The order in which damage is assigned between earth and aether defenses is definitely a problem. While the rules would have you reduce the damage with DR and then take the rest with temp hp or hp, this does not work well with the concept of a force ward surrounding you, plus that "these hit points are lost first, even before other temp hp". So, dunnow how they work.
Locate creature might be blocked by running water, but I don't think Locate Object is blocked the same way. So if the guards know of something that was worn by the accountant, or something that was looted, and it's unique enough, it could work.
Actually, residual tracking could help you despite the disguises, you get a clear picture of the creature and what it was wearing, and masks and different clothes don't hide your weapons, you could still locate object on them.
Auras can be tracked, but you need to be hot on heir tails to do it.
Greater Detect Magic on the scene can help your caster identify any spellcasters in the party if they meet them in the future.
Sage does not gain your skills, its 2 skill points per level are not modified by INT, but its skill checks are modified by its INT, so when you first get it, it's going to be pretty bad, still it's an almost free option to get some knowledge skills without giving up all your feats and traits for it.
In the end, with a single utility talent investment, you get Alertness, a bonus feat of some kind, and bardic knowledge.
Also, if knowledge skills are so important, maybe your two team mates could take care of one or two of them, the warpriest should at least have some know (Religion) and the Bloodrager has Arcana as a class skill, they're also human so naturally have at least one more skill point than a dwarf.
They could have easily solved most issues ditching the whole "damage the object" thing with Telekinetic blast, that's what Foe Throw is for.
But luckily the OP is still lvl 7 and not worried about all that, being mostly ranged.
I'm still not convinced ranged is the right way, but that may be my personal experience with cramped dungeons and enemies that appear in melee range
If you loosen the strands you can hit with he weapon itself, what would happen in that case?
I also think you're assuming the object thrown will have to go through the wall, which might not even happen if the "nearby object" he kineticist decides to throw is already on the same side of the wall as he target :p
Btw, being a ranged attack, it should be blocked by anything that blocks line of effect, which I believe is any barrier with a hole less than 1 square foot ? Can't remember and usually go by feeling instead of doing all the math.
Edit: LoE instead of LoS
You don't need a save or suck specialist with that Will save, when you have a pretty good chance of failing even a save vs a lv 1 spell from a wand.
I have a few doubts myself about what's affected by empower. The basic xd6+con/2 or xd6+con+x for sure, but Elemental Overflow and even Point Blank Shot? Is there a FAQ or it's just a given?
As for ability focus on kinetic blast, it's an odd one.
Other than hat, it looks fine.
I would not use a magic item for that under the current system.
I think the idea with Internal Buffer is that you charge it at the end of the day, then the next day you have that much more burn to play around with.
Smelling salts don't work like that, and even if they did something like "they wake you up even if you have more nonlethal damage than hP" they probably would not work for kineticists because of "A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage"
I'm bad with links
The simple truth is that it's unspecified.
So charging your attacks spending Ki could last 1 round, one minute, one hour, forever or anything in between.
As for he temporary HP, well, it's pretty much the same, it's unspecified, but again it's an effect of the style, so "while you're in the style stance" is definitely one of the possible durations.
I would assume 1 ki point empowers your attacks for the rest of the round. However, I have no idea if it should be until the end of your turn or until the start of your next one.
As for the initiate question... unknown, but temp hp don't have an habit of lasting forever, safest bet is 'till the end of the fight when you are no longer considered using the style.
1- I'm assuming it's two, but I agree it could have been clearer.
6- with how much he exciter changes the phantom I doubt they would stack.
Swift action to activate. Lasts 1 round. You should be able to ignore cover/concealment on all your attacks, and also on any attack of opportunity you might be allowed to take, until the beninning of your next turn.
I always suggest small races with a dex bonus for kineticists... but if you're positivie your chosen element will work, human is good too. Precise Shot will take care of the penalty for shooting in melee, but you still have to worry about soft cover, so the blade, even at lvl 1 when you have to gather power to use it, is pretty useful.
Well +20 to all stats would be about 2x the cost and 2x the time to make it. You don't have to worry too much about time at those levels, but still... it's going to take a while... and is there really that much money around?
sadly there isn't a "positive" descriptor for magic. Named descriptors are [acid, air, chaotic, cold, curse, darkness, death, disease, draconic, earth, electricity, emotion, evil, fear, fire, force, good, language-dependent, lawful, light, meditative, mind-affecting, pain, poison, shadow, sonic, and water]. This makes Holy Water do untyped(nondescript? lol) damage.
I think you're missing some :Druse for one.
Also, Kineticists add both positive and negative
If you've reached a level where you're thinking you need a +20 belt, I don't see the problem in having a player make one.
There is no caster level requirement, also, I'd like to point out that, while it may take 4 years to make the whole belt, if you start with a normal +6 belt, and improve it 2 points at a time, you have a viable item all the time... sure 4 years become 16 if done while adventuring, but who's counting at that point ?
And if we're talking about the good old 3.0 epic rules, while the fighter was waiting for his +20 belt, the wizard had a spell that would boost his INT by 60 or more.
Scary as it is, it might actually be a contruct.
The spell animate object gives some physical stats to an object and allows it to move, and it makes it a construct.
After all, even if it looks like a human now, it's still as dumb as a rock...
Well, as a summoned creature, it won't really die, but if it makes it easier, blindfold it and drive it towards the cliff and aim it at the orc, that way you're "dropping the object" and making the attack roll, not the horse (who would have some extra penalties and a 50% miss chance for being blind :p