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GATE’S THRESHOLD

KINETICIST CLASS FEATURE 5+

You reach a new milestone in your odyssey to become in tune with your kinetic gate and must decide how to expand the gate’s power. At 5th level and every 4 levels thereafter, you choose to either expand the portal or fork the path.

  • Expand the Portal: Your gate attunes more precisely to one of your elements. Gain an impulse feat of your level or lower for one of your kinetic elements; if you have more than one element, you can choose a composite impulse (page 36). You also gain a gate junction for one of your kinetic elements. If you have no valid options for the feat—typically because you have one kinetic element and devoted your class feats to gaining that element’s impulses—you can instead select any kineticist class feat of your level or lower for which you meet the prerequisites.
  • Fork the Path: Your gate reaches to another elemental plane. Add a new element of your choice to your kinetic elements. Gain an impulse feat of your level or lower with the trait of that element. You can’t select a composite impulse feat with this feat selection.

Gate Junctions

When you gain a gate junction, you develop a specialized kinetic technique. Choose one benefit from the gate junction table for one of your kinetic elements.

  • A critical blast junction happens when you get a critical success with an Elemental Blast of the kinetic element.
  • An elemental resistance grants you resistance to damage while your kinetic aura is active. This resistance is equal to your level, and it applies to damage of any listed type or that comes from a creature or effect that has any of the listed traits. At 17th level, you gain immunity to effects with any of the listed traits. This doesn’t make you immune to creatures with such a trait. You can voluntarily forgo this resistance, immunity, or both if you want an effect to work on you.
  • You can choose an impulse junction instead of one of the listed junctions. Impulse junctions are listed under Single Gate on page 14.
  • An aura junction adds an effect to your kinetic aura when you Channel Elements.
  • A skill junction makes you trained in the listed skill and grants you the listed skill feat. If you were already trained in the listed skill, you instead become trained in a skill of your choice. While your kinetic aura is active, you gain a +1 status bonus to the listed skill; the bonus increases to +2 at 10th level and +3 at 17th level.

You can select each gate junction only once, unless noted otherwise, but you can have the same type of junction for multiple elements. You can always choose not to use a gate junction when it would normally occur. If you have multiple junctions that would apply at the same time— such as kinetic aura junctions for different elements—you can apply any number of them. (Though note that you can use only one impulse junction per round.)

GATE JUNCTIONS
Air Gate Junctions
Critical Blast Push the target up to 10 feet.
Elemental Resistance air, electricity
Aura Junction You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable.
Skill Junction Stealth, Experienced Smuggler
Earth Gate Junctions
Critical Blast If the target is on the ground, it’s knocked prone; if it isn’t on the ground, it descends up to 20 feet (you choose the distance).
Elemental Resistance earth, poison
Aura Junction Squares in the aura are difficult terrain for your enemies, but only if moving into the square would make the enemy farther away from you.
Skill Junction Athletics, Hefty Hauler
Fire Gate Junctions
Critical Blast The target takes 1d6 persistent fire damage. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator (page 224).
Elemental Resistance cold, fire
Aura Junction Enemies in your kinetic aura gain weakness to fire from your fire impulses. The weakness is equal to half your level (minimum weakness 1).
Skill Junction Intimidation, Intimidating Glare
Metal Gate Junctions
Critical Blast The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes 1d6 persistent damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator (page 224).
Elemental Resistance electricity, metal
Aura Junction Your enemies in the aura take a -1 status penalty to attacks with metal objects, and they take a -1 status penalty to AC if they’re wearing metal armor, have the metal trait, or are made of metal.
Skill Junction Crafting, Quick Repair
Water Gate Junctions
Critical Blast The blast deals 2 splash damage per damage die of the blast, with the same damage type.
Elemental Resistance fire, water
Aura Junction The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level.
Skill Junction Athletics, Underwater Marauder
Wood Gate Junctions
Critical Blast If the target of the critical hit is adjacent to a surface, roots entangle it. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull itself free. The target doesn’t become stuck if it is incorporeal, is liquid, or could otherwise escape without effort.
Elemental Resistance poison, wood
Aura Junction Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you’re 10th level or higher and to 3 temporary Hit Points if you’re 15th level or higher.
Skill Junction Survival, Terrain Expertise (forest)