20th Level Kineticist
[NAME] - Alignment, Worships, etc
Hobgoblin - Kineticist (20th)
AC HP Fort Reflex Will SR CMD Initiative BAB
?? (?) +? +? +? (-) (-) +? +?
Strength: 14 (+2)
Dexterity: 22 (+6)
Constitution: 36 (+13)
Intelligence: 17 (+3)
Wisdom: 16 (+3)
Charisma: 16 (+3)
Burn Pool Burn Potential Infusion Discount Gather Power Discount Composite Blast Discount
() /16 6 /round -6 Burn -2 Burn -1 Burn
Elemental Overflow per Burn 1-2pts 3pts 5pts 7pts
+6 to hit / +12 Damage +2 Con (+10hp) +4 Con (+40hp) / +2 Dex +6 Con (+60hp) / +4 Dex / +2 Str

Feats & Traits:

  • Awakened from Stasis As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day [Trait]
  • [Trait]
  • Toughness [1st]
  • ?? [3rd]
  • ?? [5th]
  • Extra Wild Talent You gain a wild talent that’s at least 2 levels lower than the highest-level wild talent you can currently use. You can select an infusion or a non-infusion wild talent, but not a blast or defense wild talent. If you have the expanded element class feature, you can select a wild talent from any of your elements that’s at least 2 levels lower than the highest-level wild talent from your primary element that you can currently use. Special: You can take this feat multiple times. Each time, you must choose a different wild talent. [7th]
  • ?? [9th]
  • ?? [11th]
  • ?? [13th]
  • ?? [15th]
  • ?? [17th]
  • ?? [19th]

Wild Talents Summery


Skills:

?? +? []

Languages:

  • Common

Class features and Special abilities:

Racial Features: Hobgoblin
Stat Changes: +2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy.
Goblinoid: Hobgoblins are humanoids with the goblinoid subtype
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Engineer: Hobgoblin engineers tinker endlessly with fire, explosives, and the engines of war. Hobgoblins with this racial trait gain a +2 racial bonus on Craft (alchemy) and Knowledge (engineering) checks. This racial trait replaces sneaky.
Favoured Class Bonus - [Kineticist] Gain +1hp per class level
Class Features: Kineticist
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 (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent.
Aether: Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds. Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.
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. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. 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 (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
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 up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). 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 (regardless of effects from form infusions; see Infusion on page 12), 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). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Gather Power: If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. 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. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. 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. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.
Elemental Defense: At 2nd level, a kineticist gains her element’s defense wild talent ( the descriptions of defense wild talents begin on page 16).
Elemental Overflow: At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. 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. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. 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 [-6]: 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. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.
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 - [Air] & [Expanded Aether] 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, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts on page 15 for additional rules for and descriptions of composite blasts. She doesn’t gain the defense wild talent of the expanded element. If the kineticist’s expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element. If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate. 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 unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 7th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.
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 - [Empower] 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).
Omnikinesis: At 20th level, a kineticist transcends the distinction between the different elements and can bend all creation to her will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast she chooses), she can use any blast wild talent she doesn’t know. By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any elemental requirements or restrictions (but not any other requirements or restrictions).

Wild Talents

Elemental Defense:
Force Ward Element aether; Type defense (Su); Level —; Burn 0 You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive. Granted
Enveloping Winds Element air; Type defense (Su); Level —; Burn 0 You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. You can dismiss or restore this effect as an immediate action. Expanded Defense
Infusion Talents:
Pushing Infusion Element aether, air, earth, void, water, wood; Type substance infusion; Level 1; Burn 1; Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, 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 bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push. 1st
Extended Range Element universal; Type form infusion; Level 1; Burn 1, Associated Blasts any Your kinetic blast can strike any target within 120 feet. 3rd
Telekinetic Boomerang Element aether; Type form infusion; Level 1; Burn 1; Associated Blasts telekinetic; Saving Throw none This functions as telekinetic blast, except you maintain an elastic strand of aether attached to the object you throw. This allows you to pull it back to you after the attack and catch it if you have enough free hands (and assuming it is small enough for you to carry). This prevents the object from taking damage, but it also prevents you from loosening the strands of aether (see telekinetic blast). Alternatively, if the attack missed, on your next turn as a standard action, you can you can snap the elastic strand back to make another attack with the same substance infusion and metakinesis, as if using a normal telekinetic blast (at which point the object takes damage and doesn’t return to you, and you can’t try again). 5th
Foe Throw Element aether; Type form infusion; Level 3; Burn 2; Associated Blasts telekinetic; Saving Throw Fortitude negates; see text Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely. Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn’t fall prone, and it takes half the normal amount of damage from your blast. The movement doesn’t provoke attacks of opportunity 9th
Snake Element universal; Type form infusion; Level 3; Burn 2; Prerequisite extended range; Associated Blasts any; Saving Throw none You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see. 11th
Disintegrating Infusion Element aether; Type substance infusion; Level 6; Burn 4; Associated Blasts force; Saving Throw Fortitude partial; see text You can use force to rip your targets apart. Against creatures, your kinetic blast deals double its normal amount of damage, but targets receive a saving throw to reduce the damage to half the blast’s normal amount of damage (for a total of 1/4 of the blast’s increased damage). Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell disintegrate. You can use the infused blast to destroy force effects or objects as disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can’t be reduced by effects such as infusion specialization or gather power. 13th
Many Throw Element aether; Type form infusion; Level 8; Burn 4; Prerequisite extended range; Associated Blasts telekinesis; Saving Throw none You grab a large number of objects and throw them all at once. You can use your telekinetic blast to make attack rolls against a number of targets equal to your kineticist level within 120 feet, but no two targets can be more than 30 feet apart. 17th
Extreme Range Element universal; Type form infusion; Level 3; Burn 2; Prerequisite extended range; Associated Blasts any; Saving Throw none Your kinetic blast can strike any target within 480 feet. 19th
Utility Talents:
Basic Telekinesis Element aether; Type utility (Sp); Level 1; Burn 0 This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip. Elemental Focus Bonus
Basic Aerokinesis Element air; Type utility (Sp); Level 1; Burn 0 You can create a light breeze that blows against a creature or object 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. You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first. Expanded Element Bonus
Telekinetic Finesse Element aether; Type utility (Sp); Level 1; Burn 0 You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks. 2nd
Telekinetic Haul Element aether; Type utility (Sp); Level 2; Burn 0; Prerequisite basic telekinesis When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess. 4th
Telekinetic Invisibility Element aether; Type utility (Sp); Level 3; Burn 0 You weave strands of aether, bending light and dampening sound; this works as invisibility except that the aetheric bending is easier to notice than normal invisibility, so your bonus on Stealth checks is halved (+10 while moving and +20 while perfectly still). However, the dampened sound allows you to avoid automatic detection via sound-based blindsense and blindsight, but you do not receive the bonus on Stealth checks from this wild talent against a creature with such abilities. 6th
Air Cushion Element air; Type utility (Sp); Level 1; Burn 0 You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind. Extra Wild Talent
Expanded Defense Element universal; Type utility (Su); Level 4; 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. 8th
Wings of Air Element air; Type utility (Sp); Level 3; Burn 0; Prerequisite air cushion or air's leap The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action. 10th
Celerity Element air; Type utility (Sp); Level 3; 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. 12th
Ride the Blast Element universal; Type utility (Sp); Level 6; Burn 0 You can use this wild talent as part of activating a kinetic blast other than telekinetic 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). 14th
Expanded Element Bonus
Reverse Shift Element universal; Type utility (Sp); Level 8; Burn 0 You reverse the flow of your connection to the planes, sending your body into the Ethereal Plane as ethereal jaunt. As long as you concentrate on reverse shift, you remain on the Ethereal Plane; after a number of consecutive rounds spent on the Ethereal Plane equal to your kineticist level (and every such interval thereafter), you must accept 1 point of burn. Once you return to the Material Plane, you cannot use reverse shift again for a number of rounds equal to the number of rounds you spent on the Ethereal Plane. 16th
Aether Architect Element aether; Type utility (Su); Level 9; Burn 0 You can spin a small building, bridge, or other edifice out of aether, and even use aether to tether a building to a flat surface other than the ground. By concentrating for 10 minutes, you can create an edifice out of scintillating aether (same hardness and hit points as a wall of force) as long as the edifice is no larger than one 10-foot cube per kineticist level. Unless the creation is extremely simplistic, you must succeed at a Craft or Knowledge (engineering) check to add embellishments. This ability can also create a series of tethers to securely attach a normal building to a vertical surface or even a cavern ceiling. Aether architect lasts as long as you concentrate, and you can accept 1 point of burn to make the effect last until destroyed; by accepting this burn, you can use this ability any number of times in a row to create a larger edifice. 18th
Weather Master Element air; Type utility (Sp); Level 8; Burn 0 By focusing on your connection to air and seeding the air around you for 10 minutes, you can create powerful weather effects, as control weather. You can create tornadoes or hurricane-force winds, as appropriate for the season. If you have access to the fire element, you can create hot weather, a heat wave, a thaw, or an early spring. If you have access to the water element, you can create all other types of weather listed in control weather. 20th
Blasts:
Simple A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. 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 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.
Blast Talents:
Telekinetic Blast Element: aether; Type: simple blast ; Level: —; Burn: 0; Blast Type: physical; Damage: bludgeoning, piercing, or slashing You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size. Granted
Electric Blast Element air; Type simple blast (Sp); Level —; Burn 0; Blast Type energy; Damage electricity You shoot an arc of electricity to shock a single foe Expanded Element Bonus
Composite Blasts
Aetheric Boost Element aether; Type composite blast (Sp); Level —; Burn 2, Prerequisite telekinetic blast, expanded element (any), Blast Type special; Damage see text You infuse a simple blast you know with aether, causing it to deal 1 additional point of damage of the same type for each of its damage dice; it otherwise acts as the simple blast. At 15th level, you can also infuse a composite blast with aether. To infuse a composite blast in this way, you must accept 1 additional point of burn. Acquired
Force Blast Element aether; Type composite blast (Sp); Level —; Burn 2, Prerequisite primary element (aether), expanded element (aether), Blast Type energy; Damage force (see text) You throw a burst of force at a foe. Force blast deals damage as a simple energy blast instead of a composite energy blast. Acquired

Items, gear and equipment:

Weapons:
Enhancements
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
Head
Headband
Eyes
Shoulders
Neck
Body
Chest
Armour
Belt
Wrist
Hands
Ring 1
Ring 2
Feet
GP Pouch
gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons


Combat Cheat Sheet

Empowered, Snaked, Boosted, Disintegrating Force Blast Burn (2) + Move action 30d6+69 10d6 +7, +10d6 +7, +20, +12, 10d6 +10 +6 +7

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