*&aname(wild-talents)元力 &link(Wild Talents){https://aonprd.com/KineticistTalents.aspx} **&aname(simple-blasts)単純爆発 &small(){Simple Blasts} ***&aname(gravity-blast)&ref(legal.png,PFS)Gravity Blast &link(Gravity Blast){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Gravity%20Blast}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} 単純爆発(擬呪);&b(){レベル} —;&b(){燃焼} 0 &b(){爆発種別} physical; &b(){ダメージ} 殴打 You manipulate gravity to distort and buffet your foe’s body. ***&aname(negative-blast)&ref(legal.png,PFS)Negative Blast &link(Negative Blast){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Negative%20Blast}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} 単純爆発(擬呪);&b(){レベル} —;&b(){燃焼} 0 &b(){爆発種別} エネルギー; &b(){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). **&aname(composite-blasts)合成爆発 &small(){Composite Blasts} ***&aname(gravitic-boost)&ref(legal.png,PFS)Gravitic Boost &link(Gravitic Boost){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Gravitic%20Boost}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} 合成爆発(擬呪);&b(){レベル} —;&b(){燃焼} 2 &b(){必要条件} gravity blast, any other physical simple blast &b(){爆発種別} 特殊; &b(){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. ***&aname(negative-admixture)&ref(legal.png,PFS)Negative Admixture &link(Negative Admixture){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Negative%20Admixture}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} 合成爆発(擬呪);&b(){レベル} —;&b(){燃焼} 2 &b(){必要条件} negative blast, any other energy simple blast &b(){爆発種別} エネルギー; &b(){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. ***&aname(void-blast)&ref(legal.png,PFS)Void Blast &link(Void Blast){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Void%20Blast}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} 合成爆発(擬呪);&b(){レベル} —;&b(){燃焼} 2 &b(){必要条件} primary element (void), expanded element (void) &b(){爆発種別} 物理; &b(){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. **&aname(defense-wild-talents)防御元力 &small(){Defense Wild Talents} ***&aname(emptiness)&ref(legal.png,PFS)Emptiness &link(Emptiness){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Emptiness}/ &b(){出典} &i(){Occult Origins 6ページ} &b(){元素} void;&b(){種別} 防御元力(超常);&b(){レベル} —;&b(){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. **&aname(infusion-wild-talents)注入元力 &small(){Infusion Wild Talents} ***&aname(blade-rush)&ref(legal.png,PFS)Blade Rush &link(Blade Rush){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Blade%20Rush}/ &b(){出典} &i(){Psychic Anthology 20ページ} &b(){元素} universal;&b(){種別} 注入元力;&b(){レベル} 2;&b(){燃焼} 2 &b(){対象爆発} kinetic blade &b(){対象爆発} any &b(){爆発種別} 物理; &b(){ダメージ} 半分殴打、半分負のエネルギー &b(){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 AC 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. ***&aname(blade-whirlwind)&ref(legal.png,PFS)Blade Whirlwind &link(Blade Whirlwind){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Blade%20Whirlwind}/ &b(){出典} &i(){Psychic Anthology 20ページ} &b(){元素} universal;&b(){種別} 注入元力;&b(){レベル} 5;&b(){燃焼} 2 &b(){対象爆発} kinetic blade &b(){対象爆発} any &b(){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. ***&aname(bolt)&ref(legal.png,PFS)Bolt &link(Bolt){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Bolt}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} air;&b(){種別} 注入元力;&b(){レベル} 3;&b(){燃焼} 2 &b(){対象爆発} electric blast, thunderstorm blast &b(){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. ***&aname(dampening-infusion)&ref(legal.png,PFS)Dampening Infusion &link(Dampening Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Dampening%20Infusion}/ &b(){出典} &i(){Elemental Master's Handbook 22ページ} &b(){元素} void;&b(){種別} 注入元力;&b(){レベル} 1;&b(){燃焼} 1 &b(){対象爆発} negative, void &b(){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. ***&aname(darkness-infusion)&ref(legal.png,PFS)Darkness Infusion &link(Darkness Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Darkness%20Infusion}/ &b(){出典} &i(){Occult Origins 6ページ} &b(){元素} void;&b(){種別} 注入元力;&b(){レベル} 3;&b(){燃焼} 2 &b(){対象爆発} gravity, negative, void &b(){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. ***&aname(darkness-infusion-greater)&ref(legal.png,PFS)Darkness Infusion, Greater &link(Darkness Infusion, Greater){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Darkness%20Infusion,%20Greater}/ &b(){出典} &i(){Occult Origins 6ページ} &b(){元素} void;&b(){種別} 注入元力;&b(){レベル} 6;&b(){燃焼} 4 &b(){前提条件} darkness infusion &b(){対象爆発} gravity, negative, void &b(){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. ***&aname(dazzling-infusion)&ref(legal.png,PFS)Dazzling Infusion &link(Dazzling Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Dazzling%20Infusion}/ &b(){出典} &i(){Elemental Master's Handbook 22ページ} &b(){元素} fire, wood;&b(){種別} 注入元力;&b(){レベル} 1;&b(){燃焼} 1 &b(){対象爆発} blue flame, fire, plasma, positive, verdant &b(){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 SR 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 DC of this save by 2. ***&aname(detonation)&ref(legal.png,PFS)Detonation &link(Detonation){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Detonation}/ &b(){出典} &i(){Psychic Anthology 20ページ} &b(){元素} fire;&b(){種別} form infusion;&b(){レベル} 4;&b(){燃焼} 3 &b(){対象爆発} blue flame, fire &b(){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. ***&aname(elemental-trap)&ref(legal.png,PFS)Elemental Trap &link(Elemental Trap){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Elemental%20Trap}/ &b(){出典} &i(){Wilderness Origins 28ページ} &b(){元素} universal;&b(){種別} form infusion;&b(){レベル} 3;&b(){燃焼} 2 &b(){対象爆発} any &b(){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 DC 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. ***&aname(energize-weapon)&ref(legal.png,PFS)Energize Weapon &link(Energize Weapon){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Energize%20Weapon}/ &b(){出典} &i(){Elemental Master's Handbook 22ページ} &b(){元素} air, fire, void, water;&b(){種別} form infusion;&b(){レベル} 1;&b(){燃焼} 1 &b(){対象爆発} blue flame, cold, electric, fire, negative &b(){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). ***&aname(enervating-infusion)&ref(legal.png,PFS)Enervating Infusion &link(Enervating Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Enervating%20Infusion}/ &b(){出典} &i(){Occult Origins 6ページ} &b(){元素} void;&b(){種別} substance infusion;&b(){レベル} 7;&b(){燃焼} 4 &b(){対象爆発} negative, void &b(){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. ***&aname(focused-blast)&ref(legal.png,PFS)Focused Blast &link(Focused Blast){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Focused%20Blast}/ &b(){出典} &i(){Psychic Anthology 20ページ} &b(){元素} universal;&b(){種別} form infusion;&b(){レベル} 2;&b(){燃焼} 2 &b(){対象爆発} any &b(){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. ***&aname(kundalini-infusion)&ref(legal.png,PFS)Kundalini Infusion &link(Kundalini Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Kundalini%20Infusion}/ &b(){出典} &i(){Martial Arts Handbook 29ページ} &b(){元素} universal;&b(){種別} 注入元力;&b(){レベル} 2;&b(){燃焼} 0 &b(){前提条件} ki pool, kinetic fist &b(){対象爆発} any &b(){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. ***&aname(maelstrom)&ref(legal.png,PFS)Maelstrom &link(Maelstrom){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Maelstrom}/ &b(){出典} &i(){Psychic Anthology 20ページ} &b(){元素} water;&b(){種別} 注入元力;&b(){レベル} 8;&b(){燃焼} 4 &b(){前提条件} extended range &b(){対象爆発} charged water, water &b(){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 DC 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. ***&aname(penetrating-infusion)&ref(legal.png,PFS)Penetrating Infusion &link(Penetrating Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Penetrating%20Infusion}/ &b(){出典} &i(){Elemental Master's Handbook 22ページ} &b(){元素} air, fire, water;&b(){種別} 注入元力;&b(){レベル} 2;&b(){燃焼} 2 &b(){対象爆発} blue flame, cold, electric, fire &b(){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. ***&aname(pulling-infusion)&ref(legal.png,PFS)Pulling Infusion &link(Pulling Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Pulling%20Infusion}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} 注入元力;&b(){レベル} 1;&b(){燃焼} 1 &b(){対象爆発} gravity, void &b(){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 CMB. 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. ***&aname(shepherd-of-souls)&ref(legal.png,PFS)Shepherd of Souls &link(Shepherd of Souls){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Shepherd%20of%20Souls}/ &b(){出典} &i(){Plane-Hopper's Handbook 8ページ} &b(){元素} universal;&b(){種別} 注入元力;&b(){レベル} 7;&b(){燃焼} 4 &b(){対象爆発} any simple &b(){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 (DC = 11 + your kineticist level) or the spell fails and the material component is wasted. ***&aname(singularity)&ref(legal.png,PFS)Singularity &link(Singularity){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Singularity}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} form infusion;&b(){レベル} 4;&b(){燃焼} 3 &b(){対象爆発} gravity, negative, void &b(){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 DC is Dexterity-based. ***&aname(slick-infusion)&ref(legal.png,PFS)Slick Infusion &link(Slick Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Slick%20Infusion}/ &b(){出典} &i(){Psychic Anthology 21ページ} &b(){元素} water;&b(){種別} 注入元力;&b(){レベル} 2;&b(){燃焼} 2 &b(){前提条件} slick &b(){対象爆発} blizzard, charged water, cold, ice, water &b(){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 DC 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. ***&aname(spindle)&ref(legal.png,PFS)Spindle &link(Spindle){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Spindle}/ &b(){出典} &i(){Elemental Master's Handbook 22ページ} &b(){元素} universal;&b(){種別} form infusion;&b(){レベル} 2;&b(){燃焼} 2 &b(){対象爆発} any &b(){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 DC is Dexterity-based. ***&aname(stylish-infusion)&ref(legal.png,PFS)Stylish Infusion &link(Stylish Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Stylish%20Infusion}/ &b(){出典} &i(){Martial Arts Handbook 29ページ} &b(){元素} universal;&b(){種別} 注入元力;&b(){レベル} 3;&b(){燃焼} 2 &b(){前提条件} brawler's flurry or flurry of blows class feature, kinetic fist &b(){対象爆発} any &b(){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. &b(){特殊}:You can select this infusion multiple times. Each time, you must select a different style strike. ***&aname(synaptic-infusion)&ref(legal.png,PFS)Synaptic Infusion &link(Synaptic Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Synaptic%20Infusion}/ &b(){出典} &i(){Psychic Anthology 21ページ} &b(){元素} air;&b(){種別} 注入元力;&b(){レベル} 3;&b(){燃焼} 2 &b(){対象爆発} electric, charged water, thunderstorm &b(){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. ***&aname(telekinetic-boomerang)&ref(legal.png,PFS)Telekinetic Boomerang &link(Telekinetic Boomerang){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Telekinetic%20Boomerang}/ &b(){出典} &i(){Psychic Anthology 21ページ} &b(){元素} aether;&b(){種別} form infusion;&b(){レベル} 1;&b(){燃焼} 1 &b(){対象爆発} telekinetic &b(){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). ***&aname(tremor)&ref(legal.png,PFS)Tremor &link(Tremor){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Tremor}/ &b(){出典} &i(){Psychic Anthology 21ページ} &b(){元素} earth;&b(){種別} form infusion;&b(){レベル} 5;&b(){燃焼} 3 &b(){対象爆発} earth &b(){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. ***&aname(turning-blast)&ref(legal.png,PFS)Turning Blast &link(Turning Blast){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Turning%20Blast}/ &b(){出典} &i(){Plane-Hopper's Handbook 8ページ} &b(){元素} void, wood;&b(){種別} 注入元力;&b(){レベル} 4;&b(){燃焼} 3 &b(){前提条件} duskwalker, or Planar Infusion (Boneyard) &b(){対象爆発} positive, negative &b(){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. ***&aname(unblinking-flame-infusion)&ref(legal.png,PFS)Unblinking Flame Infusion &link(Unblinking Flame Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Unblinking%20Flame%20Infusion}/ &b(){出典} &i(){Martial Arts Handbook 30ページ} &b(){元素} fire;&b(){種別} 注入元力;&b(){レベル} 5;&b(){燃焼} 3 &b(){前提条件} kinetic fist, member of the Monastery of Unblinking Flame &b(){対象爆発} blue flame, fire &b(){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. ***&aname(unbreaking-waves-infusion)&ref(legal.png,PFS)Unbreaking Waves Infusion &link(Unbreaking Waves Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Unbreaking%20Waves%20Infusion}/ &b(){出典} &i(){Martial Arts Handbook 30ページ} &b(){元素} water;&b(){種別} 注入元力;&b(){レベル} 5;&b(){燃焼} 3 &b(){前提条件} kinetic fist, member of the Monastery of Unbreaking Waves (Pathfinder Society Scenario #9–24: Beneath Unbroken Waves) &b(){対象爆発} ice, water &b(){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. ***&aname(unfolding-wind-infusion)&ref(legal.png,PFS)Unfolding Wind Infusion &link(Unfolding Wind Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Unfolding%20Wind%20Infusion}/ &b(){出典} &i(){Martial Arts Handbook 30ページ} &b(){元素} air;&b(){種別} 注入元力;&b(){レベル} 5;&b(){燃焼} 3 &b(){前提条件} kinetic fist, member of the Monastery of Unfolding Wind &b(){対象爆発} air, thunderstorm &b(){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. ***&aname(unnerving-infusion)&ref(legal.png,PFS)Unnerving Infusion &link(Unnerving Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Unnerving%20Infusion}/ &b(){出典} &i(){Elemental Master's Handbook 22ページ} &b(){元素} void;&b(){種別} 注入元力;&b(){レベル} 3;&b(){燃焼} 2 &b(){対象爆発} negative, void &b(){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. ***&aname(untwisting-iron-infusion)&ref(legal.png,PFS)Untwisting Iron Infusion &link(Untwisting Iron Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Untwisting%20Iron%20Infusion}/ &b(){出典} &i(){Martial Arts Handbook 30ページ} &b(){元素} earth;&b(){種別} 注入元力;&b(){レベル} 5;&b(){燃焼} 3 &b(){前提条件} kinetic fist, member of the Monastery of Untwisting Iron &b(){対象爆発} earth, metal &b(){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 DR/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. ***&aname(vampiric-infusion)&ref(legal.png,PFS)Vampiric Infusion &link(Vampiric Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Vampiric%20Infusion}/ &b(){出典} &i(){Elemental Master's Handbook 22ページ} &b(){元素} void;&b(){種別} 注入元力;&b(){レベル} 5;&b(){燃焼} 3 &b(){前提条件} void healer &b(){対象爆発} negative void &b(){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. ***&aname(venom-admixture)&ref(legal.png,PFS)Venom Admixture &link(Venom Admixture){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Venom%20Admixture}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} universal;&b(){種別} 注入元力;&b(){レベル} 2;&b(){燃焼} 2 &b(){前提条件} venom speaker &b(){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 DC, frequency, effect, and cure as the consumed poison. ***&aname(venom-infusion)&ref(legal.png,PFS)Venom Infusion &link(Venom Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Venom%20Infusion}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} universal;&b(){種別} 注入元力;&b(){レベル} 4;&b(){燃焼} 3 &b(){前提条件} venom speaker &b(){対象爆発} any simple or composite &b(){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. ***&aname(venom-infusion-greater)&ref(legal.png,PFS)Venom Infusion, Greater &link(Venom Infusion, Greater){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Venom%20Infusion,%20Greater}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} universal;&b(){種別} 注入元力;&b(){レベル} 7;&b(){燃焼} 4 &b(){前提条件} venom speaker, venom infusion &b(){対象爆発} any simple or composite &b(){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. ***&aname(weighing-infusion)&ref(legal.png,PFS)Weighing Infusion &link(Weighing Infusion){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Weighing%20Infusion}/ &b(){出典} &i(){Psychic Anthology 21ページ} &b(){元素} void;&b(){種別} 注入元力;&b(){レベル} 2;&b(){燃焼} 2 &b(){対象爆発} gravity, void &b(){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. ***&aname(whip-hurricane)&ref(legal.png,PFS)Whip Hurricane &link(Whip Hurricane){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Whip%20Hurricane}/ &b(){出典} &i(){Psychic Anthology 22ページ} &b(){元素} universal;&b(){種別} form infusion;&b(){レベル} 6;&b(){燃焼} 4 &b(){前提条件} kinetic blade, kinetic whip, blade whirlwind &b(){対象爆発} any &b(){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. **&aname(utility-wild-talents)汎用元力 &small(){Utility Wild Talents} ***&aname(absentia)&ref(legal.png,PFS)Absentia &link(Absentia){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Absentia}/ &b(){出典} &i(){Psychic Anthology 22ページ} &b(){元素} void;&b(){種別} utility (Sp);&b(){レベル} 4;&b(){燃焼} 0 &b(){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. ***&aname(aether-architect)&ref(legal.png,PFS)Aether Architect &link(Aether Architect){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Aether%20Architect}/ &b(){出典} &i(){Psychic Anthology 22ページ} &b(){元素} aether;&b(){種別} utility (Su);&b(){レベル} 9;&b(){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. ***&aname(angelic-protection)&ref(legal.png,PFS)Angelic Protection &link(Angelic Protection){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Angelic%20Protection}/ &b(){出典} &i(){Plane-Hopper's Handbook 8ページ} &b(){元素} aether, water, wood;&b(){種別} utility (Sp);&b(){レベル} 2;&b(){燃焼} 0 &b(){前提条件} kinetic healer wild talent, aasimar or Planar Infusion (Elysium, Heaven, Nirvana) &b(){セーヴィング・スロー} none; &b(){SR} none When you use kinetic healer, the target of the healing gains the benefits of protection from evil for 1 round. ***&aname(basic-chaokinesis)&ref(legal.png,PFS)Basic Chaokinesis &link(Basic Chaokinesis){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Basic%20Chaokinesis}/ &b(){出典} &i(){Occult Origins 6ページ} &b(){元素} void;&b(){種別} utility (Sp);&b(){レベル} 1;&b(){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. ***&aname(body-of-air)&ref(legal.png,PFS)Body of Air &link(Body of Air){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Body%20of%20Air}/ &b(){出典} &i(){Psychic Anthology 22ページ} &b(){元素} air;&b(){種別} utility (Sp);&b(){レベル} 4;&b(){燃焼} 0 You transform yourself into gas, as per gaseous form. You can’t use kinetic blasts while in this form. ***&aname(clockwork-heart)&ref(legal.png,PFS)Clockwork Heart &link(Clockwork Heart){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Clockwork%20Heart}/ &b(){出典} &i(){Heroes of Golarion 27ページ} &b(){元素} earth;&b(){種別} utility (Su);&b(){レベル} 3;&b(){燃焼} 0 &b(){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. ***&aname(clockwork-puppet)&ref(legal.png,PFS)Clockwork Puppet &link(Clockwork Puppet){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Clockwork%20Puppet}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} earth;&b(){種別} utility (Su);&b(){レベル} 5;&b(){燃焼} 0 &b(){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. ***&aname(corpse-puppet)&ref(legal.png,PFS)Corpse Puppet &link(Corpse Puppet){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Corpse%20Puppet}/ &b(){出典} &i(){Psychic Anthology 22ページ} &b(){元素} void;&b(){種別} utility (Sp);&b(){レベル} 4;&b(){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. ***&aname(cryokinetic-stasis)&ref(legal.png,PFS)Cryokinetic Stasis &link(Cryokinetic Stasis){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Cryokinetic%20Stasis}/ &b(){出典} &i(){Psychic Anthology 22ページ} &b(){元素} water;&b(){種別} utility (Sp);&b(){レベル} 8;&b(){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. ***&aname(curse-breaker)&ref(legal.png,PFS)Curse Breaker &link(Curse Breaker){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Curse%20Breaker}/ &b(){出典} &i(){Psychic Anthology 22ページ} &b(){元素} void;&b(){種別} utility (Sp);&b(){レベル} 4;&b(){燃焼} 0 &b(){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. ***&aname(earth-child)&ref(legal-c.png,PFS,title=The elemental saturations on pages 8-9 are only accessible only through special boons.)Earth Child &link(Earth Child){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Earth%20Child}/ &b(){出典} &i(){Occult Realms 8ページ} &b(){元素} earth;&b(){種別} utility (Su);&b(){レベル} 3;&b(){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. ****Attunement 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 DC 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 DC 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. ***&aname(earth-tongue)&ref(legal.png,PFS)Earth Tongue &link(Earth Tongue){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Earth%20Tongue}/ &b(){出典} &i(){Psychic Anthology 22ページ} &b(){元素} earth;&b(){種別} utility (Sp);&b(){レベル} 8;&b(){燃焼} 0 &b(){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. ***&aname(elemental-exile)&ref(legal.png,PFS)Elemental Exile &link(Elemental Exile){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Elemental%20Exile}/ &b(){出典} &i(){Wilderness Origins 28ページ} &b(){元素} universal;&b(){種別} utility (Sp);&b(){レベル} 8;&b(){燃焼} 1 &b(){セーヴィング・スロー} Will negates; &b(){SR} 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). ***&aname(elemental-transmission)&ref(legal.png,PFS)Elemental Transmission &link(Elemental Transmission){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Elemental%20Transmission}/ &b(){出典} &i(){Wilderness Origins 28ページ} &b(){元素} earth, fire, water;&b(){種別} utility (Sp);&b(){レベル} 5;&b(){燃焼} 0 &b(){セーヴィング・スロー} Will negates; &b(){SR} 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. ***&aname(eyes-of-the-void)&ref(legal.png,PFS)Eyes of the Void &link(Eyes of the Void){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Eyes%20of%20the%20Void}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} utility (Su);&b(){レベル} 2;&b(){燃焼} — You gain darkvision with a range of 60 feet (if you already have darkvision, your darkvision’s range increases by 30 feet). ***&aname(eyes-of-the-void-greater)&ref(legal.png,PFS)Eyes of the Void, Greater &link(Eyes of the Void, Greater){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Eyes%20of%20the%20Void,%20Greater}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} utility (Su);&b(){レベル} 5;&b(){燃焼} — &b(){前提条件} eyes of the void You can see in darkness, as per the monster special ability. ***&aname(fire-corridor)&ref(legal.png,PFS)Fire Corridor &link(Fire Corridor){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Fire%20Corridor}/ &b(){出典} &i(){Wilderness Origins 29ページ} &b(){元素} fire;&b(){種別} utility (Sp);&b(){レベル} 5;&b(){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. ***&aname(fire-steed)&ref(legal.png,PFS)Fire Steed &link(Fire Steed){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Fire%20Steed}/ &b(){出典} &i(){Wilderness Origins 29ページ} &b(){元素} fire;&b(){種別} utility (Sp);&b(){レベル} 2;&b(){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. ***&aname(gravity-control)&ref(legal.png,PFS)Gravity Control &link(Gravity Control){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Gravity%20Control}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} utility (Sp);&b(){レベル} 3;&b(){燃焼} 0 You use your gravitic abilities to move yourself, as per flame jet. ***&aname(gravity-control-greater)&ref(legal.png,PFS)Gravity Control, Greater &link(Gravity Control, Greater){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Gravity%20Control,%20Greater}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} utility (Sp);&b(){レベル} 5;&b(){燃焼} 0 &b(){前提条件} gravity control You have greater control over gravity, as per greater flame jet. ***&aname(gravity-master)&ref(legal.png,PFS)Gravity Master &link(Gravity Master){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Gravity%20Master}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} utility (Sp);&b(){レベル} 9;&b(){燃焼} 0 &b(){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. ***&aname(greater-fire-steed)&ref(legal.png,PFS)Greater Fire Steed &link(Greater Fire Steed){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Greater%20Fire%20Steed}/ &b(){出典} &i(){Wilderness Origins 29ページ} &b(){元素} fire;&b(){種別} utility (Sp);&b(){レベル} 8;&b(){燃焼} 0 &b(){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. ***&aname(hurricane-queen)&ref(legal-c.png,PFS,title=The elemental saturations on pages 8-9 are only accessible only through special boons.)Hurricane Queen &link(Hurricane Queen){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Hurricane%20Queen}/ &b(){出典} &i(){Occult Realms 8ページ} &b(){元素} air;&b(){種別} utility (Su);&b(){レベル} 9;&b(){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. ****Attunement 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 DC 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 DC 25 Reflex save or be pulled into the Eye of Abendego, never to return. ***&aname(improved-fire-steed)&ref(legal.png,PFS)Improved Fire Steed &link(Improved Fire Steed){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Improved%20Fire%20Steed}/ &b(){出典} &i(){Wilderness Origins 29ページ} &b(){元素} fire;&b(){種別} utility (Sp);&b(){レベル} 5;&b(){燃焼} 0 &b(){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. ***&aname(infernal-bargain)&ref(legal.png,PFS)Infernal Bargain &link(Infernal Bargain){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Infernal%20Bargain}/ &b(){出典} &i(){Plane-Hopper's Handbook 8ページ} &b(){元素} universal;&b(){種別} utility (Sp);&b(){レベル} 1;&b(){燃焼} 0 &b(){前提条件} tiefling or Planar Infusion (Hell) &b(){セーヴィング・スロー} none; &b(){SR} 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. ***&aname(kinetic-awe)&ref(legal.png,PFS)Kinetic Awe &link(Kinetic Awe){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Kinetic%20Awe}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} universal;&b(){種別} utility (Su);&b(){レベル} 1;&b(){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. ***&aname(kinetic-dissolution)&ref(legal.png,PFS)Kinetic Dissolution &link(Kinetic Dissolution){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Kinetic%20Dissolution}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} universal;&b(){種別} utility (Su);&b(){レベル} 1;&b(){燃焼} 0 &b(){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. ***&aname(kinetic-restoration)&ref(legal.png,PFS)Kinetic Restoration &link(Kinetic Restoration){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Kinetic%20Restoration}/ &b(){出典} &i(){Healer's Handbook 15ページ} &b(){元素} universal;&b(){種別} utility (Su);&b(){レベル} 3;&b(){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. ***&aname(kinetic-revivification)&ref(legal.png,PFS)Kinetic Revivification &link(Kinetic Revivification){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Kinetic%20Revivification}/ &b(){出典} &i(){Healer's Handbook 15ページ} &b(){元素} aether, water;&b(){種別} utility (Su);&b(){レベル} 6;&b(){燃焼} — &b(){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. ***&aname(living-capacitor)&ref(legal.png,PFS)Living Capacitor &link(Living Capacitor){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Living%20Capacitor}/ &b(){出典} &i(){Psychic Anthology 23ページ} &b(){元素} air;&b(){種別} utility (Sp);&b(){レベル} 2;&b(){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. ***&aname(magnetism)&ref(legal.png,PFS)Magnetism &link(Magnetism){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Magnetism}/ &b(){出典} &i(){Elemental Master's Handbook 22ページ} &b(){元素} air, earth;&b(){種別} utility (Sp);&b(){レベル} 3;&b(){燃焼} 0 &b(){前提条件} magnetic infusion &b(){セーヴィング・スロー} none; &b(){SR} 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 CMD as normal, and if it’s holding the object, it must drop it or this ability pushes or pulls the creature. ***&aname(magnetism-greater)&ref(legal.png,PFS)Magnetism, Greater &link(Magnetism, Greater){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Magnetism,%20Greater}/ &b(){出典} &i(){Elemental Master's Handbook 22ページ} &b(){元素} air, earth;&b(){種別} utility (Sp);&b(){レベル} 9;&b(){燃焼} 0 &b(){前提条件} magnetic infusion, magnetism &b(){セーヴィング・スロー} none; &b(){SR} 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. ***&aname(mesmerizing-elementalist)&ref(legal.png,PFS)Mesmerizing Elementalist &link(Mesmerizing Elementalist){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Mesmerizing%20Elementalist}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} universal;&b(){種別} utility (Su);&b(){レベル} 1;&b(){燃焼} 0 &b(){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 DC 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. ***&aname(nine-tailed-kineticist)&ref(legal.png,PFS)Nine-Tailed Kineticist &link(Nine-Tailed Kineticist){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Nine-Tailed%20Kineticist}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} universal;&b(){種別} utility (Su);&b(){レベル} 1;&b(){燃焼} 0 &b(){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. ***&aname(no-breath)&ref(legal.png,PFS)No Breath &link(No Breath){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=No%20Breath}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} utility (Su);&b(){レベル} 2;&b(){燃焼} — &b(){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. ***&aname(past-life-evoker)&ref(legal.png,PFS)Past Life Evoker &link(Past Life Evoker){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Past%20Life%20Evoker}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} universal;&b(){種別} utility (Su);&b(){レベル} 2;&b(){燃焼} 0 &b(){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. ***&aname(pillar)&ref(legal.png,PFS)Pillar &link(Pillar){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Pillar}/ &b(){出典} &i(){Elemental Master's Handbook 23ページ} &b(){元素} earth, water, wood;&b(){種別} utility (Sp);&b(){レベル} 3;&b(){燃焼} 0 &b(){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 AC 4, hardness 0, and 3 hit points per kineticist level. Scaling the pillar’s rough edges requires a successful DC 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. ***&aname(primal-aether)&ref(legal-c.png,PFS,title=The elemental saturations on pages 8-9 are only accessible only through special boons.)Primal Aether &link(Primal Aether){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Primal%20Aether}/ &b(){出典} &i(){Occult Realms 8ページ} &b(){元素} aether;&b(){種別} utility (Su);&b(){レベル} 3;&b(){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 CR equal to your kineticist level. See pages 12–13 of [[Pathfinder Campaign Setting]]: Inner Sea Magic for more information on primal magic events. ****Attunement 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 DC 20 Knowledge (arcana) check and a DC 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. ***&aname(purging-flame)&ref(legal-c.png,PFS,title=The elemental saturations on pages 8-9 are only accessible only through special boons.)Purging Flame &link(Purging Flame){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Purging%20Flame}/ &b(){出典} &i(){Occult Realms 9ページ} &b(){元素} fire;&b(){種別} utility (Sp);&b(){レベル} 6;&b(){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 100 gp or 1,000 gp 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. ****Attunement 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 DC 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. ***&aname(purifying-flames)&ref(legal.png,PFS)Purifying Flames &link(Purifying Flames){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Purifying%20Flames}/ &b(){出典} &i(){Wilderness Origins 29ページ} &b(){元素} fire;&b(){種別} utility (Sp);&b(){レベル} 4;&b(){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 DC 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 DC of one poison affecting the target by 2. This reduction remains until the end of your next turn. ***&aname(sky-walk)&ref(legal.png,PFS)Sky Walk &link(Sky Walk){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Sky%20Walk}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} air;&b(){種別} utility (Su);&b(){レベル} 7;&b(){燃焼} 1 &b(){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. ***&aname(spark-of-innovation)&ref(legal.png,PFS)Spark of Innovation &link(Spark of Innovation){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Spark%20of%20Innovation}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} earth;&b(){種別} utility (Sp);&b(){レベル} 5;&b(){燃焼} 0 &b(){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. ***&aname(splash-of-the-styx)&ref(legal.png,PFS)Splash of the Styx &link(Splash of the Styx){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Splash%20of%20the%20Styx}/ &b(){出典} &i(){Plane-Hopper's Handbook 8ページ} &b(){元素} water;&b(){種別} utility (Sp);&b(){レベル} 5;&b(){燃焼} 1 &b(){前提条件} tiefling or Planar Infusion (Abaddon, Abyss, or Hell) &b(){セーヴィング・スロー} Will negates; &b(){SR} 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. ***&aname(tengu-blade-lore)&ref(legal.png,PFS)Tengu Blade Lore &link(Tengu Blade Lore){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Tengu%20Blade%20Lore}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} universal;&b(){種別} utility (Su);&b(){レベル} 1;&b(){燃焼} 0 &b(){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. ***&aname(undead-grip)&ref(legal.png,PFS)Undead Grip &link(Undead Grip){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Undead%20Grip}/ &b(){出典} &i(){Psychic Anthology 23ページ} &b(){元素} void;&b(){種別} utility (Sp);&b(){レベル} 3;&b(){燃焼} 0 &b(){セーヴィング・スロー} Will negates; &b(){SR} 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. ***&aname(venom-speaker)&ref(legal.png,PFS)Venom Speaker &link(Venom Speaker){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Venom%20Speaker}/ &b(){出典} &i(){Heroes of Golarion 26ページ} &b(){元素} universal;&b(){種別} utility (Su);&b(){レベル} 1;&b(){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. ***&aname(void-healer)&ref(legal.png,PFS)Void Healer &link(Void Healer){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Void%20Healer}/ &b(){出典} &i(){Occult Origins 7ページ} &b(){元素} void;&b(){種別} utility (Sp);&b(){レベル} 1;&b(){燃焼} 1 This functions as kinetic healer (Pathfinder RPG Occult Adventures 26), except it heals undead (and others healed by negative energy). ***&aname(water-alteration)&ref(legal-c.png,PFS,title=The elemental saturations on pages 8-9 are only accessible only through special boons.)Water Alteration &link(Water Alteration){https://aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Water%20Alteration}/ &b(){出典} &i(){Occult Realms 9ページ} &b(){元素} water;&b(){種別} utility (Sp);&b(){レベル} 1;&b(){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. ****Attunement 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 DC 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. ----