Earth Utility Talents

Acid Pit

Element(s) earth and poison; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) acid blast and pitfall

You can treat your pitfall as an acid pit as per the spell. If you use this wild talent as hungry pit or crushing pit, you can add acid to the bottom of it as though it was an acid pit.

Armor of Nature

Element(s) earth, water, or wood; Level 2; Type utility (Sp); Burn 0

You can create armor out of wood, ice, stone, or metal to form around yourself. This armor lasts for 24 hours and has an armor bonus of +4, a maximum Dexterity bonus of +4, 20% arcane spell failure, and 0 armor check penalty, being treated as light armor for the purposes of your speed and other considerations. You can accept 1 point of burn to increase this armor bonus by +1 for every 3 kineticist levels you possess. If you possess the paper control and metal-wood wild talents, you can also make this armor from paper.

Crystal Skin

Element(s) earth and light; Level 2; Type utility (Sp); Burn 0
Prerequisite(s) flesh of stone and basic photokinesis

Your skin takes on the shine and luster of a perfectly cut gem, allowing your form to catch the light and dazzle opponents. You gain a +1 deflection bonus against rays for every 3 kineticist levels you possess. You can accept 1 point of burn to also apply this bonus against slashing and piercing attacks until you recover burn.

Desolate

Element(s) earth, void, or wood; Level 3; Type utility (Sp); Burn 1

You know how to destroy fertile soil, either by removing the nutrients from it, salting it, or damning it with negative energy. You can target up to 100 square ft. of land to render infertile permanently.

Distorted Area

Element(s) aether or earth; Level 2; Type utility (Sp); Burn 0
Saving Throw none; Spell Resistance no

You are capable of either destroying the ground around you or flooding the area with enough telekinetic energy to make normal movement impossible. You can activate this wild talent as a swift action to make all squares adjacent to you into difficult terrain for 1 minute. While this wild talent is active, you cannot run or charge. A geokineticist can only use this talent while standing on dirt or unworked stone unless they also possess the aether element.

Earth Rider

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

You create a chunk of earth beneath you large enough to support you as a standard action, treating it as though it was solid ground that you may propel up to 30 feet in a straight line. It requires a standard action to move the chunk of earth in any direction, and upward movement cost double. You can only move upwards up to 10 feet per kineticist level you possess, and the chunk of earth that you levitate has a number of hit points equal to 10 times your kineticist level. You can accept 1 burn to give your chunk of earth hardness 10. If you end your turn mid-air, your chunk of earth falls on your next turn unless you use a standard action to move it, and you fall along with it, taking falling damage as appropriate.

Earth Rider, Greater

Element(s) earth; Type utility (Sp); Level 6; Burn 0
Prerequisite earth rider

You can now move your chunk of earth as a move action, allowing you to hover without spending an action.

Elemental Airstrike

Element(s) air, earth, fire, or water; Level 7; Type utility (Sp); Burn 1

You can summon a number of elementals from the sky as per elemental bombardmentMO, although the elementals you summon must match your element (air or electric for air, earth for earth, fire for fire, and ice or water for water).

Elemental Hand

Element(s) earth, light, viscera, water, or wood; Level 4; Type utility (Sp); Burn 0
Saving Throw none; Spell Resistance no

You are capable of creating a large hand out of your element treating it as though it was the interposing hand spell. At 10th level you can instead treat this as a forceful hand. You can only have 1 elemental hand active at a time; using it again while another elemental hand is still active will cause the previous one to crumble.

Elemental Hand, Improved

Element(s) earth, light, viscera, water, or wood; Level 6, Type utility (Sp); Burn 0
Prerequisite(s) elemental hand
Saving Throw none; Spell Resistance no

You can treat your elemental hand as though it was a grasping hand. At 16th level, you can treat it as though it was a crushing hand.

Elemental Limb

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

You can augment your limbs with elemental power. If you are missing one or more limbs, you create one or more permanent replacements out of an element; this limb functions in all ways as though it was a natural part of your body, although the limb is still treated as though it is made out of its element for how it is affected by spells and other abilities and lacks tactile sensation. You can accept 1 point of burn to gain a +2 bonus to all Strength checks you make for 24 hours. You can select this talent in place of the basic utility wild talent you would gain for selecting an element.

Elemental Limb, Improved

Element(s) earth, light, viscera, water, or wood; Level 2; Type utility (Sp); Burn 0
Prerequisite(s) elemental limb

You’ve learned to manipulate the shape of your elemental limbs, turning them into deadly weapons. You may shape a single elemental limb into a fanged mouth, blade, or claw, or back into a limb at will; doing so treats the elemental limb as a primary natural weapon which deals 1d8 (1d6 for small, 2d6 for large) bludgeoning, slashing or piercing damage (chosen at the time the limb is shaped) and has has a critical range of 19-20 and critical multiplier of 2x. This natural attack cannot benefit from the improved natural attack feat, and is considered a kinetic blast for the purpose of feats which affect weapons of a specific type (such as weapon focus). If you have two arms from the elemental limb wild talent, you may choose to have these manifest as two natural weapons, as described above. You may only shape one limb per round with this ability, even if you have more than one elemental limb (shaping two arms into 1d4 weapons counts as shaping a single limb for this purpose).

Elemental Limb, Greater

Element(s) earth, light, viscera, water, or wood; Level 6; Type utility (Sp); Burn 1
Prerequisite(s) improved elemental limb

You can create extra elemental limbs in addition to replacements to your natural ones that last for 24 hours. You may choose to gain an additional pair of arms (which cannot wield weapons or shields, or be used to make attacks), a tail (primary attack, 1d8 damage), or a pair of tentacles (secondary attacks, 1d4). You can grasp objects with these additional limbs. In addition, you can apply the effects of improved elemental limb to a non missing limb as well, covering it in elemental material.

Endlessly Enduring Earth

Element(s) earth; Level 6; Type utility (Su); Burn
Prerequisite(s) enduring earth

Whenever you accept burn on a kinetic blast affected by enduring earth, increase the duration of its infusions by 1 additional round for each point of burn accepted.

Fist of Granite

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

You gain the crushing strength of earth itself. While your flesh of earth is active, you gain a slam attack that deals 1d8 damage (1d6 for small kineticist.) You can accept 1 point of burn to gain a second slam attack until you recover burn. If you possess the jagged flesh wild talent, your slam attack also deals piercing damage.

Fist of Nature

Element(s) earth and wood; Level 2; Type utility (Su); Burn
Prerequisite(s) fist of granite and fist of oak

Your fists are now infused with the power of the nature itself, granting you two slam attacks which deal 1d12 damage, gaining a +2 bonus on attack and damage rolls with these slam attacks. If you possess the bone spikes, jagged flesh or thorn flesh utility wild talents, you also deal slashing and piercing damage with your slam attacks. If you possess the toxic barbs utility wild talent, increase the duration of the sickening effect by 2 rounds.

Glass Cannon

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

You specialize in control over glass rather than more common earthen materials. Your crystal, earth, flensing, magma, sandstorm, shatterstorm, or tundra blasts can create glass or obsidian rather than stone or sand, adding +1 to your attack rolls and damage with these blasts. In addition, wild talents with which you could normally only affect earthen surfaces or material (such as earthmeld, shift earth, or stone sculptor) can affect glass or obsidian as well.

You can choose to gain this wild talent in place of basic geokinesis.

Joint Lock

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

Your knowledge of metals allows you to stiffen the joints of one suit of metal armor within 60 ft., doubling its armor check penalties for 1 minute.

Joint Lock, Improved

Element(s) earth; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) joint lock
Saving Throw Reflex negates; Spell Resistance no

You are even more skilled at locking up armor, treating the wearer of any affected suit of armor as though they were not proficient in it.

Kinetic Cover, Greater

Element(s) aether, earth, light, viscera, water, or wood; Level 6; Type utility (Sp); Burn 0
Prerequisite(s) improved kinetic cover

Your kinetic cover can instead function as wall of stone, except it is composed of whatever matter you choose which your kinetic cover could produce, it can merge with any solid surface, it has 5 hardness and 25 hit points per inch of thickness per 5-foot square, and it can also produce a hemisphere as wall of ice (with the same hardness and hit points as wall of stone). A wall created this way exists for 1 minute unless you accept 1 point of burn to make it permanent.

Kinetic Cover, Improved

Element(s) aether, earth, light, viscera, water, and wood; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) kinetic cover

Your kinetic cover gains hardness 5 as well as 5 additional hit points per kineticist level you possess.

Kinetic Shelter

Element(s) aether, earth, light, viscera, water, or wood; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) improved kinetic cover

You produce a temporary shelter out of elemental matter. This functions as the secure shelter spell, except the cottage and all of its furnishings are composed of whatever matter you choose which your kinetic cover could produce (this matter does not change the shelter’s properties in any way). You can make this permanent by accepting 1 point of burn. You can only ever have 1 temporary shelter and up to 1 permanent shelter per 4 kineticist levels you possess in existence at any time.

Lava Pool

Element(s) earth and fire; Level 6; Type utility (Sp); Burn 0
Prerequisite(s) pitfall and ring of fire
Saving Throw Reflex negates; Spell Resistance no

You can create a 20 ft. sheet of lava across an area of dirt or unworked stone for 1 round per 4 kineticist levels you possess before the lava cools. This lava is only 5 ft. deep, and all creatures inside of this area must make a Reflex saving throw to move themselves into the closest safe square or take 10d6 fire damage and being treated as entangled in the lava. Even after a creature leaves this lava, they take ½ of the damage they took last round. You can accept 1 point of burn to increase the duration of this wild talent to 1 round per kineticist you possess. Creatures inside of the lava when it cools become entangled, requiring an escape artist or strength check equal to the DC of this wild talent to escape.

Magnetic Pull

Element(s) air or earth; Level 2; Type utility (Sp); Burn 0

As a swift action, you can create a magnetic pull towards yourself that is hard for others to resist. All attacks made with metal weapons within 15 ft. of you take a -2 to their attack roll if they are not attacking you, gaining a +1 on attack rolls against you. This penalty and bonus increases by 1 each for every 3 kineticist levels you possess.

Magnetic Pull, Improved

Element(s) air or earth; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) magnetic pull

When you create a magnetic field, you can choose to increase the area of it by 10 ft. Also as an immediate action, you can redirect any spell or spell-like ability with the [electricity] descriptor to target yourself, taking a -2 on any saving throw the spell may grant.

Metal Blades

Element(s) earth and viscera; Level 2; Type utility (Su); Burn
Prerequisite(s) basic geomancy and bone blades

You can coat your bone blades in metal, treating them as either cold iron, silver, adamantine, or any other rare metal for the purposes of bypassing damage reduction. Metal blades gain a +1 bonus to attack and damage rolls.

Metal Manipulator

Element(s) earth; Type utility (Su); Level 5; Burn
Prerequisite elemental focus (earth), expanded element (earth)

You can treat metal as though it was earth for the purposes of your utility wild talents (ex: the stone sculptor wild talent now allows you to affect metal.)

Pitfall

Element(s) earth; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) shift earth
Saving Throw Reflex negates; Spell Resistance no

You are capable of creating traps underneath your foes. Treat this as create pit, although you can only use it on surfaces of dirt or unworked stone, and it does not create an extradimensional space. You may end this effect at any time, refilling the pit as it was before this effect. At 9th level you may instead treat this as spiked pit, and at 12th level you may treat this as hungry pit. You may only have 1 pitfall active at a time; using it again while another pitfall is still active will cause the previous one to refill.

Seismic Stomp

Element(s) aether or earth; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) distorted area

Raising up your foot, you can slam it back down onto the ground as a move action to make a trip attempt that does not provoke an attack of opportunity against all squares adjacent to you, substituting your Constitution modifier for your Strength modifier. If you fail this trip attempt, you cannot be tripped in return. You can accept 1 point of burn to use this wild talent as a swift action. A geokineticist can only use this talent while standing on dirt or unworked stone unless they also possess the aether element.

Sharding Cover

Element(s) aether, earth, light, viscera, water, and wood; Level 2; Type utility (Sp); Burn 0
Prerequisite(s) kinetic cover

Whenever you use the kinetic cover wild talent, you can choose to make it into sharding cover. Whenever your sharding cover is broken, all spaces within 5 ft. of it are treated as difficult terrain for 1 minute. If you possess the improved kinetic cover wild talent, any creature that enters an area of difficult terrain made by this effect takes 1 damage for every 2 kineticist levels you possess.

Sinkhole

Element(s) earth; Level 4; Type utility (Sp); Burn 0
Saving Throw Reflex negates; Spell Resistance no

You create a 10 foot area of quicksand within 60 ft. of yourself, causing all creatures within it to sink into the sand. Those who fail their Reflex save have their land movement speed reduced to 0 ft. and take bludgeoning damage equal to 1/4th of your earth blast. Each round those inside of the sinkhole must make a Reflex save to exit the sinkhole, moving to the closest possible spot outside of it. If no safe spot exists (such as if it is created inside of a hole), creatures instead do not take damage for that round, and may attempt to climb along any available walls. If a creature fails 2 or more saves in a row, they are also treated as though drowning, and must hold their breath as appropriate. You can only have 1 sinkhole active at a time; using it again while another sinkhole is still active will cause the previous one to refill, expelling anyone inside of it. If you possess the pitfall utility wild talent, you can accept 1 burn to create a sinkhole at the bottom of your pitfall.

Spined Armor

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

Your knowledge of natural materials makes it easy for you to manipulate their substance. You can cause any metal, stone, or wooden armor or gauntlets you wear to become covered in spikes as a free action, effectively giving you armor spikes and/or spiked gauntlets. Removing the armor or gauntlets reverts it back to its non-spiked version if it did not possess spikes before you donned it. If you possess the paper control, metal-wood, and natural armor wild talents, you can also affect paper armor with this effect, and if you possess replacement or additional arms through the elemental limb or greater elemental limb wild talents, you can affect those arms as if they were equipped with spiked gauntlets of which are composed of the same substance as their limb.

Spined Armor, Improved

Element(s) earth or wood; Level 2; Type utility (Su); Burn
Prerequisite(s) spined armor

Increase the damage of armor spikes and spiked gauntlets granted to you through wild talents by 1d6.

Stone Vandal

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

You treat all earth and stone as unworked for the purpose of what your wild talents can affect.

Twisted Metal

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

Treat this as hostile woodwork, except you instead target metal objects or constructs, and it works only with metal blastOA.

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