Sound Utility Talents

Absolute Silence

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

You are capable of muting all sound around you. You can treat yourself as though under the effects of a silence spell, granting a +5 on Stealth checks as well as being undetectable by sound-based senses. This effect does not prevent you from using sound blast or wild talents, although it does prevent you from benefiting from your elemental overflow or victorious aria elemental defense.

Auditory Hallucination

Element(s) sound; Type utility (Sp); Level 5; Burn 0
Saving Throw Will negates; Spell Resistance no

You alter the sounds others are capable of perceiving. You can select 1 creature within 60 feet, altering what they hear. You can choose to make them effectively deaf, hear words that aren’t being spoken, or other auditory stimuli, as well as negating sound based senses such as echolocation.

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 visual 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.

Basic Vibrokinesis

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

You can alter sounds around you. You are able to create sounds as per the spell ghost sound, as well as alter your voice however you wish, granting a +2 competence bonus on performance (sing) checks.

Building Reverberation

Element(s) sound; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) sonic reverberation

While holding a sonic blast charge from sonic reverberation you can stack another sonic blast as a separate standard action. You can stack up additional sonic blasts equal to 1/5 your kineticist level; this still counts as a single charge that deals the damage of all blasts you have stacked. In addition, you do not automatically discharge the sonic blast charge if you touch or are touched by something unless you choose to do so.

Charming Tone

Element(s) sound; Type utility (Sp); Level 1; Burn 0
Saving Throw Will negates; Spell Resistance no

The tone of your voice is enough to charm all those around you. This acts as charm person, although the duration is reduced to 1 minute per kineticist level you possess. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess.

Charming Tone, Greater

Element(s) sound; Type utility (Sp); Level 4; Burn 0
Prerequisite(s) charming tone
Saving Throw Will negates; Spell Resistance no

You can instead treat this as charm monster.

Clangorous Shroud

Element(s) sound and water; Level 4; Type utility (Su); Burn
Prerequisite(s) shroud of water, quivering defense

As long as your shroud of water is active and is providing a shield bonus to your AC, you benefit from quivering defense even if you have no shield.

Deafening Burst

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

You can create a 10 foot burst centered on yourself, deafening all creatures inside of the burst for 1 round per kineticist level you possess. You can accept 1 point of burn to increase the duration of this effect to 1 minute per kineticist level you possess.

Deafening Burst, Greater

Element(s) sound; Type utility (Sp); Level 4; Burn 0
Prerequisite(s) deafening burst
Saving Throw Fortitude negates; Spell Resistance yes

Increase the area of the burst to 20 feet and the duration of the deafness to 10 minutes per kineticist level. You can accept 1 point of burn to make this deafness permanent.

Distant Voice

Element(s) sound; Type utility (Sp); Level 1; Burn

Your words can travel great distances. This acts as message, although the distance is doubled.

Echolocation

Element(s) sound; Type utility (Sp); Level 5; Burn 0

You can take a move action to gain blindsense 30 ft. for 1 round per kineticist level you possess. You can accept 1 point of burn to increase the duration to 1 minute per kineticist level you possess.

Echolocation, Greater

Element(s) sound; Type utility (Sp); Level 7; Burn 0
Prerequisite echolocation

You instead gain blindsight instead of blindsense.

Elemental Eater

Element(s) aether, air, fire, poison, sound, void, or water; Type utility (Sp); Level 7; Burn 1

Whenever you would receive acid, cold, electricity, fire, force, negative, or sonic damage, as an immediate action you can instead choose to absorb the element, negating the damage from it and gaining a number of temporary hit points equal to half the damage you would have taken (if the effect allowed for a saving throw, you are treated as having failed it for the purpose of how much damage you absorb) that last until you recover burn or until depleted. You must select 1 element for this, and the element you are capable of absorbing depend on which elemental focus or expanded element class features you possess:

  • Aether: force
  • Air: electric
  • Fire: fire
  • Poison: acid
  • Sound: sonic
  • Void: negative
  • Water: cold

As a swift action, you can reduce the temporary hit points gained from this ability by 15 to reduce the burn cost of an infusion by 1. Temporary hit points gained from this ability stack with those gained from other wild talents, but cannot be used to lower the cost of an infusion.

Force Gloves

Element(s) aether and sound; Level 6; Type utility (Su); Burn
Prerequisite(s) force ward, quivering defense
Saving Throw Fort negates; Spell Resistance yes

You sheath your hands and forearms in vibrating layers of aether. As long as your force ward is active you receive a shield bonus to AC equal to +1 for each empty hand you have, up to a maximum of +3; at 16th level this increases to +2 per hand and a maximum of +6. Hands being used for kinetic blasts are not considered empty for this purpose, removing their part of the bonus until your next turn. In addition, so long as this talent is providing a shield bonus, you are treated as if you were using a shield with the jarring quality, using this wild talent’s DC instead.

Imbue Kinesis

Element(s) aether, air, fire, poison, sound, time, void, or water; Level 1; Type utility (Sp); Burn 0
Prerequisite(s) any energy blast

As a standard action, you can charge a single manufactured weapon with the power of an energy kinetic blast you possess with a touch. For 1 round, the affected weapon deals an additional 1d6 damage of the blast’s type; this damage does not stack with weapon properties that deal additional energy damage of the same type (such as electric blast on a shock weapon). If you select an energy blast that deals two types of damage, the weapon instead deals an additional 1d3 of each type, and if the blast deals three types of damage, the weapon instead deals an additional 1d2 of each type. Force, sonic, and untyped damage is reduced by one step in all cases (to 1d4, 1d2, or 1, respectively), and untyped damage is always nonlethal. You can accept 1 additional point of burn to have this effect last 1 round plus 1 for every 3 kineticist levels you possess (minimum 2 rounds, up to 7 rounds at 18th level). Blasts that deal more than three types of damage cannot be selected in this way.

Inspiration Amp

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

Your mastery of sound can bolster those around you. Select 1 ally to grant them a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls for 1 round. This bonus increases by 1 for every 6 kineticist levels you possess past 6th. You can accept 1 point of burn to increase the duration of this effect to 1 round per 2 kineticist level you possess.

Inspiration Amp, Greater

Element(s) sound; Type utility (Sp); Level 6; Burn 0
Prerequisite(s) inspiration amp

You can now affect a number of allies equal to your Constitution modifier.

Powerful Motivation

Element(s) sound; Level 4; Type utility (Sp); Burn 0

You can grant one ally except yourself an additional move action for 1 round. You can accept 1 burn to increase the duration of this additional move action to 1 round per 4 kineticist levels you possess.

Quivering Defense

Element(s) sound; Level 3; Type utility (Sp); Burn 1
Prerequisite(s) victorious aria
Saving Throw Fort negates; Spell Resistance yes

Until the next time you recover burn, as long as your victorious aria is active, any shield you use is treated as if it had the clangorous armor quality, using this wild talent’s DC instead.

Shatter

Element(s) sound; Type utility (Sp); Level 3; Burn 0
Saving Throw Fortitude negates; Spell Resistance no

You can cause an object to shatter, as per the shatter spell.

Simple Versatility

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

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

Slumbering Serenade

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

You are capable of lulling others off to sleep. You can use calming sounds to put a creature within 60 feet to sleep at the end of its next round for 1 round per 2 kineticist levels you possess. A creature may be woken up as per the methods listed in the sleep spell. The target may use a standard action to delay this effect for 1 round at the beginning of their round.

Sonic Reverberation

Element(s) sound; Level 1; Type utility (Sp); Burn 0
Prerequisite(s) sonic blast

As a standard action you can bounce a sonic blast off of a wall within 15 ft. and hit yourself with it. Doing so deals no damage to you, instead causing you to store the power of your sonic blast inside your body. This charge follows the same rules for holding a charge from a touch range spell, except you do not get a free melee touch attack to deliver it (though it can be delivered with a melee touch attack later), and it is automatically delivered along with the next sound blast or composite blast which includes sound that you use, adding its damage to the first target hit by the blast (or closest to you if multiple targets are hit simultaneously). You must discharge it within 1 round per 3 kineticist levels (minimum 1 round) or it is dispelled harmlessly, and using any non-sound kinetic blast or accepting any burn also dispels the charge harmlessly; you can accept 1 additional point of burn to increase this duration to 10 minutes per 3 kineticist levels (minimum 10 minutes). If you take sonic damage (even if it would normally discharge your sonic blast charge into the attacker), you must succeed a concentration check (DC = 10 + ½ kineticist level + damage dealt) or the charge is harmlessly dispelled.

Sound Chamber

Element(s) sound; Type utility (Sp); Level 9; Burn 0
Saving Throw Will negates; Spell Resistance no

You are capable of controlling all sound within a limited radius. You can manipulate all sound within 120 feet of yourself as per the auditory hallucination wild talent. Every creature inside of the area must make a will save at the beginning of their round against this effect, with a successful save allowing them to ignore it for 1 round. As a standard action, you may alter the sounds all creatures within this area perceives, and as a swift action you may alter the sounds 1 creature within the area perceives specifically.

Each round on your turn you must take a move action to continue this effect, or all creatures within this area regain 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.

Sound’s Intensity

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

When using sound blast or composite blast that include sound, increase the DC of all saving throws by 1.

Terrifying Roar

Element(s) sound; Level 3; Type utility (Sp); Burn 0
Saving Throw Will partial; Spell Resistance no

You let out a loud roar that frightens all foes within 20 ft. of yourself for 1 round per 2 kineticist levels you possess. Those who save against this effect are instead shaken for 1 round. This effect cannot stack with itself.

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