https://www.d20pfsrd.com/races/core-races/dwarf/ https://www.d20pfsrd.com/alternative-rule-systems/paizo-rules-systems/occult-adventures/occult-classes/kineticist/ --- Standard racial: https://www.d20pfsrd.com/RACES/CORE-RACES/DWARF/#standard_racial_traits Darkvision Senses Racial Trait Dwarves can see perfectly in the dark up to 60 feet. Hardy Defensive Racial Trait Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Defensive Training Defensive Racial Trait Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Stability Defensive Racial Trait Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. --- Alternate racial: https://www.d20pfsrd.com/RACES/CORE-RACES/DWARF/#alternate_racial_traits Lorekeeper Alternate Racial Trait 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. This racial trait replaces greed. Stonesinger Alternate Racial Trait 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. This racial trait replaces stonecunning. 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. This trait replaces hatred --- Background Traits: Affinity for the Elements https://www.d20pfsrd.com/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. Indomitable Faith https://www.d20pfsrd.com/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: You gain a +1 trait bonus on Will saves. --- Elemental Focus https://www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#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. https://www.d20pfsrd.com/alternative-rule-systems/paizo-rules-systems/occult-adventures/occult-classes/kineticist/kineticist-elements/kineticist-elements-paizo-inc/#earth 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. -- Earth (SU) --- Utility https://www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#gather_power_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. -- Basic Geokinesis https://www.d20pfsrd.com/alternative-rule-systems/paizo-rules-systems/occult-adventures/occult-classes/kineticist/kineticist-elements/kineticist-elements-paizo-inc/#basic_geokinesis Basic Manipulation: A geokineticist gains basic geokinesis. 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. https://www.d20pfsrd.com/magic/all-spells/s/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. --- Burn (EX) https://www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#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. --- Gather Power (SU) https://www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#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. --- Kinetic Blast (SP) https://www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#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. -- Earth Blast (SP) https://www.d20pfsrd.com/alternative-rule-systems/paizo-rules-systems/occult-adventures/occult-classes/kineticist/kineticist-elements/kineticist-elements-paizo-inc/#earth_blast Simple Blast: A geokineticist gains earth blast as a simple blast wild talent. Earth Blast 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. --- Infusion (SU) https://www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/#infusion_su 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. -- 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. --- Point-Blank Shot (Combat) You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Studded Leather https://www.d20pfsrd.com/equipment/armor/studded-leather Light Armor Cost 25 gp; Weight 20 lbs. Armor Bonus +3; Max Dex Bonus +5; Armor Check Penalty -1 Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft. An improved form of leather armor, studded leather armor is covered with dozens of metal protuberances. While these rounded studs offer little defense individually, in the numbers they are arrayed in upon such armor, they help catch lethal edges and channel them away from vital spots. The rigidity caused by the additional metal does, however, result in less mobility than is afforded by a suit of normal leather armor. --- 3PP Empty Infusion https://libraryofmetzofitz.fandom.com/wiki/Empty_Infusion Element(s) universal; Type substance infusion; Level 1; Burn 0 Associated Blasts any Saving Throw none You know how to remove trauma from your blast. This blast deals no damage, but increases the DC of the kinetic blast by +1 as well as treating the opponent as if they had taken damage for the purpose of being affected by an infusion if they are hit by it. At 5th level, and every 5 levels thereafter, increase the DC by an additional +1. This infusion does not count against the limit of one substance infusion per kinetic blast. Improved Kinetic Cover https://libraryofmetzofitz.fandom.com/wiki/Kinetic_Cover Element(s) aether, earth, light, machine, viscera, water, or wood; Type utility (Sp); Level 3; Burn 0 Prerequisite(s) kinetic cover Your kinetic cover gains hardness 5 as well as 5 additional hit points per kineticist level you possess. Accelerated Gathering https://libraryofmetzofitz.fandom.com/wiki/Accelerated_Gathering Prerequisite(s): Gather power class feature, kineticist 5th. Benefit: When you use your gather power, you can also spend a standard action to reduce the total burn cost of a blast wild talent used on your next turn by 2. At 11th level you can spend a standard action to reduce the total burn cost of a wild talent used on your next turn by 3. Gathering power in this way ends your turn immediately. You cannot gather power on your next round as a move action to further reduce burn cost. Imprisoning Infusion https://libraryofmetzofitz.fandom.com/wiki/Imprisoning_Infusion Element(s) earth, machine, viscera, water, or wood; Type substance infusion; Level 8; Burn 4 Associated Blasts autumn, bone, crystal, earth, gore, great oak, forge, ice, junk, metal, mud, nano, petrolic, ravaging nature, rust, shatterstorm, spring, subzero, summer, tundra, warped bone, winter, wood Saving Throw Fortitude negates Your blast is capable of entombing others alive. Whenever an infused blast hits a foe and deals damage, that foe must succeed a Fortitude save or become encased in an elemental prison. This functions as the ice tomb witch hex, except the target takes the blast’s damage rather than ice tomb’s normal damage (including type of damage), and the tomb is composed of whatever matter the blast was composed of. https://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/major-hexes/hex-major-ice-tomb-su/ A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day. --- Saturation stuff Saturation: Throughout the multiverse, there are places where hyperconcentrated pools of elemental energy seep through the very fabric of existence, saturating it with primal power. Such elemental saturations, as they are called, are as common on the Elemental Planes as seashells on a beach. On other planes, though, they are rare, often difficult to reach, and frequently defended by dangerous guardians or deadly hazards. Treacherous as these locations are, they are fonts of power for kineticists, who can use them to access elemental synergies in otherwise impossible ways. A kineticist who finds an elemental saturation can attempt to attune herself to it. Finding such a place can be a quest in itself, though, and attunement might require a challenging ritual. The rewards are well worth it, as a kineticist who successfully attunes herself to an elemental saturation typically gains access to unique and wonderful powers. Usually, attunement grants the ability to learn a special wild talent, but each saturation is a unique convergence of elemental power, and the possibilities for dedicated kineticists are endless. Geokineticist: Earth saturations are most common in the deep, dark places of the world, especially in subterranean geode caverns. Such caves are full of crystals infused with the energy of the Elemental Planes of Earth. A geokineticist must spend 9 days in quiet contemplation in a fetal position amid these crystals, succeeding at a DC 20 Knowledge (dungeoneering) check each day. Crystals gradually grow on her until she is completely covered. If she fails a check, she must start over, and after each failure she must succeed at a DC 20 Fortitude save or develop a deformity from the mutant template. At the end of the ninth day, she emerges reborn, with the earth child wild talent in place of one of her 3rd-level or lower utility talents. A geokineticist can halt this attunement at any point without incurring negative effects. Earth Child: Blending your form with crystal, you have transmuted yourself into something akin to an oread. You keep your original racial abilities (including your ability score adjustments, but not your movement speed) and also gain all oread racial abilities (including an oread’s movement speed and the outsider [native] type) except for ability score adjustments. You have the crystalline form alternate racial trait instead of earth affinity, but cannot otherwise choose alternate racial traits. My take: I have no idea what the consequences may be, but if it makes sense I'm interested in tying all of this into the Resonance. I can see the character becoming almost an extension of the Resonance if/when his saturation is completed - for better or for worse :) https://www.d20pfsrd.com/alternative-rule-systems/paizo-rules-systems/occult-adventures/occult-classes/kineticist/kineticist-elements/ https://www.d20pfsrd.com/alternative-rule-systems/paizo-rules-systems/occult-adventures/occult-classes/kineticist/kineticist-elements/kineticist-elements-paizo-inc/#earth_child