saving Throw: none You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn't continue. Infused earth and metal blasts always deal piercing damage. Kinetic Blade Element: universal Type: form infusion Level: 1 Burn: 1 Associated Blasts: any Saving Throw: none You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn't add the damage bonus from elemental overflow. Magnetic Infusion Elements: air or earth Type: substance infusion Level: 2 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. Pure-Flame Infusion Element: fire Type: substance infusion Level: 7 Burn: 4 Associated Blast: blue flame Saving Throw: none You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores spell resistance. Pushing Infusion Elements: air, earth or water Type: substance infusion Level: 1 Burn: 1 Associated Blasts: air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, water Saving Throw: none The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus. Rare-Metal Infusion Element: earth Type: substance infusion Level: 3 Burn: 2 Associated Blast: metal Saving Throw: none You can control the properties of metal, allowing your metal blast to bypass damage reduction as if it were adamantine, cold iron, or silver (your choice). The metal you create with this infusion crumbles away shortly thereafter and has no gp value. Spindle Element: universal Type: form infusion Level: 2 Burn: 2 Associated Blasts: any Saving Throw: Reflex negates (see text) You throw a long, roughly 5-foot-by-10-foot spindle of elemental matter or energy up to 30 feet away, damaging all creatures within any two adjacent 5-foot squares unless they succeed at a Reflex save. An energy blast infused with spindle deals its normal damage to each target, while a physical blast infused with spindle deals half its normal damage to each target. The saving throw DC is Dexterity-based. Spray Element: water Type: form infusion Level: 4 Burn: 3 Associated Blasts: charged water, water Saving Throw: Reflex half You diffuse your kinetic blast to spray out wildly. All creatures in a 30-foot cone take half your normal amount of blast damage. The saving throw DC is Dexterity-based. Synaptic Infusion Element: air Type: substance infusion Level: 3 Burn: 2 Associated Blasts: electric, charged water, thunderstorm  Saving Throw: Will negates Your blast sends strange electric signals through the target's body, scrambling its synapses and causing it to become staggered for 1 round. This infusion is a mind-affecting effect. Torrent Elements: air, fire, or water Type: form infusion Level: 3 Burn: 2 Associated Blasts: air, blizzard, blue flame, charged water, fire, lightning, magma, mud, plasma, sandstorm, steam, thunderstorm, water Saving Throw: Reflex half A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based. Unraveling Infusion Element: fire Type: substance infusion Level: 5 Burn: 3 Associated Blasts: blue flame, fire Saving Throw: none Your kinetic blast burns so hot that it melts away your foe's magical effects. Whenever your infused blast hits a foe and penetrates its spell resistance, you can attempt a caster level check as if using a targeted dispel magic before determining whether the foe takes damage from the blast. Wall Element: universal Type: form infusion Level: 5 Burn: 3 Associated Blasts: any Saving Throw: none You create a wall of churning elements, flensing debris, or roiling energy. Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.

Kineticist — Kingmaker