Requirements: Firearm proficiency, Weapon focus(firearms), amateur gunslinger, Bab +6. Can not have Gun training class feature
Choose one firearm. Whenever you deal damage firing that weapon gain a damage bonus equal to your dexterity modifier.
Special: This feat may be taken multiple times applying to a different firearm each time.
Fast as Lightning
Requirements: Base Reflex of 6 or more
You retain your dexterity modifier and dodge bonuses to your AC when being attacked with firearms.
Mana Wastes Magician.
Wastes magicians learn to rely on their wits rather than their spells. They accept greatly reducing arcane abilities to survive in the mana wastes. Mana wastes magic rules are found here
Reduced spell casting.
Mana wastes magicians may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
A wastes Magician learns 2nd level spells at 4th level. 3rd level spells at 6th level. 4th spells at 8th level. Etc.
This alters spellcasting.
Survival of the fittest.
Mana Wastes Magicians increase their class hit die to d8 and gain Base attack bonus at a rate of 0.75 per hit die.
This alters HD and Bab
School of Blythir
The school of magic found in the wastes is considered a bit mad and not on good terms with other arcane colleges. A Mana waste magician must choose 3 opposition schools.
Mana Wastes magicians must choose an object as their arcane bond. Spells cast using the bonded objects special ability never have spell failure chance due to dead magic zones.
This alters arcane bond.
At 5th, 10th, and 15th level mana wastes magicians may use their bonded object to cast a spell from their spell book an additional time per day.
Also long as the Magician has their bonded object equipped, they reduce their spell failure chance by 5, 10, and then 15% for spell failure related to dead magic zones.
This replaces the bonus feats gained at 5th, 10th, and 15th level.
Dead magic Master
At 20th level a Mana Wastes Magician may always cast spells in dead magic zones. Even if a demiplane has the dead magic property or the Magician is in an anti magic field. This replaces the bonus feat gained at 20th level.
Some kineticists master their power only to manipulate many objects at once rather than forcefully toss one at a time.
An Aethertech Gunner must select Aether for their primary element.
A Aethertech gunner gains proficiency with all firearms. This alters weapon and armor proficiency.
A aethertech gunner may gather power when only 1 hand is occupied by a firearm. They may take their hand off of a two handed firearm and return it in the same round. This alters gather power
At 1st level, an Aethertech Gunner gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The Aethertech Gunner also gains Gunsmithing as a bonus feat.
A Aethertech gunner gains this infusion at level 1. This replaces the infusion feature..
Element Aether; Type Form infusion; Level 1; Burn 1
Generate, load, and fire ammo for a firearm or technological weapon all in one round. This bullet has no misfire chance. And deals damage as normal for the weapon it is loaded into. It deals additional damage based on the number of dice used for the kineiticst blast of the level of the kineticist +Half their constitution modifier. Example, 1st level 1+Half con, 3rd level 2+Half con, 7th level 4+half con. These bullets persist for 1 minute if not fired immediately.
Improved Aether Shot:
At 3rd level Aether shot now allows the firearm to fire at twice its normal range increment.
Elemental overflow only applies its damage and attack bonus to attacks made with Aether shot bullets. This alters Elemental overflow
Plentiful Aether Shot:
At 5th level Aether Shot infusion now generates an additional bullet at no extra cost. If the kineticist has more attacks than guns, they may generate the extra shot and then reload between firing as a free action. At 8th, 11th, 14th, 17th, and 20th levels increase the number of bullets generated by 1. This replaces infusion specialization
At 5th level an aethertech gunner may spend 1 point of burn to attune themselves with a gun until their burn is removed. This causes it to float above the aethertech and allows it to be fired once per round as a free action. It may only be loaded with the Aether shot infusion. At 9th level and every 4 levels after, the Aethertech may attune themselves with an additional firearm. Magical enhancement of the gun does not apply to a gun affected by Telekinetic gun..
This replaces metakinesis.
Aethertech Gunners must pick Aether as their expanded element. They may only learn a new wild utility talent. They also gain an additional +1 on attack and damage at 7th and 15th level. This alters expanded element
At 11th level Aethertech gunners learn the following infusion.
Element Aether; Type Form; Level 5; Burn 3.
Saving Throw: Fortitude half.
You generate a single very dangerous bullet otherwise as per Aether shot. This shot only persists for the round created. This bullet deals damage equal to the blue flame composite blast except its damage is force and is aimed against touch AC. Any gun this shot is loaded into is destroyed if the attack roll is a natural 1. If a creature is reduced to 0 or less HP it is instantly destroyed as per disintegrate. This DC is constitution based.
You also can use the shot to destroy force effects or objects as disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can’t be reduced by gather power
At 20th level an Aethertech Gunner gains all Aether wild utility talents and becomes permanently under the enhanced effects of telekinetic haul. You may accept burn to multiply this weight limit by 10 for 1 minute per kineticist level.
Mutated Alchemist: Some of those that are mutated by the wastes manage to keep their sanity. And a few others manage to master their deformities.
At first level a mutated alchemist picks a Deformity. This can not be changed. And if it is ever cured a mutated alchemist loses all archetype abilities and reverts to a standard alchemist. As the alchemist levels up their mutation is never cured but they gain abilities based on it. This replaces discoveries gained at 4th, 8th, 12th, 16th levels and grand discovery.
Deformed Arm: One hand can’t wield weapons, but gain a slam attack that deals damage as if it were one size categories larger than its actual size. If your slam is the only weapon you use that round, it gains damage from double your strength mod instead of 1.5.
At 4th level- increase the damage of the slam attack dice by one size.
At 8th level gain weapon training but only with your slam.
At 12th level your arm becomes even harder, treat the alchemist as always having a +4 shield bonus to AC.
At 16th level increase your weapon training bonus, increase the slam damage die, and the shield AC by 1
At 20th level increase your weapon training bonus, increase the slam damage die, and the shield AC by 2
Deformed Leg:The mutant’s base speed is reduced by 10 feet (minimum base speed of 5 feet), but it gains a +4 racial bonus to its CMD.
At 4th level your legs fuse together into a strange mobile tail, and you become immune to trip attempts
At 8th level your tail becomes very sticky and grippy, and you become immune to bullrush and reposition attempts.
At 12th level you bones become as loose as the ones in your tail and you become immune to grapple attempts and gain the compression ability.
At 16th level your body can lose nearly all rigidity at will and you gain the amorphous type.
At 20th You gain the split feature. Split copies of yourself only persist for 1 minute before dying off. The copy may spend a full round action reattaching itself and restoring the health lost from the split.
Shattered Mind: The mutant takes a –2 penalty to Intelligence, but gains a +2 racial bonus on Will saves and may cast mage hand at will as an extraordinary ability. All further abilities are extraordinary.
At 4th level your mental powers improve. You lose your mage hand and gain a permanent unseen servant.
At 8th level your powers turn violent. You may cast force punch a number of times per day equal to your intelligence modifier. This ability uses your HD as CL and the save is int based.
At 12th level you may cast telekinesis a number of times per day equal to your intelligence modifier. This ability uses your HD as CL and the save is int based.
At 16th level you may cast wall of force a number of times per day equal to your intelligence modifier. This ability uses your HD as CL.
At 20th level you may use your mutant powers at will.
Warped Hide: The mutant gains an additional +2 bonus to its natural armor but is unable to speak or move well. Taking a -4 on all charisma and all dexterity based skills and may not cast spells with a verbal component.
At 4th level your body begins to toughen further giving you a +2 untyped bonus to constitution. You also grows spikes on your body. This is a secondary natural weapon that deals 1d4 damage. Creatures striking you with natural weapons or melee weapons must make a reflex save or take damage from your spikes. This save is constitution based.
At 8th level the constitution and natural armor bonus increase to +4. You may now throw your spines a number times a day equal to your HD+ constitution modifier as a ranged weapon with a range increment of 50ft
At 12th level the constitution bonus increases to +6. The damage die from your spines increases by 2.
At 16th level the constitution bonus increases to +8. And your ranged spines now explode in a 15th radius and entangle foes as if they had been struck with a tanglefoot bag.
At 20th level the constitution bonus increases to +12 and you may fire spines at will.
Some bards believe in the discordant music of explosions, and invent fantastic devices to convey these explosions.
At 1st level, a Cacophanist gains one of the following firearms of her choice: blunderbuss, musket, or pistol. When chosen they must also decide Perform: Keyboard, percussion, string, or wind. All guns used by the Cacophonist are treated as instruments of that type, and in addition to firearm proficiency require at least one rank in the associated performance skill. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The Cacophonist also gains Gunsmithing as a bonus feat, all firearms made by a Cacophonist must have a performance requirement.
A Cacophonist may cast one fewer spell of each level than normal. If this reduces the number to 0, they may cast spells of that level only if their charisma allows bonus spells of that level
At 1st levelIn order to use inspire courage a Cacophonist must be activated as a free action while firing the gun. Inspirational cannon persists until the beginning of the cacophonists next turn. Lingering Performance can not extend this effect. This alters Inspire courage.
At second level whenever a Cacophonist confirms a critical with a firearm they regain 2 rounds of bardic performance. The Cacophonist does not need to be using inspirational cannon or boom of personality.
This replaces versatile performance gained at 2nd level.
Boom of Personality
At 3rd level a Cacophonist may spend a round of bardic performance as a swift action to add their charisma to damage on attacks made with firearms for one round. This replaces inspire competence.
Dirge of Boom
A Cacophonist of 8th or higher level may use their performance to deafen their enemies. To be affected, an enemy must be within 30 feet and be able to see and hear the bard’s musical weapon. The target must make a fortitude save or be deafened for 1d4 rounds. This save is charisma based. This replaces Dirge of doom
At 12th level or higher as a standard action a Cacophonist may spend 4 rounds of bardic performance to grant all allies that are within 30ft of the bard an additional move action on their next turn. This also disables any fatigue or exhausted effect for one minute.
Death by sound
A Cacophonist of 20th level or higher can use his performance to cause one enemy to die in a cacophony of sound. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Fortitude save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a Sonic death effect that relies on audible and visual components.