Kineticist (Apath)
Unofficial rules compendium | |
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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. The bibliokineticist creates works containing pure gibberish — random letters and words without meaning or value. Some powerful bibliokinesists can conjure books of lore from the Akashic Record.
Variant bibliokinesists work with cards or with solid sculpted text, runes, or glyphs with only superficial differences.
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)*. 6th— 7th— 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*. 5th— 6th— 7th— 8th— akashic tome*. 9th—
Oplikinesis
An oplikinesist creates and moves weapons and shields using them to attack 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— cutting (magnetic)*, cyclone (hammer spear), spray (hammer sword). 5th— parrying (sword)*, pursuing (sword)*. 6th— enclosure (hammer spear sword)*. 7th— fragmentation (hammer). 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*. 2nd— 3rd— celerity, enchant, weapon pull* (Flame Jet). 4th— telekinetic maneuvers. 5th— requip*. 6th— 7th— 8th— 9th—
New Simple Blasts
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.
Hammer 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.
Double Down
Element any; Type see text (sp); Level —; Burn 2
Prerequisite(s) primary and expanded element of the sake type.
Blast Type see text; Damage double damage of the simple blast (see text).
You can select the same energy 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 that of the simple blast it is used with. A double down blast can be used with any infusions that work with the simple blast it is built on.
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 enhance a simple blast you know, 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 a second energy blast. To infuse a composite blast in this way, you must accept 1 additional point of burn.
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 two of bludgeoning, slashing, and piercing (half each)
A burst of words that have physical substance.
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 (depending ion 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
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, but has the normal effect on your speed for a suit of the type you transformed it into. The armor instantly reverts to its normal shape if 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 weapon 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) weapon; Type substance infusion; Level 4; Burn 2
Associated Blasts 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 weapon; Type form infusion; Level 1; Burn 0
Associated Blasts sword; Saving Throw none
You gain Combat Expertise (ignoring prerequsites) as a bonus feat and. You can use all Combat Expertise and all feats that have Combat Expertise as a prerequisite with sword blast, 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) paper, weapons; Type substance infusion; Level 3; Burn 2
Associated Blasts hammer, paper, physical word, spear, 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 physical blast do damage of this type, in addition to all other types.
Equip
Element(s) weapon; Type substance infusion; Level 1; Burn 0
Associated Blasts hammer, spear, sword Saving Throw none
You can use a wielded melee weapon with your blast. The weapon 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. A flaming +1 longspear is just a +1 piercing weapon without reach when used with this ability.
Feinting
Element(s) weapon; Type form infusion; Level 2; Burn 0
Associated Blasts sword, weapon of energy (slashing), 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.
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.
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 target again on your next turn. This follow-up attack ignores cover and concealment.
Riposting
Element(s) weapon; Type form infusion; Level 7; Burn 0
Associated Blasts sword, weapon of energy (slashing), weapon of power (slashing) Saving Throw Reflex negates
In the round after you use this attack, you can 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) weapon; Type form infusion; Level 1; Burn 1
Associated Blasts hammer, sword, weapon of energy (unless piercing), weapon of power (unless piercing) Saving Throw Reflex half
Your kinetic blast extends in a fan, inflicting half damage on all creatures and objects in a 15-foot cone. 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 (and penetrates 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; it ignores spell resistance and needs no attack roll, but only targets the spell used.
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. 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. 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.
Basic Bibliokinesis
Element paper; Type utility (su); Level 1; Burn 0
As basic telekinesis except that you use paper instead of telekinetic effects.
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.
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.
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.
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 long 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 the 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 or worn, as appropriate. You can also return the item to storage in the same way.
This is a conjuration (teleportation) effect. If the item is in the possession of another creature, 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 weapon pull again.
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.
External Links
- N. Jolly's guide to the Pathfinder Kineticist
- Sphinx’s guide to the Telekineticist
- Rylar’s guide to the pyrokineticist
- The Mortonator’s guide to dipping with the kineticist
- Wild Talent Sorter Spreadsheet
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