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Utility Wild Talents

A kineticist can select one of the following wild talents at each even level, provided she meets the prerequisites.

Absentia

Source PPC:PA

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

You are always under the effect of nondetection as if you had cast it on yourself. If the effect is dispelled, you can call if forth again as a standard action. You can accept 1 point of burn to grant a creature touched the effects of nondetection.

Aerial Adaptation

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

You are immune to altitude sickness, and gain an amount of electricity resistance equal to twice your current amount of burn.

Aerial Evasion

Element(s) air; Type utility (Su); Level 3; Burn 1
Prerequisite(s) enveloping winds

You use wind to buffet yourself away from area attacks. Until the next time your burn is removed, you gain evasion, as the rogue class feature.

Aether Architect

Source PPC:PA

Element(s) aether; Type utility (Sp); Level 9; Burn 0

You can spin a small building, bridge, or other edifice out of aether, and even use aether to tether a building to a flat surface other than the ground. By concentrating for 10 minutes, you can create an edifice out of scintillating aether (same hardness and hit points as a wall of force) as long as the edifice is no larger than one 10-foot cube per kineticist level. Unless the creation is extremely simplistic, you must succeed at a Craft or Knowledge (engineering) check to add embellishments. This ability can also create a series of tethers to securely attach a normal building to a vertical surface or even a cavern ceiling. Aether architect lasts as long as you concentrate, and you can accept 1 point of burn to make the effect last until destroyed; by accepting this burn, you can use this ability any number of times in a row to create a larger edifice.

Aether Puppet

Element(s) aether; Type utility (Sp); Level 5; Burn 0

You use strands of aether to animate an object. You can animate a Medium or smaller object as an animated object with no Construction Point abilities (except for stone or metal [common], if the object is constructed of one of those materials). Each round on your turn, you must take a move action to guide the object, or it reverts to its inanimate state.

By accepting 1 point of burn, you can pour a bit of your own sentience into the aether puppet, allowing the effect to persist for 1 round per kineticist level without requiring additional actions. At 12th level, you can animate a Large or smaller object, Which gains all the abilities of the Medium animated object plus the additional attack ability. At 14th level, you can animate a Huge or smaller object, which gains all the abilities of the Large animated object. At 16th level, you can animate a Gargantuan or smaller object, which gains all the abilities of the Huge animated object, as well as the metal (mithral) ability if the object is made of mithral. At 18th level, you can animate a Colossal or smaller object, which gains all the abilities of the Gargantuan animated object, plus the metal (adamantine) ability if the object is made of adamantine.

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 Shroud, Greater

Element(s) air; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) air shroud

Your air shroud improves, granting you the benefits of life bubble. When you accept burn to grant the benefit to others, the benefit lasts until the next time your burn is removed.

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.

Angelic Protection

Source PPC:P-HH

Through your connection to the celestial planes, you have learned to draw angelic essence into your healing.

Elements aether, water, wood; Type utility (Sp); Level 2; Burn
Saving Throw none; Spell Resistance none

Prerequisite(s): kinetic healer wild talent, aasimar or Planar Infusion (Elysium, Heaven, Nirvana)

When you use kinetic healer, the target of the healing gains the benefits of protection from evil for 1 round.

Body of Air

Source PPC:PA

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.

Brachiation

Source PZO1140

Element wood; Type utility (Su); Level 3; Burn

You can gain a climb speed equal to your base speed when moving through forested terrain.

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.

Cold Adaptation

Element(s) fire or water; Type utility (Sp); Level 1; Burn 0

You are constantly protected by endure elements against cold temperatures only.

You gain cold resistance equal to twice your current amount of burn.

Cold Snap

Element(s) water; Type utility (Sp); Level 3; Burn 1
Prerequisite(s) cold adaptation, shroud of water

You chill your shroud of water and send the cold around you, creating an aura of numbing cold around yourself. Until the next time your burn is removed, you can begin or end the cold aura at will as a swift action. The temperature in the area 30 feet around you lowers by 5° F per kineticist level you possess, to a minimum modified temperature of –10° F. If this brings the temperature in the area below 40° F, all creatures within 5 feet of you take a –4 penalty to Dexterity. You are immune to these effects, as are creatures that are immune to cold or that benefit from effects that protect against temperature, such as endure elements.

Corpse Puppet

Source PPC:PA

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

You draw upon negative energy to animate a nearby corpse as a zombie or a fast zombie (your choice). You can animate a zombie only if its Hit Dice are no greater than your kineticist level – 4. Each round on your turn, you must take a move action to guide the zombie, or it reverts to a corpse (but retains any damage if you later turn it into a zombie again with this utility talent). By accepting 1 point of burn, you can pour a bit of your own sentience into the zombie, allowing it to persist for 1 round per kineticist level without requiring additional actions on your part, or until the next time your burn is removed if the zombie has half your maximum zombie Hit Dice or fewer. At 12th level, you can animate a zombie with a number of Hit Dice no greater than your kineticist level – 2. At 16th level, you can animate a zombie with a number of Hit Dice no greater than your kineticist level.

Cryokinetic Stasis

Source PPC:PA

Element(s) water; Type utility (Sp); Level 8; Burn 1

You encase yourself or a willing target in an icy sheen, placing the target in a state of suspended animation, as per temporal stasis except fire spells and spell-like abilities of 3rd level or higher count as if the caster used dispel magic against the stasis. Otherwise, no other force or effect can harm the target.

Curse Breaker

Source PPC:PA

Element(s) void; Type utility (Sp); Level 4; Burn 0
Prerequisites emptiness

The power of void protects you from curses and allows you to remove or suppress them. You gain a +4 bonus on saving throws against curses and hexes. You can accept 1 point of burn as a standard action to attempt a caster level check to remove a curse on yourself or another as per remove curse. If the curse normally could not be removed by remove curse, you can instead suppress the curse until the next time your burn is removed with a successful caster level check. When your burn is removed, you can choose not to remove the burn you spent in this way to continue suppressing the curse without interruption. If you die, any curse suppressed in this way returns instantly.

Earth Climb

Element(s) earth; Type utility (Su); Level 2; Burn 0

You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.

Earth Glide

Element(s) earth; Type utility (Su); Level 5; Burn 0
Prerequisite(s) earth climb

You can glide through earth, as an earth elemental’s earth glide ability, with a burrow speed equal to your base land speed.

Earth Tongue

Source PPC:PA

Element(s) earth; Type utility (Sp); Level 8; Burn 0
Prerequisites greater tremorsense, tremorsense

You are constantly capable of speaking to rocks and stones, including natural and worked stone, as per stone tell. This ability is always active, and rocks and stones might speak to you before you speak to them if they have something to say.

Earth Walk

Element(s) earth; Type utility (Su); Level 1; Burn

Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth, or mud, and while on such surfaces you add your elemental overflow bonus to your CMD against being moved or tripped and on Acrobatics checks to balance.

Earthmeld

Source PZO1134

Element(s) earth; Type utility (Sp); Level 4; Burn 0
Prerequisite earth climb

You meld a creature into stone, where it can listen to conversations without being detected. This functions as the meld into stone spell, except it can work on any willing creature, not just you, and it lasts for 10 minutes per kineticist level or until you use earthmeld again. The melded creature, not you, decides when to step out of the stone. You can accept 1 point of burn to increase the duration of an earthmeld until the next time you recover burn. Such increased earthmelds don’t end if you use earthmeld again, allowing you to maintain multiple earthmelds.

Elemental Grip

Element(s) universal; Type utility (Sp); Level 3; Burn 0
Saving Throw Will negates; Spell Resistance yes

You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate.

Elemental Whispers

Source PZO1135

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

You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.

Elemental Whispers, Greater

Source PZO1135

Element(s) universal; Type utility (Su); Level 3; Burn 0
Prerequisite(s) elemental whispers

Your friendship with the elements has grown. You gain your choice of a wysp or Small elemental of your primary element as an improved familiar, without needing to meet any of the usual prerequisites for gaining such a familiar. Unlike with elemental whispers, this improved familiar acts in all ways like a familiar: it’s always manifested, it has hit points equal to 1/2 your own, and so on. You no longer receive the familiar benefits from the original creature you selected. If your improved familiar dies, you can still contact its voice in your mind and gain the Alertness feat, but you can’t cause it to manifest. If you pay the usual costs for replacing a familiar, you manifest a new form for your elemental friend.

Enduring Earth

Element(s) earth; Type utility (Su); Level 4; Burn

When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it’s longer than 1 round.

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.

Expanded Defense

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

Choose an element you selected with expanded element. You gain that element’s defense wild talent. You can take this wild talent multiple times, choosing a different element each time.

Eyes of the Void

Source PPC:OO

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

You gain darkvision with a range of 60 feet (if you already have darkvision, your darkvision’s range increases by 30 feet).

Eyes of the Void, Greater

Source PPC:OO

Element void; Type utility (Su); Level 5; Burn
Prerequisite(s) eyes of the void

You can see in darkness, as per the monster special ability.

Fire Sculptor

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

You can sculpt shapes out of flame or alter a fire’s spread. As a standard action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire’s edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it.

Fire’s Fury

Element(s) fire; Type utility (Su); Level 1; Burn

When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

Firesight

Element(s) fire; Type utility (Su); Level 3; Burn

You can see through flames and smoke as if they were transparent.

Creatures that are on fire or have the fire subtype never benefit from concealment or total concealment against you.

Flame Jet

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

You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

Flame Jet, Greater

Element(s) fire; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) flame jet

You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action.

Flame Shield

Element(s) fire; Type utility (Sp); Level 5; Burn 1
Prerequisite(s) searing flesh

Flickering flames surround you until the next time your burn is removed. While your searing flesh infusion is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to 1/2 your kineticist level unless it is using a reach weapon. If the creature also takes damage from your searing flesh, it applies fire resistance only once against the total damage from both effects. You also gain the protection from cold of a warm fire shield. An attack that would deal an amount of cold damage equal to at least double your kineticist level (before you applied the protection) freezes away your flame shield after you apply its protection, ending the flame shield early.

Flame Trap

Source PZO1134

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

You lay a fiery trap on a container, ensuring the destruction of sensitive documents while punishing those who would steal your secrets. In order to weave the trap, you must spend 10 minutes in contact with the container you wish to trap. At the end of that time, the container is trapped until the next time you use this wild talent or until it triggers. Any creature other than you who opens the container takes damage as from your fire blast (or blue flame blast, if you have it). The damage affects the creature automatically if it is touching the container, but if it opens the container from within 30 feet, it can attempt a Reflex save to negate the damage, and if it opens the container from farther still, it takes no damage. Whether or not the creature that opened the container takes damage, your kinetic blast damage also affects any items within the container that you choose, as well as the container, if you wish it, and leaves all other items undamaged. This counts as a magical trap with a Perception and Disable Device DC equal to 10 + your kineticist level + your Dexterity modifier. You can accept 1 point of burn when using flame trap to make a new trap without dismissing any previous traps. If you do, the trap lasts until the next time you recover burn.

Force Barrier

Element(s) aether; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) force ward

You create an immobile sphere or hemisphere of force around your square or squares. The force barrier functions as a wall of force in all other ways. Activating this ability is a standard action, and the barrier lasts until the beginning of your next turn. Each round, just before the barrier would disappear, you can extend its duration by accepting 1 point of burn. If an attack manages to destroy the force barrier, you immediately take 1 point of burn.

Forest Siege

Source PZO1140

Element wood; Type utility (Sp); Level 9; Burn 0

You can transform available plant life into a besieging army. This functions as greater siege of trees, except you need to concentrate or the effect ends, and you can change targets as a free action. If you accept 1 point of burn, you can prolong the effect without the need for concentration until the next time you recover burn, but you do need to spend a standard action to change targets.

From the Ashes

Element(s) fire; Type utility (Sp); Level 9; Burn 2

When you are about to fall unconscious or die from hit point damage, as an immediate action you can burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise in the square where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per kineticist level you possess.

Foxfire

Source PZO1140

Element(s) fire or wood; Type utility (Sp); Level 2; Burn 0
Prerequisites fire blast or positive blast
Saving Throw none; Spell Resistance yes

You surround a creature with glowing flames that outline it, as per faerie fire. If you use foxfire with positive energy, the flames don’t give off heat. If you use it with fire, the flames still aren’t hot enough to deal damage immediately, but the illuminated creature counts as being under the effects of severe heat and must succeed at a Fortitude save against nonlethal damage after 10 minutes. A creature can extinguish the foxfire automatically as a full-round action.

Gravity Control

Source PPC:OO

Element void; Type utility (Sp); Level 3; Burn 0

You use your gravitic abilities to move yourself, as per flame jet.

Gravity Control, Greater

Source PPC:OO

Element void; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) gravity control

You have greater control over gravity, as per greater flame jet.

Gravity Master

Source PPC:OO

Element void; Type utility (Sp); Level 9; Burn 0
Prerequisite(s) gravity control, greater gravity control

You can create areas of altered gravity. This functions as reverse gravity, but you can choose for the gravity in the area to pull toward any direction (not just up). If you use this wild talent, any previous use of this wild talent expires immediately.

Green Tongue

Source PZO1140

Element wood; Type utility (Su); Level 6; Burn

You can speak to plants and hear their whispers, as if constantly under the effects of speak with plants.

Green Tongue, Greater

Source PZO1140

Element(s) wood; Type utility (Sp); Level 7; Burn 0
Prerequisites green tongue

You can spend 10 minutes in any outdoor location that would be valid for commune with nature in order to contact and chat with fey and leshy spirits, allowing you to gain three pieces of information as per commune with nature.

Greensight

Source PZO1140

Element wood; Type utility (Su); Level 4; Burn 0

You can see through plant material as if you had greensight as per the universal monster rule with a range of 60 feet.

Healing Burst

Source PZO1140

Element(s) aether, void, water, or wood; Type utility (Sp); Level 4; Burn 1
Prerequisites kinetic healer (aether and water), void healer (void), or wood healer (wood)
Saving Throw none; Spell Resistance yes

You use kinetic healer, void healer, or wood healer (whichever you have, or either if you have both) to heal all creatures in a 30-foot radius around you. Healing burst heals half as much damage as normal, unless your healing amount is based on positive blast, in which case it heals the full amount. Unlike kinetic healer, you must accept the burn yourself. This counts as kinetic healer for the purpose of the kinetic chirurgeon archetype; the 17th-level metahealer ability heals the kinetic chirurgeon twice, once for half and once for full.

Heat Adaptation

Element(s) fire or water; Type utility (Sp); Level 1; Burn 0

You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn.

Heat Wave

Element(s) fire; Type utility (Sp); Level 3; Burn 1
Prerequisite(s) heat adaptation, searing flesh

You create an aura of shimmering heat that distorts the area around you. Until the next time your burn is removed, you can begin or end the heat aura as a swift action. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, all attacks made by creatures within 5 feet of you suffer a 20% miss chance due to concealment. You are immune to these effects, as are those immune to fire or benefiting from endure elements.

Herbal Antivenom

Source PZO1140

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

Your body can produce the herbal remedies necessary to counter almost any poison. You gain a +5 alchemical bonus on saving throws against poison as if always under the effect of antitoxin. You can use the treat poison action from the Heal skill as a standard action with a mere touch, without a healer’s kit, and even on yourself; if you succeed, you grant the touched creature a +5 alchemical bonus against that specific instance of poison in addition to the normal +4 bonus from treat poison. You can accept 1 point of burn while using the treat poison action in this way to also produce the effects of neutralize poison.

Ice Path

Element(s) water; Type utility (Su); Level 6; Burn 0
Prerequisite(s) icewalker

You freeze water vapor in the air, allowing you to travel above the ground as air walk by walking along the ice, and leaving a path of ice behind you that lasts for 1 round before it melts.

Ice Sculptor

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

You can sculpt ice and snow into new shapes, as the spell stone shape but affecting ice and snow instead of stone.

Icewalker

Element(s) water; Type utility (Su); Level 1; Burn

You can move across wet and icy surfaces without needing to attempt Acrobatics checks due to slipperiness, including across areas under the effects of the slick wild talent. Additionally, you are immune to seasickness.

Infernal Bargain

Source PPC:P-HH

When you grant others a taste of your power, you expect something from them in return. If they do not hold up their end of the bargain, you can swiftly revoke your aid.

Element universal; Type utility (Sp); Level 1; Burn 0
Saving Throw none; Spell Resistance yes

Prerequisite(s): tiefling or Planar Infusion (Hell)

As a swift action before using a utility talent on a willing target, you can add the effects of conditional favor, except that it applies to any beneficial utility talent instead of to spells of certain schools.

Jagged Flesh

Element(s) earth; Type utility (Sp); Level 3; Burn 1
Prerequisite(s) flesh of stone

You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 points of piercing damage. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness.

Kinetic Cover

Element(s) aether, earth, water, or wood; Type utility (Sp); Level 1; Burn 0

You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

Kinetic Form

Element(s) universal; Type utility (Sp); Level 5; Burn 1

You are able to suspend your body in a large mass of elemental matter. Until the next time your burn is removed, you can change your size to Large or shift back to your original size as a standard action. This doesn’t change your ability scores in any way. At 16th level, you can accept 1 additional point of burn to instead change your size to Huge. You cannot use kinetic form to decrease your size.

Kinetic Healer

Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes

With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.

Kinetic Restoration

Source PZO9446

Element(s) universal; Type utility (Su); Level 3; Burn 1

You recover from 1d4 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution).

This also eliminates any fatigue that you suffer, and improves an exhaustion condition to fatigued.

If you have the kinetic healer utility wild talent, you can use both kinetic restoration and kinetic healer on the same target with one standard action.

Kinetic Revivification

Source PZO9446

Element(s) aether, water, or wood; Type utility (Su); Level 6; Burn
Prerequisite(s): kinetic healer (aether and water) or wood healer (wood)

You can bring an ally who died within 1 round back from the dead with your kinetic healer wild talent similarly to the breath of life spell, except the ally regains the normal number of hit points from the kinetic healer utility wild talent instead of the amount healed by breath of life. An ally revived in this way takes 1 point of burn + any points of burn from the kinetic healer utility wild talent (if you choose to have the ally take points of burn instead of taking it yourself). If you have the metahealer ability (such as from the kinetic chirurgeon kineticist archetype), this feat instead allows you to bring an ally back who died within a number of rounds equal to 3 + the ally’s Constitution modifier (minimum 0) – the number of points of burn the ally had taken before it died. For each round that the ally was dead, when it is brought back to life in this way, it takes 1 additional point of burn + any points of burn from the kinetic healer talent.

Living Capacitor

Source PPC:PA

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.

Merciful Foliage

Source PZO1140

Element wood; Type utility (Su); Level 2; Burn 0

You can use energy to ease the danger of your attacks. You can deal nonlethal damage without taking a penalty on attack rolls with your wood blasts or composite blasts that include wood.

No Breath

Source PPC:OO

Element void; Type utility (Su); Level 2; Burn
Prerequisite(s) emptiness

You gain no breath, as per the universal monster ability, and you can survive in the vacuum of space.

Plant Disguise

Source PZO1140

Element wood; Type utility (Sp); Level 4; Burn 0

You can assume the shape of an immobile plant, as per tree shape but transforming into any ordinary Small or Medium plant.

Plant Puppet

Source PZO1140

Element wood; Type utility (Sp); Level 5; Burn 0

You can control plants, causing them to attack your foes. This functions as the aether puppet wild talent, except it controls plants instead of objects. At 12th level, you can grant hardness 5 to Large and larger animated plants.

Reverse Shift

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

You reverse the flow of your connection to the planes, sending your body into the Ethereal Plane as ethereal jaunt. As long as you concentrate on reverse shift, you remain on the Ethereal Plane; after a number of consecutive rounds spent on the Ethereal Plane equal to your kineticist level (and every such interval thereafter), you must accept 1 point of burn. Once you return to the Material Plane, you cannot use reverse shift again for a number of rounds equal to the number of rounds you spent on the Ethereal Plane.

Ride the Blast

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

You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).

Roots

Source PZO1140

Element wood; Type utility (Su); Level 1; Burn 0

Your body sinks roots into soft surfaces, making it hard to move you. This functions as the earth walk wild talent, except it works only on soft surfaces (like soil or snow) and not on stone. If you have both roots and earth walk, the bonuses stack while you’re on soft earth surfaces.

Searing Flame

Element(s) fire; Type utility (Su); Level 2; Burn
Prerequisite(s) burning infusion

Over time, your burning infusion sears away your foe’s fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe’s fire resistance by an amount equal to the unmodified burn damage; don’t apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level.

These decreases stack, to a minimum resistance of 0.

Seismic Master

Element(s) earth; Type utility (Sp); Level 9; Burn 0

You can focus on your connection to earth and create a localized tremor, as the earthquake spell.

Self Telekinesis

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

You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet.

Self Telekinesis, Greater

Element(s) aether; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) self telekinesis

You have greater control over your self telekinesis. Otherwise, this wild talent functions like greater flame jet.

Shape Wood

Source PZO1140

Element wood; Type utility (Sp); Level 4; Burn 0

You reshape wood to suit your purposes, as per wood shape.

Shift Earth

Element(s) earth; Type utility (Sp); Level 4; Burn 0
Prerequisite(s) kinetic cover
Saving Throw see text; Spell Resistance no

As a standard action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. This doesn’t cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature’s feet, it can attempt a DC 20 Reflex save to leap elsewhere and avoid moving along with the earth.

Shift Earth, Greater

Element(s) earth; Type utility (Sp); Level 7; Burn 0
Prerequisite(s) kinetic cover, shift earth

You can move greater quantities of earth, as the spell move earth.

Shimmering Mirage

Element(s) water; Type utility (Sp); Level 5; Burn 1
Prerequisite(s) shroud of water

Your shroud bends light, creating a shimmering mirage. While your shroud of water is active, attacks against you suffer a 20% miss chance due to concealment until the next time your burn is removed.

Skilled Kineticist

Element(s) universal; Type utility (Su); Level 1; Burn

You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class skill list, and you can use the Knowledge skill associated with your primary element to identify elementals of your primary element’s subtype.

Skilled Kineticist, Greater

Element(s) universal; Type utility (Su); Level 2; Burn
Prerequisite(s) skilled kineticist

By delving into study of the Ethereal and Elemental Planes, you are able to use your primary element to assist with your skills in an unusual way. Add Knowledge (planes) to your list of class skills.

Choose one of your kineticist class skills that wasn’t granted by your primary element to also receive the bonus from skilled kineticist.

Slick

Element(s) water; Type utility (Sp); Level 1; Burn 0
Saving Throw Reflex negates; Spell Resistance no

As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.

Smoke Storm

Element(s) fire; Type utility (Sp); Level 3; Burn 0
Saving Throw Fort negates; see text; Spell Resistance no

You transform a source of open flame within 120 feet into a cloud of choking smoke, filling a 20-foot-radius spread and affecting vision like a smokestick. All creatures that begin their turns inside the area become sickened as long as they remain in the smoke and for 1d4+1 rounds thereafter (Fort negates).

Spark of Life

Element(s) universal; Type utility (Sp); Level 5; Burn 0

You breathe a semblance of life into elemental matter, which takes the form of a Medium elemental of any of your elements as if summoned by summon monster IV with a caster level equal to your kineticist level, except the elemental gains the mindless trait. Each round on your turn, you must take a move action to guide the elemental or it collapses back into its component element. By accepting 1 point of burn, you can pour a bit of your own sentience into the elemental, removing the mindless quality and allowing it to persist for 1 round per kineticist level without requiring any further actions. At 12th level, you can choose to form a Large elemental as if by summon monster V; at 14th level, you can choose to form a Huge elemental as if by summon monster VI; at 16th level, you can choose to form a greater elemental as if by summon monster VII; and at 18th level, you can choose to form an elder elemental as if by summon monster VIII.

Spell Deflection

Element(s) aether; Type utility (Sp); Level 7; Burn 0

You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell that could be affected by spell turning, roll 1d10–1 and determine the effects of the spell as if you had spell turning with that many spell levels remaining. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10–1 at a time) before ending early.

Splash of the Styx

Source PPC:P-HH

The waters of the Styx leach energy from souls, washing away even the deepest memories.

Element water; Type utility (Sp); Level 5; Burn 1

Prerequisite(s): tiefling or Planar Infusion (Abaddon, Abyss, or Hell)
Saving Throw Will negates; Spell Resistance yes

You can spend 1 full round to draw upon the waters of the River Styx to erase memories of a target. This functions as modify memory, except that it can only eliminate memories.

Stone Sculptor

Element(s) earth; Type utility (Sp); Level 5; Burn 0

You can sculpt earth into any shape, as the spell stone shape.

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.

Telekinetic Deflection

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

You can deflect your foes’ attacks, as the spell deflection with a duration of 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

Telekinetic Finesse

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

You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Telekinetic Globe

Element(s) aether; Type utility (Sp); Level 8; Burn 0
Prerequisite(s) force barrier, force ward

You can create a globe of force, as the telekinetic sphere spell, that lasts as long as you concentrate as a standard action, and you can move the globe as a move action. You can accept 1 point of burn to increase the duration to 1 minute per level and eliminate the need to concentrate to maintain the globe.

Telekinetic Haul

Element(s) aether; Type utility (Sp); Level 2; Burn 0
Prerequisite(s) basic telekinesis

When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Telekinetic Invisibility

FAQ

A lot of things in the talent’s description seem to imply that I can only use this talent on myself, but then again, it also says it’s like invisibility, which isn’t personal only. Which is correct?

You can only use it on yourself.

[Source]

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

You weave strands of aether, bending light and dampening sound; This works as invisibility except that the aetheric bending is easier to notice than normal invisibility, so your bonus on Stealth checks is halved (+10 while moving and +20 while perfectly still).

However, the dampened sound allows you to avoid automatic detection via sound-based blindsense and blindsight, but you do not receive the bonus on Stealth checks from this wild talent against a creature with such abilities.

Telekinetic Maneuvers

Element(s) aether; Type utility (Sp); Level 4; Burn 0
Saving Throw none; Spell Resistance yes

You can perform combat maneuvers as telekinesis, but you use your Constitution modifier to determine your Combat Maneuver Bonus rather than your Intelligence or Charisma modifier. If you possess the telekinetic finesse wild talent, add dirty trick and steal combat maneuvers to the list of combat maneuvers you can perform; when performing these maneuvers, determine your Combat Maneuver Bonus using your Dexterity modifier instead of your Constitution modifier.

Thorn Flesh

Source PZO1140

Element wood; Type utility (Sp); Level 3; Burn 1
Prerequisite(s) flesh of wood

You cover your body in barbed thorns that injure foes who strike you. This functions as the jagged flesh wild talent.

Tidal Wave

Element(s) water; Type utility (Sp); Level 9; Burn 1

You call forth a powerful tidal wave, as tsunami.

Touchsite

Element(s) aether; Type utility (Su); Level 3; Burn 0

You attach strands of aether to everything your telekinesis touches. Any time you damage a creature using your telekinetic blast, as long as that creature doesn’t use a teleportation effect, you can see that creature at any distance as if using blindsight until the end of your next turn. Immediately after damaging a creature, You can accept 1 point of burn to strengthen the strands of aether attached to that creature, increasing the duration of the touchsight on that creature to 1 round per kineticist level.

Touchsite, Reactive

Element(s) aether; Type utility (Su); Level 5; Burn 0
Prerequisite(s) touchsight

Your strands of aether surround you, making it virtually impossible for a violent motion to catch you off guard, so long as the motion originates within their range. You are never denied your Dexterity bonus to AC against attacks from within 30 feet because of being flat-footed or because your assailant is unseen or invisible. You always succeed at any Perception check to act on the surprise round against opponents within 30 feet.

Touchsight, Spying

Source PZO1134

Element(s) aether; Type utility (Sp); Level 4; Burn 0
Prerequisite touchsight

You attach a sticky strand of invisible aether to a target and then project your senses along the strand, allowing you to spy on that target. Attaching the strand of aether requires a ranged touch attack, but if you activate this ability while your target is under the effect of your touchsight, you can use the strands from your touchsight instead. Once you have activated spying touchsight, you can concentrate on it to spy on your target with any of your five senses (though your own body no longer benefits from the senses you project); the strand lasts as long you concentrate, though you can switch which senses you are projecting each round. A creature using see invisibility or a similar effect can notice the trailing strand of aether and follow it back to you.

A creature can break your spying touchsight by dispelling it, but otherwise, the only way to break the strand is if one of you uses a teleportation effect, moves more than 1 mile from the other, or is completely blocked from the other in all directions (such as if one of you were inside a telekinetic sphere).

Trail of Flames

Element(s) fire; Type utility (Sp); Level 5; Burn 0
Saving Throw none; Spell Resistance yes

When you take the withdraw or run action, you can leave a wall of fire in all squares you exit that lasts for 1 round.

Tree Step

Source PZO1140

Element(s) wood; Type utility (Sp); Level 7; Burn 1
Prerequisites greater woodland step, woodland step

You can enter a tree and magically transport to a tree of the same type within range, as per tree stride. Each time you activate this ability, it lasts until you have taken a number of tree steps equal to your kineticist level, your burn is removed, or you accept burn again to refresh it. Each time your burn is removed, you can automatically activate this ability once and ignore the burn cost. You can accept 1 additional point of burn while this ability is active to use all remaining tree steps at once, adding up the total distance traveled and instantly reaching your destination tree even if there wouldn’t have been enough trees along the way to make the journey one at a time.

Tremorsense

Element(s) earth; Type utility (Su); Level 3; Burn 0

You can take a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. While benefiting from this tremorsense, your  earth blasts and composite blasts that include earth components don’t suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.

Tremorsense, Greater

Element(s) earth; Type utility (Su); Level 5; Burn 0
Prerequisite(s) tremorsense

You can spend 10 minutes to extend your tremorsense outward while in a natural underground setting, letting you learn three facts as if using commune with nature, except your tremorsense can’t tell if a creature is a woodland creature or a powerful unnatural creature.

Undead Grip

Source PPC:PA

Element(s) void; Type utility (Sp); Level 3; Burn 0
Saving Throw Will negates; Spell Resistance yes

This functions as elemental grip, except it works on a single undead creature as per halt undead. Unintelligent undead must succeed at a saving throw with a –4 penalty to negate the effects.

Veil of Mists

Element(s) water; Type utility (Su); Level 2; Burn 0

You create a misty veil over your features, disguising yourself as disguise self for a number of minutes equal to your Constitution modifier. If you accept 1 point of burn, until the next time your burn is removed, each use of this wild talent lasts until you dismiss it.

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.

Voice of The Wind, Greater

Source PZO1134

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.

Void Healer

Source PPC:OO

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

This functions as kinetic healer, except it heals undead (and others healed by negative energy).

Warp Wood

Source PZO1140

Element wood; Type utility (Sp); Level 3; Burn 0

You can bend and twist plants and wooden objects. This functions as warp wood.

Water Manipulator

Element(s) water; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) kinetic cover
Saving Throw none; see text; Spell Resistance no

You can manipulate massive quantities of water. As a standard action, you can raise or lower the level of water as if using control water, or move an amount of water equal to 1/1,000th the amount controlled by that spell to a different location in range.

The water remains where you placed it for as long as you remain motionless and take a standard action each round to concentrate on this effect. This wild talent causes a slow effect on creatures made of water, just like control water (Will negates). When you cease concentrating, the water flows normally unless you accept 1 point of burn to extend the duration and hold the water in its current position for 10 minutes per kineticist level you possess.

Waterdancer

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

You call forth a current of water to increase your speed and allow you to swim with ease, as if under the effects of slipstream with unlimited duration.

Waterdancer, Greater

Element(s) water; Type utility (Su); Level 5; Burn 0
Prerequisite(s) waterdancer

You can move across water (as water walk) at will and breathe underwater, and your slashing and bludgeoning attacks don’t take the usual penalties when you’re underwater.

Watersense

Element(s) water; Type utility (Su); Level 4; Burn

You gain tremorsense with a range of 30 feet to detect anything in contact with the same body of water as you. While you are benefiting from this tremorsense, your water blasts and composite blasts that include water don’t suffer a miss chance from concealment or total concealment against creatures you detect with this tremorsense.

Watersense, Greater

Source PZO1134

Element(s) water; Type utility (Su); Level 5; Burn 0
Prerequisite watersense

You project your watersense outward through the tides and water around you, allowing you to spy on others at a distance.

You can take 10 minutes to project your senses, choosing a location within 480 feet that is connected to your current location via the same continuous body of water, or you can take 1 hour to attempt to spy on a specific creature within 1 mile per kineticist level that is visible from a location connected to your current location via the same continuous body of water.

In the latter case, the creature receives a Will save as per scrying (including bonuses and penalties based on connection and knowledge); a target that saves is immune to your greater watersense for 24 hours. In either case, an extremely thin funnel of water, lasting for 1 minute per kineticist level, carries light and sound to your location, where your target area or location appears in the water next to you and you can view it as if through a scrying sensor, allowing you to both see and hear the area immediately surrounding the other end of the funnel.

In the case of a distance greater than 480 feet, the sound comes 1 round later than its corresponding visual information for every mile away you are (for instance, if you were 5 miles away, you would see your target start talking 5 rounds before you heard what it said). When you are tracking a creature, the funnel moves as best it can through the water to follow that creature, up to 150 feet per round, but the target can escape by simply moving away from the water. If you also possess the voice of the wind wild talent, you can use its message effect to send your voice through the funnel with a delay of 1 round per mile. This wild talent is a divination and scrying effect.

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.

Wild Growth

Source PZO1140

Element wood; Type utility (Sp); Level 5; Burn 0

You can charge plants with life energy, hindering your enemies or aiding local farmers. This functions as plant growth.

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.

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.

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.

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.

Wood Healer

Source PZO1140

Element(s) wood; Type utility (Sp); Level 1; Burn 1; see text
Prerequisites positive blast
Saving Throw none; Spell Resistance yes

This functions as kinetic healer, but you must base the amount of healing on your positive blast, not wood blast. A phytokineticist with positive blast as her first blast qualifies for the kinetic chirurgeon archetype and gains this utility talent instead of kinetic healer. This wild talent counts as kinetic healer for prerequisites for selecting other kineticist wild talents.

Wood Soldiers

Source PZO1140

Element wood; Type utility (Su); Level 8; Burn 1

Your presence animates surrounding plant life and causes it to fight by your side. Each time you recover burn, you automatically use this ability once and ignore the burn cost. This functions as wooden phalanx, except you always animate four golems, and the duration lasts until the next time you recover burn. If you have spring blast, one of your golems gains a 30-foot fly speed (average maneuverability). If you have summer blast, one of your golems is healed by fire damage, is vulnerable to cold, and deals 1d6 extra points of fire damage on slam attacks and when splintering. If you have autumn blast, one of your golems gains a 20-foot burrow speed. If you have winter blast, one of your golems deals 1d6 extra points of cold damage on its slam attacks and when splintering. Each of the above modifications must apply to a different golem.

Woodland Step

Source PZO1140

Element wood; Type utility (Su); Level 1; Burn 0

You gain woodland stride, as per the druid ability. Due to your ability to manipulate plants, you can attempt a caster level check (DC = 11 + the spell’s caster level) as a standard action to also ignore magically manipulated plants (but not creatures of the plant type).

Woodland Step, Greater

Source PZO1140

Element wood; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) woodland step

The plants actively assist you and nearby allies. You and all allies within 30 feet benefit as per forest friend.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.