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の物質と出会う場所で虚空が形成される。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力を指揮する。
クラス技能:ケイオスキネティシストは自身のクラス技能のリストに〈知識:ダンジョン探検〉と〈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
Gravity 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 physical; ダメージ 殴打
You manipulate gravity to distort and buffet your foe’s body.
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).
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/
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/
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.
Emptiness/
出典 Occult Origins 6ページ
元素 void; 種別 防御元力(超常); レベル —; 燃焼 0
Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects. By accepting 1 point of burn, you can increase the resistance to negative energy by 2, the chance to ignore critical hits and sneak attacks by 5%, and the bonus on Will saves against emotion effects by 1 until the next time your burn is removed. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow to a maximum of 100%. When you accept burn while using a void wild talent, your bonus on Will saves applies against all mind-affecting effects for 1 round. You can dismiss and restore this effect as an immediate action.
Blade Rush/
出典 Psychic Anthology 20ページ
元素 universal; 種別 注入元力; レベル 2; 燃焼 2
対象爆発 kinetic blade
対象爆発 any
爆発種別 物理; ダメージ 半分殴打、半分負のエネルギー
セーヴィング・スロー 不可
You use your element’s power to instantly move 30 feet in any direction(even straight up), manifest a kinetic blade, and attack once. You gain a +2 bonus on the attack roll and take a –2 penalty to your アーマー・クラス until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does. If you have the kinetic whip infusion, you can manifest a kinetic whip instead of a kinetic blade at the end of your movement by increasing the burn cost of this infusion by 1. The blade or whip vanishes instantly after the rush.
Blade Whirlwind/
出典 Psychic Anthology 20ページ
元素 universal; 種別 注入元力; レベル 5; 燃焼 2
対象爆発 kinetic blade
対象爆発 any
セーヴィング・スロー 不可
You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reach as if with kinetic blade. If the result is a critical threat, roll to confirm the critical hit against only the first target you hit. The blade vanishes instantly after the whirlwind.
Bolt/
出典 Heroes of Golarion 26ページ
元素 air; 種別 注入元力; レベル 3; 燃焼 2
対象爆発 electric blast, thunderstorm blast
セーヴィング・スロー Reflex half
You unleash a bolt of lightning above an enemy within 30 feet and send it spiraling down with tremendous force. Each bolt is a 5-foot-wide, 30-foot-long, vertical bolt, dealing your full blast damage to creatures within the line. If all squares in the bolt’s area are outdoors and in a storm, the blast deals an additional 1 point of damage per die. The saving throw is Dexterity-based.
Dampening Infusion/
出典 Elemental Master's Handbook 22ページ
元素 void; 種別 注入元力; レベル 1; 燃焼 1
対象爆発 negative, void
セーヴィング・スロー Will negates
Your kinetic blast swirls with darkness, making it harder for your foes to see. This otherwise functions as dazzling infusion.
Darkness Infusion/
出典 Occult Origins 6ページ
元素 void; 種別 注入元力; レベル 3; 燃焼 2
対象爆発 gravity, negative, void
セーヴィング・スロー 不可
Your kinetic blast creates darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a darkness effect that lasts until the end of your next turn. This effect counts as a 3rd-level darkness spell.
Darkness Infusion, Greater/
出典 Occult Origins 6ページ
元素 void; 種別 注入元力; レベル 6; 燃焼 4
前提条件 darkness infusion
対象爆発 gravity, negative, void
セーヴィング・スロー 不可
Your blast creates supernatural darkness, as per the darkness infusion, except it acts as deeper darkness and counts as a 6th-level darkness spell.
Dazzling Infusion/
出典 Elemental Master's Handbook 22ページ
元素 fire, wood; 種別 注入元力; レベル 1; 燃焼 1
対象爆発 blue flame, fire, plasma, positive, verdant
セーヴィング・スロー Will negates
Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe(and penetrates 呪文抵抗 if applicable), that foe must succeed at a Will save or be dazzled for 1 minute, whether or not it takes damage from the blast. You can reduce the blast’s damage by half to increase the 難易度 of this save by 2.
Detonation/
出典 Psychic Anthology 20ページ
元素 fire; 種別 form infusion; レベル 4; 燃焼 3
対象爆発 blue flame, fire
セーヴィング・スロー Reflex half
Flames explode outward from your body, dealing your blast damage to all creatures and objects within a 20- foot radius.
Elemental Trap/
出典 Wilderness Origins 28ページ
元素 universal; 種別 form infusion; レベル 3; 燃焼 2
対象爆発 any
セーヴィング・スロー Reflex half, see text
You touch an area of natural ground, drawing up elemental energy that roils just below the surface, ready to explode when stepped on. This 5-foot square detonates when triggered by a weight of 10 pounds or more, affecting all creatures within 10 feet of the trap with your simple blast(or composite blast, if you have it). Any creature other than the one that triggered the elemental trap can attempt a Reflex save for half damage. The elemental trap lasts until the next time you use this wild talent or until it triggers. This counts as a magical trap with a Perception and Disable Device 難易度 equal to 10 + your kineticist level + your Dexterity modifier. You can accept 2 points of burn, which cannot be reduced with gather power, to make a new trap without dismissing any previous traps. If you do, the trap lasts until the next time you recover burn.
Energize Weapon/
出典 Elemental Master's Handbook 22ページ
元素 air, fire, void, water; 種別 form infusion; レベル 1; 燃焼 1
対象爆発 blue flame, cold, electric, fire, negative
セーヴィング・スロー 不可
Choose a manufactured weapon in your hand(not an unarmed strike or natural attack); if the weapon is a double weapon, you must choose one of its ends to receive this benefit. You imbue the chosen weapon with your elemental energy as part of an attack action, charge action, or full-attack action to add extra damage to each of your attacks with that weapon until the beginning of your next turn. Your attacks with the chosen weapon during that action deal 1d6 additional points of damage. At 7th level and every 6 levels thereafter, this bonus damage increases by 1d6 points. Blue flame blasts deal double this additional damage. The additional damage is of the same type as the infused blast’s damage. This additional damage ignores spell resistance and doesn’t apply any modifiers to your kinetic blast’s damage(such as your Constitution modifier).
Enervating Infusion/
出典 Occult Origins 6ページ
元素 void; 種別 substance infusion; レベル 7; 燃焼 4
対象爆発 negative, void
セーヴィング・スロー Fortitude negates
Your kinetic blast drains life force. Foes that take damage from your infused blast also take 1 temporary negative level. Negative levels from this infusion fade after 24 hours and never become permanent.
Focused Blast/
出典 Psychic Anthology 20ページ
元素 universal; 種別 form infusion; レベル 2; 燃焼 2
対象爆発 any
セーヴィング・スロー 不可
You focus your blast in a concentrated attack. You gain a +1 enhancement bonus on your attack roll with the blast and your caster level check to overcome spell resistance. You can increase the burn cost of this infusion by 2 to increase the enhancement bonus by 1, to a maximum of +5 for 10 burn. You can reduce your blast’s total damage by half to reduce the burn cost of this infusion by half as well.
Kundalini Infusion/
出典 Martial Arts Handbook 29ページ
元素 universal; 種別 注入元力; レベル 2; 燃焼 0
前提条件 ki pool, kinetic fist
対象爆発 any
セーヴィング・スロー Fortitude partial
You infuse your elemental energy with kundalini serpent fire. Choose a chakra you can currently open; you must accept an amount of burn equal to the chakra’s number(1 for root, 2 for sacral, and so on). Your unarmed strikes with the infused blast cause the target to suffer the effects of blocking the chosen chakra as per the Block Chakras or Block Upper Chakras feat. You can use this infusion only while also using the kinetic fist form infusion.
Maelstrom/
出典 Psychic Anthology 20ページ
元素 water; 種別 注入元力; レベル 8; 燃焼 4
前提条件 extended range
対象爆発 charged water, water
セーヴィング・スロー Reflex partial
You create a 20-foot-radius whirling maelstrom in a body of water within 120 feet(the area of the maelstrom does not include any squares in the radius that aren’t in the water). Any creature in the maelstrom immediately takes one-quarter your blast’s normal damage regardless of whether it succeeds at its save. A creature that succeeds at its Reflex save can choose to exit the area at the closest space. A creature in the maelstrom must succeed at a 難易度 35 Swim check in order to swim, and any creature that enters the maelstrom or ends its turn in the maelstrom takes half your blast’s normal damage. As a free action at the beginning of your turn, you can position each creature in the maelstrom anywhere you choose within the affected area. This effect lasts for a number of rounds equal to your Constitution modifier or until you use this infusion again. You can use grappling infusion with this infusion.
Penetrating Infusion/
出典 Elemental Master's Handbook 22ページ
元素 air, fire, water; 種別 注入元力; レベル 2; 燃焼 2
対象爆発 blue flame, cold, electric, fire
セーヴィング・スロー 不可
The intensity of your blasts allows you to break through your foes’ resistances. Treat your foe’s cold, electricity, or fire resistance as if it were 5 lower for the purpose of determining the infused blast’s damage; this doesn’t stack with the reduction from searing flame. You can increase the burn cost of this infusion to further reduce the foe’s resistance against the infused blast by 5 per additional point of burn accepted. This has no effect on creatures with immunity.
Pulling Infusion/
出典 Occult Origins 7ページ
元素 void; 種別 注入元力; レベル 1; 燃焼 1
対象爆発 gravity, void
セーヴィング・スロー 不可
Your kinetic blast pulls foes toward you. Attempt a dragAPG combat maneuver check against each target damaged by your infused blast(the blast always drags the foe closer to you), using your Constitution modifier instead of your Strength modifier to determine your 戦技ボーナス. This infusion can pull a foe a maximum of 5 feet. You can increase the maximum distance pulled by 5 feet per additional point of burn accepted.
Shepherd of Souls/
出典 Plane-Hopper's Handbook 8ページ
元素 universal; 種別 注入元力; レベル 7; 燃焼 4
対象爆発 any simple
セーヴィング・スロー Will negates
When your blast kills a living creature, it helps shepherd the creature’s soul to the Boneyard, warding against effects of spells that would attempt to restore the creature to life. Spellcasters attempting to bring the creature back from the dead using raise dead or similar magic must succeed at a caster level check(難易度 = 11 + your kineticist level) or the spell fails and the material component is wasted.
Singularity/
出典 Occult Origins 7ページ
元素 void; 種別 form infusion; レベル 4; 燃焼 3
対象爆発 gravity, negative, void
セーヴィング・スロー Reflex half
You create a growing singularity. Choose a grid intersection within 30 feet. All creatures and objects in a 5-foot-radius burst centered on the intersection take 1/4 your blast’s normal amount of damage(or half damage for a negative blast). On your next turn, the singularity deals damage in a 10-foot-radius burst, and on your turn after that, it deals damage in a 15-foot-radius burst. The 難易度 is Dexterity-based.
Slick Infusion/
出典 Psychic Anthology 21ページ
元素 water; 種別 注入元力; レベル 2; 燃焼 2
前提条件 slick
対象爆発 blizzard, charged water, cold, ice, water
セーヴィング・スロー Reflex negates
Your blast leaves behind slippery water or ice in its area for as long as the blast is in that area and for 1 round thereafter, making the area difficult terrain and increasing the 難易度 of Acrobatics checks attempted in the area by 5. You can use this infusion only if you also use a form infusion that has an area of effect.
Spindle/
出典 Elemental Master's Handbook 22ページ
元素 universal; 種別 form infusion; レベル 2; 燃焼 2
対象爆発 any
セーヴィング・スロー Reflex negates(see text)
You throw a long, roughly 5-foot-by-10-foot spindle of elemental matter or energy(or nearby unattended objects in the case of telekineticists) up to 30 feet away, damaging all creatures and objects within any two adjacent 5-foot squares unless they succeed at a Reflex save. An energy blast infused with spindle deals its normal damage to each target, while a physical blast infused with spindle deals half its normal damage to each target. The saving throw 難易度 is Dexterity-based.
Stylish Infusion/
出典 Martial Arts Handbook 29ページ
元素 universal; 種別 注入元力; レベル 3; 燃焼 2
前提条件 brawler's flurry or flurry of blows class feature, kinetic fist
対象爆発 any
セーヴィング・スロー 不可
When you learn this infusion, select an unchained monk style strike. You can use that style strike during a flurry of blows with your infused blast, though you must still follow the limitation of one style strike per flurry of blows(or two if you are a 15th-level unchained monk). If you select flying kick, the distance is equal to your elemental overflow bonus on attack rolls × 10 feet. You can use this infusion only while also using the kinetic fist form infusion.
特殊:You can select this infusion multiple times. Each time, you must select a different style strike.
Synaptic Infusion/
出典 Psychic Anthology 21ページ
元素 air; 種別 注入元力; レベル 3; 燃焼 2
対象爆発 electric, charged water, thunderstorm
セーヴィング・スロー Will negates
Your blast sends strange electric signals through the target’s body, scrambling its synapses and causing it to become staggered for 1 round. The target is aware it can choose to take a move action to remove the staggered condition inflicted by this infusion. This infusion is a mind-affecting effect.
Telekinetic Boomerang/
出典 Psychic Anthology 21ページ
元素 aether; 種別 form infusion; レベル 1; 燃焼 1
対象爆発 telekinetic
セーヴィング・スロー 不可
This functions as telekinetic blast, except you maintain an elastic strand of aether attached to the object you throw. This allows you to pull it back to you after the attack and catch it if you have enough free hands(and assuming it is small enough for you to carry). This prevents the object from taking damage, but it also prevents you from loosening the strands of aether(see telekinetic blast). Alternatively, if the attack missed, on your next turn as a standard action, you can you can snap the elastic strand back to make another attack with the same substance infusion and metakinesis, as if using a normal telekinetic blast(at which point the object takes damage and doesn’t return to you, and you can’t try again).
Tremor/
出典 Psychic Anthology 21ページ
元素 earth; 種別 form infusion; レベル 5; 燃焼 3
対象爆発 earth
セーヴィング・スロー 不可
You send a tremor through the ground or other solid surface with which you are in contact, allowing you to affect a burrowing or incorporeal creature within that same surface with a normal kinetic blast. This infusion doesn’t allow you to attack creatures above the ground if you are burrowing or to ignore total cover provided by factors other than burrowing.
Turning Blast/
出典 Plane-Hopper's Handbook 8ページ
元素 void, wood; 種別 注入元力; レベル 4; 燃焼 3
前提条件 duskwalker, or Planar Infusion(Boneyard)
対象爆発 positive, negative
セーヴィング・スロー Will negates
Undead that take damage from a turning blast must succeed at a Will save or flee for 1 round. An undead creature that succeeds at its saving throw against a turning blast is immune to this effect for 24 hours.
Unblinking Flame Infusion/
出典 Martial Arts Handbook 30ページ
元素 fire; 種別 注入元力; レベル 5; 燃焼 3
前提条件 kinetic fist, member of the Monastery of Unblinking Flame
対象爆発 blue flame, fire
セーヴィング・スロー none
The flame of your infused blast illuminates and reveals the target as it really is. If you hit the target with an unarmed strike with the infused blast, creatures can see the target as if using true seeing for 1 round, although only the target is revealed in this way. You can use this infusion only while also using the kinetic fist form infusion.
Unbreaking Waves Infusion/
出典 Martial Arts Handbook 30ページ
元素 water; 種別 注入元力; レベル 5; 燃焼 3
前提条件 kinetic fist, member of the Monastery of Unbreaking Waves(Pathfinder Society Scenario #9–24:Beneath Unbroken Waves)
対象爆発 ice, water
セーヴィング・スロー none
Your infused blast buffets and redirects enemies with waves. Attempt a reposition or trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your combat maneuver bonus. You can use this infusion only while also using the kinetic fist form infusion.
Unfolding Wind Infusion/
出典 Martial Arts Handbook 30ページ
元素 air; 種別 注入元力; レベル 5; 燃焼 3
前提条件 kinetic fist, member of the Monastery of Unfolding Wind
対象爆発 air, thunderstorm
セーヴィング・スロー none
Unfolding winds carry you along. Before your first attack and again after each unarmed strike with the infused blast, you can move 5 feet without provoking attacks of opportunity. You can use this infusion only while also using the kinetic fist form infusion.
Unnerving Infusion/
出典 Elemental Master's Handbook 22ページ
元素 void; 種別 注入元力; レベル 3; 燃焼 2
対象爆発 negative, void
セーヴィング・スロー Will negates
Your kinetic blast sends the fear of oblivion into your foes. Whenever an infused blast deals negative energy damage to a living foe, it is shaken for 1 round. This shaken condition doesn’t stack with itself.
Untwisting Iron Infusion/
出典 Martial Arts Handbook 30ページ
元素 earth; 種別 注入元力; レベル 5; 燃焼 3
前提条件 kinetic fist, member of the Monastery of Untwisting Iron
対象爆発 earth, metal
セーヴィング・スロー none
Each time you hit a foe with an unarmed strike with your infused blast, increase your ダメージ減少/adamantine from flesh of stone by 1 until the start of your next turn. You can use this infusion only while also using the kinetic fist form infusion.
Vampiric Infusion/
出典 Elemental Master's Handbook 22ページ
元素 void; 種別 注入元力; レベル 5; 燃焼 3
前提条件 void healer
対象爆発 negative void
セーヴィング・スロー none
Your kinetic blast can drain your foes’ vitality to replenish your own. If your blast hits(or the enemy fails its saving throw against a blast without an attack roll), you can activate the void healer utility wild talent on yourself by accepting its burn cost; you don’t need to take an action to do so. The void healer utility wild talent heals you when used in this way even if you are a living creature.
Venom Admixture/
出典 Heroes of Golarion 26ページ
元素 universal; 種別 注入元力; レベル 2; 燃焼 2
前提条件 venom speaker
セーヴィング・スロー see text
You can infuse your kinetic blast with poison. To use this infusion, you must be holding a dose of poison or have at least one use of a feat or racial trait that produces poison(such as the Spit Venom feat or the toxic skin grippli alternate racial trait). One dose of poison or one use of your feat or racial trait is consumed if applicable, and creatures damaged by the infused blast are affected by the poison. Use the same type, save, save 難易度, frequency, effect, and cure as the consumed poison.
Venom Infusion/
出典 Heroes of Golarion 26ページ
元素 universal; 種別 注入元力; レベル 4; 燃焼 3
前提条件 venom speaker
対象爆発 any simple or composite
セーヴィング・スロー Fortitude negates
All of your blasts are mildly toxic. Creatures that take damage from your blast are sickened for 1 round.
Venom Infusion, Greater/
出典 Heroes of Golarion 26ページ
元素 universal; 種別 注入元力; レベル 7; 燃焼 4
前提条件 venom speaker, venom infusion
対象爆発 any simple or composite
セーヴィング・スロー Fortitude negates
This talent functions as the greater toxic infusion wild talent, except it affects any creature that takes any type of damage from the blast.
Weighing Infusion/
出典 Psychic Anthology 21ページ
元素 void; 種別 注入元力; レベル 2; 燃焼 2
対象爆発 gravity, void
セーヴィング・スロー Reflex negates
This infusion functions as entangling infusion, except it entangles and immobilizes a foe by increasing its weight, rather than surrounding it in elemental matter.
Whip Hurricane/
出典 Psychic Anthology 22ページ
元素 universal; 種別 form infusion; レベル 6; 燃焼 4
前提条件 kinetic blade, kinetic whip, blade whirlwind
対象爆発 any
セーヴィング・スロー none
As blade whirlwind, except it manifests a kinetic whip, and the whip lasts until the beginning of your next turn or until you use any form infusion that creates a blade or whip again, whichever comes first.
Absentia/
出典 Psychic Anthology 22ページ
元素 void; 種別 utility(Sp); レベル 4; 燃焼 0
前提条件 emptiness
You are always under the effect of nondetection as if you had cast it on yourself. If the effect is dispelled, you can call if forth again as a standard action. You can accept 1 point of burn to grant a creature touched the effects of nondetection.
Aether Architect/
出典 Psychic Anthology 22ページ
元素 aether; 種別 utility(Su); レベル 9; 燃焼 0
You can spin a small building, bridge, or other edifice out of aether, and even use aether to tether a building to a flat surface other than the ground. By concentrating for 10 minutes, you can create an edifice out of scintillating aether(same hardness and hit points as a wall of force) as long as the edifice is no larger than one 10-foot cube per kineticist level. Unless the creation is extremely simplistic, you must succeed at a Craft or Knowledge(engineering) check to add embellishments. This ability can also create a series of tethers to securely attach a normal building to a vertical surface or even a cavern ceiling. Aether architect lasts as long as you concentrate, and you can accept 1 point of burn to make the effect last until destroyed; by accepting this burn, you can use this ability any number of times in a row to create a larger edifice.
Angelic Protection/
出典 Plane-Hopper's Handbook 8ページ
元素 aether, water, wood; 種別 utility(Sp); レベル 2; 燃焼 0
前提条件 kinetic healer wild talent, aasimar or Planar Infusion(Elysium, Heaven, Nirvana)
セーヴィング・スロー none; 呪文抵抗 none
When you use kinetic healer, the target of the healing gains the benefits of protection from evil for 1 round.
Basic Chaokinesis/
出典 Occult Origins 6ページ
元素 void; 種別 utility(Sp); レベル 1; 燃焼 0
You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature’s carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump. Each benefit lasts 1 hour or until you use basic chaokinesis again.
Body of Air/
出典 Psychic Anthology 22ページ
元素 air; 種別 utility(Sp); レベル 4; 燃焼 0
You transform yourself into gas, as per gaseous form. You can’t use kinetic blasts while in this form.
Clockwork Heart/
出典 Heroes of Golarion 27ページ
元素 earth; 種別 utility(Su); レベル 3; 燃焼 0
前提条件 metal blast
You have used your power over metal to add clockwork components to your own body. So long as these clockwork components are kept wound(per the winding ability of the clockwork subtype), you gain the benefits of both the Improved Initiative and Lightning Reflexes feats.
Clockwork Puppet/
出典 Heroes of Golarion 26ページ
元素 earth; 種別 utility(Su); レベル 5; 燃焼 0
前提条件 metal blast
You can weave metal into clockwork parts, creating clockwork constructs to attack your foes. This functions as the aether puppet wild talent, except the object animated gains the clockwork subtype and cannot have the stone Construction Point ability.
Corpse Puppet/
出典 Psychic Anthology 22ページ
元素 void; 種別 utility(Sp); レベル 4; 燃焼 0
You draw upon negative energy to animate a nearby corpse as a zombie or a fast zombie(your choice). You can animate a zombie only if its Hit Dice are no greater than your kineticist level – 4. Each round on your turn, you must take a move action to guide the zombie, or it reverts to a corpse(but retains any damage if you later turn it into a zombie again with this utility talent). By accepting 1 point of burn, you can pour a bit of your own sentience into the zombie, allowing it to persist for 1 round per kineticist level without requiring additional actions on your part, or until the next time your burn is removed if the zombie has half your maximum zombie Hit Dice or fewer. At 12th level, you can animate a zombie with a number of Hit Dice no greater than your kineticist level – 2. At 16th level, you can animate a zombie with a number of Hit Dice no greater than your kineticist level.
Cryokinetic Stasis/
出典 Psychic Anthology 22ページ
元素 water; 種別 utility(Sp); レベル 8; 燃焼 1
You encase yourself or a willing target in an icy sheen, placing the target in a state of suspended animation, as per temporal stasis except fire spells and spell-like abilities of 3rd level or higher count as if the caster used dispel magic against the stasis. Otherwise, no other force or effect can harm the target.
Curse Breaker/
出典 Psychic Anthology 22ページ
元素 void; 種別 utility(Sp); レベル 4; 燃焼 0
前提条件 emptiness
The power of void protects you from curses and allows you to remove or suppress them. You gain a +4 bonus on saving throws against curses and hexes. You can accept 1 point of burn as a standard action to attempt a caster level check to remove a curse on yourself or another as per remove curse. If the curse normally could not be removed by remove curse, you can instead suppress the curse until the next time your burn is removed with a successful caster level check. When your burn is removed, you can choose not to remove the burn you spent in this way to continue suppressing the curse without interruption. If you die, any curse suppressed in this way returns instantly.
Earth Child/
出典 Occult Realms 8ページ
元素 earth; 種別 utility(Su); レベル 3; 燃焼 —
Blending your form with crystal, you have transmuted yourself into something akin to an oread. You keep your original racial abilities(including your ability score adjustments, but not your movement speed) and also gain all oread racial abilities(including an oread’s movement speed and the outsider [native] type) except for ability score adjustments. You have the crystalline form alternate racial trait(Pathfinder RPG Advanced Race Guide 144) instead of earth affinity, but cannot otherwise choose alternate racial traits.
See the book Occult Realms for more information on elemental saturation and attunements.
A geokineticist must spend 9 days in quiet contemplation in a fetal position amid the crystals of the Crystal Womb, succeeding at a 難易度 20 Knowledge(dungeoneering) check each day. Crystals gradually grow on her until she is completely covered. If she fails a check, she must start over, and after each failure she must succeed at a 難易度 20 Fortitude save or develop a deformity from the mutant template(Bestiary 5 180). At the end of the ninth day, she emerges reborn, with the earth child wild talent in place of one of her 3rd-level or lower utility talents. A geokineticist can halt this attunement at any point without incurring negative effects.
Earth Tongue/
出典 Psychic Anthology 22ページ
元素 earth; 種別 utility(Sp); レベル 8; 燃焼 0
前提条件 greater tremorsense, tremorsense
You are constantly capable of speaking to rocks and stones, including natural and worked stone, as per stone tell. This ability is always active, and rocks and stones might speak to you before you speak to them if they have something to say.
Elemental Exile/
出典 Wilderness Origins 28ページ
元素 universal; 種別 utility(Sp); レベル 8; 燃焼 1
セーヴィング・スロー Will negates; 呪文抵抗 yes
You transport a single creature you touch to the plane associated with your element. Precise accuracy regarding a particular arrival location on the intended plane is almost impossible. The creature appears 5 to 500 miles(5d%) from your intended destination. Elemental exile transports creatures instantaneously and then ends. The creature must find other means to travel back(such as casting plane shift or using elemental exile again).
Elemental Transmission/
出典 Wilderness Origins 28ページ
元素 earth, fire, water; 種別 utility(Sp); レベル 5; 燃焼 0
セーヴィング・スロー Will negates; 呪文抵抗 yes
You reach out to a creature with which you are familiar by using a conduit through an elemental plane. By concentrating for 10 minutes, you create one end of the conduit in a manifestation of your chosen element, such as a fire, pool of water, or section of earth, which must be at least 2 feet in diameter. If the creature you are attempting to contact is within earshot of a similar elemental manifestation and on the same plane, the conduit forms successfully, allowing both sides to see a likeness of the other. You can hear and talk to each other, though you cannot perceive anything else from the other side of the connection. If the creature is not within earshot of a similar elemental manifestation, you can maintain your concentration to wait until the creature comes close enough to such a feature. The connection lasts until you stop concentrating on it, use this ability again, or until the creature moves away from the conduit.
Eyes of the Void/
出典 Occult Origins 7ページ
元素 void; 種別 utility(Su); レベル 2; 燃焼 —
You gain darkvision with a range of 60 feet(if you already have darkvision, your darkvision’s range increases by 30 feet).
Eyes of the Void, Greater/
出典 Occult Origins 7ページ
元素 void; 種別 utility(Su); レベル 5; 燃焼 —
前提条件 eyes of the void
You can see in darkness, as per the monster special ability.
Fire Corridor/
出典 Wilderness Origins 29ページ
元素 fire; 種別 utility(Sp); レベル 5; 燃焼 1
You create a passage through a fire or pool of lava. The passage is 5 feet wide and 8 feet high. It is 10 feet long, plus 5 feet longer for every 3 kineticist levels you have. Any heat generated by the fire or lava through which the passage passes is radiated outwards, making the passage comfortable and safe. The passage lasts for 1 hour, though you can end the effect at any time as a free action. If this effect ends while a creature is inside the tunnel, that creature is affected by the fire or lava as normal.
Fire Steed/
出典 Wilderness Origins 29ページ
元素 fire; 種別 utility(Sp); レベル 2; 燃焼 0
You imbue a willing animal, magical beast, or other creature that can serve as a suitable mount with elemental power from the Plane of Fire, wreathing it in flames for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you have. The mount gains fire resistance 10 and its speed increases by 10 feet. Creatures other than you who touch the mount, attack the mount with a natural weapon or unarmed strike, or attempt to mount the creature take 1d6 points of fire damage every round they are in contact with the mount.
Gravity Control/
出典 Occult Origins 7ページ
元素 void; 種別 utility(Sp); レベル 3; 燃焼 0
You use your gravitic abilities to move yourself, as per flame jet.
Gravity Control, Greater/
出典 Occult Origins 7ページ
元素 void; 種別 utility(Sp); レベル 5; 燃焼 0
前提条件 gravity control
You have greater control over gravity, as per greater flame jet.
Gravity Master/
出典 Occult Origins 7ページ
元素 void; 種別 utility(Sp); レベル 9; 燃焼 0
前提条件 gravity control, greater gravity control
You can create areas of altered gravity. This functions as reverse gravity, but you can choose for the gravity in the area to pull toward any direction(not just up). If you use this wild talent, any previous use of this wild talent expires immediately.
Greater Fire Steed/
出典 Wilderness Origins 29ページ
元素 fire; 種別 utility(Sp); レベル 8; 燃焼 0
前提条件 fire steed, improved fire steed
When using fire steed, the mount gains immunity to fire and its speed increases by an additional 10 feet. In addition, when the mount takes a run action, it can run up steep slopes at its normal speed and down steep slopes without its rider needing to attempt a Ride check.
Hurricane Queen/
出典 Occult Realms 8ページ
元素 air; 種別 utility(Su); レベル 9; 燃焼 —
You are one with the hurricane. Your enveloping winds defense wild talent has an additional 25% chance of deflecting nonmagical ranged attacks, and your total deflection chance can exceed the usual cap of 75%. All wind and weather(including creatures using the whirlwind monster ability) affect you and your attacks only if you wish them to do so; for example, you could shoot arrows directly through a tornado without penalty.
See the book Occult Realms for more information on elemental saturation and attunements.
An aerokineticist must fly around the entire perimeter of the Eye of Abendego without stopping, while succeeding at a series of 12 consecutive 難易度 40 Fly checks. If successful, she can learn the hurricane queen wild talent. If she fails two or fewer checks, she takes 50d6 points of bludgeoning damage from the hurricane’s galeforce winds. If she fails three or more checks, she must succeed at a 難易度 25 Reflex save or be pulled into the Eye of Abendego, never to return.
Improved Fire Steed/
出典 Wilderness Origins 29ページ
元素 fire; 種別 utility(Sp); レベル 5; 燃焼 0
前提条件 fire steed
When using fire steed, the mount’s fire resistance increases to 20 and its speed increases by an additional 10 feet. The mount can move over lava without difficulty or a decrease in speed.
Infernal Bargain/
出典 Plane-Hopper's Handbook 8ページ
元素 universal; 種別 utility(Sp); レベル 1; 燃焼 0
前提条件 tiefling or Planar Infusion(Hell)
セーヴィング・スロー none; 呪文抵抗 yes
As a swift action before using a utility talent on a willing target, you can add the effects of conditional favor, except that it applies to any beneficial utility talent instead of to spells of certain schools.
Kinetic Awe/
出典 Heroes of Golarion 26ページ
元素 universal; 種別 utility(Su); レベル 1; 燃焼 0
You create a terrifying display of elemental power. This ability functions as Dazzling Display, except you can use this ability as a standard action and you add half your kineticist level as a bonus on your Intimidate check if you’ve used gather power during the same round; doing so expends the gathered power. This ability otherwise counts as the Dazzling Display feat; feats and other effects which affect Dazzling Display(such as Shatter Defenses) apply to it, and it counts as Dazzling Display for the purpose of meeting combat feat prerequisites.
Kinetic Dissolution/
出典 Heroes of Golarion 26ページ
元素 universal; 種別 utility(Su); レベル 1; 燃焼 0
前提条件 wayang, chosen racial trait
Choose either the dissolution’s child alternate racial trait or the light and dark racial trait. You can use the chosen racial trait by accepting 1 point of burn, even if you have no daily uses of that racial trait remaining.
Kinetic Restoration/
出典 Healer's Handbook 15ページ
元素 universal; 種別 utility(Su); レベル 3; 燃焼 1
You recover from 1d4 points of ability score damage to one of your physical ability scores(Strength, Dexterity, or Constitution). This also eliminates any fatigue that you suffer, and improves an exhaustion condition to fatigued.
If you have the kinetic healer utility wild talent, you can use both kineticist restoration and kinetic healer on the same target with one standard action.
Kinetic Revivification/
出典 Healer's Handbook 15ページ
元素 aether, water; 種別 utility(Su); レベル 6; 燃焼 —
前提条件 kinetic healer
You can bring an ally who died within 1 round back from the dead with your kinetic healer wild talent similarly to the breath of life spell, except the ally regains the normal number of hit points from the kinetic healer utility wild talent instead of the amount healed by breath of life. An ally revived in this way takes 1 point of burn + any points of burn from the kinetic healer utility wild talent(if you choose to have the ally take points of burn instead of taking it yourself).
If you have the metahealer ability(such as from the kinetic chirurgeon kineticist archetype found on page 90 of Occult Adventures), this feat instead allows you to bring an ally back who died within a number of rounds equal to 3 + the ally’s Constitution modifier(minimum 0) – the number of points of burn the ally had taken before it died. For each round that the ally was dead, when it is brought back to life in this way, it takes 1 additional point of burn + any points of burn from the kinetic healer talent.
Living Capacitor/
出典 Psychic Anthology 23ページ
元素 air; 種別 utility(Sp); レベル 2; 燃焼 0
You store electricity damage you take within your body, as if you constantly had body capacitanceACG active. Once you discharge this electricity damage via a touch attack, you must take electricity damage again before you can discharge it again.
Magnetism/
出典 Elemental Master's Handbook 22ページ
元素 air, earth; 種別 utility(Sp); レベル 3; 燃焼 0
前提条件 magnetic infusion
セーヴィング・スロー none; 呪文抵抗 yes
You can push and pull metal objects using magnetism. This functions as telekinetic maneuvers but you can make only bull rush and dragAPG combat maneuvers, and can do so only against metal objects or creatures. If you use this ability on an attended metal object, you must exceed the creature’s 戦技防御値 as normal, and if it’s holding the object, it must drop it or this ability pushes or pulls the creature.
Magnetism, Greater/
出典 Elemental Master's Handbook 22ページ
元素 air, earth; 種別 utility(Sp); レベル 9; 燃焼 0
前提条件 magnetic infusion, magnetism
セーヴィング・スロー none; 呪文抵抗 no
You can repel or attract metal objects in a vast line with a magnetism so strong that there is no hope of escaping. This functions as repel metal or stone, except only for metal objects, and you can also pull the objects toward you instead of pushing them away. The effect lasts for 1 round, and the pulling version of the effect can’t pull objects into the air unless they are already airborne. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you have.
Mesmerizing Elementalist/
出典 Heroes of Golarion 26ページ
元素 universal; 種別 utility(Su); レベル 1; 燃焼 0
前提条件 nagaji
You gain the hypnotic gaze nagaji alternate racial trait. If you already have this trait, add +1 to the trait’s save 難易度 instead. You can use the hypnotic gaze racial trait by accepting 1 point of burn, even if you have no daily uses of that racial trait remaining.
Nine-Tailed Kineticist/
出典 Heroes of Golarion 26ページ
元素 universal; 種別 utility(Su); レベル 1; 燃焼 0
前提条件 kitsune
You can cast a spell-like ability granted to you by any Magical Tail feat you have by accepting 1 point of burn, even if you have no daily uses of that spell-like ability remaining. You must be able to use wild talents of a level equal to the number of extra tails required to use a spell-like ability granted by a Magic Tail feat to use this ability to cast that spell-like ability(for example, you would need to be 15th level and able to use 8th-level wild talents to use this talent to cast the dominate person spell-like ability granted by Magical Tail). In addition, you can learn a Magical Tail feat that you qualify for in place of gaining a new infusion or utility wild talent.
No Breath/
出典 Occult Origins 7ページ
元素 void; 種別 utility(Su); レベル 2; 燃焼 —
前提条件 emptiness
You gain no breath, as per the universal monster ability(Pathfinder RPG Bestiary 2 299), and you can survive in the vacuum of space.
Past Life Evoker/
出典 Heroes of Golarion 26ページ
元素 universal; 種別 utility(Su); レベル 2; 燃焼 0
前提条件 samsaran
Once per day, you can accept 1 point of burn to choose one simple blast wild talent belonging to any element. You gain the chosen simple blast wild talent for 1 minute, using your kineticist level – 2 to determine the blast talent’s damage. The simple blast wild talent you gain in this way does not allow you to meet any prerequisites.
Pillar/
出典 Elemental Master's Handbook 23ページ
元素 earth, water, wood; 種別 utility(Sp); レベル 3; 燃焼 0
前提条件 kinetic cover
You create a 5-foot-by-5-foot pillar of ice, packed dirt, or tangled roots with a height of up to 15 feet. This takes 1 full round, during which time the ground within the affected area rumbles conspicuously, but it rises only at the end of the round. You can’t create a pillar in an area occupied by or adjacent to any creatures unless all such creatures are willing, and if an unwilling creature moves into the area before the pillar finishes rising, it can disrupt and foil the pillar. As the pillar springs into existence, willing creatures and objects within the affected area are lifted with it.
The pillar can’t be used to crush creatures or objects against the ceiling; if insufficient room is available for the pillar and any creatures or objects on it, the pillar reaches only the maximum possible height. You can’t create a pillar under a Large or larger creature.
The pillar has アーマー・クラス 4, hardness 0, and 3 hit points per kineticist level. Scaling the pillar’s rough edges requires a successful 難易度 15 Climb check. When destroyed, when you create a new pillar, or when a number of rounds equal to your Constitution bonus(minimum 1) have elapsed, the pillar crumbles, melts, or withers away, gently lowering anything on it back to the ground.
Primal Aether/
出典 Occult Realms 8ページ
元素 aether; 種別 utility(Su); レベル 3; 燃焼 0
You can gather strands of aether twisted and warped by your experiences in the Spellscar Desert, and wind them so tightly that they explode, creating a primal magic event with a 脅威度 equal to your kineticist level. See pages 12–13 of Pathfinder Campaign Setting:Inner Sea Magic for more information on primal magic events.
See the book Occult Realms for more information on elemental saturation and attunements.
To locate the aether saturations deep within the desert, a telekineticist must first locate an etheric storm. Afterwards, she must succeed at both a 難易度 20 Knowledge(arcana) check and a 難易度 20 Survival check and spend 1d4 hours navigating the wasteland from the storm’s origin point to the saturation that spawned it. She can then learn the primal aether wild talent.
Purging Flame/
出典 Occult Realms 9ページ
元素 fire; 種別 utility(Sp); レベル 6; 燃焼 1
You can purge yourself or another with flame, removing all impurities. This functions as break enchantment on a single target. The target must be willing and takes 2 points of fire damage per character level as well as 1 point of burn(you do not need to accept burn unless you are the target). You can use this ability even when affected by an effect that denies you actions, so long as this effect is one that break enchantment could remove. If you burn rare incense or igneous rocks from Mount Kumijinja worth 100gp or 1,000gp as part of using purging flame, your target also benefits from restoration, as if the spell were cast using diamonds of equal value as a material component.
See the book Occult Realms for more information on elemental saturation and attunements.
A pyrokineticist must impress Mount Kumijinja’s mighty kami. This might involve an appropriate gift or a successful 難易度 30 Diplomacy check attempted by the kineticist or by an ally who speaks Ignan and Senzar. If she impresses the kami, the kineticist is immediately affected as if using the purging flame wild talent and can learn that wild talent.
Purifying Flames/
出典 Wilderness Origins 29ページ
元素 fire; 種別 utility(Sp); レベル 4; 燃焼 1
You use fire to burn poison from within a creature’s veins. You must attempt a caster level check(1d20 + your kineticist level) against the 難易度 of each poison affecting the target. Success means that the poison is neutralized, as neutralize poison. When you attempt to neutralize poison in this way, you can choose to deal a number of points of fire damage to the poisoned creature equal to the amount of damage you normally take from accepting burn in order to reduce the 難易度 of one poison affecting the target by 2. This reduction remains until the end of your next turn.
Sky Walk/
出典 Heroes of Golarion 26ページ
元素 air; 種別 utility(Su); レベル 7; 燃焼 1
前提条件 air cushon or air's leap, wings of air
By accepting 1 point of burn, you can enable your allies to fly, as mass fly, except the duration of the effect is 10 minutes.
Spark of Innovation/
出典 Heroes of Golarion 26ページ
元素 earth; 種別 utility(Sp); レベル 5; 燃焼 0
前提条件 metal blast
You shape metal into a clockwork creature, as spark of life except you summon a clockwork earth elemental. The elemental’s type is changed to construct(clockwork) and it gains construct traits and clockwork traits instead of elemental traits. The creature loses any spell-like abilities or supernatural abilities it normally has. If you have the greater elemental whispers utility wild talent, you can take a clockwork familiar as an improved familiar with that ability instead of an earth elemental.
Splash of the Styx/
出典 Plane-Hopper's Handbook 8ページ
元素 water; 種別 utility(Sp); レベル 5; 燃焼 1
前提条件 tiefling or Planar Infusion(Abaddon, Abyss, or Hell)
セーヴィング・スロー Will negates; 呪文抵抗 yes
You can spend 1 full round to draw upon the waters of the River Styx to erase memories of a target. This functions as modify memory, except that it can only eliminate memories.
Tengu Blade Lore/
出典 Heroes of Golarion 26ページ
元素 universal; 種別 utility(Su); レベル 1; 燃焼 0
前提条件 tengu
Whenever you use kinetic blade or an infusion that lists kinetic blade as a prerequisite, the weapon you create counts as having one of the following weapon special features of your choice:blocking, brace, deadly, disarm, distracting, sunder, or trip.
Undead Grip/
出典 Psychic Anthology 23ページ
元素 void; 種別 utility(Sp); レベル 3; 燃焼 0
セーヴィング・スロー Will negates; 呪文抵抗 yes
This functions as elemental grip, except it works on a single undead creature as per halt undead. Unintelligent undead must succeed at a saving throw with a –4 penalty to negate the effects.
Venom Speaker/
出典 Heroes of Golarion 26ページ
元素 universal; 種別 utility(Su); レベル 1; 燃焼 0
You gain the investigator’s poison lore class feature, using your kineticist level as your investigator level, and can use your gather power ability even while holding a dose of poison in one of your hands or appendages as long as you could otherwise use that ability. If you are at least 6th level, you can learn the alchemist’s swift poisoning class feature or one of the following alchemist discoveries in place of a utility wild talent, using your kineticist level as your alchemist level:concentrate poison, poison conversion, or sticky poison.
Void Healer/
出典 Occult Origins 7ページ
元素 void; 種別 utility(Sp); レベル 1; 燃焼 1
This functions as kinetic healer(Pathfinder RPG Occult Adventures 26), except it heals undead(and others healed by negative energy).
Water Alteration/
出典 Occult Realms 9ページ
元素 water; 種別 utility(Sp); レベル 1; 燃焼 0
You can turn fresh water into seawater, and vice versa. This can affect a volume of water equal to 2 gallons per kineticist level, allowing sea creatures to survive in water that was fresh and freshwater creatures to survive in water that was briny. Additionally, when you alter water’s salinity with this talent, you can adjust the water’s temperature so that a creature can survive in it more easily(or simply be more comfortable). Water altered in this way must be confined within an appropriately sized container; attempts to alter a larger quantity of water fail.
See the book Occult Realms for more information on elemental saturation and attunements.
A hydrokineticist must demonstrate(or fake) the favor of Danglosa, the town’s mysterious anglerfish god-ruler. She must then follow the swirling currents of Outsea, succeeding at four consecutive 難易度 20 Swim checks without taking 10. If she succeeds, she can learn the water alteration wild talent. If she fails, she takes 5d6 points of bludgeoning damage.
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.
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 Shadow:At 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Gain a +2 dodge bonus to アーマー・クラス for 1 round.
Increase her base speed by 20 feet for 1 round.
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.