kineticist -
Overwhelming-soul
Alignment: Any.
Hit Die: d8.
BAB +9/+4
Saves +12/+12/+6
Class Skills
The kineticist's class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier
Class Features
The following are the class features of the kineticist.
Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.
Elemental Focus (Su) Void (chaokineticist) [No AoO's]
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), Void (chaokineticist) or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis, basic chaokineticist as a bonus wild talent.
See Elements for the specific abilities granted by each element.
1: Basic Chaokinesis [AoO's]
Element void; Type utility (Sp); Level 1; Burn 0
You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature's carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.
Each benefit lasts 1 hour or until you use basic chaokinesis again.
Mind Over Matter (Ex)
An overwhelming soul uses her Charisma modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution based wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitution based effects of all her wild talents. She adds Bluff and Diplomacy to her list of kineticist class skills.
This ability alters the kineticist's class skills and the key ability score of wild talents.
Wild Talents x10
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 Charisma modifier.
The kineticist uses her Charisma 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.
1:Void Healer [AoO's]
[HP 10d6+10 healed] [Can use Gather Power]
Element void; Type utility (Sp); Level 1; Neg Level 1
This functions as kinetic healer, except it heals undead (and others healed by negative energy).
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing undead creature of an amount of damage equal to your kinetic blast's damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can't be healed by any means until the recipient takes a full night's rest.
2:Elemental Whispers
Element(s) universal; Type utility (Su); Level 1; 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. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.
3:Eyes of the Void
Element void; Type utility (Su); Level 2; Burn —
You gain darkvision with a range of 60 feet (if you already have darkvision, your darkvision's range increases by 30 feet).
4:No Breath [No AoO's]
Element void; Type utility (Su); Level 2; Burn —
Prerequisite(s) emptiness
You gain no breath, as per the universal monster ability, and you can survive in the vacuum of space.
5:Elemental Whispers, Greater
Element(s) universal; Type utility (Su); Level 3; Burn 0
Prerequisite(s) elemental whispers
Your friendship with the elements has grown. You gain your choice of a wysp or Small elemental of your primary element as an improved familiar, without needing to meet any of the usual prerequisites for gaining such a familiar. Unlike with elemental whispers, this improved familiar acts in all ways like a familiar: it’s always manifested, it has hit points equal to 1/2 your own, and so on. You no longer receive the familiar benefits from the original creature you selected. If your improved familiar dies, you can still contact its voice in your mind and gain the Alertness feat, but you can’t cause it to manifest. If you pay the usual costs for replacing a familiar, you manifest a new form for your elemental friend.
6:Eyes of the Void, Greater
Element void; Type utility (Su); Level 5; Burn —
Prerequisite(s) eyes of the void
You can see in darkness, as per the monster special ability.
7:Spark of Life
Element(s) universal; Type utility (Sp); Level 5; Burn 0
You breathe a semblance of life into elemental matter, which takes the form of a Medium elemental of any of your elements as if summoned by summon monster IV with a caster level equal to your kineticist level, except the elemental gains the mindless trait. Each round on your turn, you must take a move action to guide the elemental or it collapses back into its component element. By accepting 1 point of burn, you can pour a bit of your own sentience into the elemental, removing the mindless quality and allowing it to persist for 1 round per kineticist level without requiring any further actions. At 12th level, you can choose to form a Large elemental as if by summon monster V; at 14th level, you can choose to form a Huge elemental as if by summon monster VI; at 16th level, you can choose to form a greater elemental as if by summon monster VII; and at 18th level, you can choose to form an elder elemental as if by summon monster VIII.
8:Suffocate
Element(s) aether, air, void, or water; Type utility (Sp); Level 6; Burn 0
Saving Throw Fortitude partial; Spell Resistance yes
You use aether to choke a creature within 120 feet, air to create an area of unbreathable air around it, or water to fill its throat with water. If your target needs to breathe, it must hold its breath for as long as you concentrate. On each of its turns, it can attempt a Fortitude save in order to speak, but it can breathe only if your concentration breaks, you leave the 120-foot range, or you break line of effect. You can accept 1 point of burn when activating this wild talent in order to expel the air from your target’s lungs. If you do so and the target fails its first Fortitude save, it becomes disabled and is reduced to 0 hit points, and on its second failed Fortitude save, it falls unconscious and is reduced to –1 hit points.
9:Ride the Blast
Element(s) 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).
10:Curse Breaker
Element(s) void; Type utility (Sp); Level 4; Burn 0
Prerequisites emptiness
The power of void protects you from curses and allows you to remove or suppress them. You gain a +4 bonus on saving throws against curses and hexes. You can accept 1 point of burn as a standard action to attempt a caster level check to remove a curse on yourself or another as per remove curse. If the curse normally could not be removed by remove curse, you can instead suppress the curse until the next time your burn is removed with a successful caster level check. When your burn is removed, you can choose not to remove the burn you spent in this way to continue suppressing the curse without interruption. If you die, any curse suppressed in this way returns instantly.
-:Kinetic Restoration From feat
Element(s) universal; Type utility (Su); Level 3; Burn 1
You recover from 1d4 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution).
This also eliminates any fatigue that you suffer, and improves an exhaustion condition to fatigued.
If you have the kinetic healer utility wild talent, you can use both kinetic restoration and kinetic healer on the same target with one standard action.
Kinetic Blast (Sp) [AoO's]
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), 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.
Simple Blasts
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 Charisma 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 Charisma modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
Gravity Blast RA 10d6+8+6 [20d8+8+6] 30' [AoO's]
Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning
You manipulate gravity to distort and buffet your foe's body.
Gather Power (Su) -2 Burn [No AoO's]
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 (Su) x8 [No AoO's]
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.
1:Extended Range [No AoO's]
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.
2:Kinetic Blade [No AoO's]
Element(s) universal; Type form 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. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) 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. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power. 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 wild talent 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. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.
3:Kinetic Fist [No AoO's] [+1d6]
Element(s) universal; Type form infusion; Level 1; Burn 1[-1]
Associated Blasts any
Saving Throw none
You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Cha modifier.
4:Darkness Infusion
Element void; Type substance infusion; Level 3; Burn 2
Associated Blasts: gravity, negative, void
Saving Throw: none
Your kinetic blast creates darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a darkness effect that lasts until the end of your next turn. This effect counts as a 3rd-level darkness spell.
5:Extreme Range
Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 480 feet.
6:Vampiric Infusion
Element void; Type substance infusion; Level 5; Burn 3
Prerequisite void healer
Associated Blasts negative, void
Saving Throw none
Your kinetic blast can drain your foes’ vitality to replenish your own. If your blast hits (or the enemy fails its saving throw against a blast without an attack roll), you can activate the void healer utility wild talent on yourself by accepting its burn cost; you don’t need to take an action to do so. The void healer utility wild talent heals you when used in this way even if you are a living creature.
7:Darkness Infusion, Greater
Element void; Type substance infusion; Level 6; Burn 4
Prerequisite(s) darkness infusion
Associated Blasts: gravity, negative, void
Saving Throw: none
Your blast creates supernatural darkness, as per the darkness infusion, except it acts as deeper darkness and counts as a 6th-level darkness spell.
8:Enervating Infusion
Element void; Type substance infusion; Level 7; Burn 4
Associated Blasts: negative, void
Saving Throw: Fortitude negates
Your kinetic blast drains life force. Foes that take damage from your infused blast also take 1 temporary negative level. Negative levels from this infusion fade after 24 hours and never become permanent.
Elemental Defense (Su) [No AoO's]
At 2nd level, a kineticist gains her element's defense wild talent.
1: Emptiness
Element void; Type defense (Su); Level —; Burn 0
Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects.
You can dismiss and restore this effect as an immediate action.
Overwhelming Power (Ex) +6TH +6DMG
At 3rd level, an overwhelming soul gains a +1 bonus on attack rolls and damage rolls with her kinetic blasts. The damage bonus doesn't apply to kinetic blade, kinetic whip, or other infusions that don't apply the damage bonus from elemental overflow. This bonus increases by 1 at 6th level and every 3 levels thereafter.
This ability replaces elemental overflow.
Infusion Specialization (Ex) -7 Burn cost
At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 2. 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 (Su) +1/+2Burn - 50% / 100% to Blasts DMG [No AoO's]
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.
Mental Prowess (Su) -1 Burn 1/Day [No AoO's]
An overwhelming soul's mind is strong enough to protect her body from the stress of channeling the elements. However, in exchange, she is unable to push her limits quite as far as other kineticists. She can't choose to accept burn, though she can use wild talents with a burn cost if she can reduce that cost to 0 points with abilities such as gather power and infusion specialization. If she would be forced to accept burn against her will (for example, if she fails a concentration check), instead of taking burn she takes 1 temporary negative level, which never kills her and can't be removed with restoration or greater restoration, but which disappears automatically after 24 hours. At 6th level, once per day, she can reduce the total burn cost of any wild talent by 1.
This ability alters burn and replaces internal buffer.
Expanded Element (Su)x2 [Void] [No AoO's]
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). 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.
Supercharge (Su) [-3]
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 (Su)
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 (Su)
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 (Su)
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).
-:Void Blast [AoO's]
Element void; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (void), expanded element (void)
Blast Type physical; Damage half bludgeoning, half negative energy
You call forth the power of the void to annihilate your foe.
-:Negative Blast RTA 20d6+4 [20d8+4] 30' [AoO's]
Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage: Negative Energy
You blast your foe with negative energy. This blast and its composite blasts never heal creatures, even if they would normally be healed by negative energy (though such creatures still take no damage).
1:Gravitic Boost
Element void; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) gravity blast, any other physical simple blast
Blast Type special; Damage see text
You infuse a simple physical blast with added gravity, increasing its damage dice from d6s to d8s; it otherwise deals damage as per the simple blast. At 15th level, you can also infuse a composite blast with gravity, though to do so you must accept 1 additional point of burn.
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Void
Like aether, void forms where elemental energy meets another material, in this case the substance of the Negative Energy Plane. Kineticists who command this strange force are referred to as chaokineticists.
Class Skill(s): A chaokineticist adds Knowledge (dungeoneering) and Escape Artist to her list of class skills.
Basic Manipulation: [AoO's]
A chaokineticist gains basic chaokinesis.
1:Basic Chaokinesis
Element void; Type utility (Sp); Level 1; Burn 0
You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature's carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.
Each benefit lasts 1 hour or until you use basic chaokinesis again.
Simple Blast: [AoO's]
A chaokineticist can select either gravity blast or negative blast as her simple blast. She gains one of them when she first selects void, and must select void again with expanded element to gain the other. She can use pushing infusion with gravity blast and void blast.
Defense:
A chaokineticist's defense wild talent is emptiness.
Wild Talents:
1st—basic chaokinesis, pulling infusion*, pushing infusion*, void healer;
2nd—eyes of the void, no breath;
3rd—darkness infusion*, gravity control;
4th—singularity*;
5th—eyes of the void (greater), gravity control (greater);
6th—darkness infusion (greater)*, suffocate;
7th—enervating infusion*;
8th-
9th—gravity master.