God-Touched Kineticist

Some kineticists, like oracles, are instruments of strange powers. They each have a curse, and wield unusual powers alongside their elemental powers. These are the god-touched kineticists. A god-touched kineticist often has a sense of affinity with oracles, even though the former are not spellcasters.

Kineticist’s Curse (Ex)

Each god-touched oracle has a curse, just like an oracle. The particular curse is chosen at 1st level, and once made, it cannot be changed.

Treat the god-touched kineticist’s level as their oracle level for purposes of determining the effects. A godtouched kineticist cannot have a curse that grants bonus spells unless they possess a kineticist archetype which grants them spells up to the highest level that curse provides (for example, they must possess a kineticist archetype which allows them to cast 7th-level spells to select the haunted curse).


At 3rd level, and every four levels thereafter, a god-touched kineticist gains a revelation from a mystery connected to their element:

  • Air: Wind
  • Earth: Stone (and Metal, if they possess metal blast)
  • Fire: Flame, Solar and Volcano
  • Machine: Clockwork and Metal
  • Mind: Lore
  • Poison: Plague
  • Time: Time
  • Void: Bones, Dark Tapestry, and Heavens
  • Water: Waves (and Winter, if they possess cold blast or ice blast)
  • Wood: Life, Nature, and Wood

A god-touched kineticist cannot select aether, light, sound, or viscera as their primary element or for their expanded element. Treat the god-touched kineticist’s level as their oracle level for purposes of determining the effects of each revelation. Where relevant, the saving throw DC against a god-touched kineticist’s revelation is equal to 10 + the spell level + the god-touched kineticist’s Constitution modifier. Note that some revelations are not appropriate for a kineticist to gain, because they modify spells or abilities that a kineticist does not have.

GMs may wish to expand the possible mysteries from which a god-touched kineticist can select revelations to fit an element which normally could not be used with this archetype.

This ability alters elemental focus and expanded element and replaces the 2nd, 6th, 10th, 14th, and 18th-level utility wild talents. This doesn’t prevent this archetype from being used with other archetypes that alter elemental focus or expanded element so long as they still allow the kineticist to choose air, earth, fire, machine, mind, poison, time, void, water, or wood as their primary or expanded elements (other elements may be added to this list at GM fiat).

God-touched kineticists can manifest the following unique mutation:

Burncursed Mutation

Some kineticists are cursed by the patron spirits which provide their gifts, typically as a test to the individual to prove their worthiness. In rare instances, a kineticist can learn to transmute the pain they suffer from exerting their power into magical effects, making them seem that much more like an oracle.

Restrictions: Must possess the burn and kineticist’s curse class features.

Benefit(s): A god-touched kineticist with this mutation can select a curse which would normally add spells to an oracle’s spell list (or they can keep their current curse if it does so, if they already possess one through another class feature). They use spells gained this way as if they were universal utility wild talents with a spell level equal to that which an oracle would normally treat it. Any effects dependent upon a mental ability score instead use the god-touched kineticist’s Constitution score. To use a spell gained this way, the god-touched kineticist must accept an amount of burn equal to half the effective spell level.

Drawback: Spells gained this way are not learned as spells or added to or included in any spell lists, even if the god-touched kineticist has a cleric’s spell list and could normally learn spells of that level. Whenever they accept burn, a god-touched kineticist with this mutation takes an additional point of nonlethal damage per three kineticist levels they possess for each point of burn they accept (they take this additional damage even if they normally wouldn’t receive nonlethal damage from accepting burn).

Hex Kineticist

Some assume that the power of a kineticist is theirs and theirs alone, but there are those who share this power with a magical creature, the two forming a symbiotic relationship.

In such pairings, a familiar is a vital part of a kineticist’s personal growth, as the two advance in power as a single entity. The familiar’s powers help their master understand the darker arts of their powers, granting insight into how to harness the power of hexes. The kineticist provides the innate power that fuels their familiar’s growth, the two perfectly synchronized with each other in all situations.

Devoted Servant (Ex)

At 1st level, a hex kineticist gains a familiar, treating their kineticist levels as witch levels for the purpose of their familiar and its abilities.

If a hex kineticist’s familiar is killed, the damage dice of their kinetic blast damage is reduced by 1/2 (to a minimum of 1 damage die) until they gain a new one, in the same manner as a witch replaces a lost familiar.

This replaces the basic utility wild talent.

Kinetic Curse (Su)

At 2nd level a hex kineticist gains a hex, as per the witch class feature. At 6th level and every 4 levels after, a kineticist can select a hex in place of a utility wild talent, treating their kineticist level as their witch level. A kineticist treats their Constitution score as their Intelligence score for the purpose of DCs and effects for hexes.

This ability replaces the 2nd-level wild talent and alters utility wild talents.

Imbued Familiar (Sp)

At 3rd level a hex kineticist’s familiar gains an element, as per the kineticist’s elemental focus class ability, but does not gain a simple blast or basic utility wild talent. The hex kineticist can accept 1 burn to imbue their familiar with a simple blast associated with that element, which it can use to make an attack with its kinetic blast that deals half of the damage dice of their master’s simple kinetic blast. Accepting burn in this fashion reduces the damage dice of the hex kineticist’s kinetic blasts by half rounded up (for example, if a kineticist with a 3d6 kinetic blast used this ability, their familiar would gain a kinetic blast that deals 1d6 damage, while the kineticist would deal 2d6 with their own kinetic blast). If their familiar does not possess any prehensile limbs, it can use any body part to deliver its blast so long as that body part is associated with a natural attack it possesses (such as a crab’s pincers or a wolf ’s mouth), but if it possesses neither prehensile limbs nor any natural attacks, it cannot deliver kinetic blasts.

This replaces the 3rd-level infusion and the familiar’s deliver touch spells ability.

Elemental Bond (Su)

At 7th level, the hex kineticist gains hex synthesis as a bonus infusion. In addition, their familiar gains a 1st level infusion and infusion specialization, as per the kineticist class feature, treating itself as a 5th-level kineticist for this purpose. Their familiar cannot apply an infusion to a blast if it would cause them to accept burn.

The hex kineticist and their familiar each gain Interweave Composite Blast as a bonus feat.

This replaces the 7th-level expanded element.

Hex Synthesis

Element(s): universal; Type substance infusion; Level 3; Burn 2

Prerequisite(s): hex kineticist 7th

Associated Blasts: any

Saving Throw: see text

You know how to fuse hexes into your blast, allowing you to combine any non-major hex that requires a standard action and affects 1 target into your blast. All creatures that take damage from this blast must make a save against the hex added to this blast. This blast counts as targeting a creature for the purposes of how many times per day they can be targeted by a hex. The blast’s aura gains the curse descriptor.

Expanded Element (Su)

At 10th level, a hex kineticist gains the expanded element class feature.

This replaces the 10th-level utility wild talent.

Greater Elemental Bond (Sp or Su)

At 15th level, the hex kineticist’s familiar gains an additional infusion up to 2nd level and treats itself as an 8th-level kineticist for the purpose of its infusion specialization ability. The hex kineticist may now select major hexes with their kinetic curse ability, gaining one major hex as a bonus hex. In addition, they can increase the burn cost of their hex synthesis infusion by 1 to apply a major hex to it.

This replaces the 15th-level expanded element.

True Elemental Bond (Sp)

At 20th level, a hex kineticist can accept 1 point of burn as a standard action to change any of their hexes or major hexes that aren’t being used as a prerequisite for another hex into any other hex of the same type (hex or major hex) for 24 hours. Their familiar also gains an additional infusion up to 3rd level and treats itself as an 11th-level kineticist for the purpose of its infusion specialization ability.

This replaces omnikinesis.


Some people just don’t get hurt easy. Such people are the ultimate survivors: blessed—or cursed – to endure horrors untold without a scratch, suffering abject agonies that would shatter any dozen lesser creatures.

Of course, the heart and mind of such a creature are not likewise invulnerable; an indomitable may well find herself weeping, alone and unscarred, bowed amongst the devastated remains of all that she once loved and held dear. Anyone can burn out eventually, beaten by the pain itself.

Elemental Focus

An indomitable must select earth as their elemental focus at 1st level.

This alters elemental focus. This doesn’t prevent this archetype from being used with other archetypes that alter elemental focus so long as they still allow the kineticist to choose earth as their primary element.

Limited Versatility (Ex)

An indomitable does not gain basic geokinesis utility wild talent, cannot learn utility wild talents, and cannot gain the Extra Wild Talent feat.

Fighting Focus (Ex)

At 1st level, while attacking with an unarmed strike, an indomitable treats their base attack bonus from kineticist levels as equal to their indomitable level. Their unarmed strike deals 1d6 points of damage (1d4 if they are Small).

At 5th level, an indomitable gains a +1 bonus on attack rolls and damage rolls with their kinetic fist. This bonus increases by 1 at 9th level and every 4 levels thereafter.

They gain these benefits only when wearing light or no armor, not using a shield, and carrying a light load.

If they choose earth as their 7th-level expanded element, they do not gain a bonus wild talent for doing so.

This alters the 7th-level expanded element. This doesn’t prevent this archetype from being used with other archetypes that alter the 7th-level expanded element so long as they don’t alter or replace the bonus wild talent learned as part of that class feature.

Unbreakable Fist (Su)

At 1st level, an indomitable gains Improved Unarmed Strike as a bonus feat. They gain kinetic fist as a bonus infusion and it costs 0 points of burn instead of 1.

They cannot use their kinetic blast without a form infusion. They cannot use their kinetic blast with the chain, extended range, extreme range, foe throw, flurry of blasts, or many throw form infusions, nor can they use their kinetic blast with any form infusion that requires a ranged attack roll or a ranged touch attack roll.

This alters kinetic blast.

Ordinary Power (Ex)

An indomitable – as long as they have not selected an element other than earth for their elemental focus or expanded element – appears to be both a normal and non-magical member of their race.

They may freely pass for mundane even while using their elemental overflow or gather power class abilities, and such abilities can be detected by detect magic or similar divinations only if the caster succeeds on a caster level check with a DC of 11 + their kineticist level. If an indomitable ever gains command over another element – such as aether, fire, or water -they always reveal their power as normal when using their abilities, even when using earth wild talents.

Bonus Feats

At 2nd level, and every two levels thereafter, an indomitable can gain a single bonus feat from the following list: Absorb Violent Energies, Bloody Assault, Bludgeoner, Combat Expertise, Counterpunch, Cleave, Cudgeler Style, Cudgeler Sweep, Cudgeler Takedown, Dazing Fist, Deflect Arrows, Destructive Persuasion, Diehard, Dodge, Endurance, Felling Smash, Force-Focusing Oath, Furious Focus, Godhood From the Bottom of a Bottle, Great Cleave, Great Fortitude, Greater Vital Strike, Heroic Defiance, Heroic Recovery, Improved Bull Rush, Improved Great Fortitude, Improved Vital Strike, Kinetic Leap, Power Attack, Psycho-Crusher, Reverse-Feint, Staggering Fist, Terrifying Blow (the unarmed strike of an indomitable is treated as a slam natural attack for purposes of this feat), Toughness, Vital Strike, Weapon Focus (unarmed strike).

An indomitable must meet all of the normal prerequisites for any feat selected, save for racial prerequisites.

This replaces utility wild talents.

Never Been Sick Since (Ex)

At 3rd level, an indomitable is immune to all diseases, including supernatural and magical diseases, including mummy rot.

This replaces the 3rd-level infusion.

Lethal Striking Power: At 5th level, an indomitable can accept 2 additional points of burn when using kinetic fist to increase that infusion’s damage by one step (1 > d2 > d3 > d4 > d6 > d8 > d10 > d12). At 9th level, they can instead accept 3 additional points of burn to increase the damage by two steps. At 13th level, they can instead accept 4 additional points of burn to increase the damage by three steps. Damage cannot be increased above d12s in this manner. All of these options count as burn from a form infusion and can thus be reduced by infusion specialization.

This ability replaces the 5th, 9th, and 13th-level infusions.

Indomitables may learn the following unique feat:


Prerequisite(s): Indomitable 1st, expanded element class feature

Benefit(s): You can select Extra Wild Talent as a bonus feat with your bonus feats class feature. When selecting a wild talent with Extra Wild Talent, you cannot select your primary element unless you’ve chosen it as an expanded element.

Section 15: Copyright Notice

Ultimate Kineticist Compendium © 2019, Legendary Games; Lead Developer Onyx Tanuki.

scroll to top