Poison Utility Talents

Acid Fog

Element(s) poison; Type utility (Sp); Level 4; Burn 1
Saving Throw no; Spell Resistance no

You can disperse your form into a cloud of acid, as though using fade into the mist. Any creature that enters a square adjacent to yours takes acid damage equal to your kineticist level.

Acid Manipulator

Element(s) poison and water; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) basic toxikinesis, water manipulator

This functions as the water manipulator wild talent, except it affects liquid acid rather than water. In addition, if you have the basic hydrokinesis wild talent, you may use it to putrefy water as the putrefy food and water spell at will and may accept 1 burn to turn a flask of any kind of water into acid or a flask of acid into clean water as a move action.

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.

Basic Toxikinesis

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

You are capable of using poison without fear, gaining the use poison use class feature. You can also use purify food and drink at will.

Biological Toxin

Element(s) poison; Type utility (Sp); Level 2; Burn 1

You are able to draw out the impurities in your body, creating any contact or injury poison that costs up to 100 gp per 2 kinetic levels you possess. You may split this poison in up to 2 different doses as long as the total value of those doses does not exceed your gp limit. You cannot create any poison that is supernatural in nature with this ability. This poison lasts for 1 day before becoming inert, and has no marketable value.

Biological Toxin, Greater

Element(s) poison; Type utility (Sp); Level 6; Burn 1
Prerequisite(s) biological toxin

You can draw out a greater amount of impurities from your body, instead creating any poison up to 500 gold per 2 kineticist levels you possess, as well as being able to split this poison in up 4 different doses as long as the total value of those doses does not exceed your gp limit.

Deadly Vapors

Element(s) poison; Type utility (Sp); Level 6; Burn 0
Saving Throw Fortitude negates; Spell Resistance no

You are capable of making a poisonous cloud as per cloudkill. The cloud will not move on its own, but you can direct it to move it as a move action up to 30 ft per round. You may only have one cloud active at a time; using it again while another cloud is active will cause the previous cloud to disperse.

Devourer

Element(s) poison; Level 6; Type utility (Su); Burn
Prerequisite(s) acid blast, oozing form

You gain the gruesome gobbler class feature of the witch’s gingerbread witch archetype. If you possess the venom vector wild talent, you can expose creatures you have swallowed whole to any poison currently stored inside your body at the end of a round they spend inside you as an immediate action, consuming the dose of poison in the process. By accepting 1 point of burn as part of using the swallow whole special attack this grants, you can digest a creature you’ve swallowed, dealing your acid blast’s damage to it each round. Creatures that die from this damage are treated as one size category smaller after being in your stomach 12 hours thereafter, and are fully digested 24 hours thereafter, leaving no remains; you do not need to eat for this duration.

Elemental Eater

Element(s) aether, air, fire, poison, sound, void, or water; Type utility (Sp); Level 7; Burn 1

Whenever you would receive acid, cold, electricity, fire, force, negative, or sonic damage, as an immediate action you can instead choose to absorb the element, negating the damage from it and gaining a number of temporary hit points equal to half the damage you would have taken (if the effect allowed for a saving throw, you are treated as having failed it for the purpose of how much damage you absorb) that last until you recover burn or until depleted. You must select 1 element for this, and the element you are capable of absorbing depend on which elemental focus or expanded element class features you possess:

  • Aether: force
  • Air: electric
  • Fire: fire
  • Poison: acid
  • Sound: sonic
  • Void: negative
  • Water: cold

As a swift action, you can reduce the temporary hit points gained from this ability by 15 to reduce the burn cost of an infusion by 1. Temporary hit points gained from this ability stack with those gained from other wild talents, but cannot be used to lower the cost of an infusion.

Eternal Atrophy

Element(s) poison or viscera; Type utility (Sp); Level 9; Burn 1
Saving Throw Fortitude negates; Spell Resistance no

You are capable of shutting down a living creature’s body completely, destroying its ability to continue living. Select 1 creature within 60 feet, that creature can no longer heal hit points either naturally or through magic. Any poisons or diseases they are suffering from cannot be overcome, and all ability damage and drain are permanent. This effect can only be removed with a wish or miracle spell, and is a poison effect for toxikineticists.

Fungal Infection

Element(s) poison, viscera, and wood; Level 7; Type utility (Sp); Burn
Prerequisite(s) fungal infestation, malignant cyst
Saving Throw Fort negates; Spell Resistance no

When using fungal infestation, you can cause your mushrooms to grow on a creature. Whenever damage is dealt to mushrooms manifested on a creature this way, ¼ of that damage is transferred to the affected creature instead; damage transferred this way ignores hardness, DR, and resistance, but not immunity. This talent can affect constructs and corporeal undead.

Fungal Infestation

Element(s) poison and wood; Level 3; Type utility (Sp); Burn 1

You can create patches of poisonous mushrooms as the garden of peril spell.

Haze of Acid

Element(s) poison; Type utility (Sp); Level 5; Burn 1
Prerequisite(s) corrosive miasma

Your acidic fumes obscure your position. While your corrosive miasma is active, you gain concealment as per the shimmering mirage utility wild talent.

Imbue Kinesis

Element(s) aether, air, fire, poison, sound, time, void, or water; Level 1; Type utility (Sp); Burn 0
Prerequisite(s) any energy blast

As a standard action, you can charge a single manufactured weapon with the power of an energy kinetic blast you possess with a touch. For 1 round, the affected weapon deals an additional 1d6 damage of the blast’s type; this damage does not stack with weapon properties that deal additional energy damage of the same type (such as electric blast on a shock weapon). If you select an energy blast that deals two types of damage, the weapon instead deals an additional 1d3 of each type, and if the blast deals three types of damage, the weapon instead deals an additional 1d2 of each type. Force, sonic, and untyped damage is reduced by one step in all cases (to 1d4, 1d2, or 1, respectively), and untyped damage is always nonlethal. You can accept 1 additional point of burn to have this effect last 1 round plus 1 for every 3 kineticist levels you possess (minimum 2 rounds, up to 7 rounds at 18th level). Blasts that deal more than three types of damage cannot be selected in this way.

Master Poisoner

Element(s) poison; Type utility (Su); Level 1; Burn
Prerequisite(s) basic toxikinesis

You are adept at creating and analyzing poison, gaining the poison lore inquisitor class feature. In addition, whenever you make poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).

Oozing Form

Element(s) poison or viscera; Level 2; Type utility (Su); Burn
Prerequisite(s) slime control or mutable visage

Your contact with oozes has begun to affect your body, making your flesh gooey and bones pliable. You gain DR 3/bludgeoning and can move through spaces as little as ⅛ your body width without taking penalties for squeezing, being able to move through spaces as small as 1 inch wide while taking squeezing penalties as normal for your size. This movement is limited by any gear you wear or carry.

Personalized Venom

Element(s) poison; Level 4; Type utility (Su); Burn
Prerequisite(s) biological toxin

You gain the toxic secretion class feature of the alchemist’s toxicant archetype, using ½ your kineticist level as your alchemist level and your Constitution in place of your Intelligence, except toxins created this way cannot be safely imbibed nor grant the benefits of imbibing them unless you possess the venom vector wild talent. If you possess the greater biological toxin utility wild talent, you instead treat your kineticist level as your alchemist level.

Poison Amplification

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

Select one injury or contact poison that you possess; you can treat the DC of that poison as 10 + your Constitution modifier + ½ your kineticist level for 10 minutes per level. Poison that has been amplified cannot be combined with another dose of the same poison for increased DC and duration. You can amplify a number of doses of poison equal to your Constitution modifier. Attempting to amplify another dose of poison while you are at your current limit of amplification will cause the oldest amplified poison to revert to normal.

Poison Conversion

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

You can convert one poison into any other type, as per the poison conversion alchemist discovery.

Poison Healer

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

You know how to help treat the poisoning of others, using delay poison as the
spell. You can also draw the poison out of others, removing it from them and treating it as though you had failed a save against it yourself. If you have the biological toxin utility wild talent, you can accept 1 point of burn to create a copy of that poison with the same restrictions and duration as that ability, removing it from your body in the process.

Poison Immunity

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

You are immune to all poisons and poison based effects.

Poison’s Sting

Element(s) poison; Type utility (Su); Level 2; Burn

When using poison blasts or composite blasts that include poison, your blast ignore hardness up to ½ your kineticist level.

Rapid Burn

Element(s) fire or poison and time; Level 3; Type utility (Sp); Burn 1
Prerequisite(s) improved burning infusion and time’s echo

When you would set a creature on fire or cover it in acid with burning infusion, improved burning infusion, or greater burning infusion, you can choose as an immediate action to instead have it continue to roll Fort saves (using the substance infusion’s DC) up to your Con modifier or until one succeeds, whichever comes first. The creature takes an additional 1d6 fire and/or acid damage (depending on the blast used) for each save it fails this way.

Slime Control

Element(s) poison; Level 1; Type utility (Su); Burn
Prerequisite(s) acid blast

You’ve learned how to solidify poisonous substances into a toxic sludge. When using your acid blast, virulent blast, or any blast for which either is a prerequisite, you can replace acid damage with bludgeoning damage. Energy blasts affected this way become physical blasts. In addition, you can affect creatures of the ooze type with mind-affecting effects even if they are mindless and receive a +4 circumstance bonus on all mind-affecting effects and Charisma-based skill checks against all oozes.

You can choose to gain this ability in place of basic toxikinesis.

Venom Spikes

Element(s) poison and viscera; Level 2; Type utility (Su); Burn 1
Prerequisite(s) biological toxin and bone spikes

When you use your bone spikes utility wild talent, you can also use your biological toxin or greater biological toxin utility wild talent to coat your bone spikes with any contact or injury poison you create. This poison can be applied a number of times equal to your Constitution modifier (minimum 1) before drying up. Venom spikes deal additional damage equal to ½ your Constitution modifier (minimum 1).

Venom Vector

Element(s) poison; Type utility (Sp); Level 5; Burn 1
Prerequisite(s) poison immunity

You may consume any poison, storing it inside of yourself indefinitely. As a touch attack or as part of a natural attack, you can discharge this stored poison to expose another creature to it. If you take slashing or piercing damage, as an immediate action you may choose to discharge this poison onto an adjacent creature. If you possess the poison amplification utility wild talent, you can use it with any poison stored inside of yourself when you discharge it.

Venom Vector, Greater

Element(s) poison; Type utility (Sp); Level 7; Burn 1
Prerequisite(s) venom vector

You can now release your stored poison as a fine mist surrounding your space for 1 round per 2 kineticist levels you possess, treating it as both a contact and inhaled poison. Creatures within 5 feet of you are automatically exposed to the poison, and must save as per usual. You can choose a number of allies up to your Constitution modifier to be immune to this mist.

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