Void Utility Talents

Atrophy Field

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

Death follows you wherever you go. You can radiate a necrotic field for 1 minute per kineticist level you possess, reducing the caster level of all conjuration (healing) spells and spell-like abilities used within 60 feet of you by 1. For every 2 levels you have past 2nd level, you may reduce the caster level by an additional 1. If a spell’s effective caster level is reduced to 0, the spell fails. You can dismiss this ability as an immediate action.

You can modify this wild talent with 1 wild talent that requires atrophy field as a prerequisite (such as plains of weeping wounds or zone of decay). You can accept 1 burn to modify it with a second utility wild talent at the same time as the first until you recover burn.

Aura of Ash

Element(s) void; Type utility (Sp); Level 6; Burn 0
Prerequisite(s) atrophy field
Saving Throw no; Spell Resistance no

While your atrophy field is active, any foe that dies within 60 feet of you decays instantly, leaving only a skeleton. You can accept 1 burn as an immediate action to raise a dead foe as a zombie under your control instead of decaying them or reduce them to ash instantly as though targeted by a disintegrate spell. You can control up to 2 hit dice of undead for each kineticist level you possess.

Chilling Void

Element(s) void and water; Level 3; Type utility (Su); Burn
Prerequisite(s) cold blast and darkness infusion, shroud of shadows, or grasp of the void
Saving Throw Fortitude half; Spell Resistance yes

All creatures that end their rounds within an area of darkness you have created take 2 cold damage for each kineticist level you possess.

Choking Vacuum

Element(s) air and void; Level 6; Type utility (Sp); Burn 1
Prerequisite(s) basic aerokinesis, no breath, and suffocate
Saving Throw Fortitude partial; Spell Resistance yes

This functions as suffocate, except it affects all creatures within 30 feet of you instead, and you automatically expel the air from the lungs of all creatures affected.

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.

Crushing Atmosphere

Element(s) air or void; Level 5; Type utility (Sp); Burn 0
Prerequisite(s) oppressive atmosphere
Saving Throw Fortitude partial; Spell Resistance no

All foes affected by your oppressive atmosphere take 1 bludgeoning damage per 2 kineticist levels you possess whenever they end their round in your aura. Creatures that take damage from this wild talent must make a Fortitude save or be fatigued for 1 round.

Death Energy

Element(s) void; Level 4; Type utility (Su); Burn

You can treat the corpse of a creature you have killed with a void wild talent within 120 ft. as the point of origin of another void wild talent. Once it has been used as the point of origin for a void wild talent or 10 minutes per kineticist level you possess have passed since its death, the corpse can no longer be used this way.

Death Globe

Element(s) viscera or void; Level 4; Type utility (sp); Burn 0
Prerequisite(s) mobile blast

You create an attacking mass of dead matter, as anubis’s flail, except using your Constitution modifier in place of a mental ability score modifier. By accepting 1 additional point of burn, you can expand this ability’s range to Medium and the mass can be used as the point of origin of any viscera or void kinetic blast you use except kinetic fist.

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.

Desolate

Element(s) earth, void, or wood; Level 3; Type utility (Sp); Burn 1

You know how to destroy fertile soil, either by removing the nutrients from it, salting it, or damning it with negative energy. You can target up to 100 square ft. of land to render infertile permanently.

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.

Divine Interference

Element(s) void; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) atrophy field
Saving Throw no; Spell Resistance no

While your atrophy field is active, all divine casters and non-native outsiders within 60 feet of you must make a concentration check (15 + twice the spell’s level) to cast divine spells or use spell-like abilities or else lose their spell.

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.

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.

Fast Fall

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

As an immediate action, you can increase the fall damage a falling foe would take by 1d6 per 3 kineticist levels you possess, to a maximum of 26d6 total fall damage. You can accept 1 point of burn to also force them to make a fortitude save or become stunned for 1 round.

Featherweight

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

You can reduce the effects of gravity upon yourself for 1 minuteper kineticist level you possess, treating yourself as though you were 1/10th your weight and under the effects of ½ gravity. You also treat any distance you fall as half as far for the purpose of determining falling damage.

Featherweight, Improved

Element(s) void; Level 5; Type utility (Sp); Burn 0
Prerequisite(s) featherweight

Treat this as featherweight, except you can also affect a number of allies within 60 ft. equal to your Constitution modifier.

Grasp of the Void

Element(s) void; Type utility (Sp); Level 5; Burn 0
Saving Throw none; Spell Resistance no

You know the secrets to summon forth a fragment of the void as per the spell black tentacles. You can accept 1 point of burn to treat the area of this effect as though under the effects of a darkness spell. You may only have 1 grasp of the void active at a time; using it again while another grasp of the void is still active will cause the previous one to disappear.

Gravitic Adaptation

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

You are able to adapt to any gravity, being able to treat it as normal gravity.

Gravitic Density

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

Your own size is effectively increased due to the compression of gravity upon you, treating you as a creature of one size larger than yourself for the purpose of your CMB, CMD, and how wind affects you. At 10th level, you can treat yourself as a creature of two sizes larger than yourself, up to a maximum of Colossal.

Gravitic Freedom

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

You can control how gravity affects you, treating yourself as though under the effects of a subjective gravity plane.

Gravitic Freedom, Improved

Element(s) void; Level 6; Type utility (Sp); Burn 0
Prerequisite(s) gravitic freedom

This works as gravitic freedom, except you can affect a number of allies within 60 ft. equal to your Constitution modifier, and it only lasts for 1 minute per kineticist level you possess.

Gravity Sculptor

Element(s) void; Level 5; Type utility (Sp); Burn 0
Saving Throw none; Spell Resistance no

You can create up to five 5 ft. cubes of space, treating them as though they were affected by the no gravity, heavy gravityNLS, light gravityNLS, or objective directional gravityNLS planar trait, lasting for 1 minute per kineticist level you possess. These cubes can be arranged any way you wish, but each cube must be adjacent to another and must share the same gravitational trait. At 12th level and every 2 levels thereafter, you can create an additional 5 ft. cube.

Heavy Hand

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

When selecting this wild talent, choose between gravity bowAPG and lead bladesAPG. You are treated as under the effects of the chosen spell for 1 minute. You can accept 1 point of burn to use this as a swift action. This wild talent can be selected twice, but you cannot be under both effects from this talent simultaneously.

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 Lich

Element(s) void; Level 9; Type utility (Sp); Burn see text
Prerequisite(s) living humanoid of an evil alignment

You can perform a ritual that transfers your soul into a separate vessel. To begin this you must first imbue an appropriate container (costing 9,000 gp per kineticist level) with your kinetic power, accepting 5 burn and sacrificing a newborn humanoid in the process. After this, you must concentrate on the vessel without resting, accepting 1 additional burn every 12 hours spent to do so. If you remain conscious for 3 days while doing this, kinetic energy surges from you into the vessel, turning it into a phylactery and killing you in the process. Make a DC 30 Will save at this time; succeeding revives you in the form of a kinetic lich. A kinetic lich gains undead traits and loses their Constitution score, instead adding that amount -10 to their Charisma; in addition they substitute Charisma for any kineticist class features requiring Constitution, and when they are reduced to 0 hit points, they are instantly teleported to a space adjacent to their phylactery and revived with 1 hit point. Failing the Will save causes your body to rot into ash, and your consciousness to be trapped inside the vessel. You cannot be revived in this form through any means unless the phylactery is destroyed by transporting it to the positive energy plane, whereupon the negative energy used in its creation is neutralized. You cannot replace this wild talent 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.

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.

Oppressive Atmosphere

Element(s) air or void; Level 3; Type utility (Sp); Burn 0
Saving Throw none; Spell Resistance no

You radiate a field of incredible pressure around yourself for 1 minute per kineticist level you possess. Opponents within 20 ft. of you have all of their movement speeds reduced by 10 ft. for every 3 kineticist levels you possess and suffer -2 to all Reflex saves made while inside your aura. You can accept 1 point of burn to activate this wild talent as a swift action.

Plains of Weeping Wounds

Element(s) void; Type utility (Sp); Level 2; Burn 0
Prerequisite(s) atrophy field
Saving Throw no; Spell Resistance no

While your atrophy field is active, all creatures suffering bleed damage take 1 additional bleed damage for every 3 kineticist levels you possess and require magical healing to end the bleed. This effect only applies to hit point damage caused by bleed.

Shadow Blaster

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

You can draw from the shadows to empower your blast. Whenever the target of your negative blast, gravity blast, or their composites is in an area of dim or darker light conditions, you gain a +1 on attack and damage rolls.

You can choose to gain this wild talent instead of basic chaokinesis.

Shadowbend

Element(s) light and void; Level 3; Type utility (Sp); Burn 1
Prerequisite(s) basic chaokinesis, basic photokinesis

You can control the shadows cast around you. In normal light conditions, you can reproduce the effect of any illusion spell with the shadow descriptor up to 3rd level, treating your kineticist level as your caster level and using your Constitution modifier instead of any mental ability score modifiers. In bright light, treat your caster level as your kineticist level +4 instead. In dim light conditions you can only reproduce spells up to 1st level, and you cannot use this ability in darker than dim light.

Shadowbend, Improved

Element(s) light and void; Level 6; Type utility (Sp); Burn 2
Prerequisite(s) shadowbend

Treat this as shadowbend, except you can reproduce spells up to 6th level in normal light conditions or brighter, 3rd in dim light conditions, and 1st in darker than dim light conditions.

Shadowbend, Greater

Element(s) light and void; Level 9; Type utility (Sp); Burn 3
Prerequisite(s) improved shadowbend

Treat this as shadowbend, except you can reproduce spells up to 9th level in normal light conditions or brighter, 5th in dim light conditions, and 3rd in darker than dim light conditions.

Sharding Cover

Element(s) aether, earth, light, viscera, water, and wood; Level 2; Type utility (Sp); Burn 0
Prerequisite(s) kinetic cover

Whenever you use the kinetic cover wild talent, you can choose to make it into sharding cover. Whenever your sharding cover is broken, all spaces within 5 ft. of it are treated as difficult terrain for 1 minute. If you possess the improved kinetic cover wild talent, any creature that enters an area of difficult terrain made by this effect takes 1 damage for every 2 kineticist levels you possess.

Shroud of Shadows

Element(s) void; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) emptiness

Your darkness is far more powerful than others. While your emptiness wild talent is active, you are treated as though your square is under the effects of a darkness spell. You can accept 1 point of burn to increase the radius of this effect by 5 feet.

Shroud of Shadows, Improved

Element(s) void; Level 5; Type utility (Sp); Burn 0
Prerequisite(s) shroud of shadows

Your darkness grows even stronger, increasing the radius of darkness to 15 ft. You can accept 1 point of burn to reduce the movement speed of all creatures inside of this darkness by 10 ft.

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).

Sustained Form

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

You do not need to eat or drink to survive.

Undead Evolution

Element(s) viscera and void; Level 3; Type utility (Sp); Burn 1
Prerequisite(s) unnatural evolution and reanimating infusion or aura of ash

You are capable of altering the undead you create. You can spend 10 minutes with an undead you have created with a wild talent to grant it the benefit of your unnatural evolution utility wild talent for a number of days equal to your class level. If you possess the improved unnatural evolution utility wild talent, you can instead accept an additional point of burn to grant the benefits of that utility wild talent in place of unnatural evolution.

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.

Vampiric Grasp

Element(s) void; Type utility (Sp); Level 4; Burn 1
Prerequisite(s) atrophy field
Saving Throw no; Spell Resistance no

While your atrophy field is active, whenever a conjuration (healing) spell or spell-like ability is used within 60 feet of you, you can make an opposed caster level check as an immediate action against the caster of the spell. If you succeed, you become the new target of the spell regardless of if you are within the spell’s normal range, ignoring atrophy field’s reduction to its caster level.

Visceral Whip

Element(s) aether and viscera; Level 3; Type utility (Sp); Burn 1
Requirement(s) aetheric tempering, petrified innards

You pull your intestines out through a spatial rip in your body cavity and sheath them in force, using them as a prehensile whip appropriate for your size with no enhancement bonus and with which you are proficient. If you are proficient with whips already, your visceral whip is also treated as having the grappling weapon quality. Your intestines cannot be stolen, sundered, or attacked as a separate creature. This effect lasts for 1 minute per kineticist level or until you end it early as a swift action. If you release your grip on your intestines, this effect ends instantly. As a swift action, you can apply a substance infusion to all attacks made with your visceral whip until the beginning of your next round, increasing the burn cost of an applied substance infusion by 1.

Visceral Whip, Improved

Element(s) aether and viscera; Level 5; Type utility (Su); Burn
Requirement(s) visceral whip

While visceral whip is active, you gain the benefits of the Whip Mastery, Improved Whip Mastery, and Greater Whip Mastery feats with your visceral whip, increase its base damage die by one step, and can treat it as an additional limb capable of fine manipulation (although it cannot be used to wield weapons, make unarmed strikes, or use kinetic blasts). Substance infusions applied to your visceral whip no longer have their burn cost increased by 1.

Visceral Whip, Greater

Element(s) aether and viscera; Level 7; Type utility (Su); Burn —
Requirement(s) improved visceral whip, force ward, reactive skin

As long as your force ward and reactive skin defense wild talents are active, you can use your visceral whip at will as a swift action for no burn cost, and with no maximum duration. You treat your base attack bonus as equal to your kineticist level when performing attacks and combat maneuvers with your visceral whip, increase its base damage by one additional step, and gain the benefits of the Serpent Lash and Greater Serpent Lash feats. Reduce the burn cost of substance infusioned applied to your visceral whip by 1.

Void Resonance

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

You are in tune with the darker energies of the universe, allowing you to be healed by negative energy if you are normally hurt by it.

Writhing Bodies

Element(s) viscera and void; Level 7; Type utility (Sp); Burn 1
Prerequisite(s) death globe
Saving Throw Fort negates

As a full round action you can target any space within 60 feet of you, and all creatures with 0 or fewer hit points within 30 feet of that space must succeed a DC 26 Fort save or be pulled together, creating a corpse orgy (as if affected by the corpse orgy’s absorb body ability) which functions as normal except it is of the non-Good, non-Lawful alignment closest to yours. Dead creatures automatically fail their Fort save; if fewer than two creatures fail the save, the wild talent fails. You command the corpse orgy completely, but must maintain concentration to keep it from falling apart. If you possess basic pyrokinesis or fire blast, you can treat this talent as fire, viscera, and void element, and instead create a fiery corpse orgy (found in Monsters of Porphyra).

Zone of Decay

Element(s) void; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) atrophy field
Saving Throw no; Spell Resistance no

While your atrophy field is active, all creatures within 60 feet of you cannot benefit from fast healing or regeneration. Casting a conjuration (healing) spells require a concentration check (15+ twice the spell’s level) or else the spell fails.

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