Universal Element

INFUSION

Aligned Infusion

Element universal; Type substance infusion; Level 3; Burn 2
Associated Blasts any; Saving Throw none

Your blasts are more dedicated than most. Select 1 component of your alignment (good/evil/law/chaos); your blasts are treated as that alignment for the purposes of penetrating damage reduction and negating regeneration. Whenever an infused blast hits a foe that has an opposed alignment to your blast, increase all DCs associated with this blast by 1.


Bullying Infusion

Element universal; Type substance infusion; Level 1; Burn 1
Associated Blasts any; Saving Throw none

You know how to add a bit of fear to your blast. Whenever a creature is dealt damage by this blast, you can attempt an Intimidate check (to demoralize) against them. You can increase the burn of this infusion by 1 to increase the duration of the demoralization by 2 rounds.


Follow-Up Shot

Element universal; Type form infusion; Level 3; Burn 2
Associated Blasts any; Saving Throw none

You know how to add a little extra kick to your blast. You may make a second attack with your kinetic blast after your first with a –2 penalty to the attack roll, treating yourself as a 1st-level kineticist for the damage this blast deals. For every 3 kineticist levels you possess, you can increase the burn cost of this infusion by 1 to increase your effective kineticist level by 2 for the purpose of how much damage this second attack deals.


Incorporeal Infusion

Element universal; Type substance infusion; Level 1; Burn 1
Associated Blasts any; Saving Throw none

You can reach into different planes of existence with your blast. This infused blast deals full damage to incorporeal targets. This infusion does not count against the normal limit of 1 substance infusion per blast.


Keen Infusion

Element universal; Type substance infusion; Level 4; Burn 3
Associated Blasts any; Saving Throw none

You shape your blast so that its attacking “edge” is incredibly sharp. Blasts that you use have their critical range doubled (normally to 19-20). You can increase the burn cost of this infusion by 1 to triple the blast’s critical range instead (normally to 18-20). These benefits do not stack with other effects that increase critical range (such as the Improved Critical feat). This does not count toward your normal limit of substance infusions per kinetic blast, but cannot be used in conjunction with Smashing Infusion.


Kinetic Bomb

Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any; Saving Throw Reflex negates (see text)

Your blast has far more power packed behind it. Whenever an infused blast hits a foe and deals damage to them, it is treated as though it is a splash weapon, dealing splash damage to all adjacent squares (Reflex save for half damage). This infusion is treated as an alchemist’s bomb for the purposes of which feats may be applied to it. Splash damage from this infusion is always equal to the infusion’s minimum damage.


Kinetic Bomb, Improved

Element universal; Type form infusion; Level 3; Burn 2
Prerequisite kinetic bomb
Associated Blasts any; Saving Throw Reflex half (see text)

This infusion functions as kinetic bomb, extending its splash radius by 5 ft. You can increase the burn cost of this blast by 1 to increase the splash radius of this infusion by an additional 5 ft.


Nullifying Infusion

Element universal; Type substance infusion; Level 8; Burn 4
Associated Blasts any (must deal acid, cold, electric, fire, negative energy, or sonic damage); Saving Throw Fortitude negates

You are aware how to sever another’s elemental defenses. Whenever an infused blast hits a foe and penetrates their spell resistance, you may select one type of energy damage that the infused blast deals (cold, electric, fire, negative energy, or sonic) and negate any resistance the foe has to it for 1 round per 4 kineticist levels you possess before applying damage. If the target is immune to the chosen energy type, you instead negate that immunity, treating that foe as though they had resistance 20 against the negated immunity.


Smashing Infusion

Element universal; Type substance infusion; Level 4; Burn 3
Associated Blasts any physical; Saving Throw none

You can add incredible density to your kinetic blasts. Blasts you use that deal physical damage have their critical multiplier increased by 1 (normally to 3x). You can accept an additional 1 point of burn when using this infusion to increase the blast’s critical multiplier by 2 instead (normally to 4x). These benefits do not stack with other effects that increase a critical multiplier. This does not count toward your normal limit of substance infusions per kinetic blast, but cannot be used in conjunction with Keen Infusion.


UTILITY

Mind to Mind

Element universal; Type utility (Su); Level 4; Burn

You can touch the minds of others through the ties of magic. You gain telepathy with a range of 100 feet. In addition, you may accept 1 point of burn as a swift action to send out a mental “ping” across the range of your telepathy, much like sonar. For one round after doing so, you detect the presence and direction of creatures with an Intelligence score of 3 or higher within the range of your telepathy. If you have line of effect to such a creature, you automatically pinpoint its location (although if you cannot otherwise perceive them, they still have total concealment against you). A creature that is immune to mind-affecting effects or under the effect of a mind blank spell or similar effect cannot be detected with this ability.

Universal Element

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