Viscera Utility Talents

Adaptive Skin

Element(s) viscera; Level 3; Type utility (Su); Burn
Prerequisite(s) reactive skin

Whenever you would receive damage from an energy type that you are not currently resisting, you may cause your skin to adapt to this new stimulus, changing the type of damage your reactive skin guards against. This wild talent activates after the damage has been dealt, providing no protection against the triggering attack.

Advanced Exoskeleton

Element(s) viscera; Level 5; Type utility (Sp); Burn 1
Prerequisite(s) bone armor

This acts as the bone armor utility wild talent, except it provides DR 10/bludgeoning and adamantine, and double the amount of damage it can receive before breaking. If you possess the bone spike utility wild talent, that wild talent’s damage doubles.

Basic Corpokinesis

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

You can subtly alter your features, granting you a +2 on Disguise and Bluff checks. You can also use bleed and stabilize at will. This ability counts as skill focus for the purposes of qualifying for Eldritch Heritage feat, as well as allowing you to freely remove or create scars and blemishes on your body.

Benign Cyst

Element(s) viscera; Type utility (Sp); Level 2; Burn 1
Saving Throw Fortitude negates (harmless); Spell Resistance no

You are capable of creating a small growth on one willing living creature within 30 feet, forging a link between yourself and them until the next time you recover burn. As long as that creature is within 60 feet of you, you may communicate with them telepathically, and if you possess the kinetic healer utility wild talent, you may use it on them without touching them as long as you are within 60 feet of them.

Bone Armor

Element(s) viscera; Type utility (Sp); Level 3; Burn 1

You create a temporary armor of bones, granting you DR 5/bludgeoning. Once this armor has prevented a total of 5 damage per kineticist level you possess, it is destroyed. If you possess the bone spikes utility wild talent as well, you can activate both of these talents with the same standard action, reducing the burn cost of bone spikes by 1. If you do, your bone spikes are destroyed when your bone armor is.

Bone Blades

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

You grow out a pair of durable bone spurs from your forearms, granting you two claw attacks which deal 1d4 damage. You can retract these claws at will, although you cannot wield a shield while these claws are in use. You can accept 1 point of burn to also enlarge your teeth, granting you a bite attack which deals 1d6 damage until the next time you recover burn.

Bone Feast

Element(s) viscera; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) bone blades
Saving Throw Fortitude half; Spell Resistance no

As a full round action, you can make an attack with one of your bone blades. If this attack hits, the target must make a fortitude save or take half of your bone blast’s damage and 2 Constitution drain, granting you temporary hit points equal to twice the target’s hit dice that last until you recover burn or until depleted. Temporary hit points gained from multiple uses of this ability don’t stack. You can accept 1 point of burn to instead make an attack with each of your claw attack granted from the bone blades utility wild talent, both dealing Constitution drain. Temporary hit points gained from both attacks are considered to be from one source for the purposes of stacking. This ability does not affect undead or constructs. Temporary hit points gained from this ability stack with those gained from other wild talents.

Bone Spikes

Element(s) viscera; Type utility (Sp); Level 3; Burn 1
Prerequisite(s) reactive skin

You cover your body in sharp bone spurs that slash at those who attack you. This functions as the jagged flesh wild talent.

Corpomancy

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

You can perform the Prognostication occult skill unlock even if you do not possess the Psychic Sensitivity feat or the ability to cast psychic spells, but only when using extispicy or osteomancy (those with Psychic Sensitivity or the ability to cast psychic spells can perform any form of prognostication as normal). In addition, when performing prognostication using extispicy or osteomancy, you can accept 1 point of burn to reduce the casting time to one full round and add a circumstance bonus equal to 10 + your kineticist level to your Sense Motive check after you’ve rolled it but before the results are revealed. Prognostication performed this way can be used a number of times equal to your Constitution modifier per creature per 24 hour period.

Corporeal Tear

Element(s) aether, time, or void and viscera; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) basic corpokinesis and dimensional rip or the dimensional tear class feature
Saving Throw Fortitude negates or half (see text); Spell Resistance no

You are able to create a dimensional tear inside of a corporeal creature (except for constructs), using it as though it was a dimensional tear of the creature’s size. The creature is allowed a Fortitude save to negate being treated as a tear, and if you choose to have a kinetic blast exit through a corporeal tear, the creature is made into the target and is the only creature affected by it, regardless of any infusion applied to the blast. If a creature chooses to exit through a corporeal tear, they can decide to deal damage equal to twice the kineticist’s level to the creature (Fortitude for half), although a creature forced to exit through a tear always deals damage.

Deadly Premonition

Element(s) viscera; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) corpomancy

You can use corpomancy to perform extispicy using your own intestines, taking 6d6 damage and 2d3 bleed damage to simulate the effects of divination, except information gleaned this way is always correct. This damage and bleed is prevented if you possess the visceral whip wild talent or if this is used again after the first use but before you receive any healing, but the damage cannot be prevented or reduced otherwise.

Death Globe

Element(s) viscera or void; Level 4; Type utility (sp); Burn 0
Prerequisite(s) mobile blast

You create an attacking mass of dead matter, as anubis’s flail, except using your Constitution modifier in place of a mental ability score modifier. By accepting 1 additional point of burn, you can expand this ability’s range to Medium and the mass can be used as the point of origin of any viscera or void kinetic blast you use except kinetic fist.

Defensive Osteotomy

Element(s) viscera; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) osteotomy

When using a blast infused with osteotomy, instead of having the bone shards land, you can choose to surround yourself with them as a free action, providing you with a deflection bonus to AC equal to +1 per 4 damage dice dealt by the blast until your next turn. You can accept 1 point of burn to increase the duration of this effect to 1 round per 3 kineticist levels.

Devolve

Element(s) time and viscera; Level 6; Type utility (Sp); Burn 0
Saving Throw Will negates; Spell Resistance yes

You reverse the flow of time for a creature in the service of another. Select an animal companion, familiar, or eidolon within 30 ft. It must succeed a Will save or be reverted to an earlier stage of its evolution. It receives a -4 penalty to Intelligence and Charisma and a +2 size bonus to Constitution for 1 minute per kineticist level, and for the duration it does not recognize or understand its master and is out of their control, acting only in its own best interests. You can accept 1 additional point of burn to increase this duration to 1 day per kineticist level.

Divisive Osteotomy

Element(s) viscera; Level 8; Type utility (Sp); Burn 1
Prerequisite(s) osteotomy
Saving Throw Fortitude partial; Spell Resistance yes

As a full-round action, you can separate a living corporeal creature’s skeleton from its body. This deals 2d6 + 6 Constitution damage and 1d3 Constitution bleed to the target and rips the skeleton out of their flesh, placing it in their space or a space adjacent to them. Creatures that survive the process have all move speeds reduced to 5 ft. and cannot take any other actions except to move toward their skeleton or attempt to put it back inside themselves as an action that requires 2 full rounds, ending their Constitution bleed. The skeleton can be reanimated as the base creature with the bloody skeleton template applied. If a creature targeted by this ability succeeds its Fort save, it instead only suffers 1d6 Constitution damage and is staggered for 1 round. A creature must have an internal skeleton to be affected by this wild talent.

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.

Emerging Form

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

You can alter your body to grow a vestigial arm as per the alchemist discovery. You can select this utility wild talent up to 3 times; the second time you select it you gain a second vestigial arm, and the third time you select it you gain the parasitic twin alchemist discovery.

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.

Explosive Evolution

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

You can create new yet unstable growth on your body as per the lesser evolution surge spell, although you are treated as the target of it.

Explosive Evolution, Greater

Element(s) viscera; Type utility (Sp); Level 8; Burn 1
Prerequisite explosive evolution

Whenever you use your explosive evolution wild talent, you are instead treated as though you were under the effects of an evolution surge spell, although you cannot select the ‘large’ evolution with this ability.

Flesh Mask

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

Your abilities take on a far more sinister form, allowing you to shape the flesh of a creature’s face within 30 feet. You can choose to grow additional flesh over a creature’s eyes (blinding them), nose (disabling their sense of smell), mouth (making them mute), or ears (deafening them) for 1 minute. If you accept 1 point of burn, you can instead target two different features of their face (targeting both their nose and mouth will cause the target to suffocate). The target can end this effect early by using a light slashing or piercing weapon to attack themselves as a standard action (this requires a Will save at the same DC as this effect), maximizing the amount of damage to themselves to cut open the newly grown skin of one affected feature at a time. This ability does not affect incorporeal undead or constructs.

Flesh Servant

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

You know the secrets to creating life from your own skin, gaining a tumor familiar as per the alchemist discovery.

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.

Grotesque Armor

Element(s) viscera and water; Level 8; Type utility (Sp); Burn 1
Prerequisite(s) roiling flesh, shroud of water

For one round per kineticist level you possess, you shape an adjacent creature affected by your roiling flesh into a part of the armor or shield created by your shroud of water. As long as that creature is not in a stable shape and your shroud of water is active, damage that directly targets you is instead split evenly between you and the affected creature before accounting for damage reduction, hardness, energy resistance, or immunity, and the creature cannot take any action except attempting Will saves to stabilize its shape. If the creature’s shape becomes stable or you deactivate shroud of water, this effect ends and the creature appears in a space adjacent to you of its choice.

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 Purification

Element(s) time, viscera or water; Type utility (Su); Level 8; Burn
Prerequisite(s) kinetic regeneration

You can accept 1 additional point of burn while using your kinetic healer talent to increase the healing by 1 step (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12) as well considering your kinetic healer talent as the heal spell for what it can recover.

Kinetic Regeneration

Elements(s) time, viscera or water; Type utility (Su); Level 6; Burn
Prerequisite(s) kinetic healer or regressive healer

When you use the kinetic healer or regressive healer utility wild talent, it is considered the regeneration spell for what it can heal.

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.

Licker

Element(s) viscera; Level 2; Type utility (Sp); Burn 1
Prerequisite(s) Agile Tongue feat

Until the next time you recover from burn, your tongue can be used to make melee attacks (dealing damage as a tentacle appropriate for your size) and grapple combat maneuvers (taking a penalty as if grappling with one hand). You use your kineticist level as your BAB for attacks and combat maneuvers made with your tongue, and it can be used to lift and carry objects and creatures weighing up to 15 lbs. per kineticist level you possess.

Malignant Cyst

Element(s) viscera; Type utility (Sp); Level 5; Burn 1
Prerequisite(s) benign cyst
Saving Throw Fortitude negates; Spell Resistance no

With a thought, you can grow a cyst onto any creature within 60 feet, bonding you to them until you recover burn. Creatures with a cyst take a penalty on attack rolls against you and their armor class against your attacks equal to ¼th your kineticist level. When you target a creature affected by your malignant cyst with your bone blast, you can instead deal half the normal amount of damage without an attack roll, allowing a Fortitude save to reduce that amount to ¼ normal damage. Damage dealt this way is untyped and ignores damage resistance.

You can end the effects of a malignant cyst early, forcing the creature to make a Fortitude save or have the cyst drain into them, taking control of their body’s movements as per dominate monster for 1 round per 2 kineticist levels you possess. This ability does not affect incorporeal undead or constructs.

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.

Mutable Visage

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

Your flesh is yours to shape as you will, allowing you to use alter self for 1 minute per kineticist level you possess, although you do not gain any size bonuses from this ability. If you accept 1 point of burn, until the next time your burn is removed, each use of this wild talent last until dismissed.

Offensive Osteotomy

Element(s) viscera; Level 3; Type utility (Sp); Burn 1
Prerequisite(s) osteotomy

When using a blast with the osteotomy infusion, instead of having the shards of bone land on the ground, you can use them offensively as an immediate action. Treat this as if you had used bone blast, except the point of origin is the target of the original blast, the new blast deals half its normal damage and deals piercing instead of bludgeoning and/or slashing, and it cannot have a form infusion applied to it (if you apply a substance infusion you must still pay its burn cost as normal for using a kinetic blast). If you possess a composite blast with which osteotomy is associated, you can pay its burn cost to treat this as that composite blast instead of bone blast.

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.

Petrified Innards

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

You are able to harden your insides to prevent damage as per the preserve organs alchemist discovery. You can select this utility wild talent up to 3 times.

Preserved Flesh

Element(s) viscera; Type utility (Su); Level 6; Burn
Prerequisite(s) petrified innards, reactive skin

You learn the secrets to preserving yourself perfectly as per the mummification alchemist discovery. Instead of taking 30 days, you can perform the process to alter yourself in 1 day, although if anything interrupts this process, you must start again.

Roiling Flesh

Element(s) viscera; Type utility (Sp); Level 7; Burn 0
Saving Throw Fortitude negates; Spell Resistance yes

Able to shift skin and bone as you wish, you are also able to unravel it, altering the form of a corporeal creature within 60 feet as though under the effects of the corporeal instability curse as the chaos beast’s ability for 1 minute (see below). You can accept 1 burn to instead make this effect permanent. You can only have 1 non-permanent use of this ability in effect at 1 time; attempting to use it again while another creature is affected will cause the previous effect to end. This ability does not affect incorporeal undead or constructs.

Corporeal Instability (Su) A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).

Skin Slough

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

You gain the ability to strip off your own skin as per the spell skinsend. You can accept 1 burn to end this effect and regrow your skin, healing a number of hit points equal to your kineticist level when you do so.

Tongue Twister

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

You gain Agile Tongue as a bonus feat, ignoring its prerequisites.

Undead Evolution

Element(s) viscera and void; Level 3; Type utility (Sp); Burn 1
Prerequisite(s) unnatural evolution and reanimating infusion or aura of ash

You are capable of altering the undead you create. You can spend 10 minutes with an undead you have created with a wild talent to grant it the benefit of your unnatural evolution utility wild talent for a number of days equal to your class level. If you possess the improved unnatural evolution utility wild talent, you can instead accept an additional point of burn to grant the benefits of that utility wild talent in place of unnatural evolution.

Unnatural Evolution

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

You gain one 1 point evolution from the eidolon class feature of the summoner for which you qualify, treating your kineticist level as your summoner level and your base form as biped. At the beginning of each day, you can change this evolution to any other legal choice.

Unnatural Evolution, Improved

Element(s) viscera; Type utility (Su); Level 4; Burn
Prerequisite(s) unnatural evolution

You can alter yourself further, gaining either one 2 point evolution or two 1 point evolutions.

Unnatural Evolution, Greater

Element(s) viscera; Type utility (Su); Level 7; Burn
Prerequisite(s) improved unnatural evolution

You can alter yourself greatly, gaining either one 3 point evolution, one 2 point evolution and one 1 point evolution, or three 1 point evolutions.

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).

Visceral Corruption

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

When using viscera blasts or composite blasts that include viscera, creatures damaged by your blast take a -1 to all saving throws for 1 round. This ability does not affect incorporeal undead or constructs.

Writhing Bodies

Element(s) viscera and void; Level 7; Type utility (Sp); Burn 1
Prerequisite(s) death globe
Saving Throw Fort negates

As a full round action you can target any space within 60 feet of you, and all creatures with 0 or fewer hit points within 30 feet of that space must succeed a DC 26 Fort save or be pulled together, creating a corpse orgy (as if affected by the corpse orgy’s absorb body ability) which functions as normal except it is of the non-Good, non-Lawful alignment closest to yours. Dead creatures automatically fail their Fort save; if fewer than two creatures fail the save, the wild talent fails. You command the corpse orgy completely, but must maintain concentration to keep it from falling apart. If you possess basic pyrokinesis or fire blast, you can treat this talent as fire, viscera, and void element, and instead create a fiery corpse orgy (found in Monsters of Porphyra).

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