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Kineticist Elements

Aether | Air | Earth | Fire | Void | Water | Wood

Composite Blasts

When a kineticist chooses an element, she gains the following benefits:

Class Skills: A kineticist gains additional class skills from her primary element, but she does not gain these additional class skills from her expanded elements unless she later selects the Elemental Knowledge feat.

Basic Manipulation: A kineticist gains the basic utility of any element she selects as a bonus wild talent.

Simple Blast: A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option.

When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Defense: A kineticist gains the defensive wild talent from her primary element at 2nd level. She must select the expanded defense utility wild talent to gain the defensive wild talent of any element she gains via the expanded element class feature.

Wild Talents: Each element grants access to a number of thematic wild talents. A kineticist may gain wild talents with a maximum level of up to 1/2 her kineticist level (rounded down), but is always eligible for 1st level wild talents if she otherwise meets the prerequisites. She treats her kineticist level as 4 lower for the purpose of qualifying for the wild talents of elements she gains through the expanded elements class feature. In addition, universal wild talents, listed below, may be gained by kineticists of any element.

  • Infusion: 1st—draining infusion, extended range, kinetic blade, kinetic fist; 2nd—blade rush, focused blast, spindle; 3rd—extreme range, flurry of blasts, kinetic whip, mobile blast, snake; 5th—blade whirlwind, grappling infusion, wall; 6th—whip hurricane
  • Utility: 1st—elemental whispers, skilled kineticist; 2nd—skilled kineticist (greater); 3rd—elemental grip, elemental whispers (greater), kinetic restoration; 4th—expanded defense; 5th—kinetic form, spark of life; 6th—ride the blast; 8th—reverse shift

Saturation: Throughout the multiverse, there are places where hyperconcentrated pools of elemental energy seep through the very fabric of existence, saturating it with primal power. Such elemental saturations, as they are called, are as common on the Elemental Planes as seashells on a beach. On other planes, though, they are rare, often difficult to reach, and frequently defended by dangerous guardians or deadly hazards. Treacherous as these locations are, they are fonts of power for kineticists, who can use them to access elemental synergies in otherwise impossible ways.

A kineticist who finds an elemental saturation can attempt to attune herself to it. Finding such a place can be a quest in itself, though, and attunement might require a challenging ritual. The rewards are well worth it, as a kineticist who successfully attunes herself to an elemental saturation typically gains access to unique and wonderful powers. Usually, attunement grants the ability to learn a special wild talent, but each saturation is a unique convergence of elemental power, and the possibilities for dedicated kineticists are endless.

Each element lists an example location of an elemental saturation, as well as a detailed description of attunement to one such saturation.

Elements

Aether

Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds.

Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.

Basic Manipulation: A telekineticist gains basic telekinesis.

Basic Telekinesis

Element(s) aether; Type utility (Sp); Level 1; Burn 0

This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Simple Blast: A telekineticist gains telekinetic blast as a simple blast wild talent.

Telekinetic Blast

Element(s) aether; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing

You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).

You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

Defense: a telekineticist’s defensive wild talent is force ward.

Force Ward

Element(s) aether; Type defense (Su); Level —; Burn 0

You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level.

You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed.

If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

Wild Talents: A telekineticist qualifies for the following wild talents in addition to all those listed as universal:

  • Infusion: 1st—pushing infusion, telekinetic boomerang; 2nd—bowling infusion; 3rd—foe throw, force hook; 6th—disintegrating infusion; 8th—many throw
  • Utility: 1st—aether puppet, basic telekinesis, kinetic cover, kinetic healer, telekinetic finesse; 2nd—telekinetic haul; 3rd—self telekinesis, telekinetic invisibility, touchsight; 4th—healing burst, telekinetic maneuvers, touchsight (spying); 5th—force barrier, self telekinesis (greater), touchsight (reactive); 6th—kinetic revivification, suffocate; 7th—spell deflection; 8th—telekinetic deflection, telekinetic globe; 9th—aether architect

Saturation: Aether saturations can be found where creatures associated with the Ethereal Plane are common, and occur frequently where powerful ethereal eddies and rifts to the Ethereal Plane are. To locate an aether saturation, a telekineticist must first locate an etheric storm. Afterwards, she must succeed at both a DC 20 Knowledge (arcana) check and a DC 20 Survival check and spend 1d4 hours searching. She can then learn the primal aether wild talent.

Primal Aether

Source PCS:OR

Element aether; Type utility (Su); Level 3; Burn 0

You can gather strands of aether twisted and warped by an aether saturation, and wind them so tightly that they explode, creating a primal magic event with a CR equal to your kineticist level.

Air

Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow or electricity, specializing in mobility and ranged combat.

Class Skills: An aerokineticist adds Fly and Knowledge (nature) to her list of class skills.

Basic Manipulation: An aerokineticists gains basic aerokinesis.

Basic Aerokinesis

Element(s) air; Type utility (Sp); Level 1; Burn 0

You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

Simple Blast: An aerokineticist can select either air blast or electric blast as her simple blast. She gains one of them when she first selects air, and must select air again with expanded element to gain the other.

Air Blast

Element(s) air; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning

You batter a single foe with a gust of air.

Electric Blast

Element(s) air; Type simple blast (Sp); Level —; Burn 0
Blast Type: energy; Damage electricity

You shoot an arc of electricity to shock a single foe.

Defense: An aerokineticist’s defensive wild talent is enveloping winds.

Enveloping Winds

Element(s) air; Type defense (Su); Level —; Burn 0

You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round.

You can dismiss or restore this effect as an immediate action.

Wild Talents: A aerokineticist qualifies for the following wild talents in addition to all those listed as universal:

  • Infusion: 1st—energize weapon, gusting infusion, pushing infusion, thundering infusion; 2nd—penetrating infusion; 3rd—magnetic infusion, synaptic infusion; torrent; 4th—cyclone; 5th—chain; 7th—cloud;
  • Utility: 1st—aerial adaptation, air cushion, air’s leap, air’s reach, air shroud, basic aerokinesis, voice of the wind; 2nd—living capacitor, voice of the wind (greater); 3rd—aerial evasion, celerity, engulfing winds, windsight, wings of air; 4rd—body of air; 5th—air shroud (greater), winfsight (greater); 6th—suffocate, wind manipulator; 8th—weather master

Saturation: Air saturations are typically massive storms, and can be found near the ruins of skyward cities or in djinn-influenced areas. An aerokineticist must fly around the entire perimeter of an air saturation without stopping, while succeeding at a series of 12 consecutive DC 40 Fly checks. If successful, she can learn the hurricane queen wild talent. If she fails two or fewer checks, she takes 50d6 points of bludgeoning damage from the storm’s gale-force winds. If she fails three or more checks, she must succeed at a DC 25 Reflex save or be pulled into the eye of the storm, never to return.

Hurricane Queen

Source PCS:OR

Element air; Type utility (Su); Level 9; Burn

You are one with the hurricane. Your enveloping winds defense wild talent has an additional 25% chance of deflecting non-magical ranged attacks, and your total deflection chance can exceed the usual cap of 75%. All wind and weather (including creatures using the whirlwind monster ability) affect you and your attacks only if you wish them to do so; for example, you could shoot arrows directly through a tornado without penalty.

Earth

Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.

Class Skills: A geokineticist adds Climb and Knowledge (dungeoneering) to her list of class skills.

Basic Manipulation: A geokineticist gains basic geokinesis.

Basic Geokinesis

Element(s) earth; Type utility (Sp); Level 1; Burn 0

You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

Simple Blast: A geokineticist gains earth blast as a simple blast wild talent.

Earth Blast

Element(s) earth; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing

You shape earth into clumps or shards and send them flying at a foe.

Defense: A geokineticist’s defensive wild talent is flesh of stone.

Flesh of Stone

Element(s) earth; Type defense (Su); Level —; Burn 0

Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round.

You can dismiss and restore this effect as an immediate action.

Wild Talents: A geokineticist qualifies for the following wild talents in addition to all those listed as universal:

  • Infusion: 1st—pushing infusionl; 2nd—bowling infusion, entangling infusion; 3rd—impale, magnetic infusion, rare metal infusion; 5th—tremor; 6th—deadly earth; 7th—fragmentation
  • Utility: 1st—basic geokinesis, eath walk, kinetic cover; 2nd—earth climb; 3rd—jagged flesh, tremorsense; 4th—earthmeld, shift earth, enduring earth; 5th—earth glide, stone sculptor, tremorsense (greater); 7th—shift earth (greater); 8th—earth tongue; 9th—seismic master

Saturation: Earth saturations are most common in the deep, dark places of the world, especially in subterranean geode caverns. Such caves are full of crystals infused with the energy of the Elemental Planes of Earth. A geokineticist must spend 9 days in quiet contemplation in a fetal position amid these crystals, succeeding at a DC 20 Knowledge (dungeoneering) check each day. Crystals gradually grow on her until she is completely covered. If she fails a check, she must start over, and after each failure she must succeed at a DC 20 Fortitude save or develop a deformity from the mutant template. At the end of the ninth day, she emerges reborn, with the earth child wild talent in place of one of her 3rd-level or lower utility talents. A geokineticist can halt this attunement at any point without incurring negative effects.

Earth Child

Source PCS:OR

Element earth; Type utility (Su); Level 3; Burn

Blending your form with crystal, you have transmuted yourself into something akin to an oread. You keep your original racial abilities (including your ability score adjustments, but not your movement speed) and also gain all oread racial abilities (including an oread’s movement speed and the outsider [native] type) except for ability score adjustments.

You have the crystalline form alternate racial trait instead of earth affinity, but cannot otherwise choose alternate racial traits.

Fire

Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.

Class Skills: A pyrokineticist adds Escape Artist and Knowledge (nature) to her list of class skills.

Basic Manipulation: A pyrokineticist gains basic pyrokinesis.

Basic Pyrokinesis

Element(s) fire; Type utility (Sp); Level 1; Burn 0

You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

Simple Blast: A pyrokineticist gains fire blast as a simple blast wild talent.

Fire Blast

Element(s) fire; Type simple blast (Sp); Level —; Burn 0
Blast Type: energy; Damage fire

You unleash a gout of flickering fire to burn a single foe.

Defense: A pyrokineticist’s defensive wild talent is searing flesh.

Searing Flesh

Element(s) fire; Type defense (Su); Level —; Burn 0

Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.

Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

Wild Talents: A pyrokineticist qualifies for the following wild talents in addition to all those listed as universal:

  • Infusion: 1st—burning infusion, dazzling infusion, energize weapon, fan of flames; 2nd—penetrating infusion; 3rd—eruption, foxfire infusion, torrent; 4th—detonation, flash infusion; 5th—unravelling infusion; 6th—brilliant infusion; 7th—explosion, pure flame infusion
  • Utility: 1st—basic pyrokinesis, cold adaptation, fire sculptor, fire’s fury, heat adaptation; 2nd flame trap, foxfire, searing flame; 3rd firesight, heatwave, flame jet, smoke storm; 5th flame jet (greater), flame shield, trail of flames; 9th from the ashes

Saturation: Elemental saturations of fire tend to occur near, or even inside, of active volcanoes or wildfires, and embody the purifying essence of flame. A pyrokineticist must impress a mighty kami overseeing such a saturation. This might involve an appropriate gift or a successful DC 30 Diplomacy check attempted by the kineticist or by an ally who speaks Ignan. If she impresses the kami, the kineticist is immediately affected as if using the purging flame wild talent and can learn that wild talent.

Purging Flame

Source PCS:OR

Element fire; Type utility (Sp); Level 6; Burn 1 (see text)

You can purge yourself or another with flame, removing all impurities. This functions as break enchantment on a single target. The target must be willing and takes 2 points of fire damage per character level as well as 1 point of burn (you do not need to accept burn unless you are the target). You can use this ability even when affected by an effect that denies you actions, so long as this effect is one that break enchantment could remove. If you burn rare incense or igneous rocks worth 100 gp or 1,000 gp as part of using purging flame, your target also benefits from restoration, as if the spell were cast using diamonds of equal value as a material component.

Void

Source PPC:OO

Like aether, void forms where elemental energy meets another material, in this case the substance of the Negative Energy Plane. Kineticists who command this strange force are referred to as chaokineticists.

Class Skill(s): A chaokineticist adds Knowledge (dungeoneering) and Escape Artist to her list of class skills.

Basic Manipulation: A chaokineticist gains basic chaokinesis.

Basic Chaokinesis

Source PPC:OO

Element void; Type utility (Sp); Level 1; Burn 0

You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature’s carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.

Each benefit lasts 1 hour or until you use basic chaokinesis again.

Simple Blast: A chaokineticist can select either gravity blast or negative blast as her simple blast. She gains one of them when she first selects void, and must select void again with expanded element to gain the other.

Gravity Blast

Source PPC:OO

Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning

You manipulate gravity to distort and buffet your foe’s body.

Negative Blast

Source PPC:OO

Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage negative energy

You blast your foe with negative energy. This blast and its composite blasts never heal creatures, even if they would normally be healed by negative energy (though such creatures still take no damage).

Defense: A chaokineticist’s defense wild talent is emptiness.

Emptiness

Source PPC:OO

Element void; Type defense (Su); Level —; Burn 0

Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects. By accepting 1 point of burn, you can increase the resistance to negative energy by 2, the chance to ignore critical hits and sneak attacks by 5%, and the bonus on Will saves against emotion effects by 1 until the next time your burn is removed. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow to a maximum of 100%.

When you accept burn while using a void wild talent, your bonus on Will saves applies against all mind-affecting effects for 1 round. You can dismiss and restore this effect as an immediate action.

Wild Talents: A chaokineticist qualifies for the following wild talents in addition to all those listed as universal:

  • Infusion: 1st—dampening infusion, energize weapon, pulling infusion, pushing infusion; 2nd—weighing infusion; 3rd—darkness infusion, unnerving infusion; 4th—singularity; 5th—vampiric infusion; 6th—darkness infusion (greater); 7th—enervating infusion
  • Utility: 1st—basic chaokinesis, void healer; 2nd—eyes of the void, no breath; 3rd—gravity control, undead grip; 4rd—absentia, corpse puppet, curse breaker, healing burst; 5th—eyes of the void (greater), gravity control (greater); 6th—suffocate; 9th—gravity master

Water

Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.

Class Skills: A hydrokineticist adds Knowledge (nature) and Swim to her list of class skills.

Basic Manipulation: A hydronineticist gains basic hydrokinesis.

Basic Hydrokinesis

Element(s) water; Type utility (Sp); Level 1; Burn 0

You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

Simple Blast: A hydrokineticist can select either cold blast or water blast as her simple blast. She gains one of them when she first selects water, and must select water again with expanded element to gain the other.

Cold Blast

Element(s) water; Type simple blast (Sp); Level —; Burn 0
Blast Type: energy; Damage cold

You emit a beam of utter cold to freeze a single foe.

Water Blast

Element(s) water; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning

You slam a single foe with a stream of water.

Defense: a hydrokineticist’s defense wild talent is shroud of water.

Shroud of Water

Element(s) water; Type defense (Su); Level —; Burn 0

You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value.

When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Wild Talents: A hydrokineticist qualifies for the following wild talents in addition to all those listed as universal:

  • Infusion: 1st—energize weapon, pushing infusion, quenching infusion; 2nd—entangling infusion, penetrating infusion; 3rd—impale, torrent; 4th—spray; 5th—chilling infusion; 7th—cloud, fragmentation; 8th—maelstrom
  • Utility: 1st—basic hydrokinesis, cold adaptation, heat adaptation, icewalker, kinetic cover, kinetic healer, slick; 2nd—slick infusion, veil of mists; 3rd—cold snap, water manipulator, waterdancer; 4th—healing burst, ice sculptor, watersense; 5th—shimmering mirage, waterdancer (greater), watersense (greater); 6th—ice path, kinetic revivification, suffocate; 8th—cryokinetic stasis; 9th—tidal wave

Saturation: Water saturations occur in shipwrecks or sunken cities occupied by sentient aquatic creatures in the depths of the oceans. A hydrokineticist must demonstrate (or fake) the favor of a powerful ruler of such a place. She must then succeed at four consecutive DC 20 Swim checks without taking 10. If she succeeds, she can learn the water alteration wild talent. If she fails, she takes 5d6 points of bludgeoning damage.

Water Alteration

Source PCS:OR

Element water; Type utility (Sp); Level 1; Burn 0

You can turn fresh water into seawater, and vice versa. This can affect a volume of water equal to 2 gallons per kineticist level, allowing sea creatures to survive in water that was fresh and freshwater creatures to survive in water that was briny. Additionally, when you alter water’s salinity with this talent, you can adjust the water’s temperature so that a creature can survive in it more easily (or simply be more comfortable). Water altered in this way must be confined within an appropriately sized container; attempts to alter a larger quantity of water fail.

Wood

Source PZO1140, PPC:OO

Kineticists who focus on the concept of wood as an element are known as phytokineticists. Phytokineticists share a strong bond with the Fey World and channel the power of primordial life. As there is no “Elemental Plane of Wood,” the phytokineticist draws upon pockets of vital energy that form when the Elemental Planes grind against the borders of the Fey World.

Class Skills: A phytokineticist adds Handle Animal and Knowledge (nature) to her list of class skills.

Basic Utility Wild Talent: Phytokineticists gain basic phytokinesis.

Basic Phytokinesis

Element wood; Type utility (Sp); Level 1; Burn 0
You can prune and otherwise tend plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the sift cantrip. By concentrating, you can detect plants within 120 feet as if using detect animals or plants.

Simple Blast: A phytokineticist gains her choice of wood blast or positive blast as a simple blast wild talent, though most phytokineticists start with wood blast. She gains one of them when she first selects wood, and must select wood again with expanded element to gain the other.

Positive Blast

Element wood; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage positive energy

You blast your foe with positive energy. The positive energy damage from positive blast and its composites harms only undead and other creatures harmed by positive energy. It never heals creatures, even if they would be healed by positive energy, but it damages haunts and deals full damage to incorporeal undead.

Wood Blast

Element wood; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing

You lash out with boughs, vines, or a deluge of stinging blooms.

Defense Wild Talent: A phytokineticist’s defense wild talent is flesh of wood.

Flesh of Wood

Element wood; Type defense (Su); Level —; Burn 0

Your skin toughens like timber, turning aside some blows. You gain a +1 enhancement bonus to your existing natural armor bonus. By accepting 1 point of burn, you can increase this enhancement bonus by 1. For every 3 levels beyond 2nd, you can accept 1 additional point of burn to further increase this enhancement bonus by 1 (to a maximum of +7 at 17th level).

Whenever you accept burn while using a wood wild talent, phytokinetic power causes your full natural armor bonus to apply to your touch AC for 1 round. You can dismiss and restore this effect as an immediate action.

Wild Talents: A phytokineticist qualifies for the following wild talents in addition to all those listed as universal:

  • Infusion: 1st—dazzling infusion, photokinetic infusion, pushing infusion; 2nd—entangling infusion; 3rd—foxfire infusion, impale; 4th—toxic infusion; 5th—spore infusion; 6th—deadly earth; 7th—toxic infusion (greater)
  • Utility: 1st—basic phytokinesis, kinetic cover, roots, wood healer, woodland step; 2nd—merciful foliage; 3rd—brachiation, thorn flesh, warp wood; 4th—greensight, healing burst, herbal antivenom, plant disguise, shape wood; 5th—plant puppet, wild growth, woodland step (greater); 6th—kinetic revivification, green tongue; 7th—green tongue (greater), tree step; 8th—wood soldiers; 9th—forest siege

Composite Blasts

Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies.

Most composite blasts are either physical or energy blasts, like simple blasts.

Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.

Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

Aetheric Boost

Element(s) aether; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) telekinetic blast, expanded element (any)
Blast Type: special; Damage see text

You infuse a simple blast you know with aether, causing it to deal 1 additional point of damage of the same type for each of its damage dice; it otherwise acts as the simple blast. At 15th level, you can also infuse a composite blast with aether. To infuse a composite blast in this way, you must accept 1 additional point of burn.

Autumn Blast

Source PZO1140

Element earth and wood; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) earth blast, wood blast
Blast Type physical; Damage any two of bludgeoning, piercing, and slashing (half each)

A burst of fallen leaves and earthy decay batters a single foe.

Blizzard Blast

Element(s) air and water; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) air blast, cold blast
Blast Type: physical; Damage half piercing, half cold

You unleash a directed blizzard at a single target.

Blue Flame Blast

Element(s) fire; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (fire), expanded element (fire)
Blast Type: energy; Damage fire

You unleash a concentrated blast of intense blue flame.

Charged Water Blast

Element(s) air and water; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) electric blast, water blast
Blast Type: physical; Damage half bludgeoning, half electricity

You slam a single foe with a stream of electrically charged water.

Force Blast

Element(s) aether; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (aether), expanded element (aether)
Blast Type: energy; Damage force (see text)

You throw a burst of force at a foe. Force blast deals damage as a simple energy blast instead of a composite energy blast.

Gravitic Boost

Source PPC:OO

Element void; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) gravity blast, any other physical simple blast
Blast Type special; Damage see text

You infuse a simple physical blast with added gravity, increasing its damage dice from d6s to d8s; it otherwise deals damage as per the simple blast. At 15th level, you can also infuse a composite blast with gravity, though to do so you must accept 1 additional point of burn.

Ice Blast

Element(s) water; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (water), expanded element (water)
Blast Type: physical; Damage half piercing, half cold

You shoot a chilling icicle to stab a single foe.

Magma Blast

Element(s) earth and fire; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) earth blast, fire blast
Blast Type: physical; Damage half bludgeoning, half fire

You use your fire to superheat the earth into a flow of magma, Which you send against a single foe.

Metal Blast

Element(s) earth; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (earth), expanded element (earth)
Blast Type: physical; Damage bludgeoning, piercing, or slashing

You shape metal into clumps, shards, or blades and send them flying.

Mud Blast

Element(s) earth and water; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) earth blast, water blast
Blast Type: physical; Damage bludgeoning

You infuse your water into the earth to create a powerful ball of mud and slam a single foe.

Negative Admixture

Source PPC:OO

Element void; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) negative blast, any other energy simple blast
Blast Type energy; Damage see text

Choose another simple energy blast you know. Negative admixture’s damage is half negative energy, and half the chosen blast’s type.

Plasma Blast

Element(s) air and fire; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) air blast, fire blast
Blast Type: physical; Damage half bludgeoning, half fire

You launch a gust of air and then use your fire to superheat the gust into plasma just as it strikes a single foe.

Positive Admixture

Source PZO1140

Element wood; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) positive blast, any other energy simple blast
Blast Type energy; Damage see text

Choose another energy simple blast you know. Positive admixture’s damage is half positive energy, and half the chosen blast’s type.

Sandstorm Blast

Element(s) air and earth; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) air blast, earth blast
Blast Type: physical; Damage piercing and slashing

You use your air to churn up sand, firing a flensing gust at a foe.

Spring Blast

Source PZO1140

Element air and wood; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) air blast, wood blast
Blast Type physical; Damage half bludgeoning and half slashing or piercing

Sharp blossoms and pummeling seeds buffet your foe.

Steam Blast

Element(s) fire and water; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) fire blast, water blast
Blast Type: physical; Damage half bludgeoning, half fire

You use your fire to superheat water into steam just as it strikes.

Summer Blast

Source PZO1140

Element fire and wood; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) fire blast, wood blast
Blast Type physical; Damage half fire and half bludgeoning, piercing, or slashing

A burning blast of heat and sun-dried foliage tears at your foe.

Thunderstorm Blast

Element(s) air; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (air), expanded element (air)
Blast Type: physical; Damage half bludgeoning, half electricity

You batter a single foe with a gust of air crackling with electricity.

Verdant Blast

Source PZO1140

Element wood; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (wood), expanded element (wood)
Blast Type physical; Damage bludgeoning, piercing, slashing, and optionally positive energy

You blast your foes with fanciful wild plant growth overflowing with positive energy from the First World. Verdant Blast’s damage counts as positive energy only when it would be beneficial to you.

Void Blast

Source PPC:OO

Element void; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (void), expanded element (void)
Blast Type physical; Damage half bludgeoning, half negative energy

You call forth the power of the void to annihilate your foe.

Winter Blast

Source PZO1140

Element water and wood; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) cold blast, wood blast
Blast Type physical; Damage half cold and half bludgeoning, piercing, or slashing

You unleash a blast of frigid frost and jagged, bare branches at your target.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.