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Table of Contents
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Mythic kineticists are the masters of elements, lords of primal creation and destruction.
Mythic Elemental Focus (power) (Su)
The kineticist empowers her basic utility wild talent with additional mythic power. She adds her mythic tier to her kineticist level when determining the effectiveness and duration of the basic utility wild talent. Additionally, a basic utility wild talent that functions as a spell improves to the mythic version of that spell.
Some basic utility wild talents gain other specific benefits when selected with mythic elemental focus, as noted below.
Mythic Basic Aerokinesis
The bonus granted on saves by this wild talent increases to +4, and protected creature cannot be detected by scent.
Mythic Wild Talents (element)
The kineticist selects one of her known wild talents. That wild talent applies to an element it didn’t belong to originally. For example, ice path could be used to create an earthen bridge.
Mythic Wild Talents (power)
The kineticist empowers one of her wild talents with additional mythic power. Once this choice is made, it cannot be changed. She adds her mythic tier to her kineticist level when determining the effectiveness and duration of any wild talent (though this does not impact what wild talents she has access to at each class level). Additionally, a wild talent that functions as a spell improves to the mythic version of that spell. Some wild talents gain other specific benefits when selected with mythic wild talent, as noted below.
Mythic Aerial Adaptation
The kineticist doesn’t need to breathe, and gains immunity to electricity.
Mythic Aerial Evasion
The kineticist gains mythic evasion, as the mythic rogue class feature.
Mythic Air’s Reach
The range of air blasts, air wild talents, or composite blasts that include air triples.
Mythic Earth Climb
The kineticist can walk on vertical earth and stone surfaces keeping her hands free.
Mythic Earth Glide
The kineticist’s burrow speed increases by 5 feet, plus another 5 feet per 5 mythic tiers. While using this ability to pass through solid earth or stone, the kineticist can sense earthen and stone surfaces within 30 feet as if she had tremorsense, but cannot detect the presence of creatures moving on those surfaces.
Mythic Earth Walk
The kineticist can’t be tripped, fall prone or lose her balance while standing on earth or stone surfaces.
Mythic Enduring Earth
The duration of earth blasts, earth wild talents, or composite blasts that include earth triples.
Mythic Expanded Defense
The kineticist gains the mythic version of the selected element’s defensive wild talent.
Mythic Fire’s Fury
The kineticist adds her mythic tier to her blast’s damage.
Mythic Firesight
The kineticist is immune to effects that would dazzle or blind her as long as this ability is active.
Mythic Flame Jet
The kineticist can continue moving in the air for an additional number of rounds equal to ½ her mythic tier.
Mythic Flame Jet, Greater
The kineticist can continue moving in the air for an additional number of rounds equal to her mythic tier.
Mythic Icewalker
The kineticist can walk on vertical water or icy surfaces like waterfall or glacier walls as if on plain ground.
Mythic Jagged Flesh
Creatures and weapons that attack the kineticist take 2d6 points of piercing damage.
Mythic Kinetic Form
The kineticist’s physical ability score change while she is surrounded with elemental matter, as if she had actually changed her size.
Mythic Kinetic Healer
You can heal the target of of an amount of damage equal to your mythic kinetic blast’s damage, even if you don’t possess the mythic kinetic blast wild talent.
Mythic Ride the Blast
The kineticist can make an attack when she reappears, adding to the normal blast damage the damage she would have inflicted with a charge attack.
Mythic Self Telekinesis
This works as mythic flame jet.
Mythic Self Telekinesis, Greater
This works as mythic greater flame jet.
Mythic Shift Earth
The amount of earth you can shift doubles.
Mythic Shimmering Mirage
While your shroud of water is active, attacks against you suffer a 40% miss chance due to concealment until the next time your burn is removed.
Mythic Skilled Kineticist, Greater
The kineticist gains a bonus equal to her mythic tier to Knowledge (planes) skill checks and to all the skills that receive the bonus from skilled kineticist.
Mythic Smoke Storm
All creatures that fail their Fortitude save are nauseated as long as they remain in the smoke and for 2d4+1 rounds thereafter. A creature succeeding at its save is only sickened as long as it remains in the smoke.
Mythic Spell Deflection
Add your mythic tier to the number of spell levels that can be reflected (as with the mythic spell turning spell).
Mythic Suffocate
The kineticist can choke two creatures at a time. If she chooses to choke only one target and expel the air from its lungs, the target becomes unconscious after only one failed save.
Mythic Telekinetic Finesse
The kineticist adds her mythic tier to her Dexterity bonus when performing telekinetic finesse deeds. She also can wield a weapon telekinetically to attack with this talent.
Mythic Telekinetic Maneuvers
The kineticist can use any combat maneuver with this talent; she also adds her mythic tier to her Combat Maneuver Bonus.
Mythic Touchsight
The kineticist adds her mythic tier to the number of rounds she can see the target for.
Mythic Touchsight, Reactive
The kineticist can use her strands of aether to catch missiles directed at her and send them back as with the Snatch Arrow feat. She doesn’t need to actually have the feat or have a free hand to use this ability.
Mythic Tremorsense
The kineticist adds a number of rounds equal to her tier to her tremorsense’s duration before she has to accept burn to extend it.
Mythic Watersense
This functions as mythic tremorsense.
Mythic Windsight
The kineticist gains blindsight in every area she can see and hear in when using her windsight or greater windsight talents.
Mythic Wild Talent (selection)
Once per day, as a full-round action, the kineticist may change one wild talent she has selected. In essence, she loses one wild talent, and gains a new wild talent to replace it, as if she had retrained the class feature. The new talent she gains must be one she can use and belong to one of the elements she selected.
Mythic Burn (Ex)
A number of times per day equal to one-half her mythic tier (minimum 1), the kineticist can expend one use of mythic power to heal all burn she received.
Mythic Kinetic Blast (Sp)
The kineticist infuses mythic energies in one of her kinetic blasts. A mythic simple kinetic blast deals an additional 1d6 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10. A mythic composite kinetic blast deals an additional +2d6 points of damage at mythic tier 1, and this damage increases by an additional 2d6 at mythic tiers 4, 7, and 10.
Some blasts gain other specific benefits when selected with mythic kinetic blast, as noted below.
Mythic Aetheric Boost
The affected blast deals 2 additional points of damage per die. At 15th level, the kineticist needs not to spend additional burn in order to infuse a composite blast with aether.
Mythic Force Blast
The blast inflicts the same damage as other composite blasts.
Mythic Gather Power (Su)
The kineticist can gather power as a swift action, or as an immediate action if she is at least mythic tier 4. At mythic tier 7, the kineticist does not need to have her hands free to gather power. In addition, the kineticist adds her mythic tier to concentration checks made to avoid losing energy if she takes damage during or after gathering power and before using the kinetic blast that releases it.
Mythic Infusion (element) (Su)
The kineticist selects one of her known infusions. That infusion functions with blasts of an element it didn’t belong to originally. For example, a spray infusion selected with this ability can work with earth or fire blasts.
Mythic Infusion (power) (Su)
The kineticist empowers one of her infusions with additional mythic might. Once this choice is made, it cannot be changed. She adds her mythic tier to her kineticist level when determining the effectiveness and duration of her infusion (though this does not impact what infusions she has access to at each class level). Additionally, an infusion that functions as a spell improves to the mythic version of that spell. An infusion affecting a 20-foot radius increases its radius to 30 ft. If an infusion requires a combat maneuver check, the kineticist adds one-half her mythic tier (minimum +1) as a bonus on the check.
Some infusions gain other specific benefits when selected with mythic infusion, as noted below.
Mythic Burning Infusion
A target on fire takes 2d6 points of fire damage per round until the fire is extinguished. The bonuses granted against a creature on fire are doubled.
Mythic Chain
The damage inflicted by the infused blast decreases by 1d6 for every 2 targets hit; the second target takes the same damage of the first one, the fourth one takes the same damage of the third one, and so on.
Mythic Chilling Infusion
A target that fails its save is slowed for 1d6 rounds; if it succeeds, it is only staggered for 1 round.
Mythic Disintegrating Infusion
Creatures that succeed at their saving throw take the full normal damage of the blast. The kineticist must only accept 1 point of burn for every 2 force effects or 10-foot cubes of nonliving matter she destroys in this way.
Mythic Draining Infusion
A target that succeeds at its Fortitude save takes 1/2 the normal amount of damage, rather than 1/4. The kineticist can reduce the total burn cost of any one blast wild talent used before the end of her next turn by 1 for every creature that fails its save (the cost can never be reduced to less than 0).
Mythic Entangling Infusion
A target that fails its saving throw is rooted in place, as if it were already entangled by a non-mythic entangling infusion. If the foe was already rooted and fails its save against a second instance of this infusion, the increased amount of elemental matter completely surrounds it,
Mythic Eruption
The pillar summoned with this infusion has a 15-ft. radius and an height of 30 feet plus 10 feet for every 2 mythic tiers (rounded down). In addition, targets failing their initial saving throw must succeed on a second save or be lifted off the ground and taken on the eruption’s top, from which they fall when the blast fades.
Mythic Explosion
You can choose the maximum radius of your blast explosion to be 25 feet. At 4th tier, you can also choose it to be 30 feet. At 7th tier, you can choose it to be 35 feet, and at 10th tier, you can choose the radius to be 40 feet.
Mythic Extended Range
Your blast now can strike any target within 240 feet.
Mythic Extreme Range
Your blast now can strike any target within 1,000 feet.
Mythic Fan of Flames
Your blast forms two identical cones going in opposite directions from your body.
Mythic Flash Infusion
A creature that fails its save is blinded for 1d6 rounds. If it succeeds, it is blinded for 1 round only.
Mythic Flurry of Blasts
The kineticist adds 1 to the number of blasts she can release, plus 1 for every 3 mythic tier she possesses after 1st.
Mythic Foe Throw
The kineticist can attempt to throw one Huge creature, two Large creatures or four Small creatures. Each creature may be directed against a different target.
Mythic Impale
The kineticist gains a cumulative +1 attack bonus against each consecutive target of an impaling blast (+1 for the first target, +2 for the second, and so on).
Mythic Kinetic Blade
The kinetic blade can have the form of any non-reach melee weapon (a telekineticist can instead transfer the power of her kinetic blast to any object held in one or two hand) and lasts 1 round per mythic tier of the kineticist.
Mythic Kinetic Fist
The kineticist’s unarmed attacks release energy blasts at a distance. The kineticist can choose to grant the reach quality to any of her unarmed attacks charged with kinetic fist.
Mythic Kinetic Whip
As mythic kinetic blade.
Mythic Magnetic Infusion
A foe damaged by an infused blast remains magnetized for 1 round per mythic tier of the kineticist. During this time, metal objects and ores nearby attach to the foe’s body, slowing it (as the slow spell) until the effect fades.
Mythic Mobile Blast
The blast continues to deal damage to creatures in a square for 2d4 rounds after being moved to another square.
Mythic Pure-Flame Infusion
Your infused blast ignores fire resistance. Creatures immune to fire take ½ damage from the blast anyway.
Mythic Rare-Metal Infusion
The kineticist can give her blast the properties of two different metals at once.
Mythic Snake
The kineticist deals blast damage to all creatures in her snake blast’s path.
Mythic Spray
The spray deals the normal amount of blast damage. Alternatively, it can deal the damage of a nonmythic torrent spray but in a 60-foot cone.
Mythic Thundering Infusion
A foe that is deafened by an infused blast is also staggered for the same duration.
Mythic Torrent
The torrent deals the normal amount of blast damage (or double damage for energy blasts). Alternatively, it can deal the damage of a non-mythic torrent blast but in a 60-foot line.
Mythic Wall
The kineticist may double any one of the elemental wall’s three dimensions, and adds her mythic tier to the number of rounds it lasts.
Mythic Infusion (selection) (Su)
Once per day, as a full-round action, the kineticist may change one infusion she has selected. In essence, she loses one infusion, and gains a new infusion to replace it, as if she had retrained the class feature. The new infusion she gains must be one she can use and belong to one of the elements she selected.
Mythic Elemental Defense (Su)
The kineticist may, as a standard action, expend one use of mythic power to grant an adjacent ally the power of her elemental defense. The ally gains the bonuses of the kineticist’s elemental defense or defenses for 1 minute.
Alternatively, the kineticist can expend one use of mythic power to empower her elemental defense with additional mythic energies. She adds her mythic tier to her kineticist level when determining the effectiveness of her elemental defense.
Mythic Elemental Overflow (Ex)
The maximum bonus on attack rolls with kinetic blasts the kineticist receives is equal to the total number of points of burn she currently has plus ½ her mythic tier, without a maximum. Her bonus on damage rolls with her kinetic blast increases accordingly. The kineticist can suppress the visual effects of elemental overflow without suppressing the ability’s other benefits.
Lastly, the kineticist adds her mythic tier to her level when calculating size bonuses or her chance to ignore the effects of a critical hit or sneak attack. Alternatively, she can gain a bonus equal to her higher size bonus to one mental ability score of her choice.
Mythic Infusion Specialization (Ex)
The kineticist reduces the combined burn cost of the infusions by an additional number of points equal to the number of infusion she uses -1 (minimum 0).
Mythic Metakinesis (Su)
The kineticist may select a number of metamagic feats equal to ½ her mythic tier. She can apply the effects of these feats to her kinetic blasts using metakinesis, by accepting a number of points of burn equal to the spell’s level increase imposed by each feat -1 (minimum 0).
Mythic Internal Buffer (Su)
The kineticist may store mythic power uses in her internal buffer and spend them as normal to avoid burn.
Mythic Expanded Element (Su)
As a standard action, the kineticist can change one of her expanded elements. She may choose an element she already possesses, or a different one. All utility and infusion wild talents the kineticist possesses that cannot be used with her new element don’t change, she can’t use them until she selects a compatible element again. This lasts until the kineticist uses this power again. The kineticist can use this power a number of times per day equal to one-half her mythic level (minimum 1).
Mythic Supercharge (Su)
The kineticist increases the burn cost reductions gained with supercharge by 1 additional point.
Mythic Composite Specialization (Su)
The burn cost of all the kineticist’s composite blasts is reduced by 2 points rather than 1.
Mythic Metakinetic Master (Su)
The burn cost of the chosen metakinesis is reduced by 2 points rather than 1. Once per day as a standard action, the kineticist may change the metakinesis selected for mythic metakinetic master.
Mythic Omnikinesis (Su)
The kineticist may use omnikinesis without taking burn for a number of times per day equal to her mythic tier.








