Composite Energy: An energist is skilled at manifesting multiple energy types at once. When manifesting an energy power, he may choose the following options in addition to the normal four energy types, his powers thereby gaining the descriptors associated with each type: Rimefire [Cold, Fire], Plasma [Fire, Electricity], Ash [Fire, Sonic], Thunder [Sonic, Electricity], Frost [Cold, Electricity], and Gale [Cold, Sonic]. Because an energist no longer selects fire, cold, electricity or sonic, but instead chooses a composite type, the special effects of the initial energy types are not applied to the power. In addition to having these extra energy options available, each composite energy type grants an additional augment option to any power it is applied. The damage dealt by a composite energy power is half of each type. For instance, if a power with the rimefire selection dealt 30 points of damage, 15 points would be cold damage, and 15 points would be fire damage.
Energy Type |
Effect |
Ash |
If you spend 4 additional power points, the target is nauseated unless he succeeds on a Fortitude saving throw. |
Frost |
If you spend 4 additional power points, the target takes a -2 penalty on his attack rolls and Armor Class for one round unless he succeeds on a Fortitude saving throw. |
Gale |
If you spend 4 additional power points, the target is knocked prone unless he succeeds a Reflex saving throw. |
Plasma |
If you spend 4 additional power points, the target is blinded for 1d4 rounds unless he succeeds on a Reflex saving throw. |
Rimefire |
If you spend 4 additional power points, at the start of your next turn the subject takes half the energy damage it took from this power unless the target succeeds a Reflex saving throw. |
Thunder |
If you spend 4 additional power points, the target is deafened for 1d4 rounds unless he succeeds on a Fortitude saving throw. |
Composite Energy requires a sacrifice of 7 power points to learn.
Debilitating Energy: The powers an energist wields have a devastating effect on his enemies, rendering them weaker. Any time an energist manifests an energy power, he gains the following augment options:
- Fire: If you spend 2 additional power points, your fire burns as if the target was doused in oil. The following two rounds, the target takes one point of damage per die of damage from the initial effect. The target may make a Reflex saving throw to attempt to put the fire out as a move action.
- Cold: If you spend 2 additional power points, your cold roots the target in place. Unless the target makes a Strength check (DC that of the power), it cannot move for one round. While rooted, it may still take other actions, but cannot move from its current space
- Electricity: If you spend 2 additional power points, your electricity disrupts the target’s actions. Unless it succeeds a Fortitude saving throw, it suffers a –1 penalty on attack rolls, saving throws, skill checks, and ability checks for the next round.
- Sonic: If you spend 2 additional power points, your sonic damage stuns your target for one round unless it succeeds a Fortitude saving throw.
Debilitating Energy requires a sacrifice of 5 power points to learn.
Diminished Power: By manipulating energy for a long enough period of time, an energist is able to more closely regulate how much power is invested in any manifestation. Add the following augmentation to each energy power known:
- For each power point spent less than the given power point cost, the power’s damage is decreased by 1 dice of damage and the save DC is decreased by 1.
Diminished Power requires a sacrifice of 7 power points to learn.
Distinguishing Energy: An energist’s mastery of the energy he handles allows him to affect energy powers with an area of effect so that his allies do not get harmed. He may create pockets inside the area effect that the energy does not touch, thereby keeping that portion of the effect safe. The minimum dimension of these spaces is a 5-foot cube.
Distinguishing Energy requires a sacrifice of 11 power points to learn.
Energized Feedback (Su): When an energist is targeted by a power or effect with one of the four energy descriptors (fire, cold, electricity, or sonic), he may expend his psionic focus to rebound the effect back on its originator. If the energist is not the direct target, but is affected by the effect (for instance, a fireball or energy cone), the portion affecting the energist is still rebounded. If the energist has an attuned energy and the effect carries the same descriptor, all variable, numeric effects of the rebounded effect are increased by 50% (as if through the Empower Power feat).
Energized Feedback requires a sacrifice of 13 power points to learn.
Energy Boost (Su): Choose one energy power per class level; the power must allow the target a saving throw. This choice continues to grant additional powers as you gain energist levels; the number of energy powers chosen should always be equal to class level. Change the augmentation of “For each 2 additional dice of damage, increase the power’s save DC by 1” to
- For each additional die of damage, increase the power’s save DC by 1.
Energy Boost requires a sacrifice of 15 power points to learn.
Enhanced Energy (Su): All energy powers gain the following augment:
- For every additional 2 power points you spend, the size of the damage die of this power increase by one step: d4 becomes d6, d6 becomes d8, d8 becomes d10, and d10 becomes d12 (the maximum). If the power deals damage other than energy damage, this augment only alters the dice that deal energy damage.
Enhanced Energy requires a sacrifice of 9 power points to learn.
Heightened Attunement (Su): While you maintain an attuned energy, you gain one free point of augmentation per energist level when you manifest energy powers with a descriptor matching your attuned energy. These free points cannot allow you to spend more points on the energy power than your manifester level. For example, if Ralkl, a kineticist 12/energist 3, is attuned to fire and spends 1 power point manifesting a fire energy ray, it behaves as if 4 power points had been spent. If instead 15 power points had been spent, (noting the increased manifester level for fire due to Improved Attunement), there would not be any benefit from Heightened Attunement (as Heightened Attunement cannot exceed manifester level).
Heightened Attunement requires a sacrifice of 7 power points to learn.
Irresistible Energy: When an energist manifests an energy power, it overcomes up to twice his class level in energy resistance of the target that would apply to the damage from the power. If the creature is vulnerable to this energy type, it takes twice as much (+100%) damage from the power (instead of +50%), regardless of the outcome of the saving throw (if any). The energist may expend his focus while manifesting an energy power to ignore all energy resistance and energy immunity that would apply to the damage from the energy power.
Irresistible Energy requires a sacrifice of 11 power points to learn.
Metaphysical Energy: When an energist manifests an energy power, he may choose to metaphysically reorganize the energy according to the principles of order or madness. Powers imbued with metaphysical energy cost 2 additional power points to manifest. An energy power imbued with order automatically does three-quarters of its maximum damage on a failed save and, if the enemy is immune or resistant to the damage type, half of the power’s damage ignores the immunity or resistance. Powers imbued with order deal an additional 2d6 points of damage to creatures with the chaotic subtype. An energy power imbued with madness adds a random multiplier to the power. After manifesting the power, roll 1d6; on a 1, the power’s damage is unaffected, on a 2 or 3, the power’s damage is halved, on a 4 or 5, the power’s damage is increased by 50%, and on a 6, the power’s damage is doubled and behaves as if the energist had spent 1 more power point than he actually did (potentially exceeding his manifester level). Powers imbued with madness deal additional 2d6 points of damage to creatures with the lawful subtype. If you have selected Irresistible Energy, apply that ability before bypassing resistance.
Metaphysical Energy requires a sacrifice of 11 power points to learn.
Penetrating Energy (Su): The energy powers manifested by an energist are able to overcome power resistance more successfully than usual. An energist gains a +2 bonus per class level to bypass power resistance when manifesting an energy power. This bonus stacks with other bonuses such as Power Penetration.
Penetrating Energy requires a sacrifice of 9 power points to learn.