Fire (Pyrokinesis)

Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.

## Class Skills

A pyrokineticist adds Escape Artist and Knowledge (nature) to her list of class skills.

## Basic Manipulation

A pyrokineticist gains basic pyrokinesis.

### Basic Pyrokinesis

**Element(s)** fire; **Type** utility (Sp); **Level** 1; **Burn** 0

You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

This utility wild talent is available in place of Basic Pyrokinesis. Regardless which one is picked, they can always be chosen at a later time as long as their requirements are met.

### 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 selectable wild talents, but you cannot accept burn to use it unless it is used on yourself.
You may select to gain this wild talent in place of basic pyrokinesis.

## Simple Blast

A pyrokineticist gains fire blast as a simple blast wild talent.

### Fire Blast

**Element(s)** fire; **Type** simple blast (Sp); **Level** —; **Burn** 0

**Blast Type**: energy; **Damage** fire

You unleash a gout of flickering fire to burn a single foe.

## Composite Blast

### Afterburn Blast

**Element(s)** fire and time; **Type** composite blast (Sp); **Level** —; **Burn** 3; Aura conjuration (creation) [acid, water]

**Prerequisite(s)** blue flame blast and chrono blast, or epoch blast and fire blast

**Blast Type** energy; **Damage** fire

You use a blast of flames that fires with incredible speed. Creatures are always denied their Dexterity bonus to AC against this blast. In addition, the blast leaves a trail of magical fire behind it that ignites the ground in all squares into which it traveled for 1 round, dealing this blast’s minimum damage to all creatures that enter or end their turn in those squares. You can increase the burn cost of this blast by 1 to increase the trail’s duration to 1 round per 4 kineticist levels you possess. This is associated with the same infusions as blue flame and epoch blasts.

### Blue Flame Blast

**Element(s)** fire; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** primary element (fire), expanded element (fire)

**Blast Type**: energy; **Damage** fire

You unleash a concentrated blast of intense blue flame.

### Charnel Blast

**Element(s)** fire and viscera; **Type** composite blast (Sp); **Level** —; **Burn** 2; Aura transmutation [fire]

**Prerequisite(s)** bone blast, fire blast

**Blast Type** physical; **Damage** half fire, half slashing

You set your bones ablaze before firing them at a foe.

### Chlorophyll Blast

**Element(s)** fire, light, and wood; **Type** composite blast (Sp); **Level** —; **Burn** 3; Aura conjuration (creation) [fire, light]

**Prerequisite(s)** solar blast, wood blast

**Blast Type** physical; **Damage** half fire and half bludgeoning, piercing, or slashing

You process solar energy within your body, converting it into a burst of power. This blast deals an additional 2 damage per damage die, and infusions applied to it ignore any immunities provided to a creature by its plant traits. This is associated with the same form infusions as fire and light infusions, and the same substance infusions as fire, light, and wood blasts.

### Forge Blast

**Element(s)** fire and machine; **Type** composite blast (Sp); **Level** --; **Burn** 2; Aura conjuration (creation) [fire]

**Prerequisite(s)** fire blast, junk blast

**Blast Type** physical; **Damage** half fire and half bludgeoning, piercing, or slashing

Your machines superheat a chunk of metal into near slag that you launch at your foe.

### Green Flame Blast

**Element(s)** fire and poison; **Type** composite blast (Sp); **Level** —; **Burn** 2; Aura evocation [acid, fire]

**Prerequisite(s)** acid blast, fire blast

**Blast Type** energy; **Damage** half acid, half fire

You create a sickly green flame that burns a foe with acidic flames.

### Hellfire Blast

**Element(s)** fire and void; **Type** composite blast (Sp); **Level** —; **Burn** 3; Aura evocation [darkness, fire]

**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.

### Magma Blast

**Element(s)** earth and fire; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** earth blast, fire blast

**Blast Type**: physical; **Damage** half bludgeoning, half fire

You use your fire to superheat the earth into a flow of magma, Which you send against a single foe.

### Meteor Blast

**Element(s)** earth and fire; **Type** composite blast (Sp); **Level** —; **Burn** 3; Aura conjuration (creation) [earth, fire]

**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.

### Plasma Blast

**Element(s)** air and fire; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** air blast, fire blast

**Blast Type**: physical; **Damage** half bludgeoning, half fire

You launch a gust of air and then use your fire to superheat the gust into plasma just as it strikes a single foe.

### Solar Blast

**Element(s)** fire and light; **Type** composite blast (Sp); **Level** —; **Burn** 2; Aura conjuration (creation) [fire, light]

**Prerequisite(s)** fire blast, light blast

**Blast Type** physical; **Damage** half bludgeoning, half fire

You create an explosion of light and heat upon impact.

### Steam Blast

**Element(s)** fire and water; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** fire blast, water blast

**Blast Type**: physical; **Damage** half bludgeoning, half fire

You use your fire to superheat water into steam just as it strikes.

### Summer Blast

**Element** fire and wood; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** fire blast, wood blast

**Blast Type** physical; **Damage** half fire and half bludgeoning, piercing, or slashing

A burning blast of heat and sun-dried foliage tears at your foe.

### Supernova Blast

**Element(s)** fire, light, and void; **Type** composite blast (Sp); **Level** —; **Burn** 3; Aura conjuration (creation) [earth, fire]

**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; Aura evocation [electricity, fire]

**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.

## Defense

A pyrokineticist’s defensive wild talent is searing flesh.

#### Searing Flesh

**Element(s)** fire; **Type** defense (Su); **Level** —; **Burn** 0

Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.

Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

## Wild Talents

These elements are available to pyrokineticists in addition to the standard wild talents available.

## Infusion Wild Talents

### Dazzling Infusion

**Element(s)** fire or light; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated Blasts** aurora, bioluminescent, blue flame, crystal, fire, glorious, light, lightning, solar

**Saving Throw** Fortitude negates

Your blasts can overstimulate the eyes of foes. Whenever an infused blast deals damage to a foe, that foe is dazzled for 1 minute.

### Energize Weapon

**Element(s)** air, fire, poison, sound, void, water, or wood; **Type** form infusion; **Level** 1; **Burn** 1

**Associated** Blasts acid, blue flame, cold, electric, fire, negative, positive, sonic, virulent

**Saving** **Throw** none

Choose a manufactured weapon in your hand (not an unarmed strike or natural attack); if the weapon is a double weapon, you must choose one of its ends to receive this benefit. You imbue the chosen weapon with your elemental energy as part of an attack action, charge action, or full-attack action to add extra damage to each of your attacks with that weapon until the beginning of your next turn. Your attacks with the chosen weapon during that action deal 1d6 additional points of damage. At 7th level and every 6 levels thereafter, this bonus damage increases by 1d6 points. Blue flame and virulent blasts deal double this additional damage. The additional damage is of the same type as the infused blast’s damage. This additional damage ignores spell resistance and doesn’t apply any modifiers to your kinetic blast’s damage (such as your Constitution modifier).

### Painful Infusion

**Element(s)** fire or poison; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated Blasts** acid, acid rain, acidic bolt, blue flame, fire, flensing, green flame, injection, nightshade, ultraviolet, virulent

**Saving Throw** Reflex negates

Your blast can leave temporary but sensitive wounds. Whenever an infused blast hits a foe and deals damage, they are unable to use any natural weapons they possess for 1 round. You can increase the burn cost by 1 to increase the duration of this effect by 1 round, allowing a foe an additional save at the end of their round to end this effect.

### Melting Infusion

**Element(s)** fire or poison; **Type** substance infusion; **Level** 2; **Burn** 2

**Associated Blasts** acid, acid rain, acidic bolt, blue flame, fire, flensing, green flame, injection, nightshade, ultraviolet, virulent

**Saving Throw** Reflex negates

Your blast can leave both natural and man-made armor in disrepair. Whenever an infused blast deals damage to a foe, reduce the armor bonus of any armor the foe is wearing or natural armor bonus it may possess by 1 per 3 kineticist levels you possess for 1 minute.

### 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 adjacent 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.

### Burning Infusion, Improved

**Element(s)** fire or poison; **Type** substance infusion; **Level** 3; **Burn** 2

**Prerequisite(s) burning infusion**

**Associated Blasts** acid, acid rain, acidic bolt, afterburn, blue flame, fire, flensing, forge, green flame, hellfire, injecting, magma, meteor, nightshade, noxious, plasma, thunder flash, ultraviolet, virulent

**Saving Throw** Reflex negates

This infusion functions as burning infusion except targets that are on fire due to this infusion suffer 2d6 fire damage per round, and those covered in acid suffer 2d6 acid damage per round. The save to end this effect is equal to the DC of this infusion.

### Smoke Infusion, Improved

**Element(s)** fire; **Type** substance infusion; **Level** 4; **Burn** 3

**Prerequisite(s)** smoke infusion

**Associated Blasts** blue flame, fire, and hellfire

**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 possess.

### 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.

### 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. radius 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.

### Overload Infusion

**Element(s)** air, fire, light, poison, sound, time, void, or water; **Type** substance infusion; **Level** 7; **Burn** 4

**Associated Blasts** acid, acid rain, acidic bolt, blue flame, chrono, cold, electric, epoch, fire, flensing, green flame, glorious, injection, light, lightning, negative, nightshade, solar, sonic, sonic boom, thunderstorm, ultraviolet, vibration, virulent, void

**Saving Throw** Fortitude negates

Your blasts are capable of filling foes to the breaking point with raw power. Whenever an infused blast hits a foe and deals damage, that foe is flooded with elemental energy for 1 round per 5 kineticist levels you possess. Whenever that foe takes a standard action, they must make a Fortitude save or take 1 point of damage per damage die your blast deals, taking half damage on a successful save. If the foe instead takes a full round action, this damage is doubled. You can increase the burn cost by 1 to increase the duration of this effect by 1 round. A creature may only be affected by one overload infusion at a time.

## Utility Wild Talents

### Elemental Acceleration

**Element(s)** air, fire, time, or water; **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.

### 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 composites. 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 creature takes an additional 1d6 fire damage and suffers a -2 to all saves against your blast, putting out any fire from which the foe is currently engulfed.

### 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 selectable wild talents, but you cannot accept burn to use it unless it is used on yourself. You may select to gain this wild talent in place of basic pyrokinesis.

### 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 pyrotechnics 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.

### Fire’s Explosive Fury

**Element(s)** fire; **Level** 3; **Type** utility (Su); **Burn** —

**Prerequisite(s)** fire’s fury

Whenever you accept burn on a kinetic blast affected by fire’s fury, double the bonus fire’s fury provides to it.

### 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 completely unharmed. You may also use this ability while standing in natural fire as an immediate action.

### 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 infusion, 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.

### 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 centered 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.

### Photosynthesis

**Element(s)** fire and wood; **Level** 4; **Type** utility (Su); **Burn** —

**Prerequisite(s)** heat adaptation, roots
You draw energy from the sun to help recover wounds. As long as you are receiving a bonus from your roots wild talent, you receive fast healing 1 in normal light, or fast healing equal to ⅓ your kineticist level in bright light, and you can forgo eating so long as you spend at least 4 hours per day in sunlight. If you possess solar blast, you can accept 1 point of burn to receive an equal amount of regeneration (cold, fire, or slashing) instead until the next time you recover burn. This fast healing can only heal you up to 50% of your total hit points if you are in normal light or 75% of your total hit points if you are in bright light, and you must be in natural sunlight or light produced by a harmless evocation [light] spell to be healed (not including light used via basic pyrokinesis).

### 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
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.

### Elemental Airstrike

**Element(s)** air, earth, fire, or water; **Level** 7; **Type** utility (Sp); **Burn** 1

You can summon a number of elementals from the sky as per elemental bombardmentMO, although the elementals you summon must match your element (air or electric for air, earth for earth, fire for fire, and ice or water for water).

### Elemental Eater

**Element(s)** aether, air, fire, poison, sound, void, or water; **Type** utility (Sp); **Level** 7; **Burn** 1

Whenever you would receive acid, cold, electricity, fire, force, negative, or sonic damage, as an immediate action you can instead choose to absorb the element, negating the damage from it and gaining a number of temporary hit points equal to half the damage you would have taken (if the effect allowed for a saving throw, you are treated as having failed it for the purpose of how much damage you absorb) that last until you recover burn or until depleted. You must select 1 element for this, and the element you are capable of absorbing depend on which elemental focus or expanded element class features you possess:

* Aether - force
* Air - electric
* Fire - fire
* Poison - acid
* Sound - sonic
* Void - negative energy
* Water - cold
* Wood - positive energy

As a swift action, you can reduce the temporary hit points gained from this ability by 15 to reduce the burn cost of an infusion by 1. Temporary hit points gained from this ability stack with those gained from other wild talents, but cannot be used to lower the cost of an infusion.