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Paizo Inc.7120 185th Ave NE, Ste 120Redmond, WA
98052-0577paizo.com
CREDITSLead Designer Jason Bulmahn
Designers Logan Bonner, Stephen Radney-MacFarland, and Mark
SeifterAuthors John Bennett, Logan Bonner, Robert Brookes, Jason
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Special Thanks The countless players and Game Masters who have
helped us refine this game over the years.
This game is dedicated to Gary Gygax and Dave Arneson.
Based on the original roleplaying game rules designed by Gary
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This game would not be possible without the passion and
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This product is compliant with the Open Game License (OGL) and
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Product Identity: The following items are hereby identified as
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(see above), the game mechanics of this Paizo game product are Open
Game Content, as defined in the Open Gaming License version 1.0a
Section 1(d). No portion of this work other than the material
designated as Open Game Content may be reproduced in any form
without written permission.
Pathfinder Roleplaying Game Occult Adventures is published by
Paizo Inc. under the Open Game License version 1.0a 2000 Wizards of
the Coast, Inc. Paizo, Paizo Inc., the Paizo golem logo,
Pathfinder, the Pathfinder logo, and Pathfinder Society are
registered trademarks of Paizo Inc.; Pathfinder Accessories,
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2015 Paizo Inc.
First printing July 2015.Printed in China.
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INTRODUCTION 4
CHAPTER 1: OCCULT CLASSES 8Kineticist 10
Elements 14
WildTalents 15
Medium 30
Spirits 33
MediumSpells 37
Mesmerist 38
MesmeristSpells 44
Occultist 46
ImplementSchools 50
OccultistSpells 58
Psychic 60
PsychicDisciplines 64
PsychicSpells 69
Spiritualist 72
SpiritualistSpells 76
Phantoms 78
Racial Favored Class Options 84
CHAPTER 2: ARCHETYPES 86Kineticist 88
Medium 92
Mesmerist 96
Occultist 100
Psychic 104
Spiritualist 108
Other Class Archetypes 112
CHAPTER 3: FEATS 126Types of Feats 128
Feat Descriptions 128
Feat Table 130
TABLE OF CONTENTS
CHAPTER 4: PSYCHIC MAGIC 142Psychic Magic 144
Spell Lists 145
Spells 156
CHAPTER 5: OCCULT RULES 192Occult Skill Unlocks 194
Auras 198
Chakras 200
Psychic Duels 202
Possession 206
Occult Rituals 208
SampleOccultRituals 209
CreatingOccultRituals 214
CHAPTER 6: RUNNING AN OCCULT GAME 216Running an Occult Game
218
Occult Locations 226
LociSpirits 226
NewHauntRules 228
NewHaunts 230
LeyLines 232
Mindscapes 234
Esoteric Planes 238
CHAPTER 7: OCCULT REWARDS 246Adventuring Gear 248
AlchemicalItems 251
Magic Items 252
CursedItems 265
Artifacts 267
INDEX 270Open Game License 271
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Enter a world where nothing is as it seemswhere the battlef ield
might be within your mind, and the prize might be your immortal
soul. Through the esoteric secrets of the occult, bold seekers of
knowledge can bring a candle to light the darkness of the unknown,
and begin to unravel that strangest of all riddles: the truth.
Within this hidden world, youll f ind strange and wondrous new
powers, vast and unknowable enemies, and unlikely allies who
request strange favors in return for the esoteric lore they hoard.
Youll voyage into the mind, out of your body, and onto other planes
of existence. If you keep your wits about you, you may return
alivebut even then, few survive such an experience unchanged. To
achieve your goals, what will you lose of yourself ? What will you
be willing to sacrif ice? Who will you become?
Practitioners of occult lore often refer to the hidden magical
traditions of the occult as psychic magic. Casting a psychic spell
relies entirely on the thoughts and emotions surging through your
mind and spirit,
rather than on incantations or gestures. In this way, occult
practitioners can hide in plain sight amongst other spellcasters.
Your villages local sorcerer might be a kindly psychic searching
for the solution to a karmic riddle, or a cunning mesmerist slowly
building a cult of mind-controlled followers. Yet in the world of
the occult, mysteries contain layers upon layers, and the solution
to the psychics karmic riddle might release a horror trapped on the
Astral Plane, while the mesmerists mind-controlled cult may be
there to protect the villagers from a great evil sealed deep
beneath the town.
Protecting innocents from dangers they cant seeor even
comprehendrequires a unique breed of heroes, those initiated in
esoteric lore and willing to take risks with not just their bodies,
but their minds and souls as well. Occult power comes at a price,
and even if youre willing to pay it, you may f ind the
responsibilities it brings largely thankless. When a paladin uses
her holy might to stop an army of undead from rampaging
Introduction
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IntroductionIntroduction
through the kings lands, she might gain a knighthood or noble
title, not to mention the adulation of the kingdom. But when an
occultist uses his object lore to prevent a mad architect from
changing the geometry of city districts until it blends and merges
with that of a malevolent sentient metropolis from an alien
dimension, he and the architect may be the only ones who truly
understand the threat. And if the architect is beloved by citizens
and authorities alike for his philanthropic works and grand civic
monuments, the occultist who saved the city may well need to f lee
before he f inds himself in a prison cell. And even then, will he
avoid the wrath of other members of the architects secret society
and their monstrous interdimensional patrons? Such are the lives of
those who labor at the edge of mortal understanding, and who know
that each action, however well intentioned, has unintended
consequences, like ripples in a pond.
WHAT ARE OCCULT ADVENTURES?Any adventure could incorporate
occult elements, from mystery cults to creatures that attack the
psyche, so in a world where wizards and clerics ply their spells in
the open and magic is accepted and understood, what separates an
occult adventure from any other adventure? The core concept that
drives an occult adventure is that raw power isnt everything. In a
typical campaign, adventurers strive to improve their might so they
can take on bigger and bigger challenges. But a student of the
occult knows that power can corrupt, that some battles can never be
won by brawn, and that there are beings capable of ignoring the
normal rules of the multiverse, walking among even the greatest and
most powerful like a wolf among sheep.
One of the hallmarks of an occult campaign is a focus on the
mind over direct combat and confrontation. Most occult classes
possess more mental abilities than physical, and they have the
tools to peer into thoughts, ask for aid from the beyond, and
unravel mysteries. Rather than exploring only physical ruins,
occult adventurers uncover the psychic history of places and
objects. When magical weapons cant defend against vengeful spirits,
a treatise on the manifestation of extraplanar beings may hold the
key. Subverting the doctrines of a cult proves a more certain
method of ending its threat than killing its leader would.
An occult adventure is a study in complications and paradoxes,
in which uncovering a mystery reveals an even greater mystery.
Knowledge is the only way to deal with an occult problem, but
learning more invites even greater danger. Exploration of a strange
plane or dreamscape might show that the place is even more complex
than initially thought. A crusade to defeat a dark and unknowable
force can lead to a climactic encounter
in which the adventurers discover their quarry doesnt fear its
own destruction or banishment. Likewise, occult creatures and
forces can f ind adventurers just as mystifying and contradictory
as the adventurers f ind the denizens of the occult.
Suggestions for running occult adventures, as well as common
elements that appear within them, are detailed in Chapter 6:
Running an Occult Game.
PSYCHIC MAGICOccult spellcasters draw on the vast reserves of
their own minds to access magical abilities. Psychic magic is an
entirely new type of spellcasting that follows different principles
than arcane and divine magic. A psychic spellcaster doesnt have to
obey the same restrictions as an arcane or divine caster, and
forgoes the physical components of spells entirely. She doesnt need
to wave her arms, speak words laden with magical portent, or burn
up symbolic physical matter in the process of casting. Instead, she
need only keep her mind aligned properly, providing a detailed
mental image or bringing up a particular emotion to cast her
psychic spell. Even someone bound or paralyzed can cast a psychic
spell, as long as her intellectual and emotional states arent
compromised. Self-doubt, lack of concentration, and fear are the
enemies of a psychic caster, not the depredations of the physical
world.
For all their differences, psychic spells are still spells, and
psychic spellcasters are still spellcasters. Most of
Book ReferencesThis book refers to several other Pathfinder
Roleplaying
Game products using the following abbreviations, yet
these additional supplements are not required to make
use of this book. Readers who dont possess the Pathfinder
RPG hardcovers referred to in this book can find the
complete rules of these books available online for free at
paizo.com/prd.
When a rules element presented in Occult Adventures
appears in a spell list, ability, or other location in this
book, that rules element is noted with an asterisk (*).
The following superscripts indicate rules elements such as
feats, spells, and magic items from other sources.
Advanced Class Guide ACG
Advanced Players Guide APG
Advanced Race Guide ARG
Mythic Adventures MA
Monster Codex MC
Ultimate Combat UC
Ultimate Equipment UE
Ultimate Magic UM
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the spells a psychic character can cast resemble those of her
arcane and divine allies, albeit accessed in an alternativeway.
Consequently, the spell lists for psychic spellcasters largely
consist of existing spells, and non-psychic casters can also choose
many of the spells in Occult Adventures.
The rules for using psychic magic are detailed fully in Chapter
4: Psychic Magic.
NAVIGATING THIS BOOKEach chapter of this book contains rules
arranged around one particular theme, such as classes, archetypes,
feats, or spells. While most of the chapters are useful for GMs and
players alike, Chapter 6 in particular is of great use to GMs
interested in running an occult game.
Chapter 1Occult Classes: Where are the heroes who can save the
world from the unknowable threats of the occult? Right here in this
chapter, which includes six new occult classes! Not only are these
classes a perfect f it for a game steeped in the occult themes
found throughout this book, they also contain the same variety of
themes, concepts, and play styles that youve come to expect from
Pathfinder RPG base classes, allowing them to f lourish in nearly
any campaign, from a game of somber horror to a lighthearted
dungeon romp. The following is a quick overview of some of the most
interesting and iconic features of each class.
Kineticist: Masters of the elements, kineticists wield a strange
and ill-controlled power as their bodies strain to act as vessels
for the roaring might of the Elemental Planes. A kineticist can
manipulate the elements both in combat to destroy her foes and out
of combat to aid her team. By straining her body past the limits of
safety, she can increase her ability beyond what she can ordinarily
achieve. If you want to play a mystical non-spellcaster who can pay
a great personal price to boost her abilities in emergencies, you
should consider playing a kineticist.
Medium: The Astral Plane is home to entities of thought that are
shaped and empowered by tales of those who came before. The medium
channels these legendary spirits, idealized versions of the
original stories protagonists, and uses the spirits varied powers
to change his own so he can f ill any role a party might need. If
you enjoy versatility and the ability to be exactly what the group
needs in a given situationas well as roleplaying interactions with
spirits and the drawbacks of being inf luenced by themyou should
consider playing a medium.
Mesmerist: Master mentalists and consummate liars, mesmerists
use their eerie stares to weaken their foes and contingent hypnotic
tricks to prepare their allies in advance for bad situations. The
mesmerist f ills the support role of the bard, but instead of
strengthening
and protecting his allies, he weakens and disables his foes. If
you enjoy playing a skillful character who can support the party
but are interested in shaking it up by being more on the offensive,
you should consider playing a mesmerist.
Occultist: Steeped in esoteric lore but still strongly tied to
the physical world and its trappings, occultists access magic
through the power of their implements, which may be magic items or
even ordinary objects with psychic signif icance, such as a saints
f inger bone, a dagger used in 99 ritual sacrif ices, or a necklace
belonging to the occultists mother. With resonant and focus powers
from his implements, plus psychic spells, a large set of skills,
object-reading powers, and powerful binding circles, the occultist
has something to add to almost any situation. If you enjoy playing
a well-rounded character whose abilities revolve around a
collection of unique items, you should consider playing an
occultist.
Psychic: Powerful and enigmatic, psychics are the primary
spellcasters of the occult world, and the sole practitioners of
certain psychic spells of great power. Each psychic approaches her
magic through a chosen discipline that grants her special
abilities, and her mastery of the art of phrenic amplif ication
allows her to alter and adjust her spells on the f ly to suit her
needs. If you like playing spellcasting characters such as
sorcerers and also enjoy versatility and tinkering, you should
consider playing a psychic.
Spiritualist: When the dead are chained to the mortal world by
strong emotions, they inevitably descend toward the Negative Energy
Plane, warping and twisting into undead. A spiritualist bonds with
one of these spirits before that transformation is complete,
providing a safe haven for this phantom and gaining a powerful
servant in exchange. If you want a companion with the ability to
switch between a variety of forms and even meld into your
characters form to increase her options, you should consider
playing a spiritualist.
Chapter 2Archetypes: Bring the power of the occult to all your
favorite classes or customize the new occult classes with dozens of
archetypes. In addition, youll f ind new alchemist discoveries,
cavalier orders, sorcerer bloodlines, and witch patrons. Will you
play a psychic detective or a battle host? A ghost rider or a tome
eater? No matter what kind of character you like to play, this
chapter has plenty of fun new options for you to explore.
Chapter 3Feats: This chapter contains dozens of featssome
supporting the new classes, others available to any character
looking to dip her toes into the occult, and still others that tie
into the new occult rules in Chapter 5. From a teamwork feat
allowing you to combine two elemental blasts into a composite one
to a feat allowing you to open your mind to other peoples
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IntroductionIntroduction
emotions at the cost of weakening your mental defenses, these
feats allow you to build all sorts of occult characters.
Chapter 4Psychic Magic: This chapter introduces psychic magic, a
completely new type of magic thats neither arcane nor divine, and
that uses thought and emotion components instead of verbal and
somatic ones. Of the panoply of new spells in this chapter, several
are spells that can be undercastwith this new type of tiered
spells, spellcasters who know them are also able to cast all the
weaker versions. Whether you use akashic form to keep a copy of
yourself that you can employ to escape death, or create an enormous
vessel to sail the Dimension of Dreams with dream voyage, youll
never be the same again (especially if you cast major mind swap to
switch bodies forever)!
Chapter 5Occult Rules: This chapter contains a variety of
exciting new subsystems that are part and parcel of an occult game
but also fit easily into any game, either on their own or taken all
together.
Skill Unlocks: Occult skill unlocks build on the idea of skill
unlocks for the rogue from Pathfinder RPG Pathfinder Unchained,
adding new and wondrous applications to your favorite skills that
are open to occult characters and psychic sensitives alike. Use
Linguistics for automatic writing to foretell the future, Appraise
for psychometry to learn more about an objects past, Heal to
perform startling acts of faith healing, and much more.
Auras: Those attuned to the occult can learn much about a
creature, object, or place from its aura. While magic and alignment
auras have been in the game since the start, this section details
aura types such as emotion and health, and adds new depth to the
metaphysical meaning of auras.
Chakras: By studying the esoteric lore of chakras, you can learn
a deeper application of ki and use kundalini serpent-f ire energy
to awaken the chakras within you. By successively opening your
chakras, you become increasingly powerful as battle continuesso
long as you can survive the strain!
Psychic Duels: Enter an inner dueling ground where the only
limits to what you can do are your own imagination. When your foe
calls forth a thought-form cobra, counter it with a thought-form
hydra. When she threatens you with psychic vines, unleash a storm
of inner f ire. Such battling is exhausting, and never undertaken
lightlyfor despite the unreality of the mindscape in which you f
ight, the stakes of such a duel are life and death.
Psychic Possession: Possession and body-swapping spells can be
crucial to occult adventures, and this short section provides you
with everything you need to know to play a body-snatching character
with ease.
Occult Rituals: Some of the deepest and darkest secrets of the
occult, these esoteric rituals are vanishingly rare
and challenging to perform, but provide fantastic power to any
character who can complete themeven those not normally able to cast
spells. A GM can choose from the variety of sample rituals or
design her own, but one things for surewith occult rituals, youll
never look at spellcasting quite the same way.
Chapter 6Running an Occult Game: This chapter is your off icial
advisor on how to infuse your game with mystery, secrets, and
menace, and is full of useful tips and lore on the esoteric
mindset.
Elements, Themes, and Adventure Seeds: This section is a perfect
guide to running occult games for dabblers and adepts alike. It
begins with definitions of occult elementsthe building blocks of a
successful occult gameinterweaves those elements into themes, and
finally draws from those themes to create a variety of occult
adventure seeds ready for your next occult adventure.
Occult Locations: Occult locations often have mysterious
elements that can grant those who explore them information or
powerat a cost. While haunts have been in the game since the
Pathfinder RPG GameMastery Guide, the new options in this section
enhance the narrative aspect of a haunts mechanics. Conversely, the
new loci spirits represent a benevolent option for lingering
spiritual energy. Ley lines crisscross the multiverse and lend
power to any spellcaster who f inds the rare spots where she can
tap them. Mindscapes are mental landscapes that open the door to
fantastic and exciting adventures in a creatures mind, or
psychically created worlds where the normal rules no longer
apply.
Esoteric Planes: This chapter explores the esoteric view of the
multiverse held by occult scholars. The occult view of the
multiverse is full of mysteries, secrets, and unusual parallelisms.
Learn more about some of the odd realms that are paramount in the
esoteric view, from the Dimension of Dreams to the Akashic Record
and beyond.
Chapter 7Occult Rewards: The only way to f ight against some of
the harshest and most alien occult threats is armed with objects of
occult power. From simple mundane gear that can amplify occult
skill unlocks to the mightiest artifacts, occult rewards are
strange and exceptional. In this chapter, youll f ind items and
esoterica from a variety of occult traditions, from a lucky
four-leaf clover to the mighty stannum crown. Youll discover ways
to travel to realms beyond imagining, such as the bizarre f lying
skif f or the enigmatic portal network. Will you tempt fate by
reaping the benef its of a cursed monkeys paw or maniac hand,
knowing they may turn against you and those you love? As with all
things in the world of the occult, what seems too good to be true
probably is, and may come at a price you can only begin to
comprehend.
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Rivani floated sedately above the viscous pool. Keep it busy,
Erasmus.Busy? Its plenty busy!
Erasmus struggled against the creatures tentacles, watching in
horror as the flesh they touched turned to clear ooze. Busy
digesting me! But the psychics gaze was
already far away. Erasmus growled in frustration, then closed
his eyes and spoke to the spirit inside him. Alright, King. This is
what
youve been waiting for. Time to come out and play.Barbaric
laughter rang inside
his head as his hand lashed out of its own accord, starknife
slicing through alien flesh...
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Occult ClassesBeyond the worship of the divine and the studies
of arcane scholars lies the mysterious terrain of the mind,
accessed through psychic magic. Classes that draw upon psychic
magic do so via innate mental abilities, whether they directly cast
spells, create elemental effects, or focus psychic energy through
objects. Members of these occult classes find themselves drawn to
the strange and the hidden; they have connections to the timeless
Astral Plane, the haunted bleakness of the Ethereal Plane, and the
history of the Material Plane chronicled as psychic impressions in
places and objects.
Psychic magic is a third type of magic that functions
differently from arcane and divine magic. The rules for casting
psychic spells appear on page 144 of Chapter 4: Psychic Magic. The
occult classes spell lists include many new spells from Chapter 4,
allowing them to fully express their mental powers. These spells,
like other new rules elements from this book, are marked with an
asterisk (*).
CLASSESThe six new classes presented in this book all use
psychic magic. In most cases, this means they cast psychic spells.
The new classes are as follows.
Kineticist: With a connection to the elements, a kineticist can
bring forth energy in the form of kinetic blasts. Instead of
casting psychic spells, the kineticist uses unique psychic
spell-like abilities called wild talents to manipulate elemental
energy and matter.
Medium: By contacting spirits in places of power, the medium
allows the personalities of legendary heroes to overcome his own,
vastly changing his abilities and spells. He holds seances to
benefit himself and his allies.
Mesmerist: A mesmerists piercing stare lets him insinuate
himself into other peoples minds. A master of enchantment and
illusion, the mesmerist controls and inf luences the behavior of
others.
Occultist: To make use of his powers, an occultist channels
psychic energy into a varied collection of antiques and mementos
with storied pasts. Every type of implement allows him to use a
different school of magic.
Psychic: With her incredibly potent mind, the psychic can cast
spells that are more powerful than those of members of any other
occult class. She accesses these spells through a specific
discipline, and can bend and amplify psychic spells as she casts
them.
Spiritualist: Attuned to the spirits of the dead, a spiritualist
forms a bond with a phantoma returned spirit that has unfinished
business but did not become undead. This spectral ally can
alternate between forms, emerging from the safety of the
spiritualists mind to take on an incorporeal form or an ectoplasmic
body.
KineticistKineticists are living channels for elemental matter
and energy, manipulating the world around them by drawing upon
inner reserves from their own bodies. Kineticists often awaken to
their kinetic abilities during a violent or traumatic experience,
releasing their power involuntarily. As kinetic power is seldom
inherited, kineticists are rarely able to find mentors to guide
them, so they must delve into these mysteries on their own to learn
to control their gifts.
Role: Kineticists generally use their powers to assail their
foes from range, but based on the way their talents develop, they
can channel their kinetic abilities for a variety of situations.
Kineticists are usually quite different from their families and
friends, so they often strike out on their own or alongside others
with extraordinary talents.
Alignment: Any.Hit Die: d8.Starting Wealth: 1d6 10 gp (average
35 gp).
CLASS SKILLSThe kineticists class skills are Acrobatics (Dex),
Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis),
Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
CLASS FEATURESThe following are the class features of the
kineticist.
Weapon and Armor Proficiency: Kineticists are proficient with
all simple weapons and light armor, but not shields.
Elemental Focus (Su): At 1st level, a kineticist chooses one
primary element on which to focus. This element determines how she
accesses the raw power of the Ethereal Plane, and grants her access
to specific wild talents (see below) and additional class skills.
She can select aether (telekinesis), air (aerokinesis), earth
(geokinesis), fire (pyrokinesis), or water (hydrokinesis). She
gains her selected elements basic utility wild talent (basic
telekinesis, basic aerokinesis, basic geokinesis, basic
pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild
talent. See Elements on page 14 for the specific abilities granted
by each element.
Wild Talents: A kineticist can use wild talentsmagical abilities
similar to spells but drawn from the kineticists innate psychic
talent and usable at will. Wild talents are typically spell-like
abilities (though some are supernatural abilities), and take a
standard action to use unless otherwise noted. A wild talent always
has the elemental descriptor or descriptors (aether, air, earth,
fire, or water) matching its Element entry. A wild talent that can
be used with any of several elements gains the appropriate
elemental descriptor when used with an element. For example, the
wall wild talent gains the earth descriptor when used by a
geokineticist.
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Occult ClassesOccult Classes 1Every wild talent has an effective
spell level. A kineticist
can always select 1st-level wild talents, but she can select a
wild talent of a higher level only if her kineticist level is at
least double the wild talents effective spell level. Kinetic blast
and defense wild talents are always considered to have an effective
spell level equal to 1/2 the kineticists class level (to a maximum
effective spell level of 9th at kineticistlevel18th).
Unless otherwise noted, the DC for a saving throw against a wild
talent is equal to 10 + the wild talents effective spell level +
the kineticists Constitution modifier. The kineticist uses her
Constitution modifier on all concentration checks for wild
talents.
In addition to the wild talents she gains from her other class
features, at 2nd level and every 2 levels thereafter, a kineticist
selects a new utility wild talent from the list of options
available to her. A kineticist can select only universal wild
talents or those that match her element (see Elemental Focus
above). At 6th, 10th, and 16th levels, a kineticist can replace one
of her utility wild talents with another wild talent of the same
level or lower. She cant replace a wild talent that she used to
qualify for another of her wild talents.
Burn (Ex): At 1st level, a kineticist can overexert herself to
channel more power than normal, pushing past the limit of what is
safe for her body by accepting burn. Some of her wild talents allow
her to accept burn in exchange for a greater effect, while others
require her to accept a certain amount of burn to use that talent
at all. For each point of burn she accepts, a kineticist takes 1
point of nonlethal damage per character level. This damage cant be
healed by any means other than getting a full nights rest, which
removes all burn and associated nonlethal damage. Nonlethal damage
from burn cant be reduced or redirected, and a kineticist incapable
of taking nonlethal damage cant accept burn. A kineticist can
accept only 1 point of burn per round. This limit rises to 2 points
of burn at 6th level, and rises by 1 additional point every 3
levels thereafter. A kineticist cant choose to accept burn if it
would put her total number of points of burn higher than 3 + her
Constitution modifier (though she can be forced to accept more burn
from a source outside her control). A kineticist who has accepted
burn never benefits from abilities that allow her to ignore or
alter the effects she receives from nonlethal damage.
Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic
blast wild talent of her choice. This kinetic blast must be a
simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast
at a single target up to a range of 30 feet. She must have at least
one hand free to aim the blast (or one prehensile appendage, if she
doesnt have hands). All damage from a kinetic blast is treated as
magic for the purpose of bypassing damage reduction. Kinetic blasts
count as a type of weapon for the purpose of feats such as Weapon
Focus. The kineticist is never considered to be wielding or
gripping the kinetic blast (regardless of effects from form
infusions; see Infusion on page 12), and she cant use Vital Strike
feats with kinetic blasts. Even the weakest kinetic blast involves
a sizable mass of elemental matter or energy, so kinetic blasts
always deal full damage to swarms of any size (though only area
blasts deal
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extra damage to swarms). A readied kinetic blast can be used to
counterspell any spell of equal or lower level that shares its
descriptor. A kinetic blast that deals energy damage of any type
(including force) has the corresponding descriptor.
The various kinetic blasts, as well as additional rules for
simple blasts, are described on pages 1516.
Gather Power (Su): If she has both hands free (or all of her
prehensile appendages free, for unusual kineticists), a kineticist
can gather energy or elemental matter as a move action. Gathering
power creates an extremely loud, visible display in a 20-foot
radius centered on the kineticist, as the energy or matter swirls
around her. Gathering power in this way allows the kineticist to
reduce the total burn cost of a blast wild talent she uses in the
same round by 1 point. The kineticist can instead gather power for
1 full round in order to reduce the total burn cost of a blast wild
talent used on her next turn by 2points (to a minimum of 0 points).
If she does so, she can also gather power as a move action during
her next turn to reduce the burn cost by a total of 3 points. If
the kineticist takes damage during or after gathering power and
before using the kinetic blast that releases it, she must succeed
at a concentration check (DC = 10 + damage taken + effective spell
level of her kinetic blast) or lose the energy in a wild surge that
forces her to accept a number of points of burn equal to the number
of points by which her gathered power would have reduced the burn
cost. This ability can never reduce the burn cost of a wild talent
below 0 points.
Infusion (Su): At 1st level, a kineticist gains an infusion wild
talent from the list of options available based on her elemental
focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th,
17th, and 19th levels. By using infusions along with her kinetic
blasts, a kineticist can alter her kinetic blasts to suit her
needs. Infusions come in two types, each of which changes a kinetic
blast differently: a substance infusion causes an additional
effect, while a form infusion causes the kinetic blast to manifest
in a different way. Each infusion can alter only certain kinds of
kinetic blasts, which are listed in its Associated Blasts entry.
Each time the kineticist uses one of her kinetic blast wild
talents, she can apply up to one associated form infusion and up to
one associated substance infusion. Some infusions change the action
required to activate a kinetic blast or entirely transform the
kinetic blasts normal effects. The burn cost listed in each
infusions Burn entry is added to the burn cost of the kinetic blast
the infusion modifies.
The DC for a save against an infusion is based on the associated
kinetic blasts effective spell level, not the level of the
infusion. The DCs for form infusions are calculated using the
kineticists Dexterity modifier instead of her Constitution
modifier. When a kineticist modifies a kinetic blast with a form
infusion and a substance infusion that both require saving throws,
each target first attempts a saving throw against the form
infusion. If a target succeeds and a successful save negates the
infusions effects, the entire kinetic blast is negated; otherwise,
the target then attempts a saving
Table 11: Kineticist Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +2 +0
Burn,elementalfocus,gatherpower,infusion,kineticblast
2nd +1 +3 +3 +0 Elementaldefense,utilitywildtalent
3rd +2 +3 +3 +1 Elementaloverflow+1,infusion
4th +3 +4 +4 +1 Utilitywildtalent
5th +3 +4 +4 +1
Infusion,infusionspecialization1,metakinesis(empower)
6th +4 +5 +5 +2
Elementaloverflow+2,internalbuffer1,utilitywildtalent
7th +5 +5 +5 +2 Expandedelement
8th +6/+1 +6 +6 +2 Infusionspecialization2,utilitywildtalent
9th +6/+1 +6 +6 +3
Elementaloverflow+3,infusion,metakinesis(maximize)
10th +7/+2 +7 +7 +3 Utilitywildtalent
11th +8/+3 +7 +7 +3
Infusion,infusionspecialization3,internalbuffer2,supercharge
12th +9/+4 +8 +8 +4 Elementaloverflow+4,utilitywildtalent
13th +9/+4 +8 +8 +4 Infusion,metakinesis(quicken)
14th +10/+5 +9 +9 +4
Infusionspecialization4,utilitywildtalent
15th +11/+6/+1 +9 +9 +5 Expandedelement,elementaloverflow+5
16th +12/+7/+2 +10 +10 +5
Compositespecialization,internalbuffer3,utilitywildtalent
17th +12/+7/+2 +10 +10 +5
Infusion,infusionspecialization5,metakinesis(twice)
18th +13/+8/+3 +11 +11 +6
Elementaloverflow+6,utilitywildtalent
19th +14/+9/+4 +11 +11 +6 Infusion,metakineticmaster
20th +15/+10/+5 +12 +12 +6
Infusionspecialization6,omnikinesis,utilitywildtalent
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Occult ClassesOccult Classes 1throw against the substance
infusion. If a kineticists form and substance infusions both alter
the kinetic blasts damage, apply the substance infusions alteration
first.
At 5th, 11th, and 17th levels, a kineticist can replace one of
her infusions with another infusion of the same effective spell
level or lower. She cant replace an infusion that she used to
qualify for another of her wild talents.
The descriptions of infusions begin on page 17. Elemental
Defense (Su): At 2nd level, a kineticist
gains her elements defense wild talent ( the descriptions of
defense wild talents begin on page 16).
Elemental Overf low (Ex): At 3rd level, a kineticists body
surges with energy from her chosen element whenever she accepts
burn, causing her to glow with a nimbus of fire, weep water from
her pores, or experience some other thematic effect. In addition,
she receives a bonus on her attack rolls with kinetic blasts equal
to the total number of points of burn she currently has, to a
maximum bonus of +1 for every 3 kineticist levels she possesses.
She also receives a bonus on damage rolls with her kinetic blast
equal to double the bonus on attack rolls. The kineticist can
suppress the visual effects of elemental overf low by concentrating
for 1full round, but doing so suppresses all of this abilitys other
benefits, as well. The next time the kineticist uses any wild
talent, the visual effects and benefits return instantly.
As a kineticists body becomes more and more suffused with her
element, she begins to gain more powerful benefits. Starting at 6th
level, whenever she has at least 3 points of burn, the kineticist
gains a +2 size bonus to two physical ability scores of her choice.
She also gains a chance to ignore the effects of a critical hit or
sneak attack equal to 5% her current number of points of burn. At
11th level, whenever the kineticist has at least 5 points of burn,
these bonuses increase to a +4size bonus to one physical ability
score of her choice and a +2 size bonus to each of her other two
physical ability scores. At 16th level, whenever the kineticist has
at least 7points of burn, these bonuses increase to a +6 size bonus
to one physical ability score of her choice, a +4 size bonus to a
second physical ability score of her choice, and a +2 size bonus to
the remaining physical ability score.
Infusion Specialization (Ex): At 5th level, whenever a
kineticist uses one or more infusions with a blast, she reduces the
combined burn cost of the infusions by 1. This cant reduce the
total cost of the infusions used below 0. She reduces the burn cost
by 1additional point at 8th, 11th, 14th, 17th, and 20th levels.
Metakinesis (Su): At 5th level, a kineticist gains the ability
to alter her kinetic blasts as if with metamagic feats by accepting
burn. By accepting 1 point of burn, she can empower her kinetic
blast (as if using Empower Spell). At 9th level, by accepting
2points of burn, she can maximize her kinetic blast as if using
Maximize Spell. At 13th level, by accepting 3 points of burn,
she can quicken her kinetic blast as if using Quicken Spell. At
17th level, by accepting 4points of burn, the kineticist can use
her kinetic blast twice with the same standard action, or swift
action if she also uses metakinesis to quicken the blast. When she
uses a double kinetic blast, all modifications, such as metakinesis
and infusions, apply to both of the blasts, but the kineticist
needs to pay the burn cost only once.
Internal Buffer (Su): At 6th level, a kineticists study of her
body and the elemental forces that course through it allow her to
form an internal buffer to store extra energy. The buffer starts
empty and doesnt replenish each day, but the kineticist can accept
1 point of burn to add 1 point to the buffer as a full-round
action, to a maximum of 1 point total. This maximum increases to 2
points at 11th level and to 3 points at 16th level. Once the
kineticist adds points to her buffer, they remain indefinitely
until she spends them. When she would otherwise accept burn, a
kineticist can spend 1 point from her buffer to avoid accepting 1
point of burn. She cannot spend more than 1 point from her buffer
in this way for a single wild talent. Points spent from the
internal buffer dont activate elemental overf low or add to its
effects. Similarly, this buffer can be used to exceed the limit on
the number of points of burn the kineticist can accept in a single
turn.
Expanded Element (Su): At 7th level, a kineticist learns to use
another element or expands her understanding of her own element.
She can choose any element, including her primary element. She
gains one of that elements simple blast wild talents that she does
not already possess, if any. She also gains
all composite blast wild talents whose prerequisites she meets,
as well as the basic wild talent of her chosen
expanded element (for instance, basic aerokinesis if she chooses
air). See Composite Blasts on page 15 for additional rules for and
descriptions of composite blasts. She doesnt gain the defense wild
talent of the expanded element.
If the kineticists expanded element is different from her
primary element, she treats her kineticist level as 4 levels lower
for the purpose of determining which wild talents she can learn
from her expanded element.
If the kineticist chooses to expand her understanding of an
element she already has, she gains an additional utility wild
talent or infusion of her choice from that element, as if from her
infusion or wild talent class feature, as appropriate.
At 15th level, the kineticist can either select a new element or
expand her understanding of her original element. She cant select
the same element she selected at 7th level unless it is her primary
element. She gains all the benefits from her new expanded element
as listed above. However, if the kineticist selected her primary
element as her expanded element at both 7th and 15th levels, her
mastery of that element increases. For wild talents of her element,
the kineticist gains a +1 bonus on attack rolls and damage rolls,
as well as to caster level and DCs.
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Supercharge (Su): At 11th level, when using gather power as a
move action, a kineticist can reduce the total burn cost of a
single wild talent by 2 points instead of 1. When using gather
power for 1 full round, she can reduce the burn cost of a single
wild talent by 3 points instead of 2.
Composite Specialization (Su): At 16th level, a kineticist
becomes more adept at creating composite blasts. She reduces the
burn cost of all composite blasts by 1 point. This cant reduce the
cost of a composite blast below 0 points.
Metakinetic Master (Su): At 19th level, a kineticist chooses one
type of metakinesis, such as empower or quicken. She reduces the
burn cost of that metakinesis by 1 point (to a minimum of 0
points).
Omnikinesis (Su): At 20th level, a kineticist transcends the
distinction between the different elements and can bend all
creation to her will. By accepting 1 point of burn (in addition to
any burn requirement of the kinetic blast she chooses), she can use
any blast wild talent she doesnt know. By accepting 1point of burn
as a standard action, she can change any of her wild talents into
any other wild talent of the same category (such as simple blasts
or defense) for 24 hours, ignoring any elemental requirements or
restrictions (but not any other requirements or restrictions).
ELEMENTSA kineticist can choose from among the following
elements. Infusion wild talents are marked with a dagger (); all
other wild talents listed below are utility wild talents.
AetherKineticists who focus on the element of aethera rare
substance formed when elemental energy affects the Ethereal
Planeare called telekineticists. Telekineticists use strands of
aether to move objects with their minds.
Class Skills: A telekineticist adds Knowledge (engineering) and
Sleight of Hand to her list of class skills.
Wild Talents: 1stbasic telekinesis, kinetic cover, kinetic
healer, pushing infusion, telekinetic f inesse; 2ndbowling
infusion, telekinetic haul; 3rdfoe throw, force hook, self
telekinesis, telekinetic invisibility, touchsight; 4thtelekinetic
maneuvers; 5thaether puppet, force barrier, self telekinesis
(greater), touchsight (reactive); 6thdisintegrating infusion,
suffocate; 7thspell def lection; 8thmany throw, telekinetic def
lection, telekinetic globe.
AirKineticists who focus on the element of air are called
aerokineticists. Aerokineticists often control air f low or
electricity, specializing in mobility and ranged combat.
Class Skills: An aerokineticist adds Fly and Knowledge (nature)
to her list of class skills.
Wild Talents: 1staerial adaptation, air cushion, air shroud,
airs leap, airs reach, basic aerokinesis, gusting
infusion, pushing infusion, thundering infusion, voice of the
wind; 3rdaerial evasion, celerity, engulfing winds, magnetic
infusion, torrent, windsight, wings of air; 4thcyclone; 5thair
shroud (greater), chain, windsight (greater); 6thsuffocate, wind
manipulator; 7thcloud; 8thweather master.
EarthKineticists who focus on the element of earth are called
geokineticists. Geokineticists manipulate the earth itself, and
they are masters of defensive techniques.
Class Skills: A geokineticist adds Climb and Knowledge
(dungeoneering) to her list of class skills.
Wild Talents: 1stbasic geokinesis, earth walk, kinetic cover,
pushing infusion; 2ndbowling infusion, earth climb, entangling
infusion; 3rdimpale, jagged f lesh, magnetic infusion, rare-metal
infusion, tremorsense; 4thenduring earth, shift earth; 5thearth
glide, stone sculptor, tremorsense (greater); 6thdeadly earth;
7thfragmentation, shift earth (greater); 9thseismic master.
FireKineticists who focus on the element of f ire are called
pyrokineticists. Pyrokineticists wield elemental fire as a potent
weapon, and they possess a powerful offense.
Class Skills: A pyrokineticist adds Escape Artist and Knowledge
(nature) to her list of class skills.
Wild Talents: 1stbasic pyrokinesis, burning infusion, cold
adaptation, fan of f lames, fire sculptor, fires fury, heat
adaptation; 2ndsearing f lame; 3rderuption, firesight, f lame jet,
heat wave, smoke storm, torrent; 4thf lash infusion; 5thf lame jet
(greater), f lame shield, trail of f lames, unraveling infusion;
6thbrilliant infusion; 7thexplosion, pure-f lame infusion; 9thfrom
the ashes.
WaterKineticists who focus on the element of water are called
hydrokineticists. Hydrokineticists master the f low of water or the
numbing chill of cold, and they are known for their versatility and
f lowing forms, like the ever-changing currents.
Class Skills: A hydrokineticist adds Knowledge (nature) and Swim
to her list of class skills.
Wild Talents: 1stbasic hydrokinesis, cold adaptation, heat
adaptation, icewalker, kinetic cover, kinetic healer, pushing
infusion, quenching infusion, slick; 2ndentangling infusion, veil
of mists; 3rdcold snap, impale, torrent, water manipulator,
waterdancer; 4thice sculptor, spray, watersense; 5thchilling
infusion, shimmering mirage, waterdancer (greater); 6thice path,
suffocate; 7thcloud, fragmentation; 9thtidal wave.
Universal The following wild talents are available to all
kineticists.
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Occult ClassesOccult Classes 1Wild Talents: 1stdraining
infusion, extended range,
kinetic blade, kinetic fist, skilled kineticist; 2ndskilled
kineticist (greater); 3rdelemental grip, extreme range, f lurry of
blasts, kinetic whip, mobile blast, snake; 4thexpanded defense;
5thgrappling infusion, kinetic form, spark of life, wall; 6thride
the blast; 8threverse shift.
WILD TALENTSKineticists wild talents shape the expression of
their powers.
Kinetic BlastsKinetic blasts comprise simple and composite
blasts.
Simple BlastsA kineticist gains a simple blast from her primary
element at 1st levelsome elements offer more than one option. When
a kineticist gains a new element via the expanded element class
feature, she gains a simple blast from that element as well. Each
simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage
equal to 1d6+1 + the kineticists Constitution modifier, increasing
by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance
doesnt apply against physical blasts. Energy blasts are ranged
touch attacks that deal an amount of damage equal to 1d6 + 1/2 the
kineticists Constitution modifier, increasing by 1d6 for every 2
kineticist levels beyond 1st.
AIRBLAST
Elementair;Typesimpleblast(Sp);Level;Burn0
BlastTypephysical;Damagebludgeoning
Youbatterasinglefoewithagustofair.
COLDBLAST
Elementwater;Typesimpleblast(Sp);Level;Burn0
BlastTypeenergy;Damagecold
Youemitabeamofuttercoldtofreezeasinglefoe.
EARTHBLAST
Elementearth;Typesimpleblast(Sp);Level;Burn0
BlastTypephysical;Damagebludgeoning,piercing,orslashing
Youshapeearthintoclumpsorshardsandsendthemflyingatafoe.
ELECTRICBLAST
Elementair;Typesimpleblast(Sp);Level;Burn0
BlastTypeenergy;Damageelectricity
Youshootanarcofelectricitytoshockasinglefoe.
FIREBLAST
Elementfire;Typesimpleblast(Sp);Level;Burn0
BlastTypeenergy;Damagefire
Youunleashagoutofflickeringfiretoburnasinglefoe.
TELEKINETICBLAST
Elementaether;Typesimpleblast(Sp);Level;Burn0
BlastTypephysical;Damagebludgeoning,piercing,orslashing
You throw a nearby unattended object at a single foe as a
ranged attack. The objectmustweighnomore than5 pounds
perkineticistlevelyoupossess.Iftheattackhits,thetargetand
thethrownobjecteachtaketheblastsdamage.Sincethe
objectisenfoldedinstrandsofaether,evenifyouuse
thispoweronamagicweaponorotherunusual
object,theattackdoesntuseanyofthemagic
weaponsbonusesoreffects; it simplydeals
your blast damage. Alternatively, you can
loosenthestrandsofaetherinordertodeal
damagetoboththeobjectandthetargetas
though you had thrown the object yourself
(insteadofdealingyournormalblastdamage).
YousubstituteyourConstitutionmodifierforyour
Strengthmodifierifthrowingtheobjectwould
have added your Strength modifier on the
damageroll,andyoudonttakethe4penalty
ontheattackroll for throwinganobject that
wasntdesignedtobethrown.Inthiscase,the
objectsspecialeffectsapply(includingeffects
from its materials), and if the object is a weapon, you
mustbeproficientwithitandabletowielditwithonehand;
otherwise,theitemdealsdamageasaone-handedimprovised
weaponforacreatureofyoursize.
WATERBLAST
Elementwater;Typesimpleblast(Sp);Level;Burn0
BlastTypephysical;Damagebludgeoning
Youslamasinglefoewithastreamofwater.
Composite BlastsComposite blasts combine elements to form a new
blast. When a kineticist gains a new element through expanded
element, she gains access to all composite blasts for which she
qualifies. Most composite blasts are either physical or energy
blasts, like simple blasts. Physical composite blasts deal an
amount of damage equal to 2d6+2 + the kineticists Constitution
modifier, increasing by 2d6+2 for every 2 kineticist levels beyond
1st; energy composite blasts deal an amount of damage equal to 2d6
+ 1/2 the kineticists Constitution modifier, increasing by 2d6 for
every 2 kineticist levels beyond 1st.
AETHERICBOOST
Elementaether;Typecompositeblast(Sp);Level;Burn2
Prerequisitestelekineticblast,expandedelement(any)
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BlastTypespecial;Damageseetext
Youinfuseasimpleblastyouknowwithaether,causingittodeal
1additionalpointofdamageofthesametypeforeachof its
damagedice;itotherwiseactsasthesimpleblast.At15thlevel,you
canalsoinfuseacompositeblastwithaether.Toinfuseacomposite
blastinthisway,youmustaccept1additionalpointofburn.
BLIZZARDBLAST
Elementsairandwater;Typecompositeblast(Sp);Level;
Burn2
Prerequisitesairblast,coldblast
BlastTypephysical;Damagehalfpiercing,halfcold
Youunleashadirectedblizzardatasingletarget.
BLUEFLAMEBLAST
Elementfire;Typecompositeblast(Sp);Level;Burn2
Prerequisitesprimaryelement(fire),expandedelement(fire)
BlastTypeenergy;Damagefire
Youunleashaconcentratedblastofintenseblueflame.
CHARGEDWATERBLAST
Elementsairandwater;Typecompositeblast(Sp);Level;
Burn2
Prerequisiteselectricblast,waterblast
BlastTypephysical;Damagehalfbludgeoning,halfelectricity
Youslamasinglefoewithastreamofelectricallychargedwater.
FORCEBLAST
Elementaether;Typecompositeblast(Sp);Level;Burn2
Prerequisitesprimaryelement(aether),expandedelement(aether)
BlastTypeenergy;Damageforce(seetext)
Youthrowaburstofforceatafoe.Forceblastdealsdamage
asasimpleenergyblastinsteadofacompositeenergyblast.
ICEBLAST
Elementwater;Typecompositeblast(Sp);Level;Burn2
Prerequisitesprimaryelement(water),expandedelement(water)
BlastTypephysical;Damagehalfpiercing,halfcold
Youshootachillingicicletostabasinglefoe.
MAGMABLAST
Elementsearthandfire;Typecompositeblast(Sp);Level;
Burn2
Prerequisitesearthblast,fireblast
BlastTypephysical;Damagehalfbludgeoning,halffire
Youuseyourfiretosuperheattheearthintoaflowofmagma,
whichyousendagainstasinglefoe.
METALBLAST
Elementearth;Typecompositeblast(Sp);Level;Burn2
Prerequisitesprimaryelement(earth),expandedelement(earth)
BlastTypephysical;Damagebludgeoning,piercing,orslashing
Youshapemetalintoclumps,shards,orbladesandsendthemflying.
MUDBLAST
Elementsearthandwater;Typecompositeblast(Sp);Level;
Burn2
Prerequisitesearthblast,waterblast
BlastTypephysical;Damagebludgeoning
Youinfuseyourwaterintotheearthtocreateapowerfulballof
mudandslamasinglefoe.
PLASMABLAST
Elementsairandfire;Typecompositeblast(Sp);Level;Burn2
Prerequisitesairblast,fireblast
BlastTypephysical;Damagehalfbludgeoning,halffire
Youlaunchagustofairandthenuseyourfiretosuperheatthe
gustintoplasmajustasitstrikesasinglefoe.
SANDSTORMBLAST
Elementsairandearth;Typecompositeblast(Sp);Level;
Burn2
Prerequisitesairblast,earthblast
BlastTypephysical;Damagepiercingandslashing
Youuseyourairtochurnupsand,firingaflensinggustatafoe.
STEAMBLAST
Elementsfireandwater;Typecompositeblast(Sp);Level;
Burn2
Prerequisitesfireblast,waterblast
BlastTypephysical;Damagehalfbludgeoning,halffire
Youuseyourfiretosuperheatwaterintosteamjustasitstrikes.
THUNDERSTORMBLAST
Elementair;Typecompositeblast(Sp);Level;Burn2
Prerequisitesprimaryelement(air),expandedelement(air)
BlastTypephysical;Damagehalfbludgeoning,halfelectricity
Youbatterasinglefoewithagustofaircracklingwithelectricity.
Defense Wild TalentsA kineticist gains the defense wild talent
from her primary element at 2nd level.
ENVELOPINGWINDS
Elementair;Typedefense(Su);Level;Burn0
You constantly surround yourself with a whirling torrent of
air,
cracklingarcsoflightning,orbothtoprotectyourselffromranged
attacks.Allrangedattacksmadewithphysicalweaponssuffera
20%miss chanceagainst you,except for attacks frommassive
weaponssuchasagiantsthrownboulderoraballista.Thisability
hasnoeffectonrayattacks.Themisschanceincreasesby5%for
every5 kineticist levels youpossessbeyond2nd.By accepting
1pointofburn,youcanincreasethemisschanceby5%untilthe
nexttimeyourburnisremoved.Youcancontinuetoacceptpoints
ofburntoincreasethemisschancefurther,uptoamaximumof
75%.Wheneveryouacceptburnwhileusinganairwildtalent,the
energysurgingthroughyoucausesyourenvelopingwindstoalso
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Occult ClassesOccult Classes
1affectnon-physicalrangedattackssuchasrayattacksfor1round.
Youcandismissorrestorethiseffectasanimmediateaction.
FLESHOFSTONE
Elementearth;Typedefense(Su);Level;Burn0
Your skinhardens like stone,dampening the impactofmost
attacks.YougainDR1/adamantine.ThisDRincreasesby1for
every2kineticistlevelsyoupossessbeyond2nd.Byaccepting
1pointofburn,youcanincreasetheDRby1untilthenexttime
yourburnisremoved,toamaximumDRequaltoyourkineticist
level. Whenever you accept burn while using an earth wild
talent, the energy surging through you causes your damage
reductiontochangefromDR/adamantinetoDR/for1round.
Youcandismissandrestorethiseffectasanimmediateaction.
FORCEWARD
Elementaether;Typedefense(Su);Level;Burn0
Youconstantly surroundyourselfwithawardof force.Yougain
anumberof temporaryhitpointsequal toyourkineticist level.
Youalwayslosethesetemporaryhitpointsfirst,evenbeforeother
temporary hit points. If an attack deals less damage than
you
stillhaveastemporaryhitpointsfromforceward,itstillreduces
thosetemporaryhitpointsbutotherwisecountsasamissforthe
purposeofabilitiesthattriggeronahitoramiss.Thesetemporary
hit points regenerate at a rate of 1 perminute. By accepting
1
pointofburnasastandardaction,youcanincreasethemaximum
numberof temporaryhitpointsprovidedbyyour forcewardby
halfyourkineticistleveluntilthenexttimeyourburnisremoved.
Ifyouusethisabilitymultipletimes,theincreasesstack.Forevery
2pointsofburnyouacceptinthisway,yourforcewardsrateof
regenerationincreasesby1hitpointperminute.Wheneveryou
acceptburnwhileusinganaetherwildtalent,yousiphonsome
of the energy from the aether flowing through you and your
force ward recovers a number of temporary hit points equal
to
yourcharacterlevel,uptoitscurrentmaximum.Youcandismiss
orrestoreyourforcewardasanimmediateaction,butdoingso
doesntchangethenumberoftemporaryhitpointsavailable,and
thetemporaryhitpointsdontrecoverwhilethisabilityisinactive.
SEARINGFLESH
Elementfire;Typedefense(Su);Level;Burn0
Yourbodybecomespainfullyhot.Wheneveracreaturehitsyou
withanatural attackor anunarmed strike, that creature takes
1pointoffiredamageper4kineticistlevelsyoupossess(minimum
1 point of fire damage). A creature in a grapple with you
takes
double this amount of damage at the end of each of its
turns.
Weaponsthatstrikeyoualsotakethisdamage,thoughthedamage
isunlikelytopenetratetheweaponshardness.Byaccepting1point
ofburn,youcanincreasethisdamageby1pointper4kineticist
levelsyoupossessuntilthenexttimeyourburnisremoved.You
canincreasethedamageinthiswayuptoseventimes.
Wheneveryouacceptburnwhileusingafirewildtalent,the
surgingflamecausesyoursearingfleshtodealdoubleitscurrent
amountofdamagefor1round(acreatureinagrapplewithyou
takesatotaloffourtimesasmuchdamageasnormal).Youcan
dismissorrestorethiseffectasanimmediateaction.
SHROUDOFWATER
Elementwater;Typedefense(Su);Level;Burn0
Yousurroundyourselfwithashroudofwater,ice,orboththat
protectsyoufromharm.Theshroudcaneithercoveryourbody,
functioning as armor, or float around you and block attacks,
functioningasashield.Itgrantseithera+4armorbonustoACor
a+2shieldbonustoAC,andyoucanchangethetypeofbonusas
astandardaction.Thisbonusincreasesby1forevery4kineticist
levels you possess beyond2nd. By accepting 1 point of burn,
youcanincreasethebonusby1untilthenexttimeyourburnis
removed.Youcanincreasethebonusmultipletimesinthisway,
butitcantbeincreasedbymorethan50%ofitsstartingvalue.
Whenyouchangetheshroudtograntashieldbonus,anybonus
inexcessofthislimitdoesntapply,butitremainsifyouchange
theshroudsbonustypeagain.Wheneveryouacceptburnwhile
using a water wild talent, the water coalescing around you
allowsyourshroudtograntboththearmorbonusandtheshield
bonusfor1round.Youcandismissorrestorethiseffectasan
immediateaction.
Infusion Wild TalentsInfusion wild talents change the way
kineticists use their kinetic blasts.
BOWLINGINFUSION
Elementaetherorearth;Typesubstanceinfusion;Level2;Burn2
AssociatedBlastsearth,magma,metal,mud,telekinetic
SavingThrownone
Youbowlyourfoesoverwiththesheermassofyourkineticblast.
Attemptatripcombatmaneuvercheckagainsteachtargetdamaged
byyourinfusedblast,usingyourConstitutionmodifierinsteadof
yourStrengthmodifiertodetermineyourCombatManeuverBonus.
BRILLIANTINFUSION
Elementfire;Typesubstanceinfusion;Level6;Burn4
Prerequisiteflashinfusion
AssociatedBlastsblueflame,fire,plasma
SavingThrownone
Yourkineticblastleavesanafterglowthatbanishesthedarkness.
Treateachsquareofthepathofyourrangedattackkineticblast,
thetargetsquareofyourmeleeattackkineticblast,orthearea
ofyourareaofeffectkineticblastasthecenterofacontinual
flameeffectthatlastsuntiltheendofyournextturn.Thiseffect
countsasa6th-levelspellwiththelightdescriptor.
BURNINGINFUSION
Elementfire;Typesubstanceinfusion;Level1;Burn1
AssociatedBlastsblueflame,fire,magma,plasma
SavingThrowReflexnegates
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Yourkineticblastignitesyourfoes.Wheneveraninfusedblast
hitsafoeandpenetratesitsspellresistance,thatfoecatcheson
fire,regardlessofwhetherittakesdamage.Afoethatcatches
firetakes1d6pointsoffiredamageeachrounduntilthefireis
extinguished.Againstacreatureonfirefromthisinfusion,any
firekineticblastsgaina+2bonusonattackrolls,toDCs,andon
casterlevelcheckstoovercomespellresistance.
CHAIN
Elementair;Typeforminfusion;Level5;Burn3
AssociatedBlastselectric
SavingThrownone
Yourelectricblastleapsfromtargettotarget.Whenyouhitatarget
withyourinfusedblast,youcanattemptarangedtouchattack
againstanadditionaltargetthatiswithin30feetofthefirst.Each
additionalattackoriginatesfromtheprevioustarget,whichcould
altercoverandotherconditions.Eachadditionaltargettakes
1d6fewerpointsofdamagethanthelast(for
example,3d6becomes2d6),andyoucant
chaintheblastbacktoaprevioustarget.
Youcancontinuechainingyourblastsuntila
blastmissesorfailstodealdamage,oruntil
yourblastisreducedtoasingledamagedie.
CHILLINGINFUSION
Elementwater;Typesubstanceinfusion;
Level5;Burn3
AssociatedBlastsblizzard,cold,ice
SavingThrowFortitudenegates
Yourkineticblastchillsyour foes to thebone,
makingtheirmovementssluggish.Wheneveran
infusedblastdealscolddamagetoafoe,thatfoeis
staggeredfor1round.
CLOUD
Elementairorwater;Typeforminfusion;Level7;Burn4
Prerequisiteextendedrange
AssociatedBlastsblizzard,sandstorm,steam,thunderstorm
SavingThrownone
You release your power in a diffuse cloud. You can center
this20-foot-radiusspreadanywherewithin120feetofyou.
Allcreaturesandobjectswithinthecloudwhenyoucreate it
automaticallytake1/4thenormalamountofdamagefromyour
blastwithnosavingthrow.Anytimeacreatureentersthecloud,
ittakeshalfthenormalamountofdamagefromyourblast,as
docreaturesthatendtheirturnsinthecloud.Yourcloudobscures
visionasobscuring mist.Itlastsforanumberofroundsequalto
yourConstitutionmodifieroruntilyouusethecloudinfusionagain.
CYCLONE
Elementair;Typeforminfusion;Level4;Burn3
AssociatedBlastsair,blizzard,sandstorm,thunderstorm
SavingThrowReflexhalf
Youcreateacircularrushofwind.Allcreaturesandobjectswithina
20-foot-radiusburstcenteredonyoutakehalfyourblastsnormal
amountofdamage.ThesavingthrowDCisDexterity-based.
DEADLYEARTH
Elementearth;Typeforminfusion;Level6;Burn4
Prerequisiteextendedrange
AssociatedBlastsearth,magma,metal,mud
SavingThrownone
Youinfusethegroundina20-footradiusanywherewithin120feet
ofyouonanearthensurface(ifyouareusingametalblast,this
infusion affects a metal surface instead). The ground roils
and
buckles beneath the affected area. All creatures and objects
in contact with the ground within the area when you create
it
automaticallytake1/4ofthenormaldamagefromyourblastwith
nosavingthrow.Anytimeacreatureentersthearea,ittakeshalf
thenormaldamagefromyourblast,asdocreaturesthatend
their turns in thearea. Theentirearea counts
as difficult terrain. This infusion lasts for a
numberofroundsequaltoyourConstitution
modifieroruntilyouuseitagain.
DISINTEGRATINGINFUSION
Elementaether;Typesubstanceinfusion;
Level6;Burn4
AssociatedBlastsforce
SavingThrowFortitudepartial;seetext
Youcanuseforcetoripyourtargetsapart.Against
creatures,yourkineticblastdealsdoubleitsnormal
amountofdamage,buttargetsreceiveasavingthrow
toreducethedamagetohalftheblastsnormalamount
ofdamage(foratotalof1/4oftheblasts increased
damage).Anycreaturereducedto0orfewerhitpointsbythe
blastisdisintegrated,asthespelldisintegrate.Youcanusethe
infusedblasttodestroyforceeffectsorobjectsasdisintegrate,
butforeachforceeffector10-footcubeofnonlivingmatteryou
destroyinthisway,youmustaccept1pointofburn,whichcantbe
reducedbyeffectssuchasinfusionspecializationorgatherpower.
DRAININGINFUSION
Elementuniversal;Typesubstanceinfusion;Level1;Burn1
AssociatedBlastsanysimple
SavingThrowFortitudepartial;seetext
Youcandrainelementalenergyandmatterfromyourfoesto
strengthenyournextattack.Whenyouusethis infusion,your
kineticblastaffectsonlycreatureswithasubtypematchingyour
kineticblastselement(forinstance,afireblastwoulddamage
onlycreaturesofthefiresubtype).Againstsuchcreatures,your
blasttargetstouchAC(if itrequiresanattackroll)andalways
allowsspellresistance.Becauseyouaredrainingenergyfromthe
target,yourblastdoesntapplyyourelementaloverflowbonuses
orConstitutionmodifier.ThetargetcanattemptaFortitudesaveto
take1/4thenormalamountofdamage.Draininginfusionignores
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Occult ClassesOccult Classes
1anydamagereduction,resistances,andimmunitiesthecreature
mightpossess.Ifatleastonecreaturefailsitssavingthrowagainst
yourdraininginfusion,youcanreducethetotalburncostofanyone
blastwildtalentusedbeforetheendofyournextturnby1,orby
2ifyouhavethesuperchargeability.Ifyouusedraininginfusion
againbeforeapplyingthisreduction,youstilldealthedamage
fromthatdraininginfusion,buttheburnreductionsdontstack.
ENTANGLINGINFUSION
Elementearthorwater;Typesubstanceinfusion;Level2;Burn2
AssociatedBlastsblizzard,cold,earth,ice,magma,metal,
mud,sandstorm
SavingThrowReflexnegates
Your kinetic blast surrounds your foes in elementalmatter.
Wheneverablastwiththisinfusiondealsdamagetoafoe,that
foebecomesentangledfor1minute.Thefoecanremovethis
conditionasastandardactionwithasuccessfulEscapeArtistor
Strengthcheck(withthesameDCasforsavesagainstyourkinetic
blast)orbydealinganamountofdamagetotheentanglingmatter
equaltodoubleyourkineticistlevel(thematterhashardness0).
Ifthefoewasalreadyentangledbythisinfusionandfailsitssave
againstasecondinstanceofthisinfusion,theincreasedamount
ofelementalmatterfusestotheground,causingthefoetobe
rootedinplaceasthoughanchoredtoanimmobileobject.
ERUPTION
Elementfire;Typeforminfusion;Level3;Burn2
Prerequisiteextendedrange
AssociatedBlastsblueflame,fire,magma,steam
SavingThrowReflexhalf
Yourkineticblasteruptsfromthegroundinapillarcentered
anywherewithin120feetofyou.Thepillaraffectsallcreatures
andobjectsina10-foot-radiuscylinderthatextends40feetabove
theground.Anenergyblastinfusedwitheruptiondealsitsnormal
damagetoeachtarget,whileaphysicalblastdealshalfitsnormal
amountofdamage.ThesavingthrowDCisDexterity-based.
EXPLOSION
Elementfire;Typeforminfusion;Level7;Burn4
Prerequisiteextendedrange
AssociatedBlastsblueflame,fire
SavingThrowReflexhalf
Youfocusyourenergyonapointinspaceandcreateacontrolled
explosion.Youcancentertheexplosionanywherewithin120feet
ofyou,andyoucanchoosetheradiusofthespreadtobe5,10,15,
or20feet.Allcreaturesandobjectswithintheexplosiontakeyour
blastsdamage.ThesavingthrowDCisDexterity-based.
EXTENDEDRANGE
Elementuniversal;Typeforminfusion;Level1;Burn1
AssociatedBlastsany
SavingThrownone
Yourkineticblastcanstrikeanytargetwithin120feet.
EXTREMERANGE
Elementuniversal;Typeforminfusion;Level3;Burn2
Prerequisiteextendedrange
AssociatedBlastsany
SavingThrownone
Yourkineticblastcanstrikeanytargetwithin480feet.
FANOFFLAMES
Elementfire;Typeforminfusion;Level1;Burn1
AssociatedBlastsblueflame,fire
SavingThrowReflexhalf
Yourkineticblastextends ina fanofflames,damagingall
creaturesandobjectsina15-footcone.ThesavingthrowDCis
Dexterity-based.
FLASHINFUSION
Elementfire;Typesubstanceinfusion;Level4;Burn3
AssociatedBlastsblueflame,fire,plasma
SavingThrowWillnegates
Yourkineticblastissobrightthatitblindsyourfoes.Wheneveran
infusedblasthitsafoeandpenetratesitsspellresistance,thatfoe
mustsucceedataWillsaveorbeblindedfor1round,regardless
ofwhetherittakesdamagefromtheblast.Youcanreducethe
blastsdamagebyhalftoincreasetheDCofthissaveby2.
FLURRYOFBLASTS
Elementuniversal;Typeforminfusion;Level3;Burn2
Prerequisiteextendedrange
AssociatedBlastsany
SavingThrownone
Insteadofasinglekineticblast,youshoottwokineticblastsat
targetswithin120feetthateachdealdamageasifyourkineticist
levelwere1st(effectsorabilitiesthatincreaseyourkineticblasts
damagedont apply).At10th level, you can shoot threeblasts
withflurryofblasts;thisincreasestofourblastsat16thleveland
tofiveblastsat20th level. Ifyouareundertheeffectofhaste
orsimilarmagicthatincreasesyournumberofattacksinafull-
attackaction,thenumberofkineticblastsinyourflurryofblasts
increasesby1.
Notwotargetscanbemorethan30feetapart.Youmustassign
thetargetsofallyourblastsbeforerollinganyoftheattacks.Any
blastbeyondthefirstthathitsthesametargetadds1d6pointsof
damage;bonusesandpenaltiestodamagedontapply.Ifyouare
usingasubstanceinfusionthatrequiresasavingthrow,atarget
attempts its saveonlyonce (even if itwashitmultiple times),
butittakesapenaltyonthesaveequaltothenumberoftimes
itwashitbeyondthefirst.Ifyouareusingasubstanceinfusion
thatrequiresacasterlevelcheckorcombatmaneuvercheck,you
rollthecheckonlyonceagainsteachtarget,butyougainabonus
on thecheckequal to thenumberof times that targetwashit
beyondthefirst.Ifyouareusingthepushingsubstanceinfusion,
themaximumdistanceofthepushincreasesby5feetforeach
timethetargetwashitbeyondthefirst.
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FOETHROW
Elementaether;Typeforminfusion;Level3;Burn2
AssociatedBlaststelekinetic
SavingThrowFortitudenegates;seetext
YourtelekineticblastcanthrowaLargeorsmallercreatureinstead
ofanunattendedobject;youcanincreasetheburncostby1to
affectacreatureofalargersize.Ifthecreatureyouattemptto
throwsucceedsataFortitudesave,itnegatestheblastentirely.
Otherwise,ifyourblasthits,boththethrowncreatureandthe
targettakethefullamountofdamagefromyourtelekineticblast,
andthethrowncreaturefallsproneinthelastunoccupiedspace
alongitspath.Ifyourblastmisses,thethrowncreaturecanchoose
tooccupyanyspacewithin30feetofthetarget,itdoesntfall
prone,andittakeshalfthenormalamountofdamagefromyour
blast.Themovementdoesntprovokeattacksofopportunity.
FORCEHOOK
Elementaether;Typeforminfusion;Level3;Burn2
AssociatedBlastsforce
SavingThrownone
Yourforceblasthooksontoitstargetanddragsyouadjacentto
it.Thiseffectfunctionsasforce hook chargeUM,exceptwiththe
rangeanddamageofyourforceblast.
FRAGMENTATION
Elementearthorwater;Typeforminfusion;Level7;Burn4
Prerequisiteextendedrange
AssociatedBlastsearth,ice,metal
SavingThrownoneorReflexhalf;seetext
Youthrowavolatilesphereofsolidmatterthatshatters into
countlessshards.Attemptarangedattackrollagainstatarget
within120feet. Ifyouhit, thetargettakesyourkineticblast
damagewithnosavingthrow.Allothercreaturesandobjects
withina20-footbursttakehalfthenormalamountofdamage
andcanattemptaReflexsavetoreducethatdamagebyhalf
again.Iftheattackmissesitstarget,theblasthasnoeffect.The
savingthrowDCisDexterity-based.
GRAPPLINGINFUSION
Elementuniversal;Typesubstanceinfusion;Level5;Burn3
AssociatedBlastsany
SavingThrownone
Yourcloud,deadlyearth,orwallblastgrowstendrilsthathold
yourenemiesinplace.Wheneveracreaturetakesdamagefrom
theinfusedblast,youcanattemptacombatmaneuvercheckto
havetheblastgrapplethatopponent.Yourbonusonthischeckis
equalto2+yourkineticistlevel+yourConstitutionmodifier(treat
theblastasaHugecreature).Theblastonlygrapplesopponents;
itcantperformotherfunctionsofgrapplemaneuverssuchas
pinningormovingtheopponent.Iftheblastisalreadygrappling
anopponent,itreceivesa+5bonusonitscombatmaneuvercheck
tomaintainthegrapple,asnormal.Youcanusethisinfusiononly
ifyoualsousethecloud,deadlyearth,orwallforminfusion.
GUSTINGINFUSION
Elementair;Typesubstanceinfusion;Level1;Burn1
AssociatedBlastsair,blizzard,sandstorm,thunderstorm
SavingThrowFortitudenegates
The wind from your infusion causes your blast to act as an
instantaneousgust of wind.Ifyourblasthasaclearpath,youcan
accept2additionalpointsofburnorreducethedamageto0inorder
tocausethegust of wind
effecttopersistfor1roundalongthatpath.
IMPALE
Elementearthorwater;Typeforminfusion;Level3;Burn2
AssociatedBlastsearth,ice,metal
SavingThrownone
Youextendalong,sharpspikeofelementalmatteralongaline,
impalingmultiplefoes.Makeasingleattackrollagainsteach
creatureorobject ina30-foot line,startingwiththeclosest
target.Iftheresultisacriticalthreat,rolltoconfirmagainstonly
thefirsttargetyouhit.Calculatedamageagainsteachtargetyou
hit,startingfromtheclosest.Ifyourattackhitsatargetbutfails
todealphysicaldamagetothattarget,thespikefailstopenetrate
andtheinfusedblastdoesntcontinue.Ablastwiththeimpale
infusioncanpenetratesolidbarriers,but itmustdealenough
damagetodestroythebarrierinordertocontinuethrough.Infused
earthandmetalblastsalwaysdealpiercingdamage.
KINETICBLADE
Elementuniversal;Typeforminfusion;Level1;Burn1
AssociatedBlastsany
SavingThrownone
Youformaweaponusingyourkineticabilities.Youcreateanon-
reach,lightorone-handedweaponinyourhandformedofpure
energyorelementalmatter.(Ifyoureatelekineticist,youinstead
transferthepowerofyourkineticblasttoanyobjectheldinone
hand.)Thekineticbladesshapeispurelycosmeticanddoesnt
affectthedamagedice,criticalthreatrange,orcriticalmultiplier
ofthekineticblade,nordoesitgrantthekineticbladeanyweapon
specialfeatures.Theobjectheldbyatelekineticistforthisform
infusiondoesntpreventherfromusinggatherpower.
Youcanusethisforminfusiononceaspartofanattackaction,
achargeaction,orafull-attackactioninordertomakemelee
attackswithyourkineticblade.Sinceitspartofanotheraction
(andisntanactionitself),usingthiswildtalentdoesntprovoke
any additional attacks of opportunity. The kinetic blade
deals
yourkineticblastdamageoneachhit(applyinganymodifiers
toyourkineticblastsdamageasnormal,butnotyourStrength
modifier). The blade disappears at the end of your turn. The
weapon deals the same damage type that your kinetic blast
deals,andit interactswithArmorClassandspellresistanceas
normal forablastof its type.Even ifa telekineticistuses this
poweronamagicweaponoranotherunusualobject,theattack
doesntuseanyofthemagicweaponsbonusesoreffectsand
simplydealsthetelekineticistsblastdamage.Thekineticblade
doesntaddthedamagebonusfromelementaloverflow.
paizo.com #3659616, Ryan Mcgill , Jul 29, 2015
paizo.com #3659616, Ryan Mcgill , Jul 29, 2015
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paizo.com #3659616, Ryan Mcgill , Jul 29, 2015
paizo.com #3659616, Ryan Mcgill , Jul 29, 2015
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Occult ClassesOccult Classes 1KINETICFIST
Elementuniversal;Typeforminfusion;Level1;Burn1
AssociatedBlastsany
SavingThrownone
Yousurroundyourbodywithenergyorelementalmatterfrom
yourkineticabilities.Youcanusethisforminfusionaspartof
anattackaction,achargeaction,orafull-attackactiontoadd
damagetoeachofyournaturalattacksandunarmedstrikes
untilthebeginningofyournextturn.Sincekineticfistispart
ofanotheraction,usingthiswild talentdoesntprovokeany
additionalattackofopportunity.Youdealanadditional1d6
pointsofdamageper3diceofyourkineticblastsdamage
(minimum1d6),andthisdamageisofthesametype
asyourkineticblastsdamage.Thisextradamage
ignoresspellresistanceanddoesntapplyany
modifierstoyourkineticblastsdamage,such
asyourConstitutionmodifier.
KINETICWHIP
Elementuniversal;Typeform
infusion;Level3;Burn2
Prerequisitekineticblade
AssociatedBlastsany
SavingThrownone
You form a long tendril of energy or
elementalmatter.Thisfunctionsaskinetic
bladebutcountsasareachweaponappropriate
foryoursize.Unlikemostreachweapons,the
kineticwhipcanalsoattacknearbycreatures.The
kineticwhipdisappearsatthebeginningofyour
nextturn,butintheinterveningtime,itthreatensallsquares
withinitsreach,allowingyoutomakeattacksofopportunity
thatdealthewhipsusualdamage.
MAGNETICINFUSION
Elementairorearth;Typesubstanceinfusion;Level3;Burn2
AssociatedBlastschargedwater,electric,metal,plasma,
thunderstorm
SavingThrownone
Yourkineticb