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Kineticist Wild Talents

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Kineticists' wild talents shape the expression of their powers.

Kinetic Blasts comprise simple blasts and composite blasts.

Defense Wild Talents offer all kinds of protection from attacks and dangers.

Infusion Wild Talents change the way kineticists use their kinetic blasts.

Utility Wild Talents give the kineticist additional influence over the world and themselves.

Simple Blasts

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 conduit 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.

Air Blast

Element: air; Type: simple blast (Sp); Level: —; Burn: 0

Blast Type: physical; Damage: bludgeoning

You batter a single foe with a gust of air.

Cold Blast

Element: 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.

Earth Blast

Element: 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.

Electric Blast

Element: air; Type: simple blast (Sp); Level: —; Burn: 0

Blast Type: energy; Damage: electricity

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

Fire Blast

Element: 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.

Telekinetic Blast

Element: 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.

Water Blast

Element: water; Type: simple blast (Sp); Level: —; Burn: 0

Blast Type: physical; Damage: bludgeoning

You slam a single foe with a stream of water.

Composite Blasts

Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded conduit, 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: aether; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: telekinetic blast, expanded conduit (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.

Blizzard Blast

Elements: air and water; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: 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: fire; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: primary element (fire), expanded conduit (fire)

Blast Type: energy; Damage: fire

You unleash a concentrated blast of intense blue flame.

Charged Water Blast

Elements: air and water; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: 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: aether; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: primary element (aether), expanded conduit (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.

Ice Blast

Element: water; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: primary element (water), expanded conduit (water)

Blast Type: physical; Damage: half piercing, half cold

You shoot a chilling icicle to stab a single foe.

Magma Blast

Elements: earth and fire; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: 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: earth; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: primary element (earth), expanded conduit (earth)

Blast Type: physical; Damage: bludgeoning, piercing, or slashing

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

Mud Blast

Elements: earth and water; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: 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.

Plasma Blast

Elements: air and fire; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: 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.

Sandstorm Blast

Elements: air and earth; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: 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.

Steam Blast

Elements: fire and water; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: 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.

Thunderstorm Blast

Element: air; Type: composite blast (Sp); Level: —; Burn: 2

Prerequisites: primary element (air), expanded conduit (air)

Blast Type: physical; Damage: half bludgeoning, half electricity

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

Defense Wild Talents

A kineticist gains the defense wild talent from her primary element at 2nd level.

Enveloping Winds

Element: 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.

Flesh of Stone

Element: 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.

Force Ward

Element: 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.

Searing Flesh

Element: 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.

Shroud of Water

Element: 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.

Infusion Wild Talents

Infusion wild talents change the way kineticists use their kinetic blasts.

Bowling Infusion

Element: aether or earth; Type: substance infusion; Level: 2; Burn: 2

Associated Blasts: earth, magma, metal, mud, telekinetic

Saving Throw: none

You bowl your foes over with the sheer mass of your kinetic blast. Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

Brilliant Infusion

Element: fire; Type: substance infusion; Level: 6; Burn: 4

Prerequisite: flash infusion

Associated Blasts: blue flame, fire, plasma

Saving Throw: none

Your kinetic blast leaves an afterglow that banishes the darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a continual flame effect that lasts until the end of your next turn. This effect counts as a 6th-level spell with the light descriptor.

Burning Infusion

Element: fire; Type: substance infusion; Level: 1; Burn: 1

Associated Blasts: blue flame, fire, magma, plasma

Saving Throw: Reflex negates

Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

Chain

Element: air; Type: form infusion; Level: 5; Burn: 3

Associated Blasts: electric

Saving Throw: none

Your electric blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1d6 fewer points of damage than the last (for example, 3d6 becomes 2d6), and you can't chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die.

Chilling Infusion

Element: water; Type: substance infusion; Level: 5; Burn: 3

Associated Blasts: blizzard, cold, ice

Saving Throw: Fortitude negates

Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is staggered for 1 round.

Cloud

Element: air or water; Type: form infusion; Level: 7; Burn: 4

Prerequisite: extended range

Associated Blasts: blizzard, sandstorm, steam, thunderstorm

Saving Throw: none

You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 120 feet of you. All creatures and objects within the cloud when you create it automatically take 1/4 the normal amount of damage from your blast with no saving throw. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. Your cloud obscures vision as obscuring mist. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again.

Cyclone

Element: air; Type: form infusion; Level: 4; Burn: 3

Associated Blasts: air, blizzard, sandstorm, thunderstorm

Saving Throw: Reflex half

You create a circular rush of wind. All creatures and objects within a 20-foot-radius burst centered on you take half your blast's normal amount of damage. The saving throw DC is Dexterity-based.

Deadly Earth

Element: earth; Type: form infusion; Level: 6; Burn: 4

Prerequisite: extended range

Associated Blasts: earth, magma, metal, mud

Saving Throw: none

You infuse the ground in a 20-foot radius anywhere within 120 feet of you on an earthen surface (if you are using a metal blast, this infusion affects a metal surface instead). The ground roils and buckles beneath the affected area. All creatures and objects in contact with the ground within the area when you create it automatically take 1/4 of the normal damage from your blast with no saving throw. Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area. The entire area counts as difficult terrain. This infusion lasts for a number of rounds equal to your Constitution modifier or until you use it again.

Disintegrating Infusion

Element: aether; Type: substance infusion; Level: 6; Burn: 4

Associated Blasts: force

Saving Throw: Fortitude partial; see text

You can use force to rip your targets apart. Against creatures, your kinetic blast deals double its normal amount of damage, but targets receive a saving throw to reduce the damage to half the blast's normal amount of damage (for a total of 1/4 of the blast's increased damage). Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell disintegrate. You can use the infused blast to destroy force effects or objects as disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can't be reduced by effects such as infusion specialization or gather power.

Draining Infusion

Element: universal; Type: substance infusion; Level: 1; Burn: 1

Associated Blasts: any simple

Saving Throw: Fortitude partial; see text

You can drain elemental energy and matter from your foes to strengthen your next attack. When you use this infusion, your kinetic blast affects only creatures with a subtype matching your kinetic blast's element (for instance, a fire blast would damage only creatures of the fire subtype). Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. Because you are draining energy from the target, your blast doesn't apply your elemental overflow bonuses or Constitution modifier. The target can attempt a Fortitude save to take 1/4 the normal amount of damage. Draining infusion ignores any damage reduction, resistances, and immunities the creature might possess. If at least one creature fails its saving throw against your draining infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1, or by 2 if you have the supercharge ability. If you use draining infusion again before applying this reduction, you still deal the damage from that draining infusion, but the burn reductions don't stack.

Entangling Infusion

Element: earth or water; Type: substance infusion; Level: 2; Burn: 2

Associated Blasts: blizzard, cold, earth, ice, magma, metal, mud, sandstorm

Saving Throw: Reflex negates

Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Eruption

Element: fire; Type: form infusion; Level: 3; Burn: 2

Prerequisite: extended range

Associated Blasts: blue flame, fire, magma, steam

Saving Throw: Reflex half

Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. An energy blast infused with eruption deals its normal damage to each target, while a physical blast deals half its normal amount of damage. The saving throw DC is Dexterity-based.

Explosion

Element: fire; Type: form infusion; Level: 7; Burn: 4

Prerequisite: extended range

Associated Blasts: blue flame, fire

Saving Throw: Reflex half

You focus your energy on a point in space and create a controlled explosion. You can center the explosion anywhere within 120 feet of you, and you can choose the radius of the spread to be 5, 10, 15, or 20 feet. All creatures and objects within the explosion take your blast's damage. The saving throw DC is Dexterity-based.

Extended Range

Element: universal; Type: form infusion; Level: 1; Burn: 1

Associated Blasts: any

Saving Throw: none

Your kinetic blast can strike any target within 120 feet.

Extreme Range

Element: universal; Type: form infusion; Level: 3; Burn: 2

Prerequisite: extended range

Associated Blasts: any

Saving Throw: none

Your kinetic blast can strike any target within 480 feet.

Fan of Flames

Element: fire; Type: form infusion; Level: 1; Burn: 1

Associated Blasts: blue flame, fire

Saving Throw: Reflex half

Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. The saving throw DC is Dexterity-based.

Flash Infusion

Element: fire; Type: substance infusion; Level: 4; Burn: 3

Associated Blasts: blue flame, fire, plasma

Saving Throw: Will negates

Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast. You can reduce the blast's damage by half to increase the DC of this save by 2.

Flurry of Blasts

Element: universal; Type: form infusion; Level: 3; Burn: 2

Prerequisite: extended range

Associated Blasts: any

Saving Throw: none

Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast's damage don't apply). At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a full-attack action, the number of kinetic blasts in your flurry of blasts increases by 1.

No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don't apply. If you are using a substance infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If you are using a substance infusion that requires a caster level check or combat maneuver check, you roll the check only once against each target, but you gain a bonus on the check equal to the number of times that target was hit beyond the first. If you are using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first.

Foe Throw

Element: aether; Type: form infusion; Level: 3; Burn: 2

Associated Blasts: telekinetic

Saving Throw: Fortitude negates; see text

Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely. Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from your blast. The movement doesn't provoke attacks of opportunity.

Force Hook

Element: aether; Type: form infusion; Level: 3; Burn: 2

Associated Blasts: force

Saving Throw: none

Your force blast hooks onto its target and drags you adjacent to it. This effect functions as force hook charge, except with the range and damage of your force blast.

Fragmentation

Element: earth or water; Type: form infusion; Level: 7; Burn: 4

Prerequisite: extended range

Associated Blasts: earth, ice, metal

Saving Throw: none or Reflex half; see text

You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect. The saving throw DC is Dexterity-based.

Grappling Infusion

Element: universal; Type: substance infusion; Level: 5; Burn: 3

Associated Blasts: any

Saving Throw: none

Your cloud, deadly earth, or wall blast grows tendrils that hold your enemies in place. Whenever a creature takes damage from the infused blast, you can attempt a combat maneuver check to have the blast grapple that opponent. Your bonus on this check is equal to 2 + your kineticist level + your Constitution modifier (treat the blast as a Huge creature). The blast only grapples opponents; it can't perform other functions of grapple maneuvers such as pinning or moving the opponent. If the blast is already grappling an opponent, it receives a +5 bonus on its combat maneuver check to maintain the grapple, as normal. You can use this infusion only if you also use the cloud, deadly earth, or wall form infusion.

Gusting Infusion

Element: air; Type: substance infusion; Level: 1; Burn: 1

Associated Blasts: air, blizzard, sandstorm, thunderstorm

Saving Throw: Fortitude negates

The wind from your infusion causes your blast to act as an instantaneous gust of wind. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path.

Impale

Element: earth or water; Type: form infusion; Level: 3; Burn: 2

Associated Blasts: earth, ice, metal

Saving Throw: none

You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn't continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage.

Kinetic Blade

Element: universal; Type: form infusion; Level: 1; Burn: 1

Associated Blasts: any

Saving Throw: none

You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Kinetic Fist

Element: universal; Type: form infusion; Level: 1; Burn: 1

Associated Blasts: any

Saving Throw: none

You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Constitution modifier.

Kinetic Whip

Element: universal; Type: form infusion; Level: 3; Burn: 2

Prerequisite: kinetic blade

Associated Blasts: any

Saving Throw: none

You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip's usual damage.

Magnetic Infusion

Element: air or earth; Type: substance infusion; Level: 3; Burn: 2

Associated Blasts: charged water, electric, metal, plasma, thunderstorm

Saving Throw: none

Your kinetic blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a –4 penalty on Reflex saving throws to avoid metallic objects.

Many Throw

Element: aether; Type: form infusion; Level: 8; Burn: 4

Prerequisite: extended range

Associated Blasts: telekinesis

Saving Throw: none

You grab a large number of objects and throw them all at once. You can use your telekinetic blast to make attack rolls against a number of targets equal to your kineticist level within 120 feet, but no two targets can be more than 30 feet apart.

Mobile Blast

Element: universal; Type: form infusion; Level: 3; Burn: 2

Associated Blasts: any

Saving Throw: Reflex negates

You send an elemental mass, energy ball, or object into a particular square within 30 feet, dealing 1/4 the normal amount of damage (or half the normal amount of damage, for an energy blast) to all creatures in that square. The mobile blast lasts until you dismiss it as a free action, lose consciousness, or move farther than 30 feet from it. Each round on your turn as a move action, you can move the mobile blast to another square within range; either way, it continues to deal damage to all creatures in its final square each round if they fail their saving throws. You can have only a single mobile blast in existence at a time. If the mobile blast's total burn cost before applying any reduction for gather power is 0, it has no maximum duration. Otherwise, it lasts for a maximum number of rounds equal to your Constitution modifier, and afterward you can't create another mobile blast for a number of minutes equal to the number of rounds it existed. A mobile blast is always extremely loud and visible. The saving throw DC is Dexterity-based.

Pure-flame Infusion

Element: fire; Type: substance infusion; Level: 7; Burn: 4

Associated Blasts: blue flame

Saving Throw: none

You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores spell resistance.

Pushing Infusion

Element: aether, air, earth, or water; Type: substance infusion; Level: 1; Burn: 1

Associated Blasts: air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water

Saving Throw: none

The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can't use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

Quenching Infusion

Element: water; Type: substance infusion; Level: 1; Burn: 1

Associated Blasts: charged water, water

Saving Throw: none

Your blast puts out nonmagical fires as if they had been touched by a water elemental. If you increase the burn cost to 2 or reduce the damage to 0, it also dispels magical fires as if you were a water elemental with a number of Hit Dice equal to your kineticist level.

Rare-metal Infusion

Element: earth; Type: substance infusion; Level: 3; Burn: 2

Associated Blasts: metal

Saving Throw: none

You can control the properties of metal, allowing your metal blast to bypass damage reduction as if it were adamantine, cold iron, or silver (your choice). If your target has an unusual type of damage reduction that could be overcome with the correct type of metal (such as DR/gold), you can also select that metal for this purpose. The metal you create with this infusion crumbles away shortly thereafter and has no gp value.

Snake

Element: universal; Type: form infusion; Level: 3; Burn: 2

Prerequisite: extended range

Associated Blasts: any

Saving Throw: none

You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.

Spray

Element: water; Type: form infusion; Level: 4; Burn: 3

Associated Blasts: charged water, water

Saving Throw: Reflex half

You diffuse your kinetic blast to spray out wildly. All creatures and objects in a 30-foot cone take half your normal amount of blast damage. The saving throw DC is Dexterity-based.

Thundering Infusion

Element: air; Type: substance infusion; Level: 1; Burn: 1

Associated Blasts: electric, thunderstorm

Saving Throw: Fortitude negates

Your lightning brings with it a peal of thunder. Whenever your infused blast hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn't deal damage.

Torrent

Element: air, fire, or water; Type: form infusion; Level: 3; Burn: 2

Associated Blasts: air, blizzard, blue flame, charged water, fire, magma, mud, plasma, sandstorm, steam, thunderstorm, water

Saving Throw: Reflex half

A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.

Unraveling Infusion

Element: fire; Type: substance infusion; Level: 5; Burn: 3

Associated Blasts: blue flame, fire

Saving Throw: none

Your kinetic blast burns so hot that it melts away your foe's magical effects. Whenever your infused blast hits a foe and penetrates its spell resistance, you can attempt a caster level check as if using a targeted dispel magic before determining whether the foe takes damage from the blast. You can choose to reduce the blast's damage by half to increase your bonus on the caster level check by 2. If you don't choose a specific spell effect to attempt to dispel, you automatically attempt to dispel effects that would protect the target from fire damage before other spells.

Wall

Element: universal; Type: form infusion; Level: 5; Burn: 3

Associated Blasts: any

Saving Throw: none

You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall's squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.

Utility Wild Talents

A kineticist can select one of the following wild talents at each even level, provided she meets the prerequisites.

Aerial Adaptation

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

You are immune to altitude sickness, and gain an amount of electricity resistance equal to twice your current amount of burn.

Aerial Evasion

Element: air; Type: utility (Su); Level: 3; Burn: 1

Prerequisite: enveloping winds

You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain evasion, as the rogue class feature.

Aether Puppet

Element: aether; Type: utility (Sp); Level: 5; Burn: 0

You use strands of aether to animate an object. You can animate a Medium or smaller object as an animated object with no Construction Point abilities (except for stone or metal [common], if the object is constructed of one of those materials). Each round on your turn, you must take a move action to guide the object, or it reverts to its inanimate state. By accepting 1 point of burn, you can pour a bit of your own sentience into the aether puppet, allowing the effect to persist for 1 round per kineticist level without requiring additional actions. At 12th level, you can animate a Large or smaller object, which gains all the abilities of the Medium animated object plus the additional attack ability. At 14th level, you can animate a Huge or smaller object, which gains all the abilities of the Large animated object. At 16th level, you can animate a Gargantuan or smaller object, which gains all the abilities of the Huge animated object, as well as the metal (mithral) ability if the object is made of mithral. At 18th level, you can animate a Colossal or smaller object, which gains all the abilities of the Gargantuan animated object, plus the metal (adamantine) ability if the object is made of adamantine.

Air Cushion

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

You cushion a fall from any height. You are constantly under the effects of Feather Fall, and you count as one size category larger for the purpose of determining how you are affected by wind.

Air Shroud

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

You are always surrounded by air, as air bubble. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.

Air Shroud, Greater

Element: air; Type: utility (Sp); Level: 5; Burn: 0

Prerequisite: air shroud

Your air shroud improves, granting you the benefits of life bubble. When you accept burn to grant the benefit to others, the benefit lasts until the next time your burn is removed.

Air's Leap

Element: air; Type: utility (Su); Level: 1; Burn: 0

You are always considered to have a running start when jumping, you add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).

Air's Reach

Element: air; Type: utility (Su); Level: 1; Burn:

When using air blasts, air wild talents, or composite blasts that include air, double the blast's effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast's effective range, not the area of effect for infusions like cloud and cyclone.

Aspected Channels

Element: universal; Type: utility (Su); Level: 3; Burn:

Prerequisite: siphoned channels

During reinscription, you can opt to bestow an elemental aspect affinity on up to your Constitution modifier energy channels. The element of the aspect affinity must be your primary element, or an element gained via expanded conduit.

Basic Aerokinesis

Element: 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.

Basic Geokinesis

Element: 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.

Basic Hydrokinesis

Element: 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.

Basic Pyrokinesis

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

You can use your inner flame to reproduce the effects of a flare, Manifest 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.

Basic Telekinesis

Element: 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.

Celerity

Element: air; Type: utility (Sp); Level: 3; Burn: 0

You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

Cold Adaptation

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

You are constantly protected by endure elements against cold temperatures only. You gain cold resistance equal to twice your current amount of burn.

Cold Snap

Element: water; Type: utility (Sp); Level: 3; Burn: 1

Prerequisites: cold adaptation, shroud of water

You chill your shroud of water and send the cold around you, creating an aura of numbing cold around yourself. Until the next time your burn is removed, you can begin or end the cold aura at will as a swift action. The temperature in the area 30 feet around you lowers by 5° F per kineticist level you possess, to a minimum modified temperature of –10° F. If this brings the temperature in the area below 40° F, all creatures within 5 feet of you take a –4 penalty to Dexterity. You are immune to these effects, as are creatures that are immune to cold or that benefit from effects that protect against temperature, such as endure elements.

Earth Climb

Element: earth; Type: utility (Su); Level: 2; Burn: 0

You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.

Earth Glide

Element: earth; Type: utility (Su); Level: 5; Burn: 0

Prerequisite: earth climb

You can glide through earth, as an earth elemental's earth glide ability, with a burrow speed equal to your base land speed.

Earth Walk

Element: earth; Type: utility (Su); Level: 1; Burn: ­—

Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth, or mud, and while on such surfaces you add your elemental overflow bonus to your CMD against being moved or tripped and on Acrobatics checks to balance.

Elemental Grip

Element: universal; Type: utility (Sp); Level: 3; Burn: 0

Saving Throw: Will negates; Spell Resistance: yes

You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate.

Enduring Earth

Element: earth; Type: utility (Su); Level: 4; Burn:

When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it's longer than 1 round.

Engulfing Winds

Element: air; Type: utility (Sp); Level: 3; Burn: 0

Prerequisite: enveloping winds

You bend your winds into a formidable barrier. Until the start of your next turn, you lose the benefits of enveloping winds, but can create a wind wall as the spell. You can extend the wall's duration to 1 round per kineticist level by accepting 1 point of burn.

Expanded Defense

Element: universal; Type: utility (Su); Level: 4; Burn:

Choose an element you selected with expanded conduit. You gain that element's defense wild talent. You can take this wild talent multiple times, choosing a different element each time.

Fire Sculptor

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

You can sculpt shapes out of flame or alter a fire's spread. As a standard action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire's edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it.

Fire's Fury

Element: fire; Type: utility (Su); Level: 1; Burn:

When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

Firesight

Element: fire; Type: utility (Su); Level: 3; Burn:

You can see through flames and smoke as if they were transparent. Creatures that are on fire or have the fire subtype never benefit from concealment or total concealment against you.

Flame Jet

Element: fire; Type: utility (Sp); Level: 3; Burn: 0

You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

Flame Jet, Greater

Element: fire; Type: utility (Sp); Level: 5; Burn: 0

Prerequisite: flame jet

You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action.

Flame Shield

Element: fire; Type: utility (Sp); Level: 5; Burn: 1

Prerequisite: searing flesh

Flickering flames surround you until the next time your burn is removed. While your searing flesh infusion is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to 1/2 your kineticist level unless it is using a reach weapon. If the creature also takes damage from your searing flesh, it applies fire resistance only once against the total damage from both effects. You also gain the protection from cold of a warm fire shield. An attack that would deal an amount of cold damage equal to at least double your kineticist level (before you applied the protection) freezes away your flame shield after you apply its protection, ending the flame shield early.

Force Barrier

Element: aether; Type: utility (Sp); Level: 5; Burn: 0

Prerequisite: force ward

You create an immobile sphere or hemisphere of force around your square or squares. The force barrier functions as a wall of force in all other ways. Activating this ability is a standard action, and the barrier lasts until the beginning of your next turn. Each round, just before the barrier would disappear, you can extend its duration by accepting 1 point of burn. If an attack manages to destroy the force barrier, you immediately take 1 point of burn.

From the Ashes

Element: fire; Type: utility (Sp); Level: 9; Burn: 2

When you are about to fall unconscious or die from hit point damage, as an immediate action you can burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise in the square where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per kineticist level you possess.

Heat Adaptation

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

You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn.

Heat Wave

Element: fire; Type: utility (Sp); Level: 3; Burn: 1

Prerequisites: heat adaptation, searing flesh

You create an aura of shimmering heat that distorts the area around you. Until the next time your burn is removed, you can begin or end the heat aura as a swift action. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, all attacks made by creatures within 5 feet of you suffer a 20% miss chance due to concealment. You are immune to these effects, as are those immune to fire or benefiting from endure elements.

Ice Path

Element: water; Type: utility (Su); Level: 6; Burn: 0

Prerequisite: icewalker

You freeze water vapor in the air, allowing you to travel above the ground as air walk by walking along the ice, and leaving a path of ice behind you that lasts for 1 round before it melts.

Ice Sculptor

Element: water; Type: utility (Sp); Level: 4; Burn: 0

You can sculpt ice and snow into new shapes, as the spell stone shape but affecting ice and snow instead of stone.

Icewalker

Element: water; Type: utility (Su); Level: 1; Burn:

You can move across wet and icy surfaces without needing to attempt Acrobatics checks due to slipperiness, including across areas under the effects of the slick wild talent. Additionally, you are immune to seasickness.

Jagged Flesh

Element: earth; Type: utility (Sp); Level: 3; Burn: 1

Prerequisite: flesh of stone

You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 points of piercing damage. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness.

Kinetic Cover

Element: aether, earth, or water; Type: utility (Sp); Level: 1; Burn: 0

You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

Kinetic Form

Element: universal; Type: utility (Sp); Level: 5; Burn: 1

You are able to suspend your body in a large mass of elemental matter. Until the next time your burn is removed, you can change your size to Large or shift back to your original size as a standard action. This doesn't change your ability scores in any way. At 16th level, you can accept 1 additional point of burn to instead change your size to Huge. You cannot use kinetic form to decrease your size.

Reverse Shift

Element: universal; Type: utility (Sp); Level: 8; Burn: 0

You reverse the flow of your connection to the planes, sending your body into the Ethereal Plane as ethereal jaunt. As long as you concentrate on reverse shift, you remain on the Ethereal Plane; after a number of consecutive rounds spent on the Ethereal Plane equal to your kineticist level (and every such interval thereafter), you must accept 1 point of burn. Once you return to the Material Plane, you cannot use reverse shift again for a number of rounds equal to the number of rounds you spent on the Ethereal Plane.

Ride the Blast

Element: universal; Type: utility (Sp); Level: 6; Burn: 0

You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast's path, adjacent to the blast's target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn't work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).

Searing Flame

Element: fire; Type: utility (Su); Level: 2; Burn:

Prerequisite: burning infusion

Over time, your burning infusion sears away your foe's fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe's fire resistance by an amount equal to the unmodified burn damage; don't apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level. These decreases stack, to a minimum resistance of 0.

Seismic Master

Element: earth; Type: utility (Sp); Level: 9; Burn: 0

You can focus on your connection to earth and create a localized tremor, as the earthquake spell.

Self Telekinesis

Element: aether; Type: utility (Sp); Level: 3; Burn: 0

You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet.

Self Telekinesis, Greater

Element: aether; Type: utility (Sp); Level: 5; Burn: 0

Prerequisite: self telekinesis

You have greater control over your self telekinesis. Otherwise, this wild talent functions like greater flame jet.

Shift Earth

Element: earth; Type: utility (Sp); Level: 4; Burn: 0

Prerequisite: kinetic cover

Saving Throw: see text; Spell Resistance: no

As a standard action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. This doesn't cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature's feet, it can attempt a DC 20 Reflex save to leap elsewhere and avoid moving along with the earth.

Shift Earth, Greater

Element: earth; Type: utility (Sp); Level: 7; Burn: 0

Prerequisites: kinetic cover, shift earth

You can move greater quantities of earth, as the spell move earth.

Shimmering Mirage

Element: water; Type: utility (Sp); Level: 5; Burn: 1

Prerequisite: shroud of water

Your shroud bends light, creating a shimmering mirage. While your shroud of water is active, attacks against you suffer a 20% miss chance due to concealment until the next time your burn is removed.

Siphoned Channels

Element: universal; Type: utility (Su); Level: 1; Burn:

You siphon off part of the elemental energies you generate and guide them into energy channel scripts. You gain a number of additional Energy Channels equal to 2 + your Constitution modifier.

Skilled Kineticist

Element: universal; Type: utility (Su); Level: 1; Burn:

You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class skill list, and you can use the Knowledge skill associated with your primary element to identify elementals of your primary element's subtype.

Skilled Kineticist, Greater

Element: universal; Type: utility (Su); Level: 2; Burn:

Prerequisite: skilled kineticist

By delving into study of the Ethereal and Elemental Planes, you are able to use your primary element to assist with your skills in an unusual way. Add Knowledge (planes) to your list of class skills. Choose one of your kineticist class skills that wasn't granted by your primary element to also receive the bonus from skilled kineticist.

Slick

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

Saving Throw: Reflex negates; Spell Resistance: no

As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.

Smoke Storm

Element: fire; Type: utility (Sp); Level: 3; Burn: 0

Saving Throw: Fortitude negates; see text; Spell Resistance: no

You transform a source of open flame within 120 feet into a cloud of choking smoke, filling a 20-foot-radius spread and affecting vision like a smokestick. All creatures that begin their turns inside the area become sickened as long as they remain in the smoke and for 1d4+1 rounds thereafter (Fortitude negates).

Spark of Life

Element: universal; Type: utility (Sp); Level: 5; Burn: 0

You breathe a semblance of life into elemental matter, which takes the form of a Medium elemental of any of your elements as if summoned by summon monster IV with a caster level equal to your kineticist level, except the elemental gains the mindless trait. Each round on your turn, you must take a move action to guide the elemental or it collapses back into its component element. By accepting 1 point of burn, you can pour a bit of your own sentience into the elemental, removing the mindless quality and allowing it to persist for 1 round per kineticist level without requiring any further actions. At 12th level, you can choose to form a Large elemental as if by summon monster V; at 14th level, you can choose to form a Huge elemental as if by summon monster VI; at 16th level, you can choose to form a greater elemental as if by summon monster VII; and at 18th level, you can choose to form an elder elemental as if by summon monster VIII.

Spell Deflection

Element: aether; Type: utility (Sp); Level: 7; Burn: 0

You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell that could be affected by spell turning, roll 1d10–1 and determine the effects of the spell as if you had spell turning with that many spell levels remaining. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10–1 at a time) before ending early.

Stone Sculptor

Element: earth; Type: utility (Sp); Level: 5; Burn: 0

You can sculpt earth into any shape, as the spell stone shape.

Suffocate

Elements: aether, air, or water; Type: utility (Sp); Level: 6; Burn: 0

Saving Throw: Fortitude partial; Spell Resistance: yes

You use aether to choke a creature within 120 feet, air to create an area of unbreathable air around it, or water to fill its throat with water. If your target needs to breathe, it must hold its breath for as long as you concentrate. On each of its turns, it can attempt a Fortitude save in order to speak, but it can breathe only if your concentration breaks, you leave the 120-foot range, or you break line of effect. You can accept 1 point of burn when activating this wild talent in order to expel the air from your target's lungs. If you do so and the target fails its first Fortitude save, it becomes disabled and is reduced to 0 hit points, and on its second failed Fortitude save, it falls unconscious and is reduced to –1 hit points.

Telekinetic Deflection

Element: aether; Type: utility (Sp); Level: 8; Burn: 0

You can deflect your foes' attacks, as the spell deflection with a duration of 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

Telekinetic Finesse

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

You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Telekinetic Globe

Element: aether; Type: utility (Sp); Level: 8; Burn: 0

Prerequisites: force barrier, force ward

You can create a globe of force, as the telekinetic sphere spell, that lasts as long as you concentrate as a standard action, and you can move the globe as a move action. You can accept 1 point of burn to increase the duration to 1 minute per level and eliminate the need to concentrate to maintain the globe.

Telekinetic Haul

Element: aether; Type: utility (Sp); Level: 2; Burn: 0

Prerequisite: basic telekinesis

When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Telekinetic Invisibility

Element: aether; Type: utility (Sp); Level: 3; Burn: 0

You weave strands of aether, bending light and dampening sound; this works as invisibility except that the aetheric bending is easier to notice than normal invisibility, so your bonus on Stealth checks is halved (+10 while moving and +20 while perfectly still). However, the dampened sound allows you to avoid automatic detection via sound-based blindsense and blindsight, but you do not receive the bonus on Stealth checks from this wild talent against a creature with such abilities.

Telekinetic Maneuvers

Element: aether; Type: utility (Sp); Level: 4; Burn: 0

Saving Throw: none; Spell Resistance: yes

You can perform combat maneuvers as telekinesis, but you use your Constitution modifier to determine your Combat Maneuver Bonus rather than your Intelligence or Charisma modifier. If you possess the telekinetic finesse wild talent, add dirty trick and steal combat maneuvers to the list of combat maneuvers you can perform; when performing these maneuvers, determine your Combat Maneuver Bonus using your Dexterity modifier instead of your Constitution modifier.

Tidal Wave

Element: water; Type: utility (Sp); Level: 9; Burn: 1

You call forth a powerful tidal wave, as tsunami.

Touchsight

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

You attach strands of aether to everything your telekinesis touches. Any time you damage a creature using your telekinetic blast, as long as that creature doesn't use a teleportation effect, you can see that creature at any distance as if using blindsight until the end of your next turn. Immediately after damaging a creature, you can accept 1 point of burn to strengthen the strands of aether attached to that creature, increasing the duration of the touchsight on that creature to 1 round per kineticist level.

Touchsight, Reactive

Element: aether; Type: utility (Su); Level: 5; Burn: 0

Prerequisite: touchsight

Your strands of aether surround you, making it virtually impossible for a violent motion to catch you off guard, so long as the motion originates within their range. You are never denied your Dexterity bonus to AC against attacks from within 30 feet because of being flat-footed or because your assailant is unseen or invisible. You always succeed at any Perception check to act on the surprise round against opponents within 30 feet.

Trail of Flames

Element: fire; Type: utility (Sp); Level: 5; Burn: 0

Saving Throw: none; Spell Resistance: yes

When you take the withdraw or run action, you can leave a wall of fire in all squares you exit that lasts for 1 round.

Tremorsense

Element: earth; Type: utility (Su); Level: 3; Burn: 0

You can take a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. While benefiting from this tremorsense, your earth blasts and composite blasts that include earth components don't suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.

Tremorsense, Greater

Element: earth; Type: utility (Su); Level: 5; Burn: 0

Prerequisite: tremorsense

You can spend 10 minutes to extend your tremorsense outward while in a natural underground setting, letting you learn three facts as if using commune with nature, except your tremorsense can't tell if a creature is a woodland creature or a powerful unnatural creature.

Veil of Mists

Element: water; Type: utility (Su); Level: 2; Burn: 0

You create a misty veil over your features, disguising yourself as disguise self for a number of minutes equal to your Constitution modifier. If you accept 1 point of burn, until the next time your burn is removed, each use of this wild talent lasts until you dismiss it.

Voice of the Wind

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

Saving Throw: none; Spell Resistance: yes

When you whisper, you can have the wind carry your voice to the ears of anyone you can see within 120 feet, as if they were one of the targets of a message spell you cast. Alternatively, you can send your voice to a distant location as if casting whispering wind.

Water Manipulator

Element: water; Type: utility (Sp); Level: 3; Burn: 0

Prerequisite: kinetic cover

Saving Throw: none; see text; Spell Resistance: no

You can manipulate massive quantities of water. As a standard action, you can raise or lower the level of water as if using control water, or move an amount of water equal to 1/1,000th the amount controlled by that spell to a different location in range. The water remains where you placed it for as long as you remain motionless and take a standard action each round to concentrate on this effect. This wild talent causes a slow effect on creatures made of water, just like control water (Will negates). When you cease concentrating, the water flows normally unless you accept 1 point of burn to extend the duration and hold the water in its current position for 10 minutes per kineticist level you possess.

Waterdancer

Element: water; Type: utility (Sp); Level: 3; Burn: 0

You call forth a current of water to increase your speed and allow you to swim with ease, as if under the effects of slipstream with unlimited duration.

Waterdancer, Greater

Element: water; Type: utility (Su); Level: 5; Burn: 0

Prerequisite: waterdancer

You can move across water (as water walk) at will and breathe underwater, and your slashing and bludgeoning attacks don't take the usual penalties when you're underwater.

Watersense

Element: water; Type: utility (Su); Level: 4; Burn:

You gain tremorsense with a range of 30 feet to detect anything in contact with the same body of water as you. While you are benefiting from this tremorsense, your water blasts and composite blasts that include water don't suffer a miss chance from concealment or total concealment against creatures you detect with this tremorsense.

Weather Master

Element: air; Type: utility (Sp); Level: 8; Burn: 0

By focusing on your connection to air and seeding the air around you for 10 minutes, you can create powerful weather effects, as control weather. You can create tornadoes or hurricane-force winds, as appropriate for the season. If you have access to the fire element, you can create hot weather, a heat wave, a thaw, or an early spring. If you have access to the water element, you can create all other types of weather listed in control weather.

Wind Manipulator

Element: air; Type: utility (Sp); Level: 6; Burn: 0

Prerequisite: engulfing winds

You can call forth mighty winds in an enormous area. As a standard action, you can alter the wind around you as if using control winds, but the change remains only for as long as you continue to take a standard action to concentrate on this effect. If you accept 1 point of burn, you can extend the duration to 10 minutes per kineticist level you possess without your needing to concentrate.

Windsight

Element: air; Type: utility (Su); Level: 3; Burn:

You can see through mist and fog (including fog cloud and similar magic). In areas of moderate or stronger wind, you can see and hear as if you were standing at both your own position and a position a number of feet in the wind's direction equal to the wind's speed in miles per hour, potentially allowing you to see around corners and other obstacles.

Windsight, Greater

Element: air; Type: utility (Su); Level: 5; Burn: 0

Prerequisite: windsight

You can send a slight breeze in a path up to 480 feet long and then back to where you wait. This allows you to use your windsight wild talent to catch a quick glimpse and hear a tiny snippet from any location that could be reached by the wind traveling that distance (the wind's path can't pass through openings smaller than 1 inch in diameter). The breeze travels 100 feet per round, so what you see and hear is delayed by 1 round for every 50 feet of the path. If you spend at least 10 minutes to set up a steady flow of wind, you can concentrate for up to 1 minute per level to gain continuous visual and auditory information for as long as you concentrate, delayed by 1 round for every 100 feet the wind travels (since the steady flow of wind has to travel only one way). While there is no invisible sensor to detect with this ability, creatures along the path of the breeze may notice a light wind, though it may not seem out of the ordinary.

Wings of Air

Element: air; Type: utility (Sp); Level: 3; Burn: 0

Prerequisite: air cushion or air's leap

The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.