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Table of Contents
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Additional Illusion
Element(s) light; Type utility (Sp); Level 4; Burn 0
Prerequisite intelligent illusion or phantom image
Whenever you use your phantom image or intelligent illusion wild talent, you can create 1 additional image. You can use the same action to manipulate or maintain concentration on both images at the same time.
Basic Photokinesis
Element(s) light; Type utility (Sp); Level 1; Burn 0
You can create up to 3 different points of light, as per the light cantrip, as well as altering the perceived color of an object up to 5 lbs. for 1 minute.
Blinding Flare
Element(s) light; Type utility (Sp); Level 2; Burn 0
Saving Throw Fortitude negates; Spell Resistance no
Your light shines bright enough to blind any foe. You can create a 15 foot cone of pure light, blinding all creatures within the cone for 1 round. You can accept 1 point of burn to increase the duration of this effect to 1 round per 2 kineticist levels you possess.
Blinding Flare, Greater
Element(s) light; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) blinding flare
Saving Throw Fortitude negates; Spell Resistance no
Increase the cone to 30 feet and the duration of the blindness to 1 minute. You can accept 1 point of burn to make this blindness permanent.
Crystal Skin
Element(s) earth and light; Level 2; Type utility (Sp); Burn 0
Prerequisite(s) flesh of stone and basic photokinesis
Your skin takes on the shine and luster of a perfectly cut gem, allowing your form to catch the light and dazzle opponents. You gain a +1 deflection bonus against rays for every 3 kineticist levels you possess. You can accept 1 point of burn to also apply this bonus against slashing and piercing attacks until you recover burn.
Deceptive Image
Element(s) light; Type utility (Sp); Level 1; Burn 0
By changing how others perceive the light waves bouncing off of you, you are capable of making any disguise as per veil of mist.
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.
Elemental Hand
Element(s) earth, light, viscera, water, or wood; Level 4; Type utility (Sp); Burn 0
Saving Throw none; Spell Resistance no
You are capable of creating a large hand out of your element treating it as though it was the interposing hand spell. At 10th level you can instead treat this as a forceful hand. You can only have 1 elemental hand active at a time; using it again while another elemental hand is still active will cause the previous one to crumble.
Elemental Hand, Improved
Element(s) earth, light, viscera, water, or wood; Level 6, Type utility (Sp); Burn 0
Prerequisite(s) elemental hand
Saving Throw none; Spell Resistance no
You can treat your elemental hand as though it was a grasping hand. At 16th level, you can treat it as though it was a crushing hand.
Elemental Limb
Element(s) earth, light, viscera, water, or wood; Level 1; Type utility (Sp); Burn —
You can augment your limbs with elemental power. If you are missing one or more limbs, you create one or more permanent replacements out of an element; this limb functions in all ways as though it was a natural part of your body, although the limb is still treated as though it is made out of its element for how it is affected by spells and other abilities and lacks tactile sensation. You can accept 1 point of burn to gain a +2 bonus to all Strength checks you make for 24 hours. You can select this talent in place of the basic utility wild talent you would gain for selecting an element.
Elemental Limb, Improved
Element(s) earth, light, viscera, water, or wood; Level 2; Type utility (Sp); Burn 0
Prerequisite(s) elemental limb
You’ve learned to manipulate the shape of your elemental limbs, turning them into deadly weapons. You may shape a single elemental limb into a fanged mouth, blade, or claw, or back into a limb at will; doing so treats the elemental limb as a primary natural weapon which deals 1d8 (1d6 for small, 2d6 for large) bludgeoning, slashing or piercing damage (chosen at the time the limb is shaped) and has has a critical range of 19-20 and critical multiplier of 2x. This natural attack cannot benefit from the improved natural attack feat, and is considered a kinetic blast for the purpose of feats which affect weapons of a specific type (such as weapon focus). If you have two arms from the elemental limb wild talent, you may choose to have these manifest as two natural weapons, as described above. You may only shape one limb per round with this ability, even if you have more than one elemental limb (shaping two arms into 1d4 weapons counts as shaping a single limb for this purpose).
Elemental Limb, Greater
Element(s) earth, light, viscera, water, or wood; Level 6; Type utility (Sp); Burn 1
Prerequisite(s) improved elemental limb
You can create extra elemental limbs in addition to replacements to your natural ones that last for 24 hours. You may choose to gain an additional pair of arms (which cannot wield weapons or shields, or be used to make attacks), a tail (primary attack, 1d8 damage), or a pair of tentacles (secondary attacks, 1d4). You can grasp objects with these additional limbs. In addition, you can apply the effects of improved elemental limb to a non missing limb as well, covering it in elemental material.
Explosive Cover
Element(s) light; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) explosive illusions, kinetic cover
Saving Throw Reflex half; Spell Resistance yes
Whenever you choose to make a barrier of hard light with your kinetic cover, you can choose to make it out of unstable light. When your unstable light barrier is broken, all creatures within 5 ft. of it take bludgeoning damage equal to your kineticist level. If you have the improved kinetic cover wild talent, you can choose to expand the radius of the explosion to 10 ft. If you possess the sharding cover wild talent, you can apply it to explosive cover.
Explosive Illusion
Element(s) light; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) phantom illusion
Saving Throw Reflex half; Spell Resistance no
Your illusions are more dangerous than they appear. Whenever you create an illusion with your phantom image wild talent, you can choose to generate it with unstable light, creating an explosive illusion. Whenever a creature touches an explosive illusion, the illusion is destroyed and the creature that destroyed it takes bludgeoning damage equal to your kineticist level.
Explosive Illusion, Greater
Element(s) light; Type utility (Sp); Level 6; Burn 0
Prerequisite(s) explosive illusion
Saving Throw Reflex negates; Spell Resistance no
You can also create explosive illusions with your intelligent illusion utility wild talent, and all squares adjacent to the illusion also take bludgeoning damage whenever it is destroyed.
Eyes of Light
Element(s) light; Type utility (Su); Level 2; Burn —
Your eyes shine with unparalleled clarity, granting you a +5 on Perception checks and low light vision (if you already possess low light vision, its range doubles.)
Glorious Bastion
Element(s) light and water; Level 8; Type utility (Sp); Burn 1
Prerequisite(s) illusory duplicates, shroud of water
Your body is protected from harm by thin layers of prismatic light until you recover from burn. While both your illusory duplicates and shroud of water wild talents are active and you haven’t accepted any burn since using this wild talent, you are protected from any effect a prismatic wall would block. In addition, creatures that touch you trigger the effect of the outermost layer as if touching a prismatic wall, dispelling that layer in the process (this does not affect gear you are wearing or creatures or objects you touch purposefully). The layers of protection can be removed in the same manner as those of a prismatic wall, with each layer regenerating when you recover burn. If you ever accept burn or use a kinetic blast, you lose the outermost layer until the next time you would recover burn, even if that burn is removed in some other way beforehand.
Hard Light Illusions
Element(s) light; Type utility (Su); Level 4; Burn —
All illusions that you create with light wild talents are made of hard light, and are considered solid objects by tremorsense, blindsense, blindsight, and true sight.
Hypnotic Pattern
Element(s) light; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) strobe lights
Any creature fascinated by your strobe lights may also be given one command as a swift action as per the command spell. This command lasts for 1 round per kineticist level you possess.
Intelligent Illusion
Element(s) light; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) phantom illusion
Saving Throw Will disbelief; Spell Resistance no
You can now create a more complex illusion. Treat this as persistent image, except the image lacks auditory (unless you have sound as a primary or expanded element), olfactory, or thermal (unless you have fire as a primary or expanded element) components.
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.
Light Speed Travel
Element(s) light; Type utility (Sp); Level 5; Burn 0
You are capable of transforming your body into light for brief moments, allowing you to teleport up to 50 feet plus an additional 5 feet for each kineticist level you possess as a move action. By accepting 1 point of burn, you can use this wild talent as a swift action.
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.
Optical Camouflage
Element(s) light; Type utility (Sp); Level 3; Burn 0
You are capable of bending the light around yourself, making you invisible as per the invisibility spell. While this while talent is active, your illusory duplicate defensive talent is suppressed.
Optical Camouflage, Greater
Element(s) light; Type utility (Sp); Level 7; Burn 0
Prerequisite optical camouflage
You can create a more durable camouflage as the spell greater invisibility.
Phantom Image
Element(s) light; Type utility (Sp); Level 1; Burn 0
Saving Throw Will disbelief; Spell Resistance none
Through simple manipulation, you can alter how others see things, creating a silent image as per the spell. By accepting 1 point of burn, you can allow the image to persist for 1 round per kineticist level without concentrating on it. If you have sound as a primary or expanded element, this works as a minor image.
Photo Doppelganger
Element(s) light; Type utility (Sp); Level 9; Burn 0
Mastering light itself, you can create a hard light clone of yourself in any square within 60 feet of yourself. This clone lacks all of your gear and has ¼ of your total hit points, but appears identical to you in every way, lasting for 10 minute per kineticist level you possess. You may choose to use its square as the point of origin for any light blast or composite blast that include light, and can control it as though it was a silent image as a swift action. If you do not directly control your clone, it will mimic your actions. If you have the light speed travel wild talent, you may use it to swap places with your clone as a swift action.
When you and your clone are ever further than 60 feet apart or its hit points are reduced to 0, it is destroyed and you take 1 point of burn. You may choose to dismiss your clone as a standard action without taking burn. If you have the greater explosive illusion wild talent, you may apply it to your clone. You can accept 1 point of burn to either increase the distance you and your clone may be apart to 1 mile or double its hit points.
Photographic Transference
Element(s) light; Level 2; Type utility (Su); Burn —
Prerequisite(s) phantom illusion
You can see through your illusions. Whenever you create an illusion, you can choose to transfer your sense of sight to it. This blinds you, but allows you to see through the illusion and make sight-based Perception checks through it.
Shadowbend
Element(s) light and void; Level 3; Type utility (Sp); Burn 1
Prerequisite(s) basic chaokinesis, basic photokinesis
You can control the shadows cast around you. In normal light conditions, you can reproduce the effect of any illusion spell with the shadow descriptor up to 3rd level, treating your kineticist level as your caster level and using your Constitution modifier instead of any mental ability score modifiers. In bright light, treat your caster level as your kineticist level +4 instead. In dim light conditions you can only reproduce spells up to 1st level, and you cannot use this ability in darker than dim light.
Shadowbend, Improved
Element(s) light and void; Level 6; Type utility (Sp); Burn 2
Prerequisite(s) shadowbend
Treat this as shadowbend, except you can reproduce spells up to 6th level in normal light conditions or brighter, 3rd in dim light conditions, and 1st in darker than dim light conditions.
Shadowbend, Greater
Element(s) light and void; Level 9; Type utility (Sp); Burn 3
Prerequisite(s) improved shadowbend
Treat this as shadowbend, except you can reproduce spells up to 9th level in normal light conditions or brighter, 5th in dim light conditions, and 3rd in darker than dim light conditions.
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.
Strobe Lights
Element(s) light; Level 1; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance no
You can create a field of strobing lights for 1 round per two kineticist levels you possess. Any creature within 10 ft. of you becomes fascinated as long as they are within the effect of your strobing lights.
Traceless Light
Element(s) light; Type utility (Su); Level 1; Burn —
When using light blast or composite blast that include light, your blast are capable of bending the light around them to become invisible, unable to be detected through visual senses. This also reduces your penalty for sniping by 10.
Visual Hallucination
Element(s) light; Type utility (Sp); Level 6; Burn 0
Saving Throw Will negates; Spell Resistance no
You alter the sights others are capable of perceiving. You can select 1 creature within 60 feet, altering what they see. You can choose to make them effectively blind, see any images you wish to show them, or other visual stimuli of your choosing.
Each round on your turn you must take a move action to continue this effect, or the target regains control of their senses. By accepting 1 point of burn, you can increase the duration of this ability to persist for 1 round per kineticist level without requiring additional actions.
If you possess the auditory hallucination wild talent, you can activate both that wild talent and this one with the same standard action. You can maintain concentration on both with the same action, and if you accept burn to increase the duration of 1 of these wild talents, it also applies to the other.








