キネティシスト

元素 Kineticist Elements

虚空 Void

出典 Occult Origins 6ページ

エーテルのように、元素のエネルギーが別の物質、この場合は負のエネルギー界物質と出会う場所虚空が形成される。ケイオスキネティシストは、いくつかの点でエーテルの操作に似た方法でこの奇妙なを指揮します。

クラス技能ケイオスキネティシスト自身クラス技能のリストに〈知識:ダンジョン探検〉〈脱出術〉を加える。

元力/Wild Talents:単純爆発:gravity blast、negative blast
合成爆発:gravitic boost、negative admixture、void blast
防御元力:emptiness
1レベル―basic chaokinesis、dampening infusion†、energize weapon†、pulling infusion†、pushing infusion†、void healer
2レベル―eyes of the void、no breath、weighing infusion†
3レベル―darkness infusion†、gravity control、undead grip、unnerving infusion†
4レベル―absentia、corpse puppet、curse breaker、healing burst、singularity†、turning blast†
5レベル―eyes of the void、greater、gravity control、greater、vampiric infusion†
6レベル―darkness infusion、greater†、suffocate
7レベル―enervating infusion†
8レベル―なし
9レベル―gravity master


元力 Wild Talents

単純爆発 Simple Blasts

Negative Blast

Negative Blast
出典 Occult Origins 7ページ
元素 void; 種別 単純爆発(擬呪)レベル —; 燃焼 0
爆発種別 エネルギー; ダメージ 負のエネルギー

You blast your foe with negative energy. This blast and its composite blasts never heal creatures, even if they would normally be healed by negative energy(though such creatures still take no damage).


合成爆発 Composite Blasts

Gravitic Boost

Gravitic Boost
出典 Occult Origins 7ページ
元素 void; 種別 合成爆発(擬呪)レベル —; 燃焼 2
必要条件 gravity blast, any other physical simple blast
爆発種別 特殊ダメージ 本文参照

You infuse a simple physical blast with added gravity, increasing its damage dice from d6s to d8s; it otherwise deals damage as per the simple blast. At 15th level, you can also infuse a composite blast with gravity, though to do so you must accept 1 additional point of burn.

Negative Admixture

Negative Admixture
出典 Occult Origins 7ページ
元素 void; 種別 合成爆発(擬呪)レベル —; 燃焼 2
必要条件 negative blast, any other energy simple blast
爆発種別 エネルギー; ダメージ 本文参照
Choose another simple energy blast you know. Negative admixture’s damage is half negative energy, and half the chosen blast’s type.

Void Blast

Void Blast
出典 Occult Origins 7ページ
元素 void; 種別 合成爆発(擬呪)レベル —; 燃焼 2
必要条件 primary element(void), expanded element(void)
爆発種別 物理; ダメージ 半分殴打、半分負のエネルギー

You call forth the power of the void to annihilate your foe.

防御元力 Defense Wild Talents

キネティシストのアーキタイプ Kineticist Archetypes

Aquakinetcist Aquakinetcist

出典 Aquatic Adventures 50ページ

While all hydrokineticists have the ability to control water, aquakineticists’ powers are tied to their determination to explore the world beneath the waves.

Aquatic Focus/Aquatic Focus:An aquakineticist must choose water as her primary element and for both expanded elements, and must choose water blast as her first simple blast.

This ability alters expanded element.

Basis Aquakinesis(擬呪)/Basis Aquakinesis:An aquakineticist can create mild currents, as per basic hydrokinesis. Additionally, she can adjust her buoyancy(see page 43) to whatever level she wishes as a standard action, lasting until she uses basic aquakinesis again.

This ability replaces basic hydrokinesis as her basic utility talent, and alters elemental focus.

Call of the Deep/Call of the Deep:At 2nd level, an aquakineticist gains waterdancer as a bonus utility wild talent. At 6th level, she gains watersense as a bonus utility wild talent, and she can choose to ignore the effects of currents with speeds up to 60 feet while her waterdancer ability is active.

This replaces the 2nd and 6th level utility wild talents.

Ocean’s Caress(超常)/Ocean’s Caress:At 2nd level, an aquakineticist can breathe underwater as easily as she breathes air, and she gains cold adaptation as a bonus utility wild talent, adding half her kineticist level to her cold resistance from cold adaptation. By accepting 1 point of burn, she can increase her cold resistance by an additional 3, stacking with the resistance she gains from cold adaptation. If her total cold resistance from this ability would ever be 40 or higher, she gains cold immunity instead. All cold resistance and immunity from this ability also applies to pressure damage, and she adjusts to a new pressure all at once after making five Fortitude saves, rather than 100 feet at a time(see Pressure on page 48). Whenever she accepts burn while using a water wild talent, the water coalescing around her doubles her cold resistance for 1 round(which might trigger cold immunity). She can dismiss or restore this effect as an immediate action.

This ability replaces the defense wild talent from elemental defense.

Ice Propagation(超常)/Ice Propagation:At 7th level, an aquakineticist’s connection to the water around her allows her greater control over the ice formed by her cold attacks. When using her cold blast underwater(which freezes water into ice and deals half piercing damage; see cold spells on page 46), she can make the cold blast a physical blast and apply any form or substance infusions that she could apply to an ice composite blast. This still deals damage as per a simple physical blast, not a composite blast.

This ability alters her cold simple blast.

Arakineticist Arakineticist

出典 Blood of the Coven 22ページ

Those of strong will who live under a dark curse long enough might learn to control and channel the corrupt energy afflicting them. Changelings who resist the call of their hag mothers are especially given to the arts of the arakineticist.

Living Curse/Living Curse:An arakineticist’s curse lives within her, granting her dark powers. She must choose void as her primary element(see Pathfinder Player Companion:Occult Origins) and negative blast as her first simple blast.

Accursed Shadow(擬呪)/Accursed ShadowAt 4th level, an arakineticist’s curse casts a dark shadow over her soul, shielding her from death magic. She gains a +2 bonus on saving throws against necromancy spells and death effects. This bonus increases by 1 every 4 levels beyond 4th, to a maximum of +6 at 20th level.

This replaces the utility wild talent gained at 4th level.

Curse Spinner(擬呪)/Curse Spinner:An arakineticist learns to wield her living curse like a needle to weave and unravel curses. At 6th level, an arakineticist can accept 1 point of burn to cast remove curse as a spell-like ability. At 8th level, she can accept 1 point of burn to curse a target as bestow curse as spell-like ability. Both of these abilities count as 4th-level utility wild talents.

This replaces the utility wild talents gained at 6th and 8th levels.

Accursed Infusion(超常)/Accursed Infusion:At 13th level, an arakineticist’s blasts can temporarily curse and bedevil her foe. On a failed Will save, the target takes a –4 penalty on ability checks, attack rolls, saving throws, and skills checks for 1 round as if it were affected by bestow curse. A single creature can’t be affected by more than one curse from this infusion at a time. This is a 6th-level substance infusion that costs 4 points of burn and can be used with negative and void blasts.

This replaces the utility wild talent gained at 13th level.

Blightburner Blightburner

出典 Heroes of the Darklands 25ページ

Darklands geokineticists sometimes exhibit supernatural powers associated with blightburn crystals. Blightburner kineticists harness this radioactivity in pyrotechnic displays, an unusual feat for those connected to the element of earth.

Earth Focus/Earth Focus:A blightburner must choose earth as her elemental focus.

This alters elemental focus.

Blightburn Manipulation(超常)Blightburn Manipulation:A blightburner can harness radiation for nondestructive purposes. A blightburner can channel blightburn radiation as a standard action, causing herself to glow like a torch. This effect lasts until she dismisses it as a standard action. Additionally, she can generate small amounts of heat with her hands. This radiation can slowly heat unattended objects with a touch to a warm(but not painfully hot) temperature, or cook raw meat or vegetable matter at a rate of 1 pound per minute. If used on a living creature, this ability deals 1 point of nonlethal damage per minute of contact, which manifests as reddened and blistering skin.

This ability replaces the basic geokinesis wild talent gained from elemental focus.

Radiation Absorption(超常)/Radiation Absorption:At 2nd level, whenever a blightburner would take ability damage from radiation, she can accept 1 point of burn to reduce the ability damage by 4 points. Any remaining ability damage is applied normally.

This replaces the utility wild talent gained at 2nd level.

Blightburn Aura(超常)Blightburn Aura:At 2nd level, a blightburner’s body surges with a greenish, radioactive glow whenever she accepts burn. This energy sheds light like a candle. A creature that hits the blightburner with a natural attack, unarmed strike, or non-reach melee weapon attack while she’s under the effect of her blightburn aura takes fire damage equal to her elemental overflow bonus(minimum 1). By accepting 2 points of burn, she can increase this damage by an amount equal to her elemental overflow bonus; she can increase the damage in this way up to four times. A blightburner can temporarily suppress the visual effects of a blightburn aura by concentrating for 1 full round, but doing so also suppresses all of this ability’s other benefits. The next time she uses a wild talent, the visual effects and benefits return instantly.

At 6th level, whenever the blightburner has at least 3 points of burn, the blightburn aura expands to fill all adjacent squares. In addition to damaging creatures that hit the blightburner with melee attacks, the aura also deals damage to other creatures that end their turns within the aura.

At 11th level, whenever the kineticist has at least 5 points of burn, the blightburn aura expands to a 10-foot-radius aura, and any creature that takes damage from it must also succeed at a Fortitude save(難易度 = 10 + half the blightburner’s level + her Constitution bonus) or be sickened for 1 round. This ability is a poison effect.

At 16th level, whenever a blightburner has at least 7 points of burn, any creature that takes damage from the blightburn aura and fails its Fortitude save also become fatigued.

This ability replaces the ability score boosts granted by elemental overflow and earth’s elemental defense, but the blightburner can still gain elemental defenses from other elements with expanded defense.

Radiation Resistance(超常)/Radiation Resistance:At 6th level, a blightburner becomes resistant to all forms of radiation, and can use the radiation’s energy as gathered power. She gains a bonus on saving throws to resist the effects of radiation equal to her elemental overflow bonus. When she succeeds at a save against radiation, she can reduce the total burn cost of a blast wild talent used before the end of her next turn as if she had gathered power with a move action. Once she gains this benefit, she can’t do so again for 1 minute, even if she’s exposed to radiation again before that. She can’t use this ability if she’s immune to poison or radiation. A blightburner gains an internal buffer at 11th level, and it has a capacity as if she were 5 levels lower.

This ability alters gather power and internal buffer.

Cinderlands Adept Cinderlands Adept

出典 Wilderness Origins 28ページ
The Cinderlands adept can select a camel, horse, or pony as her mount.

Among the Sun Clan’s most noted champions are those who can tame the flames and bend them to their will. These kineticists are skilled riders, able to wield both weapons and fire with deadly skill.

クラス技能A Cinderlands adept gains Handle Animal and Ride as class skills, but does not gain Stealth and Use Magic Device as class skills.

This alters the kineticist’s class skills.

Fire Focus(超常)/Fire Focus:When a Cinderlands adept gains elemental focus, she must select fire(pyrokinesis) as her chosen element. When she gains the expanded element class feature at 7th and 15th levels, she must select her primary element of fire and does not learn to use a new element.

This alters elemental focus and expanded element.

Galloping Siphon(超常)/Galloping Siphon:When a Cinderlands adept gathers power while mounted, she and her mount gain fire resistance 5 for a number of rounds equal to the total value of the burn cost she reduces. This resistance increases to fire resistance 10 at 11th level. The Cinderlands adept and her mount lose this resistance if she dismounts before the duration ends. In addition, a Cinderlands adept gains Mounted Combat as a bonus feat and a +1 bonus on concentration checks due to riding. This bonus increases by +1 at 4th level and every 4 levels thereafter(up to a maximum of +6 at 20th level).

This alters gather power and replaces the infusion gained at 1st level.

Mount/Mount:At 4th level, a Cinderlands adept gains a loyal mount. This ability functions like the druid’s animal companion ability(as described in the nature bond class feature), except that the Cinderlands adept always gains a horse or pony(though she can gain additional options at the GM’s discretion) and her effective druid level is equal to her cinterlands adept level –3.

This replaces the utility wild talents gained at 4th, 8th, and 12th levels.

Elemental Purist Elemental Purist

出典 Planes of Power 7ページ

An elemental purist spurns all elements that are not her own, for utter devotion can allow one to accomplish even seemingly impossible heroics.

Limited Buffer(超常)/Limited Buffer:An elemental purist does not gain internal buffer at 6th level. She instead gains internal buffer at 11th level and treats her kineticist level as 5 lower for the purpose of the ability.

Elemental Impossibility(超常)Elemental Impossibility:At 7th level, an elemental purist learns one composite blast as if she had an expanded element that matched her primary element. In addition, she learns one impossible infusion—a form infusion or substance infusion that does not need to be associated with her primary element’s type. If the infusion can be applied to her kinetic blasts normally, she can use it as normal. If the infusion is not an associated infusion, she can accept 1 point of burn as a free action to enter a state of elemental impossibility for one minute. This burn cannot be reduced in any way. While in this state, she can apply her impossible infusions to her kinetic blast, even if it is not an associated infusion for the blast type; however, if an infusion can be applied only to energy blasts or only to physical blasts, she can apply it only to a kinetic blast of that type. The elemental purist learns one additional impossible infusion at 11th, 15th, and 19th levels.

This ability replaces expanded element, as well as the 11th- and 19th-level infusions.

Elemental Apocalypse(超常)Elemental Apocalypse:At 20th level, an elemental purist learns the apocalypse universal form infusion(Level 9; Burn 5; Associated Blasts any; Saving Throw Reflex half ) that she can use once per day. The apocalypse form infusion functions as the explosion form infusion, except the elemental purist can center the spread anywhere she can see within 1 mile, and she can choose to set the radius anywhere between 5 feet and 360 feet.

This ability replaces omnikinesis.

Elysiokineticist Elysiokineticist

出典 People of the Wastes 18ページ

Similar to how phytokineticists draw their power from the First World, elysiokineticists trace their abilities to the riotous wilderness of the plane known as Elysium. Many such kineticists vow to fight against evil planar intrusions into the Material Plane, particularly the Worldwound.

Elysium’s Soul/Elysium’s Soul:An elysiokineticist must be chaotic good, and she has alignment auras of chaotic and good as if she were a chaotic good outsider with a number of Hit Dice equal to her kineticist level. She must choose wood as her primary element and positive blast as her first simple blast. At 7th level, she gains verdant blast and wood blast, as well as a 3rd-level or lower wild talent of her choice. At 15th level, she gains a 7th-level wild talent of her choice. She gains Heal and Knowledge(religion) as class skills but does not gain Handle Animal and Knowledge(nature) as class skills.

This alters elemental focus and the class skills granted by the wood element, and it replaces expanded element.

Basic Elysiokinesis(擬呪)/Basic Elysiokinesis:An elysiokineticist can use the power of Elysium to assist others and bolster their vigor, allowing her to cast resistance, stabilize, or virtue as a spell-like ability at will as a standard action.

This replaces the basic phytokinesis utility wild talent granted by the wood element.

Elysian Infusion(超常)/Elysian Infusion:An elysiokineticist can infuse her positive blast with the power of Elysium to battle evil. The infused blast damages evil outsiders as if they were undead and counts as both chaotic and good. This is a 1st-level substance infusion that costs 1 point of burn and can be used with positive blast.

This replaces the infusion gained at 1st level.

Elysian Aura(超常)/Elysian Aura:At 2nd level, an elysiokineticist infuses herself with a holy aura, granting her protection against evil attacks. She gains a +1 deflection bonus to アーマー・クラス and a +1 resistance bonus on saving throws; both apply only against attacks from evil creatures. By accepting 1 point of burn, she can increase both bonuses by 1. At 5th level and every 3 levels thereafter, she can accept 1 additional point of burn to further increase both bonuses by 1(to a maximum of +7 at 17th level). Whenever she accepts burn while using a wood wild talent, the energy causes her elysian aura bonuses to apply against all attacks for 1 round, and during that time she is protected from evil mental and possession effects, as per protection from evil. She can dismiss or restore this effect as an immediate action.

This replaces the flesh of wood defense wild talent granted by the wood element.

Ghaelelight Blast(超常)/Ghaelelight Blast:At 15th level, an elysiokineticist gains the ghaelelight composite blast, which costs 2 points of burn. A ghaelelight blast is an energy blast that deals damage as a simple energy blast instead of a composite energy blast and deals chaotic and good damage. It is associated with the same infusions as positive blast.

Ioun Kineticist Ioun Kineticist

出典 Blood of the Ancients 10ページ

Among the greatest technologies to come from Azlant are ioun stones, small crystalline minerals imbued with magical energies that modern scholars still struggle to dissect. Some kineticists dedicate themselves to unlocking ioun stones’ cosmic secrets and seemingly limitless potential.

Ioun Focus/Ioun Focus:An ioun kineticist must choose aether as her elemental focus. She cannot select disintegrating infusion, foe throw, or force hook as infusions, nor can she select aether puppet, telekinetic finesse, telekinetic haul, or telekinetic invisibility as wild talents. She instead treats the following infusions and wild talents as though they were part of the aether element cyclone, fragmentation, jagged flesh, and rare metal infusion. These infusions can be applied to the ioun kineticist’s telekinetic blast and Azlanti composite blast(see below).

An ioun kineticist’s telekinetic blast always sends one or more of her ioun stones to strike her foes and immediately return, and her wild talents typically manifest as her ioun stones moving or spinning to create fields of energy.

This alters elemental focus.

Ioun Cloud(超常)/Ioun Cloud:An ioun kineticist forms a powerful bond with three dull gray ioun stones, referred to as her ioun cloud. She begins play with these stones at no cost, and she gains a bond with an additional free dull gray ioun stone at 6th, 12th, and 18th levels. She also increases the アーマー・クラス of stones in her ioun cloud by an amount equal to her class level, and she increases the hardness of these stones by an amount equal to half her class level(minimum +0). An ioun kineticist cannot use her gather power, ioun buffer, kinetic blast, or personal resonance class abilities unless she has at least one bonded ioun stone orbiting her. She takes a cumulative –2 penalty on concentration checks for each bonded ioun stone less than her possible maximum in her current ioun cloud. When she uses her gather power class ability, her ioun cloud buzzes, glows, spins rapidly, and traces eldritch symbols in the air.

While the ioun kineticist can own additional ioun stones outside of this bond, only bonded ioun stones can be a part of her ioun cloud. An ioun kineticist can spend 1 hour meditating with an ioun stone to bond with it and add it to her ioun cloud, but doing so immediately unbonds and removes one ioun stone of her choice from her ioun cloud unless she is replacing an ioun stone that has been lost or destroyed.

Basic Iounkinesis(超常または擬呪)/Basic Iounkinesis:An ioun kineticist can manipulate ioun stones with ease and channel their magical fields to create simple effects. She can activate(making the stones orbit her) or stow a number of ioun stones equal to her class level in any combination as a move action, and she can activate or stow twice as many as a standard action. She can affect only ioun stones orbiting her and unattended ioun stones within 15 feet with this ability. This ability also allows her to cast prestidigitation at will as a spell-like ability.

This replaces the basic telekinesis utility wild talent granted by the aether element.

{Ioun Buffer(超常)/Ioun Buffer]:An ioun kineticist can store excess energy in her ioun cloud. This functions as the kineticist’s internal buffer ability, except she stores each point of burn within a different ioun stone in her ioun cloud. She can access the burn stored in an ioun stone only if it is orbiting her. When expending an ioun stone’s stored point of burn to reduce the cost of a blast wild talent, the ioun kineticist can expend all of that ioun stone’s energy, permanently transforming it into a dull gray ioun stone. If the ioun stone’s market price was at least 4,000gp, this effect further reduces the burn cost of that wild talent by 2. If the ioun stone’s market price was at least 10,000gp, it instead further reduces the burn cost by 3. If the ioun stone’s market price was more than 20,000gp, it instead further reduces the burn cost by 4.

This alters internal buffer.

Personal Resonance(超常)/Personal Resonance:At 6th level, an ioun kineticist can harmonize her body’s energies with that of her ioun cloud. Whenever she has at least 3 points of burn, she gains the resonant powers of two ioun stones of her choice in her ioun cloud; she is treated as holding a wayfinder for the purpose of using any resonant powers. As a standard action, she can switch which two ioun stones are granting their resonance powers. At 11th level, whenever she has at least 5 points of burn, she can gain the resonance powers of up to four ioun stones in her ioun cloud. At 16th level, whenever she has at least 7 points of burn, she gains the resonance powers of all of the ioun stones in her ioun cloud.

In place of gaining the resonant power of a deep rose sphere, incandescent blue sphere, pale blue rhomboid, pink and green sphere, pink rhomboid, or scarlet and blue sphere, the ioun kineticist can instead increase the enhancement bonus it grants to an ability score to +4. This bonus increases to +5 at 11th level when she has at least 5 point of burn and increases to +6 at 16th level when she has at least 7 points of burn. An ioun kineticist can increase only one ioun stone’s enhancement bonus in this way at a time.

This replaces the ability score boosts granted by elemental overflow.

Azlanti Blast(超常)/Azlanti Blast:An ioun kineticist who selects aether as her expanded element does not gain the force composite blast. She instead gains the Azlanti composite blast, which costs 2 points of burn. An Azlanti blast is a physical blast that deals bludgeoning, piercing, or slashing damage.

Kinetic Knight Kinetic Knight

出典 Psychic Anthology 25ページ

A kinetic knight dons armor and wields a blade of elemental energy. The Phoenix Kindred counted many of these resolute warriors among their number, combining the Recursion Tablets’ secrets with a warrior’s ways. Today, most remaining Tian kinetic knights follow the philosophy of ichimeiyo. Kinetic knights are rarer in the Inner Sea region, but not unknown; many realize their elemental powers while training for battle.

Courtly/Courtly:The kinetic knight adds Diplomacy and Sense Motive to her list of class skills instead of Acrobatics and Stealth.

This ability alters the kineticist’s class skills.

Elemental Blade(超常)Elemental Blade:At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.

At 3rd level, the kinetic knight gains the blade rush infusion. At 5th level, she gains the kinetic whip infusion. Her kinetic whip has the disarm, performanceUC, and trip weapon qualities. At 9th level, she gains the blade whirlwind infusion. At 11th level, she gains the whip hurricane infusion. At 13th level as a swift action, she can accept 2 points of burn to unleash a kinetic blast with the blade rush infusion.

This ability alters kinetic blast and infusions, and replaces metakinesis and metakinetic master.

Kinetic Warrior(変則)/Kinetic Warrior:The kinetic knight can use her Constitution score in place of her Intelligence score when qualifying for combat feats. This ability counts as having Combat Expertise for the purpose of feat prerequisites.

Elemental Bastion(変則)Elemental Bastion:At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields(except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time her burn is removed. Wielding an attuned shield doesn’t prevent the kinetic knight from gathering power. A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd, and its benefits apply only while she is wearing heavy armor and wielding an attuned shield. If the kinetic knight selects the expanded defense talent, its benefits also apply only under these conditions. If she has the shroud of water defense wild talent, whenever its bonus would be increased by accepting burn, she instead increases the enhancement bonus of her armor or attuned shield by an equal amount(to a maximum of +5).

This ability alters elemental defense.

Knight’s Resolve(変則)/Knight’s Resolve:At 3rd level, the kinetic knight gains the samurai’s resolve class feature, as a samurai of her kineticist level – 2. At 11th level, she gains the samurai’s greater resolve ability(Pathfinder RPG Ultimate Combat 20). If she also has samurai levels, those levels stack with her kineticist levels to determine the benefits of this ability.

This ability replaces the kineticist infusion gained at 3rd level and supercharge.

Psammokinetic Psammokinetic

出典 Heroes from the Fringe 6ページ

Psammokinetics are ascetic kineticists who consider the harsh nature of the burning deserts of Osirion to be a tempering fire that can purify all their imperfections. Trained by the Pahmet dwarves, who also make up the majority of their numbers, these kineticists seek to master the powers of sand and wind while focusing on self-improvement.

属性A psammokinetic kineticist must be lawful in alignment. If the psammokinetic ever becomes nonlawful, she cannot gain any additional levels with this archetype and loses access to the ki pool class feature granted by this archetype.

Burning Winds(超常)/Burning Winds:A psammokinetic must select air as her elemental focus. In place of the air blast and electric blast normally granted to an aerokinetic, the psammokinetic gains a sand blast or sirocco blast. Except as noted below, sand blast functions as air blast, and sirocco blast functions as electric blast(including when determining what infusion wild talents the psammokinetic can use with each blast). The psammokinetic is also treated as having the fire element type for the purposes of meeting the prerequisites for the cold adaptation, flame shield, heat adaptation, and heat wave utility wild talents. A psammokinetic cannot take the chain, magnetic infusion, or thundering infusion wild talents or the aerial adaptation or celerity utility wild talents.

Sand Blast

Element air; Type simple blast(Sp); Level —; Burn 0
Blast Type physical; Damage slashing
You slice at a single foe with a stream of sand.

Sirocco Blast

Element air; Type simple blast(Sp); Level —; Burn 0
Blast Type energy; Damage fire
You shoot a wave of superheated air to burn a single foe.

This alters elemental focus.

Ki Pool(超常)/Ki Pool:At 3rd level, a psammokinetic gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in a psammokinetic’s ki pool is equal to half her kineticist level plus her Constitution modifier. As long as she has at least 1 point in her ki pool, she gains a +1 bonus on damage rolls with kinetic blasts. This bonus increases by 1 for every 3 kineticist levels she has. At 7th level, as long as she has at least 1 point in her ki pool, her sand blast is treated as cold iron for the purpose of overcoming damage reduction(regardless of what infusion it is used with). At 10th level, her sand blast is treated as a lawful weapon, and at 16th level, her sand blast is treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness. The kinetic blade infusion does not add the bonus damage from this ability.

By spending 1 point from her ki pool as a swift action, a psammokinetic can do one of the following:
Double her bonus(if any) on damage rolls for having at least 1 point in her ki pool, and gain a +1 bonus on attack rolls with her kinetic blasts. This bonus on attack rolls increases by 1 for every 3 kineticist levels she has. This effect remains for 1d4 rounds.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the psammokinetic has levels in another class that grants points to a pool of ki points, her psammokinetic levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice cannot be changed. The psammokinetic can use ki points from this pool to power the abilities of every class she has that grants a ki pool.

This replaces elemental overflow.

Sand Element(超常)/Sand Element:At 7th level a psammokinetic must select the earth element as her expanded element. She treats her kineticist level as 2 levels lower(rather than 4 levels lower) for the purpose of determining which wild talents she can learn from the earth element. At 15th level, the psammokinetic must choose to expand her mastery of the air element as her expanded element.

This alters expanded element.


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