Image © Paizo Publishing
1

3
XP
Image © Paizo Publishing
Character Name
Level

Abilities

Ability Modifier = (Ability Score - 10) ÷ 2

STR
DEX
CON
INT
WIS
CHA
Proficiency
0

Character

Ancestry
Background
Class
Archetypes

of

3

of

3

of

3

Skills

Acrobatics
=
DEX
Arcana
=
INT
Athletics
=
STR
Crafting
=
INT
Deception
=
CHA
Diplomacy
=
CHA
Intimidation
=
CHA
Lore:
=
INT
Medicine
=
WIS
Nature
=
WIS
Occultism
=
INT
Performance
=
CHA
Religion
=
WIS
Society
=
INT
Stealth
=
DEX
Survival
=
WIS
Thievery
=
DEX
=
=
=

Assurance May use 10 + proficiency bonus (inc level, but no other bonuses) rather than roll.


Skill Actions

Perception

Perception
=
WIS
+
+
+

Perception DC = 10 + Perception Bonus



2

Speed

Stride

Speed

Actions

Focus

1
2
3
Focus Level
=
÷ 2
Focus Points

Weapons

13
Weapon Specialisation
+2
+3
+4

Attacks

Multi-Attack Penalty
-5
-10
Agile
-4
-8
=
=
=
=
#
=
#

Health

Hit Points
hp
=
+ (
+
CON
+
) ×
+
hp
hp

Armour Class

Armour Class
AC
=10 +
DEX
+
+
+
+
+
+
AC

Raise Shield

+
AC

Shield Block Deduct hardness, then apply remaining damage to both shield and yourself.

hp
hp

Rest

10

Treat wounds, repair an item, identify an item, change armour

+
pt

Rest Healing
+
hp
=
CON
×
× 2

Recover from Fatigued, Doomed 1, Drained 1.


Saving Throws

Fortitude
FORT
=
CON
Reflex
REF
=
DEX
Will
WILL
=
WIS

Save DC = 10 + Save Bonus


Effects
#
#

3

Ancestry

Heritage
Ethnicity
1
5
9
13
17

Background


Background Skill Feat

General Feats

3
7
11
15
19

Skill Feats

2
6
10
14
18
4
8
12
16
20

Notes

Proficiencies


4

Kineticist

Kinetic Gate

Gain the element's Impulse Junction and two impulse feats

Gain an impulse feat for each element

Kinetic Aura

Channel Elements

Summon your kinetic aura, and do a 1-action elemental blast or stance impulse.

The aura allows you to use impulses.

Your aura drops if you are knocked out, use an overflow impluse or dismiss it.


19

Channel Elements as a free action at the start of your turn.

Impulses

Kineticist
Class DC
DC
=10 +
+
+

Extract Element

3
Range
30ft
Target
A creature matching one of your elements
Damage
d4
=
÷ 2
Critical Success
No effect
Success
Half damage, bypass immunity; -1 AC and saves
Failure
Full damage
Critical Failure
Double damage

Gate's Threshold

5
9
13
17

Elements

Air
Metal
Earth
Water
Fire
Wood

Composite Impulses

  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  

Kineticist Feats

1
4
8
12
16
20
2
6
10
14
18

5

Air

Gate Junctions

Impulse Junction

Before or after an air impulse, either Stride up to half your Speed or Step.

Critical Blast

When your Elemental Blast critically hits, the target takes persistent fire damage.

Persistant
1d6 +
=
Elemental Resistance

While your kinetic aura is active, you have resistance

Cold, Fire
Aura Junction

While your kinetic aura is active, enemies get weakness to your fire impulses

Weakness
=
÷ 2
Skill Junction

Trained in Intimidation

Intimidation
+1
10
+2
17
+3

Bonus while your kinetic aura is active

Reflow Elements

11

At each day's preparations, temporarily replace one impulse feat.


17
Double Reflow

At each day's preparations, temporarily replace two impulse feats.


Impulses

Elemental Blast
  
Elemental Blast
+
Elemental Blast (melee)

=
+
d6+
=1 + (
÷ 4
) d6
Elemental Blast (ranged)

=
+
d6+
=1 + (
÷ 4
) d6

6

Earth

Gate Junctions

Impulse Junction

Before or after an air impulse, either Stride up to half your Speed or Step.

Critical Blast

When your Elemental Blast critically hits, the target takes persistent fire damage.

Persistant
1d6 +
=
Elemental Resistance

While your kinetic aura is active, you have resistance

Cold, Fire
Aura Junction

While your kinetic aura is active, enemies get weakness to your fire impulses

Weakness
=
÷ 2
Skill Junction

Trained in Intimidation

Intimidation
+1
10
+2
17
+3

Bonus while your kinetic aura is active

Reflow Elements

11

At each day's preparations, temporarily replace one impulse feat.


17
Double Reflow

At each day's preparations, temporarily replace two impulse feats.


Impulses

Elemental Blast
  
Elemental Blast
+
Elemental Blast (melee)

=
+
d8+
=1 + (
÷ 4
) d8
Elemental Blast (ranged)

=
+
d8+
=1 + (
÷ 4
) d8

7

Fire

Gate Junctions

Impulse Junction

Increase damage die by one step for any two-action fire impulse

Critical Blast

When your Elemental Blast critically hits, the target takes persistent fire damage.

Persistant
1d6 +
=
Elemental Resistance

While your kinetic aura is active, you have resistance

Cold, Fire
Aura Junction

While your kinetic aura is active, enemies get weakness to your fire impulses

Weakness
=
÷ 2
Skill Junction

Trained in Intimidation

Intimidation
+1
10
+2
17
+3

Bonus while your kinetic aura is active

Reflow Elements

11

At each day's preparations, temporarily replace one impulse feat.


17
Double Reflow

At each day's preparations, temporarily replace two impulse feats.


Impulses

Elemental Blast
  
Elemental Blast
+
Elemental Blast (melee)

=
+
d6+
=1 + (
÷ 4
) d6
Elemental Blast (ranged)

=
+
d6+
=1 + (
÷ 4
) d6

8

Metal

Gate Junctions

Impulse Junction

Before or after an air impulse, either Stride up to half your Speed or Step.

Critical Blast

When your Elemental Blast critically hits, the target takes persistent fire damage.

Persistant
1d6 +
=
Elemental Resistance

While your kinetic aura is active, you have resistance

Cold, Fire
Aura Junction

While your kinetic aura is active, enemies get weakness to your fire impulses

Weakness
=
÷ 2
Skill Junction

Trained in Intimidation

Intimidation
+1
10
+2
17
+3

Bonus while your kinetic aura is active

Reflow Elements

11

At each day's preparations, temporarily replace one impulse feat.


17
Double Reflow

At each day's preparations, temporarily replace two impulse feats.


Impulses

Elemental Blast
  
Elemental Blast
+
Elemental Blast (melee)

=
+
d8+
=1 + (
÷ 4
) d8
Elemental Blast (ranged)

=
+
d8+
=1 + (
÷ 4
) d8

9

Water

Gate Junctions

Impulse Junction

Before or after an air impulse, either Stride up to half your Speed or Step.

Critical Blast

When your Elemental Blast critically hits, the target takes persistent fire damage.

Persistant
1d6 +
=
Elemental Resistance

While your kinetic aura is active, you have resistance

Cold, Fire
Aura Junction

While your kinetic aura is active, enemies get weakness to your fire impulses

Weakness
=
÷ 2
Skill Junction

Trained in Intimidation

Intimidation
+1
10
+2
17
+3

Bonus while your kinetic aura is active

Reflow Elements

11

At each day's preparations, temporarily replace one impulse feat.


17
Double Reflow

At each day's preparations, temporarily replace two impulse feats.


Impulses

Elemental Blast
  
Elemental Blast
+
Elemental Blast (melee)

=
+
d8+
=1 + (
÷ 4
) d8
Elemental Blast (ranged)

=
+
d8+
=1 + (
÷ 4
) d8

10

Wood

Gate Junctions

Impulse Junction

Before or after an air impulse, either Stride up to half your Speed or Step.

Critical Blast

When your Elemental Blast critically hits, the target takes persistent fire damage.

Persistant
1d6 +
=
Elemental Resistance

While your kinetic aura is active, you have resistance

Cold, Fire
Aura Junction

While your kinetic aura is active, enemies get weakness to your fire impulses

Weakness
=
÷ 2
Skill Junction

Trained in Intimidation

Intimidation
+1
10
+2
17
+3

Bonus while your kinetic aura is active

Reflow Elements

11

At each day's preparations, temporarily replace one impulse feat.


17
Double Reflow

At each day's preparations, temporarily replace two impulse feats.


Impulses

Elemental Blast
  
Elemental Blast
+
Elemental Blast (melee)

=
+
d8+
=1 + (
÷ 4
) d8
Elemental Blast (ranged)

=
+
d8+
=1 + (
÷ 4
) d8

11

Inventory

Kit
Items

10 light = 1 bulk

Backpack
-2

Bulk

Expendables
B
=5 +
STR
B
=10 +
STR

Armour

+
ft

Shield

hp
hp
hp

Image © Paizo Publishing

Money

pp
gp
sp
cp
Total
cp

1000 coins = 1 bulk

Scrolls


Invested Items

1
2
3
4
5
6
7
8
9
10

Potions

#
#
#
#
#
#
#
#
#
#
#

12

Level Up

Step One

Increase your level by 1 and subtract 1000 XP.

Step Two

Increase your maximum Hit Points.

Gain Hit Points
+
hp
=
+
CON
+

Step Three

Add class features from your class advancement table.

Ability boost

At levels 5, 10, 15 and 20, boost 4 different ability scores. Increase by 1 if the score is already 18 or above, or 2 if not.

Skill increase

At select levels, increase proficiency in one skill.

7

May increase a skill to master.

15

May increase a skill to legendary.

Step Four

Select feats as indicated on your class advancement table.

Ancestry feats

CRB p33

Class feats

CRB p66

General feats

CRB p255 5-1

Skill feats

CRB p255 5-2

Step Five

Add spells and spell slots if your class grants spellcasting.

Spells

CRB p297

Focus Spells

CRB p386

Step Six

Increase all of your proficiency bonuses, and add proficiencies from skill increases or other class features.

0

Increase any statistics that changed as a result of ability boosts or other abilities.

Step Seven

Adjust bonuses from feats and other abilities that are based on your level.

Advancement


1
2
3
4
5
6
7
8
9
10
11
12
13

Weapon Specialisation

14
15
16
17
18
19
20

Retraining

With your GM's permission, you can retrain certain features.

Feats
1

Replace one feat with another of the same type and appropriate level.

Skills
1

Swap out one of your skill proficiency ranks, including initial skills.

The new proficiency rank cannot exceed the rank you traded away.

Class features
1

Change a class choice. GM will tell you how long this takes — always at least a month.


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