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Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.

The kineticist is an archetype of the psychic class.

A kineticist uses her Constitution modifier instead of her Intelligence modifier for all psychic class abilities.

Elemental Focus (Su)

At 1st level, apsychi kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane and additional class skills. She gains her selected element’s basic manipulation wild talent as a bonus wild talent.

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

  • Class Skills: A geokineticist adds Climb and Knowledge (dungeoneering) to her list of class skills.
  • Basic Manipulation: A geokineticist gains basic geokinesis.
    • Basic Geokinesis (Su): The geokineticist can move up to 5 pounds per psychic level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. Element(s): earth; Level: 1
  • Simple Blast: A geokineticist gains earth blast as a simple blast wild talent.
    • Earth Blast (Su): The geokineticist shapes earth into clumps or shards and send them flying at a foe. Element(s): earth; Level: —; Blast Type: physical; Damage: earth
  • Defense: A geokineticist’s defensive wild talent is flesh of stone.
    • Flesh of Stone (Su): The geokineticist’s skin hardens like stone, dampening the impact of most attacks. She gains DR 1/adamantine. This DR increases by 1 for every 2 psychic levels beyond 2nd. By spending 1 point from her phrenic pool, she can increase the DR by 1 for 1 round per psychic level, to a maximum DR equal to her psychic level. Whenever she spends points from her phrenic pool while using an earth wild talent, the energy surging through her causes her damage reduction to change from DR/adamantine to DR/— for 1 round. She can dismiss and restore this effect as an immediate action. Element(s): earth; Level:

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

  • Class Skills: A pyrokineticist adds Escape Artist and Knowledge (nature) to her list of class skills.
  • Basic Manipulation: A pyrokineticist gains basic pyrokinesis.
    • Basic Pyrokinesis (Sp): The pyrokineticist can use her inner flame to reproduce the effects of a flare, torchlight, or spark cantrip, except that the light she creatse with torchlight produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent. Element(s): fire; Level: 1
  • Simple Blast: A pyrokineticist gains fire blast as a simple blast wild talent.
    • Fire Blast (Su): The pyrokineticist unleashes a gout of flickering fire to burn a single foe. Element(s): fire; Level: —; Blast Type: energy; Damage: fire
  • Defense: A pyrokineticist’s defensive wild talent is searing flesh.
    • Searing Flesh (Su): The pyrokineticist’s body becomes painfully hot. Whenever a creature hits her with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per four psychic levels she possesses (minimum 1 point of fire damage). A creature in a grapple with her takes double this amount of damage at the end of each of its turns. Weapons that strike her also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By spending 1 point from her phrenic pool, she can increase this damage by 1 point per four psychic levels for 1 round per psychic level. Whenever she spends points from her phrenic pool while using a fire wild talent, the surging flame causes her searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with her takes a total of four times as much damage as normal). She can dismiss or restore this effect as an immediate action. Element(s): fire; Level:

Ice: Kineticists who focus on the element of ice are called cryokineticists. Cryokineticists master the numbing chill of cold.

  • Class Skills: A cryokineticist adds Acrobatics and Knowledge (nature) to her list of class skills.
  • Basic Manipulation: A cryokineticist gains basic frostkinesis.
    • Basic Cryokinesis (Su): The cryokineticist can create patches of ice and snow in a 10-ft.-radius within 50 feet that acts like the spell grease. Element(s): ice; Level: 1
  • Simple Blast: A cryokineticist gains cold blast as a simple blast wild talent.
    • Cold Blast (Su): The cryokineticist emits a beam of utter cold to freeze a single foe. Element(s): ice; Level: —; Blast Type: physical; Damage: ice
  • Defense: A cryokineticist’s defense wild talent is shroud of water.
    • Shroud of Ice (Su): The cryokineticist surrounds herself with a shroud of ice that protects her from harm. The shroud can either cover her body, functioning as armor, or float around her and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and she can change the type of bonus as a standard action. This bonus increases by 1 for every four psychic levels beyond 2nd. By spending 1 point from her phrenic pool, she can increase the bonus by 1 for 1 round per psychic level. She can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value. When she changes the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if she changes the shroud’s bonus type again. Whenever she spends points from her phrenic pool while using an ice wild talent, the ice coalesces around her and allows her shroud to grant both the armor bonus and the shield bonus for 1 round. She can dismiss or restore this effect as an immediate action. Element(s): ice; Level:

Lightning: Kineticists who focus on the element of lightning are called electrokineticists. Electrokineticists often control electricity and lightning, specializing in mobility and ranged combat.

  • Class Skills: An electrokineticist adds Fly and Knowledge (nature) to her list of class skills.
  • Basic Manipulation: An electrokineticist gains basic electrokinesis.
    • Basic Electrokinesis (Su): The electrokineticist can short-range teleport to a location within 15 feet in a flash of lightning and must have line of sight to, without provoking attacks of opportunity. By spending 1 point from her phrenic pool, she can instead teleport up to her movement speed and deals lightning damage equal to his Constitution modifier to all creatures adjacent to him when he teleports. Element(s): lightning; Level: 1
  • Simple Blast: An electrokineticist gains lightning blast as a simple blast wild talent.
    • Lightning Blast (Su): The electrokineticist shoots an arc of lightning to shock a single foe. Element(s): lightning; Level: —; Blast Type: energy; Damage: lightning
  • Defense: An electrokineticist’s defensive wild talent is lightning fast.
    • Lightning Fast (Su): The electrokineticist boosts her movement speed with lightning energy, as if casting wind runner. By spending 1 point from her phrenic pool, she can increase the movement speed by 10 feet. She can continue to spend phrenic pool points to increase movement speed, up to a maximum of 120 feet. She can dismiss or restore this effect as an immediate action. Element(s): lightning; Level:

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

  • Class Skills: A hydrokineticist adds Knowledge (nature) and Swim to her list of class skills.
  • Basic Manipulation: A hydronineticist gains basic hydrokinesis.
    • Basic Hydrokinesis (Sp): The hydrokineticist 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 she cannot lift water into the air using this ability, she 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 her Constitution score. Element(s): water; Level: 1
  • Simple Blast: A hydrokineticist gains water blast as a simple blast wild talent.
    • Water Blast (Su): The hydrokineticist slams a single foe with a stream of water. Element(s): water; Level: —; Blast Type: physical; Damage: water
  • Defense: A hydrokineticist’s defense wild talent is shroud of water.
    • Shroud of Water (Su): The hydrokineticist surrounds herself with a shroud of water that protects her from harm. The shroud can either cover her body, functioning as armor, or float around her and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and she can change the type of bonus as a standard action. This bonus increases by 1 for every four psychic levels beyond 2nd. By spending 1 point from her phrenic pool, she can increase the bonus by 1 for 1 round per psychic level. She can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value. When she changes the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if she changes the shroud’s bonus type again. Whenever she spends points from her phrenic pool while using a water wild talent, the water coalesces around her and allows her shroud to grant both the armor bonus and the shield bonus for 1 round. She can dismiss or restore this effect as an immediate action. Element(s): water; Level:

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

  • Class Skills: An aerokineticist adds Fly and Knowledge (nature) to her list of class skills.
  • Basic Manipulation: An aerokineticist gains basic aerokinesis.
    • Basic Aerokinesis (Su): The aerokineticist can create a light breeze that blows against a creature or object from a direction of her 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 inhaled poisons). This wild talent doesn’t function without air or while underwater. She can have only one such breeze active at any one time. She can also use her aerokinesis to make it harder to detect her or others by scent. She can designate a number of creatures or objects equal to her 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 she uses basic aerokinesis again, whichever comes first. Element(s): wind; Level: 1
  • Simple Blast: An aerokineticist gains wind blast as a simple blast wild talent.
    • Wind Blast (Su): The aerokineticist batters a single foe with a gust of wind. Element(s): wind; Level: —; Blast Type: physical; Damage: wind
  • Defense: An aerokineticist’s defensive wild talent is enveloping winds.
    • Enveloping Winds (Su): The aerokineticist constantly surrounds herself with a whirling torrent of air to protect herself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against her, 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 five psychic levels beyond 2nd. By spending 1 point from her phrenic pool, she can increase the miss chance by 5%. She can continue to spend points from her phrenic pool to increase the miss chance further, up to a maximum of 75%. Whenever she spends points from her phrenic pool while using a wind wild talent, the energy surging through her causes her enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. She can dismiss or restore this effect as an immediate action. Element(s): wind; Level:

Composite Blasts: Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. Most composite blasts are either physical or energy blasts, like simple blasts.

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

Blizzard Blast (Su): The kineticist unleashes a directed blizzard at a single target. Element(s): water and ice; Level: —; Blast Type: physical; Damage: half water, half ice; Prerequisite(s): The kineticist must have the water blast and cold blast simple blast wild talents to select this composite blast talent.

Blue Flame Blast (Su): The kineticist unleashes a concentrated blast of intense blue flame. Element(s): fire; Level: —; Blast Type: energy; Damage: fire; Prerequisite(s): The kineticist must have the primary element (fire) and expanded element (fire) class feature to select this composite blast talent.

Charged Water Blast (Su): The kineticist slams a single foe with a stream of lightning-charged water. Element(s): lightning and water; Level: —; Blast Type: physical; Damage: half lightning, half water; Prerequisite(s): The kineticist must have the lightning blast and water blast simple blast wild talents to select this composite blast talent.

Ice Blast (Su): The kineticist shoots a chilling icicle to stab a single foe. Element(s): ice; Level: —; Blast Type: physical; Damage: ice; Prerequisite(s): The kineticist must have the primary element (ice) and expanded element (ice) class feature to select this composite blast talent.

Magma Blast (Su): The kineticist uses her fire to superheat the earth into a flow of magma, which she sends against a single foe. Element(s): earth and fire; Level: —; Blast Type: physical; Damage: half earth, half fire; Prerequisite(s): The kineticist must have the earth blast and fire blast simple blast wild talents to select this composite blast talent.

Metal Blast (Su): The kineticist shapes metal into clumps, shards, or blades and sends them flying. Element(s): earth; Level: —; Blast Type: physical; Damage: bludgeoning, piercing, or slashing; Prerequisite(s): The kineticist must have the primary element (earth) and expanded element (earth) class feature to select this composite blast talent.

Mud Blast (Su): The kineticist infuses her water into the earth to create a powerful ball of mud and slams a single foe. Element(s): earth and water; Level: —; Blast Type: physical; Damage: half earth and half water; Prerequisite(s): The kineticist must have the earth blast and water blast simple blast wild talents to select this composite blast talent.

Plasma Blast (Su): The kineticist launches a gust of wind and then use her fire to superheat the gust into plasma just as it strikes a single foe. Element(s): fire and wind; Level: —; Blast Type: physical; Damage: half fire, half wind; Prerequisite(s): The kineticist must have the fire blast and wind blast simple blast wild talents to select this composite blast talent.

Steam Blast (Su): The kineticist uses her fire to superheat water into steam just as it strikes. Element(s): fire and water; Level: —; Blast Type: physical; Damage: half fire, half water; Prerequisite(s): The kineticist must have the fire blast and water blast simple blast wild talents to select this composite blast talent.

Thunderstorm Blast (Su): The kineticist batters a single foe with a gust of air crackling with lightning. Element(s): lightning and wind; Level: —; Blast Type: energy; Damage: half lightning, half wind; Prerequisite(s): The kineticist must have the lightning blast and wind blast simple blast wild talents to select this composite blast talent.

This ability replaces altered defense and enduring defense.

Superior Phrenic Pool (Su)

At 1st level, a kineticist has a greater pool of supernatural mental energy that she can draw upon to manipulate her mental energy. The maximum number of points in a kineticist’s phrenic pool is equal to her psychic level + her Constitution modifier. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive.

This ability replaces sense thoughts and phrenic pool gained at 3rd level.

Wild Talents (Su/Sp)

A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (earth, fire, ice, lightning, water, or wind) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element.

Every wild talent has an effective spell level. A kineticist can always select 1st-Level:wild talents, but she can select a wild talent of a higher level only if her psychic level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to half her psychic level (to a maximum effective spell level of 9th at 18th psychic level).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 2nd level and every two psychic levels thereafter, a kineticist selects a new wild talent from the list of options available to her. A kineticist can select only wild talents that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Aerial Adaptation (Su): The kineticist is immune to altitude sickness, and gains an amount of lightning resistance equal to her psychic level. Element(s): lightning; Level: 1

Aerial Evasion (Su): The kineticist uses wind to buffet herself away from area attacks. For 1 round per psychic level, she gains evasion, as the thief class feature. Element(s): wind; Level: 3; Prerequisite(s): The kineticist must have the Enveloping Winds wild talent to select this talent.

Air Cushion (Sp): The kineticist cushions a fall from any height. She is constantly under the effects of choco feather, and she counts as one size category larger for the purpose of determining how she is affected by wind. Element(s): wind; Level: 1

Air Shroud (Sp): The kineticist is always surrounded by air, as air bubble. As a standard action, she can spend 1 point from her phrenic pool to extend the effect to a number of additional creatures equal to her Constitution modifier for 1 minute per psychic level. Element(s): wind; Level: 1

Air Shroud, Greater (Sp): The kineticist’s air shroud improves, granting her the benefits of life bubble. When she spends points from her phrenic pool to grant the benefit to others, the benefit lasts for an hour per psychic level. Element(s): wind; Level: 5; Prerequisite(s): The kineticist must have the Air Shroud wild talent to select this talent.

Air’s Leap (Su): The kineticist is always considered to have a running start when jumping. She adds her psychic level as a bonus on all Acrobatics checks to jump, she jumps twice as far or high as the results of her check indicate, and she can spend 1 point from her phrenic pool when jumping to double the distance she jumps again (to a total of four times as far). Element(s): wind; Level: 1

Air’s Reach (Su): When using wind blasts, wind wild talents, or composite blasts that include wind, 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. Element(s): wind; Level: 1

Body of Air (Sp): The kineticist transforms herself into gas, as per gaseous form. She can’t use kinetic blasts while in this form. Element(s): wind; Level: 4

Celerity (Su): The kineticist can galvanize the flow of electricity within her allies to enhance their speed. This acts as haste except it lasts for 1 round. She can spend 1 point from her phrenic pool to increase the duration to 1 round per psychic level. Element(s): lightning; Level: 3

Cold Adaptation (Su): The kineticist is constantly protected by endure elements against cold temperatures only. She gains ice resistance equal to her psychic level. Element(s): ice; Level: 1

Cold Snap (Su): The kineticist chills herself with a shroud of ice and sends the cold around her, creating an aura of numbing cold around herself. For 1 round per psychic level, she can begin or end the cold aura at will as a swift action. The temperature in the area 30 feet around her lowers by 5° F per psychic level she possesses, 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 her take a –4 penalty to Dexterity. She is 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. Element(s): ice; Level: 3; Prerequisite(s): The kineticist must have the cold adaptation wild talent and the shroud of ice defensive wild talent to select this talent.

Cryokinetic Stasis (Sp): The kineticist encases herself or a willing target in an icy sheen, placing the target in a state of suspended animation, as per temporal stasis except fire spells and spell-like abilities of 3rd Level:or higher count as if the caster used dispel against the stasis. Otherwise, no other force or effect can harm the target. Element(s): ice; Level: 8

Earth Climb (Su): The kineticist uses her connection to earth to meld slightly into stone and earthen surfaces, granting her a climb speed equal to her base land speed when climbing such surfaces. Element(s): earth; Level: 2

Earth Glide (Su): The kineticist can glide through earth, as an earth elemental’s earth glide ability, with a burrow speed equal to her base land speed. Element(s): earth; Level: 5; Prerequisite(s): The kineticist must have the earth climb wild talent to select this talent.

Earth Tongue (Sp): The kineticist is constantly capable of speaking to rocks and stones, including natural and worked stone, as per stone tell. This ability is always active, and rocks and stones might speak to her before she speaks to them if they have something to say. Element(s): earth; Level: 8; Prerequisite(s): The kineticist must have the greater tremorsense and tremorsense wild talents to select this talent.

Earth Walk (Su): Because the kineticist melds very slightly into the earth, when she is standing on an earthen surface, she ignores difficult terrain caused by rocks, earth, or mud. Element(s): earth; Level: 1

Earthmeld (Sp): The kineticist melds a creature into stone, where it can listen to conversations without being detected. This functions as the meld into stone spell, except it can work on any willing creature, not just the kineticist, and it lasts for 10 minutes per psychic level or until she uses earthmeld again. The melded creature, not the kineticist, decides when to step out of the stone. She can spend 1 point from her phrenic pool to increase the duration of an earthmeld for 1 hour per psychic level. Such increased earthmelds don’t end if she uses earthmeld again, allowing her to maintain multiple earthmelds. Element(s): earth; Level: 4; Prerequisite(s): The kineticist must have the earth climb wild talent to select this talent.

Elemental Transmission (Su): The kineticist reaches out to a creature with which she is familiar by using a conduit through an elemental plane. By concentrating for 10 minutes, she creates one end of the conduit in a manifestation of her chosen element, such as a fire, an icy pond, pool of water, or section of earth, which must be at least 2 feet in diameter. If the creature she is attempting to contact is within earshot of a similar elemental manifestation and on the same plane, the conduit forms successfully, allowing both sides to see a likeness of the other. The kineticist can hear and talk to each other, though she cannot perceive anything else from the other side of the connection. If the creature is not within earshot of a similar elemental manifestation, she can maintain her concentration to wait until the creature comes close enough to such a feature. The connection lasts until she stops concentrating on it, use this ability again, or until the creature moves away from the conduit. Element(s): earth, fire, ice, or water; Level: 5

Enduring Earth (Su): When using earth blasts, earth wild talents, or composite blasts that include earth, the kineticist doubles the duration if it’s longer than 1 round. Element(s): earth; Level: 4

Engulfing Winds (Sp): The kineticist bends her winds into a formidable barrier. Until the start of her next turn, she loses the benefits of enveloping winds, but can create a wind wall as the spell. She can extend the wall’s duration to 1 round per psychic level by spending 1 point from her phrenic pool. Element(s): wind; Level: 3; Prerequisite(s): The kineticist must have the enveloping winds defensive wild talent to select this talent.

Expanded Defense (Su): The kineticist chooses an element she selected with expanded element. She gains that element’s defensive wild talent. She can take this wild talent multiple times, choosing a different element each time. Element(s): earth, fire, ice, lightning, water, or wind; Level: 4

Fire Corridor (Su): The kineticist creates a passage through a fire or pool of lava. The passage is 5 feet wide and 8 feet high. It is 10 feet long, plus 5 feet longer for every three psychic levels. Any heat generated by the fire or lava through which the passage passes is radiated outwards, making the passage comfortable and safe. The passage lasts for 1 hour, though she can end the effect at any time as a free action. If this effect ends while a creature is inside the tunnel, that creature is affected by the fire or lava as normal. Element(s): fire; Level: 5

Fire Sculptor (Su): The kineticist can sculpt shapes out of flame or alter a fire’s spread. As a standard action, she can move one 5-foot square of an ongoing fire per psychic level she possesses to any square contiguous to that fire. The fire continues to spread normally after she sculpts it. Element(s): fire; Level: 1

Firesight (Su): The kineticist 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 her. Element(s): fire; Level: 3

Fire Steed (Su): The kineticist imbues a willing animal, magical beast, or other creature that can serve as a suitable mount with elemental power from the Plane of Fire, wreathing it in flames for 1 round. She can spend 1 point from her phrenic pool to increase the duration to 1 round per psychic level. The mount gains fire resistance 10 and its speed increases by 10 feet. Creatures other than the kineticist who touches the mount, attacks the mount with a natural weapon or unarmed strike, or attempts to mount the creature take 1d6 points of fire damage every round they are in contact with the mount. Element(s): fire; Level: 2

Fire Steed, Greater (Su): When using fire steed, the mount gains immunity to fire and its speed increases by an additional 10 feet. In addition, when the mount takes a run action, it can run up steep slopes at its normal speed and down steep slopes without its rider needing to attempt a Ride check. Element(s): fire; Level: 8; Prerequisite(s): The kineticist must have the fire steed and improved fire steed wild talents to select this talent.

Fire Steed, Improved (Su): When using fire steed, the mount’s fire resistance increases to 20 and its speed increases by an additional 10 feet. The mount can move over lava without difficulty or a decrease in speed. Element(s): fire; Level: 5; Prerequisite(s): The kineticist must have the fire steed wild talent to select this talent.

Flame Jet (Su): The kineticist shoots a burst of flame behind her as a standard action, propelling her up to 60 feet in a straight line, including into the air; any movement upward costs double. If she ends her turn mid-air, she falls on her next turn unless she uses flame jet again. Element(s): fire; Level: 3

Flame Jet, Greater (Su): The kineticist can use flame jet as a move action and can emanate a mild jet of flame, allowing her to hover without spending an action. Element(s): fire; Level: 5; Prerequisite(s): The kineticist must have the flame jet wild talent to select this talent.

Flame Shield (Su): Flickering flames surround the kineticist for 1 round per psychic level. While her searing flesh infusion is active, any creature that strikes her with a melee attack takes an amount of fire damage equal to half her psychic level unless it is using a reach weapon. If the creature also takes damage from her searing flesh, it applies fire resistance only once against the total damage from both effects. Element(s): fire; Level: 5; Prerequisite(s): The kineticist must have the searing flesh defensive wild talent to select this talent.

Flame Trap (Su): The kineticist lays a fiery trap on a container, ensuring the destruction of sensitive documents while punishing those who would steal her secrets. In order to weave the trap, she must spend 10 minutes in contact with the container she wishes to trap. At the end of that time, the container is trapped until the next time she uses this wild talent or until it triggers. Any creature other than the kineticist who opens the container takes damage as from her fire blast (or blue flame blast, if she has it). The damage affects the creature automatically if it is touching the container, but if it opens the container from within 30 feet, it can attempt a Reflex save to negate the damage, and if it opens the container from farther still, it takes no damage. Whether or not the creature that opened the container takes damage, the kineticist’s kinetic blast damage also affects any items within the container that she chooses, as well as the container, if she wishes it, and leaves all other items undamaged. This counts as a magical trap with a Perception and Disable Device DC equal to 10 + her psychic level + her Intelligence modifier. She can spend 1 point from her phrenic pool when using flame trap to make a new trap without dismissing any previous traps. If she does, the trap lasts for 1 hour per psychic level. Element(s): fire; Level: 2

From the Ashes (Su): When the kineticist is about to fall unconscious or die from hit point damage, as an immediate action, she 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. By spending 2 points from her phrenic pool, at the start of her next turn, unless the ash has been completely destroyed, she arises 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 psychic level. Element(s): fire; Level: 9

Heat Adaptation (Su): The kineticist is constantly protected by endure elements against hot temperatures only. She gains an amount of fire resistance equal to her psychic level. Element(s): fire; Level: 1

Heat Wave (Su): The kineticist creates an aura of shimmering heat that distorts the area around her. For 1 round per psychic level, she can begin or end the heat aura as a swift action. The temperature in the area 30 feet around her rises by 5° F per psychic level she possesses, 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 her suffer a 20% miss chance due to concealment. She is immune to these effects, as are those immune to fire or benefiting from endure elements. Element(s): fire; Level: 3; Prerequisite(s): The kineticist must have the heat adaptation wild talent and searing flesh defensive wild talent to select this talent.

Ice Path (Sp): The kineticist freezes water vapor in the air, allowing her to travel above the ground as wind walk by walking along the ice, and leaving a path of ice behind her that lasts for 1 round before it melts. Element(s): ice; Level: 6; Prerequisite(s): The kineticist must have the icewalker wild talent to select this talent.

Ice Sculptor (Sp): The kineticist can sculpt ice and snow into new shapes, as the spell stone shape but affecting ice and snow instead of stone. Element(s): ice; Level: 4

Icewalker (Su): The kineticist 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, she is immune to seasickness. Element(s): ice or water; Level: 1

Jagged Flesh (Su): The kineticist painfully pushes forth jagged chunks of rock from her flesh. While her flesh of stone is active, any creature that strikes her with an unarmed strike or natural weapon or that grapples her takes 1d6 points of earth damage. Weapons that strike her also take this damage as piercing damage, though the damage is unlikely to penetrate the weapon’s hardness. Element(s): earth; Level: 3; Prerequisite(s): The kineticist must have the flesh of stone defensive wild talent to select this talent.

Kinetic Cover (Su): The kineticist calls up elemental matter to defend herself and her allies from attacks. As a standard action, she can select one face of a square within 30 feet of her and move elemental matter to block that face, providing total cover from that direction. The face she selects must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water and ice 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 psychic level. She can have a number of kinetic covers in existence equal to her Constitution modifier + half her psychic level. Element(s): earth, ice, or water; Level: 1

Living Capacitor (Su): The kineticist stores lightning damage she takes within her body, as if she constantly had body capacitance active. Once she discharges this lightning damage via a touch attack, she must take lightning damage again before she can discharge it again. Element(s): lightning; Level: 2

Purifying Flames (Su): The kineticist uses fire to burn poison from within a creature’s veins. She must attempt a caster level check (1d20 + her psychic level) against the DC of each poison affecting the target. Success means that the poison is neutralized, as poisona. When she attempts to neutralize poison in this way, by spending 1 point from her phrenic pool, she can choose to deal a number of points of fire damage to the poisoned creature equal to her Constitution modifier in order to reduce the DC of one poison affecting the target by 2. This reduction remains until the end of her next turn. Element(s): fire; Level: 4

Searing Flame (Su): Over time, the kineticist’s burning infusion sears away her foe’s fire resistance. When she rolls 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 half her psychic level. These decreases stack, to a minimum resistance of 0. Element(s): fire; Level: 2; Prerequisite(s): The kineticist must have the burning infusion to select this talent.

Seismic Master (Sp): The kineticist can focus on her connection to earth and create a localized tremor, as the earth rupture spell. Element(s): earth; Level: 8

Shift Earth (Su): As a standard action, the kineticist can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. She 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, she can move a cube upward, creating a short pillar. If she moves 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. Element(s): earth; Level: 4; Prerequisite(s): The kineticist must have the kinetic cover wild talent to select this talent.

Shift Earth, Greater (Sp): The kineticist can move greater quantities of earth, as the spell move earth. Element(s): earth; Level: 7; Prerequisite(s): The kineticist must have the kinetic cover and shift earth wild talents to select this talent.

Shimmering Mirage (Su): The kineticist’s shroud bends light, creating a shimmering mirage. While her shroud of water is active, attacks against her suffer a 20% miss chance due to concealment. Element(s): water; Level: 5; Prerequisite(s): The kineticist must have the shroud of water defensive wild talent to select this talent.

Slick (Su): As a standard action, the kineticist calls forth slippery water or ice, creating any of the effects of the grease spell for 1 round. She can spend 1 point from her phrenic pool at the start of her next turn to extend the duration to 1 minute per psychic level. Element(s): water; Level: 1

Smoke Storm (Su): The kineticist transforms 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 (Fort negates). Element(s): fire; Level: 3

Stone Sculptor (Sp): The kineticist can sculpt earth into any shape, as the spell stone shape. Element(s): earth; Level: 3

Suffocate (Su): The kineticist uses wind to create an area of unbreathable air around the target, or water to fill the target’s throat with water. If her target needs to breathe, it must hold its breath for as long as she concentrates. On each of its turns, it can attempt a Fortitude save in order to speak, but it can breathe only if her concentration breaks, she leaves the 120-foot range, or she breaks line of effect. She can spend 1 point from her phrenic pool when activating this wild talent in order to expel the air from her target’s lungs. If she does 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. Element(s): water or wind; Level: 6

Tidal Wave (Sp): The kineticist calls forth a powerful tidal wave, as tsunami. Element(s): water; Level: 9

Trail of Flames (Sp): As a swift action, when the kineticist takes the withdraw or run action, she can leave a wall of fire in all squares she exits that lasts for 1 round. Element(s): fire; Level: 5

Tremorsense (Su): The kineticist can take a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that she touches. She can spend 1 point from her phrenic pool to increase the duration to 1 round per psychic level. While benefiting from this tremorsense, her earth blasts and composite blasts that include earth components don’t suffer a miss chance from concealment or total concealment against creatures she detects with her tremorsense. Element(s): earth; Level: 3

Tremorsense, Greater (Sp): The kineticist can spend 10 minutes to extend her tremorsense outward while in a natural underground setting, letting her learn three facts as if using commune with nature, except her tremorsense can’t tell if a creature is a woodland creature or a powerful unnatural creature. Element(s): earth; Level: 5; Prerequisite(s): The kineticist must have the tremorsense wild talent to select this talent.

Veil of Mists (Sp): The kineticist creates a misty veil over her features, disguising herself as disguise self for a number of minutes equal to her Constitution modifier. If she spends 1 point from her phrenic pool, each use of this wild talent lasts until she dismisses it. Element(s): water; Level: 2

Voice of the Wind (Su): When the kineticist whispers, she can have the wind carry her voice to the ears of anyone she can see within 120 feet, as if they were one of the targets of a message spell she casts. Alternatively, she can send her voice to a distant location as if casting whispering wind. Element(s): wind; Level: 1

Voice of The Wind, Greater (Sp): The kineticist’s voice of the wind ability gains both power and finesse. She can use voice of the wind to create unusual sounds, as ghost sound, and to throw her voice, as ventriloquism. She can send messages at a much greater distance than before and at a faster rate. When using voice of the wind’s whispering wind effect, she can choose to have the wind rise high into the sky, where it can gust at 50 miles per hour before descending to deliver the message. While the gust is still small, abnormal wind that fast is noticeable, unlike the normal gentle zephyr from whispering wind. If she chooses to use the faster gust, she can deliver a message as far as 50 miles per psychic level, instead of 1 mile per psychic level. Element(s): wind; Level: 2; Prerequisite(s): The kineticist must have the voice of the wind wild talent to select this talent.

Water Manipulator (Sp): The kineticist can manipulate massive quantities of water. As a standard action, she 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 she placed it for as long as she remains motionless and takes 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 she ceases concentrating, the water flows normally unless she spends 1 point from her phrenic pool to extend the duration and hold the water in its current position for 10 minutes per psychic level. Element(s): water; Level: 3; Prerequisite(s): The kineticist must have the kinetic cover wild talent to select this talent.

Waterdancer (Sp): The kineticist calls forth a current of water to increase her speed and allow her to swim with ease, as if under the effects of slipstream with unlimited duration. Element(s): water; Level: 3

Waterdancer, Greater (Sp): The kineticist can move across water (as water walk) at will and breathe underwater, and her slashing and bludgeoning attacks don’t take the usual penalties when she’s underwater. Element(s): water; Level: 5; Prerequisite(s): The kineticist must have the waterdancer wild talent to select this talent.

Watersense (Su): The kineticist gains tremorsense with a range of 30 feet to detect anything in contact with the same body of water as her. While she is benefiting from this tremorsense, her water blasts and composite blasts that include water don’t suffer a miss chance from concealment or total concealment against creatures she detects with this tremorsense. Element(s): water; Level: 4

Watersense, Greater (Sp): The kineticist projects her watersense outward through the tides and water around her, allowing her to spy on others at a distance. She can take 10 minutes to project her senses, choosing a location within 480 feet that is connected to her current location via the same continuous body of water, or she can take 1 hour to attempt to spy on a specific creature within 1 mile per psychic level that is visible from a location connected to her current location via the same continuous body of water. In the latter case, the creature receives a Will save as per scrying (including bonuses and penalties based on connection and knowledge); a target that saves is immune to her greater watersense for 24 hours. In either case, an extremely thin funnel of water, lasting for 1 minute per psychic level, carries light and sound to her location. In the case of a distance greater than 480 feet, the sound comes 1 round later than its corresponding visual information for every mile away she is (for instance, if she was 5 miles away, she would see her target start talking 5 rounds before she heard what it said). When she is tracking a creature, the funnel moves as best it can through the water to follow that creature, up to 150 feet per round, but the target can escape by simply moving away from the water. If she also possesses the voice of the wind wild talent, she can use its message effect to send her voice through the funnel with a delay of 1 round per mile. This wild talent is a divination and scrying effect. Element(s): water; Level: 5; Prerequisite(s): The kineticist must have the watersense wild talent to select this talent.

Weather Master (Sp): By focusing on the kineticist’s connection to wind and seeding the air around her for 10 minutes, she can create powerful weather effects, as control weather. She can create tornadoes or hurricane-force winds, as appropriate for the season. If she has access to the fire element, she can create hot weather, a heat wave, a thaw, or an early spring. If she has access to the water element, she can create all other types of weather listed in control weather. Element(s): wind; Level: 8

Wind Manipulator (Sp): The kineticist can call forth mighty winds in an enormous area. As a standard action, she can alter the wind around her as if using control winds, but the change remains only for as long as she continues to take a standard action to concentrate on this effect. If she spends 1 point from her phrenic pool, she can extend the duration to 10 minutes per psychic level without her needing to concentrate. Element(s): wind; Level: 6; Prerequisite(s): The kineticist must have the engulfing winds wild talent to select this talent.

Windsight (Su): The kineticist can see through mist and fog (including fog cloud and similar magic). In areas of moderate or stronger wind, she can see and hear as if she was standing at both her 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 her to see around corners and other obstacles. Element(s): wind; Level: 3

Windsight, Greater (Su): The kineticist can send a slight breeze in a path up to 480 feet long and then back to where she waits. This allows her to use her 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 she sees and hear is delayed by 1 round for every 50 feet of the path. If she spends at least 10 minutes to set up a steady flow of wind, she can concentrate for up to 1 minute per psychic level to gain continuous visual and auditory information for as long as she concentrates, 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. Element(s): wind; Level: 5; Prerequisite(s): The kineticist must have the windsight wild talent to select this talent.

Wings of Air (Sp): The air bends to the kineticist’s will, allowing her to soar to great heights. She is constantly under the effects of fly. If this effect is dispelled, she can call it forth again as a standard action. Element(s): wind; Level: 3; Prerequisite(s): The kineticist must have the air cushion or air’s leap wild talent to select this talent.

These abilities replace psychic talents.

Kinetic Blast (Su)

At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals elemental damage of any type has the corresponding descriptor.

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 two psychic 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 + half the kineticist’s Constitution modifier, increasing by 1d6 for every two psychic levels beyond 1st.

Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements. 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 two psychic levels beyond 1st. Energy composite blasts deal an amount of damage equal to 2d6 + half the kineticist’s Constitution modifier, increasing by 2d6 for every two psychic levels beyond 1st.

This ability replaces telekinetic hurl, mind blast, improved violent thrust, and fling skyward.

Elemental Defense (Su)

At 2nd level, a kineticist gains her element’s defensive wild talent. She must select the expanded defense wild talent to gain the defensive wild talent of any element she gains via the expanded element class feature.

This ability replaces partition mind.

Infusion (Su)

At 3rd level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 7th, 11th, 15th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. A kineticist may take Extra Amplification feat to select a new infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

At 9th, 14th, and 19th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Blade Rush (Su): The kineticist uses her element’s power to instantly move 30 feet in any direction (even straight up), manifests a kinetic blade, and attacks once. She gains a +2 bonus on the attack roll and take a –2 penalty to her AC until the start of her next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does. If she has the kinetic whip infusion, she can manifest a kinetic whip instead of a kinetic blade at the end of her movement by spending 1 point from her phrenic pool. The blade or whip vanishes instantly after the rush. Element(s): earth, fire, ice, lightning, water, or wind; Level: 2; Prerequisite(s): The kineticist must have the kinetic blade infusion to select this infusion.

Blade Whirlwind (Su): The kineticist creates a kinetic blade and swing it in an arc around her, making a single attack against all foes within reach as if with kinetic blade. If the result is a critical threat, roll to confirm the critical hit against only the first target she hits. The blade vanishes instantly after the whirlwind. Element(s): earth, fire, ice, lightning, water, or wind; Level: 5; Prerequisite(s): The kineticist must have the kinetic blade infusion to select this infusion.

Bowling Infusion (Su): The kineticist bowls her foes over with the sheer mass of her kinetic blast. She attempts a trip combat maneuver check against each target damaged by her infused blast, using her Constitution modifier instead of her Strength modifier to determine her Combat Maneuver Bonus. Element(s): earth; Level: 2

Brilliant Infusion (Su): The kineticist’s kinetic blast leaves an afterglow that banishes the darkness. She treats each square of the path of her ranged attack kinetic blast, the target square of her melee attack kinetic blast, or the area of her area of effect kinetic blast as the center of a continual flame effect that lasts until the end of her next turn. This effect counts as a 6th-Level:spell with the light descriptor. Element(s): fire; Level: 6; Prerequisite(s): The kineticist must have the flash infusion to select this infusion.

Burning Infusion (Su): The kineticist’s kinetic blast ignites her 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 must make a Reflex save or 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. Element(s): fire; Level: 1

Chain (Su): The kineticist’s lightning blast leaps from target to target. When she hits a target with her infused blast, she 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 she can’t chain the blast back to a previous target. She can continue chaining her blasts until a blast misses or fails to deal damage, or until her blast is reduced to a single damage die. Element(s): lightning; Level: 5

Chilling Infusion (Su): The kineticist’s kinetic blast chills her foes to the bone, making their movements sluggish. Whenever an infused blast deals ice damage to a foe, that foe is staggered (Fortitude negates) for 1 round. Element(s): ice; Level: 5;

Cloud (Su): The kineticist releases her power in a diffuse cloud. She can center this 20-foot-radius spread anywhere within 120 feet of her. All creatures and objects within the cloud when she creates it automatically take 1/4th the normal amount of damage from her blast with no saving throw. Any time a creature enters the cloud, it takes half the normal amount of damage from her blast, as do creatures that end their turns in the cloud. Her cloud obscures vision as obscuring mist. It lasts for a number of rounds equal to her Constitution modifier or until she uses the cloud infusion again. Element(s): wind or water; Level: 7; Prerequisite(s): The kineticist must have the extended range infusion to select this infusion.

Cyclone (Su): The kineticist creates a circular rush of wind. All creatures and objects within a 20-foot-radius burst centered on her take half her blast’s (Reflex half) normal amount of damage. The saving throw DC is Dexterity-based. Element(s): wind; Level: 4

Dazzling Infusion (Su): The kineticist’s kinetic blast shines brightly, making it harder for her foes to see. If her blast hits a foe (and penetrates SR if applicable), that foe must succeed at a Will save or be dazzled for 1 minute, whether or not it takes damage from the blast. She can reduce the blast’s damage by half to increase the DC of this save by 2. Element(s): fire; Level: 1

Deadly Earth (Su): The kineticist infuses the ground in a 20-foot radius anywhere within 120 feet of her on an earthen surface (if she is 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 she creates it automatically take 1/4th of the normal damage from her blast with no saving throw. Any time a creature enters the area, it takes half the normal damage from her 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 her Constitution modifier or until she uses it again. Element(s): earth; Level: 6; Prerequisite(s): The kineticist must have the extended range infusion to select this infusion.

Detonation (Su): Flames explode outward from the kineticist’s body, dealing her blast damage to all creatures and objects (Reflex half) within a 20-foot radius. Element(s): fire; Level: 4

Elemental Trap (Su): The kineticist touches an area of natural ground, drawing up elemental energy that roils just below the surface, ready to explode when stepped on. This 5-foot square detonates when triggered by a weight of 10 pounds or more, affecting all creatures within 10 feet of the trap with her simple blast (or composite blast, if she has it). Any creature other than the one that triggered the elemental trap can attempt a Reflex save for half damage. The elemental trap lasts until the next time she uses this wild talent or until it triggers. This counts as a magical trap with a Perception and Disable Device DC equal to 10 + her psychic level + her Dexterity modifier. She can spend 2 points from her phrenic pool to make a new trap without dismissing any previous traps. If she does, the trap lasts for 1 hour per psychic level. Element(s): earth, fire, ice, lightning, water, or wind; Level: 3

Energize Weapon (Su): The kineticist chooses a manufactured weapon in her hand (not an unarmed strike or natural attack); if the weapon is a double weapon, she must choose one of its ends to receive this benefit. She imbues the chosen weapon with her elemental energy as part of an attack action, charge action, or full-attack action to add extra damage to each of her attacks with that weapon until the beginning of her next turn. Her attacks with the chosen weapon during that action deal 1d6 additional points of damage. At 7th level and every six psychic levels thereafter, this bonus damage increases by 1d6 points. Blue flame blasts deal double this additional damage. The additional damage is of the same type as the infused blast’s damage. This additional damage ignores spell resistance and doesn’t apply any modifiers to her kinetic blast’s damage (such as her Constitution modifier). Element(s): earth, fire, ice, lightning, water, or wind; Level: 1

Entangling Infusion (Su): The kineticist’s kinetic blast surrounds her 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 her kinetic blast) or by dealing an amount of damage to the entangling matter equal to double her psychic 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. Element(s): earth or ice; Level: 2

Eruption (Su): The kineticist’s kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of her. The pillar affects all creatures and objects (Reflex half) 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. Element(s): fire; Level: 3; Prerequisite(s): The kineticist must have the extended range infusion to select this infusion.

Explosion (Su): The kineticist focuses her energy on a point in space and create a controlled explosion. She can center the explosion anywhere within 120 feet of you, and she can choose the radius of the spread to be 5, 10, 15, or 20 feet. All creatures and objects within the explosion (Reflex half) take her blast’s damage. The saving throw DC is Dexterity-based. Element(s): fire; Level: 7; Prerequisite(s): The kineticist must have the extended range infusion to select this infusion.

Extended Range (Su): The kineticist’s kinetic blast can strike any target within 120 feet. Element(s): earth, fire, ice, lightning, water, or wind; Level: 1

Extreme Range (Su): The kineticist’s kinetic blast can strike any target within 480 feet. Element(s): earth, fire, ice, lightning, water, or wind; Level: 3; Prerequisite(s): The kineticist must have the extended range infusion to select this infusion.

Fan of Flames (Su): The kineticist’s kinetic blast extends in a fan of flames, damaging all creatures and objects (Reflex half) in a 15-foot cone. The saving throw DC is Dexterity-based. Element(s): fire; Level: 1

Flash Infusion (Su): The kineticist’s kinetic blast is so bright that it blinds her 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. She can reduce the blast’s damage by half to increase the DC of this save by 2. Element(s): fire; Level: 4

Flurry of Blasts (Su): Instead of a single kinetic blast, the kineticist shoots two kinetic blasts at targets within 120 feet that each deal damage as if her psychic level were 1st (effects or abilities that increase her kinetic blast’s damage don’t apply). At 10th level, she can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If she is under the effects of haste or similar magic that increases her number of attacks in a full-attack action, the number of kinetic blasts in her flurry of blasts increases by 1. No two targets can be more than 30 feet apart. She must assign the targets of all her 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 she is using an 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 she is using an infusion that requires a caster level check or combat maneuver check, she rolls the check only once against each target, but she gains a bonus on the check equal to the number of times that target was hit beyond the first. Element(s): earth, fire, ice, lightning, water, or wind; Level: 3; Prerequisite(s): The kineticist must have the extended range infusion to select this infusion.

Focused Blast (Su): The kineticist focuses her blast in a concentrated attack. She gains a +1 enhancement bonus on her attack roll with the blast and her caster level check to overcome spell resistance. She can spend 2 points from her phrenic pool to increase the enhancement bonus by 1, to a maximum of +5 for 10 phrenic pool points. She can reduce her blast’s total damage by half to reduce the phrenic pool point cost of this infusion by half as well. Element(s): earth, fire, ice, lightning, water, or wind; Level: 2

Fragmentation (Su): The kineticist throws a volatile sphere of solid matter that shatters into countless shards. She attempts a ranged attack roll against a target within 120 feet. If she hits, the target takes her 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. Element(s): earth or ice; Level: 7; Prerequisite(s): The kineticist must have the extended range infusion to select this infusion.

Grappling Infusion (Su): The kineticist’s kinetic blast grows tendrils that hold her enemies in place. Whenever a creature takes damage from the infused blast, she can attempt a combat maneuver check to have the blast grapple that opponent. Her bonus on this check is equal to 2 + her psychic level+ her 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.  Element(s): earth, fire, ice, lightning, water, or wind; Level: 5

Gusting Infusion (Su): The wind from the kineticist’s infusion causes her blast to act as an instantaneous gust of wind (Fort negates). If her blast has a clear path, she can spend 2 points from her phrenic pool or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path. Element(s): wind; Level: 1

Impale (Su): The kineticist extends 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, she rolls to confirm against only the first target she hits. Calculate damage against each target she hits, starting from the closest. If her attack hits a target but fails to deal 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. Element(s): earth or ice; Level: 3

Kinetic Blade (Su): The kineticist forms a weapon using her kinetic abilities. She creates a non-reach, light or one-handed weapon in her hand formed of elemental matter. 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. She 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 her 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 her kinetic blast damage on each hit (applying any modifiers to her kinetic blast’s damage as normal, but not her Strength modifier). The blade disappears at the end of her turn. The weapon deals the same damage type that her kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Element(s): earth, fire, ice, lightning, water, or wind; Level: 1

Kinetic Fist (Su): The kineticist surrounds her body with elemental matter from her kinetic abilities. She 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 her natural attacks and unarmed strikes until the beginning of her next turn. Since kinetic fist is part of another action, using this wild talent doesn’t provoke any additional attack of opportunity. She deals an additional 1d6 points of damage per three dice of her kinetic blast’s damage (minimum 1d6), and this damage is of the same type as her kinetic blast’s damage. This extra damage ignores spell resistance and doesn’t apply any modifiers to her kinetic blast’s damage, such as her Constitution modifier. Element(s): earth, fire, ice, lightning, water, or wind; Type form infusion; Level: 1

Kinetic Whip (Su): The kineticist forms a long tendril of elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for her size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of her next turn, but in the intervening time, it threatens all squares within its reach, allowing her to make attacks of opportunity that deal the whip’s usual damage. Element(s): earth, fire, ice, lightning, water, or wind; Type form infusion; Level: 3; Prerequisite(s): The kineticist must have the kinetic blade infusion to select this infusion.

Maelstrom (Su): The kineticist creates a 20-foot-radius whirling maelstrom in a body of water within 120 feet (the area of the maelstrom does not include any squares in the radius that aren’t in the water). Any creature in the maelstrom immediately takes one-quarter her blast’s normal damage regardless of whether it succeeds at its save. A creature that succeeds at its Reflex save can choose to exit the area at the closest space. A creature in the maelstrom must succeed at a DC 35 Swim check in order to swim, and any creature that enters the maelstrom or ends its turn in the maelstrom takes half her blast’s normal damage. As a free action at the beginning of her turn, she can position each creature in the maelstrom anywhere you choose within the affected area. This effect lasts for a number of rounds equal to her Constitution modifier or until she uses this infusion again. She can use grappling infusion with this infusion. Element(s): water; Level: 8; Prerequisite(s): The kineticist must have the extended range infusion to select this infusion.

Magnetic Infusion (Su): The kineticist’s kinetic blast causes her foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks made with metal weapons against that foe receive a +4 bonus until the end of her next turn, and the foe takes a –4 penalty on Reflex saving throws to avoid metallic objects. Element(s): lightning or earth; Level: 3

Mobile Blast (Su): The kineticist sends an elemental mass 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 (Reflex negates). The mobile blast lasts until she dismisses it as a free action, loses consciousness, or moves farther than 30 feet from it. Each round on her turn as a move action, she 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. She can have only a single mobile blast in existence at a time. It lasts for a maximum number of rounds equal to her Constitution modifier, and afterwards, she 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. Element(s): earth, fire, ice, lightning, water, or wind; Type form infusion; Level: 3

Penetrating Infusion (Su): The intensity of the kineticist’s blasts allows her to break through her foes’ resistances. Treat her foe’s fire, ice, or lightning resistance as if it were 5 lower for the purpose of determining the infused blast’s damage; this doesn’t stack with the reduction from searing flame. She can spend points from her phrenic pool to further reduce the foe’s resistance against the infused blast by 5 per additional point of phrenic pool spent. This has no effect on creatures with immunity. Element(s): fire, ice, or lightning; Level: 2

Pure-Flame Infusion (Su): The kineticist opens a direct conduit to the purest elemental fire and sends it surging forth. Her infused blast ignores spell and elemental resistance. Element(s): fire; Level: 7

Pushing Infusion (Su): The momentum of the kineticist’s kinetic blast knocks foes back. She attempts a bull rush combat maneuver check against each target damaged by her infused blast, using her Constitution modifier instead of her Strength modifier to determine her bonus. This infusion can push a foe back by a maximum of 5 feet. She can spend points from her phrenic pool to increase the maximum distance pushed by 5 feet per additional point of phrenic pool spent. Element(s): earth, fire, ice, lightning, water, or wind; Level: 1

Quenching Infusion (Su): The kineticist’s blast puts out non-magical fires as if they had been touched by a water elemental. If she spends 2 points from her phrenic pool or reduces the damage to 0, it also dispels magical fires as if she was a water elemental with a number of Hit Dice equal to her psychic level. Element(s): water; Level: 1

Rare-Metal Infusion (Su): The kineticist can control the properties of metal, allowing her metal blast to bypass damage reduction as if it were adamantine, cold iron, or silver (her choice). If her target has an unusual type of damage reduction that could be overcome with the correct type of metal (such as DR/gold), she can also select that metal for this purpose. The metal she creates with this infusion crumbles away shortly thereafter and has no gil value. Element(s): earth; Level: 3

Revealing Flaming Fist Infusion (Su): The flame of the kineticist’s infused blast illuminates and reveals the target as it really is. If she hits the target with an unarmed strike with the infused blast, creatures can see the target as if using true seeing for 1 round, although only the target is revealed in this way. She can use this infusion only while also using the kinetic fist infusion. Element(s): fire; Level: 5; Prerequisite(s): The kineticist must have the kinetic fist infusion to select this infusion.

Slick Infusion (Su): The kineticist’s blast leaves behind slippery water or ice in its area for as long as the blast is in that area (Reflex negates) and for 1 round thereafter, making the area difficult terrain and increasing the DC of Acrobatics checks attempted in the area by 5. She can use this infusion only if she also use a form infusion that has an area of effect. Element(s): ice or water; Level: 2; Prerequisite(s): The kineticist must have the slick wild talent to select this infusion.

Snake (Su): The kineticist has fine control over her kinetic blast, allowing her to alter its path to avoid obstacles. She can trace out any path no more than 120 feet long for her blast, potentially allowing her to avoid cover (even total cover). She can choose a path that leads into squares she cannot see. Element(s): earth, fire, ice, lightning, water, or wind; Level: 3; Prerequisite(s): The kineticist must have the extended range infusion to select this infusion.

Spindle (Su): The kineticist throws a long, roughly 5-foot-by-10-foot spindle of elemental matter up to 30 feet away, damaging all creatures and objects within any two adjacent 5-foot squares unless they succeed at a Reflex save. An energy blast infused with spindle deals its normal damage to each target, while a physical blast infused with spindle deals half its normal damage to each target. The saving throw DC is Dexterity-based. Element(s): earth, fire, ice, lightning, water, or wind; Level: 2

Spray (Su): The kineticist diffuses her kinetic blast to spray out wildly. All creatures and objects in a 30-foot cone (Reflex half) take half her normal amount of blast damage. The saving throw DC is Dexterity-based. Element(s): water; Level: 4

Synaptic Infusion (Su): The kineticist’s blast sends strange electric signals through the target’s body, scrambling its synapses and causing it to become staggered (Will negates) for 1 round. The target is aware it can choose to take a move action to remove the staggered condition inflicted by this infusion. This infusion is a mind-affecting effect. Element(s): lightning; Level: 3

Thundering Infusion (Su): The kineticist’s lightning brings with it a peal of thunder. Whenever her infused blast hits a foe and penetrates spell or elemental resistance, that foe becomes deafened (Fort negates), even if the blast doesn’t deal damage. Element(s): lightning; Level: 1

Torrent (Su): A torrent of elements buffets or burns all foes in a 30-foot line, (Reflex half) dealing half her normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based. Element(s): earth, fire, ice, lightning, water, or wind; Level: 3

Tremor (Su): The kineticist sends a tremor through the ground or other solid surface with which she is in contact, allowing her to affect a burrowing or incorporeal creature within that same surface with a normal kinetic blast. This infusion doesn’t allow her to attack creatures above the ground if she is burrowing or to ignore total cover provided by factors other than burrowing. Element(s): earth; Type form infusion; Level: 5

Unbreaking Waves Infusion (Su): The kineticist’s infused blast buffets and redirects enemies with waves. She attempts a reposition or trip combat maneuver check against each target damaged by her infused blast, using her Constitution modifier instead of her Strength modifier to determine her combat maneuver bonus. She can use this infusion only while also using the kinetic fist infusion. Element(s): water; Level: 5; Prerequisite(s): The kineticist must have the kinetic fist infusion to select this infusion.

Unfolding Wind Infusion (Su): Unfolding winds carry the kineticist along. Before her first attack and again after each unarmed strike with the infused blast, she can move 5 feet without provoking attacks of opportunity. She can use this infusion only while also using the kinetic fist form infusion. Element(s): wind; Level: 5; Prerequisite(s): The kineticist must have the kinetic fist infusion to select this infusion.

Untwisting Iron Infusion (Su): Each time the kineticist hits a foe with an unarmed strike with her infused blast, she increases her DR/adamantine from flesh of stone by 1 until the start of her next turn. She can use this infusion only while also using the kinetic fist form infusion. Element(s): earth; Level: 5; Prerequisite(s): The kineticist must have the kinetic fist infusion and flesh of stone defensive wild talent to select this infusion.

Unraveling Infusion (Su): The kineticist’s kinetic blast burns so hot that it melts away her foe’s magical effects. Whenever her infused blast hits a foe and penetrates its spell or elemental resistance, she can attempt a caster level check as if using a targeted dispel before determining whether the foe takes damage from the blast. She can choose to reduce the blast’s damage by half to increase her bonus on the caster level check by 2. If she doesn’t choose a specific spell effect to attempt to dispel, she automatically attempts to dispel effects that would protect the target from fire damage before other spells. Element(s): fire; Level: 5

Wall (Su): The kineticist creates a wall of churning elements. 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 she creates it take 1/4 the normal damage from her 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 her 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 her Constitution modifier or until she uses a wall infusion again. Element(s): earth, fire, ice, lightning, water, or wind; Level: 5

Whip Hurricane (Su): As blade whirlwind, except it manifests a kinetic whip, and the whip lasts until the beginning of her next turn or until she uses any form infusion that creates a blade or whip again, whichever comes first. Element(s): earth, fire, ice, lightning, water, or wind; Level: 6; Prerequisite(s): The kineticist must have the kinetic blade, kinetic whip, and blade whirlwind infusions to select this infusion.

These abilities may replace phrenic amplifications.

Expanded Element (Su)

At 6th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element’s simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses wind). See Composite Blasts for additional rules for and descriptions of composite blasts. She doesn’t gain the defensive wild talent of the expanded element unless she later selects it with the expanded defense utility wild talent, nor does she gain the additional class skills from her expanded element. If the kineticist’s expanded element is different from her primary element, she treats her psychic level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element. If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate.

At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can’t select the same element she selected at 6th level unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 6th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.

This ability replaces telekinetic combat and full attack telekinesis.

Elemental Knowledge (Ex)

At 9th level, when the kineticist chooses a different element from her primary element with the expanded element class feature, she gains that element’s associated skills as class skills. In addition, she gains a +1 bonus on all her element’s associated skills. If she chooses a third element with expanded element at 15th level, she receives these benefits for that element’s associated skills as well.

This ability replaces improved telekinetic combat.