Racials
Dwarves/Racial Traits/Senses
Darkvision
Dwarves can see perfectly in the dark up to 60 feet.
Source: www.d20pfsrd.com/RACES/CORE-RACES/DWARF/#standard_racial_traits
Dwarves/Racial Traits/Defensive
Defensive Training
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Source: www.d20pfsrd.com/RACES/CORE-RACES/DWARF/#standard_racial_traits
Dwarves/Racial Traits/Alternate
Fey Thoughts
Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (Nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Replaces: Hatred
Source: www.d20pfsrd.com/RACES/CORE-RACES/DWARF/#alternate_racial_traits
Dwarves/Racial Traits/Defensive
Hardy
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Source: www.d20pfsrd.com/RACES/CORE-RACES/DWARF/#standard_racial_traits
Dwarves/Racial Traits/Alternate
Lorekeeper
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Replaces: Greed
Source: www.d20pfsrd.com/RACES/CORE-RACES/DWARF/#alternate_racial_traits
Dwarves/Racial Traits/Defensive
Stability
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Source: www.d20pfsrd.com/RACES/CORE-RACES/DWARF/#standard_racial_traits
Dwarves/Racial Traits/Alternate
Stonesinger
Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability.
Replaces: Stonecutting
Source: www.d20pfsrd.com/RACES/CORE-RACES/DWARF/#alternate_racial_traits
Traits
Background Traits/Religion Traits
Affinity for the Elements
Choose an elemental lord to worship; once chosen, it cannot be changed.
Benefit(s)
Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have either the air, earth, fire, or water descriptor, depending on which elemental lord you worship.
Source: www.d20pfsrd.com/traits/religion-traits/affinity-for-the-elements/
Background Traits/Faith Traits
Indomitable Faith
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
Benefit(s)
You gain a +1 trait bonus on Will saves.
Source: www.d20pfsrd.com/traits/faith-traits/indomitable-faith/
Class Skills
Kineticist/Class Skills
Elemental Focus (SU)
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 gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.
Source: www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#elemental_focus_su
Earth Elemental Focus (SU)
Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.
Class Skills: A geokineticist adds Climb and Knowledge (dungeoneering) to her list of class skills.
Basic Manipulation: A geokineticist gains basic geokinesis.
Simple Blast: A geokineticist gains earth blast as a simple blast wild talent.
Source: www.d20pfsrd.com/alternative-rule-systems/paizo-rules-systems/occult-adventures/occult-classes/kineticist/kineticist-elements/kineticist-elements-paizo-inc/#earth
Kineticist/Class Skills
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. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. 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 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Source: www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#burn_ex
Kineticist/Class Skills
Gather Power (SU)
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.
Source: www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#gather_power_su
Kineticist/Class Skills
Kinetic Blast (SP)
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. Simple blasts are listed with their corresponding elements.
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.
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.
Source: www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#kinetic_blast_sp
Earth Blast (SP)
Element(s) earth; Type simple blast (Sp); Level -; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing
You shape earth into clumps or shards and send them flying at a foe.
Source: www.d20pfsrd.com/alternative-rule-systems/paizo-rules-systems/occult-adventures/occult-classes/kineticist/kineticist-elements/kineticist-elements-paizo-inc/#earth_blast
Kineticist/Class Skills
Infusion Wild Talents
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.
Source: www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#infusion_su
Kineticist/Class Skills/Infusion Wild Talents
Extended Range
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.
Source: www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/INFUSION-WILD-TALENTS/#extended_range
Kineticist/Class Skills
Utility Wild Talents (SP/SU)
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 Constitution modifier. The kineticist uses her Constitution 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.
Source: www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#wild_talents
Basic Geokinesis
Element(s) earth; Type utility (Sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.
Source: www.d20pfsrd.com/alternative-rule-systems/paizo-rules-systems/occult-adventures/occult-classes/kineticist/kineticist-elements/kineticist-elements-paizo-inc/#basic_geokinesis
Spells/Cantrips
Sift
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Source: www.d20pfsrd.com/magic/all-spells/s/sift/
Feats
Feats/Combat Feats
Point-Blank Shot
You are especially accurate when making ranged attacks against close targets.
Benefit(s)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Source: www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat/