Race: near-Human
Class\Level: Kineticist 9
Str: 10
Dex: 16 +3 (4th)\\ 18 +4
Con: 22 + 6 \\ 26 +8
Int: 12 +1
Wis: 15 + 2 \\ 17 +3
Cha: 16 +3 (8th) \\ 18 +4
HP: 153
BURN (Non-lethal HP): 153 (max 3\rd)
AC: 19 (touch 14, FF 15)
CMD: 20
CMB: 9+8 (telekinetics) = +17
Fort: +6 +8 + 2 = +16
Ref: +6 +4 +2 = +12
Will: +3 +3 +2 = +8
BAB: +6/+1
Kinetic Blast +12 \+13 PB (elemental overflow +3 to hit +6 damage)
Physical Blast (ranged) 5d6 +5 + 6 (CON) +1 PB
Energy Blast (ranged touch) 5d6 + 3 (1/2 CON) +1 PB
Skills: (4 + 1 INT +1\lvl) ranks \ attribute \ skilled \ misc bonus = total
(K) Know Engineering 3 +1 + 3 = +7
(K) Slight of Hand 9 +4 +3 = +16
Acrobatics 9 +4 +3 = +16
Craft
Heal
Intimidate 6 +4 +3 = +13
Perception 9 +3 +3 +2 +3 = +20
Profession
Stealth 9 +4 +3 +2 = +18
Use Magic Device 9 +4 +3 +2 = +18
Feats:
1 - Point Blank Shot
3 - extra wild talent = Air's Reach
5 - Toughness
7 - extra wild talent = Force Barrier
9 - Wpn Focus: Kinetic Blasts
Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.
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.
Kineticist level abilities
1 - Burn, elemental focus (aether), gather power, infusion, kinetic blast
2 - Elemental defense, utility wild talent
3 - Elemental overflow +1, infusion
4 - Utility wild talent
5 - Infusion, infusion specialization 1, metakinesis (empower)
6 - Elemental overflow +2, internal buffer 1, utility wild talent
7 - Expanded element (air)
8 - Infusion specialization 2, utility wild talent
9 - Elemental overflow +3, infusion, metakinesis (maximize)
Infusions: (4)
Infusion Specialization 1,2
Utility Wild Talents: (4)
Aether
Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.
Force Ward
Element aether; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward's rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn't change the number of temporary hit points available, and the temporary hit points don't recover while this ability is inactive.Force Ward
Blasts
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 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.
Telekinetic Blast
Element aether; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don't take the –4 penalty on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.
Electric Blast
Element air; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage electricity
You shoot an arc of electricity to shock a single foe.
Air Blast
Element air; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning
You batter a single foe with a gust of air.
Wild Utility Talents (4)
Basic Telekinesis
Element aether; Type utility (Sp); Level 1; Burn 0
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.
Telekinetic Maneuvers
Element aether; Type utility (Sp); Level 4; Burn 0
Saving Throw none; Spell Resistance yes
You can perform combat maneuvers as telekinesis, but you use your Constitution modifier to determine your Combat Maneuver Bonus rather than your Intelligence or Charisma modifier. If you possess the telekinetic finesse wild talent, add dirty trick and steal combat maneuvers to the list of combat maneuvers you can perform; when performing these maneuvers, determine your Combat Maneuver Bonus using your Dexterity modifier instead of your Constitution modifier.
Telekinetic Haul
Element aether; Type utility (Sp); Level 2; Burn 0
Prerequisite basic telekinesis
When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.
Ride the Blast
Element 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).
Infusions (4)
Chain
Element air; Type form infusion; Level 5; Burn 3
Associated Blasts electric
Saving Throw none
Your electric blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1d6 fewer points of damage than the last (for example, 3d6 becomes 2d6), and you can't chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die.
Extended Range
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.
Snake
Element universal; Type form infusion; Level 3; Burn 2
Prerequisite extended range
Associated Blasts any
Saving Throw none
You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.
Bowling Infusion
Element aether or earth; Type substance infusion; Level 2; Burn 2
Associated Blasts earth, magma, metal, mud, telekinetic
Saving Throw none
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.
Air's Reach
Element air; Type utility (Su); Level 1; Burn —
When using air blasts, air wild talents, or composite blasts that include air, double the blast's effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast's effective range, not the area of effect for infusions like cloud and cyclone.
Force Barrier
Element aether; Type utility (Sp); Level 5; Burn 0
Prerequisite force ward
You create an immobile sphere or hemisphere of force around your square or squares. The force barrier functions as a wall of force in all other ways. Activating this ability is a standard action, and the barrier lasts until the beginning of your next turn. Each round, just before the barrier would disappear, you can extend its duration by accepting 1 point of burn. If an attack manages to destroy the force barrier, you immediately take 1 point of burn.
Class\Level: Kineticist 9
Str: 10
Dex: 16 +3 (4th)\\ 18 +4
Con: 22 + 6 \\ 26 +8
Int: 12 +1
Wis: 15 + 2 \\ 17 +3
Cha: 16 +3 (8th) \\ 18 +4
HP: 153
BURN (Non-lethal HP): 153 (max 3\rd)
AC: 19 (touch 14, FF 15)
CMD: 20
CMB: 9+8 (telekinetics) = +17
Fort: +6 +8 + 2 = +16
Ref: +6 +4 +2 = +12
Will: +3 +3 +2 = +8
BAB: +6/+1
Kinetic Blast +12 \+13 PB (elemental overflow +3 to hit +6 damage)
Physical Blast (ranged) 5d6 +5 + 6 (CON) +1 PB
Energy Blast (ranged touch) 5d6 + 3 (1/2 CON) +1 PB
Skills: (4 + 1 INT +1\lvl) ranks \ attribute \ skilled \ misc bonus = total
(K) Know Engineering 3 +1 + 3 = +7
(K) Slight of Hand 9 +4 +3 = +16
Acrobatics 9 +4 +3 = +16
Craft
Heal
Intimidate 6 +4 +3 = +13
Perception 9 +3 +3 +2 +3 = +20
Profession
Stealth 9 +4 +3 +2 = +18
Use Magic Device 9 +4 +3 +2 = +18
Feats:
1 - Point Blank Shot
3 - extra wild talent = Air's Reach
5 - Toughness
7 - extra wild talent = Force Barrier
9 - Wpn Focus: Kinetic Blasts
Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.
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.
Kineticist level abilities
1 - Burn, elemental focus (aether), gather power, infusion, kinetic blast
2 - Elemental defense, utility wild talent
3 - Elemental overflow +1, infusion
4 - Utility wild talent
5 - Infusion, infusion specialization 1, metakinesis (empower)
6 - Elemental overflow +2, internal buffer 1, utility wild talent
7 - Expanded element (air)
8 - Infusion specialization 2, utility wild talent
9 - Elemental overflow +3, infusion, metakinesis (maximize)
Infusions: (4)
Infusion Specialization 1,2
Utility Wild Talents: (4)
Aether
Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.
Force Ward
Element aether; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward's rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn't change the number of temporary hit points available, and the temporary hit points don't recover while this ability is inactive.Force Ward
Blasts
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 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.
Telekinetic Blast
Element aether; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don't take the –4 penalty on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.
Electric Blast
Element air; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage electricity
You shoot an arc of electricity to shock a single foe.
Air Blast
Element air; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning
You batter a single foe with a gust of air.
Wild Utility Talents (4)
Basic Telekinesis
Element aether; Type utility (Sp); Level 1; Burn 0
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.
Telekinetic Maneuvers
Element aether; Type utility (Sp); Level 4; Burn 0
Saving Throw none; Spell Resistance yes
You can perform combat maneuvers as telekinesis, but you use your Constitution modifier to determine your Combat Maneuver Bonus rather than your Intelligence or Charisma modifier. If you possess the telekinetic finesse wild talent, add dirty trick and steal combat maneuvers to the list of combat maneuvers you can perform; when performing these maneuvers, determine your Combat Maneuver Bonus using your Dexterity modifier instead of your Constitution modifier.
Telekinetic Haul
Element aether; Type utility (Sp); Level 2; Burn 0
Prerequisite basic telekinesis
When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.
Ride the Blast
Element 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).
Infusions (4)
Chain
Element air; Type form infusion; Level 5; Burn 3
Associated Blasts electric
Saving Throw none
Your electric blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1d6 fewer points of damage than the last (for example, 3d6 becomes 2d6), and you can't chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die.
Extended Range
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.
Snake
Element universal; Type form infusion; Level 3; Burn 2
Prerequisite extended range
Associated Blasts any
Saving Throw none
You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.
Bowling Infusion
Element aether or earth; Type substance infusion; Level 2; Burn 2
Associated Blasts earth, magma, metal, mud, telekinetic
Saving Throw none
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.
Air's Reach
Element air; Type utility (Su); Level 1; Burn —
When using air blasts, air wild talents, or composite blasts that include air, double the blast's effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast's effective range, not the area of effect for infusions like cloud and cyclone.
Force Barrier
Element aether; Type utility (Sp); Level 5; Burn 0
Prerequisite force ward
You create an immobile sphere or hemisphere of force around your square or squares. The force barrier functions as a wall of force in all other ways. Activating this ability is a standard action, and the barrier lasts until the beginning of your next turn. Each round, just before the barrier would disappear, you can extend its duration by accepting 1 point of burn. If an attack manages to destroy the force barrier, you immediately take 1 point of burn.
Last edited by Chris on Mon May 22, 2017 6:17 pm; edited 15 times in total