Kineticist Feats

The following are new feats that can be taken by kineticists.

Accelerated Gathering

“Well you see, if you do it just a little differently… you’re done that much quicker!”

Prerequisites: Gather power class feature, 5th-level kineticist

Benefit: When you use your gather power class feature, you can also spend a standard action to reduce the total burn cost of a blast wild talent used on your next turn by 2. At 11th level you can spend a standard action to reduce the total burn cost of a wild talent used on your next turn by 3. Gathering power in this way ends your turn immediately. You cannot gather power on your next round on your next round as a move action to further reduce burn cost.

Adaptive Utility

“A secret to it, you say? Why no, I’ve always been this good.”

Prerequisite: Utility wild talent class feature

Benefit: You treat the level of all utility wild talents have their effective spell level treated as ½ your kineticist level for determining their DCs.

Normal: Utility wild talents have their effective spell level treated as their level for determining their DCs.

Afterburn

“You just have all this leftover energy after an attack like that, and you just let it go to waste?”

Prerequisite: 1st-level kineticist

Benefit: If you accept burn from a wild talent (except for your elemental defense), on your next round you can reduce the burn cost of an infusion by 1.

Autobuffer

“All that extra energy has to go somewhere.”

Prerequisites: Burn and internal buffer class features.

Benefit: Whenever you accept burn on a wild talent, you have a 20% chance to gain a point in your internal buffer at the beginning of your next turn. Each time you fail at this chance, it increases by 20% the next time you accept burn on a wild talent, up to a maximum of 100%. If the chance succeeds, the success rate is reset to 20% for the next time you accept burn on a wild talent. This feat has no effect if you already possess the maximum number of points in your internal buffer, and can only add 1 point to your internal buffer per round.

Special: If you possess battle burn, this feat does not trigger when accepting points of battle burn.

Basic Kinetic Training

“Sometimes you just have to get back to basics.”

Prerequisite: Kineticist 1st or character level 5th

Benefit: You gain the basic utility wild talent for any one element. If you later gain a level in the kineticist class, you can immediately exchange this basic utility wild talent for a level 1 utility wild talent for which you qualify unless you possess a wild talent the requires the basic utility you wish to replace.

Bestial Elementalist

“C’mon, boy, wanna play a game of fetch the fireball?”

Prerequisite: Must possess an animal companion with the bounding blast class feature.

Benefit: When your animal companion imbues you with a blast through its bounding blast ability, you can deliver that blast within a number of rounds equal to your animal companion’s Constitution modifier.

Normal: You must deliver a blast imbued to you by the bounding blast ability by the end of your next turn.

Special: If you possess a kinetic blast, you gain the bounding blast class feature. This functions the same as the bestial kineticist archetype’s bounding blast, except you imbue your animal companion with a kinetic blast you possess instead and it can use that blast within a number of rounds equal to your Constitution modifier.

Brutal Blast

“I don’t need finesse to overwhelm an opponent, I just need power.”

Prerequisite: Kinetic blast 1d6

Benefit: Your form infusions use your Constitution modifier instead of your Dexterity to calculate saving throws.

Normal: You use your Dexterity modifier to calculate saving throws for your form infusions.

Burn Resistance

“You can handle a little more, can’t you? It’s just your body after all.”

Prerequisite: Burn class feature, 7th-level kineticist

Benefit: You can consider your character level to be two levels lower to determine the amount of non-lethal damage you take from your burn class feature.

Burning Arcana

“My power is limitless!”

Prerequisites: Burn and arcane pool or arcane reservoir class features.

Benefit: Whenever you would spend 1 point from your arcane pool or arcane reservoir, you can instead accept 1 point of burn.

Burning Ki

“My hand glows with an awesome power…”

Prerequisites: Burn and ki pool class features.

Benefit: Whenever you would spend 1 point from your ki pool, you can instead accept 1 point of burn.

Composite Blast Technique

“You don’t need that much training…or any, really…”

Prerequisite: Kineticist 7th

Benefit: If your primary element grants a composite blast for having an expanded element with it (such as metal blast for earth), you gain access to that composite blast.

Special: A fusion kineticist can take this feat a second time at 11th level, applying its effects to their sub element.

Distance Blasting (Combat)

“Peek-a-boo, I see you.”

Prerequisite: Far Shot, kinetic blast class feature

Benefit: Increase the range of your kinetic blasts by 50%, but those outside your blast’s normal range are made with a -1 penalty to attack rolls for each 10 ft. traveled beyond the blast’s normal range. This has no effect on a blast’s area of effect (such as from the torrentOA, sprayOA, or explosionOA infusions). For kinetic blasts affected by an infusion or utility wild talent which alters their range (such as extended rangeOA or air’s reachOA), treat the range of the blast after accounting for wild talents as its normal range.

Divergent Focus

“Some people are just better at keeping their mind on what matters.”

Benefit: Whenever you use a utility wild talent that would normally allow only one use of its effect to be active at a time, you can instead have two uses of its effect active without affecting the other use of it.

Elemental Soothing

“This one goes out to my biggest fan!”

Prerequisite(s): Soundweaver 16th or evoker minstrel 12th, kinetic healerOA utility wild talent

Benefit: By accepting one point of burn as a free action when activating soothing performance, you can choose one creature to be healed as if affected by kinetic healerOA rather than mass cure serious wounds, as well as adding the effect of a metahealerOA ability for which you would qualify as a kinetic chirurgeon of your soundweaver or evoker minstrel level.

Enduring Remnants

“Trying to get on her good side is literally like walking on broken glass…”

Prerequisites: Kinetic Remnants, Throw Anything, or bomb class feature.

Benefit: Whenever a splash weapon you use would leave behind caltrops or an effect simulating caltrops for a limited duration (such as a shard gel, the Kinetic Remnants feat, or the glassfoot bomb alchemical discovery), increase that duration to 2d6 rounds. If the duration of the effect is already 2d6 rounds or greater, the caltrops left behind are instead permanent (though still subject to limitations of the material composing them). Caltrops created this way have no monetary value.

Special: A kineticist can take this twice, causing their kinetic blasts to leave behind permanent caltrops. Taking this feat a second time only affects kinetic blasts, not other splash weapons (such as an alchemist’s bombs).

Energy Aim

“I don’t just ‘throw’ fire around, I choose my incineration targets with exacting precision.”

Prerequisite: Point-Blank Shot, any energy blast

Benefit: Your energy simple and composite blasts gain a +1 to attack rolls. You can also apply the Deadly Aim feat to your energy blasts.

Normal: Ranged touch attacks cannot apply the Deadly Aim feat.

Enhanced Composite Boost

“I like to put just a little more time into my blasts.”

Prerequisite: Must possess a composite blast which modifies and is treated as another blast.

Benefit: When you use a composite blast to modify another blast (such as aetheric boost), you can apply substance infusions of the composite blast’s element (for example, a gravitic boost fire blast could use all void substance infusions in addition to those normally associated with fire blast).

Normal: When using a composite blast to modify another blast, the composite blast is treated as the modified blast, and as such is only associated with infusions normally associated with the modified blast.

Extended Buffer

“I just know how to take a hit better, even when I’m doing it myself!”

Prerequisite: Internal Buffer class feature, 7th-level kineticist

Benefit: You may increase the amount of burn you can store within your Internal Buffer class feature by 1.

Special: This feat may be taken once at 7th level, and again at 13th and 19th.

Extra Battle Burn

“I burn hotter and faster than anyone else."

Prerequisite: War kineticist 7th

Benefit: You gain one additional point of battle burn.

Extra Burn

“If I must suffer for my cause, so be it!”

Prerequisite: Burn class feature

Benefit: You can accept an additional 2 burn per day.

Special: You may take this feat multiple times; its effects stack.

Extra Roper Talent

“You need to get a grip.”

Prerequisite: Energy roper 11th.

Benefit: You gain an additional roper talent.

Special: You can select this feat a second time at 15th level, and a third time at 19th level.

Extra Tear

“I just needed a little more space, okay?”

Prerequisite: Dimensional rip wild talent or dimensional tear class ability

Benefit: You can create an additional dimensional tear with your dimensional rip wild talent or the dimensional tear class feature.

Extra Wild Talent Slot

“I’m sure I’ll remember how this move worked if I just concentrate on it…”

Prerequisites: Entropist 5th, Constitution 17.

Benefit: You gain two additional slots in which you can prepare wild talents. These cannot be applied to the highest level of wild talent you can prepare, and you can never have more slots of one level available than you have of a lower level.

Special: This feat can be taken multiple times. Its effects stack.

Flashy Finesse (Combat)

“How can they see with stars in their eyes?”

Prerequisite(s): Weapon Finesse, Cha 15

Benefit: You can choose to add your Charisma modifier rather than Dexterity modifier to attack rolls on attacks which add your Charisma modifier to their damage.

Improved Stealth Gathering

“I wasn’t even there, you didn’t see a thing!”

Prerequisite: Stealth Gathering

Benefit: You can use your gather energy class feature without any visible or audible display.

Kinetic Acceleration

“Oh, you should see me when I get going…”

Prerequisite: Character level 7th

Benefit: Whenever you are affected by a haste spell or effect, increase the attack bonus, reflex save, and dodge bonus by +1. In addition, when you use the gather energy class feature while affected by haste, you can increase the reduction of a blast’s burn an additional 1.

Kinetic Barbs

“It hurts so much going in, imagine it coming out.”

Prerequisite: Kinetic lancer 11th.

Benefit: Whenever you impale a creature with your impaling crash ability, when the creature successfully removes the spear, they must make a Fortitude save (DC 10 + ½ your kinetic lancer level + your Constitution modifier) or become sickened for a number of rounds equal to your Constitution modifier. If the creature fails this save by 5 or more, they also take bleed damage equal to your Constitution modifier.

Kinetic Channeling

“My faith in the elements empowers me. Let it empower you, as well.”

Prerequisite(s): Kinetic chirurgeonOA 4th

Benefit: You gain the supernatural ability to channel positive energy as a cleric of your kineticist level by accepting 2 points of burn, which can be reduced through healing buffer. You cannot apply mercies or metahealingOA to it. This feat counts as the channel energy class feature for the purpose of meeting the prerequisites for feats.

Special: If you take the elemental channel feat, you can only select an element you have through your elemental focus or expanded element class features unless you can channel energy through another source (such as having levels as a cleric). If you possess the negative blast or void healer wild talent, you can choose to channel negative energy instead of positive when selecting this feat.

Kinetic Channeling, Improved

“This pain shall soon be but a nightmare from which you’ve awakened, and shall fade as quickly.”

Prerequisite(s): Kinetic channeling (positive)

Benefit: You can apply a mercy and a metahealerOA ability to kinetic channeling when using it to heal.

Special: When applying the ability to use kinetic healer as a swift action, you instead use kinetic channel as a swift action. You cannot apply the ability to cause kinetic healer to affect both you and another target simultaneously to kinetic channeling.

Kinetic Clutches

“GET OVER HERE!”

Prerequisites: Kinetic Pin, Kinetic Proficiency.

Benefit: Your devastating infusion, dual blades*, kinetic blade, kinetic fist, and kinetic whip are considered to have the grappling weapon quality. You are not grappled when making a grapple with these blasts, and consider your weapon reach to be 30 ft. for maintaining grapples initiated with your blast’s grappling quality, but cannot use kinetic blasts except for those made through Kinetic Pin without ending the grapple.

Kinetic Coils

“You cool off for a sec, I have other business to attend to.”

Prerequisites: Kinetic Clutches, Greater Grapple.

Benefit: When attempting to tie up a creature you’ve grappled with a kinetic blast, you can use fragments of lingering elemental energy or matter from a simple blast to do so. Treat this binding as a bloodvine rope, except it deals ¼ your simple blast damage of the same damage type as the blast it manifested from whenever the bound creature fails an Escape Artist or Strength check to escape it. You can attempt to tie up a grappled or pinned creature not adjacent to you in this way, but do so at a -1 penalty per 5 ft. of distance they are from you. Bindings created through kinetic coils vanish after eight hours if not broken before then.

Kinetic Combo

“The key is to overwhelm their defenses, and you can’t do that by using the same trick over and over again.”

Prerequisite: Any simple blast

Benefit: If you hit a creature with your kinetic blast, on your next round that creature takes a -1 penalty on saving throws against any utility wild talents you use that share the same element as your blast and a -2 against any utility wild talent with a different element from your blast.

Kinetic Disruption

“It’s all about the right application of energy.”

Prerequisite: Kinetic blast class feature.

Benefit: Energy blasts can be readied to counterspell any evocation spell of their effective spell level or lower, and physical blasts can be readied to counterspell any conjuration (creation) spell of their effective spell level or lower.

Special: Negative blast can counterspell necromancy spells rather than evocation, and telekinetic blast can counterspell transmutation and conjuration (teleportation) spells rather than conjuration (creation).

Kinetic Harpoon

“They won’t be moving anytime soon, that’s for sure!”

Prerequisites: Impaling crash class ability.

Benefit: Whenever you impale a creature with your impaling crash ability, that creature becomes entangled for the duration of their impalement. They must also make a Reflex save (DC 10 + 1/2 your kineticist level + your Constitution modifier) to avoid having elemental matter spear them in place, reducing all movement speeds they possess to 0 ft. Either way, a successful Strength check to remove the spear ends the entangled condition and the reduced movement speed.

Kinetic Pin

“Now that you can’t move, we can really have some fun!”

Prerequisites: Kinetic blast class feature, Improved Grapple

Benefit: Whenever you would deal damage with a grapple check, you can instead deal ½ of your kinetic blast damage instead, allowing a Reflex save for ¼ damage.

Kinetic Pin, Improved

“Just hold still, this will only hurt a lot.”

Prerequisites: Kinetic blast class feature, Kinetic Pin

Benefit: Whenever you use your kinetic pin feat, you can also apply a substance infusion to it.

Kinetic Prodigy

“You can’t learn talent like this, but if you want, I can show you what I do…”

Prerequisite: Kineticist 3rd

Benefit: You can consider yourself 1 level higher for the purposes of selecting infusion wild talents. In addition, any kinetic blast you use that is altered by an infusion gains a +1 bonus to damage. At 8th level, and again at 16th level, increase this bonus by 1. In any round in which you accept burn due to using an infusion, increase this bonus by 1.

Kinetic Proficiency

“There’s more to swordsmanship than just swinging it around, you know.”

Prerequisite: Devastating infusion, kinetic blade, or kinetic fist; Weapon Focus (kinetic blast)

Benefit: You may use devastating infusion, dual blades, kinetic blade, kinetic fist, or kinetic whip as part of a coup de grace, disarm, sunder, or trip attempt.

Normal: You may only use these blasts as part of an attack action, full attack, or charge.

Kinetic Proficiency, Defensive

“Let the power of the planes be my shield.”

Prerequisites: Kinetic Proficiency, Defensive Combat Training.

Benefit: Your devastating infusion, dual blades, kinetic assault, kinetic blade, kinetic fist, kinetic whip, vital blade, and vital mobility are considered to have the blocking and bracing weapon qualities, and when you ready a kinetic blast with one of the above infusions against a charge, you can make one 5-foot step as a free action when it is triggered.

Kinetic Proficiency, Improved

“The elements are my blade, and they cry for me to run you through!”

Prerequisite: Kinetic Proficiency

Benefit: Your devastating infusion, dual blades, kinetic assault, kinetic blade, kinetic fist, kinetic whip, and vital blade are considered to have the deadly, disarm, distracting, sunder, and trip weapon qualities.

Kinetic Railgun

“Just wait until I get going…”

Prerequisite: Excessive blaster class feature.

Benefit: Whenever you are affected by a haste spell or effect, you can fire 1 additional blast while using your onslaught blast. In addition, when you use Focused Blaster while affected by haste spell or effect, you can reduce the cost of a blast’s burn by an additional 1 point of burn.

Kinetic Remnants

“Watch your step.”

Prerequisite: Kinetic bomb infusion.

Benefit: Any squares affected by your kinetic bomb or improved kinetic bomb infusions are treated as containing caltrops composed of whatever the blast was composed of for 1d4 rounds, except the caltrops deal damage equal to the minimum damage of the blast and of the same type(s) as the blast, and are treated as having a BAB equal to your own. In addition, your kinetic bomb and improved kinetic bomb infusions are always treated as splash weapons even if they do not hit a foe.

Kinetic Sniper

“It’s hard to miss when you understand how your targets move.”

Prerequisites: Kinetic blast class feature, extended range infusion, precise shot

Benefit: You can increase the burn cost of your blast by 1 to apply the extended range infusion to your kinetic blast. You cannot apply this feat to any infusion which has extended range as a prerequisite.

Normal: You can only apply 1 form infusion to a blast.

Kinetic Training

“This is who I am, no matter what else I do.”

Prerequisite: Kinetic blast class feature

Benefit: You can select wild talents as if your kineticist class level were 4 higher, to a maximum effective kineticist level equal to your character level.

Komodo’s Bite

“My bite will leave more than scars.”

Prerequisites: kineticist 1st, acid blast, bite attack

Benefit: Your bite attacks deal 1 point of acid damage in addition to their normal damage. Living creatures you bite must make a Fortitude save (DC equal to your acid blast’s DC) or be sickened for a number of rounds equal to 1 + your Con modifier (minimum 1 round).

Mental Bastion

“The voices told me not to listen to you.”

Prerequisite: Psychokineticist 1st.

Benefit: Choose either charm, compulsion, or emotion effects. When you’ve accepted burn, you ignore the penalty to Will saves against the chosen type of effect, and you can now retain your kineticist class features even if you gain immunity to the chosen type of effect or a related subtype thereof.

Metakinetic Trick

“She’s a smart girl; she learned how to do this just from watching me do it!”

Prerequisites: Animal companion with the bestial kineticist archetype, metakinesis class feature.

Benefit: When you gain this feat, select a metakinesis you possess. Your animal companion can apply that metakinesis to its kinetic blasts.

Special: You can select any metamagic feat you possess through Extended Metakinesis for this feat. If you possess the metakinetic savant archetype, you can select any metamagic feat you possess through your metakinetic feats class feature for this feat.

Mutable Composition

“Did you maybe think I’d rather crush his skull a lot and just burn him a tiny bit, rather than do both equally?”

Prerequisites: Kineticist 7th, must possess a kinetic blast that deals half its damage as one type and half as another.

Benefit: When using a kinetic blast which normally deals half its damage as one damage type and half its damage as another, you can instead split its damage between those two types however you see fit, so long as it deals at least 1 damage of each type per damage die of the blast.

Mystical Corrosion

“Just feel that burn, it’ll all be over soon.”

Prerequisite: Acid blast.

Benefit: Add unraveling infusion to poison’s list of wild talents; it can be used with your poison blasts or any composite blasts which require poison. If you possess both fire and poison elements, your unraveling infusion receives a +2 bonus to its effective caster level. This bonus is doubled if you use it with a composite blast of both fire and poison elements.

Narrow Array

“This one’s not exactly my style.”

Prerequisites: Entropist 1st, shuffling focus class feature.

Benefit: Choose one element in your array. Whenever you roll for shuffling focus or use your bend fate ability, reroll any dice that would give you the element chosen for this feat. You cannot choose this element for favored focus and cannot select it if you normally would be able to with your bend fate ability, but you can still learn wild talents of the chosen element as normal. This feat cannot be taken if you have the wide array feat, and must be taken at entropist level 1.

Noxious Saliva

“Submit to the venom, it shall soon be over.”

Prerequisites: kineticist 7th, virulent blast, Komodo’s Bite, bite attack

Benefit: Once per day, when a creature fails its save against your komodo’s bite, you can accept 1 burn as an immediate action to instead cause the creature to become nauseated.

Overwhelming Defense

“I know it’s hard for you, but not for me.”

Prerequisite: Overwhelming soul 3rd

Benefit: You are treated as though you have accepted 1 burn when determining the effect of your elemental defense. At 6th level, and every 3 levels thereafter, you are treated as having accepted an additional burn in your elemental defense. If you have more than 1 elemental defense, you can split this effective burn between them in whatever way you wish.

Special: This feat cannot allow you to be treated as accepting more burn than would normally be allowed by an elemental defense.

Overwhelming Prowess

“Yeah, I’ve never been a fan of ‘feeling the burn.’”

Prerequisites: Overwhelming soulOA 6th, Cha 15

Benefit: You can use the mental prowessOA ability to reduce the burn cost of wild talents an additional number of times per day equal to ½ your Charisma modifier.

Planar Companion

“I’ve got friends in high places.”

Prerequisites: Kineticist 5th, elemental focus class feature (air, earth, fire, or water), ability to summon creatures with a spell-like ability or access to an animal companion, eidolon, or familiar.

Benefit: Creatures you summon receive a subtype matching your elemental focus. This also applies to any animal companions, eidolons, or familiars you control. Creatures who already have that subtype instead gain an additional 1 HP per hit die.

Poisonous Foliage

“Nature is dangerous. Everything in it wants to kill you, so why not take advantage of that?”

Prerequisite: Wood blast

Benefit: You can select laced infusion, sickening infusion, and psychotropic infusion in addition to the substance infusions you normally have access too, being able to apply them to your wood blast and its composites. If you use any of these infusions with the nightshade composite blast, increase the DC of your blast by 1.

Precision Blast

“See, aren’t these attacks a lot more helpful when your friends don’t have to dodge them too?”

Prerequisite: Infusion class ability

Benefit: Whenever you use a kinetic blast that affects multiple spaces, you may select 1 square that is not affected by your blast. For each 2 points of burn you have, you may select an addition square to be unaffected by your blast.

Precision Time Bomb

“The saleman told me it was an atomic watch, but I didn’t realize he meant that way.”

Prerequisite: Time Bomb.

Benefit: When setting a duration for a bomb or kinetic blast implanted with the time bomb feat, you can set the time in increments of minutes or rounds as well as hours.

Example: Using this feat, if one wished, they could set a bomb to explode with a time limit of 4 days, 12 hours, 20 minutes, and 7 rounds.

Protean Alteration

“Oh, do you like this form? I just made it today!”

Prerequisite: Unnatural evolution utility wild talent

Benefit: Treat your base form as biped, quadruped, and serpentine for which evolutions you can take with the unnatural evolution utility wild talent and its other versions. You can also select the unnatural evolution talent a second time, gaining an additional 1 point evolution.

Normal: Your base form is treated as biped for selecting evolutions and can only select the unnatural evolution utility wild talent once.

Ranged Versatility

“Tradition is okay, but sometimes you just want to do something different!”

Prerequisite: Dragon pact kineticist or elemental ascetic 1st

Benefit: You gain the following form infusion; this infusion can be applied to your kinetic blast regardless of the normal limitations of your archetype:

Ranged Blast
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

You have learned to use your elemental weapon as a ranged attack. You may make a ranged attack with your kinetic blast with a range of up to 30 feet.

Signature Infusion

“The strongest master is the one who has practiced the same move one thousand times…”

Prerequisite: 11th-level kineticist

Benefit: Select one infusion you know. Reduce the amount of burn you must accept to use it by 1. This feat cannot cause an infusion’s required amount of burn to be reduced below 0.

Simple Composite

“I mean, you’re just mixing this with that, how hard can it be?”

Prerequisite: Any composite kinetic blast wild talent except force blast

Benefit: Choose one composite blast you know. You may choose to have it deal damage as a simple blast, reducing its burn cost by 1. You may not apply this to a force blast.

Special: You may take this feat multiple times; each time it applies to a different composite blast.

Soul Feast

“I love the taste of freshly squeezed terror in the morning.”

Prerequisite: Dark elementalist 7th.

Benefit: You gain alchemical bonuses to your mental ability scores based on the number of souls you’ve wracked with soul power since the last time you’ve recovered burn and your current dark elementalist level. If you’ve racked three or more souls, you receive a +2 alchemical bonus to two mental ability scores of your choice; if you’ve wracked five or more souls and you are at least an 11th level dark elementalist, you receive a +4 alchemical bonus to one mental ability score of your choice and a +2 alchemical bonus to each of the remaining mental ability scores; if you’ve wracked seven or more souls and you are at least a 16th level dark elementalist, you receive a +6 alchemical bonus to one mental ability score, a +4 alchemical bonus to another, and a +2 alchemical bonus to the third.

Normal: You only receive bonuses to your attack and damage rolls from using soul power to rack souls.

Soul Tormentor

“They always said she was an old soul, but I still wanted her.”

Prerequisite: Dark elementalist 7th.

Benefit: You can use your soul power class feature to wrack the soul of any sentient creature that has died within the past week. In addition, your elemental overflow’s bonuses are based on a combination of both the amount of burn you’ve accepted that day plus the number of souls you’ve racked with soul power that day.

Normal: You can only use soul power to wrack the soul of a sentient creature that has died in the past minute, and your elemental overflow’s bonuses are based only on how many souls you have racked that day.

Spontaneous Chirurgery

“Gods they may not be, but the elementals provide me with no less protection than your deity gives you.”

Prerequisite(s): Improved Kinetic Channeling or Substantial Channeling

Benefit: You gain the ability to spontaneously cast cure spells as spell-like abilities. Doing so requires your kinetic chirurgeonOA level to be at least twice that of the cure spell you wish to cast and for you to accept 1 point of burn, which can be reduced with healing buffer. You can accept an additional 1 burn to apply the effects of either the empowered spell or intensified spell metamagic feats, or 2 burn to apply both effects.

Special: If you channel negative energy with kinetic channeling, you instead spontaneously cast inflict spells.

Spontaneous Talent

“Oh, right, now I remember!”

Prerequisite: Entropist 5th.

Benefit: A number of times per day equal to your Constitution modifier, you can temporarily fill a wild talent slot that’s been left open, gaining access to a utility wild talent or infusion you know up to the level of the chosen slot for 1 minute. You can only spontaneously gain one wild talent at a time. This cannot be used to fill slots to which you don’t have access (such as by having too low a Constitution score or having used the bend fate class feature). This is a free action, but can only be performed once per minute.

Stealth Gathering

“Of course it was fair, I was in plain sight the entire time!”

Prerequisite: Gather power class feature

Benefit: Whenever you use your gather power class feature, the visual and sound effects are diminished, only noticeable to those within 10 feet of you.

Stout Deterrent

“What makes you think he could move me, I’m as solid as a golem and twice as pretty!”

Benefit: You can add your Constitution modifier to your CMD instead of your Strength modifier.

Normal: You add your Strength and Dexterity modifiers to your CMD.

Stout Maneuvers

“Really, you can just tough it out, tire them out, and then go in for the kill!”

Benefit: You can add your Constitution modifier to CMB checks instead of your Strength modifier.

Normal: You add your Strength modifier to CMB checks.

Substantial Channeling

“May the power of kinesis compel you!”

Prerequisite(s) Kinetic Channeling (negative)

Benefit: Choose one substance infusion wild talent of your primary element for which you would qualify if you could learn infusions. When you use kinetic channeling to deal damage, you can take an additional amount of burn equal to twice the chosen infusion’s burn cost to apply its effects to each creature damaged. This additional burn cannot be reduced by healing buffer. You can spend 24 hours in meditation to change the substance infusion this feat grants.

Talented Blaster

“You practice an element, I AM an element.”

Prerequisites: Kinetic blast 3d6, Kinetic Training

Benefit: Your kinetic blast damage and save DC are calculated as through your kineticist class level were 4 levels higher, to a maximum effective kineticist level equal to your character level.

Telekinetic Muscle

“I have a different kind of strength.”

Prerequisite: Telekinetic haul wild talent

Benefit: You can replace your Strength score with your Constitution score for the purpose of making strength checks and Strength based skill checks.

Time Bomb

“Tick tock.”

Prerequisite: Implant Bomb or implant blast utility wild talent.

Benefit: When implanting a bomb or kinetic blast, you can alter the amount of time it takes to explode. Instead of 24 hours, it can be set for any duration up to 1 week, in 1 hour increments. You must expend the same amount of gp (when used with a bomb) or accept the same amount of additional burn (when used with a kinetic blast) you would to remove its time limit.

Wide Array

“I don’t know… don’t you have more to pick from?”

Prerequisites: Entropist 1st, shuffling focus class feature.

Benefit: Choose two elements not in your elemental array, assigning the number 5 to one and 6 to the other. Whenever you roll for shuffling focus or reroll using your bend fate ability, roll d6s instead of d4s and apply the elements you’ve assigned to 5 or 6 for such rolls, and you can select these elements if you use bend fate to select an element without rolling. This feat does not allow you to learn wild talents outside of your array except for universal wild talents, cannot be taken if you have the narrow array feat, and must be taken at entropist level 1.

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