Hit Die: d8.

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The kineticist's class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Disable Device (Int), Knowledge(engineering).

Skill Ranks per Level: 4 + Int modifier.

<caption style=“text-align:left;font-weight:bold;padding:10px 0px”>Table: Kineticist</caption>


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st 0 2 2 0 Burn, basic gravity control, infusion, kinetic blast
2nd +1 +3 +3 +0 kinetic cushion
3rd +2 +3 +3 +1 infusion
4th +3 +4 +4 +1 gravity control
5th +3 +4 +4 +1 Infusion, infusion specialization 1,
6th +4 +5 +5 +2 Air Shroud
7th +5 +5 +5 +2 kinetic element, internal buffer 1
8th 6/1 +6 +6 +2 Infusion specialization 2, Kinetic Healing
9th 6/1 +6 +6 +3 infusion
10th 7/2 +7 +7 +3 Skilled Technist
11th 8/3 +7 +7 +3 Infusion, infusion specialization 3, internal buffer 2
12th 9/4 +8 +8 +4 Greater Gravity Control
13th 9/4 +8 +8 +4 Infusion
14th 10/5 +9 +9 +4 Infusion specialization 4, Greater Air Shroud
15th 11/6/+1 +9 +9 +5 Disciplined
16th 12/7/+2 +10 +10 +5 internal buffer 3, ride the blast
17th 12/7/+2 +10 +10 +5 Infusion, infusion specialization 5
18th 13/8/+3 +11 +11 +6 Gather Power
19th 14/9/+4 +11 +11 +6 Infusion
20th 15/10/+5 +12 +12 +6 Infusion specialization 6, supercharge, Gravity Master

Class Features

Kineticists are proficient with all simple weapons, martial weapons, light armor, and medium armor, but not shields.

All Kinetic abilities are a standard action.  All saving throws against kinetic abilities are 10+int mod + points of burn

At 1st level, a kineticist gains basic gravity control and Kinetic blasts

Basic gravity control-
1 Burn
Range (25 ft. + 5 ft./2 levels)
You can change gravity to increase a creature's carrying capacity by half and grant a +4 bonus on Acrobatics checks to jump.
Or you can change gravity to decrease a creature's carrying capacity by half and grant a -4 on Acrobatics checks to jump. (fort save)
Each benefit lasts 1 hour or until you use basic gravity control again.

Kinetic Blast-
ranged attacks that deal an amount of damage equal to 1d6+1+int mod, increasing by 1d6+1 for every 2 kineticist levels beyond 1st.
the kineticists selects targets either within a range of her adjacent squares or within a 30 ft. line.  she must accept 1 burn point for each creature targeted

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 energy 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 energy,
 so kinetic blasts always deal full damage to swarms of any size. A readied kinetic blast can be used to deflect projectiles.


Burn (Ex)
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.


For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage. 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 an amount of burn per round equal to her int mod + her Kineticist Level.

If a kineticist chooses to accept burn when it would increase her points of burn that round higher than her int mod + her Constitution modifier, then for each point of burn she accepts, the kineticist takes 1 point of nonlethal damage per her character level.

A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Infusion (Su)

At 1st level, a kineticist gains an infusion.  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 time the kineticist uses a kinetic blast, she can apply up to one form infusion and up to one substance infusion.

The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

list of infusions
       Extended Range
     learn at 1st level
    Form Infusion

       Burn 1
       Your kinetic blast can extend in a line of 50 ft.
    Bowling Infusion
     learn at 3rd level
    substance Infusion

     Burn 3
    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 int modifier instead of your Strength modifier to determine your Combat          
     Maneuver Bonus.
   Foe Throw

   Level 3;
   substance infusion

   Burn 3

    Saving Throw Fort partial

    Your kinetic blast can throw a Large or smaller creature; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you            
    attempt to throw succeeds at a Fortitude save, it is not thrown and takes half the normal amount of damage from your blast.
    Otherwise, if your blast hits, the thrown creature takes the full amount of damage from your kinetic blast, and the thrown creature is pushed either 10 ft. or to the furthest square in the
    path of the blast.

       Extreme Range
     learn at 5th level or 13th level
    Form Infusion

       Burn 4

        Your kinetic blast can extend in a line of 100 ft or covers a 15 ft. radius.
     Projected blast
     learn at 5th level or 13th level
     form infusion

      Burn 4

       Choose a square within 50 feet. All creatures and objects in a 15-foot-radius burst centered on the square take the normal effects of your blast.

      Disintegrating Infusion
     learn at 9th level or 17th level
    substance Infusion

      Burn 5
      Saving Throw Fortitude partial

       You can use force to rip your targets apart. Against creatures, your kinetic blast deals double its normal amount of damage, but targets receive a saving throw to reduce the damage to            
      half the blast's normal amount of damage (for a total of 1/4 of the blast's increased damage). Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell
      Gravity Infusion
       learn at 9th level or 17th level

        Burn 5
        Saving Throw fortitude partial

      Your kinetic blast can create a gravitational field around a creature until the end of your next turn.  If the creature succeeds at a Fortitude save, it is not effected by the field and takes      
       half the normal amount of damage from your blast.
      Otherwise the creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity.  Attacks made with material weapons against   
      that foe receive a +2 bonus to hit.  A character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.  
      If the foe was already hit by this infusion and fails its save against a second instance of this infusion, the gravity causing the penalties to be doubled once.
        Burning Infusion
       learn at 9th level or 17th level

        Burn 5
        Saving Throw reflex partial

    Your kinetic blast ignites your foes. Whenever an infused blast deals fire damage to 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(reflex save). Against a creature on fire from this infusion, any fire kinetic blasts          
    gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.
          Chilling Infusion
       learn at 9th level or 17th level

        Burn 5
        Saving Throw fortitude partial

    Your kinetic blast chills your foes to the bone. Whenever an infused blast deals cold damage to a foe and fort save is failed, that foe is stunned for one round.  If fort save is succeeded that foe is staggered for 1 round.
          Arching Infusion
       learn at 9th level or 17th level

        Burn 5

        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.  Any robots dealt damage this way are staggered for 1 round.

        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.
        Kinetic Blade
     learn at 11th level or 19th level
     Form Infusion

       Burn 6

       You form a blade around a weapon using your kinetic abilities. You transfer the power of your kinetic blast to any object held in one hand.
      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. you must accept 1 burn for every hit after the first. The kinetic blade deals your kinetic blast damage on each hit on top of normal weapon damage. The blade disappears at the end of your turn.
       Kinetic Barrier
      learn at 11th level or 19th level
     Form Infusion

       Burn 6

       You form a barrier around your body using your kinetic abilities. The normal damage output of your kinetic blast is instead used to determine damage reduction from material objects      
       until the end of your next turn.  Creatures within 5 ft. who attack you can be affected by a substance infusion applied to the barrier as if hit by an infused blast, but the kineticist must accept 1 point of burn for each creature targeted this way.
      You can use this form infusion once as a move action.

      Composite Blast
      learn at 11th level or 19th level
      15 ft. cone, elemental damage
      Form Infusion

       Burn 6

       composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's intelligence              modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.  The type of damage is          the same as the kinetic element chosen by the kineticist.





Kinetic Cushion -
2nd level
1 burn
You cushion a fall from any height. You are constantly under the effects of feather fall

Gravity Control-
4th level
2 burn
You use your gravitic abilities to move yourself, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use gravity control again.

Infusion Specialization-
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.


Air Shroud-
6th level
3 burn
You are always surrounded by air.  The air bubble allows the creature touched to breathe underwater or in similar airless environments. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your int modifier for 1 minute per kineticist level you possess.

Expanded Element-
At 7th level, a kineticist learns to use an element such as fire, ice, or electric.  The kineticist chooses one of these 3 elements and may now create kinetic blasts of her chosen type.  When choosing an infusion, a kineticist may choose an infusion of her chosen element.

Internal Buffer-
At 7th level, a kineticist's study of her body and the forces that course through it allow her to form an internal buffer to store extra energy.

The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them.

When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.


Kinetic Healing-
8th level
5 burn
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast's damage.


Skilled Technist-
10th level
You gain a bonus equal to 1/2 your kineticist level on skill checks with knowledge (engineering) and disable device


Greater Gravity Control-
12th level
4 burn
You can use gravity control as a move action and can hover without spending an action.


Greater Air Shroud-
14th level
4 burn
You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons.
 In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.
When you accept burn to grant the benefit to others, the benefit lasts until the next time your burn is removed.


At 15th level, the kineticist  gains a +1 bonus on attack rolls, damage rolls, and DCs.


Ride the Blast
16th level
5 burn
You can use this as part of activating a kinetic blast. You send yourself along with your kinetic blast and appear at the end of the blast's path, adjacent to the blast's final target.  or at the center of the burst or spread for form infusions. This ability doesn't work with form infusions that involve melee attacks (such as kinetic blade).


Gather Power-
18th level
If she has both hands free a kineticist can gather energy as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast she uses in the same round by 2 points.
The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast used on her next turn by 4 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 6 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 = 12 + damage taken) 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.


At 20th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 3 points instead of 2. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 6 points instead of 4.


Gravity Master -
20th level
100 ft. range.
30ft radius.
6 burn
10 rounds
reverses gravity in an area, causing unattached objects and creatures in the area to fall toward any direction. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the duration ends. At the end of the duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself. Creatures who can fly or levitate can keep themselves from falling.



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