Water Utility Talents

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.

Aqua Bubble

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

You know how to take the sea with you. You can create a bubble of water around yourself which last for 1 minute per kineticist level you possess. While in this bubble, you can use your swim speed while on land, and all creatures inside of your aqua bubble must hold their breath or begin to drown. You can accept 1 point of burn to increase the area of this bubble by 5 ft.

Aquatic Adaptation

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

You are adept at swimming and moving underwater, gaining a +4 bonus to Swim checks and can breathe underwater.

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.

Basic Cryokinesis

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

You focus more strongly on your ability to manipulate ice and snow than water in its liquid state. You receive a bonus to your natural armor equal to 1 + ⅕ your kineticist level and can use create water at will, but it instead conjures an equivalent amount of ice. You also receive a circumstance bonus on damage rolls equal to 1 + ⅕ your kineticist level on your cold blast, ice blast, and any composite blast for which cold blast or ice blast is a prerequisite when using them against creatures of the fire subtype and when used in cold temperatures and frigid environments. You cannot learn basic hydrokinesis without possessing water blast, and if you possess basic hydrokinesis at the time you gain this wild talent, you lose it and any wild talents for which basic hydrokinesis is a prerequisite. You also cannot learn water blast unless you already possess cold blast, and if you already possess water blast when you gain this wild talent, it is replaced by cold blast (this could also affect which composite blasts you have access to).

You can select this talent in place of basic hydrokinesis.

Chilling Void

Element(s) void and water; Level 3; Type utility (Su); Burn
Prerequisite(s) cold blast and darkness infusion, shroud of shadows, or grasp of the void
Saving Throw Fortitude half; Spell Resistance yes

All creatures that end their rounds within an area of darkness you have created take 2 cold damage for each kineticist level you possess.

Clangorous Shroud

Element(s) sound and water; Level 4; Type utility (Su); Burn
Prerequisite(s) shroud of water, quivering defense

As long as your shroud of water is active and is providing a shield bonus to your AC, you benefit from quivering defense even if you have no shield.

Elemental Acceleration

Element(s) air, fire, time, or water; Level 1; Type utility (Su); Burn

You channel your element to dash along freely. Choose one movement speed granted by your element, or your base land speed. Increase this speed by 10 ft. At 5th level and every 5 levels thereafter, this speed increases by another 10 ft.

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 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.

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.

Frigid Terrain

Element(s) water; Level 3; Type utility (Sp); Burn 0
Prerequisite(s) cold adaptation
Saving Throw none; Spell Resistance no

With but a thought, you can manipulate your environment into a chilly wasteland. As a move action, you radiate an aura of cold for 1 minute per 2 kineticist levels you possess. While your aura is active, all squares within 10 ft. of you are treated as icy terrain. You are not hindered by this wild talent, instead increasing your base land speed in areas of icy terrain by 10 ft.

Glorious Bastion

Element(s) light and water; Level 8; Type utility (Sp); Burn 1
Prerequisite(s) illusory duplicates, shroud of water

Your body is protected from harm by thin layers of prismatic light until you recover from burn. While both your illusory duplicates and shroud of water wild talents are active and you haven’t accepted any burn since using this wild talent, you are protected from any effect a prismatic wall would block. In addition, creatures that touch you trigger the effect of the outermost layer as if touching a prismatic wall, dispelling that layer in the process (this does not affect gear you are wearing or creatures or objects you touch purposefully). The layers of protection can be removed in the same manner as those of a prismatic wall, with each layer regenerating when you recover burn. If you ever accept burn or use a kinetic blast, you lose the outermost layer until the next time you would recover burn, even if that burn is removed in some other way beforehand.

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.

Hydro Cutter

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

As you learn to master the art of water manipulation, you can now choose to deal piercing damage with your water blast or its composite blasts in addition to any other physical damage type dealt, gaining a +1 to attack and damage rolls due to how easily your water blades pierces the air. You can also add bloody infusion to your list of wild talents, and are able to apply it to a piercing water blast or its composite blasts. You can choose to gain this wild talent instead of basic hydrokinesis.

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.

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.

Lingering Energy

Element(s) aether, air, fire, mind, void, or water; Level 5; Type utility (Sp); Burn 1
Prerequisite(s) any energy blast

As an immediate action when you reduce a creature’s hit points to 0 or lower with an energy kinetic blast, you can have your blast’s energy linger around them until the end of your next turn. During that time, the next creature that touches it is treated as if it was hit by the same kinetic blast (without form infusions applied), receiving a Reflex save to avoid the blast outright as well as a +5 bonus to saves against any infusions that were applied to that blast if it hits them. This wild talent can only affect one creature at a time.

Liquid Body

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

Your body can become one with water. You can use fluid form as per the spell, although the duration is changed to 1 round per kineticist level you possess. You can accept 1 burn to increase the duration to 10 minutes per kineticist level you possess.

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.

Simple Versatility

Element(s) air, sound, void, or water; Level 1; Type utility (Su); Burn

You can empower your simple blasts to greater potential. If you possess a simple blast of an element that has more than one simple blast (such as electric blast), you can use infusions with it associated with either of that element’s simple blasts. This has no effect on simple blasts of elements with only one simple blast (such as fire blast).

Tundra’s Wrath

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

Treat this as hostile woodwork, except you instead target ice or snow (or objects or constructs made of such matter), and it works only with cold blastOA, ice blastOA, and composite blasts for which cold blast is a prerequisite. You can accept 1 additional point of burn to target a source of water for this purpose instead.

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