Neurokineticist (Kineticist Archetype)
Table of Contents

The kineticist as described in Pathfinder Roleplaying Game Occult Adventures deals primarily with manipulating the physical world, whether with matter or energy, drawing upon the classical Platonic elements of air, earth, fire, and water, alongside the mysterious transelemental aether. A range of 3rd-party products, however, have explored many alternate elements for kineticists to use, retaining the basic structure and mechanics of the class but creating entirely different specializations depending on which element is favored by the kineticist in question. This product introduces a very different type of kineticist, one whose mastery of manipulation resides in the realm of the mind, wielding psychic power as a crushing hammer or a surgeon’s scalpel to master her foes.

While some kineticists use their mind to bring elements into being, a neurokineticist controls the basics of psychic energy itself, holding power over the minds of others. Able to misdirect, control, and destroy the minds of those who stand against them, neurokineticists are among the most stealthy of their kind, as their powers are far more subtle than those of others. This however only serves to make them more dangerous, as the puppets of a neurokinecist can be anywhere, their influence felt by all those who come into contact with their mentally altered allies and foes. Those who cross a neurokineticist will come to regret that decision, if they are even capable of remembering it.

Class Skills: A neurokineticist adds knowledge (history) and Sense Motive to their list of class skills.

Basic Manipulation: A neurokineticist gains basic neurokinesis.

Basic Blast: A neurokineticist gains the mental blast as a simple blast wild talent.

Defense: A neurokineticist’s defense is Numbness.

Wild Talents: All mind wild talents are mind-affecting effects unless otherwise stated.

  • 1st - basic neurokinesis, amnesia infusion†, aphasia infusion†, dizzying infusion†, doubting infusion†, esoteric knowledge, expanded telepathy, kinetic healerOA, mindlink, predicted maneuvers, psychic persuasion, reifying infusion†, smooth negotiator, stimulated intellect
  • 2nd - all in your head, blinded mind’s eye, cupid infusion†, cerebral manipulation, combat traitor, eclectic knowledge, flash of amnesia, mind reader, overtaxing infusion†, perfect disguise, psychic duelist, spellbane infusion†, thought shield, wrathful infusion†
  • 3rd - accelerated cognition, habitual liar, haphephobia, additional allies, empathetic surge†, hivemind, implant dream, improved wrathful infusion†, mania/phobia, mesmerizing suggestion, no filter, paranoia infusion†, piercing thoughts, scrambling infusion†, spellthief, stumbling infusion†, synaptic infusion†
  • 4th - disabling infusion†, enduring control, improved hivemind, improved mind reader, improved smooth negotiator, mental erasure, mind’s eye, pacifying infusion†, passive telepuppet, psychic connection†, psychosomatic malady
  • 5th - flood psyche, hypochondria, improved empathetic surge†, improved cerebral manipulation, improved implant dream, improved mesmerizing suggestion, improved spellthief, lock up infusion†, mindscape architect, psychic network, stupefying infusion†, unraveling infusion†
  • 6th - active telepuppet, gorgon gaze†, greater hivemind, improved mind’s eye, psychic enslavement, psychological healing, sleepwalker, slumber infusion†, suffocateOA
  • 7th - greater empathetic surge†, greater mesmerizing suggestion, improved stupefying infusion†, improved synaptic infusion†, mind break, psychic hotline, psychosomatic calamity, psycho crusher, spell deflection
  • 8th - dominating infusion†, grant sentience, improved psychic connection†, improved mindscape architect, mind over matter, true amnesia
  • 9th - eternal domination, greater cerebral manipulation, lobotomizing infusion†

Infusion wild talents are marked with a dagger (†); all other wild talents listed above are utility wild talents.


Basic Powers

Basic Blasts

Mental Blast

Element(s) mind; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage untyped

You assault your foe with pure psionic energy.

Composite Blasts

Cerebral Empowerment

Element(s) mind; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) mental blast, expanded element (any)
Blast Type special; Damage see text

You enhance your concentration on a simple blast simple blast, increasing its damage die by 1 step; it otherwise deals damage as per the simple blast. At 15th level, you can also focus a composite blast in this way, though to do so you must accept 1 additional point of burn.

Encephalon Blast

Element(s) mind; Type composite blast (Sp); Level —; Burn 2
Prerequisite elemental focus (mind), expanded focus (mind)
Blast Type energy; Damage untyped

You can exert greater control over a creature’s mind.

Elemental Defense

Numbness

Element(s) mind; Type defense (Sp); Level —; Burn 0

Your body grows numb to pain, allowing you to stand incredible pain. You can treat up to 2 points of lethal damage you take each round as nonlethal damage and gain a 5% chance to ignore critical hits or sneak attacks. At 4th level and every 4 levels thereafter, you can treat 2 more points of lethal damage as nonlethal damage. You can accept 1 point of burn to increase the amount of lethal damage you can treat as nonlethal damage by 2 and increase your chance of ignoring critical hits or sneak attacks by 5%, up to 100%. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow and other wild talents to a maximum of 100%.

Whenever you accept 1 or more points of burn when using a mind wild talent, you gain a competence bonus to will saves equal to ½ your Constitution modifier (minimum 1) for 1 round. You can dismiss and restore this effect as an immediate action.


Infusion Wild Talents

Amnesia Infusion

Element(s) mind; Type substance infusion; Level 2; Burn 2
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast can wipe a foe’s memory clean. A foe dealt damage by this infusion loses all memories of the last round. You can increase the burn cost of this infusion by 1 to increase the length of memories lost by 1 round per 3 kineticist levels you possess.

Aphasia Infusion

Element(s) mind; Type substance infusion; Level 1; Burn 1
Associated Blasts encephalon, mental
Saving Throw Will negates

You scramble a foe’s ability to understand any communication. A foe dealt damage by this infusion is unable to understand any communication for 1 round per kineticist level you possess as per the aphasiaUI spell. You can increase the burn cost of this infusion by 1 to increase the duration to 1 minute per kineticist level you possess.

Cupid Infusion

Element(s) mind; Type substance infusion; Level 2; Burn 2
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast can fill a target with lust. A foe dealt damage by this infusion is must find the object of their affection designated by you as per unnatural lustUM for 1 round. You can increase the burn cost of this infusion by 1 to increase the duration by 1 round per 3 kineticist levels you possess. This is a compulsion effect.

Disabling Infusion

Element(s) mind; Type substance infusion; Level 4; Burn 3
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast can sever a target’s mental connection with their senses. A foe dealt damage by this infusion is either blinded, deafened, mute, or unable to smell for 1 round per 3 kineticist levels you possess. You decide which condition you wish to inflict upon a foe upon using this infusion. At 8th level, this infusion can also negate blindsense, blindsight, telepathy,tremorsense, or truesight. You can increase the burn cost of this infusion by 1 to target 2 senses with this ability.

Dizzying Infusion

Element(s) mind; Type substance infusion; Level 1; Burn 1
Associated Blasts encephalon, mental
Saving Throw Will negates

You know how to overstimulate your foe’s senses. A foe dealt damage by this infusion is dazzled for a number of rounds equal to your Constitution modifier (minimum 1).

Dominating Infusion

Element(s) mind; Type substance infusion; Level 8; Burn 4
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast completely overrides a foe’s thoughts. A foe damaged by this infusion has all of its actions determined by you until the beginning of its next round. You can increase the burn cost of this infusion by 1 to increase the duration of this effect by 1 round.

Doubting Infusion

Element(s) mind; Type substance infusion; Level 1; Burn 1
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast causes doubt within a foe, making them less adept at dealing damage. A foe dealt damage by this infusion deals minimum damage with all melee and ranged weapon attacks they make until the beginning of their next round. You can increase the burn cost of this infusion by 1 to increase the duration by 1 round per every 3 kineticist levels you possess.

Empathetic Surge

Element(s) mind; Type form infusion; Level 3; Burn 2
Associated Blasts encephalon, mental
Saving Throw Will half

Your blast can damage those around your foe. Select one foe within 30 ft.; all creatures within 5 ft. of that foe (including the target) are affected by your blast. You can increase the burn cost of this infusion by 1 to select a number of creatures up to your Constitution modifier to be unaffected by this infusion.

Empathetic Surge, Improved

Element(s) mind; Type form infusion; Level 5; Burn 3
Prerequisite(s) empathetic surge, extended rangeOA
Associated Blasts encephalon, mental
Saving Throw Will half

Your blast causes an even larger area of mental damage. Treat this as empathetic surge except that the foe can be within 120 ft., and it affects all creatures within 15 ft. of the targeted foe.

Empathetic Surge, Greater

Element(s) mind; Type form infusion; Level 7; Burn 4
Prerequisite(s) improved empathetic surge
Associated Blasts encephalon, mental
Saving Throw Will half

Your blast creatures a massive area of mental damage. Treat this as improved empathetic surge, except it affects all creatures within 30 ft. of the targeted foe.

Gorgon Gaze

Element(s) mind; Type form infusion; Level 6; Burn 4
Associated Blasts encephalon, mental
Saving Throw Will negates

You can concentrate your blast through a piercing gaze. You gain a gaze attack for 1 round per 3 kineticist levels you possess (or until you dismiss it as a free action) which affects those that meet your gaze with the effects of the infused blast, dealing ½ damage. You can perform other actions during this blast’s duration, but attempting to use another kinetic blast immediately dismisses the gaze attack. If this blast’s total burn cost before applying any reduction for gather power is 0, this infusion instead last for 1 minute.

Lobotomizing Infusion

Element(s) mind; Type substance infusion; Level 9; Burn 5
Associated Blasts encephalon, mental
Saving Throw Will partial (see text)

Your blast bores through an enemy’s brain, effectively destroying it. Those affected by this blast permanently lose their Intelligence score, lose all class levels as per the madness affliction amnesiaGMG, and become mindless. Those affected can have awaken cast on them regardless of their type; if they have been affected for 1 week or less this reverses the effect completely, but it otherwise functions as if casting awaken on a plant although it returns all lost levels as well. This effect cannot otherwise be cured by anything short of a miracle or wish. A creature that makes its save against this ability instead suffers 1d4 Intelligence drain.

Lock Up Infusion

Element(s) mind; Type substance infusion; Level 5; Burn 3
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast overloads a target’s mind, causing them to seize up. A foe dealt damage by this infusion is paralyzed for 1 round per 3 kineticist levels you possess.

Overtaxing Infusion

Element(s) mind; Type substance infusion; Level 2; Burn 2
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast overloads a foe’s mind, leaving them unable to focus. A foe dealt damage by this infusion cannot maintain concentration on spells and is unable to take 20 on a skill check for 10 minutes for every 3 kineticist levels you possess.

Pacifying Infusion

Element(s) mind; Type substance infusion; Level 4; Burn 3
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast can remove the aggression from a foe. A foe dealt damage by this infusion cannot make an attack roll or target foes with extraordinary abilities, spells, spell-like abilities, or supernatural abilities for 1 round per 3 kineticist levels you possess. As a move action, a foe can attempt a Will save against this effect, ignoring it for 1 round on a successful save.

Paranoia Infusion

Element(s) mind; Type substance infusion; Level 3; Burn 2
Associated Blasts encephalon, mental
Saving Throw Will negates

You sow the seeds of doubt into a foe’s mind. A foe dealt damage by this infusion must make an attack of opportunity against any creature that provokes an attack of opportunity from them and must make a saving throw against any spell that affects them even if it is harmless for 1 round per 2 kineticist levels you possess.

Psychic Connection

Element(s) mind; Type substance infusion; Level 4; Burn 3
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast can forge a connection between your mind and others. A foe dealt damage by this infusion become attuned to your mental wavelengths for 1 minute per kineticist level you possess. You can target the creature with any mind wild talent as a full-round action regardless of range as long as they are on the same plane as you, treating them as if you have line of sight to them; blasts targeting this creature appear directly in their space, only affecting them unless you accept 1 point of burn. You can only form a psychic connection with one target at a time; if it affects another creature, the previous effect ends. You can end this effect early as a free action. This can not be used with form infusions other than extended rangeOA, extreme rangeOA, or snakeOA.

Psychic Connection, Improved

Element(s) mind; Type substance infusion; Level 8; Burn 4
Prerequisite(s) psychic connection
Associated Blasts encephalon, mental
Saving Throw Will negates

Treat this as the psychic connection infusion, except the effect lasts until the next time you recover burn. You can accept an additional 1 point of burn to make the effect permanent until the next time a creature is affected by the psychic connection or improved psychic connection infusions.

Reifying Infusion

Element(s) mind; Type substance infusion; Level 1; Burn 1
Associated Blasts encephalon, mental
Saving Throw none

Your blast is made tangible enough to effect mindless creatures. Mindless creatures and creatures immune to mind-affecting effects are affected by your kinetic blast as though they were not mindless or immune, though they receive a +8 bonus on their saves against mind-affecting effects. You can increase the burn cost of this infusion by 1 or more, reducing the bonus they receive by 2 for each point of additional burn. This infusion does not count against your limit of one substance infusion per blast.

Scrambling Infusion

Element(s) mind; Type substance infusion; Level 3; Burn 2
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast can scramble the signals in a foe’s brain. A foe dealt damage by this infusion is confused for 1 round per 4 kineticist levels you possess.

Slumber Infusion

Element(s) mind; Type substance infusion; Level 6; Burn 4
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast can shut down a foe’s body. A foe dealt damage by this infusion falls asleep as per the sleep spell for 1 round per 2 kineticist levels you possess.

Spellbane Infusion

Element(s) mind; Type substance infusion; Level 2; Burn 2
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast eliminates magical knowledge from a foe. A spellcasting foe dealt damage by this infusion loses one randomly determined prepared spell if they are a prepared caster, or spell slot from the highest level of spell they can cast if they are a spontaneous caster. You can increase the burn cost of this infusion by 1 to cause the foe to lose an additional prepared spell or spell slot.

Stumbling Infusion

Element(s) mind; Type substance infusion; Level 3; Burn 2
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast can cut off the connection between a foe’s brain and their body. A foe dealt damage by this infusion takes a -4 penalty to Dexterity and must make a reflex save if they move further than 5 ft. in a round or fall prone until the beginning of their next round. You can increase the burn cost of this infusion by 1 to increase the duration of this infusion by 1 round.

Stupefying Infusion

Element(s) mind; Type substance infusion; Level 5; Burn 3
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast are capable of mentally damaging a target. A foe dealt damage by this infusion also takes 2 damage to a mental ability of your choice.

Stupefying Infusion, Improved

Element(s) mind; Type substance infusion; Level 7; Burn 4
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast can mentally cripple others more easily. Treat this as stupefying infusion except that you can select two different mental abilities to damage.

Synaptic Infusion

Element(s) mind; Type substance infusion; Level 4; Burn 3
Associated blasts encephalon, mental
Saving Throw Will negates

You cause the synapses in the target’s mind to fire rapidly, making it hard for them to communicate or stay on simple tasks. Treat creatures damaged by this blast as if under the effects of synaptic scrambleOA for 1 round per kineticist level you possess.

Synaptic Infusion, Improved

Element(s) mind; Type substance infusion; Level 7; Burn 4
Prerequisite(s) synaptic infusion
Associated blasts encephalon, mental
Saving Throw Will negates

Treat this as synaptic infusion, except it lasts for 1 hour per kineticist level you possess.

Wrathful Infusion

Element(s) mind; Type substance infusion; Level 2; Burn 2
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast fills the target with fury. Those affected by this infusion fall under the effects of rage, as the spell, for 1 round per kineticist level you possess (minimum 1 round), except it does not provide a bonus to Strength, Constitution, or Will saves. You can increase the burn cost of this blast by 1 to reduce the damage this blast causes to 0 and allow it to provide its normal bonuses.

Wrathful Infusion, Improved

Element(s) mind; Type substance infusion; Level 3; Burn 2
Prerequisite(s) wrathful infusion
Associated Blasts encephalon, mental
Saving Throw Will negates

Your blast can fill creatures with an unquenchable thirst for blood. Treat this as wrathful infusion, except those dealt damage by it are also under the effects of a jealous rageOO spell for the duration of the rage it causes. You can increase the burn cost of this infusion by 1 to reduce this blast’s damage to 0 and replace the effects of jealous rageOO with the effects of blood scentARG.


Utility Wild Talents

Accelerated Cognition

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

You can force your mind to work at incredible speeds as a full-round action, treating yourself as though under the effect of a haste spell as well as granting you a competence bonus to perception checks equal to ½ your kineticist level for 1 round per 3 kineticist levels you possess. You can accept 1 point of burn to use this ability as a swift action.

Additional Allies

Element(s) mind; Level 3; Type utility (Sp); Burn 0
Prerequisite psychic persuasion or smooth negotiator

You know how to keep more than one foe under your control, being able to have 1 additional creatures affected by your psychic persuasion or smooth negotiator wild talent per 6 kineticist levels you possess.

All In Your Head

Element(s) mind; Level 2; Type utility (Su); Burn
Prerequisite(s) mindlink

You can increase the burn cost of a mind kinetic blast by 1 to feed its effects directly into its targets’ minds. The blast appears directly in the targeted space rather than traveling to it, its visual or audio effects cannot be perceived by those unaffected by it other than yourself, and it is considered an illusion (phantasm), allowing a Will save to disbelieve equal to the blast’s normal DC (10 + Constitution mod + ½ kineticist level). If a creature makes their save to disbelieve the phantasm, they are unaffected by the kinetic blast.

Basic Neurokinesis

Element(s) mind; Level 1; Type utility (Sp); Burn 0

You have learned the basics of neurokinesis, gaining telepathy with a range of 5 ft. as well as the ability to grant yourself a +2 bonus on any Intelligence-based skill check as a move action. You are also always aware of if a creature has failed a save against one of your mind wild talents.

Blinded Mind’s Eye

Element(s) mind; Level 2; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You can hide your presence from 1 creature per 2 kineticist levels you possess as per hidden presenceUI.

Cerebral Manipulation

Element(s) mind; Level 2; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You can remove or implant memories into a creature’s mind as per false beliefUI.

Cerebral Manipulation, Improved

Element(s) mind; Level 5; Type utility (Sp); Burn 1
Prerequisite(s) cerebral manipulation
Saving Throw Will negates; Spell Resistance yes

Treat this talent as cerebral manipulation except that it is now treated as modify memory.

Cerebral Manipulation, Greater

Element(s) mind; Level 9; Type utility (Sp); Burn 2
Prerequisite(s) improved cerebral manipulation
Saving Throw Will negates; Spell Resistance yes

Treat this as cerebral manipulation except that it takes 1 hour to use and allows you to enter the mind of a target, learning everything the target knows. While inside of their mind, you can manipulate the target’s mind in the following ways:

  • Erasing any memories of events, people, places, or up to 1 week of a creature’s memories
  • Create false memories inside of a creature’s mind, such as events that didn’t happen or altering how they remember events that did happen
  • Bestowing up to 1 negative level per 2 kineticist levels you possess as per the mindwipeOA spell
  • Alter the creature’s alignment, personality, beliefs, and/or opinions however you wish
  • You program a certain action or situation (such as speaking to a designated individual, being reduced to 0 or lower hit points,holding a certain item, or being captured) to either trigger the effects of your mental alterations or remove their effects The effects of this ability are permanent (except for negative levels) and can only be fixed with a greater restoration, miracle or wish spell, or this wild talent, but the target of the ability is aware their memories have been altered, even if the cause of their altered memory is unknown to them. You must be within 60 ft. of the target to use this ability, regardless of any other abilities you possess, and the target must be awake unless you possess the improved implant dream wild talent.

Combat Traitor

Element(s) mind; Level 2; Type utility (Su); Burn
Prerequisite(s) psychic persuasion

You can increase the burn cost of psychic persuasion by 1 to use it as a swift or immediate action, and creatures do not gain a +5 to their saves if they are being threatened or attacked by you or your allies.

Dyslexia

Element(s) mind; Level 2; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

The target creature’s mind muddles written language. For the next 24 hours, the affected creature cannot read written language (this prevents spellcasters which rely on a spellbook from being able to prepare spells). By accepting an additional point of burn, you can make this effect permanent. This effect can be ended if the affected creature gains any ranks in Linguistics, and creatures under the effects of read magic (or similar effects) can make an Intelligence check against this wild talent’s DC to ignore the effects of this ability for 1 minute; otherwise it can be removed by remove curse or similar effects.

Eclectic Knowledge

Element(s) mind; Level 2; Type utility (Su); Burn
Prerequisite(s) esoteric knowledge

You receive one additional skill rank whenever you gain a kineticist level; skill ranks gained through this talent can only be placed in skills associated with a mental score. Skill ranks are granted retroactively upon taking this wild talent.

Enduring Control

Element(s) mind; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) psychic persuasion

Whenever the duration of your psychic persuasion ends, any creature who would no longer be under its effect must make a will save with a +2 bonus. Failing this save extends the duration of the ability by 10 minutes per 2 kineticist levels you possess. You can accept 1 point of burn when a creature fails their save as an immediate action to instead extend the duration of the ability by 1 hour per 2 kineticist levels you possess, and you are always aware when your psychic persuasion is ending. Each time a creature would make a save against this effect, they gain a +1 bonus for each save it previously failed. You cannot use this ability when the duration of your psychic persuasion would end due to using it against another creature.

Esoteric Knowledge

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

Select one Knowledge skill; you are treated as though you had a number of ranks in that Knowledge skill equal to your kineticist level you possess. You can accept 1 point of burn to change your selected Knowledge skill to a different Knowledge skill. If you do so, you can switch your selected Knowledge skill and your original Knowledge skill as a swift action until you recover burn, returning to your initial Knowledge skill at that time. You can select this talent a second time at 10th level.

Eternal Domination

Element(s) mind; Level 9; Type utility (Sp); Burn 0
Prerequisite(s) psychic enslavement
Saving Throw Will negates; Spell Resistance yes

Your mental domination has reached its pinnacle. Select one creature affected by your psychic persuasion. The duration of that ability is now permanent and works even if you and the target are on different planes, requiring a wish or miracle spell to end its effect. You can end this effect as a full-round action, severing any mental control you have over the target. This effect is treated as extraordinary for the purpose of working inside areas where magic does not function. This is a compulsion effect.

Expanded Telepathy

Element(s) mind; Level 1; Type utility (Su); Burn
Prerequisite(s) basic neurokinesis

Your mind can link with those further away, increasing the range of your telepathy by 10 ft. per 2 kineticist levels you possess.

Flash of Amnesia

Element(s) mind; Level 2; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You know how to alter the short term memory of others as a full-round action, allowing you to erase up to the last minute of memories from a creature.

Flood Psyche

Element(s) mind; Level 5; Type utility (Sp); Burn 1
Saving Throw Will disbelief; Spell Resistance yes

You can flood the surrounding area with a wash of psychic energy, treating it as mind fog.

Grant Sentience

Element(s) mind; Level 8; Type utility (Sp); Burn 1
Saving Throw Will negates (harmless); Spell Resistance yes

You can imbue non-sentient beings with a mind, affecting the target as if with an awaken spell. This ability can affect only plants, animals, and vermin with an Intelligence score of 2 or lower, and can affect them even if they are mindless. This ability ignores immunity to mind-affecting effects.

Habitual Liar

Element(s) mind; Level 3; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You force a creature to lie whenever it speaks for 10 minutes per kineticist level you possess as per the compulsive liarUI spell. You can accept 1 point of burn to also treat the target as though under the effects of deceitful veneerUI. This is a compulsion effect.

Haphephobia

Element(s) mind; Level 3; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

Your targets become incredibly scared of physical contact. For 1 minute per 2 kineticist levels you possess, they cannot deliver effects or abilities by touching or making touch attacks (such as the paladin’s lay on hands or the chill touch spell) or perform unarmed strikes or natural attacks unless they first succeed a Will save with this talent’s DC to allow them to do so that round, and harmless effects and abilities targeting them that require a touch must pass their touch AC as if made as a melee touch attack, or have no effect. This doesn’t affect touch attacks delivered without making direct contact (such as ranged touch attacks, or melee touch attacks made with a conductiveUE weapon). You can accept 1 point of burn to increase the duration to 1 day per kineticist level. This ability is a fear effect.

Historical Erasure

Element(s) mind; Level 9; Type utility (Sp); Burn 1
Saving Throw Will negates; Spell Resistance yes

You can wipe all memory of an individual or event from the minds of others. This functions as damnation of memoryISR except you can choose a number of creatures up to your Constitution modifier to be unaffected, and the memories are stored within your own mind (being returned to affected creatures only if you die). Only one use of this ability can be in effect at a time; if you use this wild talent again, all memories lost from the previous use of the ability will return to each affected target within 1d4 hours.

Hivemind

Element(s) mind; Level 3; Type utility (Su); Burn
Prerequisite(s) basic neurokinesis

All creatures within the range of your telepathy also gain telepathy with the same range as your own. Whenever a creature enters the range of your telepathy, you can choose to exclude them from this effect.

Hivemind, Improved

Element(s) mind; Level 4; Type utility (Su); Burn
Prerequisite(s) hivemind

You have access to all teamwork feats possessed by allies affected by your hivemind as if you possessed those feats. You can accept 1 point of burn and choose one teamwork feat you possess (including those known through this ability) plus an additional one per 5 kineticist levels you possess; for one minute, any allies affected by your hivemind can access the feat(s) you chose as if they possessed them.

Hivemind, Greater

Element(s) mind; Level 6; Type utility (Su); Burn 1
Prerequisite(s) improved hivemind

Until the next time you recover burn, you have access to all teamwork feats possessed by every non-mindless creature within range of your telepathy (even those excluded from your hivemind), and can share those feats with your allies with improved hivemind. In addition, those who have gained telepathy through your hivemind are treated as having the hivemind wild talent as well.

Hypochondria

Element(s) mind; Level 5; Type utility (Su); Burn
Requirement(s) haphephobia

Victims of your haphephobia wild talent are sickened for 1 round whenever they successfully use or are affected by an action that would trigger haphephobia. If they were already sickened when they successfully use an action that would trigger haphephobia, you can accept 1 point of burn as an immediate action to intensify their phobia, causing them to become nauseated for a number of rounds equal to ½ your Constitution modifier (minimum 1) and sickened for the same duration once the nauseated condition is removed. This is a fear effect.

Implant Dream

Element(s) mind; Level 3; Type utility (Sp); Burn 1
Saving Throw Will negates; Spell Resistance yes

You are capable of subconscious implanting a thought into a creature’s dreams. You can implant up to 25 words into a creature’s subconscious which it will hear the next time it sleep. The way it hears and interprets these words is up to the target, as you have no control over how these words will manifest in their dream.

Implant Dream, Improved

Element(s) mind; Level 5; Type utility (Sp); Burn 0
Prerequisite(s) implant dream
Saving Throw Will negates; Spell Resistance yes

This works as implant dream, except you can make the target entirely aware of the intent behind your words, choosing a form for them to see that will speak your message in clear terms. You can also create it as a nightmare, forcing the target to make a will save or gain no benefit from resting for the next 24 hours. If used in this way, this ability is a fear effect.

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.

Mania/Phobia

Element(s) mind; Level 3; Type utility (Sp); Burn 0
Saving Throw will negates

You know how to trigger intense fear or fascination inside of a creature’s mind. Select a single substance or object such as but not limited to fire, water, blood, acid, darkness, insects and spiders, incorporeal creatures, or nature to become the object of the target’s mania or phobia as per the madness affliction mania/phobiaGMG. This mania or phobia last until cured normally, and you can accept 1 burn while using this ability to replace the normal will save for a mania or phobia with the will save for this wild talent. If you select phobia for this, this ability is treated as a fear effect.

Mental Erasure

Element(s) mind; Level 4; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You’re capable of burning away a target’s mind as per the mindwipeOA spell, although you can only apply a maximum number of negative levels to a creature equal to ½ your kineticist level with this ability.

Mesmerizing Suggestion

Element(s) mind; Level 3; Type utility (Sp); Burn 1

When you select this wild talent, select 1 mesmerist trickOA. Whenever you use this ability, you gain a number of uses of this mesmerist trick equal to your Constitution modifier (minimum 1), being able apply it to yourself as if using the mesmerist tricks class feature. Use your kineticist levels and Constitution modifier in place of mesmerist levels and Charisma modifier to determine the DCs for and effects of tricks. You can not implant this trick into another creature.

Mesmerizing Suggestion, Improved

Element(s) mind; Level 5; Type utility (Sp); Burn 0
Prerequisite(s) mesmerizing suggestion

You learn 1 additional mesmerist trick which you can implant through mesmerizing suggestion. You can also implant a number of tricks into other creatures as per the mesmerist tricks class feature, and can activate them if those creatures are within range of your telepathy. Each time you use mesmerizing suggestion, you can implant 1 additional trick per 4 kineticist levels you possess.

Mesmerizing Suggestion, Greater

Element(s) mind; Level 7; Type utility (Sp); Burn 0
Prerequisite(s) improved mesmerizing suggestion

You gain one additional mesmerist trick and one masterful trickOA which you can implant through mesmerizing suggestion. In addition, you can accept an additional 1 point of burn when implanting a trick to allow it to remain implanted even when activated, lasting until you next recover burn; this increases to 2 points of burn if this is used with a masterful trick, and cannot be used with a trick that grants temporary hit points or heals damage.

Mindlink

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

You can detect the emotional state of those around you. You treat any creature within 100 ft. as if they had the a familiar’s empathic link ability, except they cannot sense your emotions in return. Any creature made aware of this effect can attempt a Will save (DC = 10 + ½ your kineticist level + your Con modifier) once per round as a swift action that requires concentration to break the link for 24 hours.

Mindscape Architect

Element(s) mind; Level 5; Type utility (Sp); Burn 0
Saving Throw Will disbelief; Spell Resistance yes

You know how to create your own mindscape, as per the create mindscapeOA spell, and can use the mindscape doorOA spell inside of any mindscape you create. You can accept 1 burn to use mindscape door inside of a mindscape created by another creature.

Mindscape Architect, Improved

Element(s) mind; Level 8; Type utility (Sp); Burn 0
Prerequisite(s) mindscape architect

You can now treat this ability as create greater mindscapeOA and do not need to accept burn to use mindscape door inside of a mindscape created by another creature. You can also maintain one permanent mindscape of your own creation. If this permanent mindscape is dispelled, you can recreate it as a standard action.

Mind Break

Element(s) mind; Level 7; Type utility (Sp); Burn 1
Saving Throw Will negates; Spell Resistance yes

Your psychic powers can destroy a creature’s mind as per the insanity spell.

Mind Over Matter

Element(s) mind; Level 8; Type utility (Sp); Burn 0

You can select one object within 60 ft. of yourself, treating yourself as though under the effects of a subjective realityOO spell in regards to it.

Mind's Eye

Element(s) mind; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) basic neurokinesis

As a move action, you gain blindsense equal to the distance of your telepathy for 1 round per 2 kineticist levels you possess. You can accept 1 point of burn to increase the duration to 1 minute per 2 kineticist levels you possess. This blindsense cannot detect creatures without an intelligence score or those immune to mind-affecting effects.

Mind’s Eye, Improved

Element(s) mind; Level 6; Type utility (Sp); Burn 0
Prerequisite(s) expanded telepathy, mind’s eyes

As a move action, you gain blindsight equal to the distance of your telepathy for 1 round per 2 kineticist levels you possess, closing your eyes to do so. You can accept 1 point of burn to increase the duration to 1 minute per 2 kineticist levels you possess. This blindsight cannot detect creatures without an intelligence score or those immune to mind-affecting effects.

Mind Reader

Element(s) mind; Level 2; Type utility (Sp); Burn 0
Prerequisite(s) basic neurokinesis
Saving Throw Will negates; Spell Resistance yes

You can delve into the mind of a single creature within the range of your telepathy, otherwise acting as per the detect thoughts spell. At 6th level and every 4 levels after, you can detect the thoughts of an additional creature.

Mind Reader, Improved

Element(s) mind; Level 4; Type utility (Su); Burn
Prerequisite(s) mind reader

Your mind reader talent can also be used as detect anxietiesUI and detect desiresUI and detect the thoughts of 1 additional creature.

No Filter

Element(s) mind; Level 3; Type utility (Sp); Burn 0
Saving Throw Will negates (see text); Spell Resistance yes

As long as you maintain concentration on a target within 120 ft. and they remain within line of effect, they become unable to hold their thoughts in. They automatically fail any Bluff, Diplomacy, or Sleight of Hand attempt they make to deceive or hide the truth from another creature unless they also succeed a Will save (DC = 10 + your kineticist level). If you possess the mindlink wild talent, you can accept 1 point of burn as a swift action when you sense negative emotions toward another creature to compel the affected creature to blurt out those thoughts unless they succeed an additional Will save (DC = 20 + your kineticist level). Creatures that have taken a vow of silence receive a +10 circumstance bonus to these saves, and this ability cannot affect creatures with animal intelligence.

Perfect Disguise

Element(s) mind; Level 2; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You are capable of drawing out the memories of a creature to create a disguise as per the assumed likenessISI spell. You can accept 1 burn to increase the duration of this ability to 1 hour per kineticist level you possess or to double the effects of your chosen emotion. This is a phantasm effect.

Piercing Thoughts

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

You are adept at breaking through barriers to someone’s mind. If a creature receives any bonuses to their Will save which specifically protect against mind-affecting effects (such as mind blank or the bonus provided by reifying infusion), ignore an amount of the sum of those bonuses equal to 1 per 3 kineticist levels you possess (minimum 1) when affecting a creature with a mind wild talent (ex: a 9th level kineticist could treat a creature under the effects of mind blank as receiving a +5 bonus to mind-affecting spells and effects).

Predicted Maneuvers

Element(s) mind; Level 1; Type utility (Su); Burn
Prerequisite(s) basic neurokinesis

When you ready any mind wild talent against a specific type of attack action or combat maneuver, increase its DC by +1. This bonus increases by +1 at 5th level and every 5 levels thereafter. If a kinetic blast or an attack using a kinetic blast is readied this way, you can apply this bonus to its attack roll(s) instead.

Psychic Duelist

Element(s) mind; Level 2; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You know how to draw people into mental combat as per the instigate psychic duelOA spell.

Psychic Enslavement

Element(s) mind; Level 6; Type utility (Sp); Burn
Prerequisite(s) psychic persuasion

Treat this as psychic persuasion except it can now function as as dominate person or dominate animal with a duration of 10 minutes per kineticist level you possess. At 18th level, you can instead treat it as dominate monster. You can accept 1 point of burn to increase the duration to 2 hours per kineticist level you possess. This is a compulsion effect.

Psychic Hotline

Element(s) mind; Level 7; Type utility (Sp); Burn 1
Prerequisite(s) psychic connection

As a full-round action, you can treat a creature affected by your psychic connection as the source of a mind wild talent you use as part of this ability. You are not required to accept additional burn to have a wild talent used in this way affect creatures other than the one affected by your psychic connection.

Psychic Network

Element(s) mind; Level 5; Type utility (Su); Burn
Prerequisite(s) psychic connection

You can affect one additional creature with your psychic connection per 6 kineticist levels you possess. When you target one of these creatures with a mind wild talent through psychic connection, you can accept 1 point of burn at will to have that talent affect an additional creature affected by your psychic connection. Burn accepted this way to use a kinetic blast cannot be reduced through gather power.

Psychic Persuasion

Element(s) mind; Level 1; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You know how to persuade others as per charm person or charm animal, although the duration is reduced to 10 minutes per kineticist level you possess. At 6th level you can instead treat this as charm monster. You can accept 1 point of burn to increase the duration to 1 hour per kineticist level you possess, and can end this effect as a free action. You can only have one creature affected by this ability at a time; attempting to use it on another creature while this ability is in effect instantly ends the effect on the previously charmed creature. This is a charm effect.

Psychological Healing

Element(s) mind; Level 6; Type utility (Su); Burn
Prerequisite(s) kinetic healer
Saving Throw Will negates (harmless); Spell Resistance yes

Your kinetic healerOA wild talent can also remove mind-affecting effects from a creature, being treated as greater restoration for this purpose.

Psychosomatic Malady

Element(s) mind; Level 4; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You know how to trick the mind into believing the body is affected with some debilitating condition as per phantasmal afflictionUI. You can only affect 1 creature at a time with this ability, and afflicting a new creature removes the condition from the previously afflicted creature. This is a phantasm effect.

Psychosomatic Calamity

Element(s) mind; Level 7; Type utility (Sp); Burn 1
Prerequisite(s) psychosomatic malady
Saving Throw Will negates; Spell Resistance yes

Treat this as psychosomatic malady except that afflicting a new creature no longer removes the condition from previously afflicted creatures, and you can affect 1 additional creature per 2 kineticist levels simultaneously.

Psycho Crusher

Element(s) mind; Level 7; Type utility (Sp); Burn 1
Saving Throw Will negates; Spell Resistance yes

You know how to mentally cripple a foe, breaking their mind as per the feeblemind spell.

Sleepwalker

Element(s) mind; Level 6; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You trick a creature’s mind into believing it is dreaming as per dream realityISI.

Smooth Negotiator

Element(s) mind; Level 1; Type utility (Sp); Burn 0
Saving Throw Will partial; Spell Resistance yes

You’re skilled at making a creature’s goals coincide with your own as per the implant urgeISI spell except the duration is 10 minutes per kineticist level you possess. You can accept 1 point of burn to increase the duration to 1 hour per kineticist level you possess, and you can only affect one creature with this ability at a time; targeting another creature with this ability ends the previous effect. This is a compulsion effect.

Smooth Negotiator, Improved

Element(s) mind; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) smooth negotiator
Saving Throw Will partial; Spell Resistance yes

Treat this as smooth negotiator except that it is now treated as inveigle personISI. At 14th level, you can instead treat this as inveigle monsterISI.

Spellthief

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

As an immediate action, you can attempt a disarm combat maneuver against a creature attempting to deliver a spell against you with a melee touch or weapon attack, allowing you to immediately deliver its effects to a new target (which can be the original caster) with a free touch attack as if they’d cast it against that target. If no creature is within your natural reach, the charge is immediately dispelled harmlessly instead.

Spellthief, Improved

Element(s) mind; Level 5; Type utility (Sp); Burn
Prerequisite(s) spellthief

You can accept 1 point of burn when you use spellthief to hold the charge yourself rather than immediately delivering it, and can use spellthief as a standard action to steal a charge that a creature is holding even if they do not attempt to deliver it. In addition, you can use your kineticist level in place of the original user’s caster level if it is higher, and can use your Con modifier in place of any mental score they would normally have applied to it when you deliver the stolen charge to determine its effects.

Stimulated Intellect

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

Your kinetic powers stimulate your mind more than your intellect. When making an Intelligence check, you can replace your Intelligence modifier with your Constitution modifier, and you treat all Knowledge skills as class skills.

You can select this wild talent in place of basic neurokinesis.

Telepuppet, Passive

Element(s) mind; Level 4; Type utility (Sp); Burn 0
Saving Throw Will negates (harmless, see text); Spell Resistance yes

You know how to invade the senses of others. You can use the senses of a willing creature up to a distance of 1 mile, being able to see, hear, feel, taste, and smell as though you were them for 1 hour per kineticist level you possess. While using this ability, you are staggered for its duration, although you can end this effect anytime as a swift action. You are returned to your own body if the target dies while you are still inside of their mind, ending the effect instantly. If you possess the psychic persuasion wild talent, you can attempt to use passive telepuppet on anyone affected by that talent, and you can accept 1 point of burn to remove the will save from this ability against those under the effects of your psychic persuasion.

Telepuppet, Active

Element(s) mind; Level 6; Type utility (Sp); Burn 1
Prerequisite(s) passive telepuppet
Saving Throw Will negates; Spell Resistance yes

Treat this as passive telepuppet except it now functions as the possessionUI spell, although you are unable to take a standard for full round action while this ability is active instead of appearing dead and the range is treated as 1 mile per kineticist level you possess. This is a compulsion effect.

Thought Shield

Element(s) mind; Level 2; Type utility (Su); Burn
Prerequisite(s) numbness

While your numbness defensive wild talent is active, you gain a +1 morale bonus to will saves. This bonus increases by 1 for every 2 points of burn you possess. If you possess 6 or more burn, your mind appears blank to anyone attempting to scan it with abilities such as detect thoughts.

True Amnesia

Element(s) mind; Level 8; Type utility (Sp); Burn 2
Prerequisite(s) flash of amnesia
Saving Throw Will negates; Spell Resistance yes

You wipe a creature’s mind clean as per the madness affliction amnesiaGMG. This affliction is permanent until otherwise cured.

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