From dfb0fcc90e5552e1f5d028c26ba6fb379fc6cf02 Mon Sep 17 00:00:00 2001 From: LegacyKing Date: Mon, 11 Sep 2023 18:46:14 -0700 Subject: [PATCH] DATA-4347 Kineticist Talents Prerequisites are wrong --- .../occult_origins/oo_abilities_class.lst | 58 +++--- .../occult_adventures/oa_abilities_class.lst | 182 +++++++++--------- 2 files changed, 122 insertions(+), 118 deletions(-) diff --git a/data/pathfinder/paizo/player_companion/occult_origins/oo_abilities_class.lst b/data/pathfinder/paizo/player_companion/occult_origins/oo_abilities_class.lst index 937de7e10a7..59f3c92d002 100644 --- a/data/pathfinder/paizo/player_companion/occult_origins/oo_abilities_class.lst +++ b/data/pathfinder/paizo/player_companion/occult_origins/oo_abilities_class.lst @@ -38,46 +38,46 @@ Winter Blast KEY:Composite Blast ~ Winter Blast CATEGORY:Special Ability Emptiness KEY:Elemental Defense ~ Emptiness CATEGORY:Special Ability TYPE:SpecialQuality.Defense Wild Talent SOURCEPAGE:p.6 DESC:Element void; Type defense (Su); Level ; Burn 0 DESC:&nl; Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5%% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects. By accepting 1 point of burn, you can increase the resistance to negative energy by 2, the chance to ignore critical hits and sneak attacks by 5%%, and the bonus on Will saves against emotion effects by 1 until the next time your burn is removed. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow to a maximum of 100%%. When you accept burn while using a void wild talent, your bonus on Will saves applies against all mind-affecting effects for 1 round. You can dismiss and restore this effect as an immediate action. Flesh of Wood KEY:Elemental Defense ~ Flesh of Wood CATEGORY:Special Ability TYPE:SpecialQuality.Defense Wild Talent SOURCEPAGE:p.8 DESC:Element wood; Type defense (Su); Level ; Burn 0 DESC:&nl; Your skin toughens like timber and can turn aside some blows. You gain a +1 enhancement bonus to your existing natural armor bonus. By accepting 1 point of burn, you can increase this enhancement bonus by 1. For every 3 levels beyond 2nd, you can accept 1 additional point of burn to further increase this enhancement bonus by 1 (to a maximum of +7 at 17th level). Whenever you accept burn while using a wood wild talent, phytokinetic power causes your full natural armor bonus to apply to your touch AC for 1 round. You can dismiss and restore this effect as an immediate action. -Darkness Infusion KEY:Wild Talent ~ Darkness Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,3 SOURCEPAGE:p.6 DESC:Element void; Type substance infusion; Level 3; Burn 2 DESC:&nl; Associated Blasts gravity, negative, void; Saving Throw none; Your kinetic blast creates darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a darkness effect that lasts until the end of your next turn. This effect counts as a 3rd-level darkness spell. -Darkness Infusion, Greater KEY:Wild Talent ~ Darkness Infusion (Greater) CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,6 PRETEXT:Prerequisites darkness infusion PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Darkness Infusion SOURCEPAGE:p.6 DESC:Element void; Type substance infusion; Level 6; Burn 4 DESC:&nl; Associated Blasts gravity, negative, void; Saving Throw none; Your blast creates supernatural darkness, as per the darkness infusion, except it acts as deeper darkness and counts as a 6th-level darkness spell. -Enervating Infusion KEY:Wild Talent ~ Enervating Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,7 SOURCEPAGE:p.7 DESC:Element void; Type substance infusion; Level 7; Burn 4 DESC:&nl; Associated Blasts negative, void; Saving Throw Fortitude negates; Your kinetic blast drains life force. Foes that take damage from your infused blast also take 1 temporary negative level. Negative levels from this infusion fade after 24 hours and never become permanent. +Darkness Infusion KEY:Wild Talent ~ Darkness Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,6 SOURCEPAGE:p.6 DESC:Element void; Type substance infusion; Level 3; Burn 2 DESC:&nl; Associated Blasts gravity, negative, void; Saving Throw none; Your kinetic blast creates darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a darkness effect that lasts until the end of your next turn. This effect counts as a 3rd-level darkness spell. +Darkness Infusion, Greater KEY:Wild Talent ~ Darkness Infusion (Greater) CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,12 PRETEXT:Prerequisites darkness infusion PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Darkness Infusion SOURCEPAGE:p.6 DESC:Element void; Type substance infusion; Level 6; Burn 4 DESC:&nl; Associated Blasts gravity, negative, void; Saving Throw none; Your blast creates supernatural darkness, as per the darkness infusion, except it acts as deeper darkness and counts as a 6th-level darkness spell. +Enervating Infusion KEY:Wild Talent ~ Enervating Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,14 SOURCEPAGE:p.7 DESC:Element void; Type substance infusion; Level 7; Burn 4 DESC:&nl; Associated Blasts negative, void; Saving Throw Fortitude negates; Your kinetic blast drains life force. Foes that take damage from your infused blast also take 1 temporary negative level. Negative levels from this infusion fade after 24 hours and never become permanent. Pulling Infusion KEY:Wild Talent ~ Pulling Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,1 SOURCEPAGE:p.7 DESC:Element void; Type substance infusion; Level 1; Burn 1 DESC:&nl; Associated Blasts gravity, void; Saving Throw none; Your kinetic blast pulls foes toward you. Attempt a drag combat maneuver check against each target damaged by your infused blast (the blast always drags the foe closer to you), using your Constitution modifier instead of your Strength modifier to determine your CMB. This infusion can pull a foe a maximum of 5 feet. You can increase the maximum distance pulled by 5 feet per additional point of burn accepted. -Singularity KEY:Wild Talent ~ Singularity CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,4 SOURCEPAGE:p.7 DESC:Element void; Type form infusion; Level 4; Burn 3 DESC:&nl; Associated Blasts gravity, negative, void; Saving Throw Reflex half; You create a growing singularity. Choose a grid intersection within 30 feet. All creatures and objects in a 5-foot-radius burst centered on the intersection take 1/4 your blast’s normal amount of damage (or half damage for a negative blast). On your next turn, the singularity deals damage in a 10-foot-radius burst, and on your turn after that, it deals damage in a 15-foot-radius burst. The DC is Dexterity-based. -Toxic Infusion KEY:Wild Talent ~ Toxic Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 SOURCEPAGE:p.9 DESC:Element wood; Type substance infusion; Level 4; Burn 3 DESC:&nl; Associated Blasts autumn, spring, summer, verdant, winter, wood Saving Throw Fortitude negates; The plants in your blast are mildly toxic. All creatures that take piercing or slashing damage from your blast are sickened for 1 round. -Toxic Infusion, Greater KEY:Wild Talent ~ Toxic Infusion (Greater) CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,7 PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Toxic Infusion SOURCEPAGE:p.9 DESC:Element wood; Type substance infusion; Level 7; Burn 4 DESC:&nl; Prerequisites toxic infusion; Associated Blasts autumn, spring, summer, verdant, winter, wood; Saving Throw Fortitude negates; Your plant toxin is more virulent. Each time you use this infusion, choose a physical ability score. Creatures that take piercing or slashing damage from your blast are exposed to your poison. Blastinjury; save Fort; frequency 1/round for 6 rounds; effect 1d2 damage to the chosen ability score; cure 2 consecutive saves. +Singularity KEY:Wild Talent ~ Singularity CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,8 SOURCEPAGE:p.7 DESC:Element void; Type form infusion; Level 4; Burn 3 DESC:&nl; Associated Blasts gravity, negative, void; Saving Throw Reflex half; You create a growing singularity. Choose a grid intersection within 30 feet. All creatures and objects in a 5-foot-radius burst centered on the intersection take 1/4 your blast’s normal amount of damage (or half damage for a negative blast). On your next turn, the singularity deals damage in a 10-foot-radius burst, and on your turn after that, it deals damage in a 15-foot-radius burst. The DC is Dexterity-based. +Toxic Infusion KEY:Wild Talent ~ Toxic Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,8 SOURCEPAGE:p.9 DESC:Element wood; Type substance infusion; Level 4; Burn 3 DESC:&nl; Associated Blasts autumn, spring, summer, verdant, winter, wood Saving Throw Fortitude negates; The plants in your blast are mildly toxic. All creatures that take piercing or slashing damage from your blast are sickened for 1 round. +Toxic Infusion, Greater KEY:Wild Talent ~ Toxic Infusion (Greater) CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,14 PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Toxic Infusion SOURCEPAGE:p.9 DESC:Element wood; Type substance infusion; Level 7; Burn 4 DESC:&nl; Prerequisites toxic infusion; Associated Blasts autumn, spring, summer, verdant, winter, wood; Saving Throw Fortitude negates; Your plant toxin is more virulent. Each time you use this infusion, choose a physical ability score. Creatures that take piercing or slashing damage from your blast are exposed to your poison. Blastinjury; save Fort; frequency 1/round for 6 rounds; effect 1d2 damage to the chosen ability score; cure 2 consecutive saves. Basic Chaokinesis KEY:Wild Talent ~ Basic Chaokinesis CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,1 SOURCEPAGE:p.6 DESC:Element void; Type utility (Sp); Level 1; Burn 0 DESC:&nl; You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature’s carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump. Each benefit lasts 1 hour or until you use basic chaokinesis again. Basic Phytokinesis KEY:Wild Talent ~ Basic Phytokinesis CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,1 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Sp); Level 1; Burn 0 DESC:&nl; You can prune and otherwise garden plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the sift cantrip (Pathfinder RPG Advanced Player's Guide 244). -Brachiation KEY:Wild Talent ~ Brachiation CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,3 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Su); Level 3; Burn 0 DESC:&nl; You can gain a climb speed equal to your base speed, which you can also use to swing from tree to tree in heavily forested or jungle areas, or from wooden supports. -Eyes of the Void KEY:Wild Talent ~ Eyes of the Void CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,2 SOURCEPAGE:p.7 DESC:Element void; Type utility (Su); Level 2; Burn DESC:&nl; 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 KEY:Wild Talent ~ Eyes of the Void (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,5 PRETEXT:Prerequisite eyes of the void PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Eyes of the Void SOURCEPAGE:p.7 DESC:Element void; Type utility (Su); Level 5; Burn DESC:&nl; You can see in darkness, as per the monster special ability. -Forest Siege KEY:Wild Talent ~ Forest Siege CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,9 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Sp); Level 9; Burn 0 DESC:&nl; You can transform available plant life into a besieging army. This functions as greater siege of trees (UC), 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 need to spend a standard action to change targets. -Gravity Control KEY:Wild Talent ~ Gravity Control CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,3 SOURCEPAGE:p.7 DESC:Element void; Type utility (Sp); Level 3; Burn 0 DESC:&nl; You use your gravitic abilities to move yourself, as per flame jet. -Gravity Control, Greater KEY:Wild Talent ~ Gravity Control (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,5 PRETEXT:Prerequisite gravity control PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Gravity Control SOURCEPAGE:p.7 DESC:Element void; Type utility (Sp); Level 5; Burn 0 DESC:&nl; You have greater control over gravity, as per greater flame jet. -Gravity Master KEY:Wild Talent ~ Gravity Master CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,9 PRETEXT:Prerequisites gravity control, greater gravity control PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Gravity Control (Greater) SOURCEPAGE:p.7 DESC:Element void; Type utility (Sp); Level 9; Burn 0 DESC:&nl; 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 KEY:Wild Talent ~ Green Tongue CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,7 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Su); Level 6; Burn 0 DESC:&nl; You can speak to plants and hear their whispers, as if constantly under the effect of speak with plants. -Greensight KEY:Wild Talent ~ Greensight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Su); Level 4; Burn 0 DESC:&nl; You can see through plant material as if you had greensight as per the universal monster ability (Bestiary 4 p.295) with a range of 60 feet. -Merciful Foliage KEY:Wild Talent ~ Merciful Foliage CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,2 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Su); Level 2; Burn 0 DESC:&nl; The First World is a place of rampant life, and you can use some of its 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 KEY:Wild Talent ~ No Breath CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,2 PRETEXT:Prerequisite emptiness PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Emptiness SOURCEPAGE:p.7 DESC:Element void; Type utility (Su); Level 2; Burn DESC:&nl; You gain no breath, as per the universal monster ability (Pathfinder RPG Bestiary 2 299), and you can survive in the vacuum of space. -Plant Disguise KEY:Wild Talent ~ Plant Disguise CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 4; Burn 0 DESC:&nl; You can assume the shape of an immobile plant, as per tree shape but transforming into any ordinary plant of size Medium or smaller. -Plant Puppet KEY:Wild Talent ~ Plant Puppet CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,5 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 5; Burn 0 DESC:&nl; 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. +Brachiation KEY:Wild Talent ~ Brachiation CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,6 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Su); Level 3; Burn 0 DESC:&nl; You can gain a climb speed equal to your base speed, which you can also use to swing from tree to tree in heavily forested or jungle areas, or from wooden supports. +Eyes of the Void KEY:Wild Talent ~ Eyes of the Void CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,4 SOURCEPAGE:p.7 DESC:Element void; Type utility (Su); Level 2; Burn DESC:&nl; 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 KEY:Wild Talent ~ Eyes of the Void (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,10 PRETEXT:Prerequisite eyes of the void PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Eyes of the Void SOURCEPAGE:p.7 DESC:Element void; Type utility (Su); Level 5; Burn DESC:&nl; You can see in darkness, as per the monster special ability. +Forest Siege KEY:Wild Talent ~ Forest Siege CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,18 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Sp); Level 9; Burn 0 DESC:&nl; You can transform available plant life into a besieging army. This functions as greater siege of trees (UC), 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 need to spend a standard action to change targets. +Gravity Control KEY:Wild Talent ~ Gravity Control CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,6 SOURCEPAGE:p.7 DESC:Element void; Type utility (Sp); Level 3; Burn 0 DESC:&nl; You use your gravitic abilities to move yourself, as per flame jet. +Gravity Control, Greater KEY:Wild Talent ~ Gravity Control (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,10 PRETEXT:Prerequisite gravity control PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Gravity Control SOURCEPAGE:p.7 DESC:Element void; Type utility (Sp); Level 5; Burn 0 DESC:&nl; You have greater control over gravity, as per greater flame jet. +Gravity Master KEY:Wild Talent ~ Gravity Master CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,18 PRETEXT:Prerequisites gravity control, greater gravity control PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Gravity Control (Greater) SOURCEPAGE:p.7 DESC:Element void; Type utility (Sp); Level 9; Burn 0 DESC:&nl; 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 KEY:Wild Talent ~ Green Tongue CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,14 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Su); Level 6; Burn 0 DESC:&nl; You can speak to plants and hear their whispers, as if constantly under the effect of speak with plants. +Greensight KEY:Wild Talent ~ Greensight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,8 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Su); Level 4; Burn 0 DESC:&nl; You can see through plant material as if you had greensight as per the universal monster ability (Bestiary 4 p.295) with a range of 60 feet. +Merciful Foliage KEY:Wild Talent ~ Merciful Foliage CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 SOURCEPAGE:p.8 DESC:Element wood; Type utility (Su); Level 2; Burn 0 DESC:&nl; The First World is a place of rampant life, and you can use some of its 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 KEY:Wild Talent ~ No Breath CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,4 PRETEXT:Prerequisite emptiness PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Emptiness SOURCEPAGE:p.7 DESC:Element void; Type utility (Su); Level 2; Burn DESC:&nl; You gain no breath, as per the universal monster ability (Pathfinder RPG Bestiary 2 299), and you can survive in the vacuum of space. +Plant Disguise KEY:Wild Talent ~ Plant Disguise CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,8 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 4; Burn 0 DESC:&nl; You can assume the shape of an immobile plant, as per tree shape but transforming into any ordinary plant of size Medium or smaller. +Plant Puppet KEY:Wild Talent ~ Plant Puppet CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,10 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 5; Burn 0 DESC:&nl; 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. Roots KEY:Wild Talent ~ Roots CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,1 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Su); Level 1; Burn 0 DESC:&nl; You sink roots into soft surfaces, making it hard to move you. This functions as the earth walk wild talent (Occult Adventures 24), 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. -Shape Wood KEY:Wild Talent ~ Shape Wood CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 4; Burn 0 DESC:&nl; You reshape wood to suit your purposes, as per wood shape. -Thorn Flesh KEY:Wild Talent ~ Thorn Flesh CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,3 PRETEXT:Prerequisite flesh of wood PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Flesh of Wood SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 3; Burn 1 DESC:&nl; You cover your body in barbed thorns that injure foes who strike you. This functions as the jagged flesh wild talent (Occult Adventures 25). +Shape Wood KEY:Wild Talent ~ Shape Wood CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,8 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 4; Burn 0 DESC:&nl; You reshape wood to suit your purposes, as per wood shape. +Thorn Flesh KEY:Wild Talent ~ Thorn Flesh CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,6 PRETEXT:Prerequisite flesh of wood PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Flesh of Wood SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 3; Burn 1 DESC:&nl; You cover your body in barbed thorns that injure foes who strike you. This functions as the jagged flesh wild talent (Occult Adventures 25). Void Healer KEY:Wild Talent ~ Void Healer CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Void PREVARGTEQ:KineticistLVL_Void,1 SOURCEPAGE:p.7 DESC:Element void; Type utility (Sp); Level 1; Burn 1 DESC:&nl; This functions as kinetic healer (Occult Adventures 26), except it heals undead (and others healed by negative energy). -Warp Wood KEY:Wild Talent ~ Warp Wood CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,3 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 3; Burn 0 DESC:&nl; You can bend and twist plants and wooden objects. This functions as warp wood. -Wild Growth KEY:Wild Talent ~ Wild Growth CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,5 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 5; Burn 0 DESC:&nl; You can charge plants with life energy, hindering your enemies or aiding local farmers. This functions as plant growth. -Wood Soldiers KEY:Wild Talent ~ Wood Soldiers CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,8 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Su); Level 9; Burn 1 DESC:&nl; 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 (UM), 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. +Warp Wood KEY:Wild Talent ~ Warp Wood CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,6 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 3; Burn 0 DESC:&nl; You can bend and twist plants and wooden objects. This functions as warp wood. +Wild Growth KEY:Wild Talent ~ Wild Growth CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,10 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 5; Burn 0 DESC:&nl; You can charge plants with life energy, hindering your enemies or aiding local farmers. This functions as plant growth. +Wood Soldiers KEY:Wild Talent ~ Wood Soldiers CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,16 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Su); Level 9; Burn 1 DESC:&nl; 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 (UM), 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 KEY:Wild Talent ~ Woodland Step CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,1 SOURCEPAGE:p.9 DESC:Element wood; Type utility (Su); Level 1; Burn 0 DESC:&nl; 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 KEY:Wild Talent ~ Woodland Step (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,5 PRETEXT:Prerequisite woodland step PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Woodland Step SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 5; Burn 0 DESC:&nl; The plants actively assist you and nearby allies. You and all allies within 30 feet benefit as per forest friend (UC). +Woodland Step, Greater KEY:Wild Talent ~ Woodland Step (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,10 PRETEXT:Prerequisite woodland step PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Woodland Step SOURCEPAGE:p.9 DESC:Element wood; Type utility (Sp); Level 5; Burn 0 DESC:&nl; The plants actively assist you and nearby allies. You and all allies within 30 feet benefit as per forest friend (UC). -Deadly Earth KEY:Wild Talent ~ Deadly Earth (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,6 PRETEXT:Prerequisite extended range PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Deadly Earth -Entangling Infusion KEY:Wild Talent ~ Entangling Infusion (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,2 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Entangling Infusion -Impale KEY:Wild Talent ~ Impale (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,3 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Impale +Deadly Earth KEY:Wild Talent ~ Deadly Earth (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,12 PRETEXT:Prerequisite extended range PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Deadly Earth +Entangling Infusion KEY:Wild Talent ~ Entangling Infusion (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Entangling Infusion +Impale KEY:Wild Talent ~ Impale (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,6 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Impale Kinetic Cover KEY:Wild Talent ~ Kinetic Cover (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,1 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Kinetic Cover Pushing Infusion KEY:Wild Talent ~ Pushing Infusion (Void) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,1 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Pushing Infusion Pushing Infusion KEY:Wild Talent ~ Pushing Infusion (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,1 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Pushing Infusion -Suffocate KEY:Wild Talent ~ Suffocate (Void) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,6 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Suffocate +Suffocate KEY:Wild Talent ~ Suffocate (Void) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Void PREVARGTEQ:KineticistLVL_Void,12 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Suffocate # ============================== # Medium Archetype diff --git a/data/pathfinder/paizo/roleplaying_game/occult_adventures/oa_abilities_class.lst b/data/pathfinder/paizo/roleplaying_game/occult_adventures/oa_abilities_class.lst index 88a91fffc29..fc46e8d9d6f 100644 --- a/data/pathfinder/paizo/roleplaying_game/occult_adventures/oa_abilities_class.lst +++ b/data/pathfinder/paizo/roleplaying_game/occult_adventures/oa_abilities_class.lst @@ -593,7 +593,7 @@ Water KEY:Kineticist Primary Element ~ Water CATEGORY:Special Ability TYPE:Spe Universal KEY:Kineticist Element ~ Universal CATEGORY:Special Ability TYPE:SpecialQuality DESC:The following wild talents are available to all kineticists. Wild Talents: 1st-draining infusion, extended range, kinetic blade, kinetic fist, skilled kineticist; 2nd-skilled kineticist (greater); 3rd-elemental grip, extreme range, flurry of blasts, kinetic whip, mobile blast, snake; 4th- expanded defense; 5th-grappling infusion, kinetic form, spark of life, wall; 6th-ride the blast; 8th-reverse shift. # Expanded Element Selection -Aether KEY:Kineticist Expanded Element ~ Aether CATEGORY:Special Ability TYPE:SpecialQuality.Kineticist Expanded Element DEFINE:ElementTracker_Aether|0 DEFINE:KineticistLVL_Aether|0 STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Kineticist Utility Wild Talent|AUTOMATIC|Wild Talent ~ Basic Telekinesis|PREVARGTEQ:Kineticist_CFP_Level,1|PREVAREQ:Kineticist_CF_BasicUtilityWildTalent,0 BONUS:ABILITYPOOL|Kineticist Blast|1|PREVAREQ:ElementTracker_Aether,1 BONUS:VAR|ElementTracker_Aether|1 BONUS:VAR|KineticistLVL_Aether|if(ElementTracker_Aether<=2,KineticistLVL_Base,KineticistLVL_Base-4)|TYPE=Base +Aether KEY:Kineticist Expanded Element ~ Aether CATEGORY:Special Ability TYPE:SpecialQuality.Kineticist Expanded Element DEFINE:ElementTracker_Aether|0 DEFINE:KineticistLVL_Aether|0 STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Kineticist Utility Wild Talent|AUTOMATIC|Wild Talent ~ Basic Telekinesis|PREVARGTEQ:Kineticist_CFP_Level,1|PREVAREQ:Kineticist_CF_BasicUtilityWildTalent,0 BONUS:ABILITYPOOL|Kineticist Blast|1|PREVAREQ:ElementTracker_Aether,1 BONUS:VAR|ElementTracker_Aether|1 BONUS:VAR|KineticistLVL_Aether|if(ElementTracker_Aether<=2,KineticistLVL_Base,KineticistLVL_Base-4)|TYPE=Base Air KEY:Kineticist Expanded Element ~ Air CATEGORY:Special Ability TYPE:SpecialQuality.Kineticist Expanded Element DEFINE:ElementTracker_Air|0 DEFINE:KineticistLVL_Air|0 STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Kineticist Utility Wild Talent|AUTOMATIC|Wild Talent ~ basic aerokinesis|PREVARGTEQ:Kineticist_CFP_Level,1|PREVAREQ:Kineticist_CF_BasicUtilityWildTalent,0 BONUS:ABILITYPOOL|Kineticist Blast|1 BONUS:VAR|ElementTracker_Air|1 BONUS:VAR|KineticistLVL_Air|if(ElementTracker_Air<=2,KineticistLVL_Base,KineticistLVL_Base-4)|TYPE=Base Earth KEY:Kineticist Expanded Element ~ Earth CATEGORY:Special Ability TYPE:SpecialQuality.Kineticist Expanded Element DEFINE:ElementTracker_Earth|0 DEFINE:KineticistLVL_Earth|0 STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Kineticist Utility Wild Talent|AUTOMATIC|Wild Talent ~ basic geokinesis|PREVARGTEQ:Kineticist_CFP_Level,1|PREVAREQ:Kineticist_CF_BasicUtilityWildTalent,0 BONUS:ABILITYPOOL|Kineticist Blast|1|PREVAREQ:ElementTracker_Earth,1 BONUS:VAR|ElementTracker_Earth|1 BONUS:VAR|KineticistLVL_Earth|if(ElementTracker_Earth<=2,KineticistLVL_Base,KineticistLVL_Base-4)|TYPE=Base Fire KEY:Kineticist Expanded Element ~ Fire CATEGORY:Special Ability TYPE:SpecialQuality.Kineticist Expanded Element DEFINE:ElementTracker_Fire|0 DEFINE:KineticistLVL_Fire|0 STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Kineticist Utility Wild Talent|AUTOMATIC|Wild Talent ~ basic pyrokinesis|PREVARGTEQ:Kineticist_CFP_Level,1|PREVAREQ:Kineticist_CF_BasicUtilityWildTalent,0 BONUS:ABILITYPOOL|Kineticist Blast|1|PREVARGT:ElementTracker_Fire,1 BONUS:VAR|ElementTracker_Fire|1 BONUS:VAR|KineticistLVL_Fire|if(ElementTracker_Fire<=2,KineticistLVL_Base,KineticistLVL_Base-4)|TYPE=Base @@ -676,54 +676,58 @@ Searing Flesh KEY:Elemental Defense ~ Searing Flesh CATEGORY:Special Abi Shroud Of Water KEY:Elemental Defense ~ Shroud Of Water CATEGORY:Special Ability TYPE:SpecialQuality.Defense Wild Talent DESC:Element water; Type defense (Su); Level -; Burn 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50%% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but it remains if you change the shroud's bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action. SOURCEPAGE:p.17 # Infusion Wild Talents -Bowling Infusion KEY:Wild Talent ~ Bowling Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether.Infusion Wild Talent Earth PREMULT:1,[PREVARGTEQ:KineticistLVL_Aether,2],[PREVARGTEQ:KineticistLVL_Earth,2] DESC:Element aether or earth; Type substance infusion; Level 2; Burn 2 Associated Blasts earth, magma, metal, mud, telekinetic Saving Throw none You bowl your foes over with the sheer mass of your kinetic blast. Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus. SOURCEPAGE:p.17 -Brilliant Infusion KEY:Wild Talent ~ Brilliant Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Flash Infusion PRETEXT:Prerequisite flash infusion PREVARGTEQ:KineticistLVL_Fire,6 DESC:Element fire; Type substance infusion; Level 6; Burn 4 DESC:&nl;Associated Blasts blue flame, fire, plasma Saving Throw none Your kinetic blast leaves an afterglow that banishes the darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a continual flame effect that lasts until the end of your next turn. This effect counts as a 6th-level spell with the light descriptor. SOURCEPAGE:p.17 +Bowling Infusion KEY:Wild Talent ~ Bowling Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether.Infusion Wild Talent Earth PREMULT:1,[PREVARGTEQ:KineticistLVL_Aether,4],[PREVARGTEQ:KineticistLVL_Earth,4] DESC:Element aether or earth; Type substance infusion; Level 2; Burn 2 Associated Blasts earth, magma, metal, mud, telekinetic Saving Throw none You bowl your foes over with the sheer mass of your kinetic blast. Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus. SOURCEPAGE:p.17 +Brilliant Infusion KEY:Wild Talent ~ Brilliant Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Flash Infusion PRETEXT:Prerequisite flash infusion PREVARGTEQ:KineticistLVL_Fire,12 DESC:Element fire; Type substance infusion; Level 6; Burn 4 DESC:&nl;Associated Blasts blue flame, fire, plasma Saving Throw none Your kinetic blast leaves an afterglow that banishes the darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a continual flame effect that lasts until the end of your next turn. This effect counts as a 6th-level spell with the light descriptor. SOURCEPAGE:p.17 Burning Infusion KEY:Wild Talent ~ Burning Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,1 DESC:Element fire; Type substance infusion; Level 1; Burn 1 Associated Blasts blue flame, fire, magma, plasma Saving Throw Reflex negates Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance. SOURCEPAGE:p.17 -Chain KEY:Wild Talent ~ Chain CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air PREVARGTEQ:KineticistLVL_Air,5 DESC:Element air; Type form infusion; Level 5; Burn 3 Associated Blasts electric Saving Throw none Your electric blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1d6 fewer points of damage than the last (for example, 3d6 becomes 2d6), and you can't chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die. SOURCEPAGE:p.18 -Chilling Infusion KEY:Wild Talent ~ Chilling Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Water PREVARGTEQ:KineticistLVL_Water,5 DESC:Element water; Type substance infusion; Level 5; Burn 3 Associated Blasts blizzard, cold, ice Saving Throw Fortitude negates Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is staggered for 1 round. SOURCEPAGE:p.18 -Cloud KEY:Wild Talent ~ Cloud CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air.Infusion Wild Talent Water PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PREMULT:1,[PREVARGTEQ:KineticistLVL_Air,7],[PREVARGTEQ:KineticistLVL_Water,7] PRETEXT:Prerequisite extended range DESC:Element air or water; Type form infusion; Level 7; Burn 4 DESC:&nl;Associated Blasts blizzard, sandstorm, steam, thunderstorm Saving Throw none You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 120 feet of you. All creatures and objects within the cloud when you create it automatically take 1/4 the normal amount of damage from your blast with no saving throw. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. Your cloud obscures vision as obscuring mist. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again. SOURCEPAGE:p.18 -Cyclone KEY:Wild Talent ~ Cyclone CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air PREVARGTEQ:KineticistLVL_Air,4 DESC:Element air; Type form infusion; Level 4; Burn 3 Associated Blasts air, blizzard, sandstorm, thunderstorm Saving Throw Reflex half You create a circular rush of wind. All creatures and objects within a 20-foot-radius burst centered on you take half your blast's normal amount of damage. The saving throw DC is Dexterity-based. SOURCEPAGE:p.18 -Deadly Earth KEY:Wild Talent ~ Deadly Earth CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Earth PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Earth,6 DESC:Element earth; Type form infusion; Level 6; Burn 4 DESC:&nl;Associated Blasts earth, magma, metal, mud Saving Throw none You infuse the ground in a 20-foot radius anywhere within 120 feet of you on an earthen surface (if you are using a metal blast, this infusion affects a metal surface instead). The ground roils and buckles beneath the affected area. All creatures and objects in contact with the ground within the area when you create it automatically take 1/4 of the normal damage from your blast with no saving throw. Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area. The entire area counts as difficult terrain. This infusion lasts for a number of rounds equal to your Constitution modifier or until you use it again. SOURCEPAGE:p.18 -Disintegrating Infusion KEY:Wild Talent ~ Disintegrating Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,6 DESC:Element aether; Type substance infusion; Level 6; Burn 4 Associated Blasts force Saving Throw Fortitude partial; see text You can use force to rip your targets apart. Against creatures, your kinetic blast deals double its normal amount of damage, but targets receive a saving throw to reduce the damage to half the blast's normal amount of damage (for a total of 1/4 of the blast's increased damage). Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell disintegrate. You can use the infused blast to destroy force effects or objects as disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can't be reduced by effects such as infusion specialization or gather power. SOURCEPAGE:p.18 +Chain KEY:Wild Talent ~ Chain CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air PREVARGTEQ:KineticistLVL_Air,10 DESC:Element air; Type form infusion; Level 5; Burn 3 Associated Blasts electric Saving Throw none Your electric blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1d6 fewer points of damage than the last (for example, 3d6 becomes 2d6), and you can't chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die. SOURCEPAGE:p.18 +Chilling Infusion KEY:Wild Talent ~ Chilling Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Water PREVARGTEQ:KineticistLVL_Water,10 DESC:Element water; Type substance infusion; Level 5; Burn 3 Associated Blasts blizzard, cold, ice Saving Throw Fortitude negates Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is staggered for 1 round. SOURCEPAGE:p.18 +Cloud KEY:Wild Talent ~ Cloud CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air.Infusion Wild Talent Water PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PREMULT:1,[PREVARGTEQ:KineticistLVL_Air,14],[PREVARGTEQ:KineticistLVL_Water,14] PRETEXT:Prerequisite extended range DESC:Element air or water; Type form infusion; Level 7; Burn 4 DESC:&nl;Associated Blasts blizzard, sandstorm, steam, thunderstorm Saving Throw none You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 120 feet of you. All creatures and objects within the cloud when you create it automatically take 1/4 the normal amount of damage from your blast with no saving throw. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. Your cloud obscures vision as obscuring mist. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again. SOURCEPAGE:p.18 +Cyclone KEY:Wild Talent ~ Cyclone CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air PREVARGTEQ:KineticistLVL_Air,8 DESC:Element air; Type form infusion; Level 4; Burn 3 Associated Blasts air, blizzard, sandstorm, thunderstorm Saving Throw Reflex half You create a circular rush of wind. All creatures and objects within a 20-foot-radius burst centered on you take half your blast's normal amount of damage. The saving throw DC is Dexterity-based. SOURCEPAGE:p.18 +Deadly Earth KEY:Wild Talent ~ Deadly Earth CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Earth PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Earth,12 DESC:Element earth; Type form infusion; Level 6; Burn 4 DESC:&nl;Associated Blasts earth, magma, metal, mud Saving Throw none You infuse the ground in a 20-foot radius anywhere within 120 feet of you on an earthen surface (if you are using a metal blast, this infusion affects a metal surface instead). The ground roils and buckles beneath the affected area. All creatures and objects in contact with the ground within the area when you create it automatically take 1/4 of the normal damage from your blast with no saving throw. Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area. The entire area counts as difficult terrain. This infusion lasts for a number of rounds equal to your Constitution modifier or until you use it again. SOURCEPAGE:p.18 +Disintegrating Infusion KEY:Wild Talent ~ Disintegrating Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,12 DESC:Element aether; Type substance infusion; Level 6; Burn 4 Associated Blasts force Saving Throw Fortitude partial; see text You can use force to rip your targets apart. Against creatures, your kinetic blast deals double its normal amount of damage, but targets receive a saving throw to reduce the damage to half the blast's normal amount of damage (for a total of 1/4 of the blast's increased damage). Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell disintegrate. You can use the infused blast to destroy force effects or objects as disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can't be reduced by effects such as infusion specialization or gather power. SOURCEPAGE:p.18 Draining Infusion KEY:Wild Talent ~ Draining Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,1 DESC:Element universal; Type substance infusion; Level 1; Burn 1 Associated Blasts any simple Saving Throw Fortitude partial; see text You can drain elemental energy and matter from your foes to strengthen your next attack. When you use this infusion, your kinetic blast affects only creatures with a subtype matching your kinetic blast's element (for instance, a fire blast would damage only creatures of the fire subtype). Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. Because you are draining energy from the target, your blast doesn't apply your elemental overflow bonuses or Constitution modifier. The target can attempt a Fortitude save to take 1/4 the normal amount of damage. Draining infusion ignores any damage reduction, resistances, and immunities the creature might possess. If at least one creature fails its saving throw against your draining infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1, or by 2 if you have the supercharge ability. If you use draining infusion again before applying this reduction, you still deal the damage from that draining infusion, but the burn reductions don't stack. SOURCEPAGE:p.18 -Entangling Infusion KEY:Wild Talent ~ Entangling Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Earth.Infusion Wild Talent Water PREMULT:1,[PREVARGTEQ:KineticistLVL_Earth,2],[PREVARGTEQ:KineticistLVL_Water,2] DESC:Element earth or water; Type substance infusion; Level 2; Burn 2 Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm Saving Throw Reflex negates Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object. SOURCEPAGE:p.19 -Eruption KEY:Wild Talent ~ Eruption CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Fire,3 DESC:Element fire; Type form infusion; Level 3; Burn 2 DESC:&nl;Associated Blasts blue flame, fire, magma, steam Saving Throw Reflex half Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. An energy blast infused with eruption deals its normal damage to each target, while a physical blast deals half its normal amount of damage. The saving throw DC is Dexterity-based. SOURCEPAGE:p.19 -Explosion KEY:Wild Talent ~ Explosion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Fire,7 DESC:Element fire; Type form infusion; Level 7; Burn 4 DESC:&nl;Associated Blasts blue flame, fire Saving Throw Reflex half You focus your energy on a point in space and create a controlled explosion. You can center the explosion anywhere within 120 feet of you, and you can choose the radius of the spread to be 5, 10, 15, or 20 feet. All creatures and objects within the explosion take your blast's damage. The saving throw DC is Dexterity-based. SOURCEPAGE:p.19 +Entangling Infusion KEY:Wild Talent ~ Entangling Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Earth.Infusion Wild Talent Water PREMULT:1,[PREVARGTEQ:KineticistLVL_Earth,4],[PREVARGTEQ:KineticistLVL_Water,4] DESC:Element earth or water; Type substance infusion; Level 2; Burn 2 Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm Saving Throw Reflex negates Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object. SOURCEPAGE:p.19 +Eruption KEY:Wild Talent ~ Eruption CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Fire,6 DESC:Element fire; Type form infusion; Level 3; Burn 2 DESC:&nl;Associated Blasts blue flame, fire, magma, steam Saving Throw Reflex half Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. An energy blast infused with eruption deals its normal damage to each target, while a physical blast deals half its normal amount of damage. The saving throw DC is Dexterity-based. SOURCEPAGE:p.19 +Explosion KEY:Wild Talent ~ Explosion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Fire,14 DESC:Element fire; Type form infusion; Level 7; Burn 4 DESC:&nl;Associated Blasts blue flame, fire Saving Throw Reflex half You focus your energy on a point in space and create a controlled explosion. You can center the explosion anywhere within 120 feet of you, and you can choose the radius of the spread to be 5, 10, 15, or 20 feet. All creatures and objects within the explosion take your blast's damage. The saving throw DC is Dexterity-based. SOURCEPAGE:p.19 Extended Range KEY:Wild Talent ~ Extended Range CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,1 DESC:Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none Your kinetic blast can strike any target within 120 feet. SOURCEPAGE:p.19 -Extreme Range KEY:Wild Talent ~ Extreme Range CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Base,3 DESC:Element universal; Type form infusion; Level 3; Burn 2 DESC:&nl;Associated Blasts any Saving Throw none Your kinetic blast can strike any target within 480 feet. SOURCEPAGE:p.19 +Extreme Range KEY:Wild Talent ~ Extreme Range CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Base,6 DESC:Element universal; Type form infusion; Level 3; Burn 2 DESC:&nl;Associated Blasts any Saving Throw none Your kinetic blast can strike any target within 480 feet. SOURCEPAGE:p.19 Fan Of Flames KEY:Wild Talent ~ Fan Of Flames CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,1 DESC:Element fire; Type form infusion; Level 1; Burn 1 Associated Blasts blue flame, fire Saving Throw Reflex half Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. The saving throw DC is Dexterity-based. SOURCEPAGE:p.19 -Flash Infusion KEY:Wild Talent ~ Flash Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,4 DESC:Element fire; Type substance infusion; Level 4; Burn 3 Associated Blasts blue flame, fire, plasma Saving Throw Will negates Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast. You can reduce the blast's damage by half to increase the DC of this save by 2. SOURCEPAGE:p.19 -Flurry Of Blasts KEY:Wild Talent ~ Flurry Of Blasts CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Base,3 DESC:Element universal; Type form infusion; Level 3; Burn 2 DESC:&nl;Associated Blasts any Saving Throw none Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast's damage don't apply). At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a fullattack action, the number of kinetic blasts in your flurry of blasts increases by 1. No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don't apply. If you are using a substance infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If you are using a substance infusion that requires a caster level check or combat maneuver check, you roll the check only once against each target, but you gain a bonus on the check equal to the number of times that target was hit beyond the first. If you are using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first. SOURCEPAGE:p.19 -Foe Throw KEY:Wild Talent ~ Foe Throw CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,3 DESC:Element aether; Type form infusion; Level 3; Burn 2 Associated Blasts telekinetic Saving Throw Fortitude negates; see text Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely. Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from your blast. The movement doesn't provoke attacks of opportunity. SOURCEPAGE:p.20 -Force Hook KEY:Wild Talent ~ Force Hook CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,3 DESC:Element aether; Type form infusion; Level 3; Burn 2 Associated Blasts force Saving Throw none Your force blast hooks onto its target and drags you adjacent to it. This effect functions as force hook chargeUM, except with the range and damage of your force blast. SOURCEPAGE:p.20 -Fragmentation KEY:Wild Talent ~ Fragmentation CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Earth.Infusion Wild Talent Water PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PREMULT:1,[PREVARGTEQ:KineticistLVL_Earth,7],[PREVARGTEQ:KineticistLVL_Water,7] PRETEXT:Prerequisite extended range DESC:Element earth or water; Type form infusion; Level 7; Burn 4 DESC:&nl;Associated Blasts earth, ice, metal Saving Throw none or Reflex half; see text You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect. The saving throw DC is Dexterity-based. SOURCEPAGE:p.20 -Grappling Infusion KEY:Wild Talent ~ Grappling Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,5 DESC:Element universal; Type substance infusion; Level 5; Burn 3 Associated Blasts any Saving Throw none Your cloud, deadly earth, or wall blast grows tendrils that hold your enemies in place. Whenever a creature takes damage from the infused blast, you can attempt a combat maneuver check to have the blast grapple that opponent. Your bonus on this check is equal to 2 + your kineticist level + your Constitution modifier (treat the blast as a Huge creature). The blast only grapples opponents; it can't perform other functions of grapple maneuvers such as pinning or moving the opponent. If the blast is already grappling an opponent, it receives a +5 bonus on its combat maneuver check to maintain the grapple, as normal. You can use this infusion only if you also use the cloud, deadly earth, or wall form infusion. SOURCEPAGE:p.20 +Flash Infusion KEY:Wild Talent ~ Flash Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,8 DESC:Element fire; Type substance infusion; Level 4; Burn 3 Associated Blasts blue flame, fire, plasma Saving Throw Will negates Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast. You can reduce the blast's damage by half to increase the DC of this save by 2. SOURCEPAGE:p.19 +Flurry Of Blasts KEY:Wild Talent ~ Flurry Of Blasts CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Base,6 DESC:Element universal; Type form infusion; Level 3; Burn 2 DESC:&nl;Associated Blasts any Saving Throw none Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast's damage don't apply). At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a fullattack action, the number of kinetic blasts in your flurry of blasts increases by 1. No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don't apply. If you are using a substance infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If you are using a substance infusion that requires a caster level check or combat maneuver check, you roll the check only once against each target, but you gain a bonus on the check equal to the number of times that target was hit beyond the first. If you are using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first. SOURCEPAGE:p.19 +Focused Blast KEY:Wild Talent ~ Focused Blast CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,4 DESC:Element universal; Type form infusion; Level 2; Burn 2 Associated Blasts any simple Saving Throw none; You focus your blast in a concentrated attack. You gain a +1 enhancement bonus on your attack roll with the blast and your caster level check to overcome spell resistance. You can increase the burn cost of this infusion by 2 to increase the enhancement bonus by 1, to a maximum of +5 for 10 burn. You can reduce your blast’s total damage by half to reduce the burn cost of this infusion by half as well. SOURCEPAGE:p.18 + +Foe Throw KEY:Wild Talent ~ Foe Throw CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,6 DESC:Element aether; Type form infusion; Level 3; Burn 2 Associated Blasts telekinetic Saving Throw Fortitude negates; see text Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely. Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from your blast. The movement doesn't provoke attacks of opportunity. SOURCEPAGE:p.20 +Force Hook KEY:Wild Talent ~ Force Hook CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,6 DESC:Element aether; Type form infusion; Level 3; Burn 2 Associated Blasts force Saving Throw none Your force blast hooks onto its target and drags you adjacent to it. This effect functions as force hook chargeUM, except with the range and damage of your force blast. SOURCEPAGE:p.20 +Fragmentation KEY:Wild Talent ~ Fragmentation CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Earth.Infusion Wild Talent Water PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PREMULT:1,[PREVARGTEQ:KineticistLVL_Earth,14],[PREVARGTEQ:KineticistLVL_Water,14] PRETEXT:Prerequisite extended range DESC:Element earth or water; Type form infusion; Level 7; Burn 4 DESC:&nl;Associated Blasts earth, ice, metal Saving Throw none or Reflex half; see text You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect. The saving throw DC is Dexterity-based. SOURCEPAGE:p.20 +Grappling Infusion KEY:Wild Talent ~ Grappling Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,10 DESC:Element universal; Type substance infusion; Level 5; Burn 3 Associated Blasts any Saving Throw none Your cloud, deadly earth, or wall blast grows tendrils that hold your enemies in place. Whenever a creature takes damage from the infused blast, you can attempt a combat maneuver check to have the blast grapple that opponent. Your bonus on this check is equal to 2 + your kineticist level + your Constitution modifier (treat the blast as a Huge creature). The blast only grapples opponents; it can't perform other functions of grapple maneuvers such as pinning or moving the opponent. If the blast is already grappling an opponent, it receives a +5 bonus on its combat maneuver check to maintain the grapple, as normal. You can use this infusion only if you also use the cloud, deadly earth, or wall form infusion. SOURCEPAGE:p.20 Gusting Infusion KEY:Wild Talent ~ Gusting Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air PREVARGTEQ:KineticistLVL_Air,1 DESC:Element air; Type substance infusion; Level 1; Burn 1 Associated Blasts air, blizzard, sandstorm, thunderstorm Saving Throw Fortitude negates The wind from your infusion causes your blast to act as an instantaneous gust of wind. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path. SOURCEPAGE:p.20 -Impale KEY:Wild Talent ~ Impale CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Earth.Infusion Wild Talent Water PREMULT:1,[PREVARGTEQ:KineticistLVL_Earth,3],[PREVARGTEQ:KineticistLVL_Water,3] DESC:Element earth or water; Type form infusion; Level 3; Burn 2 Associated Blasts earth, ice, metal Saving Throw none You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn't continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage. SOURCEPAGE:p.20 +Impale KEY:Wild Talent ~ Impale CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Earth.Infusion Wild Talent Water PREMULT:1,[PREVARGTEQ:KineticistLVL_Earth,6],[PREVARGTEQ:KineticistLVL_Water,6] DESC:Element earth or water; Type form infusion; Level 3; Burn 2 Associated Blasts earth, ice, metal Saving Throw none You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn't continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage. SOURCEPAGE:p.20 Kinetic Blade KEY:Wild Talent ~ Kinetic Blade CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,1 DESC:Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power. You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow. SOURCEPAGE:p.20 Kinetic Fist KEY:Wild Talent ~ Kinetic Fist CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,1 DESC:Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Constitution modifier. SOURCEPAGE:p.21 -Kinetic Whip KEY:Wild Talent ~ Kinetic Whip CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Kinetic Blade PRETEXT:Prerequisite kinetic blade PREVARGTEQ:KineticistLVL_Base,3 DESC:Element universal; Type form infusion; Level 3; Burn 2 DESC:&nl;Associated Blasts any Saving Throw none You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip's usual damage. SOURCEPAGE:p.21 -Magnetic Infusion KEY:Wild Talent ~ Magnetic Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air.Infusion Wild Talent Earth PREMULT:1,[PREVARGTEQ:KineticistLVL_Air,3],[PREVARGTEQ:KineticistLVL_Earth,3] DESC:Element air or earth; Type substance infusion; Level 3; Burn 2 Associated Blasts charged water, electric, metal, plasma, thunderstorm Saving Throw none Your kinetic blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a -4 penalty on Reflex saving throws to avoid metallic objects. SOURCEPAGE:p.21 -Many Throw KEY:Wild Talent ~ Many Throw CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Aether,8 DESC:Element aether; Type form infusion; Level 8; Burn 4 DESC:&nl;Associated Blasts telekinesis Saving Throw none You grab a large number of objects and throw them all at once. You can use your telekinetic blast to make attack rolls against a number of targets equal to your kineticist level within 120 feet, but no two targets can be more than 30 feet apart. SOURCEPAGE:p.21 -Mobile Blast KEY:Wild Talent ~ Mobile Blast CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,3 DESC:Element universal; Type form infusion; Level 3; Burn 2 Associated Blasts any Saving Throw Reflex negates You send an elemental mass, energy ball, or object into a particular square within 30 feet, dealing 1/4 the normal amount of damage (or half the normal amount of damage, for an energy blast) to all creatures in that square. The mobile blast lasts until you dismiss it as a free action, lose consciousness, or move farther than 30 feet from it. Each round on your turn as a move action, you can move the mobile blast to another square within range; either way, it continues to deal damage to all creatures in its final square each round if they fail their saving throws. You can have only a single mobile blast in existence at a time. If the mobile blast's total burn cost before applying any reduction for gather power is 0, it has no maximum duration. Otherwise, it lasts for a maximum number of rounds equal to your Constitution modifier, and afterward you can't create another mobile blast for a number of minutes equal to the number of rounds it existed. A mobile blast is always extremely loud and visible. The saving throw DC is Dexterity-based. SOURCEPAGE:p.21 -Pure-Flame Infusion KEY:Wild Talent ~ Pure-Flame Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,7 DESC:Element fire; Type substance infusion; Level 7; Burn 4 Associated Blasts blue flame Saving Throw none You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores spell resistance. SOURCEPAGE:p.21 +Kinetic Whip KEY:Wild Talent ~ Kinetic Whip CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Kinetic Blade PRETEXT:Prerequisite kinetic blade PREVARGTEQ:KineticistLVL_Base,6 DESC:Element universal; Type form infusion; Level 3; Burn 2 DESC:&nl;Associated Blasts any Saving Throw none You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip's usual damage. SOURCEPAGE:p.21 +Magnetic Infusion KEY:Wild Talent ~ Magnetic Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air.Infusion Wild Talent Earth PREMULT:1,[PREVARGTEQ:KineticistLVL_Air,6],[PREVARGTEQ:KineticistLVL_Earth,6] DESC:Element air or earth; Type substance infusion; Level 3; Burn 2 Associated Blasts charged water, electric, metal, plasma, thunderstorm Saving Throw none Your kinetic blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a -4 penalty on Reflex saving throws to avoid metallic objects. SOURCEPAGE:p.21 +Many Throw KEY:Wild Talent ~ Many Throw CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Aether,16 DESC:Element aether; Type form infusion; Level 8; Burn 4 DESC:&nl;Associated Blasts telekinesis Saving Throw none You grab a large number of objects and throw them all at once. You can use your telekinetic blast to make attack rolls against a number of targets equal to your kineticist level within 120 feet, but no two targets can be more than 30 feet apart. SOURCEPAGE:p.21 +Mobile Blast KEY:Wild Talent ~ Mobile Blast CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,6 DESC:Element universal; Type form infusion; Level 3; Burn 2 Associated Blasts any Saving Throw Reflex negates You send an elemental mass, energy ball, or object into a particular square within 30 feet, dealing 1/4 the normal amount of damage (or half the normal amount of damage, for an energy blast) to all creatures in that square. The mobile blast lasts until you dismiss it as a free action, lose consciousness, or move farther than 30 feet from it. Each round on your turn as a move action, you can move the mobile blast to another square within range; either way, it continues to deal damage to all creatures in its final square each round if they fail their saving throws. You can have only a single mobile blast in existence at a time. If the mobile blast's total burn cost before applying any reduction for gather power is 0, it has no maximum duration. Otherwise, it lasts for a maximum number of rounds equal to your Constitution modifier, and afterward you can't create another mobile blast for a number of minutes equal to the number of rounds it existed. A mobile blast is always extremely loud and visible. The saving throw DC is Dexterity-based. SOURCEPAGE:p.21 +Penetrating Infusion KEY:Wild Talent ~ Penetrating Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air.Infusion Wild Talent Fire.Infusion Wild Talent Water PREMULT:1,[PREVARGTEQ:KineticistLVL_Air,4],[PREVARGTEQ:KineticistLVL_Fire,4],[PREVARGTEQ:KineticistLVL_Water,4] DESC:Element air, fire, or water; Type substance infusion; Level 2; Burn 2;Associated Blasts blue flame, cold, electric, fire; Saving Throw none The intensity of your blasts allows you to break through your foes’ resistances. Treat your foe’s cold, electricity, or fire resistance as if it were 5 lower for the purpose of determining the infused blast’s damage; this doesn’t stack with the reduction from searing flame. You can increase the burn cost of this infusion to further reduce the foe’s resistance against the infused blast by 5 per additional point of burn accepted. This has no effect on creatures with immunity. SOURCEPAGE:p.21 + +Pure-Flame Infusion KEY:Wild Talent ~ Pure-Flame Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,14 DESC:Element fire; Type substance infusion; Level 7; Burn 4 Associated Blasts blue flame Saving Throw none You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores spell resistance. SOURCEPAGE:p.21 Pushing Infusion KEY:Wild Talent ~ Pushing Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Aether.Infusion Wild Talent Air.Infusion Wild Talent Earth.Infusion Wild Talent Water PREMULT:1,[PREVARGTEQ:KineticistLVL_Aether,1],[PREVARGTEQ:KineticistLVL_Air,1],[PREVARGTEQ:KineticistLVL_Earth,1],[PREVARGTEQ:KineticistLVL_Water,1] DESC:Element aether, air, earth, or water; Type substance infusion; Level 1; Burn 1 Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water Saving Throw none The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can't use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push. SOURCEPAGE:p.21 Quenching Infusion KEY:Wild Talent ~ Quenching Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Water PREVARGTEQ:KineticistLVL_Water,1 DESC:Element water; Type substance infusion; Level 1; Burn 1 Associated Blasts charged water, water Saving Throw none Your blast puts out nonmagical fires as if they had been touched by a water elemental. If you increase the burn cost to 2 or reduce the damage to 0, it also dispels magical fires as if you were a water elemental with a number of Hit Dice equal to your kineticist level. SOURCEPAGE:p.22 -Rare-Metal Infusion KEY:Wild Talent ~ Rare-Metal Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,3 DESC:Element earth; Type substance infusion; Level 3; Burn 2 Associated Blasts metal Saving Throw none You can control the properties of metal, allowing your metal blast to bypass damage reduction as if it were adamantine, cold iron, or silver (your choice). If your target has an unusual type of damage reduction that could be overcome with the correct type of metal (such as DR/gold), you can also select that metal for this purpose. The metal you create with this infusion crumbles away shortly thereafter and has no gp value. SOURCEPAGE:p.22 -Snake KEY:Wild Talent ~ Snake CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Base,3 DESC:Element universal; Type form infusion; Level 3; Burn 2 DESC:&nl;Associated Blasts any Saving Throw none You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see. SOURCEPAGE:p.22 -Spray KEY:Wild Talent ~ Spray CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Water PREVARGTEQ:KineticistLVL_Water,4 DESC:Element water; Type form infusion; Level 4; Burn 3 Associated Blasts charged water, water Saving Throw Reflex half You diffuse your kinetic blast to spray out wildly. All creatures and objects in a 30-foot cone take half your normal amount of blast damage. The saving throw DC is Dexterity-based. SOURCEPAGE:p.22 +Rare-Metal Infusion KEY:Wild Talent ~ Rare-Metal Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,6 DESC:Element earth; Type substance infusion; Level 3; Burn 2 Associated Blasts metal Saving Throw none You can control the properties of metal, allowing your metal blast to bypass damage reduction as if it were adamantine, cold iron, or silver (your choice). If your target has an unusual type of damage reduction that could be overcome with the correct type of metal (such as DR/gold), you can also select that metal for this purpose. The metal you create with this infusion crumbles away shortly thereafter and has no gp value. SOURCEPAGE:p.22 +Snake KEY:Wild Talent ~ Snake CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PRETEXT:Prerequisite extended range PREVARGTEQ:KineticistLVL_Base,6 DESC:Element universal; Type form infusion; Level 3; Burn 2 DESC:&nl;Associated Blasts any Saving Throw none You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see. SOURCEPAGE:p.22 +Spray KEY:Wild Talent ~ Spray CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Water PREVARGTEQ:KineticistLVL_Water,8 DESC:Element water; Type form infusion; Level 4; Burn 3 Associated Blasts charged water, water Saving Throw Reflex half You diffuse your kinetic blast to spray out wildly. All creatures and objects in a 30-foot cone take half your normal amount of blast damage. The saving throw DC is Dexterity-based. SOURCEPAGE:p.22 Thundering Infusion KEY:Wild Talent ~ Thundering Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Air PREVARGTEQ:KineticistLVL_Air,1 DESC:Element air; Type substance infusion; Level 1; Burn 1 Associated Blasts electric, thunderstorm Saving Throw Fortitude negates Your lightning brings with it a peal of thunder. Whenever your infused blast hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn't deal damage. SOURCEPAGE:p.22 -Torrent KEY:Wild Talent ~ Torrent CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREMULT:1,[PREVARGTEQ:KineticistLVL_Fire,3],[PREVARGTEQ:KineticistLVL_Air,3],[PREVARGTEQ:KineticistLVL_Water,3] DESC:Element air, fire, or water; Type form infusion; Level 3; Burn 2 Associated Blasts air, blizzard, blue flame, charged water, fire, magma, mud, plasma, sandstorm, steam, thunderstorm, water Saving Throw Reflex half A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based. SOURCEPAGE:p.22 -Unraveling Infusion KEY:Wild Talent ~ Unraveling Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,5 DESC:Element fire; Type substance infusion; Level 5; Burn 3 Associated Blasts blue flame, fire Saving Throw none Your kinetic blast burns so hot that it melts away your foe's magical effects. Whenever your infused blast hits a foe and penetrates its spell resistance, you can attempt a caster level check as if using a targeted dispel magic before determining whether the foe takes damage from the blast. You can choose to reduce the blast's damage by half to increase your bonus on the caster level check by 2. If you don't choose a specific spell effect to attempt to dispel, you automatically attempt to dispel effects that would protect the target from fire damage before other spells. SOURCEPAGE:p.22 -Wall KEY:Wild Talent ~ Wall CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,5 DESC:Element universal; Type form infusion; Level 5; Burn 3 Associated Blasts any Saving Throw none You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall's squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again. SOURCEPAGE:p.22 +Torrent KEY:Wild Talent ~ Torrent CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREMULT:1,[PREVARGTEQ:KineticistLVL_Fire,6],[PREVARGTEQ:KineticistLVL_Air,6],[PREVARGTEQ:KineticistLVL_Water,6] DESC:Element air, fire, or water; Type form infusion; Level 3; Burn 2 Associated Blasts air, blizzard, blue flame, charged water, fire, magma, mud, plasma, sandstorm, steam, thunderstorm, water Saving Throw Reflex half A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based. SOURCEPAGE:p.22 +Unraveling Infusion KEY:Wild Talent ~ Unraveling Infusion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,10 DESC:Element fire; Type substance infusion; Level 5; Burn 3 Associated Blasts blue flame, fire Saving Throw none Your kinetic blast burns so hot that it melts away your foe's magical effects. Whenever your infused blast hits a foe and penetrates its spell resistance, you can attempt a caster level check as if using a targeted dispel magic before determining whether the foe takes damage from the blast. You can choose to reduce the blast's damage by half to increase your bonus on the caster level check by 2. If you don't choose a specific spell effect to attempt to dispel, you automatically attempt to dispel effects that would protect the target from fire damage before other spells. SOURCEPAGE:p.22 +Wall KEY:Wild Talent ~ Wall CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,10 DESC:Element universal; Type form infusion; Level 5; Burn 3 Associated Blasts any Saving Throw none You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall's squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again. SOURCEPAGE:p.22 # Utility Wild Talents Aerial Adaptation KEY:Wild Talent ~ Aerial Adaptation CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,1 DESC:Element 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. SOURCEPAGE:p.22 -Aerial Evasion KEY:Wild Talent ~ Aerial Evasion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Enveloping Winds PRETEXT:Prerequisite enveloping winds PREVARGTEQ:KineticistLVL_Air,3 DESC:Element air; Type utility (Su); Level 3; Burn 1 DESC:&nl;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. SOURCEPAGE:p.22 -Aether Puppet KEY:Wild Talent ~ Aether Puppet CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,5 DESC:Element 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 (Pathfinder RPG Bestiary 14) 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. SOURCEPAGE:p.22 +Aerial Evasion KEY:Wild Talent ~ Aerial Evasion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Enveloping Winds PRETEXT:Prerequisite enveloping winds PREVARGTEQ:KineticistLVL_Air,6 DESC:Element air; Type utility (Su); Level 3; Burn 1 DESC:&nl;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. SOURCEPAGE:p.22 +Aether Puppet KEY:Wild Talent ~ Aether Puppet CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,10 DESC:Element 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 (Pathfinder RPG Bestiary 14) 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. SOURCEPAGE:p.22 Air Cushion KEY:Wild Talent ~ Air Cushion CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,1 DESC:Element 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. SOURCEPAGE:p.23 Air Shroud KEY:Wild Talent ~ Air Shroud CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,1 DESC:Element air; Type utility (Sp); Level 1; Burn 0 You are always surrounded by air, as air bubbleUC. 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. SOURCEPAGE:p.23 -Air Shroud, Greater KEY:Wild Talent ~ Air Shroud (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ air shroud PRETEXT:Prerequisite air shroud PREVARGTEQ:KineticistLVL_Air,5 DESC:Element air; Type utility (Sp); Level 5; Burn 0 DESC:&nl;Your air shroud improves, granting you the benefits of life bubbleAPG. When you accept burn to grant the benefit to others, the benefit lasts until the next time your burn is removed. SOURCEPAGE:p.23 +Air Shroud, Greater KEY:Wild Talent ~ Air Shroud (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ air shroud PRETEXT:Prerequisite air shroud PREVARGTEQ:KineticistLVL_Air,10 DESC:Element air; Type utility (Sp); Level 5; Burn 0 DESC:&nl;Your air shroud improves, granting you the benefits of life bubbleAPG. When you accept burn to grant the benefit to others, the benefit lasts until the next time your burn is removed. SOURCEPAGE:p.23 Air's Leap KEY:Wild Talent ~ Air's Leap CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,1 DESC:Element 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). SOURCEPAGE:p.23 Air's Reach KEY:Wild Talent ~ Air's Reach CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,1 DESC:Element 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. SOURCEPAGE:p.23 Basic Aerokinesis KEY:Wild Talent ~ Basic Aerokinesis CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,1 DESC:Element air; Type utility (Sp); Level 1; Burn 0 You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can have only one such breeze active at any one time. You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first. SOURCEPAGE:p.23 @@ -731,73 +735,73 @@ Basic Geokinesis KEY:Wild Talent ~ Basic Geokinesis CATEGORY:Special Ab Basic Hydrokinesis KEY:Wild Talent ~ Basic Hydrokinesis CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREVARGTEQ:KineticistLVL_Water,1 DESC:Element water; Type utility (Sp); Level 1; Burn 0 You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score. SOURCEPAGE:p.23 Basic Pyrokinesis KEY:Wild Talent ~ Basic Pyrokinesis CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,1 DESC:Element fire; Type utility (Sp); Level 1; Burn 0 You can use your inner flame to reproduce the effects of a flare, light, or sparkAPG cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent. SOURCEPAGE:p.23 Basic Telekinesis KEY:Wild Talent ~ Basic Telekinesis CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,1 DESC:Element aether; Type utility (Sp); Level 1; Burn 0 This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/ close cantrip. SOURCEPAGE:p.23 -Celerity KEY:Wild Talent ~ Celerity CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,3 DESC:Element 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. SOURCEPAGE:p.24 +Celerity KEY:Wild Talent ~ Celerity CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,6 DESC:Element 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. SOURCEPAGE:p.24 Cold Adaptation KEY:Wild Talent ~ Cold Adaptation CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire.Utility Wild Talent Water PREMULT:1,[PREVARGTEQ:KineticistLVL_Fire,1],[PREVARGTEQ:KineticistLVL_Water,1] DESC:Element 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. SOURCEPAGE:p.24 -Cold Snap KEY:Wild Talent ~ Cold Snap CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ cold adaptation,Elemental Defense ~ Shroud Of Water PRETEXT:Prerequisites cold adaptation, shroud of water PREVARGTEQ:KineticistLVL_Water,3 DESC:Element water; Type utility (Sp); Level 3; Burn 1 DESC:&nl;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. SOURCEPAGE:p.24 -Earth Climb KEY:Wild Talent ~ Earth Climb CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,2 DESC:Element 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. SOURCEPAGE:p.24 -Earth Glide KEY:Wild Talent ~ Earth Glide CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ earth climb PRETEXT:Prerequisite earth climb PREVARGTEQ:KineticistLVL_Earth,5 DESC:Element earth; Type utility (Su); Level 5; Burn 0 DESC:&nl;You can glide through earth, as an earth elemental's earth glide ability, with a burrow speed equal to your base land speed. SOURCEPAGE:p.24 +Cold Snap KEY:Wild Talent ~ Cold Snap CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ cold adaptation,Elemental Defense ~ Shroud Of Water PRETEXT:Prerequisites cold adaptation, shroud of water PREVARGTEQ:KineticistLVL_Water,6 DESC:Element water; Type utility (Sp); Level 3; Burn 1 DESC:&nl;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. SOURCEPAGE:p.24 +Earth Climb KEY:Wild Talent ~ Earth Climb CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,4 DESC:Element 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. SOURCEPAGE:p.24 +Earth Glide KEY:Wild Talent ~ Earth Glide CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ earth climb PRETEXT:Prerequisite earth climb PREVARGTEQ:KineticistLVL_Earth,10 DESC:Element earth; Type utility (Su); Level 5; Burn 0 DESC:&nl;You can glide through earth, as an earth elemental's earth glide ability, with a burrow speed equal to your base land speed. SOURCEPAGE:p.24 Earth Walk KEY:Wild Talent ~ Earth Walk CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,1 DESC:Element 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. SOURCEPAGE:p.24 -Elemental Grip KEY:Wild Talent ~ Elemental Grip CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,3 DESC:Element 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. SOURCEPAGE:p.24 -Enduring Earth KEY:Wild Talent ~ Enduring Earth CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,4 DESC:Element 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. SOURCEPAGE:p.24 -Engulfing Winds KEY:Wild Talent ~ Engulfing Winds CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Enveloping Winds PRETEXT:Prerequisite enveloping winds PREVARGTEQ:KineticistLVL_Air,3 DESC:Element air; Type utility (Sp); Level 3; Burn 0 DESC:&nl;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. SOURCEPAGE:p.24 -Expanded Defense KEY:Wild Talent ~ Expanded Defense CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,4 DESC:Element 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. SOURCEPAGE:p.24 +Elemental Grip KEY:Wild Talent ~ Elemental Grip CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,6 DESC:Element 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. SOURCEPAGE:p.24 +Enduring Earth KEY:Wild Talent ~ Enduring Earth CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,8 DESC:Element 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. SOURCEPAGE:p.24 +Engulfing Winds KEY:Wild Talent ~ Engulfing Winds CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Enveloping Winds PRETEXT:Prerequisite enveloping winds PREVARGTEQ:KineticistLVL_Air,6 DESC:Element air; Type utility (Sp); Level 3; Burn 0 DESC:&nl;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. SOURCEPAGE:p.24 +Expanded Defense KEY:Wild Talent ~ Expanded Defense CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,8 DESC:Element 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. SOURCEPAGE:p.24 Fire Sculptor KEY:Wild Talent ~ Fire Sculptor CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,1 DESC:Element 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. SOURCEPAGE:p.24 Fire's Fury KEY:Wild Talent ~ Fire's Fury CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,1 DESC:Element 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. SOURCEPAGE:p.24 -Firesight KEY:Wild Talent ~ Firesight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,3 DESC:Element 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. SOURCEPAGE:p.25 -Flame Jet KEY:Wild Talent ~ Flame Jet CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,3 DESC:Element 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. SOURCEPAGE:p.25 -Flame Jet, Greater KEY:Wild Talent ~ Flame Jet (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ flame jet PRETEXT:Prerequisite flame jet PREVARGTEQ:KineticistLVL_Fire,5 DESC:Element fire; Type utility (Sp); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.25 -Flame Shield KEY:Wild Talent ~ Flame Shield CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Searing Flesh PRETEXT:Prerequisite searing flesh PREVARGTEQ:KineticistLVL_Fire,5 DESC:Element fire; Type utility (Sp); Level 5; Burn 1 DESC:&nl;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. SOURCEPAGE:p.25 -Force Barrier KEY:Wild Talent ~ Force Barrier CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Force Ward PRETEXT:Prerequisite force ward PREVARGTEQ:KineticistLVL_Aether,5 DESC:Element aether; Type utility (Sp); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.25 -From The Ashes KEY:Wild Talent ~ From The Ashes CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,9 DESC:Element 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. SOURCEPAGE:p.25 +Firesight KEY:Wild Talent ~ Firesight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,6 DESC:Element 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. SOURCEPAGE:p.25 +Flame Jet KEY:Wild Talent ~ Flame Jet CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,6 DESC:Element 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. SOURCEPAGE:p.25 +Flame Jet, Greater KEY:Wild Talent ~ Flame Jet (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ flame jet PRETEXT:Prerequisite flame jet PREVARGTEQ:KineticistLVL_Fire,10 DESC:Element fire; Type utility (Sp); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.25 +Flame Shield KEY:Wild Talent ~ Flame Shield CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Searing Flesh PRETEXT:Prerequisite searing flesh PREVARGTEQ:KineticistLVL_Fire,10 DESC:Element fire; Type utility (Sp); Level 5; Burn 1 DESC:&nl;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. SOURCEPAGE:p.25 +Force Barrier KEY:Wild Talent ~ Force Barrier CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Force Ward PRETEXT:Prerequisite force ward PREVARGTEQ:KineticistLVL_Aether,10 DESC:Element aether; Type utility (Sp); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.25 +From The Ashes KEY:Wild Talent ~ From The Ashes CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,18 DESC:Element 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. SOURCEPAGE:p.25 Heat Adaptation KEY:Wild Talent ~ Heat Adaptation CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire.Utility Wild Talent Water PREMULT:1,[PREVARGTEQ:KineticistLVL_Fire,1],[PREVARGTEQ:KineticistLVL_Water,1] DESC:Element 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. SOURCEPAGE:p.25 -Heat Wave KEY:Wild Talent ~ Heat Wave CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ heat adaptation,Elemental Defense ~ Searing Flesh PRETEXT:Prerequisites heat adaptation, searing flesh PREVARGTEQ:KineticistLVL_Fire,3 DESC:Element fire; Type utility (Sp); Level 3; Burn 1 DESC:&nl;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. SOURCEPAGE:p.25 -Ice Path KEY:Wild Talent ~ Ice Path CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,5 DESC:Element 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. SOURCEPAGE:p.26 -Ice Sculptor KEY:Wild Talent ~ Ice Sculptor CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent PREVARGTEQ:KineticistLVL_Water,4 DESC:Element 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. SOURCEPAGE:p.25 +Heat Wave KEY:Wild Talent ~ Heat Wave CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ heat adaptation,Elemental Defense ~ Searing Flesh PRETEXT:Prerequisites heat adaptation, searing flesh PREVARGTEQ:KineticistLVL_Fire,6 DESC:Element fire; Type utility (Sp); Level 3; Burn 1 DESC:&nl;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. SOURCEPAGE:p.25 +Ice Path KEY:Wild Talent ~ Ice Path CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,10 DESC:Element 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. SOURCEPAGE:p.26 +Ice Sculptor KEY:Wild Talent ~ Ice Sculptor CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent PREVARGTEQ:KineticistLVL_Water,8 DESC:Element 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. SOURCEPAGE:p.25 Icewalker KEY:Wild Talent ~ Icewalker CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent PREVARGTEQ:KineticistLVL_Water,1 DESC:Element 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. SOURCEPAGE:p.25 -Jagged Flesh KEY:Wild Talent ~ Jagged Flesh CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Flesh Of Stone PRETEXT:Prerequisite flesh of stone PREVARGTEQ:KineticistLVL_Earth,3 DESC:Element earth; Type utility (Sp); Level 3; Burn 1 DESC:&nl;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. SOURCEPAGE:p.25 +Jagged Flesh KEY:Wild Talent ~ Jagged Flesh CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Flesh Of Stone PRETEXT:Prerequisite flesh of stone PREVARGTEQ:KineticistLVL_Earth,6 DESC:Element earth; Type utility (Sp); Level 3; Burn 1 DESC:&nl;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. SOURCEPAGE:p.25 Kinetic Cover KEY:Wild Talent ~ Kinetic Cover CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent PREMULT:1,[PREVARGTEQ:KineticistLVL_Aether,1],[PREVARGTEQ:KineticistLVL_Earth,1],[PREVARGTEQ:KineticistLVL_Water,1] DESC:Element aether, earth, or water; 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. SOURCEPAGE:p.26 -Kinetic Form KEY:Wild Talent ~ Kinetic Form CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent PREVARGTEQ:KineticistLVL_Base,5 DESC:Element 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. SOURCEPAGE:p.26 +Kinetic Form KEY:Wild Talent ~ Kinetic Form CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent PREVARGTEQ:KineticistLVL_Base,10 DESC:Element 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. SOURCEPAGE:p.26 Kinetic Healer KEY:Wild Talent ~ Kinetic Healer CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether.Utility Wild Talent Water PREMULT:1,[PREVARGTEQ:KineticistLVL_Aether,1],[PREVARGTEQ:KineticistLVL_Water,1] DESC:Element 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. SOURCEPAGE:p.26 -Reverse Shift KEY:Wild Talent ~ Reverse Shift CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Air,8 DESC:Element 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. SOURCEPAGE:p.26 -Ride The Blast KEY:Wild Talent ~ Ride The Blast CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,6 DESC:Element 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). SOURCEPAGE:p.26 -Searing Flame KEY:Wild Talent ~ Searing Flame CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ burning infusion PRETEXT:Prerequisite burning infusion PREVARGTEQ:KineticistLVL_Fire,2 DESC:Element fire; Type utility (Su); Level 2; Burn - DESC:&nl;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. SOURCEPAGE:p.26 -Seismic Master KEY:Wild Talent ~ Seismic Master CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,9 DESC:Element 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. SOURCEPAGE:p.26 -Self Telekinesis KEY:Wild Talent ~ Self Telekinesis CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,3 DESC:Element aether; Type utility (Sp); Level 3; Burn 0 You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet. SOURCEPAGE:p.26 -Self Telekinesis, Greater KEY:Wild Talent ~ Self Telekinesis (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ self telekinesis PRETEXT:Prerequisite self telekinesis PREVARGTEQ:KineticistLVL_Aether,5 DESC:Element aether; Type utility (Sp); Level 5; Burn 0 DESC:&nl;You have greater control over your self telekinesis. Otherwise, this wild talent functions like greater flame jet. SOURCEPAGE:p.26 -Shift Earth KEY:Wild Talent ~ Shift Earth CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ kinetic cover PRETEXT:Prerequisite kinetic cover PREVARGTEQ:KineticistLVL_Earth,4 DESC:Element earth; Type utility (Sp); Level 4; Burn 0 DESC:&nl;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. SOURCEPAGE:p.26 -Shift Earth, Greater KEY:Wild Talent ~ Shift Earth (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ kinetic cover,Wild Talent ~ shift earth PRETEXT:Prerequisites kinetic cover, shift earth PREVARGTEQ:KineticistLVL_Earth,7 DESC:Element earth; Type utility (Sp); Level 7; Burn 0 DESC:&nl;You can move greater quantities of earth, as the spell move earth. SOURCEPAGE:p.26 -Shimmering Mirage KEY:Wild Talent ~ Shimmering Mirage CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Shroud Of Water PRETEXT:Prerequisite shroud of water PREVARGTEQ:KineticistLVL_Water,5 DESC:Element water; Type utility (Sp); Level 5; Burn 1 DESC:&nl;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. SOURCEPAGE:p.27 +Reverse Shift KEY:Wild Talent ~ Reverse Shift CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Air,16 DESC:Element 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. SOURCEPAGE:p.26 +Ride The Blast KEY:Wild Talent ~ Ride The Blast CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,12 DESC:Element 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). SOURCEPAGE:p.26 +Searing Flame KEY:Wild Talent ~ Searing Flame CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ burning infusion PRETEXT:Prerequisite burning infusion PREVARGTEQ:KineticistLVL_Fire,4 DESC:Element fire; Type utility (Su); Level 2; Burn - DESC:&nl;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. SOURCEPAGE:p.26 +Seismic Master KEY:Wild Talent ~ Seismic Master CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,18 DESC:Element 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. SOURCEPAGE:p.26 +Self Telekinesis KEY:Wild Talent ~ Self Telekinesis CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,6 DESC:Element aether; Type utility (Sp); Level 3; Burn 0 You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet. SOURCEPAGE:p.26 +Self Telekinesis, Greater KEY:Wild Talent ~ Self Telekinesis (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ self telekinesis PRETEXT:Prerequisite self telekinesis PREVARGTEQ:KineticistLVL_Aether,10 DESC:Element aether; Type utility (Sp); Level 5; Burn 0 DESC:&nl;You have greater control over your self telekinesis. Otherwise, this wild talent functions like greater flame jet. SOURCEPAGE:p.26 +Shift Earth KEY:Wild Talent ~ Shift Earth CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ kinetic cover PRETEXT:Prerequisite kinetic cover PREVARGTEQ:KineticistLVL_Earth,8 DESC:Element earth; Type utility (Sp); Level 4; Burn 0 DESC:&nl;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. SOURCEPAGE:p.26 +Shift Earth, Greater KEY:Wild Talent ~ Shift Earth (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ kinetic cover,Wild Talent ~ shift earth PRETEXT:Prerequisites kinetic cover, shift earth PREVARGTEQ:KineticistLVL_Earth,14 DESC:Element earth; Type utility (Sp); Level 7; Burn 0 DESC:&nl;You can move greater quantities of earth, as the spell move earth. SOURCEPAGE:p.26 +Shimmering Mirage KEY:Wild Talent ~ Shimmering Mirage CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Shroud Of Water PRETEXT:Prerequisite shroud of water PREVARGTEQ:KineticistLVL_Water,10 DESC:Element water; Type utility (Sp); Level 5; Burn 1 DESC:&nl;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. SOURCEPAGE:p.27 Skilled Kineticist KEY:Wild Talent ~ Skilled Kineticist CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,1 DESC:Element 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. SOURCEPAGE:p.27 -Skilled Kineticist, Greater KEY:Wild Talent ~ Skilled Kineticist (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ skilled kineticist PRETEXT:Prerequisite skilled kineticist PREVARGTEQ:KineticistLVL_Base,2 DESC:Element universal; Type utility (Su); Level 2; Burn - DESC:&nl;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. SOURCEPAGE:p.27 +Skilled Kineticist, Greater KEY:Wild Talent ~ Skilled Kineticist (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ skilled kineticist PRETEXT:Prerequisite skilled kineticist PREVARGTEQ:KineticistLVL_Base,4 DESC:Element universal; Type utility (Su); Level 2; Burn - DESC:&nl;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. SOURCEPAGE:p.27 Slick KEY:Wild Talent ~ Slick CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREVARGTEQ:KineticistLVL_Water,1 DESC:Element 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. SOURCEPAGE:p.27 -Smoke Storm KEY:Wild Talent ~ Smoke Storm CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,3 DESC:Element fire; Type utility (Sp); Level 3; Burn 0 Saving Throw Fortitude 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 (Fortitude negates). SOURCEPAGE:p.27 -Spark Of Life KEY:Wild Talent ~ Spark Of Life CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,5 DESC:Element 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. SOURCEPAGE:p.27 -Spell Deflection KEY:Wild Talent ~ Spell Deflection CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,7 DESC:Element 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. SOURCEPAGE:p.27 -Stone Sculptor KEY:Wild Talent ~ Stone Sculptor CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,5 DESC:Element earth; Type utility (Sp); Level 5; Burn 0 You can sculpt earth into any shape, as the spell stone shape. SOURCEPAGE:p.27 -Suffocate KEY:Wild Talent ~ Suffocate CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREMULT:1,[PREVARGTEQ:KineticistLVL_Aether,6],[PREVARGTEQ:KineticistLVL_Air,6],[PREVARGTEQ:KineticistLVL_Water,6] DESC:Elements aether, air, 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. SOURCEPAGE:p.27 -Telekinetic Deflection KEY:Wild Talent ~ Telekinetic Deflection CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,8 DESC:Element aether; Type utility (Sp); Level 8; Burn 0 You can deflect your foes' attacks, as the spell deflectionAPG 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. SOURCEPAGE:p.27 +Smoke Storm KEY:Wild Talent ~ Smoke Storm CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,6 DESC:Element fire; Type utility (Sp); Level 3; Burn 0 Saving Throw Fortitude 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 (Fortitude negates). SOURCEPAGE:p.27 +Spark Of Life KEY:Wild Talent ~ Spark Of Life CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Universal PREVARGTEQ:KineticistLVL_Base,10 DESC:Element 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. SOURCEPAGE:p.27 +Spell Deflection KEY:Wild Talent ~ Spell Deflection CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,14 DESC:Element 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. SOURCEPAGE:p.27 +Stone Sculptor KEY:Wild Talent ~ Stone Sculptor CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,10 DESC:Element earth; Type utility (Sp); Level 5; Burn 0 You can sculpt earth into any shape, as the spell stone shape. SOURCEPAGE:p.27 +Suffocate KEY:Wild Talent ~ Suffocate CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREMULT:1,[PREVARGTEQ:KineticistLVL_Aether,12],[PREVARGTEQ:KineticistLVL_Air,12],[PREVARGTEQ:KineticistLVL_Water,12] DESC:Elements aether, air, 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. SOURCEPAGE:p.27 +Telekinetic Deflection KEY:Wild Talent ~ Telekinetic Deflection CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,16 DESC:Element aether; Type utility (Sp); Level 8; Burn 0 You can deflect your foes' attacks, as the spell deflectionAPG 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. SOURCEPAGE:p.27 Telekinetic Finesse KEY:Wild Talent ~ Telekinetic Finesse CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,1 DESC:Element 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. SOURCEPAGE:p.28 -Telekinetic Globe KEY:Wild Talent ~ Telekinetic Globe CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ force barrier,Elemental Defense ~ Force Ward PRETEXT:Prerequisites force barrier, force ward PREVARGTEQ:KineticistLVL_Aether,8 DESC:Element aether; Type utility (Sp); Level 8; Burn 0 DESC:&nl;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. SOURCEPAGE:p.28 -Telekinetic Haul KEY:Wild Talent ~ Telekinetic Haul CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ basic telekinesis PRETEXT:Prerequisite basic telekinesis PREVARGTEQ:KineticistLVL_Aether,2 DESC:Element aether; Type utility (Sp); Level 2; Burn 0 DESC:&nl;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. SOURCEPAGE:p.28 -Telekinetic Invisibility KEY:Wild Talent ~ Telekinetic Invisibility CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,3 DESC:Element 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. SOURCEPAGE:p.28 -Telekinetic Maneuvers KEY:Wild Talent ~ Telekinetic Maneuvers CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,4 DESC:Element 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. SOURCEPAGE:p.28 -Tidal Wave KEY:Wild Talent ~ Tidal Wave CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREVARGTEQ:KineticistLVL_Water,9 DESC:Element water; Type utility (Sp); Level 9; Burn 1 You call forth a powerful tidal wave, as tsunamiAPG. SOURCEPAGE:p.28 -Touchsight KEY:Wild Talent ~ Touchsight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Aether,3 DESC:Element 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. SOURCEPAGE:p.28 -Touchsight, Reactive KEY:Wild Talent ~ Reactive Touchsight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ touchsight PRETEXT:Prerequisite touchsight PREVARGTEQ:KineticistLVL_Aether,5 DESC:Element aether; Type utility (Su); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.28 -Trail Of Flames KEY:Wild Talent ~ Trail Of Flames CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,5 DESC:Element 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. SOURCEPAGE:p.28 -Tremorsense KEY:Wild Talent ~ Tremorsense CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,3 DESC:Element 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. SOURCEPAGE:p.28 -Tremorsense, Greater KEY:Wild Talent ~ Tremorsense (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ tremorsense PRETEXT:Prerequisite tremorsense PREVARGTEQ:KineticistLVL_Earth,5 DESC:Element earth; Type utility (Su); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.28 -Veil Of Mists KEY:Wild Talent ~ Veil Of Mists CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREVARGTEQ:KineticistLVL_Water,2 DESC:Element 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. SOURCEPAGE:p.28 +Telekinetic Globe KEY:Wild Talent ~ Telekinetic Globe CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ force barrier,Elemental Defense ~ Force Ward PRETEXT:Prerequisites force barrier, force ward PREVARGTEQ:KineticistLVL_Aether,16 DESC:Element aether; Type utility (Sp); Level 8; Burn 0 DESC:&nl;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. SOURCEPAGE:p.28 +Telekinetic Haul KEY:Wild Talent ~ Telekinetic Haul CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ basic telekinesis PRETEXT:Prerequisite basic telekinesis PREVARGTEQ:KineticistLVL_Aether,4 DESC:Element aether; Type utility (Sp); Level 2; Burn 0 DESC:&nl;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. SOURCEPAGE:p.28 +Telekinetic Invisibility KEY:Wild Talent ~ Telekinetic Invisibility CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,6 DESC:Element 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. SOURCEPAGE:p.28 +Telekinetic Maneuvers KEY:Wild Talent ~ Telekinetic Maneuvers CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREVARGTEQ:KineticistLVL_Aether,8 DESC:Element 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. SOURCEPAGE:p.28 +Tidal Wave KEY:Wild Talent ~ Tidal Wave CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREVARGTEQ:KineticistLVL_Water,18 DESC:Element water; Type utility (Sp); Level 9; Burn 1 You call forth a powerful tidal wave, as tsunamiAPG. SOURCEPAGE:p.28 +Touchsight KEY:Wild Talent ~ Touchsight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Aether,6 DESC:Element 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. SOURCEPAGE:p.28 +Touchsight, Reactive KEY:Wild Talent ~ Reactive Touchsight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ touchsight PRETEXT:Prerequisite touchsight PREVARGTEQ:KineticistLVL_Aether,10 DESC:Element aether; Type utility (Su); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.28 +Trail Of Flames KEY:Wild Talent ~ Trail Of Flames CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire PREVARGTEQ:KineticistLVL_Fire,10 DESC:Element 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. SOURCEPAGE:p.28 +Tremorsense KEY:Wild Talent ~ Tremorsense CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREVARGTEQ:KineticistLVL_Earth,6 DESC:Element 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. SOURCEPAGE:p.28 +Tremorsense, Greater KEY:Wild Talent ~ Tremorsense (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Earth PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ tremorsense PRETEXT:Prerequisite tremorsense PREVARGTEQ:KineticistLVL_Earth,10 DESC:Element earth; Type utility (Su); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.28 +Veil Of Mists KEY:Wild Talent ~ Veil Of Mists CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREVARGTEQ:KineticistLVL_Water,4 DESC:Element 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. SOURCEPAGE:p.28 Voice Of The Wind KEY:Wild Talent ~ Voice Of The Wind CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,1 DESC:Element 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. SOURCEPAGE:p.29 -Water Manipulator KEY:Wild Talent ~ Water Manipulator CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ kinetic cover PRETEXT:Prerequisite kinetic cover PREVARGTEQ:KineticistLVL_Water,3 DESC:Element water; Type utility (Sp); Level 3; Burn 0 DESC:&nl;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. SOURCEPAGE:p.29 -Waterdancer KEY:Wild Talent ~ Waterdancer CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREVARGTEQ:KineticistLVL_Water,3 DESC:Element 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 slipstreamAPG with unlimited duration. SOURCEPAGE:p.29 -Waterdancer, Greater KEY:Wild Talent ~ Waterdancer (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ waterdancer PRETEXT:Prerequisite waterdancer PREVARGTEQ:KineticistLVL_Water,5 DESC:Element water; Type utility (Su); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.29 -Watersense KEY:Wild Talent ~ Watersense CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREVARGTEQ:KineticistLVL_Water,4 DESC:Element 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. SOURCEPAGE:p.29 -Weather Master KEY:Wild Talent ~ Weather Master CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,8 DESC:Element 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. SOURCEPAGE:p.29 -Wind Manipulator KEY:Wild Talent ~ Wind Manipulator CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ engulfing winds PRETEXT:Prerequisite engulfing winds PREVARGTEQ:KineticistLVL_Air,6 DESC:Element air; Type utility (Sp); Level 6; Burn 0 DESC:&nl;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. SOURCEPAGE:p.29 -Windsight KEY:Wild Talent ~ Windsight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,3 DESC:Element 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. SOURCEPAGE:p.29 -Windsight, Greater KEY:Wild Talent ~ Windsight (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ windsight PRETEXT:Prerequisite windsight PREVARGTEQ:KineticistLVL_Air,5 DESC:Element air; Type utility (Su); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.29 -Wings Of Air KEY:Wild Talent ~ Wings Of Air CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ air cushion,Wild Talent ~ air's leap PRETEXT:Prerequisite air cushion or air's leap PREVARGTEQ:KineticistLVL_Air,3 DESC:Element air; Type utility (Sp); Level 3; Burn 0 DESC:&nl;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. SOURCEPAGE:p.29 +Water Manipulator KEY:Wild Talent ~ Water Manipulator CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ kinetic cover PRETEXT:Prerequisite kinetic cover PREVARGTEQ:KineticistLVL_Water,6 DESC:Element water; Type utility (Sp); Level 3; Burn 0 DESC:&nl;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. SOURCEPAGE:p.29 +Waterdancer KEY:Wild Talent ~ Waterdancer CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREVARGTEQ:KineticistLVL_Water,6 DESC:Element 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 slipstreamAPG with unlimited duration. SOURCEPAGE:p.29 +Waterdancer, Greater KEY:Wild Talent ~ Waterdancer (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ waterdancer PRETEXT:Prerequisite waterdancer PREVARGTEQ:KineticistLVL_Water,10 DESC:Element water; Type utility (Su); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.29 +Watersense KEY:Wild Talent ~ Watersense CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Water PREVARGTEQ:KineticistLVL_Water,8 DESC:Element 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. SOURCEPAGE:p.29 +Weather Master KEY:Wild Talent ~ Weather Master CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,16 DESC:Element 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. SOURCEPAGE:p.29 +Wind Manipulator KEY:Wild Talent ~ Wind Manipulator CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ engulfing winds PRETEXT:Prerequisite engulfing winds PREVARGTEQ:KineticistLVL_Air,12 DESC:Element air; Type utility (Sp); Level 6; Burn 0 DESC:&nl;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. SOURCEPAGE:p.29 +Windsight KEY:Wild Talent ~ Windsight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREVARGTEQ:KineticistLVL_Air,6 DESC:Element 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. SOURCEPAGE:p.29 +Windsight, Greater KEY:Wild Talent ~ Windsight (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ windsight PRETEXT:Prerequisite windsight PREVARGTEQ:KineticistLVL_Air,10 DESC:Element air; Type utility (Su); Level 5; Burn 0 DESC:&nl;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. SOURCEPAGE:p.29 +Wings Of Air KEY:Wild Talent ~ Wings Of Air CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Air PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ air cushion,Wild Talent ~ air's leap PRETEXT:Prerequisite air cushion or air's leap PREVARGTEQ:KineticistLVL_Air,6 DESC:Element air; Type utility (Sp); Level 3; Burn 0 DESC:&nl;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. SOURCEPAGE:p.29 # Medium