Kineticist Powers

Here is a list of all the powers the Kineticist can get through his class features, and feats.
A power that can be used with any of several elements gains the appropriate elemental trait when used with an element (for example, the wall wild talent gains the earth trait when used by a geokineticist).
The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions). 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).
The power's level is in brackets, with it's traits in parenthesis. They are listed alphabetically, with the blasts first.
== Air Blast [1] (attack, blast, evocation, air) ==
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You batter a single foe with a gust of air. Attempt a ranged Strike against the target. If you succeed at the attack, you deal bludgeoning damage to the target equal to 1d6 + 1 + your Constitution modifier.
Heightened (+1): The damage increases by 1d6 + 1.
== Cold Blast [1] (attack, blast, evocation, water) ==
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You emit a beam of utter cold to freeze a single foe. Attempt a ranged touch Strike against the target. If you succeed at the attack, you deal cold damage equal to 1d6 + 1/2 your Constitution modifier.
Heightened (+1): The damage increases by 1d6.
== Earth Blast [1] (attack, blast, evocation, earth) ==
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You shape earth into clumps or shards and send them flying at a foe. Attempt a ranged Strike against the target. If you succeed at the attack, deal your choice of bludgeoning, piercing, or slashing damage equal to 1d6 + 1 + your Constitution modifier.
Heightened (+2): The damage increases by 1d6 + 1.
== Electric Blast [1] (attack, blast, evocation, air) ==
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You shoot an arc of electricity to shock a single foe. Attempt a ranged touch Strike against the target. If you succeed at the attack, deal electricity damage equal to 1d6 + 1/2 your Constitution modifier.
Heightened (+1): The damage increases by 1d6.
== Telekinetic Blast [1] (attack, blast, evocation, aether) ==
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You hurl a loose, unattended object in range at the target. This power gains the trait of a damage type appropriate to the object (bludgeoning, piercing, or slashing). Make a ranged Strike against the target. If you hit, you deal damage equal to 1d6 + 1/2 your Constitution modifier of the given type
No special traits or magic properties of the hurled item affect the attack or damage.
Heightened (+1): The damage increases by 1d6.
== Fire Blast [1] (attack, blast, evocation, fire) ==
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You unleash a gout of flickering fire to burn a single foe. Attempt a ranged touch Strike against the target. If you succeed at the attack, deal fire damage equal to 1d6 + 1/2 your Constitution modifier.
Heightened (+1): The damage increases by 1d6.
== Water Blast [1] (attack, blast, evocation, water) ==
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You slam a single foe with a stream of water. Attempt a ranged Strike against the target. If you succeed at the attack, deal bludgeoning damage equal to 1d6 + 1 + your Constitution modifier.
Heightened (+1): The damage increases by 1d6 + 1.
== Aetheric Boost [4] (attack, blast, evocation, aether, composite) ==
Prerequisites: telekinetic blast, any other blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You infuse a non-composite blast you know with aether, causing it to deal 1 additional point of damage of the same type for each of its damage dice; this blast otherwise acts as that blast. At 15th level, you can also infuse a composite blast with aether by spending an additional spell point.
== Blizzard Blast [4] (attack, blast, evocation, air, water, composite) ==
Prerequisites: air blast, cold blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You unleash a directed blizzard at a single target. Attempt a ranged Strike against the target. If you succeed at the attack, deal piercing and cold damage equal to 8d6 + 8 + your Constitution modifier.
Heightened (+1): The damage increases by 2d6 + 2.
== Blue Flame Blast [4] (attack, blast, evocation, fire, composite) ==
Prerequisites: primary element (fire), expanded element (fire)
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You unleash a concentrated blast of intense blue flame. Attempt a ranged touch Strike against the target. If you succeed at the attack, deal fire damage equal to 8d6 + 1/2 your Constitution modifier.
Heightened (+1): The damage increases by 2d6.
== Charged Water Blast [4] (attack, blast, evocation, air, water, composite) ==
Prerequisites: electric blast, water blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You slam a single foe with a stream of electrically charged water. Attempt a ranged Strike against the target. If you succeed at the attack, deal bludgeoning and electricity damage equal to 8d6 + 8 + your Constitution modifier.
Heightened (+1): The damage increases by 2d6 + 2.
== Force Blast [4] (attack, blast, evocation, aether, composite) ==
Prerequisites: telekinetic blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You throw a burst of force at a foe. Attempt a ranged touch Strike against the target. If you succeed at the attack, deal force damage equal to 1d6 + 1/2 your Constitution modifier.
Heightened (+1): The damage increases by 1d6.
== Ice Blast [4] (attack, blast, evocation, water, composite) ==
Prerequisites: cold blast, water blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You shoot a chilling icicle to stab a single foe. Attempt a ranged Strike against the target. If you succeed at the attack, deal bludgeoning and cold damage equal to 8d6 + 8 + your Constitution modifier.
Heightened (+1): The damage increases by 2d6 + 2.
== Magma Blast [4] (attack, blast, evocation, earth, fire, composite) ==
Prerequisites: earth blast, fire blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You use your fire to superheat the earth into a flow of magma, which you send against a single foe. Attempt a ranged Strike against the target. If you succeed at the attack, deal bludgeoning and fire damage equal to 8d6 + 8 + your Constitution modifier.
Heightened (+1): The damage increases by 2d6 + 2.
== Metal Blast [4] (attack, blast, evocation, earth, composite) ==
Prerequisites: earth blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You shape metal into clumps, shards, or blades and send them flying. Attempt a ranged Strike against the target. If you succeed at the attack, deal your choice of bludgeoning, piercing, or slashing damage equal to 8d6 + 8 + your Constitution modifier.
Heightened (+1): The damage increases by 2d6 + 2.
== Mud Blast [4] (attack, blast, evocation, earth, water, composite) ==
Prerequisites: earth blast, water blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You infuse your water into the earth to create a powerful ball of mud and slam a single foe. Attempt a ranged Strike against the target. If you succeed at the attack, deal bludgeoning damage equal to 8d6 + 8 + your Constitution modifier.
Heightened (+1): The damage increases by 2d6 + 2.
== Plasma Blast [4] (attack, blast, evocation, air, fire, composite) ==
Prerequisites: air blast, fire blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You launch a gust of air and then use your fire to superheat the gust into plasma just as it strikes a single foe. Attempt a ranged Strike against the target. If you succeed at the attack, deal bludgeoning and fire damage equal to 8d6 + 8 + your Constitution modifier.
Heightened (+1): The damage increases by 2d6 + 2.
== Sandstorm Blast [4] (attack, blast, evocation, air, earth, composite) ==
Prerequisites: air blast, earth blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You use your air to churn up sand, firing a flensing gust at a foe. Attempt a ranged Strike against the target. If you succeed at the attack, deal your choice of bludgeoning, piercing, or slashing damage equal to 8d6 + 8 + your Constitution modifier.
Heightened (+1): The damage increases by 2d6 + 2.
== Steam Blast [4] (attack, blast, evocation, fire, water, composite) ==
Prerequisites: fire blast, water blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You use your fire to superheat water into steam just as it strikes. Attempt a ranged Strike against the target. If you succeed at the attack, deal bludgeoning and fire damage equal to 8d6 + 8 + your Constitution modifier.
Heightened (+1): The damage increases by 2d6 + 2.
== Thunderstorm Blast [4] (attack, blast, evocation, air, composite) ==
Prerequisites: air blast, electric blast
Casting: Material, Somatic
Range: 30 feet; Targets one creature or object
You batter a single foe with a gust of air crackling with electricity. Attempt a ranged Strike against the target. If you succeed at the attack, deal bludgeoning and electricity damage equal to 8d6 + 8 + your Constitution modifier.
Heightened (+1): The damage increases by 2d6 + 2.
== Aerial Evasion [3] (air) ==
Casting: Material, Somatic
You use wind to buffet yourself away from area attacks. Until the next time your spell points are restored, when you succeed at a Reflex save, treat the outcome as a critical success instead.
== Air Shroud [1] (air) ==
Casting: Material, Somatic
You grant a number of creatures up to your constitution modifier the effects of air bubble. The effect lasts 1 minute per level you possess.
== Basic Aerokinesis [1] (air) ==
Casting: Somatic
Range: 30 feet; Target: 1 creature
Duration: 1 day, or until cast again
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 circumstance 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. This make it harder to detect the target by scent, it counts as being downwind for the purpose of determining the distance at which the target can be detected by scent.
== Basic Geokinesis [1] (earth) ==
Casting: Somatic
Range: 30 feet; Target: 5 pounds of rocks, loose earth, sand, clay, and other similar materials
You can move the target up to 15 feet.
Heightened (+1): Increase the amount you can move by 10 pounds.
== Basic Hydrokinesis [1] (water) ==
Casting: Somatic
Range: 100 feet; Target: a body of water
Duration: Concentration
You can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
== Cold Snap [3] (water) ==
Casting: concentration
You chill your shroud of water and send the cold around you, creating an aura of numbing cold around yourself until the next time your spell points are restored. The temperature in the area 30 feet around you lowers by 5° F per level you possess, to a minimum modified temperature of –10° F. If this brings the temperature in the area below 40° F, all creatures within 5 feet of you take a –4 penalty to Dexterity. You are immune to these effects, as are creatures that are immune to cold or that benefit from effects that protect against temperature, such as endure elements. You can end or restore this effect with a concentrate action.
== Elemental Grip [3] (universal) ==
Casting: concentration
Range: 30 feet; Target: one creature with a trait matching an element you have focus in
Duration: concentration, up to 1 minute
You use your element to halt a creature associated with your element. The target must make a will save.
Success: The creature suffers no additional effects.
Failure: The creature becomes Slowed 2.
== Enveloping Winds [1] (air, defensive) ==
Casting: Material
You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. Creatures attacking you with physical ranged attacks, such as arrows, bolts, sling bullets, and other similarly sized ammunition must make a DC 4 flat check to hit you. This (and all modifications from strengthen winds) lasts until the next time you regain your spell points. You can end or restore this effect with a concentrate action.
Heightened (+2): The DC increases by 1.
== Fire Sculptor [1] (fire) ==
Casting: Material, Somatic
You can sculpt shapes out of flame or alter a fire’s spread. You move one 5-foot square of an ongoing fire per level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire’s edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it.
== Flame Jet [3] (fire) ==
Casting: Material, Somatic
You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.
== Flame Shield [5] (fire) ==
Casting: Material, Somatic
Flickering flames surround you until the next time your spell points are restored. 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. If the creature also takes damage from your searing flesh, it applies fire resistance only once against the total damage from both effects. You also gain protection from cold as the effects of fire shield. An attack that would deal an amount of cold damage equal to at least double your kineticist level (before you applied the protection) freezes away your flame shield after you apply its protection, ending the flame shield early.
== Flesh of Stone [1] (earth, defensive) ==
Casting: Material
Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This (and all modifications from increase hardness) lasts until the next time you regain your spell points. You can end or restore this effect with a concentrate action.
Heightened (+1): The DR increases by 1.
== Force Ward [1] (aether, defensive) ==
Casting: Material
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your 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. You can end or restore this effect with a concentrate 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.
== Heat Wave [4] (fire) ==
Casting: concentration
You create an aura of shimmering heat that distorts the area around you until the next time your spell points are restored. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, you are considered concealed to all creatures within 5 feet of you. You are immune to these effects, as are creatures that are immune to fire or that benefit from effects that protect against temperature, such as endure elements. You can end or restore this effect with a concentrate action.
== Jagged Flesh [3] (earth) ==
Casting: Material, Somatic
You painfully push forth jagged chunks of rock from your flesh. Until the next time your spell points are restored, 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. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness.
== Kinetic Cover [1] (aether, earth, water) ==
Casting: Material, Somatic
You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.
== Kinetic Form [4] (universal) ==
Casting: Material, Somatic
You are able to suspend your body in a large mass of elemental matter. Until the next time your spell points are restored, you can change your size to Large or shift back to your original size as a standard action. This doesn’t change your stats in any way, except your size. At 16th level, you can spend 1 additional spell point to instead change your size to Huge. You cannot use kinetic form to decrease your size. You can end or restore this effect with a concentrate action.
== Kinetic Healer [1] (aether, water) ==
Casting: Material, Somatic
With a touch, you heal a willing living creature of an amount of damage equal to your kinetic blast’s damage.
== Ride the Blast [6] <reaction> (universal) ==
Trigger: You are about to use 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).
== Searing Flesh [1] (fire, defensive) ==
Casting: Material
Your body becomes painfully hot. Whenever a creature hits you with an unarmed strike, that creature takes 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. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. You can end or restore this effect with a concentrate action.
Heightened (4): The damage increases to 2 points.
Heightened (6): The damage increases to 3 points.
Heightened (10): The damage increases to 4 points.
== Self Telekinesis [3] (aether) ==
Casting: Material, Somatic
You use your telekinetic abilities to move yourself., propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use self telekinesis again.
== Shift Earth [4] (earth) ==
Casting: Material, Somatic
You push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. This doesn’t cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature’s feet, it can attempt a Reflex save to leap elsewhere and avoid moving along with the earth.
== Shift Earth, Greater [7] (earth) ==
Casting: 10 minutes (Material, Somatic, Verbal) per every 150-foot square (up to 10 feet deep)
Range: 500 feet; Targets: dirt in an area up to 750 ft. square and up to 10 ft. deep
You move dirt (clay, loam, sand, and soil), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
In no event can rock formations be collapsed or moved. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacial fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
This cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.This spell has no effect on earth creatures.
== Shroud of Water [1] (water, defensive) ==
Casting: Material
You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning similar to armor, or float around you and block attacks, functioning similar to a shield. It grants either a +4 item bonus to AC or a +2 circumstance bonus to AC. These are not actual pieces of armor or shield so you do not gain the shield block reaction or gain any bonuses or penalties due to proficiency.
Heightened (6): The armor's bonus increases to +5, the shield's bonus increases to +3.
Heightened (10): The armor's bonus increases to +6, the shield's bonus increases to +4.
Heightened (14): The armor's bonus increases to +7, the shield's bonus increases to +5.
Heightened (18): The armor's bonus increases to +8, the shield's bonus increases to +6.
== Smoke Storm [3] (fire) ==
Casting: Material
Range: 120 feet; Area: 20-foot spread; Targets: an open flame
You transform a source of open flame into a cloud of choking smoke, affecting vision like a smokestick. All creatures that begin their turns inside the area must make a fortitude save.
Success: The creature suffers no additional effects.
Failure: The creature becomes Sickened 1.
Critical Failure: The creature becomes Sickened 2.
== Telekinetic Deflection [9] (aether) ==
Casting: Material, Somatic
Duration: 1 round
You surround yourself in a whirling barrier of force that sends any attack that misses you hurling back toward its source. This applies to any melee or ranged attack directed against you so long as it uses an attack roll to determine whether or not it strikes you. If an attack misses you, the attacker must make a second attack roll against its own Armor Class, using all of the applicable modifiers of the original attack and if it hits, the attacker takes the attack’s damage and suffers all the other consequences of getting struck with that attack. You cannot deflect attacks that miss you for any reason besides a failed attack roll (such as concealment). Similarly, you cannot deflect attacks that actually do strike you but simply fail to do any harm.
== Telekinetic Globe [8] (aether) ==
You can create a globe of force that you can use to manipulate objects and even creatures. This power functions like resilient sphere, but the creatures or objects caught inside the globe created by the spell are made nearly weightless. Anything contained within a telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to 120 feet after the sphere has succeeded in encapsulating its contents. If you have not moved it for a round, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface. The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere. You can use the Move Sphere activity even if you are in it. Beginning on your first turn after using this power, you gain access to the following actions for the duration of the power.
=== Move Sphere <2 actions> (concentrate) ===
You can move the sphere, along with the objects and creatures it contains that weigh a total of 5,000 pounds or less as much as 30 feet.
== Tremorsense [5] (earth) ==
Casting: Somatic
Duration: 1 round
You gain tremorsense 30 feet on any earth or stone surface that you touch. While benefiting from this tremorsense, your earth blasts and composite blasts that have the earth trait don’t allow creatures that you detect with your tremorsense to benefit from concealment against you.
== Waterdancer [3] (water) ==
Casting: Material (free), Somatic (free)
Duration: until dismissed
You create a low-cresting wave of water that carries you along the surface of water or the ground. When moving across level ground, your speed increases by 10 feet. If going downhill, your speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill.
While swimming, the slipstream increases your swim speed by 20 feet - if you do not have a swim speed you gain a swim speed of 20 ft.
== Windsight, Greater [5] (air) ==
Casting: Material (free), Somatic (free)
Range: 480 feet; Area: 20-foot spread; Targets: an open flame
Duration: see below
You can send a slight breeze in a path up to a target location and then back to where you wait. This allows you to use your windsight feat to catch a quick glimpse and hear a tiny snippet from any location that could be reached by the wind traveling that distance (the wind’s path can’t pass through openings smaller than 1 inch in diameter). The breeze travels 100 feet per round, so what you see and hear is delayed by 1 round for every 50 feet of the path. If you spend at least 10 minutes to set up a steady flow of wind, you can concentrate for up to 1 minute per level to gain continuous visual and auditory information for as long as you concentrate, delayed by 1 round for every 100 feet the wind travels (since the steady flow of wind has to travel only one way). While there is no invisible sensor to detect with this ability, creatures along the path of the breeze may notice a light wind, though it may not seem out of the ordinary.__NOEDITSECTION__
Category:Homebrew