Aether (Telekinesis)

Kineticists who focus on the element of aether - a rare substance formed when elemental energy affects the Ethereal Plane - are called telekineticists. Telekineticists use strands of aether to move objects with their minds.

## Class Skills

A telekineticist adds Knowledge (engineering) and Sleight of Hand to their list of class skills.

## Basic Manipulation

### Basic Telekinesis

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

This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

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

### Dual Telekinetic Control

**Element(s)** aether; **Level** 1; **Type** utility (Su); **Burn** —

**Prerequisite(s)** telekinetic blastOA

You can use your telekinetic blastOA with two objects simultaneously. This has no effect on the blast’s damage, and their combined weight cannot exceed the normal weight limit for telekinetic blast. The objects must remain within the same space as one another for the duration of the blast, and if thrown, must be thrown at the same target.

You can choose to gain this wild talent in place of basic telekinesis.

### Life After Undeath

**Element(s)** aether, light, mind or wood; **Level** 1; **Type** utility (Su); **Burn** —

**Prerequisite(s)** undead type with humanoid shape

Your kinetic power awakened just a little bit later than it does in most. You count as humanoid with a subtype of your choice or as an outsider (native) for the purpose of how spells and abilities affect you (though options are at GM discretion) and can change your alignment to any one of your choosing at the time this wild talent is gained, but retain your undead type (as well as any decomposition you suffered during your undeath) permanently, being treated as a positive energy powered undead. You lose all of your undead traits except for immunity to bleed, disease, and sleep, and you do not need to breathe, eat, or sleep. You are healed by both positive and negative energy. If you had no Intelligence score before taking this wild talent, you gain 2d6+6 Intelligence. You do not gain a Constitution score if you didn’t have one, instead using your Charisma in its place to calculate your hit points, Fortitude save, and any abilities to which Constitution would normally apply (such as kinetic blast damage); if you did have a Constitution score, you still use it as normal.

You can choose to gain this wild talent in place of basic neurokinesis or basic telekinesis, but can only gain it at 1st character level and cannot replace it in any way once it is gained.

### Material Affinity

**Element(s)** aether; **Level** 1; **Type** utility (Su); **Burn** —

You are more talented than others when it comes to manipulating certain materials. 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 and damage rolls. You can choose to gain this wild talent instead of basic telekinesis. 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).

## Simple Blast

### Telekinetic Blast

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

**Blast Type**: physical; **Damage** bludgeoning, piercing, or slashing

You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).

You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

## Composite Blasts

### Aetheric Boost

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

**Prerequisite(s)** telekinetic blast, expanded element (any)

**Blast Type**: special; **Damage** see text

You infuse a simple blast you know with aether, causing it to deal 1 additional point of damage of the same type for each of its damage dice; it otherwise acts as the simple blast. At 15th level, you can also infuse a composite blast with aether. To infuse a composite blast in this way, you must accept 1 additional point of burn.

### Darklight Blast

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

**Prerequisite(s)** force blast, negative blast

**Blast Type** energy; **Damage** half force, half negative energy

You pull negative energy into a powerful blast of dread darkness. Negative energy damage from this blast is treated the same as from negative blast. In addition, for 3 rounds, creatures this blast hits emit *blacklight*, as the spell, and creatures entering within 20 feet of those emitting this blacklight are also treated as if affected by the *dark-light* spell. This composite blast and infusions applied to it cost twice as much for kineticists of a good alignment. This is associated with the same infusions as force and negative blasts.

### Esoteric Modification

**Element(s)** aether, time, and void; **Type** composite blast (Sp); **Level** --; **Burn** 4; **Aura** varies (see text)

**Prerequisite(s)** aetheric boost, alteration amplification, gravitic boost

**Blast Type** special; **Damage** see text

You twist the fabric of space and time around a simple blast, bending reality itself to bolster it, increasing its damage die by two steps (to a maximum of d12s) and dealing an additional 2 damage per damage die, otherwise treating this as the simple blast. At 15th level, you can also transform a composite blast in this way by increasing its burn cost by 2. This blast uses the aura of the modified blast, adding the darkness and force descriptors to it (even if it doesn’t deal force damage).

### Force Blast

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

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

**Blast Type**: energy; **Damage** force (see text)

You throw a burst of force at a foe. Force blast deals damage as a simple energy blast instead of a composite energy blast.

### Radiation Blast

**Element(s)** aether and machine; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** evocation [acid, force]

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

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

You use your machines to destabilize raw aether from the air around you and direct it into a target.

### Regression Blast

**Element(s)** aether and time; **Type** composite blast (Sp); **Level** --; **Burn** 0; **Aura** evocation [force]

**Prerequisite(s)** chrono blast, force blast

**Blast Type** energy; **Damage** force

You can halt the energy being built up in your force blast early, weakening it enough that it no longer strains you to use it. This blast deals damage as a simple blast and has its damage reduced by one step (using d4s instead of d6s before other modifications).

### Silverlight Blast

**Element(s)** aether and light; **Type** composite blast (Sp); **Level** --; **Burn** 3; **Aura** evocation [force, light]

**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, allowing it to sear unholy abominations. The positive energy damage this blast deals is treat as if from positive blast. 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.

## Defense

A telekineticist’s defensive wild talent is force ward.

### Force Ward

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

You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level.

You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed.

If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

## Wild Talents

These wild talents are available to telekineticists in addition to the standard wild talents available.

## Infusion Wild Talents

### Bloody Infusion

**Element(s)** aether, air, earth, viscera, water, or wood; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated blasts** autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water, 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. It can only be used with water blast by a blood kineticist.

### Telekinetic Weapon

**Element(s)** aether; **Type** substance infusion; **Level** 3; **Burn** 2

**Associated blast(s)** telekinetic

Your aetheric tethers have tiny holes in them, allowing the magic power of objects to seep through. When using a telekinetic blast with a magic weapon, apply any enhancement bonuses and weapon qualities of the weapon to your blast as if you had made a melee attack with that weapon. This does not apply to unarmed strikes or natural weapons.

### 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, supernova, 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 bonus 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.

### Bloody Infusion, Improved

**Element(s)** aether, air, earth, water, viscera, or wood; **Type** substance infusion; **Level** 5; **Burn** 4

**Prerequisite(s)** bloody infusion

**Associated blasts** autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water\*, winter, wood

**Saving Throw** Reflex negates

This infusion functions as bloody infusion except that bleed damage from multiple uses of this infusion stacks with itself (although it can only be applied once per round), as well as with bleed caused by bloody infusion and bleeding infusion. The Heal DC needed to end this bleeding effect increases by the amount of bleed damage from which the target is suffering. It can only be used with water blast by a blood kineticist.

### 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 creature 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.

### Stitching Infusion

**Element(s)** aether; **Type** substance infusion; **Level** 5; **Burn** 3

**Associated Blasts** force, telekinetic

**Save Will** negates

Your blasts are capable of tethering others to their dimension. Whenever an infused blast hits a foe and deals damage, that foe is treated as though under the effects of a dimensional anchor spell for 1 minute.

## Utility Wild Talents

### Aetheric Adaptability

**Element(s)** aether; **Type** utility (Su); **Level** 1; **Burn** —

When using aether blasts or composite blasts that include aether, you can chose to treat your blast as two different damage types instead of just one (so a blast could be bludgeoning and slashing, bludgeoning and piercing, or piercing and slashing.)

### Aetheric Tempering

**Element(s)** aether; **Type** utility (Su); **Level** 1; **Burn** —

**Prerequisite** telekinetic blast

You know how to use your power to protect your weapons. Objects that you use with your telekinetic blast do not take damage.

### Threaded Armor

**Element(s)** aether; **Level** 1; **Type** utility (Su); **Burn** —

You are capable of threading the strands of aether into your armor, increasing 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.

### 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 created in an adjacent square to the target of your choice. If you have the mobile 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.

### 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.

### 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 applied to your blast have their DC reduced by 1. If this object is lost or broken, you can accept 1 point of burn and spend 1 day to attune yourself to a new object.

Entropists and focus kineticists can select this wild talent as a universal wild talent, ignoring its prerequisites. If they apply its effects to their attuned heirloom or device focus, it affects all kinetic blasts of their shuffling element or primary element as this would normally affect a telekinetic blast used with the chosen object, and all other kinetic blasts as this would normally affect a telekinetic blast used with an object other than the chosen one.

### Urgent Restoration

**Element(s)** aether, machine, sound, time, viscera, void, water, or wood **Type** utility (Su); **Level** 2; **Burn** --

**Prerequisite(s)** emergency repairs, kinetic healer, regressive healer, void healer, or wood healer

You are adept at healing yourself in the heat of the moment. You can use emergency repairs, kinetic healer, regressive healer, void healer, or wood healer on yourself as a swift action. You can increase the burn of these wild talents by 1 to use them as an immediate action.

### Aetheric Sniper

**Element(s)** aether; **Level** 3; **Type** utility (Su); **Burn** -

**Prerequisite(s)** telekinetic invisibilityOA

When using your kinetic blast while under the effects of your telekinetic invisibilityOA wild talent, you can remain invisible for 1 additional round before your invisibility ends. When sniping while invisible, you only suffer a -10 to your stealth roll instead of -20.

### AUTOMATIC RECONSTRUCTION

**Element(s)** aether, earth, light, machine, viscera, water, or wood; **Type** utility (Su); **Level** 3; **Burn** --

**Prerequisite(s**) kinetic cover

Your kinetic cover rebuilds itself over time. By accepting 1 additional point of burn as part of using kinetic cityscape, kinetic cover, improved kinetic cover, kinetic shelter, or aether architect, whatever structure you create with that wild talent gains fast healing 1 as if it was a creature for as long as it exists. By accepting 1 additional point of burn when using greater kinetic cover, you grant this fast healing to one 5-foot square of the structure created per 4 kineticist levels you possess.

### 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, regardless 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 level to the creature (Fortitude for half), although a creature forced to exit through a tear always deals damage.

### 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 another 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 archetype.

### Friend Throw

**Element(s)** aether; **Type** utility (Sp); **Level** 3; **Burn** 0

**Prerequisite(s)** telekinetic haul

**Saving Throw** reflex negates (harmless); **Spell Resistance** yes

You are able to use your telekinetic powers to move your allies. You can move one willing ally that weighs up to 100 lbs per kineticist level you possess up to 30 feet. You can accept 1 point of burn to allow an ally to make an attack action at the end of their movement.

### Kinetic Cover, Improved

**Element(s)** aether, earth, light, machine, viscera, water, and wood; **Level** 3; **Type** utility (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.

### 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 modifier 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.

### Sharding Cover

**Element(s)** aether, earth, light, machine, viscera, water, and wood; **Type** utility (Sp); **Level** 3; **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 feet 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.

### Spellthief

**Element(s)** aether; **Type** utility (Sp); **Level** 3; **Burn** 0

As an immediate action, you can attempt a disarm combat maneuver against a creature attempting to deliver a spell against you with a melee touch or weapon attack, allowing you to immediately deliver its effects to a new target (which can be the original caster) with a free touch attack as if they’d cast it against that target. If no creature is within your natural reach, the charge is immediately dispelled harmlessly instead.

### Unweave Magic

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

You know how to pull at the strings of magic to leave them undone, allowing you to treat your telekinetic blast as dispel magic for the purposes of counterspelling.

### 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 beginning of your next round, increasing the burn cost of an applied substance infusion by 1.

### 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 archetype, treating your kineticist level as 2 lower for the number of tears you can create.

### 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.

### 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.

### Kinetic Shelter

**Element(s)** aether, earth, light, machine, viscera, water, or wood; **Level** 4; **Type** utility (Sp); **Burn** 0

**Prerequisite(s)** improved kinetic cover

You produce a temporary shelter out of elemental matter. This functions as the secure shelter spell, except the cottage, and all of its furnishings are composed of whatever matter you choose which your kinetic cover could produce (this matter does not change the shelter’s properties in any way). You can make this permanent by accepting 1 point of burn. You can only ever have 1 temporary shelter and up to 1 permanent shelter per 4 kineticist levels you possess in existence at any time.

### 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 effect, 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.

### 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 dimensional tears to be drawn 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.

### Vital Fibers

**Element(s)** aether, machine, viscera, or wood; **Type** utility (Sp); **Level** 4; **Burn** 1

**Prerequisite(s)** kinetic healer or wood healer

As an immediate action, you can use threads of aether, nanomachines, torn flesh, or vines infused with positive energy to attach a limb that has been severed from a living creature no more than 1 round ago per 4 kineticist levels you possess to yourself, allowing it to function as though it was your own; if it was severed from your own body, you ignore any ill effects (such as conditions, ability damage, or bleed) that may have occurred as a result of losing it. It remains attached for 1 hour per 4 kineticist levels you possess, after which point the aetheric strands, nanites, flesh, or plant matter weaken, the limb falls off, and if it was yours you no longer ignore any ill effects from its being severed unless it has been reattached in some other fashion (such as through *regenerate*).

### Flicker Charge

**Element(s)** aether, light, time, or void; **Type** utility (Sp); **Level** 5; **Burn** 0

**Prerequisite(s)** light speed travel, time skip, or the dimensional travel class feature
You can warp back to your original position after darting into combat. This functions as the flash forward spell. By accepting one additional point of burn you do not provoke attacks of opportunity with the movement from a charge attack made this way. This cannot be used with blade rush, vital blade, or vital mobility.

### Spellthief, Improved

**Element(s)** aether; **Type** utility (Sp); **Level** 5; **Burn** --

**Prerequisite(s)** spellthief

You can accept 1 point of burn when you use spellthief to hold the charge yourself rather than immediately delivering it, and can use spellthief as a standard action to steal a charge that a creature is holding even if they do not attempt to deliver it. In addition, you can use your kineticist  level in place of the original user’s caster level if it is higher, and can use your Con modifier in place of any mental score modifier they would normally have applied to it when you deliver the stolen charge to determine its effects.

### Unweave Magic, Greater

**Element(s)** aether; **Type** utility (Sp); **Level** 5; **Burn** 1

**Prerequisite(s)** unweave magic

As an immediate action, you can attempt to counterspell any spell being cast within 30 ft of you with your telekinetic blast, although you must identify the spell being cast as normal to do so. This range extends to 90 ft if you possess the extended range form infusion.

### 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 additional limb capable of fine manipulation (although it cannot be used to wield weapons, make unarmed strikes, or use kinetic blasts). Substance infusions applied to your visceral whip no longer have their burn cost increased by 1.

### 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, 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

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.

### Force Gloves

**Element(s)** aether and sound; **Level** 6; **Type** utility (Su); **Burn** —

**Prerequisite(s)** force ward, quivering defense

**Saving Throw** Fort negates; **Spell Resistance** yes
You sheath your hands and forearms in vibrating layers of aether. As long as your force ward is active you receive a shield bonus to AC equal to +1 for each empty hand you have, up to a maximum of +3; at 16th level this increases to +2 per hand and a maximum of +6. Hands being used for kinetic blasts are not considered empty for this purpose, removing their part of the bonus until your next turn. In addition, so long as this talent is providing a shield bonus, you are treated as if you were using a shield with the jarring quality, using this wild talent’s DC instead.

### Kinetic Cover, Greater

**Element(s)** aether, earth, light, machine, viscera, water, or wood; **Level** 6; **Type** utility (Sp); **Burn** 0

**Prerequisite(s)** improved kinetic cover
Your kinetic cover can instead function as wall of stone, except it is composed of whatever matter you choose which your kinetic cover could produce, it can merge with any solid surface, it has 5 hardness and 25 hit points per inch of thickness per 5-foot square, and it can also produce a hemisphere as wall of ice (with the same hardness and hit points as wall of stone). A wall created this way exists for 1 minute unless you accept 1 point of burn to make it permanent.

### Long Distance Travel

**Element(s)** aether, light, time, or void; **Level** 6; **Type** utility (Sp); **Burn** 0

**Prerequisite(s)** light speed travel, time skip, dimensional rip or dimensional travel class feature

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.

### 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 Dimensional Savant feats, applying them to the prerequisite wild talents or class feature.

### 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 energyAs 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.

### Spell Deflection

**Element(s)** aether; **Type** utility (Sp); **Level** 7; **Burn** 0

You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell that could be affected by spell turning, roll 1d10 - 1 and determine the effects of the spell as if you had spell turning with that many spell levels remaining. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10 - 1 at a time) before ending early.

### 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 infusions applied to your visceral whip by 1.

### Kinetic Cityscape

**Element(s)** aether, earth, light, machine, viscera, water, or wood; **Type** utility (Su); **Level** 9; **Burn** --

**Prerequisite(s)** kinetic shelter
Designate a single area with a radius of no more than 10 miles. Permanent structures you create through your kinetic shelter within this area do not count against your limit to permanent structures so long as each structure made this way is no more than 1,000 feet from either the center of the designated area or another structure made this way. In addition, your kinetic shelter can now function as any of the following: resplendent mansion, secure shelter, sturdy tree fort, wall of iron, wall of stone, or the aether architect wild talent. Any structures or the furnishings thereof are composed of whatever matter you choose which your kinetic cover could produce (this matter does not change the shelter’s properties in any way) and furnishings can be moved between any structures created with this wild talent, but no further than 500 feet from any such structure.