Air Utility Talents

Aerial Supremacy

Element(s) air; Level 2; Type utility (Su); Burn

You know how to use flight to your advantage. When you are flying and attacking a non-flying opponent, you gain a +1 bonus to attack and damage rolls against it. While in the air, if you use a charge attack, you may include up to two 90 degree turns in your movement.

Air’s Overarching Reach

Element(s) air; Level 4; Type utility (Su); Burn
Prerequisite(s) air’s reach

The effects of your air’s reach utility wild talent extend to the range of all of your thrown and projectile weapons, as well as the range and reach of your air wild talents and the effects thereof.

Basic Electrokinesis

Element(s) air; Level 1; Type utility (Su); Burn
Requirement(s) electric blast

Unlike the typical aerokineticist, you focus much more on your control over electricity. You receive a competence bonus equal to 3 + 1/2 your kineticist level on Disable Device checks against technological objects, and a circumstance bonus on damage rolls equal to 1 + 1/5 your kineticist level on your electric blast, thunderstorm blast, and any composite blast for which electric blast or thunderstorm blast is a prerequisite when using them against creatures of the aquatic or water subtypes or creatures equipped with metal armor or holding metal objects. You cannot learn basic aerokinesis without possessing air blast, and if you possess basic aerokinesis at the time you gain this wild talent, you lose it and any wild talents for which basic aerokinesis is a prerequisite. You also cannot learn air blast unless you already possess electric blast, and if you already possess air blast when you gain this wild talent, it is replaced by electric blast (this could affect which composite blasts you have access to).

You can select this talent in place of basic aerokinesis.

Celerity, Improved

Element(s) air; Level 4; Type utility (Su); Burn
Prerequisite(s) celerityOA

While you are under the effects of your own celerity, you treat your BAB as equal to your character level when making ranged attacks. This only affects you, not any other allies affected by celerity.

Choking Vacuum

Element(s) air and void; Level 6; Type utility (Sp); Burn 1
Prerequisite(s) basic aerokinesis, no breath, and suffocate
Saving Throw Fortitude partial; Spell Resistance yes

This functions as suffocate, except it affects all creatures within 30 feet of you instead, and you automatically expel the air from the lungs of all creatures affected.

Cloud Cover

Element(s) air; Level 2; Type utility (Sp); Burn 0

You can collect air vapor to create a 20 ft. cloud in the air that lasts for 1 minute per kineticist level you possess, obscuring vision as though it was a fog cloud. This cloud must be at least 30 ft. above solid ground and can have a maximum altitude of 10 ft. per kineticist level you possess. The light condition directly below the cloud is reduced by 1 step. You can summon an additional cloud at 5th level, and every 5 levels thereafter (up to 5 at 20th level). If you attempt to summon a cloud beyond this limit, the oldest cloud you had summoned dissipates.

Complete Circuit

Element(s) air; Level 6; Type utility (Su); Burn
Prerequisite(s) chain
Saving Throw Reflex half; Spell Resistance no

You can select the initial target of a blast with the chain infusion a second time. To do so you must have hit at least two other targets with the same blast, and you cannot select any additional targets after selecting the initial target a second time, regardless of whether it hits or how many damage dice the blast currently has. If this attack hits, the energy from the completed circuit surges inward, dealing your blast’s current minimum damage (accounting for damage die reduction) to any creatures within the area that the blast’s tar gets encircle (Reflex save for half); you can accept 1 point of burn to increase this to your blast’s current damage.

Crushing Atmosphere

Element(s) air or void; Level 5; Type utility (Sp); Burn 0
Prerequisite(s) oppressive atmosphere
Saving Throw Fortitude partial; Spell Resistance no

All foes affected by your oppressive atmosphere take 1 bludgeoning damage per 2 kineticist levels you possess whenever they end their round in your aura. Creatures that take damage from this wild talent must make a Fortitude save or be fatigued for 1 round.

Elemental Acceleration

Element(s) air, fire, time, or water; Level 1; Type utility (Su); Burn

You channel your element to dash along freely. Choose one movement speed granted by your element, or your base land speed. Increase this speed by 10 ft. At 5th level and every 5 levels thereafter, this speed increases by another 10 ft.

Elemental Airstrike

Element(s) air, earth, fire, or water; Level 7; Type utility (Sp); Burn 1

You can summon a number of elementals from the sky as per elemental bombardmentMO, although the elementals you summon must match your element (air or electric for air, earth for earth, fire for fire, and ice or water for water).

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.

Empowered Chain

Element(s) air; Level 7; Type utility (Su); Burn
Prerequisite(s) chain infusion

Each time you make a ranged attack roll against a target of chain infusion beyond the first, you can accept 1 point of burn. If you do and you hit the new target, you do not reduce the number of damage dice as normal against that target. This ability cannot be used if the number of damage dice has already been reduced by chain infusion.

Fade into the Mist

Element(s) air; Type utility (Sp); Level 4; Burn 1

Your body seems to disappear into the wind. This acts as gaseous form, although your fly speed is instead equal to your base land speed.

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.

Fog Step

Element(s) air; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) fade into the mist, windsight

You know how to disappear into the mist, allowing you to teleport up to 20 ft. per kineticist level you possess as a move action while you are inside of normal or magical mist or fog as long as you remain inside of it. You can accept 1 point of burn to use this wild talent as a swift action.

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.

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.

Magnetic Chain

Element(s) air; Level 7; Type utility (Su); Burn
Prerequisite(s) chain, magnetic infusion
Saving Throw Fort negates

Each time you choose an additional target for a kinetic blast with the chain infusion and the attack hits, the creature becomes linked to the previously hit target by a lingering rope of electricity. Once you’ve finished selecting targets, each target beyond the first must succeed a Fort save against the blast’s DC or else is drawn toward the object or creature it was linked to in the order the targets were hit, moving them up to 5 feet per 5 kineticist levels you possess.

Magnetic Pull

Element(s) air or earth; Level 2; Type utility (Sp); Burn 0

As a swift action, you can create a magnetic pull towards yourself that is hard for others to resist. All attacks made with metal weapons within 15 ft. of you take a -2 to their attack roll if they are not attacking you, gaining a +1 on attack rolls against you. This penalty and bonus increases by 1 each for every 3 kineticist levels you possess.

Magnetic Pull, Improved

Element(s) air or earth; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) magnetic pull

When you create a magnetic field, you can choose to increase the area of it by 10 ft. Also as an immediate action, you can redirect any spell or spell-like ability with the [electricity] descriptor to target yourself, taking a -2 on any saving throw the spell may grant.

Oppressive Atmosphere

Element(s) air or void; Level 3; Type utility (Sp); Burn 0
Saving Throw none; Spell Resistance no

You radiate a field of incredible pressure around yourself for 1 minute per kineticist level you possess. Opponents within 20 ft. of you have all of their movement speeds reduced by 10 ft. for every 3 kineticist levels you possess and suffer -2 to all Reflex saves made while inside your aura. You can accept 1 point of burn to activate this wild talent as a swift action.

Simple Versatility

Element(s) air, sound, void, or water; Level 1; Type utility (Su); Burn

You can empower your simple blasts to greater potential. If you possess a simple blast of an element that has more than one simple blast (such as electric blast), you can use infusions with it associated with either of that element’s simple blasts. This has no effect on simple blasts of elements with only one simple blast (such as fire blast).

Storm Cloud

Element(s) air; Level 3; Type utility (Su); Burn
Prerequisite(s) cloud cover

You can use any square in your cloud as the point of origin for your air blast or electric blast. If you use the flurry of blast form infusion with this wild talent, increase the damage of each blast by 1 for every 2 kineticist levels you possess.

Storm Diffuser

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

Your control of the winds allows you to calm storms. When in severe or weaker winds, you can reduce the intensity of the winds within 100 ft. of you by 2 steps (to a minimum of light). Using this against magical winds requires an opposed caster level check against the effect, treating your kineticist level as your caster level. At 10th level, you can also affect up to a windstorm, at 13th level you can affect a hurricane, and at 16th level you can affect a tornado. You can accept 1 burn to reduce the intensity of winds down to light, regardless of their intensity. You can use this wild talent multiple times upon the same winds, although magical winds are only affected for 1 minute per kineticist level you possess.

Wind Blade

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

As you learn to master the art of air manipulation, you can now choose to deal slashing damage with your air blast or its composite blasts in addition to any other physical damage type dealt, gaining a +1 to attack and damage rolls due to how easily your air blades cut through the air. You can also add bloody infusion to your list of wild talents, being able to apply it to a slashing air blast or its composite blasts. You can choose to gain this wild talent instead of basic aerokinesis.

Winds of Freedom

Element(s) air; Type utility (Sp); Level 6; Burn 0
Prerequisite(s) fade into the mist

You are impossible to tether, free as the wind. While you are under the effects of fade into the mist, you are treated as though under the effects of a freedom of movement spell.

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