Kineticist

Kineticist is one of the advanced classes available.

## Abilities

### Elemental Focus

At 1st level, a Kineticist chooses one primary element to focus on. This element determines how they access the raw power of the Ethereal Plane. They gain their selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) when they make this choice.

 Wood

### Kinetic Blast

At 1st level, a Kineticist gains a kinetic blast of their choice. This kinetic blast must be a simple blast that matches their element. They are listed with their corresponding elements.

As an attack roll, the Kineticist unleashes a blast at a single target up to a range of 30 feet. They must have at least one free hand (or prehensile appendage, if they don't have hands) to aim the blast. The Kinetic Blast is treated as magic for the purpose of bypassing damage reduction, while also being treated as a weapon for the purpose of feats such as Weapon Focus. The Kineticist is never considered to be wielding or gripping the blast (regardless of the effects from form infusions), and can't use Vital Strike with Kinetic Blasts. They also deal full damage to swarms of any size. 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. The effective spell level for Kinetic Blasts is equal to 1/2 the Kineticist's level, up to a maximum effective spell level of 9th at 18th level.

Each simple blast is either a physical blast, or an energy blast.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the Kineticist's Constitution modifier, increasing by 1d6+1 for every 2 Kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the Kineticist’s Constitution modifier, increasing by 1d6 for every 2 Kineticist levels beyond 1st.

Composite blasts combine elements to form a new blast. When a Kineticist gains a new element through expanded element, they gain access to all composite blasts for which they qualify. All composite blasts are listed after the Kineticist elements.

Most composite blasts are either physical or energy blasts, like simple blasts, and typically cost 2 Burn points before applying infusions or cost reductions.

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.

### Burn

At 1st level, a Kineticist can overexert themselves to channel more power than normal, pushing past the limit of what is safe for their body by accepting burn. Some wild talents allow them to accept burn in exchange for a greater effect, while others require them to accept a certain amount of burn to use that talent at all. For each point of burn they accept, the Kineticist takes 1 point of nonlethal damage per every 2 Kineticist levels. 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 3rd level, and rises by 1 additional point every 3 levels thereafter. A Kineticist can’t choose to accept burn if it would put their total number of points of burn higher than 3 + their Constitution modifier + 1/4 their Kineticist level (though they can be forced to accept more burn from a source outside their control). A Kineticist who has accepted burn never benefits from abilities that allow them to ignore or alter the effects they receives from nonlethal damage.

### Gather Power

If the Kineticist has both hands free (or all their prehensile appendages free, for unusual Kineticists), a Kineticist can gather energy or elemental matter as a move action. This creates an extremely loud, visible display in a 10ft radius centered on the Kineticist, as the energy or matter swirls around them. Gathering power in this way reduces the total burn cost of a blast wild talent they use in the same round by 1 point. The Kineticist can instead gather power as a standard action in order to reduce the total burn cost of a blast wild talent used on their next turn by 2 points (to a minimum of 0 points). They can also gather power as a full round action to reduce the burn cost on their next turn 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, they must succeed at a concentration check (DC = 10 + damage taken + effective spell level of their kinetic blast) or lose the energy in a wild surge that forces them to accept a number of points of burn equal to the number of points by which their gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

### Infusions

At 1st level, a Kineticist gains an infusion wild talent from the list of options available based on their elemental focus. They gain additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with their kinetic blasts, a Kineticist can alter their kinetic blasts to suit their 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 their kinetic blast wild talents, they 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 their 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 their infusions with another infusion of the same effective spell level or lower. They can’t replace an infusion that they used to qualify for another one of their wild talents.

### Utility 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.

Every Wild Talent has an effective spell level. A Kineticist can always select 1st-level wild talents, but they can select a Wild Talent of a higher level only if their 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 18th level).

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 their Constitution modifier on all concentration checks for Wild Talents.

In addition to the wild talents they gain from their other class features, a Kineticist selects a new utility wild talent at 2nd level, and every 2 levels thereafter. A Kineticist can select only universal wild talents or those that match their element. At 6th, 10th, and 16th levels, a Kineticist can replace one of their utility wild talents with another Wild Talent of the same level or lower. They can’t replace a Wild Talent that they used to qualify for another of their Wild Talents.

### Elemental Defense

At 2nd level, a Kineticist gains their element's defensive wild talent.

They must select the expanded defense utility wild talent to gain the defensive wild talent of any element they gain via the expanded element class feature.

### Elemenental Overflow

At 3rd level, a Kineticist’s body surges with energy from their chosen element whenever they accept burn, causing them to glow with a nimbus of fire, weep water from their pores, or experience some other thematic effect. In addition, they receive a bonus on their attack rolls with kinetic blasts equal to the total number of points of burn they currently have, to a maximum bonus of +1 for every 3 Kineticist levels they possess. They also receive a bonus on damage rolls with their 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, they gain more powerful benefits.

Starting at 6th level, whenever they have at least 3 points of burn, the Kineticist gains a +2 size bonus to two physical ability scores of their choice. They also gain a chance to ignore the effects of a critical hit or sneak attack equal to 5% × their 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 their 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 their choice, a +4 size bonus to a second physical ability score of their choice, and a +2 size bonus to the remaining physical ability score.

### Infusion Specialization

At 5th level, whenever a Kineticist uses one or more infusions with a blast, they reduce the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0.
They reduce 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, they can empower their kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, they can maximize their kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, they can quicken their kinetic blast as if using Quicken Spell.

At 17th level, by accepting 4 points of burn, the Kineticist can use their kinetic blast twice with the same attack roll, or swift action if they also use metakinesis to quicken the blast. When they use 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 their body and the elemental forces that course through it allow them 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 standard 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 their buffer, they remain indefinitely until they spend them. When they would otherwise accept burn, a Kineticist can spend 1 point from their buffer to avoid accepting 1 point of burn. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Additionally, this buffer can be used to exceed the limit on the number of points of burn the Kineticist can accept in a single turn, or their total number of burn points a day.

### Expanded Element

At 7th level, a Kineticist learns to use another element or expands their understanding of their own element. They can choose any element, including their primary element. They gain one of that element’s simple blast wild talents that they do not already possess, if any. They also gain all composite blast wild talents whose prerequisites they meet, as well as the basic wild talent of their chosen expanded element (for instance, basic aerokinesis if they choose air). See Composite Blasts for additional rules for and descriptions of composite blasts. They don’t gain the defensive wild talent of the expanded element unless they later select it with the expanded defense utility wild talent, nor do they gain the additional class skills from their expanded element unless they later select the Elemental Knowledge feat.

If the Kineticist’s expanded element is different from their primary element, they treat their Kineticist level as 4 levels lower for the purpose of determining which wild talents they can learn from their expanded element. If the Kineticist chooses to expand their understanding of an element they already have, they gain an additional utility wild talent or infusion of their choice from that element, as if from their infusion or wild talent class feature, as appropriate.

At 15th level, the Kineticist can either select a new element or expand their understanding of her original element. They can’t select the same element selected at 7th level unless it is their primary element. They gain all the benefits from their new expanded element as listed above. However, if the Kineticist selected their primary element as their expanded element at both 7th and 15th levels, their mastery of that element increases. For wild talents of their 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, the Kineticist can reduce the cost of using an infusion by an additional point when using Gather Power. That is, when gathering power as a move action, a Kineticist reduces the burn cost of an blast by 2 points, rather than one, and so on and so forth. Additionally, the Kineticist can gather power as a swift-action, reducing the cost of an infusion they use in the same round by 1 point. You cannot gather power as a swift-action in the same round that you gather power as a move action or standard action.

### Composite Specialization

At 16th level, a Kineticist becomes more adept at creating composite blasts. They reduce the burn cost of all composite blasts by 1 point.

This can’t reduce the cost of a composite blast below 0 points.

### Metakinetic Master

At 19th level, a Kineticist chooses one type of metakinesis, such as empower or quicken. They reduce the burn cost of that metakinesis by 1 point (to a minimum of 0 points).

### Kinetic Overdrive

At 20th level, a Kineticist has learned to push past their limits. The Kineticist can continue to take burn past their daily limit, at the cost of taking lethal damage instead of non-lethal damage. This does not allow them to accept more points of burn than they normally can in a single round.

## Subclasses

### Blood Kineticist

The Blood Kineticist uses their control over blood to greatly harm enemies.

### Elemental Ascetic

The Elemental Ascetic is a master of using their unarmed body with their element.

### Kinetic Knight

The Kinetic Knight uses weapons made of energy.

### Psychokineticist

The Psychokineticist uses their mind rather than body to control their power.

### Soundweaver

The Soundweaver uses their control over sound to make music.

### War Kineticist

The War Kineticist becomes more capable of handling the pain of their burn.