Kineticist (Apath)

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Unofficial rules compendium

Optional Rules

At second level, a kineticist can choose to replace the elemental defense ability and instead gain Weapon Finesse as a bonus feat. She can still learn the elemental defense of her primary element by choosing the expanded defense utility wild talent.

Kineticist Power Tables

This is an attempt to organize the kinetic blasts, infusions, and wild talents in a more readable format than the rulebooks.

Kinetic Blasts

All but simple blasts cost burn 2. The word "blast" has been ignored in names.

A kineticist can use all combination blasts he qualifies for. Note there are specific prerequisites that must be fulfilled, not all blasts listed for an element are available.

Aether Void Wood
Simple Telekinetic GravityOO
NegativeOO
WoodOO
Aether Aetheric boost
Force†
Aetheric boost
Gravitic boostOO
Negative admixtureOO
Aetheric boost
Air Aetheric boost Gravitic boostOO
Negative admixtureOO
SpringOO
Earth Aetheric boost Gravitic boostOO
Negative admixtureOO
AutumnOO
Fire Aetheric boost Gravitic boostOO
Negative admixtureOO
SummerOO
Water Aetheric boost Gravitic boostOO
Negative admixtureOO
WinterOO
Void Gravitic boostOO
Negative admixtureOO
VoidOO Gravitic boostOO
Negative admixtureOO
Wood Aetheric boost Gravitic boostOO
Negative admixtureOO
Air Earth Fire Water
Simple Air
Electric†
Earth Fire† Cold†
Water
Aether Aetheric boost Aetheric boost Aetheric boost† Aetheric boost
Air Thunderstorm‡ Sandstorm Plasma‡ Blizzard‡
Charged water‡
Earth Sandstorm Metal Magma‡ Mud
Fire Plasma‡ Magma‡ Blue flame† Steam‡
Water Blizzard‡
Charged water‡
Mud Steam‡ Ice‡
Void Gravitic boostOO
Negative admixtureOO
Gravitic boostOO
Negative admixtureOO
Gravitic boostOO
Negative admixtureOO
Gravitic boostOO
Negative admixtureOO
Wood SpringOO AutumnOO SummerOO WinterOO

† Energy blast. ‡ Compound blast, half of two different types, both resistances apply

Substance Infusion Wild Talents

The word "infusion" has been ignored in names. Numbers in parentheses are burn. Note that not all infusions listed for an element are available, some only work with specific blasts.

Level Universal Aether Void Wood
1 Draining (1) Bowling (2)
Pushing (1)
PullingOO (1)
Pushing (1)
Pushing (1)
2 Entangling (2)
3 DarknessOO (2)
4 ToxicOO (3)
5 Grappling (3)
6 Disintegrating (4) DarknessOO (4)
7 EnervatingOO (4) Toxic, greaterOO (3)
8
9
Level Air Earth Fire Water
1 Pushing (1)
Thundering (1)
Bowling (2)
Pushing (1)
Burning (1) Pushing (1)
Quenching (1)
2 Entangling (2) Entangling (2)
3 Magnetic (2) Magnetic (2)
Rare-Metal (2)
4 Flash (3)
5 Unravelling (3) Chilling (3)
6 Brilliant (4)
7 Pure-Flame (4)
8
9

Form Infusion Wild Talents

The word "infusion" has been ignored in names. Numbers in parentheses are burn. Note that not all infusions listed for an element are available, some only work with specific blasts.

Level Universal Aether Void Wood
1 Extended range (1)
Kinetic blade (1)
Kinetic fist (1)
2
3 Extreme range (2)
Flurry of blasts (2)
Kinetic whip (2)
Mobile blast (2)
Snake (2)
Foe Throw (2)
Force hook (2)
Impale (2)
4 SingularityOO (3)
5 Wall (3)
6 Deadly Earth (4)
7
8 Many throw (4)
9
Level Air Earth Fire Water
1 Gusting (1) Fan of flames (1)
2
3 Torrent (2) Impale (2)
Eruption (2)
Torrent (2)
Impale (2)
Torrent (2)
4 Cyclone (3)
5 Chain (3)
6 Deadly Earth (4)
7 Cloud (4) Fragmentation (4) Explosion (4)
Cloud (4)
Fragmentation (4)
8
9

Utility Wild Talents

Numbers in parentheses is the minimum burn cost of the power.

Level Universal Aether Void Wood
1 Skilled kineticist Basic telekinesis
Kinetic cover
Kinetic healer (1)
Telekinetic finesse
Basic ChaokinesisOO
Kinetic cover
Void HealerOO (1)
RootsOO
Thorn fleshOO (1)
Woodland StepOO
2 Skilled kineticist, greater Telekinetic haul Eyes of the VoidOO
No BreathOO
Merciful FoliageOO
3 Elemental grip
Touchsight
Aether saturationOR
Self telekinesis
Telekinetic invisibility
Gravity ControlOO BrachiationOO
Thorn FleshOO (1)
Warp WoodOO
4 Expanded defense Telekinetic maneuvers GreensightOO
Plant DisguiseOO
Shape WoodOO
5 Kinetic form (1)
Spark of life
Touchsight, reactive
Aether puppet
Force barrier
Self telekinesis, greater
Eyes of the Void, GreaterOO
Gravity Control, GreaterOO
Plant PuppetOO
Wild GrowthOO
Woodland Step, GreaterOO
6 Ride the blast Suffocate Suffocate Green TongueOO
7 Spell deflection
8 Reverse shift Telekinetic deflection
Telekinetic globe
9 Gravity MasterOO Forest SiegeOO
Wood SoldiersOO (1)
Level Air Earth Fire Water
1 Aerial adaptation
Air cushion
Air shroud
Air's leap
Air's rewach
Basic aerokinesis
Voice of the wind
Basic geokinesis
Earth walk
Jagged flesh (1)
Kinetic cover
Basic pyrokinesis
Cold adaption
Fire sculptor
Fire's fury
Heat adaption
Basic hyrdrokinesis
Cold adaption
Heat adaption
Ice walker
Kinetic cover
Kinetic healer (1)
Slick
Water saturationOR
2 Earth climb Searing flame
Veil of mists
3 Aerial evasion (1)
Celerity
Engulfing wings
Windsight
Wings of air
Earth saturationOR
Tremorsense
Firesight
Flame jet
Heat wave (1)
Smoke storm
Cold snap (1)
Water manipulator
Waterdancer
4 Enduring earth
Shift earth
Ice sculptor
Watersense
5 Air shroud, greater
Windsight, greater
Earth glide
Stone sculptor
Tremorsense, greater
Flame jet, greater
Flame shield (1)
Trail of flames
Shimmering mirage (1)
Waterdancer, greater
6 Suffocate
Wind manipulator
Fire saturationOR (1) Ice path
Suffocate
7 Shift earth, greater
8 Weather master
9 Air saturationOR Seimic master From the ashes (2) Tidal wave (1)

Table: Kineticist

This is the original table, completed with some maximum burn figures.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +2 +2 +0 Burn, elemental focus, gather power, infusion, kinetic blast
2nd +1 +3 +3 +0 Elemental defense, utility wild talent
3rd +2 +3 +3 +1 Elemental overflow +1, infusion
4th +3 +4 +4 +1 Utility wild talent
5th +3 +4 +4 +1 Infusion (replace), infusion specialization 1, metakinesis (empower)
6th +4 +5 +5 +2 Burn (2/rnd), elemental overflow +2, internal buffer 1, utility wild talent
7th +5 +5 +5 +2 Expanded element
8th +6/+1 +6 +6 +2 Infusion specialization 2, utility wild talent
9th +6/+1 +6 +6 +3 Burn (3/rnd), elemental overflow +3, infusion, metakinesis (maximize)
10th +7/+2 +7 +7 +3 Utility wild talent
11th +8/+3 +7 +7 +3 Infusion (replace), infusion specialization 3, internal buffer 2, supercharge
12th +9/+4 +8 +8 +4 Burn (4/rnd), elemental overflow +4, utility wild talent
13th +9/+4 +8 +8 +4 Infusion, metakinesis (quicken)
14th +10/+5 +9 +9 +4 Infusion specialization 4, utility wild talent
15th +11/+6/+1 +9 +9 +5 Burn (5/rnd), expanded element, elemental overflow +5
16th +12/+7/+2 +10 +10 +5 Composite specialization, internal buffer 3, utility wild talent
17th +12/+7/+2 +10 +10 +5 Infusion (replace), infusion specialization 5, metakinesis (twice)
18th +13/+8/+3 +11 +11 +6 Burn (6/rnd), elemental overflow +6, utility wild talent
19th +14/+9/+4 +11 +11 +6 Infusion, metakinetic master
20th +15/+10/+5 +12 +12 +6 Infusion specialization 6, omnikinesis, utility wild talent

Expanded Elements

Not elements in the classic sense, these power sets work just as the other elements of the kineticist.

Bibliokinesis

A bibliokinesist works with paper (and similar writing surfaces such as vellum and papyrus) and the written word in the form of books, tomes, and scrolls. Variant bibliokinesists work with cards or with solid sculpted text, runes, or glyphs with only superficial differences. Bibliokineticists usually create works that do not contain any new information; words the kineticist has memorized or improvised or pure gibberish. Powerful bibliokinesists can use symbols that imbue elemental blasts with power or even conjure books of lore from the Akashic Record.

New wild talents from this site are marked *.

Class Skills A bibliokinesist adds Linguistics and Spellcraft to her list of class skills.

Basic Manipulation: A bibliokineticist gains basic bibliokinesis*.

Simple Blast: A bibliokineticist can select either paper blast* or word blast* as her simple blast. She gains one of them when she first selects paper, and must select paper again with expanded element to gain the other. Which of her blasts work with which infusions is noted under infusion wild talents, below.

Defense: A bibliokineticist’s defense wild talent is shroud of words*.

Infusion Wild Talents The listed infusion wild talents are available to bibliokineticists at the indicated levels. Each infusion talent has the new blasts they work with given in parenthesis after the name. 1st — pushing (paper, physical word). 2nd — entangling (paper, physical word), ethical (energized word, paper, physical word, word)*. 3rd — elemental letters (energized word, word)*, impale (paper, physical word). 4th — cyclone (energized word, paper, physical word, word), spray (energized word, paper, word). 5th — unravel (energized word, paper, physical word, word)*. 6th7th — fragmentation (energized word, paper, physical word, word). 8th — many throw (energized word, paper, physical word, word). 9th

Utility Wild Talents The listed utility wild talents are available to bibliokineticists at the indicated levels. 1st — basic bibliokinesis*, decipher script*, kinetic cover. 2nd — paper path*. 3rd — akashic primer*, paper cuts*, smoke storm. 4th — telekinetic maneuvers, wings*. 5th6th7th8th — akashic tome*. 9th

Mysokinesis

A mysokinesist kinetically manipulates ther own body, changing shape and size, but not substance. Mysokinetic attacks are unarmed attacks based on stretching and enlarging the whole or parts of the body.

New wild talents from this site are marked *.

Class Skills A mysokinesist adds Climb and Swim to her list of class skills.

Basic Manipulation: A mysokineticist gains basic mysokinesis*.

Simple Blast: A mysokineticist gains body blast* as her simple blast.

Defense: A mysokineticist’s defense wild talent is kinetic body*.

Infusion Wild Talents The listed infusion wild talents are available to mysokineticists at the indicated levels. Each infusion talent has the new blasts they work with given in parenthesis after the name. 1st — bowling, pulling, pushing, swing*, thundering 2nd — feinting* 3rd — ethical*, foe throw, force hook, impale, maneuver* 4th — armor disrupting*, spray 5th6th7th — riposting 8th9th

Utility Wild Talents The listed utility wild talents are available to mysokineticists at the indicated levels. 1st — basic mysokinesis*, long limb*, 2nd — alter size*, eyes of the void, feat of strength*, self-healing* 3rd — body grip*, branchitation, self telekinesis 4th — long jump* 5th6th7th — spell deflection 8th9th

Oplikinesis

An oplikinesist creates and moves weapons and shields, using them to attack and defend. These weapons disappear or fall apart when no longer in use by the oplikinesist.

New wild talents from this site are marked *.

Class Skills An oplikinesist adds Apppraise and Knowledge (engineering) to her list of class skills.

Basic Manipulation: A oplikineticist gains basic oplikinesis*.

Simple Blast: A oplikineticist can select either hammer blast* spear blast* or sword blast* as her simple blast She gains one of them when she first selects weapons and must select weapons again with expanded element to gain either of the others. Which of her blasts work with which infusions is noted under infusion wild talents below.

Defense: A oplikineticist’s defense wild talent is soul of steel*.

Infusion Wild Talents, The listed infusion wild talents are available to oplikineticists at the indicated levels Each infusion talent has the new blasts they work with given in parenthesis after the name. 1st — equip (hammer, spear, sword)*, defending (sword)*, pushing (hammer), swing (hammer, sword)*. 2nd — bowling (hammer), ethical (hammer, spear, sword)*, feinting (sword)*. 3rd — eruption (spear), flurry of blasts (spear), force hook (spear), impale (spear), rare-metal (hammer, spear, sword), sharp (spear, sword), snake (hammer, spear, sword), torrent (hammer, spear). 4th — armor disrupting*, cyclone (hammer, spear), spray (hammer, sword). 5th — pursuing (sword)*. 6th7th — fragmentation (hammer), riposting (sword)*. 8th — many throw (hammer, spear sword). 9th

Utility Wild Talents, The listed utility wild talents are available to oplikineticists at the indicated levels. 1st — air's leap, basic oplikinesis*. 2nd3rd — celerity, enchant, ride weapon*. 4th — greater soul of steel*, telekinetic maneuvers. 5th — requip*. 6th7th8th9th

New Simple Blasts

Body Blast

Element(s) body; Type simple blast (sp); Level —; Burn 0

Blast Type: physical; Damage bludgeoning or non-lethal (see text)

You elongate a limb to attack. This is a ranged attack, and your limb contracts back to normal immediately after the attack. This attack can do bludgeoning or non-lethal damage damage. You can use this attack with a melee weapon from the close weapon group (see the fighter class for definition of weapon groups) or a natural attack; if you do, body blast deals the same type of physical damage the close melee weapon or natural attack does. It does not gain any other advantages from a weapon used this way, such as special materials or magical abilities.

A body blast and blasts that use body blast as a prerequisite cannot use the following universal infusions: draining, extreme range, grappling, mobile blast, and wall.

Hammer Blast

Element(s) weapons; Type simple blast (sp); Level —; Burn 0

Blast Type: physical; Damage bludgeoning

Paper Blast

Element(s) paper; Type simple blast (sp); Level —; Burn 0

Blast Type: physical; Damage slashing or piercing

You attack a single foe with cutting edges or piercing rolls of paper.

Spear Blast

Element(s) weapons; Type simple blast (sp); Level —; Burn 0

Sword Type: physical; Damage piercing.

Sword Blast

Element(s) weapons; Type simple blast (sp); Level —; Burn 0

Blast Type: physical; Damage slashing.

Word Blast

Element(s) paper; Type simple blast (sp); Level —; Burn 0

Blast Type: physical; Damage non-lethal bludgeoning

You batter a single foe by throwing a book or piece of solidified script at them.

New Compound Blasts

Rather than create new compound blasts for every combination of elements, the new compound blasts listed here mainly go by category: energy and physical.

Energized Word Blast

Element paper and one more element; Type energy (boost) (sp); Level —; Burn 2

Prerequisite(s) paper blast or word blast, any energy blast.

Blast Type energy; Damage special (see text).

You infuse a simple blast by adding symbols representing that element, 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.

Hyper Blast

Element any; Type see text (sp); Level —; Burn 2

Prerequisite(s) primary and expanded element of the same type, any simple blast taken twice.

Blast Type see text; Damage double damage of the simple blast (see text).

To use hyper blast, you have to select the same simple blast twice and the same element as both a primary and secondary element.

This allows you to double down on the blast, creating a composite blast doing twice the damage of the simple blast, all of one type, the same type as the simple blast it is used with. A hyper blast is visibly different from a simple blast, variations in color and intensity make the fact that this is a compound blast obvious. A hyper blast can be used with any infusions that work with the simple blast it is built on.

Blue flame blast is an example of a hyper blast.

Physical Word Blast

Element paper and one more element; Type physical (sp); Level —; Burn 2

Prerequisite(s) paper blast or word blast, any physical blast (this includes a combination of paper and word blasts)

Blast Type physical; Damage any combination of bludgeoning, slashing, and piercing (half each) as appropriate to the simple blasts used.

A burst of words made out of physical elements.

Sizzling Body Blast

Element body and one more element; Type physical (sp); Level —; Burn 2

Prerequisite(s) body blast plus any one energy blast.

Blast Type physical; Damage bludgeoning plus energy (type depends on the energy blast used) (half each)

A fist imbued with energy.

Super Body Blast

Element body; Type composite blast (sp); Level —; Burn 2

Prerequisite(s) body blast, any physical blast

Blast Type physical; Damage bludgeoning, piercing, or slashing

You smash the target with a super-charged body attack.

Weapon of Energy

Element weapons and one more element; Type physical (sp); Level —; Burn 2

Prerequisite(s) hammer blast, spear blast, or sword blast plus any one energy blast.

Blast Type physical; Damage bludgeoning, slashing, or piercing (as appropriate to the weapon blast used) plus energy (type depends on the energy blast used) (half each)

A weapon imbued with energy.

Weapon of Power

Element weapons and one more element; Type physical (sp); Level —; Burn 2

Prerequisite(s) hammer blast, spear blast, or sword blast plus any one energy blast.

Blast Type physical; Damage bludgeoning, slashing, and piercing

A weapon imbued with additional substance.

New Defense Wild Talents

Kinetic Body

Element(s) body; Type defense (su); Level —; Burn 0

You charge your body with kinetic energy to gain a number of temporary hit points equal to your kineticist level. These temporary hit points recover by five points per minute.

By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by kinetic body by your kineticist level until the next time your burn is removed and the rate of recovery increases by five points per minute. If you use this ability multiple times, the increases stack.

Whenever you accept burn while using a body wild talent, you siphon some of the energy from the kinetic energy flowing through you into your body. Your kinetic body recovers a number of temporary hit points equal to your Hit Dice, up to its current maximum.

Unlike force ward, this power does not actually repel attacks, rather it makes your body better able to resist damage taken.

Soul of Steel

Element(s) weapon; Type defense (su); Level —; Burn 0

You can transform any armor you wear as a swift action, turning it into an armored kilt, chain shirt or half plate. The armor retains any enchantment it has and gives you no armor check penalty or speed penalty. You count as being proficient with any armor you create this way. The armor instantly reverts to its normal shape after you take it off.

Shroud of Words

Element(s) paper; Type defense (su); Level —; Burn 0

You constantly surround yourself with a whirling torrent of written words or paper to protect yourself from supernatural ranged attacks. All ranged touch attacks suffer a 20% miss chance against you. This ability has no effect on ranged attacks that are not touch 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 a paper wild talent, the energy surging through you causes your paper shroud to also affect physical ranged attacks and other ranged attacks that are not ranged touch attacks for 1 round.

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

New Infusion Talents

Armor Disrupting

Element(s) body, weapon; Type substance infusion; Level 4; Burn 2

Associated Blasts body, hammer, spear, sword, weapon of energy, weapon of power Saving Throw none

Your kinetic blast disrupts the target's armor.

Whenever an infused blast deals damage to a foe, attacks made with weapons (including physical kinetic blasts) against that foe receive a +4 bonus until the end of your next turn. This bonus does not apply to combat maneuvers.

Defending

Element body, weapon; Type form infusion; Level 1; Burn 0

Associated Blasts body, sword; Saving Throw none

You gain Combat Expertise (ignoring prerequisites) as a bonus feat. You can use Combat Expertise and all feats that have Combat Expertise as a prerequisite (that you know) with associated blasts, even at range.

Elemental Letters

Element paper; Type substance infusion; Level 3; Burn 2

Associated Blasts energized word, word; Saving Throw none

You manifest the meaning of the words of your kinetic blast as elemental energy; air blast, cold blast, earth blast, electric blast, fire blast, water blast. This changes your kinetic blast into the simple blast selected. You need not know the element of the simple blast you emulate in this way. You can use a simple blast gained this way with for a composite blast and with any infusion that it works with that you know. This ability does not count as a prerequisite for learning any infusion.

Ethical

Element(s) body, paper, weapons; Type substance infusion; Level 3; Burn 2

Associated Blasts body, hammer, paper, physical word, sizzling body, spear, super body, sword, word Saving Throw none

Your powers have an ethical resonance. Select an alignment that is not opposed to your alignment, on either the good-evil or law-chaos axis. Your associated physical blast do damage of this type, in addition to all other types.

Equip

Element(s) weapon; Type substance infusion; Level 1; Burn 1

Associated Blasts hammer, spear, sword Saving Throw none

You can use a wielded melee weapon with your blast. You need to be wielding the weapon and it must be one that inflicts a type of damage the blast inflicts. Add the weapons enchantment bonus to attack and damage to the attack and damage rolls of the blast, and use the weapon's crit range and multiplier for the blast. Abilities and enchantments other than enchantment bonus, crit range, and crit multiple are not used. For example, a flaming +1 longspear is just a +1 piercing weapon with a x3 crit multiplier when used with this ability. The reach and flaming qualities are lost.

Feinting

Element(s) body, weapon; Type form infusion; Level 2; Burn 0

Associated Blasts body, super body, sword, weapon of power (slashing) Saving Throw Reflex negates

You split your attack into several, only one of with has any real substance. The target must make a Reflex save (DC 13 + your Dexterity modifier) before you execute your attack, or loose their Dexterity bonus to Armor Class against the attack, as if you successfully used Bluff to feint.

Enclosure

Element(s) weapon; Type form infusion; Level 6; Burn 4

Associated Blasts universal Saving Throw Reflex negates (see text)

You create a sphere of weapons with a radius of 20 ft. Any creature in this area takes half damage from your kinetic blast (Reflex negates). A creature that enters or crosses the wall does not receive a saving throw. The wall offers cover and counts as difficult terrain but is not otherwise an obstacle to movement or visibility.

Maneuver

Element(s) body; Type form infusion; Level 3; Burn 2

Associated Blasts body, sizzling body, super body, Saving Throw none

If you hit with the related blast, you can perform a combat maneuver regardless of range and without triggering an attack of opportunity. Your combat maneuvers are not restricted by the size of opponents. Add your Constitution modifier to CMB when using this infusion. If you initiate a grapple against an opponent of a larger size category than yourself, you are moved adjacent to that opponent rather than moving the opponent.

You can choose to not inflict damage with the blast used with this infusion, this reduces the burn by one.

Pursuing

Element(s) weapon; Type form infusion; Level 5; Burn 3

Associated Blasts sword, weapon of energy (slashing), weapon of power (slashing) Saving Throw none

Hit or miss, your kinetic blast pursues the target, attacking the same target again on your next turn. This follow-up attack ignores cover and concealment.

Riposting

Element(s) body, weapon; Type form infusion; Level 7; Burn 0

Associated Blasts body, sizzling body, super body, sword, weapon of energy (slashing), weapon of power (slashing) Saving Throw Reflex negates

In the round after you use this attack, you can spend an immediate action to repeat the attack against any creature within 30 ft. that attacks you, targets you with an effect, or includes you in an area effect. Your attack happens after the triggering event.

Swing

Element(s) body, weapon; Type form infusion; Level 1; Burn 1

Associated Blasts body, hammer, sizzling body, super body, sword, weapon of energy (unless piercing), weapon of power (unless piercing) Saving Throw Reflex half

Your kinetic blast extends in a fan, inflicting damage on all creatures and objects in a 15-foot cone (half damage for physical damage). The saving throw DC is Dexterity-based.

Unravel

Element(s) paper; Type substance infusion; Level 5; Burn 3

Associated Blasts energized word, paper, physical word, word Saving Throw none

Your kinetic blast counters your foe’s magical effects. Whenever your infused blast hits a foe (before testing its spell resistance, if applicable), 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. You can ready this blast to use as a counterspell, if you do universal unravel works just like dispel magic used to counterspell.

New Utility Wild Talents

Akashic Primer

Element paper; Type utility (su); Level 3; Burn 1

You create a text on a subject relevant to the immediate situation, written in a language of your chaoice. You and anyone who takes a full-round action to read the paper can reroll a failed Knowledge or Linguistics check relating to the situation at hand, such as a monster identification check. The information in the primer is very specific and not useful in any other situation.

Akashic Tome

Element paper; Type utility (su); Level 8; Burn 2

You create a book on any specific subject, such as the red dragons of Mount Orfem or lore about a specific spell. The book contains extensive and detailed knowledge on this subject, and provides a +10 circumstance bonus on Knowledge, Linguistics, and Spellcraft checks about the subject. On a skill check of 40+, the book can give secrets only known to a few creatures and never recorded. On a skill check of 50+, the book can give information unknown to anyone (but recorded in the akashic record). The book is complex; it takes an hour of reading to find the answer to a specific question or subject.

Alter Size

Table: Alter Size
Size
Category
Space Natural
Reach
Carrying
Capacity
Diminutive 1 ft. 0 ft. x1/4
Tiny 2-1/2 ft. 0 ft. x1/2
Small-Medium 5 ft. 5 ft. x1
Large 10 ft. 10 ft. x2
Huge 15 ft. 15 ft. x4
Gargantuan 20 ft. 20 ft. x8

Element body; Type utility (su); Level 2; Burn 0

As a full-round action can alter your size from Small to Large. You do not change your attributes, Armor Class or attack bonus. For each increase in size, you gain a +2 bonus on CMB and CMD but suffer a -2 penalty to Fly checks and a -4 penalty on Stealth checks. reducing size gets the opposite result. This replaces the normal modifiers because of size changes. Your carrying capacity, space, and reach varies depending on your size category, see Table: Alter Size. Apply the encumbrance multiplier after all other modifications.

By accepting one burn you can change size as a free action on your turn.

At kineticist level 10 you can change your size from Tiny to Huge. At kineticist level 15 you can vary your size category from Diminutive to Gargantuan.

Basic Bibliokinesis (Su)

Element paper; Type utility (su); Level 1; Burn 0

As basic telekinesis except that you use paper instead of telekinetic effects.

Basic Mysokinesis (Sp)

Element body; Type utility (sp); Level 1; Burn 0

You gain constant endure elements (sp).

Basic Oplikinesis

Element weapons; Type utility (su); Level 1; Burn 0

You can draw or stow a melee weapon as a free action. You can pull an unattended melee weapon within 30 ft into your hand as a move action. You can use gather power even when holding a melee weapon in one or both hands.

Body Grip

Element body; Type utility (sp); Level 3; Burn 0

Saving Throw Will negates; Spell Resistance yes

You use mysokineticism to halt a creature, as hold monster except it requires concentration to maintain, and it works only on creatures of your own type (for example, a human mysokineticist could use it on humanoids). At any time, you can accept 1 point of burn to remove the need to concentrate.

Decipher Script (Sp)

Element paper; Type utility (sp); Level 1; Burn 0

As comprehend languages except that it only applies to written text and symbols.

Feat of Strength (Su)

Element body; Type utility (sp); Level 2; Burn 0

You gain a +1 bonus on Strength checks and a +50% bonus on encumbrance limits per kineticist levels. You do not apply these bonuses on attack, damage, or skill checks.

Elemental Mount (Sp)

Element universal; Type utility (sp); Level 5; Burn 0.

You create a mount out of elemental material that you can ride, as phantom steed. The mount disappears as soon as you don't touch it.

Long Jump (Su)

Element body; Type utility (su); Level 4; Burn 0.

You jump you as a move 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, but subtract 60 ft. when calculating the fall distance.

Long Limbs (Sp)

Element body; Type utility (sp); Level 1; Burn 0.

You can use personal long limbs (sp) or longstrider (sp). You can only maintain one of these abilities at a time; if you activate one, the other ends. Taking one point of burn when activating either ability allows you to use both abilities at once until you next recover burn.

Paper Cuts (Su)

Element paper; Type utility (su); Level 3; Burn 1

You surround yourself with whirling slices of paper. For one minute per kineticist level, creatures adjacent to you when this ability is activated and at the start of your turn take 1d6 points of magical slashing damage.

Paper Path (Sp)

Element paper; Type utility (sp); Level 2; Burn 0

You can create horizontal or slanted surface of paper along a 30 ft. line, 5 ft. wide, creating a bridge or ramp. The path does not need to be supported and can go up to 10 ft. up or down over 30 ft. length. It counts as clear terrain and lasts until the end of your next turn. Each square of paper path can support up to 100 lb. per kineticist level, has hit points equal to your kineticist level, and is invulnerable to bludgeoning, piercing, and cold damage. You can accept 1 point of burn to increase the duration to 1 round per kineticist level and the length of the line to 30 ft. per level.

Requip (Su)

Element weapon; Type utility (sp); Level 5; Burn 0

You call a specific nonliving item directly to your hand. First, you must use this wild talent on the item while putting it in storage. Thereafter, you can summon the item at any time as a free action. The item appears instantly in your hand, carried, or worn, as appropriate. You can also return the item to storage in the same way.

This is a conjuration (teleportation) effect that works even over planar barriers. If the item is not worn or carried by you or in the location you stored it, the wild talent fails.

Ride Weapon (Sp)

Element weapon; Type utility (sp); Level 3; Burn 0

You hurl a weapon as a standard action and use it for propulsion, letting it pull 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 ride weapon again.

Self-Healing (Su)

Element body; Type utility (su); Level 2; Burn 1

You gain the kinetic healer and kinetic restoration wild talents, but can only use them on yourself.

Soul of Steel, Greater

Element(s) weapon; Type defense (su); Level —; Burn 0

Prerequisite(s) soul of steel

Add full plate and no armor to the armors you can transform your armor into with soul of steel. If you choose no armor, you retain any enchantments on the armor and gain a +2 morale bonus on Armor Class and attack rolls.

Wings (Sp)

Element paper; Type utility (sp); Level 4; Burn 0

You make wings out of paper that give the benefits of fly for one round. If you are flying at the beginning of your next round, you must use this ability again or fall, gaining the breakfall benefits of fly. You can accept 1 point of burn to increase the duration to 1 round per kineticist level.

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