Aether Utility Talents

Aetheric Adaptability

Element(s) aether; Type utility (Su); Level 1; Burn

When using aether blasts or composite blasts that include aether, you can chose to treat your blast as two different damage types instead of just one (so a blast could be bludgeoning and slashing, bludgeoning and piercing, or piercing and slashing.)

Aetheric Sniper

Element(s) aether; Level 3; Type utility (Su); Burn -
Prerequisite(s) telekinetic invisibilityOA

When using your kinetic blast while under the effects of your telekinetic invisibilityOA wild talent, you can remain invisible for 1 additional round before your invisibility ends. When sniping while invisible, you only suffer a -10 to your stealth roll instead of -20.

Aetheric Tempering

Element(s) aether; Type utility (Su); Level 1; Burn
Prerequisite telekinetic blast

You know how to use your power to protect your weapons. Objects that you use with your telekinetic blast do not take damage.

Corporeal Tear

Element(s) aether, time, or void and viscera; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) basic corpokinesis and dimensional rip or the dimensional tear class feature
Saving Throw Fortitude negates or half (see text); Spell Resistance no

You are able to create a dimensional tear inside of a corporeal creature (except for constructs), using it as though it was a dimensional tear of the creature’s size. The creature is allowed a Fortitude save to negate being treated as a tear, and if you choose to have a kinetic blast exit through a corporeal tear, the creature is made into the target and is the only creature affected by it, regardless of any infusion applied to the blast. If a creature chooses to exit through a corporeal tear, they can decide to deal damage equal to twice the kineticist’s level to the creature (Fortitude for half), although a creature forced to exit through a tear always deals damage.

Deceptive Rip

Element(s) aether, time, or void; Level 3; Type utility (Su); Burn
Prerequisite(s) dimensional rip or dimensional tear class feature
Saving Throw Reflex negates; Spell Resistance no

You are capable of laying a tear across a solid surface, disguising it as normal terrain. If a creature steps into your deceptive rip, they are transported to another tear of your choice. Creatures exiting from a deceptive rip may choose which space adjacent to the selected exit tear to occupy. The Perception check to locate this tear is equal to your kineticist level plus 10.

Dimensional Rip

Element(s) aether, time, or void; Level 3; Type utility (Sp); Burn 1

You gain the dimensional tear class feature of the dimensional ripper archetype.

Dimensional Rip, Improved

Element(s) aether, time, or void; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) dimensional rip

You gain the improved tearing class feature of the dimensional ripper archetype, treating your kineticist level as 2 lower for the number of tears you can create.

Dimensional Rip, Greater

Element(s) aether, time, or void; Level 6; Type utility (Sp); Burn 0
Prerequisite(s) improved dimensional rip

You gain the rapid tearing class feature of the dimensional ripper archetype, treating your kineticist level as 1 lower for the number of tears you can create.

Dimensional Traveler

Element(s) aether, light, time, or void; Level 6; Type utility (Su); Burn
Prerequisite(s) light speed travel, time skip, or the dimensional travel class feature

Your skill at stepping between worlds improves, treating you as though you had the Dimensional Assault and Dimensional Dervish feats, applying them to the prerequisite wild talents or class feature.

Dimensional Traveler, Improved

Element(s) aether, light, time, or void; Level 7; Type utility (Su); Burn
Prerequisite(s) dimensional traveler

You are treated as though you had the Dimensional Maneuvers and Dimensional Savant feats, applying them to the prerequisite wild talents or class feature.

Distorted Area

Element(s) aether or earth; Level 2; Type utility (Sp); Burn 0
Saving Throw none; Spell Resistance no

You are capable of either destroying the ground around you or flooding the area with enough telekinetic energy to make normal movement impossible. You can activate this wild talent as a swift action to make all squares adjacent to you into difficult terrain for 1 minute. While this wild talent is active, you cannot run or charge. A geokineticist can only use this talent while standing on dirt or unworked stone unless they also possess the aether element.

Dual Telekinetic Control

Element(s) aether; Level 1; Type utility (Su); Burn
Prerequisite(s) telekinetic blastOA

You can use your telekinetic blastOA with two objects simultaneously. This has no effect on the blast’s damage, and their combined weight cannot exceed the normal weight limit for telekinetic blast. The objects must remain within the same space as one another for the duration of the blast, and if thrown, must be thrown at the same target.

You can choose to gain this wild talent in place of basic telekinesisOA.

Elemental Eater

Element(s) aether, air, fire, poison, sound, void, or water; Type utility (Sp); Level 7; Burn 1

Whenever you would receive acid, cold, electricity, fire, force, negative, or sonic damage, as an immediate action you can instead choose to absorb the element, negating the damage from it and gaining a number of temporary hit points equal to half the damage you would have taken (if the effect allowed for a saving throw, you are treated as having failed it for the purpose of how much damage you absorb) that last until you recover burn or until depleted. You must select 1 element for this, and the element you are capable of absorbing depend on which elemental focus or expanded element class features you possess:

  • Aether: force
  • Air: electric
  • Fire: fire
  • Poison: acid
  • Sound: sonic
  • Void: negative
  • Water: cold

As a swift action, you can reduce the temporary hit points gained from this ability by 15 to reduce the burn cost of an infusion by 1. Temporary hit points gained from this ability stack with those gained from other wild talents, but cannot be used to lower the cost of an infusion.

Enlarged Rip

Element(s) aether, time, or void; Level 4; Type utility (Su); Burn
Prerequisite(s) dimensional rip or dimensional tear class feature

You can stretch dimensions even further to create an enlarged tear. Large tears are 10 ft. tall and wide, and can be traveled through by huge or smaller creatures, being able to exit out of normal sized tears.

Flash Step

Element(s) aether, air, or time; Level 4; Type utility (Sp); Burn 0

Through pushing yourself forward with air, aether or even stealing time from the future, as a swift action you can grant yourself an additional move action this round. If you do, you cannot take another swift or immediate action for 4 rounds. You can accept 1 burn to ignore the loss of swift action.

Force Gloves

Element(s) aether and sound; Level 6; Type utility (Su); Burn
Prerequisite(s) force ward, quivering defense
Saving Throw Fort negates; Spell Resistance yes

You sheath your hands and forearms in vibrating layers of aether. As long as your force ward is active you receive a shield bonus to AC equal to +1 for each empty hand you have, up to a maximum of +3; at 16th level this increases to +2 per hand and a maximum of +6. Hands being used for kinetic blasts are not considered empty for this purpose, removing their part of the bonus until your next turn. In addition, so long as this talent is providing a shield bonus, you are treated as if you were using a shield with the jarring quality, using this wild talent’s DC instead.

Friend Throw

Element(s) aether; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) telekinetic haul
Saving Throw reflex negates (harmless); Spell Resistance yes

You are able to use your telekinetic powers to move your allies. You can move one willing ally that weighs up to 100 lbs per kineticist level you possess up to 30 feet. You can accept 1 point of burn to allow an ally to make an attack action at the end of their movement.

Heirloom Affinity

Element(s) aether; Level 2; Type utility (Su); Burn
Prerequisite(s) aetheric tempering

Your talent is at its highest using a particular item. When you select this wild talent, you must choose one specific object. When using this object with your telekinetic blast, all infusions applied to your blast have their DC increased by 1. When you use an object aside from your chosen one, all infusions applied to your blast have their DC reduced by 1. If this object is lost or broken, you can accept 1 point of burn and spend 1 day to attune yourself to a new object.

Imbue Kinesis

Element(s) aether, air, fire, poison, sound, time, void, or water; Level 1; Type utility (Sp); Burn 0
Prerequisite(s) any energy blast

As a standard action, you can charge a single manufactured weapon with the power of an energy kinetic blast you possess with a touch. For 1 round, the affected weapon deals an additional 1d6 damage of the blast’s type; this damage does not stack with weapon properties that deal additional energy damage of the same type (such as electric blast on a shock weapon). If you select an energy blast that deals two types of damage, the weapon instead deals an additional 1d3 of each type, and if the blast deals three types of damage, the weapon instead deals an additional 1d2 of each type. Force, sonic, and untyped damage is reduced by one step in all cases (to 1d4, 1d2, or 1, respectively), and untyped damage is always nonlethal. You can accept 1 additional point of burn to have this effect last 1 round plus 1 for every 3 kineticist levels you possess (minimum 2 rounds, up to 7 rounds at 18th level). Blasts that deal more than three types of damage cannot be selected in this way.

Kinetic Cover, Greater

Element(s) aether, earth, light, viscera, water, or wood; Level 6; Type utility (Sp); Burn 0
Prerequisite(s) improved kinetic cover

Your kinetic cover can instead function as wall of stone, except it is composed of whatever matter you choose which your kinetic cover could produce, it can merge with any solid surface, it has 5 hardness and 25 hit points per inch of thickness per 5-foot square, and it can also produce a hemisphere as wall of ice (with the same hardness and hit points as wall of stone). A wall created this way exists for 1 minute unless you accept 1 point of burn to make it permanent.

Kinetic Cover, Improved

Element(s) aether, earth, light, viscera, water, and wood; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) kinetic cover

Your kinetic cover gains hardness 5 as well as 5 additional hit points per kineticist level you possess.

Kinetic Shelter

Element(s) aether, earth, light, viscera, water, or wood; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) improved kinetic cover

You produce a temporary shelter out of elemental matter. This functions as the secure shelter spell, except the cottage and all of its furnishings are composed of whatever matter you choose which your kinetic cover could produce (this matter does not change the shelter’s properties in any way). You can make this permanent by accepting 1 point of burn. You can only ever have 1 temporary shelter and up to 1 permanent shelter per 4 kineticist levels you possess in existence at any time.

Life After Undeath

Element(s) aether or mind; Level 1; Type utility (Su); Burn
Prerequisite(s) undead type with humanoid shape

Your kinetic power awakened just a little bit later than it does in most. You count as humanoid with a subtype of your choice or as outsider (native) for the purpose of how spells and abilities affect you (though options are at GM discretion) and can change your alignment to any one of your choosing at the time this wild talent is gained, but retain your undead type (as well as any decomposition you suffered during your undeath) permanently, being treated as a positive energy powered undead. You lose all of your undead traits except for immunity to bleed, disease, and sleep, and you do not need to breathe, eat, or sleep. You are healed by both positive and negative energy. If you had no Intelligence score before taking this wild talent, you gain 2d6+6 Intelligence. You do not gain a Constitution score if you didn’t have one, instead using your Charisma in its place to calculate your hit points, Fortitude save, and any abilities to which Constitution would normally apply (such as kinetic blast damage); if you did have a Constitution score, you still use it as normal.

You can choose to gain this wild talent in place of basic neurokinesis or basic telekinesis, but can only gain it at 1st character level and cannot replace it in any way once it is gained.

Lingering Energy

Element(s) aether, air, fire, mind, void, or water; Level 5; Type utility (Sp); Burn 1
Prerequisite(s) any energy blast

As an immediate action when you reduce a creature’s hit points to 0 or lower with an energy kinetic blast, you can have your blast’s energy linger around them until the end of your next turn. During that time, the next creature that touches it is treated as if it was hit by the same kinetic blast (without form infusions applied), receiving a Reflex save to avoid the blast outright as well as a +5 bonus to saves against any infusions that were applied to that blast if it hits them. This wild talent can only affect one creature at a time.

Long Distance Travel

Element(s) aether, light, time, or void; Level 6; Type utility (Sp); Burn 0
Prerequisite(s) light speed travel, time skip, or dimensional travel class feature

You can spend 1 minute to teleport as per the spell, although only you are affected by this talent. You can accept 1 burn to bring along an additional amount of creatures up to your Constitution modifier.

Material Affinity

Element(s) aether; Level 1; Type utility (Su); Burn

You are more talented than others when it comes to manipulating certain materials. When you select this wild talent, you must choose either stone, wood, metal, glass, paper, or another similar material. When using this material with your telekinetic blast, you gain a +1 to attack and damage rolls. When you use a material aside from your chosen one, you suffer a -1 penalty to attack and damage rolls. You can choose to gain this wild talent instead of basic telekinesis. These bonuses and penalties also apply to physical blasts associated with the chosen material (such as earth blast for stone or ice blast for ice).

Seismic Stomp

Element(s) aether or earth; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) distorted area

Raising up your foot, you can slam it back down onto the ground as a move action to make a trip attempt that does not provoke an attack of opportunity against all squares adjacent to you, substituting your Constitution modifier for your Strength modifier. If you fail this trip attempt, you cannot be tripped in return. You can accept 1 point of burn to use this wild talent as a swift action. A geokineticist can only use this talent while standing on dirt or unworked stone unless they also possess the aether element.

Sharding Cover

Element(s) aether, earth, light, viscera, water, and wood; Level 2; Type utility (Sp); Burn 0
Prerequisite(s) kinetic cover

Whenever you use the kinetic cover wild talent, you can choose to make it into sharding cover. Whenever your sharding cover is broken, all spaces within 5 ft. of it are treated as difficult terrain for 1 minute. If you possess the improved kinetic cover wild talent, any creature that enters an area of difficult terrain made by this effect takes 1 damage for every 2 kineticist levels you possess.

Telekinetic Grasp

Element(s) aether; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) telekinetic haul
Saving Throw Fortitude negates; Spell Resistance yes

You can now use your basic telekinesis to lift living creatures with the same limitations for 1 round per kineticist level you possess, although unwilling creatures receive a Fortitude save to avoid being moved in this way. At the beginning of a creature’s round, it can make a Fortitude save to end this effect, taking falling damage as appropriate to its height and falling prone. If you possess the friend throw utility wild talent, you do not need to accept 1 burn to allow your ally to make an attack at the end of their movement. Any creature affected by your telekinetic grasp automatically fails their saving throw against your foe throw or many throw wild talent.

Threaded Armor

Element(s) aether; Level 1; Type utility (Su); Burn

You are capable of threading the strands of aether into your armor, increasing the ways it can defend you. Any armor or shield you wear gains the ghost touch property. You can accept 1 point of burn to bestow any object you wield, or up to 50 tiny objects or pieces of ammo, to with the ghost touch property until you recover burn.

Unweave Magic

Element(s) aether; Type utility (Su); Level 3; Burn

You know how to pull at the strings of magic to leave them undone, allowing you to treat your telekinetic blast as dispel magic for the purposes of counterspelling.

Unweave Magic, Greater

Element(s) aether; Type utility (Sp); Level 5; Burn 1
Prerequisite(s) unweave magic

As an immediate action, you can attempt to counterspell any spell being cast within 30 ft of you with your telekinetic blast, although you must identify the spell being cast as normal to do so. This range extends to 90 ft if you possess the extended range form infusion.

Vacuum Rip

Element(s) aether, time, or void; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) dimensional rip or dimensional tear class feature
Saving Throw Reflex negates; Spell Resistance no

As a move action, you can cause all creatures within 5 ft. of any of your dimensional tears to be draw into them, exiting through any other tear of your choice. You can accept 1 burn to increase the range of this effect by 10 ft.

Visceral Whip

Element(s) aether and viscera; Level 3; Type utility (Sp); Burn 1
Requirement(s) aetheric tempering, petrified innards

You pull your intestines out through a spatial rip in your body cavity and sheath them in force, using them as a prehensile whip appropriate for your size with no enhancement bonus and with which you are proficient. If you are proficient with whips already, your visceral whip is also treated as having the grappling weapon quality. Your intestines cannot be stolen, sundered, or attacked as a separate creature. This effect lasts for 1 minute per kineticist level or until you end it early as a swift action. If you release your grip on your intestines, this effect ends instantly. As a swift action, you can apply a substance infusion to all attacks made with your visceral whip until the beginning of your next round, increasing the burn cost of an applied substance infusion by 1.

Visceral Whip, Improved

Element(s) aether and viscera; Level 5; Type utility (Su); Burn
Requirement(s) visceral whip

While visceral whip is active, you gain the benefits of the Whip Mastery, Improved Whip Mastery, and Greater Whip Mastery feats with your visceral whip, increase its base damage die by one step, and can treat it as an additional limb capable of fine manipulation (although it cannot be used to wield weapons, make unarmed strikes, or use kinetic blasts). Substance infusions applied to your visceral whip no longer have their burn cost increased by 1.

Visceral Whip, Greater

Element(s) aether and viscera; Level 7; Type utility (Su); Burn
Requirement(s) improved visceral whip, force ward, reactive skin

As long as your force ward and reactive skin defense wild talents are active, you can use your visceral whip at will as a swift action for no burn cost, and with no maximum duration. You treat your base attack bonus as equal to your kineticist level when performing attacks and combat maneuvers with your visceral whip, increase its base damage by one additional step, and gain the benefits of the Serpent Lash and Greater Serpent Lash feats. Reduce the burn cost of substance infusioned applied to your visceral whip by 1.

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