Void Element

INFUSION

Atrophy Infusion

Element void; Type substance infusion; Level 4; Burn 3
Associated Blasts negative, void; Saving Throw Fortitude negates

Your blasts cause lasting damage to the bodies of others. Whenever an infused blast deals damage to a foe, they also take 2 points of Strength or Dexterity damage (your choice).


Decaying Infusion

Element void; Type substance infusion; Level 6; Burn 4
Associated Blasts negative, void; Saving Throw Fortitude negates

You know how to ravage living matter with your blast. Whenever an infused blast deals damage to a foe, they also take 2 points of Constitution damage.


Dismissing Infusion

Element aether, void; Type substance infusion; Level 5; Burn 4
Associated Blast force, negative, telekinetic, 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.


High-Gravity Infusion

Element void; Type substance infusion; Level 4; Burn 3
Associated Blasts gravity, void; Saving Throw Fortitude negates

Your blast can intensify the power of gravity’s control on another. Whenever an infused blast hits a foe and deals damage to them, that foe is knocked prone and is unable to stand for 1 round per 4 kineticist levels you possess. A foe may make an additional save at the beginning of their turn to end this effect. If you hit an airborne foe, that foe’s altitude immediately decreases by 30 feet. If this would cause them to fall to the ground, they take appropriate falling damage and are knocked prone, unable to stand as per this effect. If not, an airborne foe drops an additional 30 feet at the end of each of its turns for the duration of this effect, and is unable to increase their altitude. A flying creature may make an additional save at the beginning of their turn to end this effect and increase their altitude.


Hyper-Dimensional Blast

Element aether, void; Type form infusion; Level 4; Burn 3
Prerequisite: extended range
Associated blasts force, gravity, negative, telekinetic, 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.


Immobilizing Infusion

Element water, void; Type substance infusion; Level 4; Burn 3
Associated Blasts blizzard, cold, gravity, ice, void; Saving Throw Fortitude negates

Your blasts reduce a foe’s speed to a crawl. Whenever an infused blast hits a foe, that foe is unable to move from their space for 1 round per 4 kineticist levels you possess. If the foe is currently airborne, they will fall unless they can hover.


Leech Infusion

Element void; Type substance infusion; Level 6; Burn 4
Associated Blasts negative, void; Saving Throw none

You feed off of those who suffer your blast. Whenever an infused blast hits a living foe and deals damage, you gain 1 temporary hit point for every 2 hit dice the foe possesses. Temporary hit points gained from multiple targets or uses of this ability do not stack. Temporary hit points gained from this ability stack with those gained from other wild talents.


Lingering Darkness

Element void; Type substance infusion; Level 4; Burn 3
Associated blasts negative, void
Saving Throw Will negates, then Reflex partial, see spell text; Spell Resistance yes

Your blast transforms itself into a baneful shadow that clings to the target. If your blast deals negative energy damage to a target, treat that target as if affected by masochistic shadow. If this blast affects more than one creature, you choose which one creature is affected by this infusion.


Low-Gravity Infusion

Element void; Type substance infusion; Level 3; Burn 2
Associated Blasts gravity, void; Saving Throw Reflex negates

Your blast can loosen the power of gravity’s control on another. Whenever an infused blast hits a foe and deals damage to them, that foe begins to float 10 feet up into the air as though under the effects of a levitate spell cast by you for 1 round per 3 kineticist levels you possess. At the beginning of the foe’s turn, they float an additional 10 feet into the air. While affected by this infusion, they are unable to reduce their height, but are otherwise free to control their movement. When this effect ends, the foe takes falling damage according to their height. Airborne foes are unaffected by this infusion.


Overload Infusion

Element air, fire, water, void; Type substance infusion; Level 7; Burn 4
Associated Blasts blue flame, cold, electric, fire, lightning, negative, thunderstorm, 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 target 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.


Pure-Negative Infusion

Element void; Type substance infusion; Level 1; Burn 1
Associated Blasts negative, void; Saving Throw none

Your blasts channel an especially damaging form of negative energy. Your blasts are capable of damaging constructs and undead, regardless of immunity to negative energy, although they only take half damage. You can increase the burn cost by 2 to instead deal full damage to constructs and undead. This infusion does not count against the normal limit of 1 substance infusion per blast.


Sickening Infusion

Element void; Type substance infusion; Level 2; Burn 2
Associated Blasts gravity, negative, void; Saving Throw Fortitude negates

Your blast can disrupt another creature’s well being. Whenever an infused blast hits a foe, that foe is sickened for 1 round per 3 kineticist levels you possess.


UTILITY

Atrophy Field

Element void; Type utility (Sp); Level 1; Burn 0
Saving Throw no; Spell Resistance no

Death follows you wherever you go. You can radiate a necrotic field for 1 minute per kineticist level you possess, reducing the caster level of all conjuration (healing) spells and spell-like abilities used within 60 feet of you by 1. For every 2 levels you have past 2nd level, you may reduce the caster level by an additional 1. If a spell’s effective caster level is reduced to 0, the spell fails. You can dismiss this ability as an immediate action. You can modify this wild talent with 1 wild talent that requires atrophy field as a prerequisite (such as divine interference or zone of decay). You can accept 1 burn to modify it with a second utility wild talent at the same time as the first until you recover burn.


Crushing Atmosphere

Element air, void; Type utility (Sp); Level 5; Burn 0
Prerequisite oppressive atmosphere
Saving Throw Fortitude partial; Spell Resistance no

All foes affected by your oppressive atmosphere take 1 bludgeoning damage per 2 kineticist levels you possess whenever they end their turn in your aura. Creatures that take damage from this wild talent must make a Fortitude save or be fatigued for 1 round.


Death Energy

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

You can treat the corpse of a creature you have killed with a void wild talent within 120 ft. as the point of origin of another void wild talent. Once it has been used as the point of origin for a void wild talent or 10 minutes per kineticist level you possess have passed since its death, the corpse can no longer be used this way.


Divine Interference

Element void; Type utility (Sp); Level 5; Burn 0
Prerequisite: atrophy field
Saving Throw none; Spell Resistance no

While your atrophy field is active, all divine casters and non-native outsiders within 60 feet of you must make a concentration check (15 + twice the spell’s level) to cast divine spells or use spell-like abilities or lose their spell.


Elemental Eater

Element aether, air, fire, void, water; Type utility (Sp); Level 7; Burn 1

Whenever you would receive acid, cold, electricity, fire, or negative 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 depends on which elemental focus or expanded element class features you possess:

     Aether: force
     Air: electric
     Fire: fire
     Void: negative
     Water: cold

As a swift action, you can reduce the temporary hit points gained from this ability by 10 to reduce the burn cost of an infusion by 1. Temporary hit points gained from other wild talents stack with those gained from this ability, but cannot be used to lower the cost of an infusion.


Fast Fall

Element void; Type utility (Sp); Level 2; Burn 0
Saving Throw Reflex negates; Spell Resistance yes

As an immediate action, you can increase the fall damage a falling foe would take by 1d6 per 3 kineticist levels you possess, to a maximum of 26d6 total fall damage. You can accept 1 point of burn to also force your target to make a Fortitude save or become stunned for 1 round.


Featherweight

Element void; Type utility (Sp); Level 1; Burn 0

You can reduce the effects of gravity upon yourself for 1 minute per kineticist level you possess, treating yourself as though you were 1/10th your weight and under the effects of 1/2 gravity. You also treat any distance you fall as half as far for the purpose of determining falling damage. You can accept 1 point of burn to activate this wild talent as an immediate action.


Featherweight, Improved

Element void; Type utility (Sp); Level 4; Burn 0
Prerequisite featherweight

Treat this as featherweight, except you can also affect a number of allies within 60 ft. equal to your Constitution modifier.


Grasp of the Void

Element void; Type utility (Sp); Level 5; Burn 0
Saving Throw none; Spell Resistance no

You know the secrets to summon forth a fragment of the void as per black tentacles. You can accept 1 point of burn to treat the area of this effect as though under the effects of a darkness spell. You may only have 1 grasp of the void active at a time; using it again while another grasp of the void is still active will cause the previous one to disappear.


Gravitic Density

Element void; Type utility (Su); Level 2; Burn

Your own size is effectively increased due to the compression of gravity upon you, treating you as a creature of one size larger than yourself for the purpose of your CMB, CMD, and how wind affects you. At 10th level, you can treat yourself as a creature of two sizes larger than yourself, up to a maximum of Colossal.


Heavy Hand

Element void; Type utility (Sp); Level 2; Burn 0

When selecting this wild talent, choose between gravity bow and lead blades. You are treated as under the effects of the chosen spell for 1 minute. You can accept 1 point of burn to use this as a swift action. This wild talent can be selected twice, but you cannot be under both effects from this talent simultaneously.


Kinetic Purification

Element water; Type utility (Su); Level 8; Burn
Prerequisite: kinetic regeneration

You can accept 1 additional point of burn while using your kinetic healer talent to increase the healing by 1 step (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12) as well considering your kinetic healer talent as the heal spell for what it can recover. When used through the void healer utility wild talent, the effects only work on undead (and others healed by negative energy), and are considered as the harm spell used on undead for what it can recover.


Kinetic Regeneration

Elements water; Type utility (Su); Level 6; Burn
Prerequisite: kinetic healer or void healer

When you use the kinetic healer or void healer utility wild talent, it is considered the regenerate spell for what it can heal. When used through the void healer utility wild talent, the effects only work on undead (and others healed by negative energy).


Oppressive Atmosphere

Element air, void; Type utility (Sp); Level 3; Burn 0
Saving Throw none; Spell Resistance no

You radiate a field of incredible pressure around yourself for 1 minute per kineticist level you possess. Opponents within 20 ft. of you have all of their movement speeds reduced by 10 ft. for every 3 kineticist levels you possess and suffer a –2 penalty to all Reflex saves made while inside your aura. You can accept 1 point of burn to activate this wild talent as a swift action.


Plains of Weeping Wounds

Element void; Type utility (Sp); Level 2; Burn 0
Prerequisite atrophy field
Saving Throw none; Spell Resistance no

While your atrophy field is active, all creatures suffering bleed damage take 1 additional bleed damage for every 3 kineticist levels you possess and require magical healing to end the bleed. This effect only applies to hit point damage caused by bleed.


Vampiric Grasp

Element void; Type utility (Sp); Level 4; Burn 1
Prerequisite atrophy field
Saving Throw none; Spell Resistance no

While your atrophy field is active, whenever a conjuration (healing) spell or spell-like ability is used within 60 feet of you, you can make an opposed caster level check as an immediate action against the caster of the spell. If you succeed, you become the new target of the spell regardless of if you are within the spell’s normal range, ignoring atrophy field’s reduction to its caster level.


Void Resonance

Element void; Type utility (Sp); Level 1; Burn see text

You are in tune with the darker energies of the universe, allowing you to be healed by negative energy, even if you are normally hurt by it. You can activate this ability as an immediate action, and its benefits last for a number of rounds equal to your Constitution modifier. Each time you use this ability per day requires one more point of burn than the last time you activated it, and it costs 0 burn for the first use each day.


Zone of Decay

Element void; Type utility (Sp); Level 3; Burn 0
Prerequisite atrophy field
Saving Throw none; Spell Resistance no

While your atrophy field is active, all creatures within 60 feet of you cannot benefit from fast healing or regeneration. Casting a conjuration (healing) spells require a concentration check (15 + twice the spell’s level) or else the spell fails.

Void Element

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