Kineticist Elements

Contents

Composite Blasts

Aether | Air | Earth | Fire | Light | Poison | Sound | Time | Viscera | Void | Water | Wood

Aether-2 | Air-2 | Earth-2 | Fire-2 | Mind (Neurokineticist) | Technokineticist | Void-2 | Water-2 | Wood-2

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—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—aether puppet, 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.

Aether-2

Source UKC

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 their list of class skills.

Basic Utility: 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; Aura transmutation

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 defense 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– bloody, pushing, telekinetic boomerang; 2nd– bowling; 3rd– foe throw, force hook, telekinetic bungee, telekinetic weapon; 4th– hyper-dimensional blast; 5th– bloody (improved), dismissing, stitching; 6th– disintegrating; 8th– many throw

Utility: 1st– aetheric adaptability, aetheric tempering, angelic protection, dual telekinetic control, kinetic cover, kinetic healer, life after undeath, material affinity, telekinetic finesse, threaded armor; 2nd– distorted area, heirloom affinity, invasive rip, telekinetic haul, urgent restoration; 3rd– aetheric sniper, automatic reconstruction, deceptive rip, dimensional rip, friend throw, kinetic cover (improved), seismic stomp, self telekinesis, sharding cover, spellthief, telekinetic invisibility, touchsite, unweave magic; 4th– dimensional rip (improved), enlarged rip, flash step, healing burst, kinetic shelter, telekinetic grasp, telekinetic maneuvers, touchsite (spying), vacuum rip, vital fibers; 5th– aether puppet, flicker charge, force barrier, lingering energy, self telekinesis (greater), spellthief (improved), touchsite (reactive), unweave magic (greater); 6th– dimensional rip (greater), dimensional traveler, kinetic cover (greater), kinetic revivification, long distance travel, suffocate; 7th– dimensional traveler (improved), elemental eater, spell deflection; 8th– telekinetic deflection, telekinetic globe; 9th– aether architect, kinetic cityscape


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.


Air-2

Source UKC

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 their list of class skills.

Basic Utility: 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 modifier. 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 their simple blast. They gain one of them when they first select 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; Aura conjuration (creation) [air]

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; Aura evocation [electricity]

Blast Type: energy; Damage electricity

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

Defense: An aerokineticist’s defense 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– bloody, discharging, energize weapon, gusting, pushing, thundering; 2nd– penetrating; 3rd – bolt, magnetic, synaptic, torrent; 4th– cyclone; 5th– bloodrust, bloody (improved), chain, lock-up, unfolding wind; 7th– cloud, overload Utility: 1st– aerial adaptation, air cushion, air shroud, air’s leap, air’s reach, basic electrokinesis, elemental acceleration, simple versatility, voice of the wind, wind blade; 2nd– aerial supremacy, cloud cover, living capacitor, magnetic pull, voice of the wind (greater); 3rd– aerial evasion, celerity, engulfing winds, magnetic pull (improved), magnetism, oppressive atmosphere, storm cloud, storm diffuser, windsight, wings of air; 4th– air’s overarching reach, body of air, celerity (improved), flash step, fog step; 5th– air shroud (greater), crushing atmosphere, windsight (greater); 6th– complete circuit, suffocate, wind manipulator, winds of freedom; 7thelemental airstrike, elemental eater, empowered chain, magnetic chain, sky walk; 8th– weather master; 9th– magnetism (greater)


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.


Earth-2

Source UKC

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 their list of class skills.

Basic Utility: 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; Aura conjuration (creation) [earth]

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 defense 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– bloody, persistent, pushing; 2nd– bowling, entangling; 3rdadamantine, impale, magnetic, raremetal; 5th– bloody (improved), tremor, untwisting iron; 6th– deadly earth, gorgon gaze; 7th– fragmentation; 8th– imprisoning

Utility: 1st– detect radioactivity, earth walk, elemental acceleration, elemental limb, fist of granite, glass cannon, joint lock, kinetic cover, radioactive adaptation, spined armor, stone vandal; 2nd– armor of nature, distorted area, earth climb, elemental limb, magnetic pull, spined armor (improved); 3rd– automatic reconstruction, clockwork heart, construct crafter, desolate, detect radiation (greater), earth rider, jagged flesh, joint lock (improved), kinetic cover (improved), magnetic pull (improved), magnetism, pillar, seismic stomp, sharding cover, tremorsense; 4th– earthmeld, elemental hand, enduring earth, kinetic shelter, metalsense, pitfall, remove radioactivity, shift earth, sinkhole, twisted metal; 5th – clockwork puppet, earth glide, elemental transmission, metal manipulator, spark of innovation, stone sculptor, tremorsense (greater); 6th– earth rider (greater), elemental hand (improved), elemental limb (greater), endlessly enduring earth, kinetic cover (greater); 7thelemental airstrike, remove radioactivity (greater), shift earth (greater); 8th– earth tongue; 9th– kinetic cityscape, magnetism (greater), seismic master


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.


Fire-2

Source UKC

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 their list of class skills.

Basic Utility: 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; Aura evocation [fire]

Blast Type: energy; Damage fire

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

Defense: A pyrokineticist’s defense 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, dazzling, energize weapon, fan of flames, painful; 2nd– melting, penetrating, smoke; 3rd– burning (improved), eruption, foxfire, torrent; 4th– detonation, flash, smoke (improved); 5th– burning (greater), unblinking flame, unraveling; 6th– brilliant, pyroclastic; 7th– explosion, overload, pure-flame

Utility: 1st– cold adaptation, elemental acceleration, fire sculptor, fire’s fury, flame conduit, heat adaptation, sealing wound; 2nd– explosive flame, fire steed, flame trap, foxfire, searing flame; 3rd– fire’s explosive fury, firesight, flame jet, flame step, heat wave, ring of fire, smoke storm; 4th– purifying flames; 5th – elemental transmission, fire corridor, fire steed (improved), flame jet (greater), flame shield, trail of flames; 7thelemental airstrike, elemental eater; 8th– fire steed (greater); 9th– from the ashes


Light

Source UKC

An individual who can manipulate light is called a photokineticist. They not only wield illusory powers, but can condense light into something akin to solid matter to attack their foes.

Class Skills: A photokineticist adds Disguise and Knowledge (nature) to their list of class skills.

Basic Utility: A photokineticist gains basic photokinesis.

Basic Photokinesis

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

You can create up to 3 different points of light, as per the light cantrip, as well as altering the perceived color of an object up to 5 lbs. for 1 minute.

Simple Blast: A photokineticist gains light blast as their simple blast.

Light Blast

Element(s): light; Type simple blast (Sp); Level– -; Burn 0; Aura conjuration (creation) [light]

Blast Type physical; Damage bludgeoning, piercing, or slashing

You slam into a single foe with a blast of solid light

Defense: A photokineticist’s defense wild talent is illusory duplicates.

Illusory Duplicates

Element(s): light; Type defense (Sp); Level– -; Burn 0

You are capable of shaping the light to your whims, creating an illusory duplicate of yourself in your square as per the mirror image spell. A destroyed illusory duplicate will reform at the rate of 1 per 5 minutes. You can accept 1 point of burn to create another illusory duplicate that will reform at the same rate until your burn is removed. At 4th level and every 4 levels thereafter, you may accept 1 additional point of burn to create an additional illusory duplicate, up to a maximum of 6 at 20th level.

Whenever you accept a point of burn using a light wild talent, you can reform 1 illusory duplicate. You can dismiss or restore this effect as an immediate action.

Wild Talents

A photokineticist qualified for the following wild talents in addition to all those listed as universal:

Infusion: 1st– dazzling, illuminating, photokinetic; 2nd– beacon; 3rd– daybreak, eruption; 4th– flash; 5th– obfuscating; 6th– brilliant; 7th– explosion, overload; 8th– colorburst Utility: 1st– deceptive image, elemental limb, kinetic cover, life after undeath, phantom image, strobe lights, traceless light; 2nd– blinding flare, elemental limb, eyes of light, perfect disguise, photographic transference; 3rd– automatic reconstruction, explosive cover, explosive illusion, hypnotic pattern, kinetic cover (improved), optical camouflage, sharding cover; 4th– additional illusion, elemental hand, hard light illusions, kinetic shelter; 5th– blinding flare (greater), elemental transmission, intelligent illusion, light speed travel; 6th-dimensional traveler, elemental hand (improved), elemental limb (greater), explosive illusion (greater), kinetic cover (greater), long distance travel, visual hallucination; 7th– dimensional traveler (improved), optical camouflage (greater); 9th– kinetic cityscape, photo doppleganger


Mind (Neurokineticist)

Source UKC

Mind Kineticists who can manipulate thoughts and mental energy are called neurokineticists. Though their powers rely on their enemies possessing some level of intellect, they can be potent, simulating enchantment and illusion magic.

Class Skills: A neurokineticist adds Knowledge (history) and Sense Motive to their list of class skills.

Basic Utility: A neurokineticist gains basic neurokinesis.

Basic Neurokinesis

Element(s): mind; Type utility (Sp); Level– -; Burn 0

You have learned the basics of neurokinesis, gaining telepathy (as the universal monster ability) with a range of 5 feet as well as the ability to grant yourself a +2 bonus on any Intelligence-based skill check as a move action. You are also always aware of if a creature has failed a save against one of your mind wild talents.

Simple Blast: A neurokineticist gains mental blast as their simple blast.

Mental Blast

Element(s): mind; Type simple blast (Sp); Level– -; Burn 0; Aura divination [mind-affecting]

Blast Type energy; Damage untyped

You assault your foe with pure psionic energy. This blast is a mind-affecting effect, and as such does not work against mindless creatures or creatures otherwise protected against mind-affecting effects.

Defense: A neurokineticist’s defense wild talent is numbness.

Numbness

Element(s): mind; Type defense (Sp); Level– -; Burn 0

Your body grows numb to pain, allowing you to stand incredible pain. You can treat up to 2 points of lethal damage you take each round as nonlethal damage and gain a 5% chance to ignore critical hits or sneak attacks. At 4th level and every 4 levels thereafter, you can treat 2 more points of lethal damage as nonlethal damage. You can accept 1 point of burn to increase the amount of lethal damage you can treat as nonlethal damage by 2 and increase your chance of ignoring critical hits or sneak attacks by 5%, up to 100%. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow and other wild talents to a maximum of 100%.

Whenever you accept 1 or more points of burn when using a mind wild talent, you gain a competence bonus to will saves equal to 1/2 your Constitution modifier (minimum 1) for 1 round. You can dismiss and restore this effect as an immediate action.

Wild Talents

All mind wild talents are treated as mind-affecting effects unless otherwise noted. A neurokineticist qualifies for the following wild talents in addition to all those listed as universal:

Infusion: 1st– aphasia, dizzying, doubting, overloading, reifying; 2nd– amnesia, cupid, overloading, spellbane, wrathful; 3rd– empathetic surge, paranoia, scrambling, stumbling, synaptic, wrathful (improved); 4th– disabling, pacifying, psychic connection, synapse shock; 5th– empathetic surge (improved), lock-up, psychotropic, self-destructive, stupefying, unraveling; 6th– gorgon gaze, slumber; 7th– empathetic surge (greater), stupefying (improved); 8th– dominating, psychic connection (improved); 9th– lobotomizing

Utility: 1st– esoteric knowledge, expanded telepathy, kinetic healer, life after undeath, mindlink, predicted maneuvers, psychic persuasion, smooth negotiator, stimulated intellect; 2nd– all in your head, blinded mind’s eye, cerebral manipulation, combat traitor, aphasia, eclectic knowledge, flash of amnesia, mind reader, perfect disguise, psychic duelist, thought shield; 3rd– accelerated cognition, additional allies, decelerate, habitual liar, haphephobia, hivemind, implant dream, mania/phobia, mesmerizing suggestion, no filter, piercing thoughts, spellthief; 4th– enduring control, hivemind (improved), mental erasure, mind reader (improved), mind’s eye, psychosomatic malady, smooth negotiator (improved), telepuppet (passive); 5th– cerebral manipulation (improved), flood psyche, hypochondria, implant dream (improved), mesmerizing suggestion (improved), mindscape architect, psychic network, spell thief (improved); 6th– failsafe, hivemind (greater), kinetic regeneration, mind’s eye (improved), psychic enslavement, psychological healing, sleepwalker, suffocate, telepuppet (active); 7th– mesmerizing suggestion (greater), mind break, psychic hotline, psychosomatic malady, psycho crush, spell deflection; 8th– grant sentience, kinetic purification, mindscape architect (improved), mind over matter, true amnesia; 9th– cerebral manipulation (greater), eternal domination, historical erasure


Poison

Source UKC

Kineticists who learn to wield the poison element are called toxikineticists. They use their control over this potent material to sicken enemies with poisons and sear their flesh away with acid.

Class Skills: A toxikineticist adds Knowledge (nature) and Sleight of Hand to their list of class skills.

Basic Utility: A toxikineticist gains basic toxikinesis.

Basic Toxikinesis

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

You are capable of using poison without fear, gaining the alchemist’s poison use class feature. You can also use purify food and drink at will.

Simple Blast: A toxikineticist gains acid blast as their simple blast.

Acid Blast

Element(s): poison; Type simple blast (Sp); Level– -; Burn 0; Aura evocation [acid]

Blast Type energy; Damage acid

You douse a foe in a gout of acid.

Defense: A toxikineticist’s defense wild talent is corrosive miasma.

Corrosive Miasma

Element(s): poison; Type defense (Su); Level; Burn 0

You surround yourself in a haze of acid that corrodes magic. You gain spell resistance 11. This spell resistance increases by 1 for every 2 kineticist levels you possess beyond 1st. By accepting 1 point of burn, you can increase this spell resistance by 1 until the next time your burn is removed. At 2nd level and every 2 levels thereafter, you can accept an additional point of burn to increase your spell resistance by 1. Whenever you are targeted by a spell, as an immediate action, you can decide if you wish to not apply your spell resistance to the effect.

Whenever you accept burn while using a poison wild talent, this corrosive energy grows more volatile, allowing you to treat the effective caster level of any spell that affects you as its caster level– 1/2 your kineticist level for 1 round to determine its effects against you.

This spell resistance doesn’t affect harmless spells unless you wish it to do so. You can dismiss and restore this effect as an immediate action.

Wild Talents

A toxikineticist qualifies for the following wild talents, in addition to all those listed as universal:

Infusion: 1st– burning, energize weapon, laced infusion, melting, painful; 2nd– breaching, melting, penetrating, sickening; 3rd– burning (improved), neutralizing, torrent; 4th– atrophy, spray, toxic; 5th– burning (greater), lingering, psychotropic; 6th– decaying, destabilizing, fungal explosion; 7th– cloud, overload, toxic (greater); 8th– paralyzing

Utility: 1st– detect radioactivity, master poisoner, poison healer, radioactive adaptation, slime control; 2nd– acid’s corrosion, biological toxin, oozing form; 3rd– desolate, detect radiation (greater), poison amplification, poison conversion; 4thacid fog, herbal antivenom, personalized venom, poison immunity, remove radioactivity; 5th– haze of acid, hypochondria, venom vector; 6th– biological toxin (greater), deadly vapors, devourer; 7th– elemental eater, remove radioactivity (greater), venom vector (greater); 9th– eternal atrophy


Sound

Source UKC

Kineticists who can manipulate sound waves are called vibrokineticists. They use their abilities to create auditory hallucinations, fire powerful concussive blasts, and manipulate the resonance of objects to fit their needs.

Class Skills: A vibrokineticist adds Diplomacy and Knowledge (local) to their list of class skills.

Basic Utility: A vibrokineticist gains basic vibrokinesis.

Basic Vibrokinesis

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

You can alter sounds around you.

You are able to create sounds as per ghost sound, as well as alter your voice however you wish, granting a +2 competence bonus on Performance (sing) checks.

Simple Blast: A vibrokineticist can select either sonic blast or vibration blast as their simple blast. They gain one of them when they first select sound, and must select sound again with expanded element to gain the other.

Sonic Blast

Element(s): sound; Type simple blast (Sp); Level– -; Burn 0; Aura evocation [sonic]

Blast Type energy; Damage sonic

You assault a foe with a wave of sound. The damage dealt by this blast is 1 step lower than normal (using d4s instead of d6s before other modifications).

Vibration Blast

Element(s): sound; Type simple blast (Sp); Level– -; Burn 0; Aura conjuration (creation) [sonic]

Blast Type physical; Damage bludgeoning

You reverberate a foe with a blast of intense vibrations.

Defense: A vibrokineticist’s defense wild talent is victorious aria.

Victorious Aria

Element(s): sound; Type defense (Sp); Level– -; Burn 0

The sounds of a glorious sonata lift you to great heights. You gain a +1 resistance bonus to all saves.

By accepting 1 point of burn, you can increase this resistance bonus by 1 until the next time your burn is removed. For every 4 levels beyond 2nd, you can accept 1 additional point of burn to further increase this resistance bonus by 1 (to a maximum of +6 by 18th level).

When you accept a point of burn using a sound wild talent, all creatures within 5 feet of you are deafened for 1 round. You can dismiss or restore this effect as an immediate action.

Wild Talents

Unless otherwise stated, all sound wild talents are considered sonic effects. If an infusion has multiple elements including sound, it is considered a sonic effect only if used with a sonic-element blast; utility wild talents with multiple elements are treated as sonic effects if used with the sound element. A vibrokineticist qualifies for the following wild talents in addition to all of those listed as universal:

Infusion: 1st– aphasia, attuning, energize weapon, pushing, ringing, thundering; 2nd– bowling, sickening; 3rd– cacophonous, torrent; 4th– cyclone, disorienting; 5th– lingering; 6th– destabilizing; 7th– cloud, overload; 8th– resonant detonation; 9th– attunement burst

Utility: 1st– charming tone, kinetic healer, simple versatility, sonic reverberation, sound’s intensity, voice of the wind; 2nd– absolute silence, deafening burst, urgent restoration, voice of the wind (greater); 3rd– building reverb, inspiration amp, quivering defense, shatter, slumbering serenade, terrifying roar; 4th– charming tone (greater), deafening burst (greater), healing burst, powerful motivation; 5th– auditory hallucination, echolocation; 6th– inspiration amp (greater), kinetic regeneration; 7thecholocation (greater), elemental eater; 9th– sound chamber


Technokineticist

Source UKC

Kineticists who take nanites into their body to interface with and harness the element of machines are called technokineticists. Technokineticists direct nanites or summon bits of unbound machinery to control the flow of a battle and assault their adversaries.

Class Skills: A technokineticist adds Disable Device and Knowledge (engineering) to their list of class skills.

Basic Utility: A technokineticist gains basic technokinesis.

Basic Technokinesis

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

You breathe new life into machines, returning function to long dead technology. You can use mending on machines, constructs, and other metal objects with your caster level being equal to your kineticist level.

Additionally, you can accept 1 burn to power a machine until the next time your burn is removed.

Simple Blast: A technokineticist gains junk blast as their simple blast.

Junk Blast

Element(s): machine; Type simple blast (Sp); Level– -; Burn 0; Aura conjuration (creation) Blast Type: physical; Damage bludgeoning, piercing, or slashing

You summon a blast of whirring bits and scraps of machinery to grind your foe.

Defense: A technokineticist’s defense wild talent is diesel heart.

Diesel Heart

Element(s): machine; Type defense (Su); Level– -; Burn 0

You replace parts of your body with raw machines, becoming more one with the metal. 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 gain a 5% chance to ignore critical hits and sneak attacks until the next time your burn is removed.

You can accept an additional burn this way every 2 levels you possess beyond 2nd. 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 machine talent, double your damage reduction for 1 round. You can dismiss and restore this effect as an immediate action.

Wild Talents

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

Infusion: 1st– oil, persistent, pushing; 2nd– bowling, breaching, entangling; 3rdadamantine, impale, magnetic, oxidizing, rare-metal; 5th– bloodrust, self-destructive; 7th– fragmentation; 8th– imprisoning Utility: 1st– elemental limb, emergency repairs, joint lock, kinetic cover, mechanical overdrive, slick, subdermal plating, technograft; 2nd– elemental limb, experimental machinery, hard knuckle, living capacitor, magnetic pull, metal scent, nanite surge, urgent restoration; 3rd– automatic reconstruction, clockwork heart, construct crafter, hydraulic fist, joint lock (improved), kinetic cover (improved), magnetic pull (improved), magnetism, overclocked defense, pillar, sharding cover, subdermal plating (improved), technograft (improved); 4th– bioablative regeneration, construct hacker, construct hunter, elemental hand, kinetic shelter, metalsense, twisted metal, vital fibers; 5th – clockwork puppet, experimental machinery (improved), spark of innovation, nanite evolution, nanite surge (improved); 6th– elemental hand (improved), elemental limb (greater), forced reboot, kinetic cover (greater), overclocked defense (improved), technograft (greater); 7thconstruct hacker (improved), mech synthesis, turing computation; 8th– experimental machinery (greater); 9thconstruct hacker (greater), kinetic cityscape, magnetism (greater)


Time

Source UKC

Kineticists skilled at manipulating the esoteric element of time are called chronokineticists. Their abilities manipulate a dimension of matter that few besides the most skilled wizards even know can be shaped in the same way one can change length, width, and depth.

Class Skills: A chronokineticist adds Appraise and Knowledge (history) to their list of class skills.

Basic Utility: A chronokineticist gains basic chronokinesis.

Basic Chronokinesis

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

You are capable of mending an object by reversing the flow of time on it as per mending, as well as granting a +1 circumstance bonus on any one roll that lasts for 1 minute or until expended.

Simple Blast: A chronokineticist gains chrono blast as their simple blast.

Chrono Blast

Element(s): time; Type simple blast (Sp); Level– -; Burn 0; Aura necromancy

Blast Type energy; Damage untyped

You are capable of firing a blast of raw chronological energy to decay a target. The damage dealt by this blast is 1 step lower than normal (using d4s instead of d6s before other modifications).

Defense: A chronokineticist’s defense wild talent is distorted stream.

Distorted Stream

Element(s): time; Type defense (Sp); Level– -; Burn 0

Due to your alteration of the time stream, you are surrounded by a haze of possibilities, granting you a 10% miss chance against all attacks. You can accept 1 point of burn to increase this miss chance by 5% until the next time your burn is removed. At 4th level, and every 4 levels thereafter, you can accept 1 additional point of burn to increase this miss chance by another 5%, up to a maximum of 40% at 20th level. This miss chance does not stack with any other miss chance.

Whenever you accept a point of burn using a time wild talent, you are treated as incorporeal for 1 round.

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

Wild Talents

A chronokineticist qualifies for the following wild talents, in addition to all those listed as universal:

Infusion: 1st– lagging; 2nd– suspended impact; 3rd– diverging; 4th– atrophy, hyper-dimensional blast, immobilizing; 5th– dazing, dismissing, lingering; 6th– decaying; 7th– overload; 8th– displacing, displacing (reverse)

Utility: 1st– distorted timeline, future glimpse; 2nd– invasive rip, regressive healing, temporal preparation, time’s echo, urgent restoration; 3rd– celerity, decelerate, deceptive rip, dimensional rip, focused celerity; 4th– celerity (improved), dimensional rip (improved), enlarged rip, flash step, time thief, time’s powerful echo, vacuum rip; 5th– flicker charge, grim future, mutable future, time skip, time’s cruel echo; 6th– chronological defiance, dimensional rip (greater), dimensional traveler, failsafe, kinetic regeneration, kinetic revivification, long distance travel, temporal interruption; 7th– dimensional traveler (improved), past recollection, time thief (greater), time’s unending echo; 8th– kinetic purification; 9th– grand intercession


Viscera

Source UKC

Those who can manipulate flesh are called corpokineticists. The element of viscera can be frightening indeed, due to its potential to horrifically twist a still-living body into an unrecognizable mass of meat.

Class Skills: A corpokineticist adds Disguise and Knowledge (dungeoneering) to their list of class skills.

Basic Utility: A corpokineticist gains basic corpokinesis.

Basic Corpokinesis

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

You can subtly alter your features, granting you a +2 on Disguise and Bluff checks. You can also use bleed and stabilize at will. This ability counts as Skill Focus in any of your class skills for the purposes of qualifying for Eldritch Heritage, as well as allowing you to freely remove or create scars and blemishes on your body. If you gain Eldritch Heritage this way, you treat your kineticist levels as sorcerer levels to determine the effects of the bloodline power you gain.

Simple Blast: A corpokineticist gains bone blast as their simple blast.

Bone Blast

Element(s): viscera; Type simple blast (Sp); Level– -; Burn 0; Aura transmutation

Blast Type physical; Damage bludgeoning, piercing, or slashing

You fire bones from your hands (which regenerate instantly and have no effect on your physical form) to assault a foe.

Defense: A corpokinecist’s defense wild talent is reactive skin.

Reactive Skin

Element(s): viscera; Type defense (Su); Level– -; Burn 0

Your skin is capable of changing to match the situation. You gain 1 resistance against one energy type of your choice (acid, cold, electric, fire, sonic, negative energy), and you can accept 1 point of burn to change your resistance to a different energy type as a full round action. This resistance increases by 1 for every 2 kineticist levels you possess past 2nd. By accepting 1 point of burn, you can increase this resistance by 1 until the next time your burn is removed, to a maximum resistance equal to your level.

Whenever you accept burn while using a viscera wild talent, your skin begins to grow more durable, causing your resistance to apply to acid, cold, electric, fire, sonic, and negative energy damage for 1 round. You can dismiss and restore this effect as an immediate action.

Wild Talents

Substance infusions used with a visceraelement blast do not affect undead or constructs unless they specifically state otherwise. A corpokineticist qualifies for the following wild talents in addition to those listed as universal:

Infusion: 1st– bloody, persistent, shivering; 2nd– osteotomy, sickening, weakening; 3rd– foe throw, impale; 4th– atrophy, disabling; 5th– bloody (improved), self-destructive; 6th– decaying, hypertensive, leech, slumber; 7th– crippling, fragmentaton; 8th– imprisoning; 9th– eviscerating

Utility: 1st– bone blades, corpomancy, elemental limb, emerging form, kinetic cover, kinetic healer, petrified innards, spined armor, tongue twister, unnatural evolution; 2nd– benign cyst, elemental limb (improved), flesh servant, licker, oozing form, spined armor (improved), urgent restoration, visceral corruption, wall walker; 3rdadaptive skin, automatic reconstruction, bone armor, bone spikes, decelerate, defensive osteotomy, kinetic cover (improved), mutable visage, offensive osteotomy, pillar, sharding cover, stretchy tongue; 4thdeadly premonition, death globe, elemental hand, kinetic shelter, skin slough, unnatural evolution (improved), vital fibers; 5thadvanced exoskeleton, bone feast, continuous regrowth, explosive evolution, hypochondria, malignant cyst; 6th– elemental hand (improved), elemental limb (greater), flesh mask, kinetic cover (greater), kinetic regeneration, kinetic revivification, preserved flesh, suffocate; 7th– rapid regrowth, roiling flesh, unnatural evolution (greater); 8th– divisive osteotomy, explosive evolution (greater), kinetic purification; 9th– eternal atrophy, kinetic cityscape, kinetic lich


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

Void-2

Source UKC

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 Skills: A chaokineticist adds Knowledge (dungeoneering) and Escape Artist to their list of class skills.

Basic Utility: A chaokineticist gains basic chaokinesis.

Basic Chaokinesis

Element(s): 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 their simple blast. They gain one of them when they first select void, and must select void again with expanded element to gain the other.

Gravity Blast

Element(s): void; Type simple blast (Sp); Level– -; Burn 0; Aura conjuration (creation) [darkness]

Blast Type physical; Damage bludgeoning

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

Negative Blast

Element(s): void; Type simple blast (Sp); Level– -; Burn 0; Aura necromancy

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

Element(s): 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, energize weapon, pulling, pure negative, pushing; 2nd– sickening, weighing; 3rddarkness, low gravity, unnerving; 4th– atrophy, high gravity, hyperdimensional blast, immobilizing, lingering darkness, singularity, turning blast; 5th– dismissing, reanimating, reconstruction, vampiric; 6thdarkness (greater), decaying, gorgon gaze, leech; 7th– enervating, overload

Utility: 1st– absentia, atrophy field, deathsight, gravitic leaper, gravitic pack horse, hide from undead, shadow blaster, sustained form, void healer, void resonance; 2nd– eyes of the void, fast fall, featherweight, gravitic adaptation, gravitic density, heavy hand, invasive rip, no breath, plains of weeping wounds, urgent restoration, wall walker; 3rd– deceptive rip, desolate, dimensional rip, gravitic freedom, gravity control, oppressive atmosphere, shroud of shadows, undead grip, zone of decay; 4th– corpse puppet, curse breaker, death energy, death globe, dimensional rip (improved), enlarged rip, healing burst, vacuum rip, vampiric grasp; 5th– crushing atmosphere, divine interference, enervation, eyes of the void (greater), featherweight (improved), flicker charge, grasp of the void, gravity control (greater), gravity sculptor, shroud of shadows (improved); 6thantilife shell, aura of ash, dimensional rip (greater), dimensional traveler, gravitic freedom, long distance travel, suffocate; 7th– dimensional traveler (improved), elemental eater; 9th– gravity master, kinetic lich


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.


Water-2

Source UKC

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 everchanging currents.

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

Basic Utility: A hydrokineticist 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 their simple blast. They gain one of them when they first select 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; Aura evocation [cold]

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; Aura conjuration (creation) [water]

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– bloody, energize weapon, oil, persistent, pushing, quenching, shivering; 2nd– entangling, penetrating, slick; 3rd– dehydrating blast, impale, stumbling, torrent; 4th– immobilizing, spray; 5th– bloody (improved), chilling, unbreaking waves; 6th– dehydrating blast (greater), destabilizing, hypertensive; 7th– cloud, fragmentation, overload; 8th– imprisoning, maelstrom

Utility: 1st– basic cryokinesis, cold adaptation, elemental acceleration, elemental limb, heat adaptation, hydro cutter, kinetic cover, kinetic healer, simple versatility, slick, water adaptation; 2nd– angelic protection, aquatic adaptation, armor of nature, elemental limb, urgent restoration, veil of mists; 3rd– aqua bubble, automatic reconstruction, cold snap, frigid terrain, kinetic cover (improved), pillar, sharding cover, water adaptation (greater), water manipulator, waterdancer; 4th– elemental hand, healing burst, ice sculptor, kinetic shelter, liquid body, tundra’s wrath, watersense; 5thelemental transmission, shimmering mirage, splash of the Styx, waterdancer (greater), waterdancer (shared), watersense (greater); 6th– elemental hand (improved), elemental limb (greater), ice path, kinetic cover (greater), kinetic regeneration, kinetic revivification, suffocate; 7thelemental airstrike, elemental eater; 8th– cryokinetic stasis, kinetic purification; 9th– kinetic cityscape, tidal wave


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

Wood-2

Source UKC

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 Planes of Wood,” the phytokineticist draws upon pockets of vital energy that forms when the Elemental Planes grind against the borders of the Fey World.

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

Basic Utility: A phytokineticist gains basic phytokinesis.

Basic Phytokinesis

Element(s): 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 their choice of wood blast or positive blast as their simple blast.

They gain one of them when they first select wood, and must select wood again with expanded element to gain the other.

Positive Blast

Element(s): wood; Type simple blast (Sp); Level– -; Burn 0; Aura evocation [light]

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(s): wood; Type simple blast (Sp); Level– -; Burn 0; Aura transmutation

Blast Type physical; Damage bludgeoning, piercing, or slashing

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

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

Flesh of Wood

Element(s): 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– bloody, dazzling, energize weapon, persistent, photokinetic, pushing; 2nd– beacon, entangling; 3rd– foxfire, impale; 4th– hyper-dimensional blast, pacifying, toxic, turning blast; 5th– bloody (improved), dismissing, spore; 6th– deadly earth, gorgon gaze, slumber; 7th– arboreal, overload, toxic (greater); 8th– imprisoning

Utility: 1st– brutal club, detect radioactivity, elemental limb, fist of oak, hide from animals, kinetic cover, life after undeath, metal-wood, paper control, roots, simple versatility, spined armor, wood healer, woodland step; 2nd– armor of nature, elemental limb, foxfire, merciful foliage, merciful frondescence, spined armor (improved), urgent restoration, verdant aura, wall walker; 3rd– automatic reconstruction, brachiation, desolate, detect radiation (greater), hostile flora, kinetic cover (improved), pillar, sharding cover, thorn flesh, warp wood; 4th– elemental hand, greensight, healing burst, herbal antivenom, hostile woodwork, kinetic shelter, plant disguise, remove radioactivity, shape wood, toxic barbs, verdant overgrowth, vital fibers, wood prison; 5th– briarthorn overgrowth, continuous regrowth, plant puppet, thorn wall, wild growth, woodland step (greater); 6th– antiundeath shell, elemental hand (improved), elemental limb (greater), grasping overgrowth, green tongue, kinetic cover (greater), kinetic revivification; 7th– elemental eater, green tongue (greater), horticultural animation, rapid regrowth, remove radioactivity (greater), tree step; 8th– wood soldiers; 9th– forest siege, kinetic cityscape


Universal

Source UKC

While not an element in and of itself, there are many common methods of manifesting one’s kinetic power that do not rely upon an elemental affiliation. Universal infusions are always treated as the element or elements of the blast they are used with (for example, a kinetic blade mental blast is still considered mind, and as such is considered a mind-affecting effect), whereas universal utility wild talents are treated as any one element the kineticist can access when they are used (for example, a kineticist with air and fire elements who uses elemental whispers can use it as either an air or fire wild talent).

Wild Talents

The following wild talents can be taken by any kineticist regardless of element:

Infusion: 1st– bullying, countering, draining, empty, extended range, incorporeal, kinetic blade, kinetic bomb, kinetic fist; 2nd– blade rush, blocking, focused blast, infuse weapon, ricochet, seeking, spindle, venom admixture; 3rd– aligned, elemental trap, extreme range, flurry of blasts, follow-up shot, kinetic bomb (improved), kinetic whip, mobile, snake, stylish; 4th– crushing blast, keen blast, nebulous shape, venom, vital blade; 5th– blade whirlwind, flurry of blasts (improved), grappling, mobile (improved), vital mobility, wall; 6th– spell turning, whip hurricane; 7th– arbitrating, nullifying, shepherd of souls, venom (greater); 8th– flurry of blasts (greater)

Utility: 1st– cantikinesis, cantikinesis (improved), elemental whispers, enhanced fist, infernal bargain, kinetic awe, kinetic dissolution, mesmerizing elementalist, nine-tailed kineticist, skilled kineticist, tengu blade lore, venom speaker; 2nd– advanced kinesis, kinetic crafter, past life evoker, skilled kineticist (greater); 3rd– charged attacks, elemental grip, elemental whispers (greater), kinetic restoration, natural rush, penetrating burn, share adaptation, skill hack, stylish infusion; 4th– advanced kinesis (greater), cantikinesis (greater), composite versatility, dimensional anchor, expanded defense, guided ricochet, implant blast, planar adaptation; 5th– kinetic form, lingering energy, plane shift, spark of life; 6th– armored form, durable form, ride the blast; 7th– composite versatility (improved); 8th– dimension lock aura, elemental exile, reverse shift


Combination

Source UKC

Combination wild talents are to utility wild talents what composite blasts are to kinetic blasts. One must possess all of the elements in their description to be able to select them. Combination wild talents can be taken at their appropriate level if at least one of their elements is a primary element. Only if none of the wild talent’s elements are the kineticist’s primary element does a kineticist learn it at a delayed level. For example, a kineticist must be both a telekineticist and a corpokineticist to select visceral whip (a 3rd-level aether and viscera utility wild talent); a telekineticist cannot learn it without also being a corpokineticist, and vice versa. So long as either aether or viscera is their primary element, they can learn visceral whip as normal; only if neither is their primary element do they treat their kineticist level as- 4 to determine if they qualify for it.

Wild Talents

The following wild talents can be taken only if the kineticist possesses all of their elements:

Utility: 1st– mental poison (mind + poison); 2nd– crystal skin (earth + light), fist of nature (earth + wood), metal blades (earth + viscera, machine + viscera); 3rd– acid manipulator (poison + water), chilling void (void + water), corporeal tear (aether + viscera, time + viscera, void + viscera), fungal infestation (poison + wood), rapid burn (fire + time, poison + time), shadowbend (light + void), telekinetic invisibility (light + sound), undead evolution (machine + void, viscera + void), visceral whip (aether + viscera); 4thacid pit (earth + poison), clangorous shroud (sound + water), photosynthesis (fire + wood), psychosomatic malady (light + poison); 5th– visceral whip (improved) (aether + viscera); 6th– choking vacuum (air + void), devolve (time + viscera), force gloves (aether + sound), lava pool (earth + fire), shadowbend (improved) (light + void); 7th– fist of eternity (earth + machine + wood), fungal infection (poison + wood + viscera), memories on tap (mind + time + water), psychosomatic malady (light + poison), steel rider (earth + machine), visceral whip (greater) (aether + viscera), writhing bodies (viscera + void); 8thglorious bastion (light + water); grotesque armor (viscera + water); 9th– clicker (poison + wood + viscera), shadowbend (greater) (light + void)


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.

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