TEXT: — 1 —
  N. Jolly
  Kineticists of Porphyra III
  
  — 2 —
  Kineticists of Porphya III
  Author
  N. Jolly
  Team KoP
  Jacob McCoy, Mort,
  Onyx Tanuki
  Editing
  Perry Fehr, Mark Gedak
  Porphyra Logo Rick Hershey
  Art
  Brian Brinlee, Gary Dupuis
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Kineticists of Porphyra III is compatible with 
  the Porphyra Campaign Setting and 
  the Porphyra Wiki located at:
  http://porphyra.wikidot.com/
  If you have trouble locating reference content on the site 
  drop me an email at gedakm@gmail.com and I will get 
  the content updated and point you to it.
  The KoP Team has also put together a 
  FAQ document for use with this series.
  
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  “The days of conflict are coming. Strong forces are collectin’, and conflict contin-
  ues to boil as to this day. At this point I don’t believe we’ll make it through the 
  year unless we join in the battle. But really, that was our plan all along, wasn’t 
  it Lord?”
  -Red Joker of the Dusk
  Grand Adviser and Master Telekineticist
  179 AC
  Kineticists and Society
  If there is one thing that is known for certain about kineticists, it is that 
  they are the heralds of change. Change in climate, regimes, and even the 
  landscape itself, the power of a seasoned kineticist is enough to shape the 
  environment around them. Thrust into battles they have no part in, the 
  number of these scions of the elements that engage in combat is staggering, 
  as those in power see nothing more than elemental engines of destruction 
  when looking upon kineticists. While they are certainly right with some, 
  not all kineticists share these violent impulses. There are those that instead 
  seek to live in harmony with both their element and themselves, never once 
  engaging in a fight.
     The welcome a kineticist receives is often based on their element, with 
  some being better met than others. Telekineticists are often met with dis-
  trust due to their unseen powers, although this is only if they are exposed 
  as one. Many telekineticists often pass off their powers as magic if expos-
  ing them at all, preferring to keep their powers a secret. Hydrokineticists 
  are met with more acceptance, often seen as sages and healers, their powers 
  considered sacred by some, especially in areas of little rainfall. These indi-
  viduals are given a large amount of leeway, respected by the common folk 
  and royalty alike.
     Fear is often the first emotion felt when a pyrokineticist enters a new 
  place, the knowledge of their wild and apparently uncontrollable power 
  spreading like...well, wildfire. From their flaming aura to their explosive 
  powers, pyrokineticists are the most likely to be assumed to be dangerous 
  and unhinged, causing many of their ilk to hide away such powers for as 
  long as they can. Geokineticists, on the other hand, are seen as builders and 
  considered stalwart figures. Seen as patient, their powers lead others to trust 
  them more than most, thought of as soldiers of their element.
     When an aerokineticist is traveling, they are generally seen as a flighty 
  person, rarely one to be depended on. While not feared, they are thought of 
  as frivolous folk, the kind that easily fade from memory. The only kineti-
  cists who leave less of an impact are phytokineticists, regarded as less direct 
  
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  geokineticists. Sometimes people can forget someone is a phyotkineticist, 
  their powers lacking the more impactful edge of their more exciting fellows. 
  It is often joked that the most exciting thing about a phytokineticist is seeing 
  them leave, although it is rarely said to their face.
     Of the more feared kineticists are the chaokineticists, met with distrust and 
  superstition by those who don’t understand them. Tales of reanimating the 
  corpses of their foes and sapping the souls from others are used as cautionary 
  tales among the less knowledgeable. Only toxikineticists manage to draw as 
  much open fear and disgust, the smell of acid and poison hanging over them 
  like a shroud. Despite the value of what they do, only the fear of a slow and 
  painful death hang over them.
     On the opposite side of the spectrum, the arrival of a vibrokineticist is met 
  with as much fanfare as that of a bard, hopes of good songs and tales fresh in 
  the minds of commoners. Vibrokineticists themselves often have a magnetic 
  personality, making them quite thankful for the attention. Photokineticists 
  are often seen as ephemeral folks, hard to keep track of even when right in 
  front of someone. A good photokineticist does nothing to dispel that belief, 
  instead using their powers to fade into and out of the memories of those 
  around them.
     Probably the least talked about among kineticist are the chronokineticists, 
  and some people (incorrectly) assume that they don’t even exist. With pow-
  ers that seem to leave no trace, chronokineticists lack the fanfare of others, 
  instead choosing to act at their own pace. The most reviled of kineticist 
  however is the corpokineticist, seen as intolerable aberrations. Due to their 
  artificial origins, they are seen as perversions of the natural order, and are 
  almost always met with scorn and hatred.
  New Archetypes
  The following are archetypes common among the races and peoples of Por-
  phyra, and take their places among the Deist-Elementalist conflict there.
  Corpse Puppeteer
  Not all respect life equally, and some are more apt to use its remnants than 
  others. The shrewdest of chaokineticists and corpokineticists are likely to see 
  value even in death, animating a corpse through either a surge of negative en-
  ergy or wresting control of its very flesh and bones, wielding it as a weapon of 
  their own design. These foul masters of power find strength in cannibalizing 
  the bodies of others to aid their own vile beast, creating an unholy chimera 
  
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  unfit to walk in the light.
  Elemental Focus (Su): A corpse puppeteer must select viscera or void as their 
  elemental focus.
  Corpse Puppet (Su): At 1st level, a corpse puppeteer may create a corpse 
  puppet from the corpse of a deceased Medium or Small humanoid or a four 
  legged animal (other animal corpses may be allowed upon GM approval). 
  Treat this as a skeleton for corpse puppeteers with void as their elemental 
  focus. If their elemental focus is viscera, it instead is treated as a construct 
  (therefore a chaokineticist’s corpse would gain additional hit points upon rais-
  ing its Charisma, while a corpokineticist’s corpse receives additional hit points 
  according to its size).
  Medium Humanoid Corpse
  Size Medium; Speed 30 ft.; AC +2 natural armor; Attack 2 claws (1d4); 
  Ability Scores Str 16, Dex 13, Con —, Int —, Wis 10, Cha 11; Special 
  Qualities DR 5/bludgeoning, construct traits (if viscera)/undead traits (if 
  void)
  Medium Animal Corpse
  Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6); Ability 
  Scores Str 17, Dex 13, Con —, Int —, Wis 10, Cha 11; Special Qualities 
  DR 5/bludgeoning, construct traits (if viscera)/undead traits (if void)
  Small Humanoid Corpse
  Size Small; Speed 20 ft.; AC +2 natural armor; Attack 2 claws (1d3); Ability 
  Scores Str 13, Dex 16, Con —, Int —, Wis 10, Cha 11; Special Qualities 
  DR 5/bludgeoning, construct traits (if viscera)/undead traits (if void)
  Small Animal Corpse
  Size Small; Speed 30 ft.; AC +2 natural armor; Attack bite (1d4); Ability 
  Scores Str 13, Dex 17, Con —, Int —, Wis 10, Cha 11; Special Qualities 
  DR 5/bludgeoning, construct traits (if viscera)/undead traits (if void)
  This corpse functions as a druid’s animal companion, using the corpse pup-
  peteer’s level as their effective druid level. Despite being mindless, it gains 
  feats as it levels up, although they must be from the list available to an animal 
  companion.
     Controlling a corpse only requires a swift action, and a corpse will continue 
  
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  whatever action it was last given, standing completely still if it has no task 
  given to it. As it is mindless, it cannot be given any complex task, being lim-
  ited to “attack”, “defend”, “stay”, and “flee.” A corpse can only be healed with 
  the kinetic healer, regressive healer, void healer, or any other talents which 
  require those as a prerequisite (this is an exception to the normal rule of what 
  these talents can heal).
     A corpse puppeteer can break the connection between themselves and their 
  corpse as a full round action, causing it to revert to a normal corpse. To form 
  a connection with a new corpse, they must spend 1 hour with a new corpse, 
  accepting an amount of burn equal to ½ their character level (minimum 1). 
  A corpse puppeteer can reduce the amount of burn needed by supplying an 
  additional amount of Small or larger humanoid corpses equal to the amount 
  of burn they must accept. Any corpse they control will rot as it normally 
  would, although this does not affect its abilities.
     This ability replaces the infusions gained at 1st, 5th, 9th, 13th, and 17th 
  level.
  Share Utility Wild Talents (Su): At 1st level, a corpse puppeteer’s animated 
  “corpse puppet” can use any spell-like utility wild talents that require a 
  standard action to use that the corpse puppeteer possesses. If they do so, the 
  corpse puppeteer cannot take a standard action on their next round. A corpse 
  puppet cannot accept burn while using any of these utility wild talents.
     This ability replaces the link and share spells ability normally granted to 
  animal companions.
  Fleshcrafting (Ex): At 4th level, a corpse puppeteer can spend 10 minutes 
  to apply the unnatural evolution talent to any corpse permanently. A corpse 
  can only have one such alteration at a time, and adding a second causes the 
  first one to rot off and become worthless. At 8th level, and every 4 levels 
  afterwards, they can apply an additional use of unnatural evolution to their 
  corpse. A corpse may take the Extra Evolution feat and apply its effects to 
  themselves, treating its hit dice as its level for the purpose of how many times 
  it can select it.
     This ability replaces the utility wild talent gained at 4th level.
  Preserved Puppet (Ex): At 6th level, a corpse puppeteer’s corpse is preserved 
  as though under the effect of a continual gentle repose spell.
     This ability replaces the devotion ability normally granted to animal com-
  panions.
  
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  Advanced Puppetry (Ex): At 7th level, a corpse puppeteer can form a con-
  nection with a Large corpse or spend 10 minutes and accept 1 point of burn 
  to permanently increase the size of a Medium corpse puppet to Large. A 
  Large corpse gains the following stats: 
  Large Humanoid Corpse
  Size Large; Speed 40 ft.; AC +4 natural armor; Attack 2 claws (1d6); Space 
  10 ft., Reach 10 ft.; Ability Scores Str 20, Dex 13, Con —, Int —, Wis 10, 
  Cha 12; Special Qualities DR 10/bludgeoning, construct traits (if viscera)/
  undead traits (if void)
  Large Animal Corpse
  Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite 1d8, Space 10 ft., 
  Reach 10 ft.; Ability Scores Str 20, Dex 13, Con —, Int —, Wis 10, Cha 
  12, Special Qualities DR 10/bludgeoning, construct traits (if viscera)/un-
  dead traits (if void)
  A corpse puppeteer can also choose to instead form a connection with two 
  Small corpses, treating their effective druid level as their corpse puppeteer 
  level -3 for both of them. While they both share feats, applications of flesh-
  crafting are separate among them.
     This ability replaces the expanded element gained at 7th level.
  Expanded Element (Su): At 10th level, a corpse puppeteer gains the expand-
  ed element class feature.
     This ability replaces the utility wild talent gained at 10th level.
  Improved Fleshcrafting (Ex): At 10th level, a corpse puppeteer can use two 
  uses of their unnatural evolution to instead apply one use of improved un-
  natural evolution.
  Fleshcrafting Master (Ex): At 15th level, a corpse puppeteer can form a 
  connection with a Huge corpse or spend 1 hour and accept 2 points of burn 
  to permanently increase the size of a Large corpse puppet to Huge. A Huge 
  corpse gains the following stats:
  Huge Humanoid Corpse
  Size Huge; Speed 50 ft.; AC +8 natural armor; Attack 2 claws (1d8); Space 
  15 ft., Reach 15 ft.; Ability Scores Str 26, Dex 13, Con —, Int —, Wis 10, 
  Cha 14; Special Qualities DR 10/bludgeoning and magic, construct traits (if 
  
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  viscera)/undead traits (if void)
  Huge Animal Corpse
  Size Huge; Speed 60 ft.; AC +8 natural armor; Attack bite (2d6); Space 15 
  ft., Reach 15 ft.; Ability Scores Str 26, Dex 13, Con —, Int —, Wis 10, 
  Cha 14; Special Qualities DR 10/bludgeoning and magic, construct traits (if 
  viscera)/undead traits (if void)
  A corpse puppeteer can also use three uses of their unnatural evolution to 
  instead apply one use of greater unnatural evolution. They can also instead 
  form a connection between two Medium or smaller corpses treating their 
  effective druid level as their corpse puppeteer level -2 for both of them. Both 
  of these corpses gain a +4 to their strength and natural armor as well as 20 
  additional hit points each.
  Corpse Master (Ex): At 20th level, a corpse puppeteer’s corpse gains a + 8 to 
  strength, +6 to natural armor, and 40 additional hit points. They can also in-
  stead form a connection between two Large or smaller corpses using their full 
  corpse puppeteer level as their effective druid level, both of them gaining a +4 
  to their strength and natural armor as well as 20 additional hit points each.
     This ability replaces omnikinesis.
  Dimensional Ripper
  The threads of reality are not as strong as most would be lead to believe, 
  and there are those who possess the power to pull these threads apart, creat-
  ing gaps in dimensions. A dimensional ripper is capable of finding the weak 
  points in the fabric of dimensions through pulling at the strands of aether, 
  slipping between moments in time, or even through more esoteric means. 
  Reality itself is but a plaything of these kineticists, traveling in places best left 
  untouched by mortals.
  Elemental Focus (Su): A dimensional ripper must select either aether, time, 
  or void as their elemental focus.
  Dimensional Tear (Sp): At 2nd level, as a standard action a dimensional 
  ripper can accept 1 point of burn to create up to 2 tears in the dimension 
  veil for 1 minute per dimensional ripper level they possess. They can also 
  choose to create tears as a full round action without needing to accept burn. 
  The dimensional ripper must select a number of empty squares within 50 ft. 
  
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  of themselves equal to the amount of tears they wish to create to which they 
  have line of sight, creating a tear in each of those squares (these squares can-
  not contain hazardous terrain). 
     The distance from which a dimensional ripper may create a tear increases by 
  10 ft. per dimensional ripper level they possess past 2nd level. These two di-
  mensional tears stand 5 ft. tall and wide, must be placed vertically upon solid 
  ground, and can be identified by a DC 15 Knowledge (planes) as a dimen-
  sional tear. Dimensional tears block line of sight. A tear cannot be created in 
  any space where extra dimensional travel is blocked. A dimensional ripper 
  can close one or more tears as a free action. If a tear is closed while a creature 
  is inside of it, they are shunted off to the nearest empty square and take 1d6 
  damage. 
     A dimensional ripper’s tears are connected only to each other, making 
  them independent of other tears, and if a dimensional ripper is ever further 
  than 100 ft. +10 ft. per dimensional ripper level they possess from a tear, it 
  instantly closes. A Large or smaller creature can step into one tear, exiting on 
  the other side of any tear to which they have line of sight. If they cannot see 
  another tear, the tear from which they exit is decided randomly. If a dimen-
  sional ripper creates only 1 tear, anything entering it will exit through the 
  same tear. If a dimensional ripper’s placement of tears would create an infinite 
  loop, both tears will instantly close after a creature enters the same tear a third 
  time.  Objects and spells that enter a tear (including attacks) used by a non-
  dimensional ripper that enter a tear exit through a random tear (or the tear 
  they entered if there is only one tear in existence.), while a dimensional ripper 
  can choose from which tear they exit.
     A dimensional ripper can fire their kinetic blast into one tear, causing it 
  to exit from another tear of their choice, although the maximum distance 
  traveled cannot exceed that of the kinetic blast (if the dimensional ripper 
  applies the kinetic blade, kinetic whip wild talent to their blast, there must 
  be tear within 5 or 10 ft. of the target and themselves respectively, and it can 
  only travel through 1 tear). If a dimensional ripper applies a form infusion to 
  their blast that alters the shape of the blast, they must be within 5 ft. of a tear, 
  using the tear that the blast is exiting from as the point of origin of the blast. 
  For each tear a ranged kinetic blast travels through, increase the maximum 
  range of the blast by 10 ft., up to a maximum of 10 ft. per 3 dimensional 
  ripper levels they possess, although this doesn’t change the area or shape of a 
  blast which has an infusion applied to it with a set area such as the wall infu-
  sion.
     A dimensional ripper can maintain a number of tears equal to twice the 
  amount they can create with a single use of this ability.  If a dimensional rip-
  
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  per attempts to create another tear while they already have their maximum in 
  effect, the oldest tear instantly closes.
     This replaces the utility wild talent gained at 2nd level.
  Improved Tearing (Sp): At 7th level and every 4 levels afterwards, a dimen-
  sional ripper can create an additional tear when using dimensional tear, as 
  well as being able to place a tear in the air. A tear placed in the air can be no 
  further from the ground than half the maximum distance of the tear from 
  
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  the dimensional ripper (a 7th level dimensional ripper could place a tear 45 
  ft into the air), and cannot be placed over hazardous terrain. In addition, 
  they can accept 1 point of burn to create one or more tears as a move action. 
  If the dimensional ripper chooses to create a tear as a standard action, they 
  no longer need to accept burn to do so. They also gain an infusion for which 
  they qualify.
     This ability replaces the expanded element gained at this level.
  Dimensional Travel (Sp): At 8th level, a dimensional ripper knows how to 
  slip between dimension as though using the light speed travel wild talent. In 
  addition, they can increase the amount of burn needed to create a tear by 1 
  to increase the duration of a tear to 1 hour per dimensional ripper level they 
  possess or until they recover burn.A dimensional ripper can increase the burn 
  cost of their blast by 1 to treat it as though it had the hyper-dimensional blast 
  wild talent applied to it as long as passes through at least one tear.
     This ability replaces the utility wild talent gained at 8th level.
  Dimensional Fury (Sp): At 9th level, a dimensional ripper can increase the 
  force of their blast by forcing it through different dimensions. Whenever a 
  dimensional ripper attacks through one of their tears, they can increase the 
  burn cost of their blast by 1 to increase its destructive force. For each tear a 
  dimensional ripper’s blast travels through (up to 1 per 3 dimensional ripper 
  levels they possess), that blast gains +1 to attack and damage rolls. A dimen-
  sional ripper who makes a charge attack through a tear using either kinetic 
  blade, kinetic fist, or kinetic whip is treated as though they had pounce for 
  the attack, increasing their base land or flight speed by 10 ft. for each tear 
  they pass through up to a maximum of 10 ft. per 3 dimensional ripper levels 
  they possess.
     This ability replaces metakinesis (maximize).
  Rapid Tearing (Sp): At 10th level, a dimensional ripper can create one or 
  more tears as a swift action. If they choose to create a tear as a move action, 
  they no longer need to accept burn to do so. If they use a standard action to 
  create a tear, they no longer need to accept burn to increase the duration.
     This ability replaces the utility wild talent gained at 10th level.
  Mobile Tears (Su): At 11th level, a dimensional ripper can move any num-
  ber of tears they create up to 30 ft. as a move action, although two or more 
  tears cannot occupy the same square. As an immediate action, a dimensional 
  ripper can accept 1 burn to move a tear in the pathway of a charging enemy, 
  
  — 12 —
  forcing them to make a Reflex save equal to 10 + ½ the dimensional ripper’s 
  level + their constitution modifier or be forced to enter the tear, the dimen-
  sional ripper choosing through which tear they exit.
     This ability replaces the infusion gained at 11th level.
  Expanded Element (Su): A dimensional ripper must select either aether, 
  time, or void as their expanded element.
     This ability alters the expanded element gained at 15th level.
  Multi-Dimensional Fury (Su): At 17th level, a dimensional ripper can split 
  their assault by using their attacks from parallel dimensions, increasing the 
  burn cost of their kinetic blast by 3 when they make an attack through one 
  of their tears. If they do so, their attack emerges from each tear except for the 
  one being used to make the attack, dealing damage as a kineticist of half their 
  level.  A kinetic blast cannot have a form infusion applied to it while using 
  this ability except for extended range and extreme range.
     This ability replaces metakinesis (twice).
  Spatial Collapse (Sp): At 20th level, a dimensional ripper can accept 1 burn 
  to move two or more tears into the same square and collapse them in on each 
  other as a standard action. This forces all creatures within 15 ft. of the square 
  to make a Reflex save equal to 20 + the dimensional ripper’s Constitution 
  modifier or be caught in the blast, disintegrating them instantly as per the 
  spell. Those who make their saving throw only take 10d6 damage. For each 
  two additional tears used in a spatial collapse beyond the second, increase the 
  DC by 1 and the damage taken on a failed save by 2d6.
     This ability replaces omnikinesis.
  Dread Soul 
  The source of a kineticist’s power can come from many sources, and some 
  are far less respectable than others. When one’s power fails to fully manifest, 
  some kineticists can search for more devious sources to unlock their true 
  strength, summoning forth the power of the lower planes. These dread souls 
  form agreements with the denizens of evil to empower themselves beyond 
  mortal means, selling their souls for true power.
  Alignment: A dread soul cannot be of good alignment.
  Aura of Evil (Ex): The power of a dread soul’s aura of evil (see the detect good 
  
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  spell) is equal to their dread soul level, even if they are not themselves evil, 
  being treated as though their alignment was evil for the purposes of spells and 
  other abilities that are dependant on their alignment.
  Damned Loyalty (Ex): When a dread soul is killed, their soul is instantly 
  claimed by the lower planes. In time, the dread soul’s soul is transformed into 
  an evil outsider appropriate to the greatest sins the dread soul gloried in while 
  they lived. A lawful dread soul must swear themselves to devils, a chaotic 
  dread soul must swear themselves to demons, and a true neutral or neutral 
  evil dread soul must swear themselves to daemons.
     Any character attempting to resurrect a slain dread soul must succeed at a 
  caster level check equal to 10 + the dread soul’s level or the spell fails. That 
  character cannot attempt to resurrect the dread soul again until the following 
  day, though other characters can attempt to do so if they please.
  Evil Blast (Su): At 1st level, a dread soul’s kinetic blasts are treated as though 
  they had the aligned infusion wild talent applied to them, although they can 
  only select evil as the alignment of the infusion. Evil blast’s application of 
  aligned infusion doesn’t count toward the limit of substance infusions per 
  kinetic blast. This does not increase the burn cost of their blast.
     This ability replaces the infusion gained at 1st level.
  Fiendish Form (Su): At 2nd level, a dread soul gains the following elemental 
  defense:
  Flesh of the Fallen
  Element(s) universal; Type defensive (Sp); Level —; Burn 0
  Your skin is as thick and sharp as a fiend’s hide. You gain a +1 enhancement 
  bonus to your natural armor. Depending on your damned loyalty, you also 
  gain energy resistance equal to 3 times the natural armor provided by this 
  wild talent:
  Devil (Lawful): Fire
  Demon (Chaotic): Electric
  Daemon (Neutral or Neutral Evil): Acid
  By accepting 1 point of burn, you can increase this enhancement bonus by 1. 
  For every 3 levels beyond 2nd, you can accept 1 additional point of burn to 
  further increase this enhancement bonus by 1 (to a maximum of +7 at 20th 
  
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  level). Whenever you accept burn using a wild talent, your scales grow far 
  sharper, dealing piercing damage equal to your elemental resistance to any 
  creature that strikes you with a non-reach melee or natural attack for 1 round. 
  You can dismiss or restore this effect as an immediate action.
     This ability replaces elemental defense.
  Damning Drain (Sp): At 5th level, a dread soul learns to sap the soul out of 
  others, forcing them to accept burn in their stead. As part of using any wild 
  talent for which a dread soul must accept burn (excluding defense wild tal-
  ents), they can target a living intelligent creature (Intelligence of 3 or higher) 
  within 30 ft., forcing them to make a Will save (DC = 10 + ½ their dread 
  soul level + their Constitution modifier) or else be forced to accept 1 point 
  of burn, reducing the amount of burn a dread soul must accept when using 
  the wild talent by 1. Good creatures receive a -1 penalty to these saves, while 
  evil creatures receive a +1 circumstance bonus to them. At 11th level a dread 
  soul can force a creature to accept up to 2 points of burn from a wild talent 
  they use, and at 17th this increases to 3. This effect cannot be used to force 
  a creature to accept more burn than is required to reduce the wild talent’s 
  burn cost to 0. If the target succeeds this save, the dread soul must accept the 
  burn as normal, as well as being staggered until the end of their next round. 
  A willing conscious creature may choose not to save against this effect. Burn 
  a dread soul forces a target to accept counts against their daily and per-round 
  burn limits.
     This ability replaces infusion specialization 1, 3, and 5.
  Evil Soul (Su): At 6th level, a dread soul increases the total amount of burn 
  they may accept per day by 1. This increases again at 11th level, and a third 
  time at 16th (allowing a dread soul to accept up to 6 + Con burn per day).
     This ability replaces internal buffer.
  Blessing of the Beast (Ex): At 7th level, a dread soul can select a second ele-
  ment for their flesh of the fallen wild talent to defend against, although they 
  only gain resistance equal to two times their natural armor bonus against that 
  element. They also gain a circumstance bonus to Intimidate checks equal to 
  their natural armor bonus.
     A dread soul also gains the following infusion:
  Soul Burning Infusion
  Element(s) universal; Type substance infusion; Level 3; Burn 2
  Associated Blast any
  
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  Saving Throw Will negates
  Your infusions can burn the soul of a target with the fury of hell. When a 
  creature takes damage from this infusion, they suffer 1 point of burn. This 
  burn is treated as ability damage in how it can be removed, although a good 
  aligned creature trying who attempts to use magic to heal this burn must 
  make a caster level check equal to your level + 10 or fail to remove the burn. 
  You can increase the burn cost of this infusion by 1 to instead treat this point 
  of burn as lethal damage to the creature.
  This ability replaces the expanded element gained at 7th level.
  Sinful Soul (Su): At 9th level, a dread soul can pour their dark powers into 
  their kinetic abilities, more easily searing their enemies’ spirits. A number of 
  times per day equal to their Constitution modifier, a dread soul using their 
  damning drain ability can force a creature to make two Will saves instead of 
  one; it must succeed both saves to avoid damning drain’s effects.
     This ability replaces metakinesis (maximize).
  Expanded Element (Su): At 10th level, a dread soul gains the expanded ele-
  ment class feature.
     This ability replaces the utility wild talent gained at 10th level.
  Soul Ravage (Sp): At 15th level, a dread soul adds the following two infu-
  sions to the list of wild talents they can select, gaining one instantly:
  Soul Burning Infusion, Improved
  Element(s) universal; Type substance infusion; Level 8; Burn 4
  Prerequisite(s) soul burning infusion
  Associated Blast any
  Saving Throw Will partial
  This infusion is treated as soul burning infusion, except that the burn is al-
  ways treated as lethal damage and cannot be removed through natural means, 
  requiring greater restoration or stronger magic to recover from it.
  Soul Entrapment Infusion
  Element(s) universal; Type form infusion; Level 8; Burn 4
  Prerequisite(s) soul burning infusion
  
  — 16 —
  Associated Blast any
  Saving Throw Will negates; Spell Resistance yes
  Your blasts don’t simply scar souls, they steal them. If a foe’s hit points are 
  reduced to 0 or lower by this blast, its body transforms into a soulstone (a 
  soulstone is created even if the target is incorporeal) which immediately flies 
  into your hand unless something obstructs its path. You can target a soulstone 
  you’ve created with damning drain as if it was an intelligent, non-willing crea-
  ture (using the trapped creature’s Will save), and the soulstone shatters once it 
  receives 1 burn per 6 hit dice of the creature used to create it. This form infu-
  sion has no effect against objects, creatures with less than 3 Intelligence, or 
  creatures with less than half your dread soul levels in HD. If you attempt to 
  create another soulstone while you already have one in existence, the previous 
  soulstone immediately shatters. Soulstones have no monetary value, hardness 
  10, and hit points equal to three times the HD of the creature used to create 
  them, but otherwise act like soul gems created through the soul bind spell.
     In addition, a dread soul’s kinetic blasts receive a +1 bonus to attack and 
  damage rolls against good aligned creatures, and all wild talents used against 
  good targets receive a +1 bonus to their effective caster level and DCs (these 
  bonuses are doubled against good aligned dragons, positive energy fueled 
  undead, and outsiders with the good subtype).
     This ability replaces the expanded element gained at 15th level.
  Soul-Damning Specialization (Su): At 16th level, the dread soul is more ef-
  ficient at damaging and enslaving souls. The cost to apply soul burning infu-
  sion, improved soul burning infusion, and soul entrapment infusion to your 
  kinetic blast is reduced by 1 burn each. In addition, when using damning 
  drain with a kinetic blast to which any of these infusions is applied, the target 
  only adds half their Wisdom modifier to their Will save against the effects of 
  the infusions.
     This ability replaces composite specialization.
  Master of Damnation (Su): At 20th level, a dread soul’s dark might rivals 
  the evil creatures to which they’ve sworn their soul, becoming a master at 
  leaving spiritual wounds upon their foes. The dread soul can now use their 
  sinful soul ability a number of times per day equal to two times their Con-
  stitution modifier. In addition, burn they force creatures to accept through 
  using damning drain no longer counts against their daily burn limit.
     This ability replaces omnikinesis.
  
  — 17 —
  Elemental Brethren 
  (Ifrit, Oread, Suli, Sylph, or Undine)
  Unlike other kineticists, an elemental brethren holds a closer connection to 
  the raw elements, infused with their power from birth. Born with bonds to 
  the elements that cannot be broken, an elemental brethren can tap into their 
  heritage to draw even greater strength from the elements, tapping into sources 
  of power unknown to most kineticists, granting them strength beyond what 
  was thought possible.
  Elemental Focus (Su): Depending on their race, an elemental brethren must 
  select the element associated with their race:
  Ifrit: Fire
  Oread: Earth
  Suli: Air, Earth, Fire, or Water
  Sylph: Air
  Undine: Water
  Blood of the Elements (Su): At 1st level, a non-suli elemental brethren gains 
  the suli race’s energy strike alternate racial ability using their primary ele-
  ment. Suli elemental brethren with elemental assault do not need to change 
  it, but those with energy strike may only use their primary element for it. All 
  elemental brethren gain Incremental Elemental Assault as a bonus feat.  Non 
  suli elemental brethren are also treated as a suli for the purpose of select-
  ing the Extra Elemental Assault feat. An elemental brethren can apply their 
  elemental assault to their kinetic blast as though it was a weapon. The type of 
  damage that can be chosen with this is determined by the race of the charac-
  ter, and cannot be changed by non suli:
  Ifrit: Fire
  Oread: Acid
  Suli: Acid, Cold, Electric, or Fire
  Sylph: Electric
  Undine: Cold
  This ability replaces the basic utility talent gained at this level.
  Elemental Fuel (Su): At 3rd level, as a free action an elemental brethren can 
  spend 1 round of their elemental assault to reduce the burn cost of an infu-
  
  — 18 —
  sion of up to 3rd level by 1. At 8th level, they can spend 2 rounds of their 
  elemental assault to reduce the burn cost of an infusion of up to 6th level by 
  1. At 12th level, they can spend 3 rounds of their elemental assault to reduce 
  the burn cost of an infusion of up to 9th level by 1. 
  Augmented Internal Buffer (Su): At 6th level, an elemental brethren can 
  spend 4 rounds of their elemental assault to fill 1 point of their internal buffer 
  as a full round action.
     This ability alters internal buffer.
  Elemental Genius (Su): At 7th level, an elemental brethren selects one infu-
  sion on the list of those available to their element, reducing its level by 1. 
  They also gain an infusion and utility wild talent.
     This replaces the expanded element gained at this level.
  Blast Burst (Su): At 9th level, as a free action an elemental brethren can 
  spend 3 rounds of their elemental assault to increase the damage die of their 
  kinetic blast by 1 step (d4 to d6, d6 to d8, d8 to d10, d10 to d12) for 1 
  round.
     This replaces the infusion gained at this level.
  Improved Expanded Element (Su): At 10th level, an elemental brethren 
  gains the expanded element class feature, although they may only select air, 
  earth, fire, or water for their expanded elements. Unlike normal kineticists, 
  they treat their kineticist level as two levels lower instead of four for the pur-
  pose of determining which wild talents they can select from their expanded 
  element.
     If an elemental brethren chooses to expand their understanding of an ele-
  ment they already have, select one infusion on the list of those available to 
  their element, reducing its level by 1. They also gain an infusion and utility 
  wild talent.
     This ability replaces the utility wild talent gained at this level.
  Efficient Assault (Su): At 15th level, an elemental brethren reduces the 
  amount of rounds of elemental assault they need to spend to use elemental 
  fuel, augmented internal buffer, and blast burst by 1. This cannot reduce the 
  amount of rounds needed to 0. They also gain an infusion or utility wild tal-
  ent for which they qualify.
     This ability replaces the expanded element gained at this level.
  
  — 19 —
  Efficient Omnikinesis (Su): At 20th level, an elemental brethren can spend 
  4 rounds of elemental assault to use any kinetic blast wild talent they don’t 
  know for 1 round or change any of their wild talents into any other wild tal-
  ent of the same category for 24 hours. An elemental brethren cannot use or 
  change a wild talent into an element other than an air, earth, fire, water, or 
  universal.
     This ability alters omnikinesis
  Elemental Saturations 
  The lands of Porphyra contain quite a few natural wonders within them, im-
  bued with an unnatural amount of elemental energy. Each of these locations 
  serves as a leyline of incredible power, especially to kineticists. For those who 
  are able to tap into the raw power contained within, incredible powers can 
  be acquired beyond that which was thought possible. Locations such as these 
  can be treasures in and of themselves, sought after by kineticists and others to 
  the exclusion of all else.
  Light-The Shadeless Citadel
  Photokineticists, above everyone else understand the value of not trusting 
  one’s eyes, knowing just how easily sight can be tricked. The ability to manip-
  ulate light is a power not taken lightly, but others struggle to reach a higher 
  understanding of the art, desperate to find further power in their gift. Those 
  with enough dedication are drawn to an old, unassuming cathedral, a place 
  where the sun never seems to stop shining. Inside lies an altar with a large 
  silver tome sitting atop it.  The memory of this place’s location never seems to 
  stay in one’s mind…
     Those who wish to gain power from this location must step into the cita-
  del, an illusion of themselves appearing in front of them before walking into 
  them. Those who are embraced by their illusion must make a DC 20 Forti-
  tude save or have the illusion dull their senses, receiving a -5 to all Percep-
  tion checks (this penalty also affects touch, blindsense, blindsight, and other 
  senses), suffering a -2 to Perception checks on a successful save.
     After 5 rounds, those who wish to gain power from this location must 
  step up to the altar and make a DC 15 Perception check to read the text of 
  the tome and become one with their illusions (creatures who cannot see can 
  simply ‘feel’ the words). Those who fail dispel their illusion, but lose part of 
  their senses, suffering 4 Wisdom drain. Those who manage to read the tome 
  gain a +2 to all sight-based Perception checks and dispel the illusion safely. 
  
  — 20 —
  Kineticists who possess the light element again access to the following utility 
  wild talent:
  Illusion Alteration
  Element(s) light; Type utility (Sp); Level 3; Burn 0
  You know how to alter illusions to your purpose. Whenever you disbelieve an 
  illusion, you can touch that illusion to alter it however you want for 1 round 
  per kineticist level you possess. You can accept 1 burn to change the illusion 
  for as long as it would normally last or until you recover burn, whichever 
  comes first.
  Poison-The Valley of Venom 
  All things that contain poison do so to protect themselves, or so it is assumed 
  by most. There is a place among the wilds of the world that houses the most 
  dangerous of these creatures, a haven of the vilest toxins created by nature. 
  In this den of venom lies the secret to enhancing one’s own poisons, grant-
  ing them a virility of such potent nature to be thought of as merely a legend.  
  Whether a jungle or desert setting, is unknown, though both are common 
  enough on Porphyra.
     Within the valley, all immunity to poison is suppressed. Upon finding the 
  valley, those who wish to draw power from it must find 5 different venom-
  ous creatures, making no aggressive action towards them. As long as they are 
  approached peacefully, they will not strike unless a creature offers its hand 
  (or other limb) to it. Once offered, the creature will bite its victim, forcing 
  them to make a DC 22 Fortitude save or take 3 Con damage. Ability damage 
  sustained in the valley of venom will not heal naturally.
     A creature must succeed at 5 different saves while in the valley of venom, 
  drawing in the power of the valley’s virulent venom. If a creature leaves the 
  valley before having succeeded against this trial must start over again, and 
  those who die are eventually reborn as new venomous creatures. Those who 
  succeed gain a +4 on saves against poisons. Kineticists who possess the poison 
  element also gain access to the following utility wild talent:
  Poison Expert
  Element(s) poison; Level 2; Type utility (Su); Burn —
  All poisons created by you (including those made with biological toxin) have 
  their save DC increased by 1.
  
  — 21 —
  Sound-The Field of Blue Echoes
  To a vibrokineticist, each and every sound is different and unique, telling a 
  story of its origin as well as its departure from the world. In a rare few places, 
  there exists a flower that captures all of these sounds, drawing them from the 
  earth and into its petals, creating a symphony of unique sounds never heard 
  before. It is in this place where the power of sound is at its strongest, a place 
  vibrokineticists search for without fail to master the secrets of mimicking 
  such tones.  Such fields have been reported on Pale Island in the Green Sea, 
  the Bogglewood of Blix, and eastern Hesteria, near the Wall of Sleep.
     Upon finding a field of Blue Echoes, those who wish to gain their power 
  must sit among the flowers for one hour, spending this time speaking their 
  name over and over again. This gives the flowers enough time to absorb this 
  sound, drawing it into themselves and robbing the person of their name until 
  it can be recovered. A single flower will draw in the name of each person 
  involved among the hundreds that make up the field.
     After their name has been lost, those involved must make five successful 
  DC 20 Perception checks among the flowers within the next 2 minutes or 
  have their name lost forever, suffering 4 points of Charisma drain as well as 
  losing any memory of what their name was, and cannot recover it by without 
  a wish or miracle spell. Those who manage to find the flower with their name 
  gain a +4 competence bonus to all sound-based Perception checks. Kineticists 
  who possess the sound element also gain access to the following utility wild 
  talent:
  Sound Mimicry
  Element(s) sound; Level 2; Type utility (Sp); Burn 0
  You can recreate any sound you have heard, including the voices of others, 
  granting you a +10 circumstance bonus on sound-related Bluff checks.
  Time-The Chamber of Compressed Time
  Time is an ever-flowing element that has no set form or shape, and yet con-
  trols all around it. There are certain places in the world where time manages 
  to gather in a dense collection of memories and thoughts, a waypoint for 
  both the future and the past which can alter one’s perception, causing them 
  to perceive time differently. One such place is carved deep into a seemingly 
  empty rock face in the northern Calinsur Mountains, where only the dull 
  drip of water signifies anything beyond the mountain’s face.
     The inside of this chamber is a dead magic zone, cut off from the rest of the 
  
  — 22 —
  world. Each minute spent inside of the chamber feels as though 10 years have 
  passed for both body and mind. After spending 1 minute inside of the cham-
  ber, those inside of it must make a DC 10 Fortitude and Will save, staving off 
  both the decay of their body and the ennui of their mind, suffering 1 Con-
  stitution or Wisdom damage on a failed save respectively. For each additional 
  minute spent inside of this chamber, increase this DC by 3. 
     Those wishing to gain the power of this location must spend 5 minutes 
  inside of the chamber, and may fail up to 5 saves before being unable to draw 
  the power out of this location. Once you leave the chamber, the effects of it 
  end, although any ability damage taken remains. Those who manage to do 
  so gain a +2 circumstance to initiative checks due to their ability to perceive 
  time. Kineticists who possess the time element gain access to the following 
  wild talent:
  Seize the Initiative
  Element(s) time; Type utility (Su); Level 2; Burn —
  Whenever you are able to act in the surprise round, you can take both a move 
  and standard action.
  Viscera-The Genus Loci
  Tales of the land made of flesh are common among the researchers of the 
  Hightower College in the Pinnacle Lands of Sharira, and rumors abound that 
  samples from a mysterious location were collected to create the first corpo-
  kineticist. Known to others as ‘The Fanged Land’, the Genus Loci is often 
  hidden away among rubble connected to the graveyards of dragons and other 
  such solitary creatures, devouring the rotting flesh in the ground as an offer-
  ing. Large fang-like pillars are often seen surrounding the area, lined with an 
  acidic saliva that eats at the ground underneath.
     Once a Genus Loci has been found, those who wish to gain its power 
  must make their way to the center of it with no weapons drawn, showing 
  their peaceful intent. As long as no actions are made against the land, it will 
  swallow those who stand upon it, slowly beginning to devour them. Each 
  round for 10 rounds, all those inside of the Genus Loci must make a DC 15 
  Fortitude save or take 4d6 acid damage, taking half on a successful save. You 
  may heal yourself during this time, but any aggressive action made against the 
  Genus Loci will be interpreted as a threat, and it will attempt to swallow you 
  without bestowing any power upon you.
     After 10 rounds, the Genus Loci will assume that those inside of it are ined-
  
  — 23 —
  ible, spitting them back out onto its surface. Those who survive gain a +1 to 
  their natural armor bonus. Kineticists with the viscera element gain access to 
  the following bonus utility wild talent:
  Endure Pain
  Element(s) viscera; Level 2; Type utility (Sp); Burn 0
  You can convert 1 point of lethal damage per kineticist level you possess into 
  non-lethal damage. You cannot use this utility wild talent while suffering 
  from non-lethal damage from a source other than burn.
  New Composite Blasts
  The following composite blasts can be added to the options available to ki-
  neticists of Porphyra.
  Clarification: Any composite blast treated as having an infusion applied as 
  part of the blast’s description doesn’t count the added effect toward the limit 
  of substance or form infusions with a kinetic blast, but cannot have that infu-
  sion applied to it.
  Gore Blast
  Element(s) viscera and water; Type composite blast (Sp); Level —; Burn 2
  Prerequisite(s) bone blast, water blast
  Blast Type physical; Damage bludgeoning
  You fire a blast of raw gore and viscera at a foe, a disgusting and devastating 
  attack.
  Hellfire Blast
  Element(s) fire and void; Type composite blast (Sp); Level —; Burn 3
  Prerequisite(s) blue flame blast and negative blast or void blast and fire blast
  Blast Type energy; Damage fire and negative
  You burn your opponent with the flames of Hell. Increase the size of the 
  damage die of this blast by 1 and treat it as though the improved burning 
  infusion was applied to it, dealing both fire and negative energy damage. 
  Meteor Blast
  Element(s) earth and fire; Type composite blast (Sp); Level —; Burn 3
  
  — 24 —
  Prerequisite(s) fire blast, metal blast
  Blast Type physical; Damage bludgeoning and fire
  You create a flaming hunk of space rock to batter an opponent. This blast 
  deals an additional 2 damage per damage die and is treated as though it had 
  the rare-metal infusion applied to it.
  Noxious Blast
  Element(s) air and poison; Type composite blast (Sp); Level —; Burn 2
  Prerequisite(s) acid blast, air blast
  Blast Type physical; Damage half acid, half bludgeoning
  Your blast of air carries acidic fumes to burn a foe, searing eyes and flesh.
  Rainbow Blast
  Element(s) light and water; Type composite blast (Sp); Level —; Burn 2
  Prerequisite(s) light blast, water blast
  Blast Type physical; Damage bludgeoning
  You reflect your light off misty water vapors to create a glorious rainbow to 
  batter a foe. 
  Shatterstorm Blast
  Element(s) earth, light, and sound; Type composite blast (Sp); Level —; 
  Burn 3
  Prerequisite(s) crystal blast, sonic blast
  Blast Type physical; Damage half slashing, half sonic
  You create a crystal, shattering it with sonic waves just as it nears your tar-
  get. This blast deals an additional 2 damage per hit die, has its hit dice size 
  reduced by one step (1d6 to 1d4), and is treated as though it has the kinetic 
  bomb infusion applied to it unless a form infusion besides extended range or 
  extreme range is applied to it.
  Silverlight Blast
  Element(s) aether and light; Type composite blast (Sp); Level —; Burn 3
  Prerequisite(s) force blast, light blast
  Blast Type energy; Damage half force, half positive energy
  You weave aetheric threads into the positive energies within your light, allow-
  
  — 25 —
  ing it to sear unholy abominations. Creatures that would be healed by posi-
  tive energy are not healed by this blast (instead only taking half this blast’s 
  damage as force damage). In addition, for 3 rounds, creatures this blast hits 
  emit and are affected by silverlight, as the spell. It is associated with the same 
  infusions as its prerequisites. This blast and infusions applied to it cost twice 
  as much burn for kineticists who are harmed by positive energy, those of the 
  evil alignment, or those with the dread soul archetype.
  Subzero Blast
  Element(s) void and water; Type composite blast (Sp); Level —; Burn 3
  Prerequisite(s) ice blast and negative blast, or cold blast and void blast
  
  — 26 —
  Blast Type special (see text); Damage cold and/or piercing
  You chill the air around the target to temperatures so cold that nearly all mat-
  ter solidifies for an instant. This blast deals an additional 2 damage per hit 
  die, and can use any infusion available to cold, ice, negative, or water blast. 
  You may choose to make this blast deal cold damage, piercing damage, or 
  both. If you choose to deal only cold damage this is an energy blast; other-
  wise this is a physical blast. When used as an energy blast, this blast deals half 
  damage with the singularity infusion and full damage with the spray infusion.
  Supernova Blast
  Element(s) fire, light, and void; Type composite blast (Sp); Level —; Burn 3
  Prerequisite(s) gravity blast, solar blast
  Blast Type energy; Damage fire and bludgeoning
  You channel the heat and pressure of a dying star into your blast. This blast’s 
  hit die is increased by one step and is treated as an energy blast regardless of 
  damage type. Creatures reduced to 0 hit points or lower by this composite 
  blast are disintegrated as per the disintegrate spell.
  Thunder Flash Blast
  Element(s) air and fire; Type composite blast (Sp); Level —; Burn 2
  Prerequisite(s) electric blast, fire blast
  Blast Type energy; Damage half electric, half fire
  Your flaming assault is crisscrossed with an electric charge to fry a foe.
  Tundra Blast
  Element(s) earth and water; Type composite blast (Sp); Level —; Burn 2
  Prerequisite(s) earth blast, cold blast
  Blast Type physical; Damage half bludgeoning, half cold
  You fire a frigid hunk of stone to smash a foe.
  New Infusion Wild Talents
  The following infusion wild talents can be added to the options available to 
  kineticists of Porphyra. Wild talents with a † are reprinted from Kineticists of 
  Porphyra or Kineticists of Porphyra II.
  
  — 27 —
  Adamantine Infusion
  Element(s) earth; Type substance infusion; Level 3; Burn 2
  Associated Blast metal or meteor
  Your blast is strong enough to shatter most objects with ease. This blast can 
  ignore up to 20 hardness of any object it connects against as well as being 
  treated as adamantine for the purpose of bypassing damage reduction.
  Aligned Infusion †
  Element(s) universal; Type substance infusion; Level 3; Burn 2
  Associated Blasts any
  Saving Throw none
  Your blasts are more dedicated than most. Select one component of your 
  alignment (good/evil/law/chaos); your blasts are treated as that alignment 
  for the purposes of penetrating damage reduction and negating regeneration. 
  Whenever an infused blast hits a foe that has an opposed alignment to your 
  blast, increase all DCs associated with this blast by 1.
  Bloody Infusion †
  Element(s) aether, air, earth, water, viscera, or wood; Type substance infu-
  sion; Level 1; Burn 1
  Associated Blasts autumn, bioelectric, bioluminescent, blizzard, bone, char-
  nel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, in-
  jecting, metal, sandstorm, shatterstorm, spring, summer, telekinetic, tundra, 
  venus, warped bone, winter, wood
  Saving Throw Reflex negates
  Your blasts have an especially sharp edge to them. Whenever an infused blast 
  hits a foe and deals either piercing or slashing damage, that foe also takes 1 
  bleed damage per damage die that your blast deals. Bleed damage from this 
  infusion does not stack with itself.
  Bullying Infusion
  Element(s) universal; Type substance; Level 1; Burn 1
  Saving Throw none
  You know how to add a bit of fear to your blast. Whenever a creature is dealt 
  damage by this blast, you can attempt an Intimidate check (to demoralize) 
  
  — 28 —
  against them. You can increase the burn of this infusion by 1 to increase the 
  duration of the demoralization by 2 rounds.
  Burning Infusion, Improved
  Element(s) fire or poison; Type substance infusion; Level 3; Burn 2
  Prerequisite(s) burning infusion
  Associated Blast acid, acid rain, acidic bolt, blue flame, fire, flensing blast, 
  green flame, injecting, magma, nightshade, plasma, ultraviolet, and virulent
  Saving Throw Reflex negates
  This infusion functions as burning infusion except targets that catch fire or 
  are covered in acid are dealt 1d6 additional damage per round. The save to 
  end this effect is increased to the DC of this infusion.
  Burning Infusion, Greater
  Element(s) fire or poison; Type substance infusion; Level 5; Burn 3
  Prerequisite(s) improved burning infusion
  Associated Blast acid, acid rain, acidic bolt, blue flame, fire, flensing blast, 
  green flame, injecting, magma, nightshade, plasma, ultraviolet, and virulent
  Saving Throw Reflex negates
  This infusion functions as improved burning infusion except that all creatures 
  adjacent to a creature affected by your greater burning infusion must make a 
  Reflex save or be affected by this infusion as well.
  Discharging Infusion
  Element(s) air; Type form infusion; Level 1; Burn 1
  Associated Blast acidic bolt, bioelectric, charged water, electric, and light-
  ning
  Saving Throw Reflex half
  Your blasts are capable of frying aquatic foes. When this infused blast targets 
  water, all creatures within 30 ft. of the blast inside the targeted body of water 
  are affected, taking ½ the damage of this blast.
  Dismissing Infusion
  Element(s) aether, time, or void; Type substance infusion; Level 5; Burn 4
  Associated Blast chrono, epoch, force, negative, telekinetic, or void
  Saving Throw Will negates
  Your blasts can sever an outsider’s connections to a plane. Whenever a crea-
  
  — 29 —
  ture is dealt damage by this blast, it is treated as though affected by a dismissal 
  spell with a caster level equal to your kineticist level.
  Follow-Up Shot
  Element(s) universal; Type form infusion; Level 3; Burn 2
  Associated Blast any
  Saving Throw none
  You know how to add a little extra kick to your blast. You may make a second 
  attack with your kinetic blast after your first with a -2 to the attack roll, treat-
  ing yourself as a 1st level kineticist for the damage this blast deals. For every 3 
  kineticist levels you possess, you can increase the burn cost of this infusion by 
  1 to increase your effective kineticist level by 2 for the purpose of how much 
  damage this second attack deals.
  Hyper-Dimensional Blast †
  Element(s) aether, time, or void; Type form infusion; Level 4; Burn 3
  Prerequisite(s) extended range
  Associated blast(s) chrono, epoch, force, gravity, telekinetic, negative, super-
  nova, void
  You can channel your blast through avenues outside of those perceived by 
  others, causing your blast to appear directly in any space within 120 feet 
  rather than traveling from you to that space. Your target is denied its AC bo-
  nus from Dexterity and you ignore the benefits it gains from cover. You may 
  target creatures, objects, or spaces outside of your line of sight, but cannot 
  ignore cover against such targets unless you can detect the target’s presence by 
  some other means. If used with telekinetic blast, the object used for this blast 
  cannot be thrown and teleports back into your hand afterward.
  Kinetic Bomb †
  Element(s) universal; Type form infusion; Level 1; Burn 1
  Associated Blasts any
  Saving Throw Reflex half (see text)
  Your blast has far more power packed behind it. Whenever an infused blast 
  hits a foe and deals damage to them, it is treated as though it is a splash weap-
  on, dealing splash damage to all adjacent squares (reflex save for half damage). 
  This infusion is treated as an alchemist’s bomb for the purposes of which feats 
  may be applied to it. Splash damage from this infusion is always equal to the 
  blast’s minimum damage.
  
  — 30 —
  Kinetic Bomb, Improved
  Element(s) universal; Type form infusion; Level 3; Burn 2
  Prerequisite(s) kinetic bomb
  Associated Blast any
  Saving Throw Reflex half (see text)
  This infusion functions as kinetic bomb, extending its splash radius by 5 ft. 
  You can increase the burn cost of this blast by 1 to increase the splash radius 
  of this infusion by an additional 5 ft.
  Pyroclastic Infusion
  Element(s) fire; Type substance infusion; Level 6; Burn 4
  Prerequisite(s) burning infusion, extended range
  Associated Blast blue flame, fire
  Saving Throw Reflex half
  You can incinerate those foolish enough to be burned by your blast. Select a 
  number of creatures up to your Constitution modifier within 120 ft of you 
  that are currently on fire. Each such creature becomes the center of a 5 ft. ra-
  dius explosion that damages all creatures within it for half your kinetic blast’s 
  damage; all creatures affected by the explosions can attempt a Reflex save to 
  reduce that amount to ¼ damage. If a creature is within the area of multiple 
  explosions, the damage from each sphere stacks.
  Smoke Infusion †
  Element(s) fire; Type substance infusion; Level 2; Burn 2
  Associated Blasts blue flame, fire, and hellfire
  Saving Throw Reflex negates
  Your blast causes the target to be engulfed in smoke. Whenever an infused 
  blast hits a foe and penetrates its spell resistance, that foe is engulfed in 
  smoke, regardless of whether it takes damage. This smoke extends to all ad-
  jacent squares and obscures vision as a smokestick, lasting for 1 round per 2 
  kineticist levels you possess. You can increase the burn cost by 1 to double the 
  duration of this smoke.
  Smoke Infusion, Improved
  Element(s) fire; Type substance infusion; Level 4; Burn 3
  Prerequisite(s) smoke infusion
  Associated Blasts blue flame, fire, and hellfire
  
  — 31 —
  Saving Throw Reflex negates
  This infusion functions as smoke infusion, and the smoke clings to the target 
  for the duration of this effect, lasting for 1 round per kineticist level you pos-
  sess.
  Vital Blade
  Element(s) universal; Type form infusion; Level 4; Burn 3
  Prerequisite(s) kinetic blade
  Associated Blasts any
  This infusion functions as kinetic blade, except it can be used with Vital 
  Strike and Improved Vital Strike even when used as part of a charge attack. If 
  you have the kinetic whip infusion wild talent, you can instead have this infu-
  sion function as kinetic whip, although it does not benefit from these feats on 
  attacks of opportunity.
  New Utility Wild Talents
  The following utility wild talents can be added to the options available to 
  kineticists of Porphyra. Wild talents with a † are reprinted from Kineticists of 
  Porphyra or Kineticists of Porphyra II.
  Adaptive Skin
  Element(s) viscera; Level 3; Type utility (Su); Burn —
  Prerequisite(s) reactive skin
  Whenever you would receive damage from an energy type that you are not 
  currently resisting, you may cause your skin to adapt to this new stimulus, 
  changing the type of damage your reactive skin guards against. This wild tal-
  ent activates after the damage has been dealt, providing no protection against 
  the triggering attack. 
  Aerial Supremacy
  Element(s) air; Level 2; Type utility (Su); Burn —
  You know how to use flight to your advantage. When you are flying and at-
  tacking a non-flying opponent, you gain a +1 bonus to attack and damage 
  rolls against it. While in the air, if you use a charge attack, you may include 
  up to two 90 degree turns in your movement.
  
  — 32 —
  Aqua Bubble
  Element(s) water; Level 3; Type utility (Sp); Burn 0
  Prerequisite(s) aquatic adaptation
  You know how to take the sea with you. You can create a bubble of water 
  around yourself which last for 1 minute per kineticist level you possess. While 
  in this bubble, you can use your swim speed while on land, and all creatures 
  inside of your aqua bubble must hold their breath or begin to drown. You can 
  accept 1 point of burn to increase the area of this bubble by 5 ft.
  Armor of Nature
  Element(s) earth, water, or wood; Level 2; Type utility (Sp); Burn 0
  You can create armor out of wood, ice, stone, or metal to form around your-
  self. This armor lasts for 24 hours and has an armor bonus of +4, a maximum 
  Dexterity bonus of +4, 20% arcane spell failure, and 0 armor check penalty, 
  being treated as light armor for the purposes of your speed and other consid-
  erations. You can accept 1 point of burn to increase this armor bonus by +1 
  for every 3 kineticist levels you possess. If you possess the paper control and 
  metal-wood wild talents, you can also make this armor from paper.
  Charged Attacks
  Element(s) universal; Level 3; Type utility (Su); Burn —
  For every 3 kineticist levels you possess, apply your elemental overflow bonus 
  to one attack made with natural weapons, armor spikes or spiked gaunt-
  lets granted to you through wild talents other than unnatural evolution per 
  round. 
  Cloud Cover
  Element(s) air; Level 2; Type utility (Sp); Burn 0
  You can collect air vapor to create a 20 ft. cloud in the air that lasts for 1 
  minute per kineticist level you possess, obscuring vision as though it was a 
  fog cloud. This cloud must be at least 30 ft. above solid ground and can have 
  a maximum altitude of 10 ft. per kineticist level you possess. The light condi-
  tion directly below the cloud is reduced by 1 step. You can summon an ad-
  ditional cloud at 5th level, and every 5 levels thereafter (up to 5 at 20th level).  
  If you attempt to summon a cloud beyond this limit, the oldest cloud you 
  had summoned dissipates.
  
  — 33 —
  Crushing Atmosphere
  Element(s) air or void; Level 5; Type utility (Sp); Burn 0
  Prerequisite(s) oppressive atmosphere
  Saving Throw Fortitude partial; Spell Resistance no
  All foes affected by your oppressive atmosphere take 1 bludgeoning damage 
  per 2 kineticist levels you possess whenever they end their round in your aura. 
  Creatures that take damage from this wild talent must make a Fortitude save 
  or be fatigued for 1 round.
  Deceptive Rip
  Element(s) aether, time, or void; Level 3; Type utility (Su); Burn —
  Prerequisite(s) dimensional rip or dimensional tear class feature
  Saving Throw Reflex negates; Spell Resistance no
  You are capable of laying a tear across a solid surface, disguising it as normal 
  terrain. If a creature steps into your deceptive rip, they are transported to an-
  other tear of your choice. Creatures exiting from a deceptive rip may choose 
  which space adjacent to the selected exit tear to occupy. The Perception check 
  to locate this tear is equal to your kineticist level plus 10.
  Dimensional Rip
  Element(s) aether, time, or void; Level 3; Type utility (Sp); Burn 1
  You gain the dimensional tear class feature of the dimensional ripper arche-
  type.
  Dimensional Rip, Improved
  Element(s) aether, time, or void; Level 4; Type utility (Sp); Burn 0
  Prerequisite(s) dimensional rip
  You gain the improved tearing class feature of the dimensional ripper arche-
  type, treating your kineticist level as 2 lower for the number of tears you can 
  create.
  Dimensional Rip, Greater
  Element(s) aether, time, or void; Level 6; Type utility (Sp); Burn 0
  Prerequisite(s) improved dimensional rip
  You gain the rapid tearing class feature of the dimensional ripper archetype, 
  
  — 34 —
  treating your kineticist level as 1 lower for the number of tears you can create.
  Dimensional Traveler
  Element(s) aether, light, time, or void; Level 6; Type utility (Su); Burn — 
  Prerequisite(s) light speed travel, time skip, or the dimensional travel class 
  feature
  Your skill at stepping between worlds improves, treating you as though you 
  had the Dimensional Assault and Dimensional Dervish feats, applying them 
  to the prerequisite wild talents or class feature.
  Dimensional Traveler, Improved
  Element(s) aether, light, time, or void; Level 7; Type utility (Su); Burn —
  Prerequisite(s) dimensional traveler
  You are treated as though you had the Dimensional Maneuvers and Dimen-
  sional Savant feats, applying them to the prerequisite wild talents or class 
  feature.
  Distorted Area
  Element(s) aether or earth; Level 2; Type utility (Sp); Burn 0
  Saving Throw none; Spell Resistance no
  You are capable of either destroying the ground around you or flooding the 
  area with enough telekinetic energy to make normal movement impossible. 
  You can activate this wild talent as a swift action to make all squares adjacent 
  to you into difficult terrain for 1 minute. While this wild talent is active, you 
  cannot run or charge. A geokineticist can only use this talent while standing 
  on dirt or unworked stone unless they also possess the aether element.
  Elemental Acceleration
  Element(s) air, fire, water, or time; Level 1; Type utility (Su); Burn —
  You channel your element to dash along freely. Choose one movement speed 
  granted by your element, or your base land speed. Increase this speed by 10 
  ft. At 5th level and every 5 levels thereafter, this speed increases by another 10 
  ft.
  
  — 35 —
  Elemental Hand
  Element(s) earth, light, viscera, water, or wood; Level 4; Type utility (Sp); 
  Burn 0
  Saving Throw none; Spell Resistance no
  You are capable of creating a large hand out of your element treating it as 
  though it was the interposing hand spell. At 10th level you can instead treat 
  this as a forceful hand. You can only have 1 elemental hand active at a time; 
  using it again while another elemental hand is still active will cause the previ-
  ous one to crumble.
  Elemental Hand, Improved
  Element(s) earth, light, viscera, water, or wood; Level 6, Type utility (Sp); 
  Burn 0
  Prerequisite(s) elemental hand
  Saving Throw none; Spell Resistance no
  You can treat your elemental hand as though it was a grasping hand. At 16th 
  level, you can treat it as though it was a crushing hand.
  Elemental Limb
  Element(s) earth, light, viscera, water, or wood; Level 1; Type utility (Sp); 
  Burn —
  You can augment your limbs with elemental power. If you are missing one or 
  more limbs, you create one or more permanent replacements out of an ele-
  ment; this limb functions in all ways as though it was a natural part of your 
  body, although the limb is still treated as though it is made out of its element 
  for how it is affected by spells and other abilities and lacks tactile sensation. 
  You can accept 1 point of burn to gain a +2 bonus to all Strength checks you 
  make for 24 hours. You can select this talent in place of the basic utility wild 
  talent you would gain for selecting an element.
  Elemental Limb, Improved
  Element(s) earth, light, viscera, water, or wood; Level 2; Type utility (Sp); 
  Burn 0
  Prerequisite(s) elemental limb
  You’ve learned to manipulate the shape of your elemental limbs, turning them 
  into deadly weapons. You may shape a single elemental limb into a fanged 
  
  — 36 —
  mouth, blade, or claw, or back into a limb at will; doing so treats the elemen-
  tal limb as a primary natural weapon which deals 1d8 (1d6 for small, 2d6 for 
  large) bludgeoning, slashing or piercing damage (chosen at the time the limb 
  is shaped) and has has a critical range of 19-20 and critical multiplier of 2x. 
  This natural attack cannot benefit from the improved natural attack feat, and 
  is considered a kinetic blast for the purpose of feats which affect weapons of a 
  specific type (such as weapon focus). If you have two arms from the elemen-
  tal limb wild talent, you may choose to have these manifest as two natural 
  weapons, as described above. You may only shape one limb per round with 
  this ability, even if you have more than one elemental limb (shaping two arms 
  into 1d4 weapons counts as shaping a single limb for this purpose).
  Elemental Limb, Greater
  Element(s) earth, light, viscera, water, or wood; Level 6; Type utility (Sp); 
  Burn 1
  Prerequisite(s) improved elemental limb
  You can create extra elemental limbs in addition to replacements to your 
  natural ones that last for 24 hours. You may choose to gain an additional pair 
  of arms (which cannot wield weapons or shields, or be used to make attacks), 
  a tail (primary attack, 1d8 damage), or a pair of tentacles (secondary attacks, 
  1d4). You can grasp objects with these additional limbs. In addition, you can 
  apply the effects of improved elemental limb to a non missing limb as well, 
  covering it in elemental material.
  Enlarged Rip
  Element(s) aether, time, or void; Level 4; Type utility (Su); Burn —
  Prerequisite(s) dimensional rip or dimensional tear class feature
  You can stretch dimensions even further to create an enlarged tear. Large 
  tears are 10 ft. tall and wide, and can be traveled through by huge or smaller 
  creatures, being able to exit out of normal sized tears.
  Explosive Cover
  Element(s) light; Level 3; Type utility (Sp); Burn 0
  Prerequisite(s) explosive illusions, kinetic cover
  Saving Throw Reflex half; Spell Resistance yes
  Whenever you choose to make a barrier of hard light with your kinetic cover, 
  you can choose to make it out of unstable light. When your unstable light 
  
  — 37 —
  barrier is broken, all creatures within 5 ft. of it take bludgeoning damage 
  equal to your kineticist level. If you have the improved kinetic cover wild 
  talent, you can choose to expand the radius of the explosion to 10 ft. If you 
  possess the sharding cover wild talent, you can apply it to explosive cover.
  Explosive Flame
  Element(s) fire; Level 2; Type utility (Sp); Burn 0
  Saving Throw Will or Fortitude partial; Spell Resistance yes
  You know how to use fire to its fullest, even while ending it. You can use py-
  rotechnics as per the spell. If the source of fire you target is a creature engulfed 
  in flames, they take a -2 to their save against this wild talent.
  Fist of Granite †
  Element(s) earth; Type utility (Su); Level 1; Burn —
  Prerequisite(s) flesh or stone
  You gain the crushing strength of earth itself. While your flesh of earth is ac-
  tive, you gain a slam attack that deals 1d8 damage (1d6 for small kineticist.) 
  You can accept 1 point of burn to gain a second slam attack until you recover 
  burn. If you possess the jagged flesh wild talent, your slam attack also deals 
  piercing damage.
  Fist of Oak †
  Element(s) wood; Type utility (Su); Level 1; Burn —
  Prerequisite(s) flesh or wood
  Your hands are as tough as a mighty redwood. While your flesh of wood is ac-
  tive, you gain a slam attack as per fist of granite. If you also possess the thorn 
  body wild talent, this slam attack also deals piercing damage.
  Flame Conduit
  Element(s) fire; Level 1; Type utility (Su); Burn —
  You can draw upon the flames around you to empower your blast. You can 
  select any source of fire to be the point of origin for your fire blast or its com-
  posites. Both the point of origin and target must be in range of your kinetic 
  blast, and must be no further apart than your kinetic blast’s range. If you 
  choose a creature currently engulfed in flames as your blast’s source, that crea-
  ture takes an additional 1d6 fire damage and suffers a -2 to all saves against 
  
  — 38 —
  your blast, putting out any fire from which the foe is currently engulfed.
  Flame Step
  Element(s) fire; Level 3; Type utility (Su); Burn —
  You know how to become one with flames. You no longer take damage from 
  natural fires. Once per turn, when you step into a square with fire in it, and 
  can teleport to another square within 30 ft. that also contains flames com-
  pletely unharmed. You may also use this ability while standing in natural fire 
  as an immediate action.
  Flash Step
  Element(s) aether, air, or time; Level 4; Type utility (Sp); Burn 0
  Through pushing yourself forward with air, aether or even stealing time from 
  the future, as a swift action you can grant yourself an additional move action 
  this round. If you do, you cannot take another swift or immediate action for 
  4 rounds. You can accept 1 burn to ignore the loss of swift action.
  Fog Step
  Element(s) air; Level 4; Type utility (Sp); Burn 0
  Prerequisite(s) fade into the mist, windsight
  You know how to disappear into the mist, allowing you to teleport up to 20 
  ft. per kineticist level you possess as a move action while you are inside of 
  normal or magical mist or fog as long as you remain inside of it. You can ac-
  cept 1 point of burn to use this wild talent as a swift action.
  Frigid Terrain
  Element(s) water; Level 3; Type utility (Sp); Burn 0
  Prerequisite(s) cold adaptation
  Saving Throw none; Spell Resistance no
  With but a thought, you can manipulate your environment into a chilly 
  wasteland. As a move action, you radiate an aura of cold for 1 minute per 2 
  kineticist levels you possess. While your aura is active, all squares within 10 
  ft. of you are treated as icy terrain. You are not hindered by this wild talent, 
  instead increasing your base land speed in areas of icy terrain by 10 ft.
  
  — 39 —
  Grasp of the Void †
  Element(s) void; Type utility (Sp); Level 5; Burn 0
  Saving Throw none; Spell Resistance no
  You know the secrets to summon forth a fragment of the void as per the spell 
  black tentacles. You can accept 1 point of burn to treat the area of this effect 
  as though under the effects of a darkness spell. You may only have 1 grasp of 
  the void active at a time; using it again while another grasp of the void is still 
  active will cause the previous one to disappear.
  Heirloom Affinity
  Element(s) aether; Level 2; Type utility (Su); Burn —
  Prerequisite(s) aetheric tempering
  Your talent is at its highest using a particular item. When you select this wild 
  talent, you must choose one specific object. When using this object with your 
  telekinetic blast, all infusions applied to your blast have their DC increased 
  by 1. When you use an object aside from your chosen one, all infusions ap-
  plied to your blast have their DC reduced by 1. If this object is lost or bro-
  ken, you can accept 1 point of burn and spend 1 day to attune yourself to a 
  new object.
  Hydro Cutter
  Element(s) water; Level 1; Type utility (Su); Burn —
  Prerequisite(s) water blast
  As you learn to master the art of water manipulation, you can now choose to 
  deal piercing damage with your water blast or its composite blasts in addition 
  to any other physical damage type dealt, gaining a +1 to attack and damage 
  rolls due to how easily your water blades pierces the air. You can also add 
  bloody infusion to your list of wild talents, and are able to apply it to a pierc-
  ing water blast or its composite blasts. You can choose to gain this wild talent 
  instead of basic hydrokinesis.
  Hypnotic Pattern
  Element(s) light; Level 3; Type utility (Sp); Burn 0
  Prerequisite(s) strobe lights
  Any creature fascinated by your strobe lights may also be given one command 
  as a swift action as per the command spell. This command lasts for 1 round 
  
  — 40 —
  per kineticist level you possess.
  Invasive Rip
  Element(s) aether, time, or void; Level 2; Type utility (Sp); Burn 0
  Requirement(s) dimensional rip or dimensional rip class feature
  Saving Throw Reflex negates; Spell Resistance no
  Whenever you create a dimensional tear, you can attempt to create it in a 
  square occupied by a creature, forcing them through it and out of a tear of 
  your choice.  If the target succeeds at this saving throw, the tear is instead cre-
  ated in an adjacent square to the target of your choice.  If you have the mo-
  bile tear class feature, you can attempt to move a tear into a creature’s square, 
  although a successful saving throw stops the tear’s movement.
  Joint Lock
  Element(s) earth; Level 1; Type utility (Sp); Burn 0
  Saving Throw Reflex negates; Spell Resistance no
  Your knowledge of metals allows you to stiffen the joints of one suit of metal 
  armor within 60 ft., doubling its armor check penalties for 1 minute.
  Joint Lock, Improved
  Element(s) earth; Level 3; Type utility (Sp); Burn 0
  Prerequisite(s) joint lock
  Saving Throw Reflex negates; Spell Resistance no
  You are even more skilled at locking up armor, treating the wearer of any af-
  fected suit of armor as though they were not proficient in it.
  Kinetic Cover, Improved
  Element(s) aether, earth, light, viscera, water, and wood; Level 3; Type util-
  ity (Sp); Burn 0
  Prerequisite(s) kinetic cover
  Your kinetic cover gains hardness 5 as well as 5 additional hit points per 
  kineticist level you possess.
  Liquid Body
  Element(s) water; Level 4; Type utility (Sp); Burn 0
  
  — 41 —
  Your body can become one with water. You can use fluid form as per the spell, 
  although the duration is changed to 1 round per kineticist level you possess. 
  You can accept 1 burn to increase the duration to 10 minutes per kineticist 
  level you possess.
  Long Distance Travel
  Element(s) aether, light, time, or void; Level 6; Type utility (Sp); Burn 0
  Prerequisite(s) light speed travel, time skip, or dimensional travel class fea-
  ture
  You can spend 1 minute to teleport as per the spell, although only you are 
  affected by this talent. You can accept 1 burn to bring along an additional 
  amount of creatures up to your Constitution modifier.
  Magnetic Pull
  Element(s) air or earth; Level 2; Type utility (Sp); Burn 0
  As a swift action, you can create a magnetic pull towards yourself that is hard 
  for others to resist. All attacks made with metal weapons within 15 ft. of you 
  take a -2 to their attack roll if they are not attacking you, gaining a +1 on at-
  tack rolls against you. This penalty and bonus increases by 1 each for every 3 
  kineticist levels you possess.
  Magnetic Pull, Improved
  Element(s) air or earth; Level 3; Type utility (Sp); Burn 0
  Prerequisite(s) magnetic pull
  When you create a magnetic field, you can choose to increase the area of it 
  by 10 ft. Also as an immediate action, you can redirect any spell or spell-like 
  ability with the [electricity] descriptor to target yourself, taking a -2 on any 
  saving throw the spell may grant.
  Material Affinity
  Element(s) aether; Level 1; Type utility (Su); Burn —
  You are more talented than others when it comes to manipulating certain ma-
  terials. When you select this wild talent, you must choose either stone, wood, 
  metal, glass, paper, or another similar material. When using this material with 
  your telekinetic blast, you gain a +1 to attack and damage rolls. When you 
  use a material aside from your chosen one, you suffer a -1 penalty to attack 
  
  — 42 —
  and damage rolls. You can choose to gain this wild talent instead of basic tele-
  kinesis. These bonuses and penalties also apply to physical blasts associated 
  with the chosen material (such as earth blast for stone or ice blast for ice).
  Metal-Wood
  Element(s) wood; Level 1; Type utility (Sp); Burn 0
  You know how to create the most powerful of lumber, being able to alter 
  wood as per the ironwood spell for 24 hours. You can accept 1 burn to instead 
  make this effect permanent. If you possess the paper control wild talent, you 
  can also apply this effect to paper.
  Natural Rush
  Element(s) universal; Level 3; Type utility (Su); Burn —
  Whenever you make a charge attack, you are treated as though you had 
  pounce when only making attacks with natural weapons, armor spikes, or 
  spiked gauntlets granted to you through wild talents other than unnatural 
  evolution.
  Oppressive Atmosphere
  Element(s) air or void; Level 3; Type utility (Sp); Burn 0
  Saving Throw none; Spell Resistance no
  You radiate a field of incredible pressure around yourself for 1 minute per 
  kineticist level you possess. Opponents within 20 ft. of you have all of their 
  movement speeds reduced by 10 ft. for every 3 kineticist levels you possess 
  and suffer -2 to all Reflex saves made while inside your aura. You can accept 1 
  point of burn to activate this wild talent as a swift action.
  Paper Control
  Element(s) wood; Level 1; Type utility (Su); Burn —
  You are adept at controlling paper as well as wood. You can manipulate paper 
  freely, being able to control it as though using the basic telekinesis wild talent. 
  Whenever you use your wood blast, you can instead create paper, gaining a 
  +1 to attack rolls with it. You can choose to gain this wild talent instead of 
  basic phytokinesis.
  
  — 43 —
  Photographic Transference
  Element(s) light; Level 2; Type utility (Su); Burn —
  Prerequisite(s) phantom illusion
  You can see through your illusions. Whenever you create an illusion, you can 
  choose to transfer your sense of sight to it. This blinds you, but allows you to 
  see through the illusion and make sight-based Perception checks through it.
  Pitfall †
  Element(s) earth; Type utility (Sp); Level 3; Burn 0
  Prerequisite(s) shift earth
  Saving Throw Reflex negates; Spell Resistance no
  You are capable of creating traps underneath your foes. Treat this as create 
  pit, although you can only use it on surfaces of dirt or unworked stone, and 
  it does not create an extradimensional space. You may end this effect at any 
  time, refilling the pit as it was before this effect. At 9th level you may instead 
  treat this as spiked pit, and at 12th level you may treat this as hungry pit. You 
  may only have 1 pitfall active at a time; using it again while another pitfall is 
  still active will cause the previous one to refill.
  Ring of Fire
  Element(s) fire; Level 3; Type utility (Sp); Burn 0
  Saving Throw Reflex half; Spell Resistance no
  You can create a 30 ft. wide circle of flames that stands up to 20 ft. tall cen-
  tered around yourself that lasts for 1 round per kineticist level you possess. 
  This fire deals damage equal to ½ your fire blast. You can accept 1 point of 
  burn to allow your flames to burn those who come into contact with your 
  flames, being treated as though affected by the burning infusion wild talent.
  Sealing Wound
  Element(s) fire; Level 1; Type utility (Sp); Burn 0
  As an immediate action, you can deal 1 point of fire damage to yourself to 
  end any bleed effect from which you are currently suffering. This damage 
  cannot be reduced by resistance to fire. As a move action, you can use this 
  wild talent on any ally within 30 ft. You also can treat kinetic healer and wild 
  talents that require it as a prerequisite as though they were on fire’s list of se-
  lectable wild talents, but you cannot accept burn to use it unless it is used on 
  
  — 44 —
  yourself. You may select to gain this wild talent in place of basic pyrokinesis.
  Seismic Stomp
  Element(s) aether or earth; Level 3; Type utility (Sp); Burn 0
  Prerequisite(s) distorted area
  Raising up your foot, you can slam it back down onto the ground as a move 
  action to make a trip attempt that does not provoke an attack of opportunity 
  against all squares adjacent to you, substituting your Constitution modi-
  fier for your Strength modifier. If you fail this trip attempt, you cannot be 
  tripped in return. You can accept 1 point of burn to use this wild talent as a 
  swift action. A geokineticist can only use this talent while standing on dirt or 
  unworked stone unless they also possess the aether element.
  
  — 45 —
  Sharding Cover
  Element(s) aether, earth, light, viscera, water, and wood; Level 2; Type util
  ity (Sp); Burn 0
  Prerequisite(s) kinetic cover
  Whenever you use the kinetic cover wild talent, you can choose to make 
  it into sharding cover. Whenever your sharding cover is broken, all spaces 
  within 5 ft. of it are treated as difficult terrain for 1 minute. If you possess the 
  improved kinetic cover wild talent, any creature that enters an area of difficult 
  terrain made by this effect takes 1 damage for every 2 kineticist levels you 
  possess.
  Shroud of Shadows †
  Element(s) void; Type utility (Sp); Level 3; Burn 0
  Prerequisite(s) emptiness
  Your darkness is far more powerful than others. While your emptiness wild 
  talent is active, you are treated as though your square is under the effects of 
  a darkness spell. You can accept 1 point of burn to increase the radius of this 
  effect by 5 feet.
  Shroud of Shadows, Improved
  Element(s) void; Level 5; Type utility (Sp); Burn 0
  Prerequisite(s) shroud of shadows
  Your darkness grows even stronger, increasing the radius of darkness to 15 ft. 
  You can accept 1 point of burn to reduce the movement speed of all creatures 
  inside of this darkness by 10 ft.
  Sinkhole
  Element(s) earth; Level 4; Type utility (Sp); Burn 0
  Saving Throw Reflex negates; Spell Resistance no
  You create a 10 foot area of quicksand within 60 ft. of yourself, causing all 
  creatures within it to sink into the sand. Those who fail their Reflex save have 
  their land movement speed reduced to 0 ft. and take bludgeoning damage 
  equal to 1/4th of your earth blast. Each round those inside of the sinkhole 
  must make a Reflex save to exit the sinkhole, moving to the closest possible 
  spot outside of it. If no safe spot exists (such as if it is created inside of a 
  hole), creatures instead do not take damage for that round, and may attempt 
  
  — 46 —
  to climb along any available walls. If a creature fails 2 or more saves in a row, 
  they are also treated as though drowning, and must hold their breath as ap-
  propriate. You can only have 1 sinkhole active at a time; using it again while 
  another sinkhole is still active will cause the previous one to refill, expelling 
  anyone inside of it. If you possess the pitfall utility wild talent, you can accept 
  1 burn to create a sinkhole at the bottom of your pitfall.
  Spined Armor
  Element(s) earth or wood; Level 1; Type utility (Sp); Burn 0
  Your knowledge of natural materials makes it easy for you to manipulate their 
  substance. You can cause any metal, stone, or wooden armor or gauntlets you 
  wear to become covered in spikes as a free action, effectively giving you armor 
  spikes and/or spiked gauntlets. Removing the armor or gauntlets reverts it 
  back to its non-spiked version if it did not possess spikes before you donned 
  it. If you possess the paper control, metal-wood, and natural armor wild 
  talents, you can also affect paper armor with this effect, and if you possess re-
  placement or additional arms through the elemental limb or greater elemental 
  limb wild talents, you can affect those arms as if they were equipped with 
  spiked gauntlets of which are composed of the same substance as their limb.
  Spined Armor, Improved
  Element(s) earth or wood; Level 2; Type utility (Su); Burn —
  Prerequisite(s) spined armor
  Increase the damage of armor spikes and spiked gauntlets granted to you 
  through wild talents by 1d6.
  Storm Cloud
  Element(s) air; Level 3; Type utility (Su); Burn —
  Prerequisite(s) cloud cover
  You can use any square in your cloud as the point of origin for your air blast 
  or electric blast. If you use the flurry of blast form infusion with this wild 
  talent, increase the damage of each blast by 1 for every 2 kineticist levels you 
  possess.
  Storm Diffuser
  Element(s) air; Level 3; Type utility (Sp); Burn 0
  
  — 47 —
  Your control of the winds allows you to calm storms. When in severe or 
  weaker winds, you can reduce the intensity of the winds within 100 ft. of you 
  by 2 steps (to a minimum of light).  Using this against magical winds requires 
  an opposed caster level check against the effect, treating your kineticist level 
  as your caster level. At 10th level, you can also affect up to a windstorm, at 
  13th level you can affect a hurricane, and at 16th level you can affect a tor-
  nado. You can accept 1 burn to reduce the intensity of winds down to light, 
  regardless of their intensity. You can use this wild talent multiple times upon 
  the same winds, although magical winds are only affected for 1 minute per 
  kineticist level you possess.
  Strobe Lights
  Element(s) light; Level 1; Type utility (Sp); Burn 0
  Saving Throw Will negates; Spell Resistance no
  You can create a field of strobing lights for 1 round per two kineticist levels 
  you possess. Any creature within 10 ft. of you becomes fascinated as long as 
  they are within the effect of your strobing lights.
  Sustained Form
  Element(s) void; Level 1; Type utility (Su); Burn —
  You do not need to eat or drink to survive. 
  Telekinetic Grasp
  Element(s) aether; Level 4; Type utility (Sp); Burn 0
  Prerequisite(s) telekinetic haul
  Saving Throw Fortitude negates Spell Resistance yes
  You can now use your basic telekinesis to lift living creatures with the same 
  limitations for 1 round per kineticist level you possess, although unwilling 
  creatures receive a Fortitude save to avoid being moved in this way. At the 
  beginning of a creature’s round, it can make a Fortitude save to end this ef-
  fect, taking falling damage as appropriate to its height and falling prone. If 
  you possess the friend throw utility wild talent, you do not need to accept 
  1 burn to allow your ally to make an attack at the end of their movement. 
  Any creature affected by your telekinetic grasp automatically fails their saving 
  throw against your foe throw or many throw wild talent.
  
  — 48 —
  Terrifying Roar
  Element(s) sound; Level 3; Type utility (Sp); Burn 0
  Saving Throw Will partial; Spell Resistance no
  You let out a loud roar that frightens all foes within 20 ft. of yourself for 1 
  round per 2 kineticist levels you possess. Those who save against this effect are 
  instead shaken for 1 round.  This effect cannot stack with itself.
  Threaded Armor
  Element(s) aether; Level 1; Type utility (Su); Burn —
  You are capable of threading the strands of aether into your armor, increas-
  ing the ways it can defend you. Any armor or shield you wear gains the ghost 
  touch property. You can accept 1 point of burn to bestow any object you 
  wield, or up to 50 tiny objects or pieces of ammo, to with the ghost touch 
  property until you recover burn.
  Toxic Barbs †
  Element(s) wood; Type utility (Su); Level 4; Burn —
  Prerequisite(s) thorn body
  Saving Throw Fortitude negates
  Your thorns secrete a naturally poisonous liquid. All foes who take damage 
  from your thorn body or slam attack granted by your fist of oak are sickened 
  for 1 round.  This is a poison effect.
  Unnatural Evolution †
  Element(s) viscera; Type utility (Su); Level 1; Burn —
  You gain one 1 point evolution from the eidolon class feature of the sum-
  moner for which you qualify, treating your kineticist level as your summoner 
  level and your base form as biped. At the beginning of each day, you can 
  change this evolution to any other legal choice.
  Unnatural Evolution, Improved †
  Element(s) viscera; Type utility (Su); Level 4; Burn —
  Prerequisite(s) unnatural evolution
  You can alter yourself further, gaining either one 2 point evolution or two 1 
  point evolutions. 
  
  — 49 —
  Unnatural Evolution, Greater †
  Element(s) viscera; Type utility (Su); Level 7; Burn —
  Prerequisite(s) improved unnatural evolution
  You can alter yourself greatly, gaining either one 3 point evolution, one 2 
  point evolution and one 1 point evolution, or three 1 point evolutions.
  Vacuum Rip
  Element(s) aether, time, or void; Level 4; Type utility (Sp); Burn 0
  Prerequisite(s) dimensional rip or dimensional tear class feature
  Saving Throw Reflex negates; Spell Resistance no
  As a move action, you can cause all creatures within 5 ft. of any of your di-
  mensional tears to be draw into them, exiting through any other tear of your 
  choice. You can accept 1 burn to increase the range of this effect by 10 ft.
  Visceral Whip
  Element(s) aether and viscera; Level 3; Type utility (Sp); Burn 1
  Requirement(s) aetheric tempering, petrified innards
  You pull your intestines out through a spatial rip in your body cavity and 
  sheath them in force, using them as a prehensile whip appropriate for your 
  size with no enhancement bonus and with which you are proficient. If you 
  are proficient with whips already, your visceral whip is also treated as having 
  the grappling weapon quality. Your intestines cannot be stolen, sundered, 
  or attacked as a separate creature. This effect lasts for 1 minute per kineticist 
  level or until you end it early as a swift action. If you release your grip on 
  your intestines, this effect ends instantly. As a swift action, you can apply a 
  substance infusion to all attacks made with your visceral whip until the be-
  ginning of your next round, increasing the burn cost of an applied substance 
  infusion by 1.
  Visceral Whip, Improved
  Element(s) aether and viscera; Level 5; Type utility (Su); Burn —
  Requirement(s) visceral whip
  While visceral whip is active, you gain the benefits of the Whip Mastery, 
  Improved Whip Mastery, and Greater Whip Mastery feats with your visceral 
  whip, increase its base damage die by one step, and can treat it as an addi-
  tional limb capable of fine manipulation (although it cannot be used to wield 
  
  — 50 —
  weapons, make unarmed strikes, or use kinetic blasts). Substance infusions 
  applied to your visceral whip no longer have their burn cost increased by 1.
  Visceral Whip, Greater
  Element(s) aether and viscera; Level 7; Type utility (Su); Burn —
  Requirement(s) improved visceral whip, force ward, reactive skin
  As long as your force ward and reactive skin defense wild talents are active, 
  you can use your visceral whip at will as a swift action for no burn cost, and 
  with no maximum duration. You treat your base attack bonus as equal to 
  your kineticist level when performing attacks and combat maneuvers with 
  your visceral whip, increase its base damage by one additional step, and gain 
  the benefits of the Serpent Lash and Greater Serpent Lash feats. Reduce the 
  burn cost of substance infusioned applied to your visceral whip by 1.
  Void Resonance
  Element(s) void; Level 1; Type utility (Su); Burn —
  You are in tune with the darker energies of the universe, allowing you to be 
  healed by negative energy if you are normally hurt by it.
  Wind Blade
  Element(s) air; Level 1; Type utility (Su); Burn —
  Prerequisite(s) air blast
  As you learn to master the art of air manipulation, you can now choose to 
  deal slashing damage with your air blast or its composite blasts in addition to 
  any other physical damage type dealt, gaining a +1 to attack and damage rolls 
  due to how easily your air blades cut through the air. You can also add bloody 
  infusion to your list of wild talents, being able to apply it to a slashing air 
  blast or its composite blasts. You can choose to gain this wild talent instead of 
  basic aerokinesis.
  Combo Wild Talents
  The following combo wild talents can be added to the options available to 
  kineticists of Porphyra.
  Acid Manipulator
  Element(s) poison and water; Level 3; Type utility (Sp); Burn 0
  
  — 51 —
  Prerequisite(s) basic toxikinesis, water manipulator
  This functions as the water manipulator wild talent, except it affects liquid 
  acid rather than water. In addition, if you have the basic hydrokinesis wild 
  talent, you may use it to putrefy water as the putrefy food and water spell at 
  will and may accept 1 burn to turn a flask of any kind of water into acid or a 
  flask of acid into clean water as a move action.
  
  — 52 —
  Acid Pit
  Element(s) earth and poison; Level 3; Type utility (Sp); Burn 0
  Prerequisite(s) acid blast and pitfall
  You can treat your pitfall as an acid pit as per the spell. If you use this wild 
  talent as hungry pit or crushing pit, you can add acid to the bottom of it as 
  though it was an acid pit.
  Chilling Void
  Element(s) void and water; Level 3; Type utility (Su); Burn —
  Prerequisite(s) cold blast and darkness infusion, shroud of shadows, or grasp 
  of the void
  Saving Throw Fortitude half; Spell Resistance yes
  All creatures that end their rounds within an area of darkness you have cre-
  ated take 2 cold damage for each kineticist level you possess.
  Choking Vacuum
  Element(s) air and void; Level 6; Type utility (Sp); Burn 1
  Prerequisite(s) basic aerokinesis, no breath, and suffocate
  Saving Throw Fortitude partial; Spell Resistance yes
  This functions as suffocate, except it affects all creatures within 30 feet of you 
  instead, and you automatically expel the air from the lungs of all creatures 
  affected.
  Corporeal Tear
  Element(s) aether, time, or void and viscera; Level 3; Type utility (Sp); Burn 
  0
  Prerequisite(s) basic corpokinesis and dimensional rip or the dimensional 
  tear class feature
  Saving Throw Fortitude negates or half (see text); Spell Resistance no
  You are able to create a dimensional tear inside of a corporeal creature (except 
  for constructs), using it as though it was a dimensional tear of the creature’s 
  size. The creature is allowed a Fortitude save to negate being treated as a tear, 
  and if you choose to have a kinetic blast exit through a corporeal tear, the 
  creature is made into the target and is the only creature affected by it, regard-
  less of any infusion applied to the blast. If a creature chooses to exit through 
  a corporeal tear, they can decide to deal damage equal to twice the kineticist’s 
  
  — 53 —
  level to the creature (Fortitude for half), although a creature forced to exit 
  through a tear always deals damage.
  Crystal Skin
  Element(s) earth and light; Level 2; Type utility (Sp); Burn 0
  Prerequisite(s) flesh of stone and basic photokinesis
  Your skin takes on the shine and luster of a perfectly cut gem, allowing your 
  form to catch the light and dazzle opponents. You gain a +1 deflection bonus 
  against rays for every 3 kineticist levels you possess. You can accept 1 point of 
  burn to also apply this bonus against slashing and piercing attacks until you 
  recover burn.
  Fist of Nature 
  Element(s) earth and wood; Level 2; Type utility (Su); Burn —
  Prerequisite(s) fist of granite and fist of oak
  Your fists are now infused with the power of the nature itself, granting you 
  two slam attacks which deal 1d12 damage, gaining a +2 bonus on attack and 
  damage rolls with these slam attacks. If you possess the bone spikes, jagged 
  flesh or thorn flesh utility wild talents, you also deal slashing and piercing 
  damage with your slam attacks. If you possess the toxic barbs utility wild tal-
  ent, increase the duration of the sickening effect by 2 rounds.
  Rapid Burn
  Element(s) fire or poison and time; Level 3; Type utility (Sp); Burn 1
  Prerequisite(s) improved burning infusion and time’s echo
  When you would set a creature on fire or cover it in acid with burning infu-
  sion, improved burning infusion, or greater burning infusion, you can choose 
  as an immediate action to instead have it continue to roll Fort saves (using 
  the substance infusion’s DC) up to your Con modifier or until one succeeds, 
  whichever comes first. The creature takes an additional 1d6 fire and/or acid 
  damage (depending on the blast used) for each save it fails this way.
  Lava Pool
  Element(s) earth and fire; Level 6; Type utility (Sp); Burn 0
  Prerequisite(s) pitfall and ring of fire
  Saving Throw Reflex negates; Spell Resistance no
  
  — 54 —
  You can create a 20 ft. sheet of lava across an area of dirt or unworked stone 
  for 1 round per 4 kineticist levels you possess before the lava cools. This lava 
  is only 5 ft. deep, and all creatures inside of this area must make a Reflex 
  saving throw to move themselves into the closest safe square or take 10d6 
  fire damage and being treated as entangled in the lava. Even after a creature 
  leaves this lava, they take ½ of the damage they took last round. You can 
  accept 1 point of burn to increase the duration of this wild talent to 1 round 
  per kineticist you possess. Creatures inside of the lava when it cools become 
  entangled, requiring an escape artist or strength check equal to the DC of this 
  wild talent to escape.
  Metal Blades
  Element(s) earth and viscera; Level 2; Type utility (Su); Burn —
  Prerequisite(s) basic geomancy and bone blades
  You can coat your bone blades in metal, treating them as either cold iron, 
  silver, adamantine, or any other rare metal for the purposes of bypassing dam-
  age reduction. Metal blades gain a +1 bonus to attack and damage rolls.  
  Venom Spikes
  Element(s) poison and viscera; Level 2; Type utility (Su); Burn 1
  Prerequisite(s) biological toxin and bone spikes
  When you use your bone spikes utility wild talent, you can also use your 
  biological toxin or greater biological toxin utility wild talent to coat your 
  bone spikes with any contact or injury poison you create.  This poison can be 
  applied a number of times equal to your Constitution modifier (minimum 
  1) before drying up. Venom spikes deal additional damage equal to ½ your 
  Constitution modifier (minimum 1).
  Undead Evolution
  Element(s) viscera and void; Level 3; Type utility (Sp); Burn 1
  Prerequisite(s) unnatural evolution and reanimating infusion or aura of ash
  You are capable of altering the undead you create. You can spend 10 minutes 
  with an undead you have created with a wild talent to grant it the benefit of 
  your unnatural evolution utility wild talent for a number of days equal to 
  your class level. If you possess the improved unnatural evolution utility wild 
  talent, you can instead accept an additional point of burn to grant the ben-
  efits of that utility wild talent in place of unnatural evolution.
  
  — 55 —
  Elemental Mutations
  In the world of Porphyra, the powers of the kineticist are rarely understood, 
  and sometimes these powers can become corrupted, leading to more ‘pure’ 
  strains of kinetic power. Only certain types of kineticists have the ability to 
  become corrupted, often favoring those who have more varied powers than 
  their fellows. A character can only take 1 elemental mutation. The following 
  mutations have been discovered, although there are still rare cases of less com-
  mon ones being found:
  Brutal Mutation
  A brutal mutation is one that occurs when a kineticist is born with too much 
  potential. The mutation causes their raw power to rip apart their body as it is 
  used, often leaving lasting scars. Those who possess this mutation are far more 
  easily able to tap into their elemental power.
     Special: A fusion kineticist with this mutation treats their sub element as 2 
  levels lower than their main element at 1st level, removing the restriction lim-
  iting them to only 1st level talents until 7th level. At 7th level, they consider 
  their sub element 1 level lower than their main element rather than 2.
  Restrictions: Must possess the Burn class feature
  Benefit: Whenever a kineticist with this mutation gains the expanded ele-
  ment class feature, if the kineticist selects a new element to expand into, they 
  gain an infusion for that element. They are also only treated as 2 levels lower 
  than their main element for selecting wild talents from their new element. If 
  the kineticist chooses to expand their original element, they gain both a new 
  infusion and utility wild talent.
     Also when they select the Extra Wild Talent feat, they can increase the level 
  of the talent they can select with this feat by 1 as well as removing the prereq-
  uisite of the feat, allowing you to select level 1 wild talents at 1st level.
  Drawback: All damage a kineticist receives from burn or an ability that alters 
  burn is treated as lethal damage instead of non-lethal damage. This damage 
  cannot be reduced or healed except by the methods of removing non-lethal 
  damage from burn.
  Special: A fusion kineticist with this mutation treats their sub element as 2 
  levels lower than their main element at 1st level, removing the restriction lim-
  
  — 56 —
  iting them to only 1st level talents until 7th level. At 7th level, they consider 
  their sub element 1 level lower than their main element.
  Conservative Mutation
  Some kineticists don’t have the physical fortitude to channel their powers 
  fully, causing their full strength to be locked within themselves, although they 
  lessen the strain needed to channel their powers, leaving them in far better 
  condition afterwards.
  Restrictions: Must possess the Burn class feature
  Benefit: Whenever a kineticist with this mutation receives a point of burn, 
  they only take 1 point of non-lethal damage for every 2 levels they possess 
  instead of for every level.
  Drawback: Reduce the damage die of all kinetic blasts the kineticist possesses 
  by 1 step (d10 to d8, d8 to d6, d6 to d4, d4 to d3, d3 to d2) as well as reduc-
  ing the DCs of any infusions applied to their blast by 1.
  Dense Mutation
  While some kineticists wield raw elemental energy such as fire or lightning, 
  others manage to impart too much of their own power into the blast, mak-
  ing them far less adept at finding weaknesses in their opponent’s armor. These 
  blast instead pack a far more powerful punch to them.
  Restrictions: Must possess a basic energy blast
  Benefit: Kineticists with this mutation determine the damage of their energy 
  blast as though they were physical blast (dealing 1dx+1 damage + their Con-
  stitution modifier), as well as gaining a +4 on checks against spell resistance.
  Drawback: The kineticist’s energy blast now targets normal AC instead of 
  touch AC and is treated as a physical blast for how it interacts with infusions 
  and class features.
  Intelligent Mutation
  The power of most kineticists is in their creativity, although some kineticists 
  manage to express this in even more unique fashions, their education far 
  
  — 57 —
  surpassing their allies’. These intelligent warriors have forsaken other ways of 
  gaining power in a more physical sense.
  Restrictions: Must possess the gather power class feature
  Benefit: Kineticists with this mutation gain two additional skill points per 
  level, and can select 2 skills, treating them as class skills.
  Drawback: The kineticist can only use their gather energy or supercharge 
  class feature as a move action.
  New Feats
  The following feats are available to kineticists in Porphyra. Feats with a † are 
  reprinted from Kineticists of Porphyra or Kineticists of Porphyra II.
  Basic Kinetic Training
  “Sometimes you just have to get back to basics.”
  Prerequisite: Kineticist 1st or character level 5th 
  Benefit: You gain the basic utility wild talent for any one element. If you later 
  gain a level in the kineticist class, you can immediately exchange this basic 
  utility wild talent for a level 1 utility wild talent for which you qualify unless 
  you possess a wild talent the requires the basic utility you wish to replace.
  Composite Blast Technique
  “You don’t need that much training...or any, really…”
  Prerequisite: Kineticist 7th 
  Benefit: If your primary element grants a composite blast for having an ex-
  panded element with it (such as metal blast for earth), you gain access to that 
  composite blast.
  Special: A fusion kineticist can take this feat a second time at 11th level, ap-
  plying its effects to their sub element.
  Extra Burn
  “If I must suffer for my cause, so be it!”
  Prerequisite: Burn class feature
  Benefit: You can accept an additional 2 burn per day.
  Special: You may take this feat multiple times; its effects stack.
  
  — 58 —
  Extra Tear
  “I just needed a little more space, okay?”
  Prerequisite: Dimensional rip wild talent or dimensional tear class ability
  Benefit: You can create an additional dimensional tear with your dimensional 
  rip wild talent or the dimensional tear class feature.
  Kinetic Acceleration
  “Oh, you should see me when I get going…”
  Prerequisite: Character level 7th 
  Benefit: Whenever you are affected by a haste spell or effect, increase the at-
  tack bonus, reflex save, and dodge bonus by +1. In addition, when you use 
  the gather energy class feature while affected by haste, you can increase the 
  reduction of a blast’s burn an additional 1.
  Kinetic Pin
  “Now that you can’t move, we can really have some fun!”
  Prerequisites: Kinetic blast class feature, Improved Grapple
  Benefit: Whenever you would deal damage with a grapple check, you can 
  instead deal ½ of your kinetic blast damage instead, allowing a Reflex save for 
  ¼ damage.
  Kinetic Pin, Improved
  “Just hold still, this will only hurt a lot.”
  Prerequisites: Kinetic blast class feature, Kinetic Pin
  Benefit: Whenever you use your kinetic pin feat, you can also apply a sub-
  stance infusion to it.
  Kinetic Prodigy †
  “You can’t learn talent like this, but if you want, I can show you what I do…”
  Prerequisite: Kineticist 3rd 
  Benefit: You can consider yourself 1 level higher for the purposes of selecting 
  infusion wild talents. In addition, any kinetic blast you use that is altered by 
  an infusion gains a +1 bonus to damage. At 8th level, and again at 16th level, 
  increase this bonus by 1. In any round in which you accept burn due to using 
  an infusion, increase this bonus by 1.
  
  — 59 —
  Kinetic Proficiency
  “There’s more to swordsmanship than just swinging it around, you know.”
  Prerequisite: Devastating infusion, kinetic blade, or kinetic fist; Weapon 
  Focus (kinetic blast)
  Benefit: You may use devastating infusion, dual blades, kinetic blade, kinetic 
  fist, or kinetic whip as part of a coup de grace, disarm, sunder, or trip at-
  tempt. 
  Normal: You may only use these blasts as part of an attack action, full attack, 
  or charge.
  Kinetic Proficiency, Improved
  “The elements are my blade, and they cry for me to run you through!”
  Prerequisite: Kinetic Proficiency
  Benefit: Your devastating infusion, dual blades, kinetic assault, kinetic blade, 
  kinetic fist, kinetic whip, and vital blade are considered to have the deadly, 
  disarm, distracting, sunder, and trip weapon qualities.
  Overwhelming Defense
  “I know it’s hard for you, but not for me.”
  Prerequisite: Overwhelming soul 3rd
  Benefit: You are treated as though you have accepted 1 burn when determin-
  ing the effect of your elemental defense. At 6th level, and every 3 levels there-
  after, you are treated as having accepted an additional burn in your elemental 
  defense. If you have more than 1 elemental defense, you can split this effec-
  tive burn between them in whatever way you wish.
  Special: This feat cannot allow you to be treated as accepting more burn than 
  would normally be allowed by an elemental defense.
  Simple Composite
  “I mean, you’re just mixing this with that, how hard can it be?”
  Prerequisite: Any composite kinetic blast wild talent except force blast
  Benefit: Choose one composite blast you know. You may choose to have it 
  deal damage as a simple blast, reducing its burn cost by 1. You may not apply 
  this to a force blast.
  Special: You may take this feat multiple times; each time it applies to a differ-
  ent composite blast.
  
  — 60 —
  Telekinetic Muscle
  “I have a different kind of strength.”
  Prerequisite: Telekinetic haul wild talent
  Benefit: You can replace your Strength score with your Constitution score for 
  the purpose of making strength checks and Strength based skill checks.
  New Artifact
  The following minor artifact was discovered by kineticists on Porphyra.
  Elemental Heart (Minor Artifact)
  Slot none; Aura overwhelming (conjuration); CL 20th; Weight 2 lbs.
  Description
  This pulsing heart seems to beat with all of the elements in sync, flaring up 
  with different elements depending on its wielder. The bright core of the heart 
  always seems to swirl with unearthly power, a weak heat emanating from 
  the heart when held by someone in tune with the elements. When held by a 
  kineticist, they gain a +2 to attack and damage rolls with their kinetic blast, 
  a +3 to the DC of all wild talents, and no longer take damage from accept-
  ing burn, instead channeling it into the elemental heart. A hand holding an 
  elemental heart is considered free for the purpose of gathering energy and 
  other kineticist class abilities. Once the elemental heart has taken 300 damage 
  in this way, it glows black and will not provide any benefit to that kineticist 
  for 1 year.
     As a full round action, any kineticist who holds the elemental heart may 
  permanently change either their primary element or one of their expanded 
  elements into a different element. If they do, all wild talents with the previous 
  element must be changed to one fitting their new element, possibly causing 
  the loss of archetypes or changes to other wild talents. If used in this way, it 
  grows black as though it had accepted 300 points of damage through burn.
  Destruction
  An elemental heart can be destroyed if it is swallowed by an ancient or older 
  dragon, spending a week inside of the creature’s stomach as its powers are 
  drained into the great beast. Once it has been absorbed, the dragon who 
  devoured it advances 1 age category, making them very popular for dragons 
  of all kinds.
  
  — 61 —
  New Magic Weapon
  The following magic weapons was developed by kineticists on Porphyra.
  Blaster’s Bearing
  Aura moderate evocation; CL 8th 
  Slot none; Price 940 gp; Weight —
  Description
  To the untrained eye this small, rough steel ball appears to be a normal +1 
  sling bullet, but tiny holes dotting its surface lead to a conductive crystal core 
  that can hold elemental force indefinitely. A kineticist can infuse a blaster’s 
  bearing with a simple energy kinetic blast and any one substance infusion up 
  to 3rd level they know as an action that takes 1 minute. When fired with a 
  ranged weapon, the bullet bursts and unleashes the infused blast, dealing an 
  additional 1d6 damage per 3 damage dice of the blast infused into the bul-
  let (minimum 1d6), using the blast’s damage type. This is reduced to d4s if 
  the damage is force, sonic, or untyped. The DC of the substance infusion 
  is treated as though the infusing kineticist had used it, and can only affect 
  the target. Blaster’s bearings are highly volatile when infused; while they will 
  not react with other sling bullets, if two of them are infused with blasts and 
  directly touch one another, both will violently react, destroying both bullets 
  in a burst of energy and dealing 2d6 nonlethal damage to any creatures in the 
  square where they touched.
     A blaster’s bearing may be loaded into a phaleros or tied into a halfling 
  rope-shot; it triggers on the first hit made by such weapons.
  Construction
  Requirements Craft Magic Arms and Armor, kinetic fist, kinetic blast and 
  supercharge class features; Price 470 gp
  New Wondrous Items
  The following wondrous items were developed by kineticists on Porphyra.
  Burn Fragment
  Aura faint conjuration; CL 1st
  Slot none; Price 500 gp (basic), 2,000 gp (standard), 5,000 gp (grand); 
  Weight 1 lb.
  Description
  This small stone lacks any identifying feature except for a pale glow inside of 
  it, feeling warm to the touch. When held, it allows the holder to reduce the 
  
  — 62 —
  burn cost of a wild talent of 3rd level or lower by 1, to a minimum of 0. After 
  it is used, the burn fragment is instantly destroyed. A standard burn fragment 
  can be used with a wild talent of 6th level or lower, while a greater burn frag-
  ment can be used with a wild talent of 9th level or lower.
  Construction
  Requirements Craft Wondrous Item, crafter must be a 1st level kineticist; 
  Price 250 gp (basic), 1,000 gp (standard), 2,500 gp (greater)
  Robe of Burn Conversion
  Aura strong transmutation; CL 15th
  Slot chest; Price 30,000 gp; Weight 10 lbs.
  Description
  This nondescript white robe hangs low on the wearer, appearing ordinary and 
  a bit plain. The garment only shows its true nature upon the wearer accepting 
  burn, flashing a deep vibrant red before fading back into its plain white hue. 
  If the wearer accepts burn, they are instantly granted temporary hit points 
  equal to ½ the amount of damage they suffered from accepting burn (mini-
  mum 1). Temporary hit points from this item stack with those gained from 
  itself and wild talents and last for 24 hours or until lost, whichever comes 
  first.
  Construction
  Requirements Craft Wondrous Item, crafter must be a 15th level kineticist, 
  force ward; Price 15,000 gp
  Sample Character
  The following character is built from options avaiable in this an other books 
  from this series.
  Jade Strider
  “Aw, come on guys! Who wants to be stuck at home all the time when you could 
  be out exploring? Now let’s go, I think I can remember some people out there who 
  needed help with...something?
  Jade Strider (CR 10; XP 9,600)
  Female human kineticist (dimensional ripper) 11
  CG Medium humanoid (human)
  Init +3; Senses Perception +17
  Defense
  
  — 63 —
  AC 21, touch 14, flat-footed 19
  (+5 armor, +1 deflection, +3 Dex, +1 natural, +2 shield)
  hp 108 (11d8+55)
  Fort +12, Ref +11, Will +7
  Offense
  Speed 30 ft.
  Melee masterwork dagger +13/+8 (1d4-1, 19-20), kinetic whip +12/+7 
  (6d6+12), or vital blade +12 (12d6+12)
  Ranged telekinetic blast +12 (6d6+10, 20/x2)
  Special Attacks dimensional fury, elemental overflow +3, metakinesis (em-
  power)
  Kineticist Wild Talents Known
     Defense— force ward
     Infusions— extended range, foe throw (F-DC 19), follow-up shot, kinetic 
  blade, kinetic whip, vital blade
     Kinetic Blasts— telekinetic blast (6d6+10, 20/x2)
     Utility— basic telekinesis, deceptive rip (R-DC 17), telekinetic haul, teleki-
  netic invisibility
  Tactics
  Before Combat At the start of the day, Jade generally invests 5 points of burn 
  into her force ward, altering her stats to the following, through elemental 
  overflow: 
    Initiative +4
    AC 22, Touch 15, flat-footed 19
    hp 75 (36 temporary hit points) 
    Fort +14, Ref +12, Will +7
    Melee masterwork dagger +14/+9 (1d4-1/19-20), kinetic whip +16/+11 
  (6d6+20), or vital blade +16 (12d6+20)
    Ranged kinetic blast +16 (6d6+18, 20/x2)
      Infusions—foe throw (F-DC 21)
      Utility—deceptive rip (R-DC 19)
    Str 8, Dex 18, Con 22, Int 10, Wis 16, Cha 12
    SQ burn (3/round, 9 maximum), 15% chance to ignore critical hit or sneak 
  attack damage
  If at all possible, Jade will set up her dimensional tears ahead of time, increas-
  ing their durations and using her telekinetic invisibility to hide herself before 
  combat begins, placing deceptive tears at obvious exit points.
  During Combat Finding fun in combat, Jade will often engage with her 
  
  — 64 —
  foe throw, using it to send people through tears into each other, using her 
  own tears to move around the battlefield with ease. If forced into melee, 
  she’s quick to make use of her vital blade to establish distance. She’s wary of 
  accepting anymore burn, and will generally use her burn fragment only if 
  pushed, preferring to use it offensively rather than defensively.
  Morale If reduced to 15 hit points or less, Jade will surrender, although she 
  will try to escape at a moment’s notice, using her dimensional travel ability or 
  dimensional tears to flee. 
  Statistics
  Str 8, Dex 16, Con 18, Int 10, Wis 16, Cha 12
  Base Atk +8; CMB +7; CMD 20
  Feats Extra Wild Talent (kinetic blade), Extra Wild Talent (telekinetic invis-
  ibility), Kinetic Prodigy, Toughness, Vital Strike, Weapon Finesse, Weapon 
  Focus (Kinetic Blast)
  Skills Acrobatics +17, Diplomacy +12, Perception +17, Sense Motive +14, 
  Stealth +17
  Languages Common
  SQ burn (3/round, 7 maximum), dimensional tear (4 tears), dimensional 
  travel, elemental focus (aether), improved tear, infusion specialist 3, mobile 
  tears, internal buffer 2, rapid tearing, supercharge
  Combat Gear blast fragment, potion of cure light wounds (2); Gear master-
  work dagger, chain shirt, amulet of natural armor +1, burn fragment (basic), 
  +1 buckler, cloak of resistance +1, belt of mighty constitution +2, headband of 
  vast wisdom +2, ring of protection +1, 143 gp
  Few can match Jade Strider in either combat or forgetfulness, as the young 
  girl is prone to losing track of things if she doesn’t take effort to remind 
  herself. A native of the Middle Kingdoms, Jade’s powers manifested early in 
  her life, allowing her plenty of time to master them. With the ability to walk 
  through dimensions, Jade has traveled to many far off places, and she has 
  developed a strong love of travel. Her aristocratic parents often lament their 
  daughter’s wandering tendencies, but the joyous whirlwinds visits that mark 
  Jade’s infrequent returns with are almost always enough to assuage any long 
  lasting hard feelings.
     While off on her travels, Jade spends most of her time enjoying the lo-
  cal culture, exploring new locations, or helping people with whatever needs 
  done. A good person at heart, she can be a bit overzealous, choosing not to 
  explain herself or her goals to people. Often times her lack of communication 
  causes problems, leading to quite a few situation where she has been chased 
  off by those she would attempt to help. 
  
  — 65 —
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  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary 
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  — 66 —
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  Open Game Content: All text is Open Game Content.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Kineticists of Porphyra III.pdf