Kinetic Blast
- KineticDiademFeatureNew
- KineticDiademGreaterFeature
- KineticDiademLesserFeature
- KineticDiademFeature
- Kinetic Revivification
- Blue Flame Blast — Kinetic Blade
- Air Blast — Kinetic Blade
- Ice Blast — Kinetic Blade
- Electric Blast — Kinetic Blade
- Mud Blast — Kinetic Blade
- Blizzard Blast — Kinetic Blade
- Magma Blast — Kinetic Blade
- Plasma Blast — Kinetic Blade
- Metal Blast — Kinetic Blade
- Charged Water Blast — Kinetic Blade
- Steam Blast — Kinetic Blade
- Earth Blast — Kinetic Blade
- Thunderstorm Blast — Kinetic Blade
- Sandstorm Blast — Kinetic Blade
- Water Blast — Kinetic Blade
- Fire Blast — Kinetic Blade
- Cold Blast — Kinetic Blade
- 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.
