通用原力(Utility Wild Talents)只要操念使能够满足前置条件和元素类别,便可以在相应的等级从后述原力中选择一种。
适应大气(Aerial Adaptation)元素:气;
类别:通用(Sp);
等级:1;
超载:0
你变得免疫高原病(altitude sickness),而且你会获得一定数量的闪电抗力,具体数值等同于当前超载数值的两倍。
避难气流(Aerial Evasion)元素:气;
类别:通用(Su);
等级:3;
超载:1
前置:风卷之衣(enveloping winds)
你能够使用风力推动自己远离区域攻击。直至你所承受的超载得以移除为止,你会获得反射闪避(Evasion),就如同盗贼职业能力一般。
以太傀儡(Aether Puppet)元素:以太;
类别:通用(Sp);
等级:5;
超载:0
你使用以太来活化物体。你能够活化一个中型或更小的物体,就如同它是一个不具有构装生物点数(Construction Points)能力的活化物体(animated object;Bestiary 14页)一般,不过如果物体本身是由岩石或金属构成的话,它就可以获得岩石结构(Stone)或者合金体:普通(Metal:common)能力。每轮在你的回合中,你必须使用移动动作来引导物体,否则它就会恢复成无生命的状态。通过承受1点超载,你能够把少量的自我注入到以太傀儡中,使得效果能够持续每个操念使等级1轮,而且无需额外的动作来维持。12级起,你能够活化一个大型或更小的物体,它会获得所有中型活化物体的能力,外加额外攻击(Additional Attack)能力。14级起,你能够活化超大型或更小的物体,它会获得所有大型活化物体的能力。16级起,你能够活化巨型或更小的物体,它会获得所有超大型活化物体的能力,如果物体本身是由秘银(mithral)构成的话,还会获得合金体:秘银(Metal:mithral)能力。18级起,你能够活化一个超巨型或更小的物体,它会获得所有巨型活化物体的能力,如果物体本身是由精金(adamantine)构成的话,还会获得合金体:精金(Metal:adamantine)能力。
气流缓冲(Air Cushion)元素:气;
类别:通用(Sp);
等级:1;
超载:0
无论从多高的地方落下,你都能够免受伤害。你被视为受到持续性的羽落术(Feather Fall)效果影响,而且在判断你自己会如何受到风力影响时,总是视为你的体型比正常大1级。
空气罩(Air Shroud)元素:气;
类别:通用(Sp);
等级:1;
超载:0
你总是被空气所包围,就如同气泡术(Air Bubble;UC)一般。以标准动作,你能够承受1点超载来将该效果延伸至数个额外生物身上,生物数量等同于你的体质调整值,持续时间为每个操念使等级1分钟。
高等空气罩(Air Shroud,Greater)元素:气;
类别:通用(Sp);
等级:5;
超载:0
前置:空气罩(Air Shroud)
你的空气罩得到了强化,这使得你获得了维生气泡(Life Bubble;APG)的好处。当你承受超载并将该效果赋予其他人时,这些好处会持续至你所承受的超载得以移除为止。
空气跃动(Air's Leap)元素:气;
类别:通用(Su);
等级:1;
超载:0
当你跳跃时,总是被视为已经进行了助跑,所有用于跳跃的特技动作检定都会获得等同于你的操念使等级的加值,你的跳高或跳远距离总是检定结果所显示的两倍,当你跳跃时可以承受1点超载来使得跳跃距离再次加倍(总计为四倍距离)。
大气延伸(Air's Reach)元素:气;
类别:通用(Su);
等级:1;
超载:-
当你使用突风(air blasts)、气系原力、或者包含气元素的复合念袭时,念袭的有效范围(effective range)会加倍。该效果会在诸如增距(extended range)注能之类的效果调整范围之后再生效。这种范围加倍只会增加念袭的有效距离,不会对云形(cloud)和气旋(cyclone)这样产生区域效果的注能生效。
基础大空念力(Basic Aerokinesis)元素:气;
类别:通用(Sp);
等级:1;
超载:0
你能够引起一道轻风(light breeze),让它从由你选择的方向吹向一个生物或物体,无论对方走向何方,这股轻风都会追随上去。轻风使得受术者在某些豁免中获得+2加值,这包括对抗炎热环境(very hot conditions)、高温环境(severe heat)、喷吐武器(breath weapons)、以及云雾和气体(比如死云术、臭云术和吸入性毒素)。这个念力在没有空气的地方或者水下无法生效。在同一段时间内,你只能够引起一股这样的轻风。
你还能够使用大空念力来冲淡气味,使得灵敏嗅觉难以侦测到你或者其他人。你可以指定数量等同于你的体质调整值个生物或物体。在判断能否被灵敏嗅觉(scent)侦测到的距离时,这些生物和物体总是被视为处于下风处。该效果持续1小时或者直至你再次使用基础大空念力为止,以较早发生者为准。
基础地脉念力(Basic Geokinesis)元素:土;
类别:通用(Sp);
等级:1;
超载:0
你能够以移动动作将石头、松散的土壤、沙子、泥土和其他类似的物质挪动至多15尺远,这些物质的重量至多为每个操念使等级5磅重。你可以在一定距离内搜寻土质和石质区域,就如同使用搜寻术(Sift;APG)一般。
基础流水念力(Basic Hydrokinesis)元素:水;
类别:通用(Sp);
等级:1;
超载:0
你能够如同使用造水术(Create Water)一般创造清水,也可以如同使用净化食粮(Purify Food and Drink)一般把水净化,还可以如同使用魔法伎俩(Prestidigitation)一般把物体和生物打湿或弄干。虽然你不能使用该能力把水抬升到空中,当你可以通过专注来在水体中制造水流。由此产生的水流强大到足以驱动水磨(water mill),就好像力量属性和你的体质属性相同的生物手动旋转石磨一般。
基础赤炎念力(Basic Pyrokinesis)元素:火;
类别:通用(Sp);
等级:1;
超载:0
你能够使用体内产生的火焰来复制闪光术(Flare)、光亮术(Light)、或火花术(Spark;APG)的效果,不过由你创造的光亮术效果会如同普通的火焰一般产生热量;使用三种能力的任意一种均会终止之前使用该原力提供的光亮效果。
基础心灵念力(Basic Telekinesis)元素:以太;
类别:通用(Sp);
等级:1;
超载:0
该能力类似于法师之手(Mage Hand),不过能够移动重量至多为每2个操念使等级5磅的一件物体(最低5磅重),而且你也能够移动魔法物体。此外,你还能创造出由缠绕着的以太所构成的容器,并以此来承载同样重量的液体或成堆的小物品。你能够以移动动作将容器放下并盛起或倒出液体。若你拥有增距(extended range)原力,则可以将基础心灵念力的范围提升至远距(long range),同时还将移动速率提升至每轮60尺。你还可以使用基础心灵念力复制开关术(Open/Close)的效果。
疾速(Celerity)元素:气;
类别:通用(Sp);
等级:3;
超载:0
你可以把盟友体内的电流活性化并以此来增强他们的速度。它的功能就如同仅持续1轮的加速术(Haste)一般。你可以承受1点超载来使得持续时间延长至每个操念使等级1轮。
适应酷寒(Cold Adaptation)元素:火或水;
类别:通用(Sp);
等级:1;
超载:0
你会持续性地收到忍受环境(endure elements)的保护,不过仅限用于对抗低温(cold temperatures)。你会获得一定数量的寒冷抗力,具体数值等同于当前超载数值的两倍。
寒流(Cold Snap)元素:水;
类别:通用(Sp);
等级:3;
超载:1
前置:适应酷寒(cold adaptation),水之护罩(shroud of water)
你可以让水之护罩变得寒冷刺骨,并让这些寒气环绕着你,在身边创造出让人寒冷麻木的灵光。直至你所承受的超载得以移除为止,你能够以迅捷动作随意启动或终止寒流灵光。在你周围30尺范围的区域内,温度均会下降每个操念使等级5华氏度,最低将温度调整值-10华氏度。若这会让区域内的的温度降低至40华氏度,那么所有距离你5尺范围内的生物的敏捷均会受到-4减值。你免疫这些效果,免疫寒冷(immune to cold)生物或者从忍受环境(endure elements)之类的效果中获益而变得能够抵御此类温度的生物也可以免疫该效果。
攀岩(Earth Climb)元素:土;
类别:通用(Su);
等级:2;
超载:0
凭借着自身和大地之间的联系,你将身体稍稍融入石质和土质的表面,当你在此类表面上攀爬时,会获得等同于你的基础陆上速度的攀爬速度。
潜地(Earth Glide)元素:土;
类别:通用(Su);
等级:5;
超载:0
你能够潜入地面,就如同土元素(earth elemental)的遁地(Earth Glide)能力一般,掘地速度等同于你的基础陆上速度。
土行(Earth Walk)元素:土;
类别:通用(Su);
等级:1;
超载:-
由于你自身和土元素进行了较低程度的融合,所以当你站在土制表面(earthen surface)上时,能够忽略由于岩石(rocks)、土(earth)或泥(mud)产生的困难地形(difficult terrain),而且当你身处此类表面上时,用于对抗让你发生移动或摔绊的CMD、以及用于保持平衡的特技动作检定可以获得元素满溢(Elemental Overflow)提供的加值。
束缚元素(Elemental Grip)元素:通用;
类别:通用(Sp);
等级:3;
超载:0
豁免:意志,通过则无效;
法术抗力:可
你能够利用自身的元素念力来定住一个和你的元素相关的生物,这就如同怪物定身术(Hold Monster)一般,不过需要你进行专注来维持,而且它只对亚种和你所具有的某个元素相同的生物生效(比如使用赤炎念力的操念使能够对具有火系亚种的生物使用该能力)。无论何时,你都能够承受1点超载来移除维持专注的需要。
持久之土(Enduring Earth)元素:土;
类别:通用(Su);
等级:4;
超载:-
当你使用岩击(earth blasts)、土系的原力(earth wild talents)或者包含土元素的复合念袭时,如果它的持续时间超过1轮,则会延长至两倍。
吞噬之风(Engulfing Winds)元素:气;
类别:通用(Sp);
等级:3;
超载:0
前置:风卷之衣(enveloping winds)
你把包裹在身上的气流化为强大的屏障。直至你的下个回合开始为止,你会失去风卷之衣带来的好处,但是由此可以创造出一堵风墙,就如同风墙术(Wind Wall)一般。你能够承受1点超载来使风墙的持续时间延长至每个操念使等级1轮。
防御扩充(Expanded Defense)元素:通用;
类别:通用(Su);
等级:4;
超载:-
从你在元素扩展(Expanded Element)中选择的元素里挑选一种。你会获得这个元素的护身原力(defense wild talent)。你可以多次选取这个原力,每次选取都要选择不同的元素类型。
塑火者(Fire Sculptor)元素:火;
类别:通用(Sp);
等级:1;
超载:0
你能够改变火的形状或者调整火势的蔓延。以标准动作,你能够从正在蔓延的火焰(ongoing fire)中移动每操念使等级5平方尺的火焰,并将它放置在与这些火焰相邻的任意方格中。举例说明:4级的操念使能够从20尺x20尺的大火中间移走4个相邻方格的火焰,并防止到火焰的边缘,以便创造出供人逃生的安全路径。在你改变形状之后,火焰仍会继续蔓延下去。
狂怒之炎(Fire's Fury)元素:火;
类别:通用(Su);
等级:1;
超载:-
当你使用火冲(fire blasts)或者包含火元素的复合念袭时,将你的元素满溢(Elemental Overflow)加值加到伤害上。若念袭在正常情况下便会将两倍于元素满溢的加值加到伤害上,那么这些效果也会叠加。
火之视域(Firesight)元素:火;
类别:通用(Su);
等级:3;
超载:-
你能够看透火焰(flames)和烟(smoke),就如同它们都是透明的一般。被点燃(on fire)的生物或者具有火系亚种(fire subtype)的生物在对抗你的时候,都无法从隐蔽(concealment)或全隐蔽(total concealment)中获益。
火焰喷进(Flame Jet)元素:火;
类别:通用(Sp);
等级:3;
超载:0
以标准动作,你在身后发喷射出爆发性的火焰,这会推动你向着直线方向移动至多60尺,这也包括向着空中移动;任何向上进行的移动都被算作消耗了双倍的移动距离。若你在半空中结束自己的回合的话,那么除非你再次使用火焰喷进,否则便会在下个自己的回合坠落。
高等火焰喷进(Flame Jet,Greater)元素:火;
类别:通用(Sp);
等级:5;
超载:0
前置:火焰喷进(Flame Jet)
你能够以移动动作使用火焰喷进,而且可以放射出轻微的火焰喷射,这使得你不需要使用动作便可以进行盘旋(hover)。
炽焰护盾(Flame Shield)元素:火;
类别:通用(Sp);
等级:5;
超载:1
前置:炎之血肉(searing flesh)
闪耀的火焰环绕着你,直至你所承受的超载得以移除为止。当你的炎之血肉生效时,任何使用近战攻击命中你的生物都会受到等同于你的操念使等级一半的火焰伤害,除非对方使用的是长触及武器。若该名生物还受到了来自炎之血肉的伤害,那么它的火焰抗力仅能在对抗两个效果的总伤害时生效一次。你还会获得温暖火焰护盾(warm fire shield)降低寒冷伤害的保护效果。如果你受到造成寒冷伤害的攻击,并且此次攻击的数值大于你的操念使等级的两倍(在应用炽焰护盾的保护之前),那么此次攻击会在炽焰护盾的保护生效之后熄灭护盾,使得炽焰护盾效果提前结束。
力场屏障(Force Barrier)元素:以太;
类别:通用(Sp);
等级:5;
超载:0
前置:力场结界(force ward)
你能够创造出一个固定的力场球体或半球,包围在你所在的方格外(若占据多格,则包围多格)。力场屏障在所有其他方面都如同力墙术(Wall of Force)一般。启动该能力是标准动作,屏障会持续至你的下个回合开始为止。每一轮,就在屏障恰好要消失之前,你能够通过承受1点超载来延长它的持续时间。若有攻击设法摧毁了力场屏障,那么你会立即承受1点超载。
浴火重生(From The Ashes)元素:火;
类别:通用(Sp);
等级:9;
超载:2
当你即将由于生命值伤害而陷入昏迷(fall unconscious)或死亡时,你能够以直觉动作突然化身为火焰,只留下一堆灰烬,大多数攻击和效果都不能影响这些灰烬,不过解离术(disintegrate)或类似的魔法能够摧毁它。在你的下个回合开始时,只要灰烬没有被完全摧毁,你就可以在大多数灰烬所在的方格重生,你会受到触发效果的伤害,不过你也会恢复每操念使等级5点的生命值。
适应高温(Heat Adaptation)元素:火或水;
类别:通用(Sp);
等级:1;
超载:0
你会持续性地收到忍受环境(endure elements)的保护,不过仅限用于对抗高温(hot temperatures)。你会获得一定数量的火焰抗力,具体数值等同于当前超载数值的两倍。
热浪(Heat Wave)元素:火;
类别:通用(Sp);
等级:3;
超载:1
前置:适应高温(heat adaptation),炎之血肉(searing flesh)
你创造出发光发热的灵光,这会扭曲你周围的空气。直至你所承受的超载得以移除为止,你能够以迅捷动作开启或终止热浪灵光。你周围30尺内的温度得到提升,提升的数量为每个操念使等级5华氏度,最高把温度提升至120华氏度。若你将温度至少提高到90华氏度;所有距离你5尺内的生物做出的攻击都会由于隐蔽(concealment)而承受20%的失手率。你自己免疫这些效果,免疫火焰(immune to fire)或者受到忍受环境(Endure Elements)的好处的生物也免疫该效果。
冰霜之径(Ice Path)元素:水;
类别:通用(Su);
等级:6;
超载:0
前置:冰行者(icewalker)
你把空气中的水汽凝结,让自己可以通过在冰上行走来行进到空中,就如同使用凌空而行(Air Walk)一般,这会在你的身后留下一条冰霜之径,但是它在融化之前仅能存在1轮。
塑冰者(ice Sculptor)元素:水;
类别:通用(Sp);
等级:4;
超载:0
你可以将冰(ice)和雪(snow)塑造成新的形状,就如同塑石术(Stone shape)一般,不过该能力仅限于影响冰和雪,以取代影响石头。
冰行者(Icewalker)元素:水;
类别:通用(Su);
等级:1;
超载:-
你能够在湿滑(wet)和结冰(icy)的表面上移动而不需要由于打滑而尝试特技动作检定,这也包括在溜滑(Slick)原力影响的区域中进行的移动。此外,你还会免疫晕船(seasickness)。
锯齿皮肤(Jagged Flesh)元素:土;
类别:通用(Sp);
等级:3;
超载:1
前置:顽石之肤(flesh of stone)
伴随着痛苦,你在肌肤之上塑造出粗糙的岩石。直至你所承受的超载得以移除为止,在你的启动了顽石之肤的时候,任何使用徒手攻击或天生武器命中你、或者擒抱你的生物均会受到1d6点穿刺伤害。攻击你的武器也会受到这个伤害,不过这个伤害通常无法克服武器的硬度。
念力掩体(Kinetic Cover)元素:以太、土或水;
类别:通用(Sp);
等级:1;
超载:0
你呼唤出元素物质保护自己和盟友免受攻击。以标准动作,你能够选择30尺内一个方格的一面,并将元素物质堵在那里,对于来自方向的攻击提供全掩蔽(total cover)。你选择的那面方向必须有地面支撑,而且念力掩体也无法支撑超过5磅的重量。水、冰和心灵念力是透明的,土、金属、泥和类似的物质是不透明的,并且会遮挡视觉线。攻击掩体的生物可以轻松摧毁它。无论掩体是由什么构成的,它的硬度均为0点,AC为5,生命值总和为每个操念使等级2点。你可以让多个念力掩体同时存在,数量等同于你的体质调整值 + 你的操念使等级的一半。
念力之躯(Kinetic Form)元素:通用;
类别:通用(Sp);
等级:5;
超载:1
你能让自己的身体漂浮在大量的元素物质中。直至你所承受的超载得以移除为止,你能够以标准动作将自身的体型变为大型或者恢复到原有的体型。这不会以任何方式改变你的属性。16级起,你能够额外承受1点超载来使得自身的体型变为超大型(Huge)作为替代。你不能使用念力之躯来缩小自身的体型。
念力医者(Kinetic Healer)元素:以太或水;
类别:通用(Sp);
等级:1;
超载:1;见后文
豁免:无;
法术抗力:可
通过一次接触,你能够治疗一名自愿的活物,恢复的数值等同于念袭的伤害量。你可以让接受者承受1点超载,来取代你自己承受的超载消耗。若你这么做的话,接受者会受到等同于自身生命骰数量的非致命伤害,就好像承受了超载一般;这个伤害无法被任何方式治愈,接受者只有经过整夜(full night)的休息才可以恢复超载带来的伤害。
逆向迁跃(Reverse Shift)元素:通用;
类别:通用(Sp);
等级:8;
超载:0
你将原本从灵界位面流向你的联系逆转,把你自己的身体置于灵界位面中,就如同幻化灵体(ethereal jaunt)一般。只要你专注于逆转联系,便可以维持在灵界位面中;当你在灵界位面中持续逗留的轮数等同于你的操念使等级时(以及之后每隔同样长的时间段时),你必须承受1点超载。一旦你返回了主物质位面(the Material Plane),就会在一定时间内无法再次使用逆向迁跃,这段时间的长度和你身处灵界位面的轮数相同。
随念而动(Ride The Blast)元素:通用;
类别:通用(Sp);
等级:6;
超载:0
你能够在使用念动(telekinetic blast)之外的念袭时,以使用念袭的一部分使用该原力。你把自己转化为元素或能量,并随着念袭把自己发送出去。你会出现在念袭路径的最末端,并与念袭的目标相邻。如果使用了连锁(Chain)这样的塑形注能,则与最后一个目标相邻。如果使用了爆破(Explosion)这样的塑形注能的话,则会出现在扩散或爆发区域的中心。该能力对涉及到近战攻击的塑形注能(比如念刃)或者喷涌(Spray)这样的锥形注能无效。
枯萎之炎(Searing Flame)元素:火;
类别:通用(Su);
等级:2;
超载:-
前置:灼烧注能(Burning Infusion)
随着时间的经过,你的灼烧注能能够将敌人的火焰抗力(fire resistance)烧毁。当你投掷来自灼烧注能的点燃伤害(burn damage)对抗敌人时,敌人的火焰抗力也会随之减少,减少量等同于未受调整的点燃伤害;在判断火焰抗力的减少量时,不能将火焰抗力应用至该检定上。火焰抗力的减少所持续的轮数等同于你的操念使等级的一半。这些减少量会叠加,最低降低至0点。
震颤之主(Seismic Master)元素:土;
类别:通用(Sp);
等级:9;
超载:0
你能够将精神集中于自身和大地的联系,创造出地区性的震颤,就如同法术地震术(Earthquake)一般。
念力御身(Self Telekinesis)元素:以太;
类别:通用(Sp);
等级:3;
超载:0
你可以使用念动能力搬运自己。这项原力在其他方面的功能就如同火焰喷进(flame jet)一般。
高等念力御身(Self Telekinesis,Greater)元素:以太;
类别:通用(Sp);
等级:5;
超载:0
前置:念力御身(Self Telekinesis)
在使用念力操控自身这方面,你获得了更强的掌控力。这项原力在其他方面的功能就如同高等火焰喷进(flame jet,greater)一般。
地动(Shift Earth)元素:土;
类别:通用(Sp);
等级:4;
超载:0
前置:念力掩体(kinetic cover)
豁免:见后文;
法术抗力:否
以标准动作,你能够推拉30尺内一块5立方尺的土或者未经加工的石头,让它向着任意方向移动5尺。你能够创造出升高的平台(raised platforms)、在悬崖上设置阶梯、挖洞或者其他有用的地貌。该能力无法使泥土漂浮在空中,不过当你身处具有大量泥土的地方时,可以抬起立方体并创造出矮柱子。若你移动的泥土在生物的脚下,那么它可以尝试一次DC20的反射豁免来跳向别处,并以此来避免随着土地一同移动。
高等地动(Shift Earth,greater)元素:土;
类别:通用(Sp);
等级:7;
超载:0
前置:念力掩体(kinetic cover),地动(Shift Earth)
你能够大规模地挪动土地,就如同使用法术地动术(Move Earth)一般。
微光幻影(Shimmering Mirage)元素:水;
类别:通用(Sp);
等级:5;
超载:1
前置:水之护罩(shroud of water)
你的护罩能够偏折光线,形成闪亮的幻影。当你启动的水之护罩后,对你进行的攻击会由于隐蔽(concealment)而承受20%的失手率,直至你所承受的超载得以移除为止。
熟练操念使(Skilled Kineticist)元素:通用;
类别:通用(Su);
等级:1;
超载:-
对于你的首要元素(primary element)向本职技能列表中添加的技能来说,这些技能检定均会获得一个加值,加值的数值等同于你的操念使等级的一半,而且你能够使用与首要元素相关的知识技能鉴别生物,不过仅限亚种类型和你的首要元素一致的元素(elementals)。
高等熟练操念使(Skilled Kineticist,Greater)元素:通用;
类别:通用(Su);
等级:2;
超载:-
前置:熟练操念使(Skilled Kineticist)
通过深入研究灵界位面和元素位面,你能够以不同寻常的方式利用首要元素辅助你的技能。将知识(位面)添加到你的本职技能列表中。选择一个不是首要元素提供的操念使本职技能,该技能也会获得熟练操念使提供的加值。
溜滑(Slick)元素:水;
类别:通用(Sp);
等级:1;
超载:0
豁免:反射,通过则无效;
法术抗力:否
以标准动作,你能够呼唤滑溜的水或冰,创造出油腻术(Grease)的任意效果,持续1轮。你能够在你的下个回合开始时承受1点超载,来使得效果持续时间延长至每操念使等级1分钟。
烟雾迸发(Smoke Storm)元素:火;
类别:通用(Sp);
等级:3;
超载:0
豁免:强韧,通过则无效;见后文;
法术抗力:否
你将120尺范围内的一处无遮盖的火源变为呛人的烟云,充满半径20尺的扩散区域,而且还会如同发烟棒(Smokestick)一般影响视线。在自己的回合开始时处于烟云内的生物会陷入恶心(sickened),只要没有离开烟云该效果便会持续下去,即便离开烟云,该效果也会持续1d4+1轮(强韧豁免,通过则无效)。
生命闪烁(Spark of Life)元素:通用;
类别:通用(Sp);
等级:5;
超载:0
你把虚假的生命力量注入元素物质,这会形成一个中型元素(Medium elemental),就如同使用召唤怪物 IV(Summon Monster IV)召唤的一般,元素的类型要从你所具有的元素中选择,该效果的施法者等级等同于你的操念使等级,不过这个元素会获得无心智(mindless)特性。每当轮到你的回合时,你必须使用移动动作指引元素,否则它便会坍塌成原本的元素构成物质。通过承受1点超载,你能够将少部分自身的意志注入到元素中,移除它的无心智特性,并且让它能够存在每操念使等级1轮,在此期间你也不需要你执行进一步的动作维持它。12级起,你能够形成一个大型元素(Large elemental),就如同使用了召唤怪物 V(Summon Monster V)一般;14级起,你能够选择形成超大型元素(Huge elemental),就如同使用了召唤怪物 VI(Summon Monster VI)一般;16级起,你能够选择形成一个巨型元素(greater elemental),就如同使用了召唤怪物 VII(Summon Monster VII)一般;在18级,你能够选择形成一个元素长老(elder elemental),就如同使用了召唤怪物 VIII(Summon Monster VIII)一般。
法术偏转(Spell Deflection)元素:以太;
类别:通用(Sp);
等级:7;
超载:0
你把以太编织起来环绕自身,以此来将目标型的法术偏转回施法者身上。直至你的下个回合开始为止,每当你成为法术目标,并且这个法术可以被法术反转(Spell Turning)影响时,投掷1d10-1并得出结果,就如同你的法术反转剩下这么多等级可供反转一般判断法术的效果。你可以承受1点超载来将效果的持续时间延长至每个操念使等级10分钟,但是在此情况下,它的效果提早结束之前只能反转总和为10个等级的法术(仍旧要逐次投掷1d10-1进行检定)。
雕石者(Stone Sculptor)元素:土;
类别:通用(Sp);
等级:5;
超载:0
你可以将大地塑造成任意形态,就如同使用塑石术(Stone Shape)法术一般。
窒息(Suffocate)元素:以太、气或水;
类别:通用(Sp);
等级:6;
超载:0
豁免:强韧,通过则部分生效;
法术抗力:可
你让距离自己120尺内的一个生物窒息,这可以是使用以太扼住它的喉咙、利用气流在它周围创造出无法呼吸的空气,或者使用水来灌满它嗓子。若目标需要呼吸,它必须在你维持专注期间屏住呼吸。在该生物的每个回合中,都需要尝试一次强韧豁免才能说话,但是只有在你的专注中断、你离开距离该生物120尺的范围、或者你打破效果线时,该生物才能够呼吸。在启动这个原力时,你能够为了清空目标肺部的空气而承受1点超载。若你这么做,而且目标在第一次强韧豁免中失败的话,它会陷入瘫痪(disabled)、生命值降至0点,而且在它再一次在强韧豁免中失败时,便会陷入昏迷(falls unconscious)、而且生命值降至-1点。
念动偏转(Telekinetic Deflection)元素:以太;
类别:通用(Sp);
等级:8;
超载:0
你能够偏转敌人的攻击,就如同法术偏转术(Deflection;APG)一般,不过持续时间只有1轮。你能够承受1点超载,来使得持续时间增加至每个你具有的操念使等级1轮。
精密念动(Telekinetic Finesse)元素:以太;
类别:通用(Sp);
等级:1;
超载:0
你能够在近距(close range)执行任意种类的精密操作,这包括尝试巧手和解除装置检定。
念动法球(Telekinetic Globe)元素:以太;
类别:通用(Sp);
等级:8;
超载:0
前置:力场屏障(force barrier),力场结界(force ward)
你能够创造出力场球体,就如同灵动法球(Telekinetic Sphere)法术一般,只要你以标准动作维持专注,它就会一直持续下去,而且你可以以移动动作移动球体。你能够承受1点超载来将持续时间增加至每等级1分钟,而且不再需要进行专注来维持法球。
念动牵引(Telekinetic Haul)元素:以太;
类别:通用(Sp);
等级:2;
超载:0
前置:基础心灵念力(basic telekinesis)
当你使用基础心灵念力时,你能够移动一件重量不超过每个操念使等级100磅的物体。当你使用念动(telekinetic blast)时,可以投掷重量至多为每个操念使等级100磅的物体,但是这并不会增加伤害。若你承受1点超载,物体的重量上限会提升至每个操念使等级1000磅,持续时间会增加至每个操念使等级1分钟。
念动遁形(Telekinetic Invisibility)元素:以太;
类别:通用(Sp);
等级:3;
超载:0
你编织着以太,偏折光线的同时抑制着声音;该效果的功能如同隐形术(invisibility)一般,不过以太扭曲的视觉效果比普通的隐形更易于察觉,因此你在潜行检定中获得的加值减半(移动时+10点,静止不动时+20点)。然而,对声音的压制使得你不会被基于声音的盲感(blindsense)和盲视(blindsight)自动察觉到,但是这个原力也不会在你使用潜行检定对抗具有此类能力的生物时提供加值。
念动战技(Telekinetic Maneuvers)元素:以太;
类别:通用(Sp);
等级:4;
超载:0
豁免:无;
法术抗力:可
你能够以类似心灵遥控法术的方式执行战技,但是你会使用体质调整值来判断战技加值(Combat Maneuver Bonus),而非使用你的智力或魅力调整值。若你具有精密念动(telekinetic finesse)原力,则可以将阴招(dirty trick)和盗取(steal)战技加到你能够执行的战技列表中;当你执行这些战技时,使用敏捷调整值来判断战技加值,而非使用体质调整值。
海啸(Tidal Wave)元素:水;
类别:通用(Sp);
等级:9;
超载:1
你呼唤出强大的海啸,如同津波(Tsunami;APG)法术一般。
触觉视界(Touchsight)元素:以太;
类别:通用(Su);
等级:3;
超载:0
你将心灵念力可以触碰的所有事物都附上一股以太。每当你使用念动(Telekinetic Blast)对生物造成伤害时,只要该名生物没有使用传送(teleportation)效果,你就可以如同使用盲视(blindsight)一般看到该名生物,无论你与他相距多远都可以,不过该效果仅能持续至你的下个回合结束为止。在对生物造成伤害后的一瞬间,你能够尝试承受1点超载,以此来强化附着在该名生物身上的以太,延长触觉视界对该名生物的持续时间至每操念使等级1轮。
应激触觉视界(Touchsight,Reactive)元素:以太;
类别:通用(Su);
等级:5;
超载:0
前置:触觉视界(Touchsight)
你让一缕缕的以太包裹自身,这使得使用激烈动作打你个措手不及的情况近乎不可能发生,当然这也需要动作的发生源位于一定的范围内。当攻击来自距离你30尺之内的范围时,你不会由于措手不及或者由于攻击者是隐形或不可见的而失去AC上的敏捷加值。你总是能够成功通过任何察觉检定来发现30尺内的敌人在突袭轮中的行动。
烈焰之径(Trail of Flames)元素:火;
类别:通用(Sp);
等级:5;
超载:0
豁免:无;
法术抗力:可
当你进行撤退(withdraw)或奔跑(run)动作时,能够在撤离经过的所有方格中留下火墙(wall of fire),持续1轮。
颤动感知(Tremorsense)元素:土;
类别:通用(Su);
等级:3;
超载:0
当你碰触到任何土质或石质表面时,能够以移动动作获得持续1轮、范围为30尺的颤动感知。你能够承受1点超载来将持续时间增加为每个你所具有的操念使等级1轮。当你从这个颤动感知中获益,且使用岩击(Earth Blast)和其他包含土元素的复合念袭对抗被颤动感知侦测到的生物时,这些攻击不会承受来自隐蔽(concealment)或全隐蔽(total concealment)带来的失手率。
高等颤动感知(Tremorsense,Greater)元素:土;
类别:通用(Su);
等级:5;
超载:0
前置:颤动感知(Tremorsense)
当你身处天然的地下环境时,可以花费10分钟将颤动感知向外延伸,以此来如同使用问道自然(Commune with Nature)一般得知3种信息,不过你的颤动感知无法告诉你某个生物是林地生物(woodland creature)或强大的非自然生物(powerful unnatural creature)的情况。
薄雾面纱(Veil of Mists)元素:水;
类别:通用(Su);
等级:2;
超载:0
你能够创造出朦胧的面纱复盖在面部,如同易容术(Disguise Self)一般改变自己的容貌,效果持续的分钟数等同于你的体质调整值。若你承受1点超载,那么直至下一次你的超载得到恢复之前,你所使用的每个薄雾面纱原力都可以持续到你主动解消为止。
风之声(Voice of The Wind)元素:气;
类别:通用(Sp);
等级:1;
超载:0
豁免:无;
法术抗力:可
当你低语时,你能够让风携带着你的声音传入120尺内任何你能够看到的人的耳中,就如同它们是你所施放的传讯术(Message)的目标之一一般。此外,你能够把你的声音送到某个特定地点,就如同风讯术(Whispering Wind)一般。
控水者(Water Manipulator)元素:水;
类别:通用(Sp);
等级:3;
超载:0
前置:念力掩体(kinetic cover)
豁免:无;见后文;
法术抗力:否
你能够操控大量的水。以标准动作,你能够升高或降低水位,就如同使用操纵水位(Control Water)一般,或者你也能够操纵一定量的水移动至法术范围内的不同地点,具体数量相当于操纵水位法术控制水量的千分之一。只要你保持静止并且每轮使用标准动作进行专注以维持效果,水便会维持在你所安置的位置。这个原力能够使得由水构成的生物受到缓慢术(slow)的效果,就好像操纵水位法术所能做到的那样(意志,通过则无效)。当你停止专注时水流会恢复正常,若你承受1点超载,便可以延长效果的持续时间并将水流维持在当前的状况下,延长的时间为你所具有的每个操念使等级10分钟。
水舞者(Waterdancer)元素:水;
类别:通用(Sp);
等级:3;
超载:0
你能够呼唤出一股水流,用来提高自身的速度,并且使得你能够熟练的游泳,就如同持续时间无限的水流术(Slipstream;APG)的效果一般。
高等水舞者(Waterdancer,Greater)元素:水;
类别:通用(Su);
等级:5;
超载:0
前置:水舞者(Waterdancer)
你可以如同水面行走(Water Walk)法术一般随意(at will)在水面行走,而且能够在水下呼吸。此外当你身处水下时,你的挥砍和钝击攻击不会承受通常的惩罚。
*注:如果没有任何效果辅助,水下进行的挥砍和钝击攻击AB-2,DAM减半。水流感应(Watersense)元素:水;
类别:通用(Sp);
等级:4;
超载:-
你获得30尺范围的颤动感知(tremorsense)来侦测与你接触着相同水体的任何事物。当你从这个颤动感知中获益,且使用水突(water blasts)和其他包含水元素的复合念袭对抗被颤动感知侦测到的生物时,这些攻击不会承受来自隐蔽(concealment)或全隐蔽(total concealment)带来的失手率。
天候之主(Weather Master)元素:气;
类别:通用(Sp);
等级:8;
超载:0
通过花费10分钟集中精力专注于空气并向着你的周围输送气流,你能够创造出强大的天气效果(weather effects),就如同操控天气(Control Weather)一般。你能够视当前的季节而创造出龙卷风(Tornado)或旋风级别的风力(Hurricane-force winds)。若你有权使用火元素,便可以创造出热天气(hot weather)、热浪(heat wave)、回暖(thaw)或早春(early spring)。若你有权使用水元素,便能够创造出操控天气中列出的所有其他类型的天气。
控风者(Wind Manipulator)元素:气;
类别:通用(Sp);
等级:6;
超载:0
前置:吞噬之风(engulfing winds)
你能够向着庞大的区域内呼唤出强而有力的风。以标准动作,你能够改变周围的风力,就如同使用操纵风相(Control Winds)一般,不同的是只要你持续花费标准动作来专注该效果的话,风力的改变便会持续下去。若你承受1点超载,则可以让你在无需维持专注的情况下延长效果的持续时间,延长的时间为你所具有的每个操念使等级10分钟。
风之视野(Windsight)元素:气;
类别:通用(Su);
等级:3;
超载:-
你能够看透迷雾(mist)或云雾(fog),这也包括云雾术(Fog Cloud)和类似的魔法。在刮着常风(moderate wind)或强风(stronger wind)的区域内,你可以在两类位置上看和听(see and hear),其中之一是你当前所在的位置,另一种是顺着风向延伸一定范围内的位置,这个距离为数值与风速的每小时英里数相同的英尺数*,这可能会让你看到转角或者其他障碍后的位置。
*注:常风的风速为11-20英里/小时,强风的风速为21-30英里/小时。高等风之视野(Windsight,Greater)元素:气;
类别:通用(Su);
等级:5;
超载:0
前置:风之视野(Windsight)
你可以将一道轻风顺着路径送出,最远达到480尺远的距离,再等它返回到你所在的位置。这使得你能够使用风之视野原力,从而捕捉瞥到一眼或者听见一小段信息,这些信息来自轻风所前往的方向可以达到的位置(轻风的路径无法通过小于直径1英寸的孔洞)。轻风每轮会行进100尺,因此路径的长度每延伸50尺,你所听和看到的信息便延迟1轮。若你花费至少10分钟来构筑一道稳定的气流,那么在此之后只要你维持着专注,就可以在至多每等级1分钟内获得持续性的视觉和听觉信息,不过气流每延伸100尺的路途,信息便会有1轮的延迟(这是因为稳定的气流只需要进行单向的移动便能带回信息)。由于该能力并不具有用于侦测用的隐形传感器(invisible sensor),因此在轻风路途上的生物可能会注意到气流,不过这种程度的风可能并不会显得很突兀。
大气之翼(Wings of Air)元素:气;
类别:通用(Sp);
等级:3;
超载:0
前置:气流缓冲(air cushion)或空气跃动(air’s leap)
气流屈从于你的意志,使你能够展翅高飞。你持续受到飞行术(fly)效果的影响。若该效果被解除(dispelled),你能够以标准动作再次将它呼唤出来。
原文
剧透 - :
Utility Wild Talents
A kineticist can select one of the following wild talents at each even level, provided she meets the prerequisites.
AERIAL ADAPTATION
Element air; Type utility (Sp); Level 1; Burn 0
You are immune to altitude sickness, and gain an amount of electricity resistance equal to twice your current amount of burn.
AERIAL EVASION
Element air; Type utility (Su); Level 3; Burn 1
Prerequisite enveloping winds
You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain evasion, as the rogue class feature.
AETHER PUPPET
Element aether; Type utility (Sp); Level 5; Burn 0
You use strands of aether to animate an object. You can animate a Medium or smaller object as an animated object (Pathfinder RPG Bestiary 14) with no Construction Point abilities (except for stone or metal [common], if the object is constructed of one of those materials). Each round on your turn, you must take a move action to guide the object, or it reverts to its inanimate state. By accepting 1 point of burn, you can pour a bit of your own sentience into the aether puppet, allowing the effect to persist for 1 round per kineticist level without requiring additional actions. At 12th level, you can animate a Large or smaller object, which gains all the abilities of the Medium animated object plus the additional attack ability. At 14th level, you can animate a Huge or smaller object, which gains all the abilities of the Large animated object. At 16th level, you can animate a Gargantuan or smaller object, which gains all the abilities of the Huge animated object, as well as the metal (mithral) ability if the object is made of mithral. At 18th level, you can animate a Colossal or smaller object, which gains all the abilities of the Gargantuan animated object, plus the metal (adamantine) ability if the object is made of adamantine.
AIR CUSHION
Element air; Type utility (Sp); Level 1; Burn 0
You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.
AIR SHROUD
Element air; Type utility (Sp); Level 1; Burn 0
You are always surrounded by air, as air bubbleUC. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.
AIR SHROUD, GREATER
Element air; Type utility (Sp); Level 5; Burn 0
Prerequisite air shroud
Your air shroud improves, granting you the benefits of life bubbleAPG. When you accept burn to grant the benefit to others, the benefit lasts until the next time your burn is removed.
AIR’S LEAP
Element air; Type utility (Su); Level 1; Burn 0
You are always considered to have a running start when jumping, you add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).
AIR’S REACH
Element air; Type utility (Su); Level 1; Burn —
When using air blasts, air wild talents, or composite blasts that include air, double the blast’s effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast’s effective range, not the area of effect for infusions like cloud and cyclone.
BASIC AEROKINESIS
Element air; Type utility (Sp); Level 1; Burn 0
You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time.
You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.
BASIC GEOKINESIS
Element earth; Type utility (Sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the siftAPG cantrip.
BASIC HYDROKINESIS
Element water; Type utility (Sp); Level 1; Burn 0
You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
BASIC PYROKINESIS
Element fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or sparkAPG cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
BASIC TELEKINESIS
Element aether; Type utility (Sp); Level 1; Burn 0
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.
CELERITY
Element air; Type utility (Sp); Level 3; Burn 0
You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.
COLD ADAPTATION
Element fire or water; Type utility (Sp); Level 1; Burn 0
You are constantly protected by endure elements against cold temperatures only. You gain cold resistance equal to twice your current amount of burn.
COLD SNAP
Element water; Type utility (Sp); Level 3; Burn 1
Prerequisites cold adaptation, shroud of water
You chill your shroud of water and send the cold around you, creating an aura of numbing cold around yourself. Until the next time your burn is removed, you can begin or end the cold aura at will as a swift action. The temperature in the area 30 feet around you lowers by 5° F per kineticist level you possess, to a minimum modified temperature of –10° F. If this brings the temperature in the area below 40° F, all creatures within 5 feet of you take a –4 penalty to Dexterity. You are immune to these effects, as are creatures that are immune to cold or that benefit from effects that protect against temperature, such as endure elements.
EARTH CLIMB
Element earth; Type utility (Su); Level 2; Burn 0
You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.
EARTH GLIDE
Element earth; Type utility (Su); Level 5; Burn 0
Prerequisite earth climb
You can glide through earth, as an earth elemental’s earth glide
ability, with a burrow speed equal to your base land speed.
EARTH WALK
Element earth; Type utility (Su); Level 1; Burn —
Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth, or mud, and while on such surfaces you add your elemental overflow bonus to your CMD against being moved or tripped and on Acrobatics checks to balance.
ELEMENTAL GRIP
Element universal; Type utility (Sp); Level 3; Burn 0
Saving Throw Will negates; Spell Resistance yes
You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate.
ENDURING EARTH
Element earth; Type utility (Su); Level 4; Burn —
When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it’s longer than 1 round.
ENGULFING WINDS
Element air; Type utility (Sp); Level 3; Burn 0
Prerequisite enveloping winds
You bend your winds into a formidable barrier. Until the start of your next turn, you lose the benefits of enveloping winds, but can create a wind wall as the spell. You can extend the wall’s duration to 1 round per kineticist level by accepting 1 point of burn.
EXPANDED DEFENSE
Element universal; Type utility (Su); Level 4; Burn —
Choose an element you selected with expanded element. You gain that element’s defense wild talent. You can take this wild talent multiple times, choosing a different element each time.
FIRE SCULPTOR
Element fire; Type utility (Sp); Level 1; Burn 0
You can sculpt shapes out of flame or alter a fire’s spread. As a standard action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire’s edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it.
FIRE’S FURY
Element fire; Type utility (Su); Level 1; Burn —
When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.
FIRESIGHT
Element fire; Type utility (Su); Level 3; Burn —
You can see through flames and smoke as if they were transparent. Creatures that are on fire or have the fire subtype never benefit from concealment or total concealment against you.
FLAME JET
Element fire; Type utility (Sp); Level 3; Burn 0
You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.
FLAME JET, GREATER
Element fire; Type utility (Sp); Level 5; Burn 0
Prerequisite flame jet
You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action.
FLAME SHIELD
Element fire; Type utility (Sp); Level 5; Burn 1
Prerequisite searing flesh
Flickering flames surround you until the next time your burn is removed. While your searing flesh infusion is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to 1/2 your kineticist level unless it is using a reach weapon. If the creature also takes damage from your searing flesh, it applies fire resistance only once against the total damage from both effects. You also gain the protection from cold of a warm fire shield. An attack that would deal an amount of cold damage equal to at least double your kineticist level (before you applied the protection) freezes away your flame shield after you apply its protection, ending the flame shield early.
FORCE BARRIER
Element aether; Type utility (Sp); Level 5; Burn 0
Prerequisite force ward
You create an immobile sphere or hemisphere of force around your square or squares. The force barrier functions as a wall of force in all other ways. Activating this ability is a standard action, and the barrier lasts until the beginning of your next turn. Each round, just before the barrier would disappear, you can extend its duration by accepting 1 point of burn. If an attack manages to destroy the force barrier, you immediately take 1 point of burn.
FROM THE ASHES
Element fire; Type utility (Sp); Level 9; Burn 2
When you are about to fall unconscious or die from hit point damage, as an immediate action you can burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise in the square where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per kineticist level you possess.
HEAT ADAPTATION
Element fire or water; Type utility (Sp); Level 1; Burn 0
You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn.
HEAT WAVE
Element fire; Type utility (Sp); Level 3; Burn 1
Prerequisites heat adaptation, searing flesh
You create an aura of shimmering heat that distorts the area around you. Until the next time your burn is removed, you can begin or end the heat aura as a swift action. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, all attacks made by creatures within 5 feet of you suffer a 20% miss chance due to concealment. You are immune to these effects, as are those immune to fire or benefiting from endure elements.
ICE PATH
Element water; Type utility (Su); Level 6; Burn 0
Prerequisite icewalker
You freeze water vapor in the air, allowing you to travel above the ground as air walk by walking along the ice, and leaving a path of ice behind you that lasts for 1 round before it melts.
ICE SCULPTOR
Element water; Type utility (Sp); Level 4; Burn 0
You can sculpt ice and snow into new shapes, as the spell stone shape but affecting ice and snow instead of stone.
ICEWALKER
Element water; Type utility (Su); Level 1; Burn —
You can move across wet and icy surfaces without needing to attempt Acrobatics checks due to slipperiness, including across areas under the effects of the slick wild talent. Additionally, you are immune to seasickness.
JAGGED FLESH
Element earth; Type utility (Sp); Level 3; Burn 1
Prerequisite flesh of stone
You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 points of piercing damage. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness.
KINETIC COVER
Element aether, earth, or water; Type utility (Sp); Level 1; Burn 0
You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.
KINETIC FORM
Element universal; Type utility (Sp); Level 5; Burn 1
You are able to suspend your body in a large mass of elemental matter. Until the next time your burn is removed, you can change your size to Large or shift back to your original size as a standard action. This doesn’t change your ability scores in any way. At 16th level, you can accept 1 additional point of burn to instead change your size to Huge. You cannot use kinetic form to decrease your size.
KINETIC HEALER
Element aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast’s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can’t be healed by any means until the recipient takes a full night’s rest.
REVERSE SHIFT
Element universal; Type utility (Sp); Level 8; Burn 0
You reverse the flow of your connection to the planes, sending your body into the Ethereal Plane as ethereal jaunt. As long as you concentrate on reverse shift, you remain on the Ethereal Plane; after a number of consecutive rounds spent on the Ethereal Plane equal to your kineticist level (and every such interval thereafter), you must accept 1 point of burn. Once you return to the Material Plane, you cannot use reverse shift again for a number of rounds equal to the number of rounds you spent on the Ethereal Plane.
RIDE THE BLAST
Element universal; Type utility (Sp); Level 6; Burn 0
You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).
SEARING FLAME
Element fire; Type utility (Su); Level 2; Burn —
Prerequisite burning infusion
Over time, your burning infusion sears away your foe’s fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe’s fire resistance by an amount equal to the unmodified burn damage; don’t apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level. These decreases stack, to a minimum resistance of 0.
SEISMIC MASTER
Element earth; Type utility (Sp); Level 9; Burn 0
You can focus on your connection to earth and create a localized tremor, as the earthquake spell.
SELF TELEKINESIS
Element aether; Type utility (Sp); Level 3; Burn 0
You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet.
SELF TELEKINESIS, GREATER
Element aether; Type utility (Sp); Level 5; Burn 0
Prerequisite self telekinesis
You have greater control over your self telekinesis. Otherwise, this wild talent functions like greater flame jet.
SHIFT EARTH
Element earth; Type utility (Sp); Level 4; Burn 0
Prerequisite kinetic cover
Saving Throw see text; Spell Resistance no
As a standard action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. This doesn’t cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature’s feet, it can attempt a DC 20 Reflex save to leap elsewhere and avoid moving along with the earth.
SHIFT EARTH, GREATER
Element earth; Type utility (Sp); Level 7; Burn 0
Prerequisites kinetic cover, shift earth
You can move greater quantities of earth, as the spell move earth.
SHIMMERING MIRAGE
Element water; Type utility (Sp); Level 5; Burn 1
Prerequisite shroud of water
Your shroud bends light, creating a shimmering mirage. While your shroud of water is active, attacks against you suffer a 20% miss chance due to concealment until the next time your burn is removed.
SKILLED KINETICIST
Element universal; Type utility (Su); Level 1; Burn —
You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class skill list, and you can use the Knowledge skill associated with your primary element to identify elementals of your primary element’s subtype.
SKILLED KINETICIST, GREATER
Element universal; Type utility (Su); Level 2; Burn —
Prerequisite skilled kineticist
By delving into study of the Ethereal and Elemental Planes, you are able to use your primary element to assist with your skills in an unusual way. Add Knowledge (planes) to your list of class skills. Choose one of your kineticist class skills that wasn’t granted by your primary element to also receive the bonus from skilled kineticist.
SLICK
Element water; Type utility (Sp); Level 1; Burn 0
Saving Throw Reflex negates; Spell Resistance no
As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.
SMOKE STORM
Element fire; Type utility (Sp); Level 3; Burn 0
Saving Throw Fortitude negates; see text; Spell Resistance no
You transform a source of open flame within 120 feet into a cloud of choking smoke, filling a 20-foot-radius spread and affecting vision like a smokestick. All creatures that begin their turns inside the area become sickened as long as they remain in the smoke and for 1d4+1 rounds thereafter (Fortitude negates).
SPARK OF LIFE
Element universal; Type utility (Sp); Level 5; Burn 0
You breathe a semblance of life into elemental matter, which takes the form of a Medium elemental of any of your elements as if summoned by summon monster IV with a caster level equal to your kineticist level, except the elemental gains the mindless trait. Each round on your turn, you must take a move action to guide the elemental or it collapses back into its component element. By accepting 1 point of burn, you can pour a bit of your own sentience into the elemental, removing the mindless quality and allowing it to persist for 1 round per kineticist level without requiring any further actions. At 12th level, you can choose to form a Large elemental as if by summon monster V; at 14th level, you can choose to form a Huge elemental as if by summon monster VI; at 16th level, you can choose to form a greater elemental as if by summon monster VII; and at 18th level, you can choose to form an elder elemental as if by summon monster VIII.
SPELL DEFLECTION
Element aether; Type utility (Sp);
Level 7; Burn 0
You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell that could be affected by spell turning, roll 1d10–1 and determine the effects of the spell as if you had spell turning with that many spell levels remaining. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10–1 at a time) before ending early.
STONE SCULPTOR
Element earth; Type utility (Sp); Level 5; Burn 0
You can sculpt earth into any shape, as the spell stone shape.
SUFFOCATE
Elements aether, air, or water; Type utility (Sp); Level 6; Burn 0
Saving Throw Fortitude partial; Spell Resistance yes
You use aether to choke a creature within 120 feet, air to create an area of unbreathable air around it, or water to fill its throat with water. If your target needs to breathe, it must hold its breath for as long as you concentrate. On each of its turns, it can attempt a Fortitude save in order to speak, but it can breathe only if your concentration breaks, you leave the 120-foot range, or you break line of effect. You can accept 1 point of burn when activating this wild talent in order to expel the air from your target’s lungs. If you do so and the target fails its first Fortitude save, it becomes disabled and is reduced to 0 hit points, and on its second failed Fortitude save, it falls unconscious and is reduced to –1 hit points.
TELEKINETIC DEFLECTION
Element aether; Type utility (Sp); Level 8; Burn 0
You can deflect your foes’ attacks, as the spell deflectionAPG with a duration of 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.
TELEKINETIC FINESSE
Element aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.
TELEKINETIC GLOBE
Element aether; Type utility (Sp); Level 8; Burn 0
Prerequisites force barrier, force ward
You can create a globe of force, as the telekinetic sphere spell, that lasts as long as you concentrate as a standard action, and you can move the globe as a move action. You can accept 1 point of burn to increase the duration to 1 minute per level and eliminate the need to concentrate to maintain the globe.
TELEKINETIC HAUL
Element aether; Type utility (Sp); Level 2; Burn 0
Prerequisite basic telekinesis
When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.
TELEKINETIC INVISIBILITY
Element aether; Type utility (Sp); Level 3; Burn 0
You weave strands of aether, bending light and dampening sound; this works as invisibility except that the aetheric bending is easier to notice than normal invisibility, so your bonus on Stealth checks is halved (+10 while moving and +20 while perfectly still). However, the dampened sound allows you to avoid automatic detection via sound-based blindsense and blindsight, but you do not receive the bonus on Stealth checks from this wild talent against a creature with such abilities.
TELEKINETIC MANEUVERS
Element aether; Type utility (Sp); Level 4; Burn 0
Saving Throw none; Spell Resistance yes
You can perform combat maneuvers as telekinesis, but you use your Constitution modifier to determine your Combat Maneuver Bonus rather than your Intelligence or Charisma modifier. If you possess the telekinetic finesse wild talent, add dirty trick and steal combat maneuvers to the list of combat maneuvers you can perform; when performing these maneuvers, determine your Combat Maneuver Bonus using your Dexterity modifier instead of your Constitution modifier.
TIDAL WAVE
Element water; Type utility (Sp); Level 9; Burn 1
You call forth a powerful tidal wave, as tsunamiAPG.
TOUCHSIGHT
Element aether; Type utility (Su); Level 3; Burn 0
You attach strands of aether to everything your telekinesis touches. Any time you damage a creature using your telekinetic blast, as long as that creature doesn’t use a teleportation effect, you can see that creature at any distance as if using blindsight until the end of your next turn. Immediately after damaging a creature, you can accept 1 point of burn to strengthen the strands of aether attached to that creature, increasing the duration of the touchsight on that creature to 1 round per kineticist level.
TOUCHSIGHT, REACTIVE
Element aether; Type utility (Su); Level 5; Burn 0
Prerequisite touchsight
Your strands of aether surround you, making it virtually impossible for a violent motion to catch you off guard, so long as the motion originates within their range. You are never denied your Dexterity bonus to AC against attacks from within 30 feet because of being flat-footed or because your assailant is unseen or invisible. You always succeed at any Perception check to act on the surprise round against opponents within 30 feet.
TRAIL OF FLAMES
Element fire; Type utility (Sp); Level 5; Burn 0
Saving Throw none; Spell Resistance yes
When you take the withdraw or run action, you can leave a wall of fire in all squares you exit that lasts for 1 round.
TREMORSENSE
Element earth; Type utility (Su); Level 3; Burn 0
You can take a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. While benefiting from this tremorsense, your earth blasts and composite blasts that include earth components don’t suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.
TREMORSENSE, GREATER
Element earth; Type utility (Su); Level 5; Burn 0
Prerequisite tremorsense
You can spend 10 minutes to extend your tremorsense outward while in a natural underground setting, letting you learn three facts as if using commune with nature, except your tremorsense can’t tell if a creature is a woodland creature or a powerful unnatural creature.
VEIL OF MISTS
Element water; Type utility (Su); Level 2; Burn 0
You create a misty veil over your features, disguising yourself as disguise self for a number of minutes equal to your Constitution modifier. If you accept 1 point of burn, until the next time your burn is removed, each use of this wild talent lasts until you dismiss it.
VOICE OF THE WIND
Element air; Type utility (Sp); Level 1; Burn 0
Saving Throw none; Spell Resistance yes
When you whisper, you can have the wind carry your voice to the ears of anyone you can see within 120 feet, as if they were one of the targets of a message spell you cast. Alternatively, you can send your voice to a distant location as if casting whispering wind.
WATER MANIPULATOR
Element water; Type utility (Sp); Level 3; Burn 0
Prerequisite kinetic cover
Saving Throw none; see text; Spell Resistance no
You can manipulate massive quantities of water. As a standard action, you can raise or lower the level of water as if using control water, or move an amount of water equal to 1/1,000th the amount controlled by that spell to a different location in range. The water remains where you placed it for as long as you remain motionless and take a standard action each round to concentrate on this effect. This wild talent causes a slow effect on creatures made of water, just like control water (Will negates). When you cease concentrating, the water flows normally unless you accept 1 point of burn to extend the duration and hold the water in its current position for 10 minutes per kineticist level you possess.
WATERDANCER
Element water; Type utility (Sp); Level 3; Burn 0
You call forth a current of water to increase your speed and allow you to swim with ease, as if under the effects of slipstreamAPG with unlimited duration.
WATERDANCER, GREATER
Element water; Type utility (Su); Level 5; Burn 0
Prerequisite waterdancer
You can move across water (as water walk) at will and breathe underwater, and your slashing and bludgeoning attacks don’t take the usual penalties when you’re underwater.
WATERSENSE
Element water; Type utility (Su); Level 4; Burn —
You gain tremorsense with a range of 30 feet to detect anything in contact with the same body of water as you. While you are benefiting from this tremorsense, your water blasts and composite blasts that include water don’t suffer a miss chance from concealment or total concealment against creatures you detect with this tremorsense.
WEATHER MASTER
Element air; Type utility (Sp); Level 8; Burn 0
By focusing on your connection to air and seeding the air around you for 10 minutes, you can create powerful weather effects, as control weather. You can create tornadoes or hurricane-force winds, as appropriate for the season. If you have access to the fire element, you can create hot weather, a heat wave, a thaw, or an early spring. If you have access to the water element, you can create all other types of weather listed in control weather.
WIND MANIPULATOR
Element air; Type utility (Sp); Level 6; Burn 0
Prerequisite engulfing winds
You can call forth mighty winds in an enormous area. As a standard action, you can alter the wind around you as if using control winds, but the change remains only for as long as you continue to take a standard action to concentrate on this effect. If you accept 1 point of burn, you can extend the duration to 10 minutes per kineticist level you possess without your needing to concentrate.
WINDSIGHT
Element air; Type utility (Su); Level 3; Burn —
You can see through mist and fog (including fog cloud and similar magic). In areas of moderate or stronger wind, you can see and hear as if you were standing at both your own position and a position a number of feet in the wind’s direction equal to the wind’s speed in miles per hour, potentially allowing you to see around corners and other obstacles.
WINDSIGHT, GREATER
Element air; Type utility (Su); Level 5; Burn 0
Prerequisite windsight
You can send a slight breeze in a path up to 480 feet long and then back to where you wait. This allows you to use your windsight wild talent to catch a quick glimpse and hear a tiny snippet from any location that could be reached by the wind traveling that distance (the wind’s path can’t pass through openings smaller than 1 inch in diameter). The breeze travels 100 feet per round, so what you see and hear is delayed by 1 round for every 50 feet of the path. If you spend at least 10 minutes to set up a steady flow of wind, you can concentrate for up to 1 minute per level to gain continuous visual and auditory information for as long as you concentrate, delayed by 1 round for every 100 feet the wind travels (since the steady flow of wind has to travel only one way). While there is no invisible sensor to detect with this ability, creatures along the path of the breeze may notice a light wind, though it may not seem out of the ordinary.
WINGS OF AIR
Element air; Type utility (Sp); Level 3; Burn 0
Prerequisite air cushion or air’s leap
The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.