Time Utility Talents

Basic Chronokinesis

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

You are capable of mending an object by reversing the flow of time on it as per mending, as well as granting a +1 circumstance bonus on any one roll that last for 1 minute or until expended.

Chronological Defiance

Element(s) time; Type utility (Sp); Level 6; Burn 0

Your knowledge of time grants you the ability to forestall your own demise. Whenever you would suffer the effects of a harmful condition (such as panicked, paralyzed, stunned, and so on), as an immediate action you can delay the onset of this condition for 1 round per 5 kineticist levels you possess. You can accept 1 point of burn to instead delay the onset of a condition of an ally within 60 feet as long as you are aware of it. You can only use this effect to delay one condition at a time, and cannot delay the same condition twice.

Corporeal Tear

Element(s) aether, time, or void and viscera; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) basic corpokinesis and dimensional rip or the dimensional tear class feature
Saving Throw Fortitude negates or half (see text); Spell Resistance no

You are able to create a dimensional tear inside of a corporeal creature (except for constructs), using it as though it was a dimensional tear of the creature’s size. The creature is allowed a Fortitude save to negate being treated as a tear, and if you choose to have a kinetic blast exit through a corporeal tear, the creature is made into the target and is the only creature affected by it, regardless of any infusion applied to the blast. If a creature chooses to exit through a corporeal tear, they can decide to deal damage equal to twice the kineticist’s level to the creature (Fortitude for half), although a creature forced to exit through a tear always deals damage.

Decelerate

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

You slow the passage of time around your foes, hindering their ability to respond. This works as slow except it last 1 round. You can accept 1 burn to increase the duration to 1 round per kineticist level you possess.

Deceptive Rip

Element(s) aether, time, or void; Level 3; Type utility (Su); Burn
Prerequisite(s) dimensional rip or dimensional tear class feature
Saving Throw Reflex negates; Spell Resistance no

You are capable of laying a tear across a solid surface, disguising it as normal terrain. If a creature steps into your deceptive rip, they are transported to another tear of your choice. Creatures exiting from a deceptive rip may choose which space adjacent to the selected exit tear to occupy. The Perception check to locate this tear is equal to your kineticist level plus 10.

Devolve

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

You reverse the flow of time for a creature in the service of another. Select an animal companion, familiar, or eidolon within 30 ft. It must succeed a Will save or be reverted to an earlier stage of its evolution. It receives a -4 penalty to Intelligence and Charisma and a +2 size bonus to Constitution for 1 minute per kineticist level, and for the duration it does not recognize or understand its master and is out of their control, acting only in its own best interests. You can accept 1 additional point of burn to increase this duration to 1 day per kineticist level.

Dimensional Rip

Element(s) aether, time, or void; Level 3; Type utility (Sp); Burn 1

You gain the dimensional tear class feature of the dimensional ripper archetype.

Dimensional Rip, Improved

Element(s) aether, time, or void; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) dimensional rip

You gain the improved tearing class feature of the dimensional ripper archetype, treating your kineticist level as 2 lower for the number of tears you can create.

Dimensional Rip, Greater

Element(s) aether, time, or void; Level 6; Type utility (Sp); Burn 0
Prerequisite(s) improved dimensional rip

You gain the rapid tearing class feature of the dimensional ripper archetype, treating your kineticist level as 1 lower for the number of tears you can create.

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.

Distorted Timeline

Element(s) time; Type utility (Sp); Level 1; Burn 0
Saving Throw none; Spell Resistance yes

Your control of time is enough to distort other’s actions. You can select 1 foe within 60 feet of yourself, bestowing a -1 penalty on all ability checks, attack rolls, skill checks, and saving throws they make for 1 round per 2 kineticist levels you possess.

Elemental Acceleration

Element(s) air, fire, time, or water; Level 1; Type utility (Su); Burn

You channel your element to dash along freely. Choose one movement speed granted by your element, or your base land speed. Increase this speed by 10 ft. At 5th level and every 5 levels thereafter, this speed increases by another 10 ft.

Enlarged Rip

Element(s) aether, time, or void; Level 4; Type utility (Su); Burn
Prerequisite(s) dimensional rip or dimensional tear class feature

You can stretch dimensions even further to create an enlarged tear. Large tears are 10 ft. tall and wide, and can be traveled through by huge or smaller creatures, being able to exit out of normal sized tears.

Failsafe

Element(s) time; Level 6; Type utility (Sp); Burn 0

This functions as the contingency spell, except you use it with another utility wild talent of a level no higher than ⅓ your kineticist level. By accepting 1 additional point of burn, this becomes a standard action, regardless of the companion wild talent’s normal casting time.

Flash Step

Element(s) aether, air, or time; Level 4; Type utility (Sp); Burn 0

Through pushing yourself forward with air, aether or even stealing time from the future, as a swift action you can grant yourself an additional move action this round. If you do, you cannot take another swift or immediate action for 4 rounds. You can accept 1 burn to ignore the loss of swift action.

Focused Celerity

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

Your powers over time are more potent when you focus them on yourself. You can activate this effect as a move action, being treated as though under the effects of a haste spell. You also gain the benefits of the Kinetic Acceleration feat for the duration of this effect.

Future Glimpse

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

You are capable of seeing fractions of possible futures. As an immediate action, you may reroll one roll that was just made. You must accept the results of the second roll, regardless of its value.

Grand Intercession

Element(s) time; Type utility (Sp); Level 9; Burn 0
Saving Throw none; Spell Resistance no

Your command over time has reached its zenith. You may use time stop as per the spell, although its duration is reduced to 1 round. You can accept 1 burn to increase its duration to 1 round per 5 kineticist levels you possess.

Grim Future

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

Your control over the timelines of others is strong enough to bring ruin to them. You can select 1 foe within 60 feet of yourself, forcing them to reroll every ability check, attack roll, saving throw, or skill check they make for 1 round, taking the worse result. You can accept 1 point of burn to increase the duration of this effect to 1 round per 5 kineticist levels you possess.

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.

Invasive Rip

Element(s) aether, time, or void; Level 2; Type utility (Sp); Burn 0
Requirement(s) dimensional rip or dimensional rip class feature
Saving Throw Reflex negates; Spell Resistance no

Whenever you create a dimensional tear, you can attempt to create it in a square occupied by a creature, forcing them through it and out of a tear of your choice. If the target succeeds at this saving throw, the tear is instead created in an adjacent square to the target of your choice. If you have the mobile tear class feature, you can attempt to move a tear into a creature’s square, although a successful saving throw stops the tear’s movement.

Kinetic Purification

Element(s) time, viscera or water; Type utility (Su); Level 8; Burn
Prerequisite(s) kinetic regeneration

You can accept 1 additional point of burn while using your kinetic healer talent to increase the healing by 1 step (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12) as well considering your kinetic healer talent as the heal spell for what it can recover.

Kinetic Regeneration

Elements(s) time, viscera or water; Type utility (Su); Level 6; Burn
Prerequisite(s) kinetic healer or regressive healer

When you use the kinetic healer or regressive healer utility wild talent, it is considered the regeneration spell for what it can heal.

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.

Mutable Future

Element(s) time; Type utility (Su); Level 5; Burn
Your destiny is more favorable than most. Whenever you make a reroll, you may roll twice, accepting whichever result you wish.

Past Recollection

Element(s) time; Type utility (Sp); Level 7; Burn 1

You are able to peer into the past to glean new information. Treat this as a legend lore spell, although you cannot use this wild talent if you have only rumors. You can accept 1 additional burn while using this wild talent to decrease the die used to determine the duration of the casting time (1d3+10 mins or 1d6 days.)

Rapid Burn

Element(s) fire or poison and time; Level 3; Type utility (Sp); Burn 1
Prerequisite(s) improved burning infusion and time’s echo

When you would set a creature on fire or cover it in acid with burning infusion, improved burning infusion, or greater burning infusion, you can choose as an immediate action to instead have it continue to roll Fort saves (using the substance infusion’s DC) up to your Con modifier or until one succeeds, whichever comes first. The creature takes an additional 1d6 fire and/or acid damage (depending on the blast used) for each save it fails this way.

Regressive Healing

Element(s) time; Type utility (Sp); Level 2; Burn 1
Saving Throw none; Spell Resistance no

You know how to reverse the wear of time on creatures and objects alike. This works as kinetic healer except you can also use it on constructs and non-magical objects, although they may not accept burn from this wild talent.

Temporal Interruption

Element(s) time; Type utility (Sp); Level 6; Burn 1
Saving Throw none; Spell Resistance no

For fractions of a second, you are able to freeze time around. As an immediate action, you may take a standard action that does not affect another creature. All creatures are immune to being affected by your actions during this standard action, and you cannot interact with them or any items currently held or on the person of any creature during this standard action.

Temporal Preparation

Element(s) time; Type utility (Sp); Level 2; Burn 0
Prerequisite distorted stream

Your views into different timelines allow you to act before you recognize danger. While your distorted stream is active, you gain a bonus to initiative checks equal to your Constitution modifier. You can accept 1 point of burn to be allowed to act during any surprise round, regardless of if you were aware of it until the next time you recover burn.

Time’s Cruel Echo

Element(s) time; Level 5; Type utility (Su); Burn
Prerequisite(s) time’s echo

Whenever a creature fails a save against your time’s echo, they take 2 damage for each kineticist level you possess.

Time’s Echo

Element(s) time; Type utility (Su); Level 2; Burn

When using time blast or composite blast that include time, whenever a creature fails a save against your blast, they must make an additional save at the beginning of their next round or have the duration of any substance infusion they are suffering from increase by 1 round.

Time’s Powerful Echo

Element(s) time; Level 4; Type utility (Su); Burn
Prerequisite(s) time’s echo

Whenever a creature makes a save against your time’s echo, increase the DC of that save by 2.

Time’s Unending Echo

Element(s) time; Level 7; Type utility (Sp); Burn 1
Prerequisite(s) time’s echo

You empower a blast affected by your time’s echo, causing it to repeatedly loop. When a creature fails a save against your time’s echo, you can activate this ability as a free action to deal damage to them equal to your kinetic blast’s minimum damage. The target must then continue to make saving throws against this damage until they succeed at one or die.

Time Thief

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

You are capable of stealing the potential from a foe within 60 feet of you, removing their ability to use a swift action for 1 round per kineticist level you possess. You can accept 1 point of burn to gain an additional swift action for as long as this effect last.

Time Thief, Greater

Element(s) time; Type utility (Sp); Level 7; Burn 0
Prerequisite(s) time thief; Spell Resistance yes
Saving Throw Will negates

You now remove the foe’s ability to use a move action, although the duration is reduced to 1 level per 3 kineticist levels you possess. You can accept 1 point of burn to gain an additional move action for as long as this effect last.

Time Skip

Element(s) time; Type utility (Sp); Level 5; Burn 0
You are aware of how to travel along the timestream in short burst, appearing to others as teleporting as per the light speed travel wild talent.

Vacuum Rip

Element(s) aether, time, or void; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) dimensional rip or dimensional tear class feature
Saving Throw Reflex negates; Spell Resistance no

As a move action, you can cause all creatures within 5 ft. of any of your dimensional tears to be draw into them, exiting through any other tear of your choice. You can accept 1 burn to increase the range of this effect by 10 ft.

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.