Kineticist
ARCHETYPEYou have, intentionally or accidentally, awoken a gateway to elemental power inside yourself and can now channel that power to devastating effect, adding an elemental arsenal to your abilities
You become trained in kineticist class DC and impulse attack rolls. Choose one element to be your kinetic element (air, earth, fire, metal, water, or wood). You gain a kinetic aura and the Channel Elements action, though you don't get to use an Elemental Blast or stance impulse when you take that action. You gain the Elemental Blast action. Your Elemental Blast does not automatically gain additional damage dice every four levels, instead requiring you to take the Improved Elemental Blast feat. You become trained in Nature; if you were already trained in Nature, you instead become trained in another skill of your choice.
You gain the Base Kinesis impulse. For the purposes of determining when the range and Bulk improvements of the action occur, your kineticist level is equal to half your level (for example, Base Kinesis for a 10th-level character with this feat would have a range of 45 feet and could affect 1 Bulk of their chosen element).
You gain a 1st- or 2nd-level kineticist feat of your choice. Your options include impulse feats for your kinetic element, as normal for a kineticist.
You gain one kineticist feat. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. Your options include impulse feats for your kinetic element, as normal for a kineticist.
The power of your elemental blast improves. The damage of your elemental blast increases by one die.
Choose a second kinetic element to add to the one you already have. You gain an impulse feat for that element. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. If you gain more kineticist feats, you can select hybrid impulses that have both your elements, as normal for a kineticist.
You become an expert in kineticist class DC and impulse attack rolls.