You have a strong knack for telekinesis, and have molded your psychic powers to affect the physical world more strongly.
Phrenic Pool Ability: Wisdom
Bonus Spells: unerring weapon (1st), telekinetic volley (4th), telekinetic maneuver (6th), telekinetic charge (8th), telekinesis (10th), enemy hammer (12th), deflection (14th), rain of arrows (16th), telekinetic storm (18th).
Telekinetic Focus (Su): You gain a +1 insight bonus on attack rolls and combat maneuver checks made as part of psychic spells and psychic class features. Additionally, when threaten a critical hit with such a roll, you regain 1 point in your phrenic pool. You cannot regain more points this way each day than your Wisdom modifier.
Telekinetic Blast (Sp): You have a latent connection with the physical world, and your telekinetic abilities are far more developed than your telepathic abilities. You can make a telekinetic blast as a kineticist of your your level, using your Intelligence modifier in place of your Constitution modifier. You cannot add infusions to this blast. This blast does not qualify you to gain a composite blast.
Ranged Legerdemain (Su): At 5th level, your telekinesis can manipulate objects both near and far with ease. You can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.
Flurry of Blades (Su): At 13th level, you can make a flurry of blades as a full-round action. This functions as your telekinetic blast, except you can throw up to 2 objects, making separate attack and damage rolls for each item. At 15th level, you can throw up to 3 objects. Making a flurry of blades requires you to spend 1 point from your phrenic pool for each object thrown.
Bonus Spells: unerring weapon (1st), telekinetic volley (4th), telekinetic maneuver (6th), telekinetic charge (8th), telekinesis (10th), enemy hammer (12th), deflection (14th), rain of arrows (16th), telekinetic storm (18th).
Telekinetic Focus (Su): You gain a +1 insight bonus on attack rolls and combat maneuver checks made as part of psychic spells and psychic class features. Additionally, when threaten a critical hit with such a roll, you regain 1 point in your phrenic pool. You cannot regain more points this way each day than your Wisdom modifier.
Telekinetic Blast (Sp): You have a latent connection with the physical world, and your telekinetic abilities are far more developed than your telepathic abilities. You can make a telekinetic blast as a kineticist of your your level, using your Intelligence modifier in place of your Constitution modifier. You cannot add infusions to this blast. This blast does not qualify you to gain a composite blast.
Ranged Legerdemain (Su): At 5th level, your telekinesis can manipulate objects both near and far with ease. You can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.
Flurry of Blades (Su): At 13th level, you can make a flurry of blades as a full-round action. This functions as your telekinetic blast, except you can throw up to 2 objects, making separate attack and damage rolls for each item. At 15th level, you can throw up to 3 objects. Making a flurry of blades requires you to spend 1 point from your phrenic pool for each object thrown.