Air (Aerokinesis)

Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow or electricity, specializing in mobility and ranged combat.

## Class Skills

An aerokineticist adds Fly and Knowledge (nature) to her list of class skills.

## Basic Manipulation

### Basic Aerokinesis

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

You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

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

### Basic Electrokinesis

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

**Requirement(s)** electric blast

Unlike the typical aerokineticist, you focus much more on your control over electricity. You receive a competence bonus equal to 3 + 1/2 your kineticist level on Disable Device checks against technological objects, and a circumstance bonus on damage rolls equal to 1 + 1/5 your kineticist level on your electric blast, thunderstorm blast, and any composite blast for which electric blast or thunderstorm blast is a prerequisite when using them against creatures of the aquatic or water subtypes or creatures equipped with metal armor or holding metal objects. You cannot learn basic aerokinesis without possessing air blast, and if you possess basic aerokinesis at the time you gain this wild talent, you lose it and any wild talents for which basic aerokinesis is a prerequisite. You also cannot learn air blast unless you already possess electric blast, and if you already possess air blast when you gain this wild talent, it is replaced by electric blast (this could affect which composite blasts you have access to).

You can select this talent in place of basic aerokinesis.

### 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.

## Simple Blasts

An aerokineticist can select either air blast or electric blast as her simple blast. She gains one of them when she first selects air, and must select air again with expanded element to gain the other.

### Air Blast

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

**Blast Type**: physical; **Damage** bludgeoning

You batter a single foe with a gust of air.

### Air Blast (alternate)

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

**Blast Type**: energy; **Damage** wind

You batter a single foe with a gust of air.

Using this blast changes the damage of composite blasts requiring Air Blast to wind and the other component blast(s)'s damage type(s). If all component blasts are energy types, the composite blast also becomes an energy blast.

### Electric Blast

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

**Blast Type**: energy; **Damage** electricity

You shoot an arc of electricity to shock a single foe.

## Composite Blasts

### Acidic Bold Blast

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

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

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

You create a pale purple streak of acidic lightning to fry a foe

### Bioelectric Blast

**Element(s)** air and viscera; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** transmutation [electricity]

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

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

You charge your bones with bioelectricity as they slice into a foe.

### Blizzard Blast

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

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

**Blast Type**: physical; **Damage** half piercing, half cold

You unleash a directed blizzard at a single target.

### Charged Water Blast

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

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

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

You slam a single foe with a stream of electrically charged water.

### Lightning Blast

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

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

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

You form a glowing white bolt of lightning to batter foes.

### Noxious Blast

**Element(s)** air and poison; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** conjuration (creation) [acid, air]

**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.

### 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.

### Pollutic Blast

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

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

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

You use your machines to release a pressurized cloud of noxious air that chokes and corrodes a single foe. This blast is treated as air blast for the purpose of which form infusions which can be applied to it.

### Sandstorm Blast

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

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

**Blast Type**: physical; **Damage** piercing and slashing

You use your air to churn up sand, firing a flensing gust at a foe.

### Spring Blast

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

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

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

Sharp blossoms and pummeling seeds buffet your foe.

### Storm Blast

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

**Prerequisites** air blast, sound blast

**Blast Type** energy; **Damage** half electricity, half sonic

You assault the target with a clap of thunder and a bolt of lightning. This blast counts as *air blast* for the purposes of applying infusions.

### Thunderstorm Blast

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

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

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

You batter a single foe with a gust of air crackling with electricity.

### Gigawatt Blast

**Element(s)** air and time; **Type** composite (Sp); **Level** --; **Burn** 3; **Aura** evocation [electricity]

**Prerequisite(s)** electric blast and epoch blast, or chrono blast and thunderstorm blast, or chrono blast, electric blast, and junk blast

**Blast Type** energy; **Damage** electricity

You fire a burst of electrical power that disrupts a foe’s very existence, knocking them elsewhere in the timeline. The damage dealt by this blast is 1 step lower than normal (using d4s instead of d6s before other modifications), and its damage is always nonlethal. In addition, if this blast penetrates a creature’s spell resistance (even if it deals no damage) that creature must make a successful Will save or be aged up one category for 1 round per four kineticist levels This is associated with the same infusions as electric blast as well as the substance infusions of chrono blast. If you possess junk blast, this is also a machine element and can be used with substance infusions associated with junk blast.

## Defense

An aerokineticist’s defensive wild talent is enveloping winds.

### Enveloping Winds

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

You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round.

You can dismiss or restore this effect as an immediate action.

## Wild Talents

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

## Infusion Wild Talents

### Discharging Infusion

**Element(s)** air; **Type** form infusion; **Level** 1; **Burn** 1

**Associated Blast** acidic bolt, bioelectric, charged water, electric, and lightning

**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.

### 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.

### 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).

### Gusting Infusion

**Element(s)** air; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated Blasts** air, blizzard, sandstorm, thunderstorm

**Saving Throw** Fortitude negates

The wind from your infusion causes your blast to act as an instantaneous *gust of wind*. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the *gust of wind* effect to persist for 1 round along that path.

### Pushing Infusion

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

**Associated Blasts** acid rain, air, autumn, bioelectric, bioluminescent, blizzard, bone, charged water, charnel, chilled bone, chlorophyll, crystal, crystalline, earth, flensing, forge, fossilized, gore, gravity, great oak, junk, magma, metal, meteor, mud, nano, petrolic, quicksilver, radio, ravaging nature, rust, sandstorm, sonic boom, spring, steam, summer, telekinetic, tundra, venus, verdant, vibration, void, warped bone, water, winter, wood

**Saving Throw** none

The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

### Thundering Infusion

**Element(s)** air; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated Blasts** electric, thunderstorm

**Saving Throw** Fortitude negates

Your lightning brings with it a peal of thunder. Whenever your infused blast hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn’t deal damage.

### Penetrating Infusion

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

**Associated Blasts** acid, acidic bolt, afterburn, blue flame, cold, electric, fire, green flame, hellfire, subzero, supernova, thunder flash, virulent

**Saving Throw** none

The intensity of your blasts allows you to break through your foes’ resistances. Treat your foe’s acid, cold, electricity, or fire resistance as if it were 5 lower for the purpose of determining the infused blast’s damage; this doesn’t stack with the reduction from searing flame.

You can increase the burn cost of this infusion to further reduce the foe’s resistance against the infused blast by 5 per additional point of burn accepted. This has no effect on creatures with immunity. This can only be applied to a subzero blast which is being used as an energy blast.

### Magnetic Infusion

**Element(s)** air or earth; **Type** substance infusion; **Level** 3; **Burn** 2

**Associated Blasts** charged water, electric, metal, plasma, thunderstorm

**Saving Throw** none

Your kinetic blast causes your foes to become mildly magnetic.

Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a –4 penalty on Reflex saving throws to avoid metallic objects.

### Synaptic Infusion

**Element(s)** air or mind; **Type** substance infusion; **Level** 3; **Burn** 2

**Associated Blasts** acidic bolt, charged water, electric, encephalon, false reality, gigawatt, lightning, mental, thunder flash, thunderstorm

**Saving Throw** Will negates

Your blast sends strange electric signals through the target’s body, scrambling its synapses and causing it to become staggered for 1 round. The target is aware it can choose to take a move action to remove the staggered condition inflicted by this infusion. This infusion is a mind-affecting effect.

### Torrent

**Element(s)** air, fire, poison, sound, or water; **Type** form infusion; **Level** 3; **Burn** 2

**Associated Blasts** cid, acid rain, acidic bolt, afterburn, air, blizzard, blue flame, charged water, electric, fire, flashbang, flensing, gigawatt, gore, green flame, hellfire, lightning, magma, mud, nightshade, noxious, plasma, pollutic, prismatic, quicksilver, rainbow, rust, sandstorm, sonic, sonic boom, solar, steam, subzero, thunder flash, thunderstorm, ultraviolet, vibration, virulent, water

**Saving Throw** Reflex half

A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.

### Cyclone

**Element(s)** air or sound; **Type** form infusion; **Level** 4; **Burn** 3

**Associated Blasts** air, blizzard, flashbang, noxious, pollutic, sandstorm, shatterstorm, sonic, sonic boom, thunderstorm, vibration

**Saving Throw** Reflex half

You create a circular rush of wind. All creatures and objects within a 20-foot-radius burst centered on you take half your blast’s normal amount of damage (or

full damage for energy blasts). The saving throw DC is Dexterity-based.

### 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.

### Bloodrust Infusion

**Element(s)** air and machine; **Type** substance infusion; **Level** 5; **Burn** 3

**Prerequisite(s)** magnetic infusion

**Associated Blasts** acidic bolt, antimatter, bioelectric, charged water, crystalline, electric, forge, gigawatt, junk, lightning, nano, petrolic, pollutic, radiation, radio, rust, thunder flash

**Saving Throw** Fortitude half
Your blast is specially magnetized to draw iron and other metallic minerals out of your foes’ bodies. Creatures that take damage from your infused blast also take 1d4 Constitution damage.

### Chain

**Element(s)** air; **Type** form infusion; **Level** 5; **Burn** 3

**Associated Blasts** electric

**Saving Throw** none

Your electric blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1d6 fewer points of damage than the last (for example, 3d6 becomes 2d6), and you can’t chain the blast back to a previous target.

You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die.

### Lock Up Infusion

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

**Associated Blasts** encephalon, mental

**Saving Throw** Will negates

Your blast overloads a target’s mind, causing them to seize up. A foe dealt damage by this infusion is paralyzed for 1 round per 3 kineticist levels you possess.

### Unfolding Wind Infusion

**Element** air; **Type** substance infusion; **Level** 5; **Burn** 3

**Prerequisites** kinetic fist, member of the Monastery of Unfolding Wind

**Associated Blasts** air, thunderstorm

**Saving Throw** none

Unfolding winds carry you along. Before your first attack and again after each unarmed strike with the infused blast, you can move 5 feet without provoking attacks of opportunity. You can use this infusion only while also using the kinetic fist form infusion.

### Cloud

**Element(s)** Element(s) air, poison, sound, or water; **Type** form infusion; **Level** 7; **Burn** 4

**Prerequisite(s)** extended range

**Associated Blasts** acid rain, blizzard, flensing, noxious, pollutic, sandstorm, sonic boom, steam, thunderstorm, vibration

**Saving Throw** none

You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 120 feet of you.

All creatures and objects within the cloud when you create it automatically take 1/4 the normal amount of damage from your blast with no saving throw. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. Your cloud obscures vision as obscuring mist. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again.

### 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

### Air Cushion

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

You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.

### Air Shroud

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

You are always surrounded by air, as air bubble. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.

### Air’s Leap

**Element(s)** air; **Type** utility (Su); **Level** 1; **Burn** 0

You are always considered to have a running start when jumping. You add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).

### Air’s Reach

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

When using air blasts, air wild talents, or composite blasts that include air, double the blast’s effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast’s effective range, not the area of effect for infusions like cloud and cyclone.

### 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.

### Simple Versatility

**Element(s)** air, sound, void, water or wood; **Level** 1; **Type** utility (Su); **Burn** —

You can empower your simple blasts to greater potential. If you possess a simple blast of an element that has more than one simple blast (such as electric blast), you can use infusions with it associated with either of that element’s simple blasts. This has no effect on simple blasts of elements with only one simple blast (such as fire blast).

### Voice of the Wind

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

**Saving Throw** none; **Spell Resistance** yes

When you whisper, you can have the wind carry your voice to the ears of anyone you can see within 120 feet, as if they were one of the targets of a message spell you cast. Alternatively, you can send your voice to a distant location as if casting whispering wind.

### 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 attacking 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.

### 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 condition directly below the cloud is reduced by 1 step. You can summon an additional 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.

### Living Capacitor

**Element(s)** air; **Type** utility (Sp); **Level** 2; **Burn** 0

You store electricity damage you take within your body, as if you constantly had *body capacitance* active. Once you discharge this electricity damage via a touch attack, you must take electricity damage again before you can discharge it again.

### Magnetic Pull

**Element(s)** air, earth or machine; **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 attack rolls against you. This penalty and bonus increases by 1 each for every 3 kineticist levels you possess.

### Voice of The Wind, Greater

**Element(s)** air; **Type** utility (Sp); **Level** 2; **Burn** 0

**Prerequisite** voice of the wind

Your voice of the wind ability gains both power and finesse. You can use voice of the wind to create unusual sounds, as ghost sound, to throw your voice, as ventriloquism, and even to alter your voice, as vocal alteration. You can send messages at a much greater distance than before and at a faster rate.

When using voice of the wind’s whispering wind effect, you can choose to have the wind rise high into the sky, where it can gust at 50 miles per hour before descending to deliver the message. While the gust is still small, abnormal wind that fast is noticeable, unlike the normal gentle zephyr from whispering wind. If you choose to use the faster gust, you can deliver a message as far as 50 miles per kineticist level, instead of 1 mile per kineticist level.

### Celerity

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

You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

### Engulfing Winds

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

**Prerequisite(s)** enveloping winds

You bend your winds into a formidable barrier. Until the start of your next turn, you lose the benefits of enveloping winds, but can create a wind wall as the spell. You can extend the wall’s duration to 1 round per kineticist level by accepting 1 point of burn.

### Magnetic Pull, Improved

**Element(s)** air, earth, or machine; **Type** utility (Sp); **Level** 3; **Burn** 0

**Prerequisite(s)** magnetic pull

**Saving Throw** Will negates; **Spell Resistance** no

When you create a magnetic field, you can choose to increase the area of it by 10 feet. 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; if that spell or spell-like ability has multiple targets you must choose which of its original targets has the spell redirected from it to you, and if the spell has an area of effect then the area is shifted to include you. The controller of the spell can attempt a Will save to negate this effect.

### 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

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 tornado. 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.

### Windsight

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

You can see through mist and fog (including fog cloud and similar magic). In areas of moderate or stronger wind, you can see and hear as if you were standing at both your own position and a position a number of feet in the wind’s direction equal to the wind’s speed in miles per hour, potentially allowing you to see around corners and other obstacles.

### Wings of Air

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

**Prerequisite(s)** air cushion or air’s leap

The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, You can call it forth again as a standard action.

### Air’s Overarching Reach

**Element(s)** air; **Level** 4; **Type** utility (Su); **Burn** —

**Prerequisite(s)** air’s reach

The effects of your air’s reach utility wild talent extend to the range of all of your thrown and projectile weapons, as well as the range and reach of your air wild talents and the effects thereof.

### Body of Air

**Element(s)** air; **Type** utility (Sp); **Level** 4; **Burn** 0

You transform yourself into gas, as per gaseous form. You can’t use kinetic blasts while in this form.

### Celerity, Improved

**Element(s)** air; **Level** 4; **Type** utility (Su); **Burn** —

**Prerequisite(s)** celerityOA

While you are under the effects of your own celerity, you treat your BAB as equal to your character level when making ranged attacks. This only affects you, not any other allies affected by celerity.

### Fade into the Mist

**Element(s)** air; **Type** utility (Sp); **Level** 4; **Burn** 1

Your body seems to disappear into the wind. This acts as gaseous form, although your fly speed is instead equal to your base land speed.

### 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 accept 1 point of burn to use this wild talent as a swift action.

### Windsight, Greater

**Element(s)** air; **Type** utility (Su); **Level** 5; **Burn** 0

**Prerequisite(s)** windsight

You can send a slight breeze in a path up to 480 feet long and then back to where you wait. This allows you to use your windsight wild talent to catch a quick glimpse and hear a tiny snippet from any location that could be reached by the wind traveling that distance (the wind’s path can’t pass through openings smaller than 1 inch in diameter). The breeze travels 100 feet per round, so what you see and hear is delayed by 1 round for every 50 feet of the path. If you spend at least 10 minutes to set up a steady flow of wind, you can concentrate for up to 1 minute per level to gain continuous visual and auditory information for as long as you concentrate, delayed by 1 round for every 100 feet the wind travels (since the steady flow of wind has to travel only one way). While there is no invisible sensor to detect with this ability, creatures along the path of the breeze may notice a light wind, though it may not seem out of the ordinary.

### Complete Circuit

**Element(s)** air; **Level** 6; **Type** utility (Su); **Burn** —

**Prerequisite(s)** chain

**Saving Throw** Reflex half; **Spell Resistance** no

You can select the initial target of a blast with the chain infusion a second time. To do so you must have hit at least two other targets with the same blast, and you cannot select any additional targets after selecting the initial target a second time, regardless of whether it hits or how many damage dice the blast currently has. If this attack hits, the energy from the completed circuit surges inward, dealing your blast’s current minimum damage (accounting for damage die reduction) to any creatures within the area that the blast’s tar gets encircle (Reflex save for half); you can accept 1 point of burn to increase this to your blast’s current damage.

### Suffocate

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

**Saving Throw** Fortitude partial; **Spell Resistance** yes

You use aether to choke a creature within 120 feet, air to create an area of unbreathable air around it, or water to fill its throat with water. If your target needs to breathe, it must hold its breath for as long as you concentrate. On each of its turns, it can attempt a Fortitude save in order to speak, but it can breathe only if your concentration breaks, you leave the 120-foot range, or you break line of effect. You can accept 1 point of burn when activating this wild talent in order to expel the air from your target’s lungs. If you do so and the target fails its first Fortitude save, it becomes disabled and is reduced to 0 hit points, and on its second failed Fortitude save, it falls unconscious and is reduced to –1 hit points.

### Wind Manipulator

**Element(s)** air; **Type** utility (Sp); **Level** 6; **Burn** 0

**Prerequisite(s)** engulfing winds

You can call forth mighty winds in an enormous area. As a standard action, you can alter the wind around you as if using control winds, but the change remains only for as long as you continue to take a standard action to concentrate on this effect.

If you accept 1 point of burn, you can extend the duration to 10 minutes per kineticist level you possess without your needing to concentrate.

### Winds of Freedom

**Element(s)** air; **Type** utility (Sp); **Level** 6; **Burn** 0

**Prerequisite(s)** fade into the mist

You are impossible to tether, free as the wind. While you are under the effects of fade into the mist, you are treated as though under the effects of a freedom of movement spell.

### Empowered Chain

**Element(s)** air; **Level** 7; **Type** utility (Su); **Burn** —

**Prerequisite(s)** chain infusion

Each time you make a ranged attack roll against a target of chain infusion beyond the first, you can accept 1 point of burn. If you do and you hit the new target, you do not reduce the number of damage dice as normal against that target. This ability cannot be used if the number of damage dice has already been reduced by chain infusion.

### Magnetic Chain

**Element(s)** air; **Level** 7; **Type** utility (Su); **Burn** —

**Prerequisite(s)** chain, magnetic infusion

**Saving Throw** Fort negates

Each time you choose an additional target for a kinetic blast with the chain infusion and the attack hits, the creature becomes linked to the previously hit target by a lingering rope of electricity. Once you’ve finished selecting targets, each target beyond the first must succeed a Fort save against the blast’s DC or else is drawn toward the object or creature it was linked to in the order the targets were hit, moving them up to 5 feet per 5 kineticist levels you possess.

### 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.

### Weather Master

**Element(s)** air; **Type** utility (Sp); **Level** 8; **Burn** 0

By focusing on your connection to air and seeding the air around you for 10 minutes, you can create powerful weather effects, as control weather. You can create tornadoes or hurricane-force winds, as appropriate for the season. If you have access to the fire element, you can create hot weather, a heat wave, a thaw, or an early spring. If you have access to the water element, you can create all other types of weather listed in control weather.