Kineticist

''' is a class in '. Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.

Gameplay
Role: Kineticists generally use their powers to assail their foes from range, but based on the way their talents develop, they can channel their kinetic abilities for a variety of situations. Kineticists are usually quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents.

Alignment: Any (The Dark Elemental archetype requires the Evil alignment)

Hit Die: d8

Skill Ranks per Level: 2 + 1/2 Int modifier

Proficiencies
are proficient in simple weapons and light armor.

Class Skills
Mobility, Perception, Persuasion, Stealth, Use Magic Device

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. Simple blasts are listed with their corresponding elements.

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), 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.

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

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

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

Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements.

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.

Gather Power
If she has both hands free, a kineticist can gather energy or elemental matter as a move action. 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. This ability can never reduce the burn cost of a wild talent below 0 points.

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 and additional class skills. She gains her selected element's basic utility wild talent (basic aerokinesis, etc.) as a bonus wild talent.

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.

Elemental Defense
At 2nd level, a kineticist gains her element's defensive wild talent.

She must select the expanded defense utility wild talent to gain the defensive wild talent of any element she gains via the expanded element class feature.

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.

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).

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.

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 Specialisation
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.

Expanded Element
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. She doesn't gain the defensive wild talent of the expanded element unless she later selects it with the expanded defense utility wild talent.

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.

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
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).

Elemental Focus: Air
Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow or electricity, specializing in mobility and ranged combat.

Additional Class Skills: Lore (Nature)

Simple Blast (Type/Damage): Air Blast (Physical/Bludgeoning) or Electric Blast (Energy/Electric)

Wild Talent Bonus Feats: Deflect Arrows, Lighting Reflexes, Improved Lighting Reflexes, Dodge, Combat Mobility

Defensive Wild Talent: Enveloping Winds 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%.

Elemental Focus: Earth
Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.

Additional Class Skills: Athletics and Knowledge (World)

Simple Blast (Type/Damage): Earth Blast (Physical/Bludgeoning,Piercing,Slashing)

Wild Talent Bonus Feats: Great Fortitude, Improved Great Fortitude, Endurance, Trip, Greater Trip

Defensive Wild Talent: Flesh of Stone Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level.

Elemental Focus: Fire
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.

Additional Class Skills: Lore (Nature)

Simple Blast (Type/Damage): Fire Blast (Energy/Fire)

Wild Talent Bonus Feats: Iron Will, Improved Iron Will, Persuasive, Dazzling Display, Dreadful Carnage

Defensive Wild Talent: Searing Flesh Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 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.

By accepting 1 point of burn, you can increase the damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Elemental Focus: Water
Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.

Additional Class Skills: Athletics and Lore (Nature)

Simple Blast (Type/Damage): Water Blast (Physical/Bludgeoning) or Cold Blast (Energy/Cold)

Wild Talent Bonus Feats: Bull Rush, Greater Bull Rush, Blind Fight, Improved Blind Fight, Greater Blind Fight

Defensive Wild Talent: Shroud of Water You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value.

Composite Blasts

 * Blizzard: Air+Cold (Physical/Half Piercing,Half Cold)
 * Blue Flame: Fire+Fire (Energy/Fire)
 * Charged Water: Electric+Water (Physical/Half Bludgeoning, Half Electric)
 * Ice: Water+Cold (Physical/Half Piercing,Half Cold)
 * Magma: Earth+Fire (Physical/Half Bludgeoning,Half Fire)
 * Metal: Earth+Earth (Physical/Bludgeoning,Piercing,Slashing)
 * Mud: Earth+Water (Physical/Bludgeoning)
 * Plasma: Air+Fire (Physical/Half Bludgeoning,Half Fire)
 * Sandstorm: Air+Earth (Physical/Piercing,Slashing)
 * Steam: Fire+Water (Physical/Half Bludgeoning,Half Fire)
 * Thunderstorm: Air+Electric (Physical/Half Bludgeoning, Half Electric)

Infusions
Substance Infusions:
 * Bowling Infusion
 * Element: Earth
 * Kineticist Level: 4
 * Infusion Level: 2
 * Burn: 2
 * Associated Blasts: Earth, Magma, Metal, Mud
 * You bowl your foes over with the sheer mass of your kinetic blast.
 * Attempt a Trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.
 * Burning Infusion
 * Element: Fire
 * Infusion Level: 1
 * Burn: 1
 * Associated Blasts: Blue Flame, Fire, Magma, Plasma
 * Saving throw: Reflex negates
 * Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage.  A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished.
 * Chilling Infusion
 * Element: Water
 * Kineticist Level: 10
 * Infusion Level: 5
 * Burn: 3
 * Associated Blasts: Blizzard, Cold, Ice
 * Saving Throw: Fortitude negates
 * Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is Staggered for 1 round.
 * Dazzling Infusion
 * Element: Fire
 * Infusion Level: 1
 * Burn: 1
 * Associated Blasts: Blue Flame, Fire, Plasma
 * Saving Throw: Will negates
 * Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe (and penetrates SR if applicable), that foe must succeed at a Will save or be dazzled for 1 minute, whether or not it takes damage from the blast.
 * Entangling Infusion
 * Elements: Earth or Water
 * Kineticist Level: 4
 * Infusion Level: 2
 * Burn: 3
 * Associated Blasts: Blizzard, Cold, Earth, Ice, Magma, Metal, Mud, Sandstorm
 * Saving Throw: Reflex negates
 * Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute.  If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.
 * Flash Infusion
 * Element: Fire
 * Kineticist Level: 8
 * Infusion level: 4
 * Burn: 3
 * Associated Blasts: Blue Flame, Fire, Plasma
 * Saving Throw: Will negates
 * Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its Spell Resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast.
 * Foxfire Infusion
 * Element: Fire
 * Kineticist Level: 6
 * Infusion Level: 3
 * Burn: 2
 * Prerequisites: Foxfire
 * Associated Blasts: Blue Flame, FIre
 * Saving Throw: Will partial
 * Your blast leaves behind flickering flames that reveal the target's location as per Faerie Fire for 1 minutes (or until your next turn if the target succeeds at its save). This effect occurs even if the foe doesn't take damage, as long as the attack overcomes Spell Resistance (if any).
 * Grappling Infusion
 * Element: Universal
 * Kineticist Level: 10
 * Infusion Level: 5
 * Burn: 3
 * Prerequisites: Any of (Wall, Deadly Earth, Cloud)
 * Associated Blasts: any
 * Saving Throw: Reflex negates
 * Anyone affected by your Cloud, Deadly Earth, or Wall blast must make a Reflex save. If the save fails, the creature gains the Grappled condition, but cam break free by making a combat maneuver check, Athletics check, or Mobility check as a standard action against the DC of this spell.
 * Magnetic Infusion
 * Elements: Air or Earth
 * Kineticist Level: 4
 * Infusion Level: 2
 * Burn: 2
 * Associated Blasts: Charged Water, Electric, Metal, Plasma, Thunderstorm
 * Saving Throw: none
 * Your kinetic blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including Metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a -4 penalty on Reflex saving throws to avoid metallic objects.
 * Pure-Flame Infusion
 * Element: Fire
 * Kineticist Level: 14
 * Infusion level: 7
 * Burn: 4
 * Associated Blast: Blue Flame
 * Saving Throw: none
 * You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores Spell Resistance.
 * Pushing Infusion
 * Elements: Air, Earth, or Water
 * Infusion Level: 1
 * Burn: 1
 * Associated Blasts: Air, Blizzard, Charged Water, Earth, Magma, Metal, Mud, Sandstorm, Steam, 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 Combat Maneuver Bonus.
 * Rare-Metal Infusion
 * Element: Earth
 * Kineticist Level: 6
 * Infusion Level: 3
 * Burn: 2
 * Associated Blast: Metal
 * Saving Thow: none
 * You can control the properties of metal, allowing your Metal blast to bypass Damage Reduction as if it were adamantine, cold iron, or silver (your choice). The metal you create with this infusion crumbles away shortly thereafter and has no gp value.
 * Synaptic Infusion
 * Element: Air
 * Kineticist Level: 6
 * Infusion level: 3
 * Burn: 2
 * Associated Blasts: Electric, Charged Water, Thunderstorm
 * Saving Throw: Will negates
 * Your blast sends strange electric signals through the target's obdy, scrambling its synapses and causing it to be staggered for 1 round. This infusion is a mind-affecting effect.
 * Unravelling Infusion
 * Element: Fire
 * Kineticist Level: 10
 * Infusion Level: 5
 * Burn: 3
 * Associated Blasts: Blue Flame, Fire
 * Saving Throw: none
 * Your kinetic blast burns so hot that it melts away your foe's magical effects. Whenever your infused blast hits a foe and penetrates its Spell Resistance, you can attempt a caster level check as if using a targeted Dispel Magic before determining whether the foe takes damage from the blast.

Form Infusions:
 * Blade Whirlwind
 * Element: universal
 * Kineticist Level: 10
 * Infusion Level: 5
 * Burn: 3
 * Prerequisites: Kinetic Blade
 * Associated Blasts: any
 * Saving Throw: none
 * You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reach as if with Kinetic Blade. The blade vanishes instantly after the whirlwind.
 * Cloud
 * Elements: Air or Water
 * Kineticist Level: 14
 * Infusion Level: 7
 * Burn: 4
 * Prerequisites: Extended Range
 * Associated Blasts: Blizzard, Sandstorm, Steam, Thunderstorm
 * Saving Throw: none
 * You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 50 feet of you.
 * Any time a creature enters the cloud, it takes half the normal damage from your blast, as do creatures that end their turns in the cloud. It lasts for a number of rounds equal to your Constitution modifier, or until you use the Cloud infusion again.
 * Cyclone
 * Element: Air
 * Kineticist Level: 8
 * Infusion Level: 4
 * Burn: 3
 * Associated Blasts: Air, Blizzard, Sandstorm, Thunderstorm
 * Saving Throw: Reflex half (DC Dexterity based)
 * You create a circular rush of wind. All creatures within a 20-foot-radius burst centered on you take half your blast's normal amount of damage.  The saving throw DC is Dexterity-based.
 * Deadly Earth
 * Element: Earth
 * Kineticist Level: 12
 * Infusion Level: 6
 * Burn: 4
 * Prerequisites: Extended Range
 * Associated Blasts: Earth, Magma, Metal, Mud
 * Saving Throw: none
 * You infuse the ground in a 20-foot-radius anywhere within 50 feet of you. The ground roils and buckles beneath the affected area.  Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area.  The entire area counts as difficult terrain.  This infusion lasts a number of rounds equal to your Constitution modifier or until you use it again.
 * Eruption
 * Element: Fire
 * Kineticist Level: 6
 * Infusion Level: 3
 * Burn: 2
 * Prerequisites: Extended Range
 * Associated Blasts: Blue Flame, Fire, Magma, Steam
 * Saving Throw: Reflex half (DC Dexterity based)
 * Your kinetic blast erupts from the ground in a pillar centered anywhere within 50 feet of you. The pillar affects all creatures in a 10-foot-radius cylinder.  An energy blast infused with Eruption deals its normal damage to each target, while a physical blast deals half of its normal damage.  The saving throw is Dexterity-based.
 * Extended Range
 * Element: Universal
 * Infusion level: 1
 * Burn: 1
 * Associated Blasts: any
 * Saving Throw: none
 * Your kinetic blast can strike any target within 50 feet.
 * Fan of Flames
 * Element: fire
 * Infusion level: 1
 * Burn: 1
 * Associated Blasts: Blue Flame, Fire
 * Saving Throw: Reflex half (DC Dexterity based)
 * Your kinetic blast extends in a fan of flames, damaging all creatures in a 15-foot cone. The saving throw DC is Dexterity based.
 * Fragmentation
 * Elements: Earth or Water
 * Kineticist Level: 14
 * Infusion level: 7
 * Burn: 4
 * Prerequisites: Extended Range
 * Associated Blasts: Ice, Earth, Metal
 * Saving Throw: none or Reflex half (DC Dexterity based); see text
 * You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 50 feet.  If you hit, the target takes your kinetic blast damage with no saving throw.  All other creatures within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again.  If the attack misses its target, the blast has no effect.  The saving throw DC is Dexterity-based.
 * Kinetic Blade
 * Element: Universal
 * Infusion Level: 1
 * Burn: 1
 * Associated Blasts: any
 * Saving Throw: none
 * You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter.  The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
 * You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this infusion doesn't provoke any additional Attacks of Opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier).  The blade disappears at the end of your turn.  The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and Spell Resistance as normal for a blast of its type.  The kinetic blade doesn't add the damage bonus from elemental overflow.
 * Spindle
 * Element: universal
 * Kineticist Level: 4
 * Infusion level: 2
 * Burn: 2
 * Associated Blasts: any
 * Saving Throw: Reflex negates (DC Dexterity based); see text
 * You throw a roughly 5-foot-by-10-foot spindle of elemental matter or energy up to 30 feet away, damaging all creatures within any two adjacent 6-foot squares unless they succeed at a Reflex save. An energy blast infused with Spindle deals its normal damage ot each target, while a physical blast infused with Spindle deals half its normal damage to each target.  The saving throw DC is Dexterity-based.
 * Spray
 * Element: Water
 * Kineticist Level: 8
 * Infusion Level: 4
 * Burn: 3
 * Associated Blasts: Charged Water, Water
 * Saving Throw: Reflex half (DC Dexterity based)
 * You diffuse your kinetic blast to spray out wildly. All creatures in a 30-foot cone take half your normal amount of blast damage.  The saving throw DC is Dexterity-based.
 * Torrent
 * Elements: Air, Fire or Water
 * Kineticist Level: 6
 * Infusion level: 3
 * Burn: 2
 * Associated Blasts: Air, Blizzard, Blue Flame, Charged Water, Fire, Lightning, Magma, Mud, Plasma, Sandstorm, Steam, Thunderstorm, Water
 * Saving Throw: Reflex half (DC Dexterity based)
 * A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.
 * Wall
 * Element: universal
 * Kineticist Level: 10
 * Infusion level: 5
 * Burn: 3
 * Associated Blasts: any
 * Saving Throw: none
 * You create a wall of churning elements, flensing debris, or roiling energy. Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage from an energy blast).  The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.

Wild Talents

 * Aerial Adaption
 * Element: Air
 * Type: Utility
 * Burn: 0
 * You gain an amount of electricity resistance equal to twice your current amount of burn.
 * Aerial Evasion
 * Element: Air
 * Kineticist Level: 6
 * Type: Utility
 * Burn: 1
 * Prerequisites: Enveloping Winds
 * You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain Evasion ability.
 * Evasion: Whenever you make a Reflex saving throw to determine whether you take half damage, a successful save results in no damage.
 * Celerity
 * Element: Air
 * Kineticist Level: 6
 * Type: Utility
 * 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.
 * Cold Adaption
 * Elements: Fire or Water
 * Type: Utility
 * Burn: 0
 * You gain cold resistance equal to twice your current amount of burn.
 * Elemental Whispers
 * Element: Universal
 * Type: Utility
 * Burn: 0
 * You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar.  Pick a type of creature usually allowed as a familiar when you gain this wild talent.  The familiar gains abilities as usual for a familiar of its type.
 * Enduring Earth
 * Element: Earth
 * Kineticist Level: 8
 * Type: Utility
 * Burn: ---
 * When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it's longer than 1 round.
 * Expanded Defense
 * Element: universal
 * Kineticist Level: 8
 * 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.
 * Fire's Fury
 * Element: Fire
 * Type: Utility
 * Burn: ---
 * Prerequisites: Fire Blast
 * When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.
 * Flame Shield
 * Element: Fire
 * Type: Utility
 * Burn: 1
 * Prerequisites: Searing Flesh
 * Flickering flames surround you until the next time your burn is removed. 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.
 * Foxfire
 * Element: Fire
 * Kineticist Level: 4
 * Type: Utility
 * Burn: 0
 * Prerequisites: Fire Blast
 * Saving Throw: None
 * Spell Resistance: Yes
 * You surround a creature with glowing flames that outline it, as per Faerie Fire.
 * Healing Burst
 * Element: Water
 * Kineticist Level: 8
 * Type: Utility
 * Burn: 1
 * Prerequisites: Kinetic Healer
 * Saving Throw: none
 * Spell Resistance: Yes
 * You use Kinetic Healer to heal all creatures in a 30-foot radius around you. Healing Burst heals half as much damage as normal.
 * Heat Adaptation
 * Elements: Fire or Water
 * Type: Utility
 * Burn: 0
 * You gain an amount of fire resistance equal to twice your current amount of burn.
 * Jagged Flesh
 * Element: Earth
 * Kineticist Level: 6
 * Type: Utility
 * Burn: 1
 * Prerequisites: Flesh of Stone
 * You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, 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.
 * Kinetic Healer
 * Element: Water
 * Type: Utility
 * Burn: 1
 * With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast's damage.
 * Kinetic Restoration
 * Element: universal
 * Kineticist Level: 6
 * Type: Utility
 * Burn: 1
 * You recover from 1d6 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution). This also eliminates any fatigue you suffer.
 * Kinetic Revivification
 * Element: Water
 * Kineticist Level: 12
 * Type: Utility
 * Burn: ---
 * Prerequisites: Kinetic Healer
 * You can bring an ally who died within 2 rounds back from the dead with your Kinetic Healer wild talent similarly to the Breath of Life spell, except the ally regains the normal number of hit points from the Kinetic Healer utility wild talent instead of the amount healed by Breath of Life.
 * Kineticist Bonus Feat - (Elemental Focus)
 * Choose a feat from the Wild Talent Bonus Feats list of an element you control. You do not need to meet the normal prerequisites of the feat when selecting it this way.
 * Skilled Kineticist
 * Element: Universal
 * Type: Utility
 * Burn: ---
 * You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class list.
 * Skill Focus
 * Choose a skill. You get a +3 bonus on all checks involving that skill.  If you have 10 or more ranks in the skill, this bonus increases to +6.
 * You may choose this feat multiple times, selecting a different skill each time.
 * Slick
 * Element: water
 * Type: Utility
 * Burn: 0
 * Saving Throw: Reflex negates
 * Spell Resistance: no
 * As a standard action, you call forth slippery water or ice, creating any of the effects of the Grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you posess.
 * Tidal Wave
 * Element: water
 * Kineticist Level: 18
 * Type: Utility
 * Burn: 1
 * You call forth a powerful tidal wave, as Tsunami.
 * Tremor Sense
 * Element: Earth
 * Kinteticist Level: 12
 * Type: Utility
 * Burn: ---
 * You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you Blindsight to a range of 30 feet.

Archetypes

 * Dark Elementalist
 * Psychokineticist
 * Kinetic Knight