Arcane Innate Spells DC 17, attack +7; Cantrips Caustic Blast, Ignition
Kineticist Gates: Wood, Air
Impulses:
Four Winds (Air, Impulse, Kineticist, Primal) Mimicking the anemoi - monarchs of the four winds - you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its Speed. If it has a fly Speed, it can instead Fly up to half its fly Speed. Level (10th) The targets move up to full Speed instead of half.
Hail of Splinters (Impulse, Kineticist, Overflow, Primal, Wood) A fusillade of jagged splinters flies from you. Creatures in
a 30-foot cone take 1d4 piercing damage and 1d4 persistent bleed damage with a basic Reflex save against your class DC.
Level (+2) Each type of damage increases by 1d4.(2d4, 2d4)
Lightning Dash (Air, Electricity, Impulse, Kineticist, Move, Overflow, Polymorph, Primal) For an instant, you transform
yourself into a being of pure lightning and fly forward, shocking anyone in your way. You propel yourself forward in a 30-foot
line. You can move through creatures during this movement, and this movement doesn’t trigger reactions that are triggered by
movement. Each creature you move through takes 2d12 electricity damage with a basic Reflex save against your class DC.
You return to your normal form in the final square of the line. If you’re in the air, you fall unless you have a fly Speed.
Level (+3) The length of the line increases by 5 feet, and the damage increases by 1d12.
Elemental Blast (Attack, Impulse, Kineticist, Primal) With a wave of your hand, you collect elemental matter from your
aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee
or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental
Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier.
The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical
damage type adds its trait to the blast.
• Air 1d6 electricity or slashing, 60 feet
• Earth 1d8 bludgeoning or piercing, 30 feet
•Fire 1d6 fire, range 60 feet
• Metal 1d8 piercing or slashing, 30 feet
• Water 1d8 bludgeoning or cold, 30 feet
• Wood 1d8 bludgeoning or vitality, 30 feet
Critical Success The target takes double damage.
Success The target takes full damage.
Level (+4) The damage increases by one die.
Base Kinesis (Impulse, Kineticist, Primal) It's trivial for you to create some of your element or alter a portion of it that
already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target
must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in
place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options,
though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless
otherwise noted.
• Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The
element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts
light and can ignite flammable substances.
• Move Move an existing piece of the element up to 20 feet in any direction. If you
bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
• Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects
only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The
range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
Channel Elements (Aura, Kineticist, Primal) Requirements Your kinetic gate isn't active. You tap into your kinetic gate to
make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental
Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your
kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the
environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your
kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the
aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can
still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
Extract Element (Impulse, Kineticist, Primal) You extract elemental matter from a creature's body to weaken it and take its
power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one
of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses,
depending on its Fortitude save against your class DC. Critical Success The creature is unaffected. Success The creature
takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the
creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your
impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that
resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from
the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your
kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first. Failure As success, but
the creature takes full damage. Critical Failure As failure, but the creature takes double damage. Level (+2) The damage
increases by 1d4.
Actions:
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or
wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for
Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat
Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to
your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Items:
Gate Attenuator (Invested, Magical) Activate (concentrate) Frequency once per day; Effect The gate attenuator casts a
1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you’re a kineticist and the spell’s element matches one
of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC
instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element’s trait if it
doesn’t already have it: air - gust of wind, earth - pummeling rubble, fire - dehydrate, metal - thunderstrike, water - snowball, or
wood - flourishing flora.
Battle Medic's Baton (Magical, Necromancy) Activate command, Interact; Frequency once per hour; Requirements You
have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for
1 hour instead of 1 day.