Kineticist (2nd Edition) Type Class

You are a master of that which even the most primal creatures fear, the elements that both make and destroy the universe. You might choose to focus on one element bringing the very best of what it has to offer to bear, or you may diversify having the solution no matter what problem might assail you.

Number of actions in brackets, F stands for free, R stands for reaction. Traits in parentheses.

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Base Statistics

KEY ABILITY: Constitution

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

At 1st level, your class gives you an ability boost to Constitution.

HIT POINTS: 8 plus your Constitution Modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

PERCEPTION

Trained in Perception

SAVING THROWS

Expert in Fortitude, Expert in Reflex, Trained in Will

SKILLS

Trained in Occultism, Trained in one skill determined by your elemental focus. Trained in a number of additional skills equal to 2 plus your Intelligence modifier.

ATTACKS

Trained in simple weapons, Trained in unarmed attacks

DEFENSES

Trained in light armor, Trained in unarmored defense

SPELLS

You are trained in occult spell attacks, Trained in occult spell DCs

Class Features

Key Terms Blasts Blasts are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 3 Focus Points. You are unable to use the Refocus activity, instead you refill your focus pool by using the the Burn action. Focus spells are automatically heightened to half your level rounded up. Certain feats can give you access to cast specific spells as if they were focus spells, treat these spells as if they were occult spells. The full rules are on page 300. Infusions Modifications to blasts in order to change their nature and make them take on new and different effects. Infusions can only be used to modify blasts that are listed in it's prerequisites. If an elemental focus is listed in the prerequisites then it can be used with all blasts that are at least partially composed of one of that element's blast.

You gain these abilities as a kineticist. Abilities gained at higher levels list the level at which you gain them next to the feature's names.

ANCESTRY AND BACKGROUND

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

INITIAL PROFICIENCIES

At 1st level you gain a number of proficiencies, representing your basic training. These proficiencies are noted at the start of this class.

ELEMENTAL FOCUS

Choose an elemental focus that you channel your power through. This elemental focus affects how you can manipulate the world around you and what ways you can inflict harm on others. Each elemental focus grants you a choice of one of two blasts, an additional trained skill, as well as an innate ability tied to your elemental focus. You can unlock further powers use of your elemental focus as you level up.

BURN

You can overexert yourself to channel more power than normal, pushing past the limit of what is safe for your body. You gain the Burn action.

Burn [1] (concentrate)

You burn your own life force to fuel your exploits. You take an amount of damage equal to your level. This restores 1 Focus Point to your focus pool.

GATHER POWER

You can gather energy or elemental matter, having it swirl around you for you to draw power from. Your gain the Gather Power action.

Gather Power [1] (concentrate, manipulate)

Prerequisites: You have both hands free.

You gather energy or elemental matter creating an extremely loud, visible display in a 20-foot radius centered on you siphoning it's power. You do not take damage from your Burn ability for the rest of the round.

INFUSION (2nd)

By using infusions, you can alter your blasts to suit your needs. You can increase the number of actions and focus points it takes to use a Blast from one to two by adding a somatic component. By doing this you are able to modify the blast using an infusion which you get from feats. You can further increase the number of actions and focus points to use a Blast from two to three by adding a verbal component in order to add a second infusion. Your blast can only benefit from one of the chain, cloud, explosion, torrent, or spray infusions at a time.

KINETICIST FEATS (2nd)

At 2nd level and every even-numbered level, you gain a kineticist class feat. They are listed after the class features section.

SKILL FEATS (2nd)

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

GENERAL FEATS (3rd)

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

SKILL INCREASES (3rd)

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill which you're already a master.

ABILITY BOOSTS (5th)

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

ANCESTRY FEATS (5th)

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

LIGHTNING REFLEXES (5th)

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

IRON WILL (7th)

Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.

ELEMENTAL OVERFLOW (7th)

Your body surges with energy from your chosen element whenever you use your blasts, causing you to glow with a nimbus of fire, weep water from your pores, or experience some other thematic effect. You deal additional damage with blasts equal to the number of focus points you've spent on it (this includes the increased focus point cost from infusions).

ALERTNESS (9th)

You remain alter to threats around you. Your proficiency rank for Perception increases to expert.

JUGGERNAUT (9th)

Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

OCCULT EXPERTISE (9th)

You have become more proficient in using your chosen elements. Your proficiency ranks for your occult spell attack rolls and DCs increase to expert.

SIMPLE WEAPON EXPERTISE (11th)

Training and your familiarity with wielding great power improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

LIGHT ARMOR EXPERTISE (13th)

You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

WEAPON SPECIALIZATION (13th)

You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increase to 3 if you're a master, and to 4 if you're legendary. This applies to weapons made with the Kinetic Weapon feat.

EVASION (15th)

You've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

GREATER ELEMENTAL OVERFLOW (15th)

Your bonus to damage from elemental overflow is increased to double the number of focus points you've spent on it.

OCCULT MASTERY (17th)

You have mastered your control over your chosen elements. Your proficiency ranks for your occult spell attack rolls and DCs increase to master.

LIGHT ARMOR MASTERY (19th)

Your skill with light armor improves, increase your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.

Elemental Foci

READING AN ELEMENTAL FOCUS ENTRY

An elemental focus entry contains the following information. You are able to cast any spells gained at will as innate occult spells using your constitution modifier unless noted otherwise.

Blast: You automatically gain one of the two blasts at 1st level and can gain more by selecting the X feat.

Elemental Skill: You become trained in the listed skill.

Elemental Defense: You can gain this defensive spell by selecting the Elemental Defense feat.

Elemental Sense: You can gain a special sense by selecting the Elemental Sense feat.

Elemental Wall: You can gain the ability to cast the listed spell as a focus spell by selecting the Elemental Wall feat.

Elemental Movement: You can gain this movement effect by selecting the Elemental Movement feat.

Elemental Control: You automatically gain the initial elemental control spell at 1st level and can gain more abilities by selecting the Advanced Elemental Control and Greater Elemental Control feats.

AIR

Kineticists who focus on the element of air are called aerokineticists. Aerokineticists manipulate the air around them, bending both the air and electricity to their whim.

Blast: physical: Air Blast that batters your foes with a gust of air doing bludgeoning damage (the blast gains the air trait); energy: Electric Blast that shocks your foes with an arc of electricity doing electricity damage (the blast gains the electricity trait)

Elemental Skill: Acrobatics

Elemental Defense: Can cast the Disperse Into Air cleric focus spell by spending focus points

Elemental Sense: Scent up to 30 feet as an imprecise sense

Elemental Wall: Wall of Wind

Elemental Movement: Under constant effect of Air Walk spell.

Elemental Control:

Initial: Can cast Air Bubble

Advanced: Under constant effect of Feather Fall and you count as one size category larger for the purpose of determining how you are affected by wind

Greater: Can cast Wind Walk, Punishing Winds, and Solid Fog as focus spells

EARTH

Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, bending both rock and acid to their whim.

Blast: physical: Earth Blast that slams your foes with shards of earth you have shaped doing piercing damage (the blast gains the earth trait); energy: Acid Blast that burns your foes with a stream of acid doing acid damage (the blast gains the acid trait)

Elemental Skill: Athletics

Elemental Defense: Can cast Stoneskin heightened to half your level rounded up

Elemental Sense: Tremorsense as an imprecise sense up to 60 feet

Elemental Wall: Wall of Stone

Elemental Movement: Gain a burrow and climb speed equal to your land speed

Elemental Control:

Initial: Can cast Shape Stone

Advanced: Gain the Woodland Stride druid feat

Greater: Can cast Earthquake, Stone Tell, Meld into Stone, Passwall, Stone to Flesh, and Flesh to Stone as focus spells

FIRE

Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists manipulate fire, bending fire and the heat it generates to their whim.

Blast: physical: Fire Blast that burns your foes with a gout of flickering fire doing fire damage (the blast gains the fire trait); energy: Heat Blast that scorches your foes with a beam of sweltering heat doing fire damage (the blast gains the fire trait)

Elemental Skill: Acrobatics

Elemental Defense: Can cast Fire Shield heightened to half your level rounded up

Elemental Sense: Smoke vision as per the fire elemental ability

Elemental Wall: Wall of Fire

Elemental Movement: Gain a fly speed equal to your land speed

Elemental Control:

Initial: Can cast Produce Flame

Advanced: Under constant effect of the Endure Elements spell

Greater: Can cast Fiery Body as a focus spell. When you are reduced to 0 hit points, you explode, dealing damage equal to your fire or heat blast (or blue-flame blast) in a 10-foot emanation with a basic reflex save. Whenever you stride you can leave flames that burn on the ground in the spaces you traversed for 3 rounds, dealing fire damage equal to the number of damage dice of your fire or heat blast (or blue-flame blast) to any creature that enters or ends its turn in the fire. A creature can take this damage only once per turn. You can use a single action, which has the concentrate trait, to activate or deactivate this ability (but not the fire already on the ground).

WATER

Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists manipulate water which permeates all life, bending water and the numbing chill of cold to their whim.

Blast: physical: Water Blast that hoses your foes with a stream of water doing slashing damage (the blast gains the water trait); energy: Cold Blast that chills your foes with a beam of utter cold doing cold damage (the blast gains the cold trait)

Elemental Skill: Athletics

Elemental Defense: Can cast Shield

Elemental Sense: Lifesense up to 30 feet

Elemental Wall: Wall of Ice

Elemental Movement: Under constant effect of the Water Walk spell.

Elemental Control:

Initial: Can cast Create Water

Advanced: Can cast Heal however you cannot use the three-action version or damage undead. You may spend 1 focus point to heighten the spell to half your level rounded up.

Greater: Can cast Control Water, Obscuring Mist, Downpour, and Grease as focus spells. You can put out magical fires with any of your water abilities by making a counteract check.

Kineticist Feats

1st LEVEL

EXPANDED FOCUS (Kineticist)

You dabble in another element. Select an elemental focus, you gain one of it's blasts and it's initial elemental control if you don't have it already. If you now have both an energy blast and a physical blast you gain the ability to mix your blasts together to form a more powerful blast. You gain the ability to use the composite blast wild talent by spending 2 focus points. The damage type and traits are the same as the two blasts' (half of the damage is one type, half is the other).

These are the names of the combined blasts: Water/Cold - Ice Blast; Fire/Heat - Blue Flame Blast; Air/Electricity - Thunderstorm Blast; Earth/Acid - Glass Blast; Water/Heat - Steam Blast; Water/Electricity - Charged Water Blast; Water/Acid - Chemical Blast; Fire/Cold - Frostburn Blast; Fire/Electricity - Plasma Blast; Fire/Acid - Boiling Acid Blast; Air/Heat - Heatwave Blast; Air/Cold - Snow Blast; Air/Acid - Acid Rain Blast; Earth/Heat - Magma Blast; Earth/Cold - Frosted Stone Blast; Earth/Electricity - Sand Blast

2nd LEVEL

ADVANCED ELEMENTAL CONTROL (Kineticist)

You gain a bit more control over your chosen element. You gain the advanced elemental control ability associated with your elemental focus. Hydrokineticists gain the ability to manipulate the water that permeates all life in order to bind wounds. Aerokineticists cause air around them to react to their essence without them even having to consciously exert control over it. Geokineticists cause the very earth to make way for their arrival. Pyrokineticists have adapted their bodies to heat and always exude enough to protect them.

MERCIFUL BUFFETING (Kineticist)

You can pull back some of the energy you use to use attack in order to ease the danger of your blasts. You can deal nonlethal damage with your blasts.

KINETIC WEAPON (Kineticist, Infusion)

You manifest your blast into a weapon. Choose a melee weapon you are proficient with. Your blast gains the weapon's traits, range, and critical specialization effect. Your blast can no longer benefit from the extended range, snake, chain, cloud, explosion, torrent, or spray infusions.

4th LEVEL

ELEMENTAL DEFENSE (Kineticist)

You gain the ability to bolster your defenses depending on what elements you have focus in. You gain the elemental defense associated with your elemental focus. Hydrokineticists can raise up water around them to block blows. Aerokineticists can transform themselves into air for the briefest of moments when they are in danger. Geokineticists can harden their body to take on some of the properties of the earth. Pyrokineticists can surround themselves with fire in order to defend themselves.

CHAIN (Kineticist, Infusion)

Your blast jumps from target to target. The targets of your blast must attempt a basic Reflex save. The blast arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll your blast damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.

CLOUD (Kineticist, Infusion)

Prerequisites: Elemental Focus (Air) or Expanded Focus (Air)

You release your power in a diffuse cloud. Change the area of the blast to 20-foot burst and duration to 1 minute. You deal one quarter your blast's damage to each creature that starts its turn in the spell's area unless they make a basic fortitude slave. You can Dismiss the spell.

EXPLODING (Kineticist, Infusion)

Prerequisites: Elemental Focus (Fire) or Expanded Focus (Fire)

You release your power in an explosion. Change the area of the blast to 20-foot burst. The targets of your blast must attempt a basic Reflex save.

SPRAY (Kineticist, Infusion)

Prerequisites: Elemental Focus (Water) or Expanded Focus (Water)

You spread your blast in front of you. Change the area of the blast to 30-foot cone. The targets of your blast must attempt a basic Reflex save.

TORRENT (Kineticist, Infusion)

Prerequisites: Elemental Focus (Earth) or Expanded Focus (Earth)

You force your blast forward so strongly that it penetrates past targets. Change the area of the blast to 30-foot line. The targets of your blast must attempt a basic Reflex save.

6th LEVEL

ELEMENTAL SENSE (Kineticist)

You gain the ability to see in certain ways depending on what elements you have focus in. You gain the elemental sense associated with your elemental focus.

BOWLING (Kineticist, Infusion)

Prerequisites: Physical Blast

You bowl your foes over with the sheer mass of your kinetic blast. You may make a Trip attempt as part of your blast, using your constitution modifier instead of your strength modifier. There is no critical success or critical failure effects.

PUSHING (Kineticist, Infusion)

Prerequisites: Energy Blast

You move your foes back with the sheer force of your kinetic blast. You may make a Shove attempt as part of your blast, using your constitution modifier instead of your strength modifier. You cannot move as part of a success or critical success, and you do not fall prone on a critical failure.

8th LEVEL

ELEMENTAL FORM (Kineticist)

You can make such a true connection with your chosen element that you can become composed of it. You gain the ability to cast the Elemental Form spell as a focus spell. When cast in this way, you can only choose to become an elemental which you have focus in.

ELEMENTAL MOVEMENT (Kineticist)

You gain the ability to move in special ways depending on what elements you have focus in. You gain the elemental movement associated with your elemental focus.

EXTENDED RANGE (Kineticist, Infusion)

You target creatures far away. Your blast's range increases by 90 feet. If you are using the spray or torrent infusions increase the area of the blast by 30 feet.

10th LEVEL

ELEMENTAL WALL (Kineticist)

You call up forth great walls of your chosen element. You gain the elemental wall associated with your elemental focus.

SPARK OF LIFE (Kineticist)

You breathe a semblance of life into elemental matter. You gain the ability to cast the Summon Monster spell as a focus spell. When cast in this way, you can only choose a single elemental, add a cost of a mass of elemental matter (since instead of summoning an elemental you create one out of elemental matter), and the spell gains the trait of the elemental you choose to summon.

SNAKE (Kineticist, Infusion)

Prerequisites: Extended Range

You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path, potentially allowing you to avoid cover and other obstacles. You can choose a path that leads into squares you cannot see. You cannot use this infusion with the Spray and Torrent infusions.

12th LEVEL

GREATER ELEMENTAL CONTROL (Kineticist)

You gain ultimate control over your chosen element. You gain the greater elemental control abilities associated with your elemental focus.

AURA (Kineticist, Infusion, Aura)

Prerequisites: Energy Blast

You surround yourself with the energy of your chosen element, gaining an aura that extends out from you. A creature that enters or ends its turn within the aura takes damage equal to 1/4 your blast. A creature can take this damage only once per turn. You can use a single action, which has the concentrate trait, to activate or deactivate this aura.

RIDE THE BLAST (Kineticist, Infusion, Move)

You briefly transform yourself into elemental matter to travel quickly. Your blast no longer does damage and looses the attack trait. You instantly move from your location to the target of your blast, this movement doesn't trigger reactions.

14th LEVEL

SINGULARITY (Kineticist, Infusion)

You create a growing singularity that consumes elemental energy in order to fuel it. Change the area of the blast to 5-foot burst and duration to 3 rounds. You deal one quarter your blast's damage to each creature that starts its turn in the spell's area unless they make a basic fortitude slave. On your next turn the singularity's area grows to 10-feet. On your turn after that it grows to 15-feet.

DISINTEGRATING (Kineticist, Infusion)

Prerequisites: Elemental Focus (Air) or Expanded Focus (Air)

Your blast melts people and objects into dust. A creature reduced to 0 HP with your blast is reduced to fine powder; its gear remains. An object you hit is destroyed (no save), regardless of Hardness, unless it's an artifact or similarly hard to destroy. A single blast can destroy no more than a 10-foot cube of matter.

HOLY WATER (Kineticist, Infusion)

Prerequisites: Elemental Focus (Water) or Expanded Focus (Water)

Your water takes on the properties of holy water. Your blast's damage is also considered positive and good.

PURE-FLAME (Kineticist, Infusion)

Prerequisites: Elemental Focus (Fire) or Expanded Focus (Fire)

You open a direct conduit to the purest elemental fire and send it surging forth. Your blast ignores the target's fire resistance (but not immunity).

RARE-METAL (Kineticist, Infusion)

Prerequisites: Elemental Focus (Earth) or Expanded Focus (Earth)

You can control the properties of metal, allowing your blast to bypass damage reduction as if it were adamantine, cold iron, or silver (your choice). If your target has an unusual type of damage reduction that could be overcome with the correct type of metal (such as DR/gold), you can also select that metal for this purpose. The metal you create with this infusion crumbles away shortly thereafter and has no gp value.

16th LEVEL

COMPOSITE SPECIALIZATION (Kineticist)

Prerequisites: Expanded Focus

You have become more adept at creating composite blasts. Your composite blasts now only cost 1 focus point.

STUMBLING (Kineticist, Infusion)

Your blast knocks your opponents off-kilter. The target creature must make a Reflex save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target becomes Flat-Footed for 1 round.

CHILLING (Kineticist, Infusion)

Prerequisites: Cold Blast

Your blast is so cold that it causes your opponents to move with unease. The target creature must make a Fortitude save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target becomes Clumsy 1 for 1 round.

The target becomes Clumsy 1 for 1 round. Critical Failure The target becomes Clumsy 2 for 1 round.

DRENCHING (Kineticist, Infusion)

Prerequisites: Water Blast

Your blast drenches your opponents causing them to have to waste their strength just holding themselves up. The target creature must make a Reflex save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target becomes Enfeebled 1 for 1 round.

The target becomes Enfeebled 1 for 1 round. Critical Failure The target becomes Enfeebled 2 for 1 round.

SWELTERING (Kineticist, Infusion)

Prerequisites: Heat Blast

Your blast is so sweltering that your opponents tire out. The target creature must make a Fortitude save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target is fatigued for 1 round.

The target is fatigued for 1 round. Critical Failure The target is fatigued for 1 minute.

FLASHING (Kineticist, Infusion)

Prerequisites: Fire Blast

Your blast is so bright that it blinds your foes. The target creature must make a Will save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target is blinded for 1 round.

The target is blinded for 1 round. Critical Failure The target is blinded for 1 minute.

TOXIC (Kineticist, Infusion)

Prerequisites: Acid Blast

Your blast smells so toxic your opponents become ill. The target creature must make a Will save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target becomes Sickened 1.

The target becomes Sickened 1. Critical Failure The target becomes Sickened 2.

BUFFETING (Kineticist, Infusion)

Prerequisites: Air Blast

Your blast forces the air to remain in place forcing your opponents to have to wade through it as if it was thick as soup. The target creature must make a Reflex save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target becomes Slowed 1 for 1 round.

The target becomes Slowed 1 for 1 round. Critical Failure The target becomes Slowed 2 for 1 round.

BASHING (Kineticist, Infusion)

Prerequisites: Earth Blast

Your blast bludgeons the head so badly that your opponents must take a moment to regain their senses. The target creature must make a Will save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target becomes Stupefied 1 for 1 round.

The target becomes Stupefied 1 for 1 round. Critical Failure The target becomes Stupefied 2 for 1 round.

THUNDERING (Kineticist, Infusion)

Prerequisites: Electricity Blast

Your blast brings with it a peal of thunder. The target creature must make a Fortitude save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target is deafened for 1 round.

The target is deafened for 1 round. Critical Failure The target is deafened for 1 minute.

18th LEVEL

METEOR SWARM (Kineticist)

Prerequisites: Elemental Focus (Fire) or Expanded Focus (Fire) AND Elemental Focus (Earth) or Expanded Focus (Earth)

You gain the ability to cast the Meteor Swarm and Volcanic Eruption spells once per day as innate occult spells using your constitution modifier. The spell is always heightened to half your level rounded up.

STORM LORD (Kineticist)

Prerequisites: Elemental Focus (Air) or Expanded Focus (Air) AND Elemental Focus (Water) or Expanded Focus (Water)

You gain the ability to cast the Storm Lord and Storm of Vengeance spells as focus spells.

DRAINED (Kineticist, Infusion)

Your blast saps the vitality out of your foes. The target creature must make a Fortitude save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target is becomes Drained 1.

The target is becomes Drained 1. Critical Failure The target is becomes Drained 2.

PARALYZED (Kineticist, Infusion)

Your blast is so powerful that it has the chance to paralyze your foes. The target creature must make a Fortitude save.

Critical Success The target becomes temporarily immune for 1 minute.

The target becomes temporarily immune for 1 minute. Success The target is unaffected.

The target is unaffected. Failure The target is unaffected.

The target is unaffected. Critical Failure The target becomes Paralyzed for 1 round.

PERSISTENT (Kineticist, Infusion)

Your blast's elemental energy clings to it's target. The targets of your blast must attempt a Fortitude save, on a failure they take persistent damage equal to the number of damage dice of your blast.

20th LEVEL

ELEMENTAL CATACLYSM (Kineticist)

Prerequisites: Elemental Focus or Expanded Focus in all elements

Your mastery of all four elements allows you to harness them to create an event of cataclysmic proportions. You gain the ability to cast the Cataclysm spell one per day as an innate occult spell using your constitution modifier. The spell is always heightened to half your level rounded up.

GATE (Kineticist)

You tear open a rift to an elemental plane. You gain the ability to cast the Gate one per day as an innate spell using your constitution modifier. When cast in this way this spell can only be used to create portals to the elemental planes for which you have focus in.

OCCULT LEGEND (Kineticist)

You demonstrate prodigious talent for spellcasting. Your proficiency ranks for your occult spell attack rolls and DCs increase to legendary.

OMNIKINESIS (Kineticist, Concentrate)

You transcend the distinction between the different elements and can bend all creation to your will. After 8 hours rest you may exchange any 1 blast for another blast and any 1 infusion feat for another infusion feat of equal or lower level for 24 hours.

Powers

PHYSICAL BLAST [1] (kineticist, attack, blast, evocation) - FOCUS 1

Casting: Material

Range: 30 feet; Targets one creature or object

You batter a single foe with a mass of your chosen element. Attempt a ranged Strike against the target. If you succeed at the attack, you deal damage to the target equal to 1d6 + 1 + your Constitution modifier.

Heightened (+1): The damage increases by 1d6 + 1.

ENERGY BLAST [1] (kineticist, attack, blast, evocation) - FOCUS 1

Casting: Material

Range: 30 feet; Targets one creature or object

You hurt a single foe with the essence of your chosen element. Attempt a ranged touch Strike against the target. If you succeed at the attack, you deal damage equal to 1d6 + 1/2 your Constitution modifier.

Heightened (+1): The damage increases by 1d6.

COMPOSITE BLAST [1] (kineticist, attack, blast, evocation) - FOCUS 2

Prerequisites: air blast, cold blast

Casting: Material, Verbal

Range: 30 feet; Targets one creature or object

You unleash a blast of combined elements at a single target. Attempt a ranged Strike against the target. If you succeed at the attack, deal damage equal to 8d6 + 8 + your Constitution modifier.

Heightened (+1): The damage increases by 2d6 + 2.