Wood Utility Talents

Arboreal Teleport

Element(s) wood; Type utility (Sp); Level 6; Burn 0

You know how to travel through the trees as though you were one with them, as though using tree stride. You can accept 1 point of burn to treat any tree as oak, ash, or yew for the purpose of the distance you may travel.

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.

Briarthorn Overgrowth

Element(s) wood; Level 5; Type utility (Su); Burn
Prerequisite(s) verdant overgrowth
Saving Throw Reflex negates; Spell Resistance no

Creatures affected by your verdant overgrowth or grasping overgrowth are also dealt damage equal to ¼ the damage of your wood blast at the end each turn during which they are entangled or grappled by it. You can designate a number of creatures up to your Constitution modifier to be immune to this effect, and each such creature is treated as having greensight 30 ft., as the universal monster ability.

Brutal Club

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

You can enhance the power of a club or quarterstaff you possess. This functions as shillelagh, except it only lasts 1 minute, can only affect a weapon made entirely of wood or plant matter, and wielding this weapon does not interfere with your ability to use gather power or kinetic blasts. At 9th level, you can accept 1 additional point of burn to give the affected weapon the conductive weapon ability, but this only functions with wood blasts and composite blasts that include wood; you can also accept 1 additional point of burn to treat the weapon as an additional size category larger, or accept 2 burn to have both of these effects occur at once.

Continuous Regrowth

Element(s) wood; Level 5; Type utility (Su); Burn
Prerequisite(s) flesh of woodOO

While your flesh of woodOO is active, you have fast healing 1. This increases by 1 for each point of burn you possess. If you receive fire, cold, negative energy, or slashing damage, this ability is negated for 1 minute. This ability can only heal you up to ½ of your total hit points.

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.

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.

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.

Fist of Oak

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

Your hands are as tough as a mighty redwood. While your flesh of wood is active, you gain a slam attack as per fist of granite. If you also possess the thorn body wild talent, this slam attack also deals piercing damage.

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.

Grasping Overgrowth

Element(s) wood; Level 6; Type utility (Sp); Burn 0
Prerequisite(s) verdant overgrowth
Saving Throw Reflex negates; Spell Resistance no

Treat this as verdant overgrowth except that at the end of each round a creature spends inside the area of your verdant overgrowth, they must make a Reflex save or be treated as grappled by the plant life as per black tentacles. A creature can end this grapple by dealing 2 points of slashing or energy damage per kineticist level you possess to the plant life in their square (AC 5).

Horticultural Animation

Element(s) wood; Level 7; Type utility (sp); Burn 0

You can give sentience to plants for a short amount of time, as per animate plantsMA, although you cannot use the entangle option with this ability. You can accept 1 point of burn to increase the duration of this ability to 1 minute per kineticist level you possess. You can only have one use of this ability in effect at a single time, and using it again while the previous plants are still animated causes all previously affected plants to revert back to normal.

Hostile Flora

Element(s) wood; Level 3; Type utility (Sp); Burn 0
Saving Throw Fort negates (see text); Spell Resistance no

You can target plant life within 30 ft. to be the source of a wood kinetic blast. Doing so forces the plant to make a Fort save using your blast’s DC; failing this causes it to take damage equal to the minimum your blast would deal, while passing it causes your blast to fail, wasting your action. Plants created by you can ignore this save. If you possess the merciful foliageOO utility wild talent, you can choose for plants to not make the save or take damage, instead automatically becoming the source of your blast, and if you possess the extended range or extreme range infusion wild talents, you can target plant life within 120 ft. and 480 ft. respectively.

Hostile Woodwork

Element(s) wood; Level 4; Type utility (Su); Burn
Prerequisite(s) hostile flora

You can use wooden structures and objects, including weapons, armor, or shields, as the source of kinetic blasts through your hostile flora ability. Magic equipment cannot be targeted for this purpose unless you possess at least 3 times the object’s enhancement bonus in kineticist levels, and you add the object’s enhancement bonus as a circumstance bonus to your blast’s damage rolls. Constructs made of wood can attempt a save against this effect as per hostile flora, using their Will instead of their Fort.

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.

Metal-Wood

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

You know how to create the most powerful of lumber, being able to alter wood as per the ironwood spell for 24 hours. You can accept 1 burn to instead make this effect permanent. If you possess the paper control wild talent, you can also apply this effect to paper.

Paper Control

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

You are adept at controlling paper as well as wood. You can manipulate paper freely, being able to control it as though using the basic telekinesis wild talent. Whenever you use your wood blast, you can instead create paper, gaining a +1 to attack rolls with it. You can choose to gain this wild talent instead of basic phytokinesis.

Photosynthesis

Element(s) fire and wood; Level 4; Type utility (Su); Burn
Prerequisite(s) heat adaptation, roots

You draw energy from the sun to help recover wounds. As long as you are receiving a bonus from your roots wild talent, you receive fast healing 1 in normal light, or fast healing equal to ⅓ your kineticist level in bright light, and you can forgo eating so long as you spend at least 4 hours per day in sunlight. If you possess solar blast, you can accept 1 point of burn to receive an equal amount of regeneration (cold, fire, or slashing) instead until the next time you recover burn. This fast healing can only heal you up to 50% of your total hit points if you are in normal light or 75% of your total hit points if you are in bright light, and you must be in natural sunlight or light produced by a harmless evocation [light] spell to be healed (not including light used via basic pyrokinesis).

Rapid Regrowth

Element(s) wood; Level 7; Type utility (Su); Burn
Prerequisite(s) continuous regrowth

Your continuous regrowth wild talent instead grants an equal amount of regeneration (cold, fire), as the universal monster ability, and is not negated by negative energy or slashing damage. This wild talent cannot be taken by creatures without a Constitution score and can only heal you up to ¾ of your total hit points.

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.

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.

Thorn Wall

Element(s) wood; Type utility (Sp); Level 5; Burn 0

You create a wall of thorns as per the spell. If you have nightshade blast, creatures who take damage from your thorn wall are also sickened for 1 minute. You can only have 1 use of the ability active at a time. If you attempt to use it again while another use of this ability is active, the first ability will wither and die.

Toxic Barbs

Element(s) wood; Type utility (Su); Level 4; Burn
Prerequisite(s) thorn body
Saving Throw Fortitude negates

Your thorns secrete a naturally poisonous liquid. All foes who take damage from your thorn body or slam attack granted by your fist of oak are sickened for 1 round. This is a poison effect.

Verdant Aura

Element(s) wood; Level 2; Type utility (Su); Burn
Prerequisite(s) flesh of woodOO

Grass and flowers instantly grow around you, even in areas hostile toward them or where plant life couldn’t possibly take root. This effect extends to a radius of 10 ft. plus an additional 5 ft. per 3 kineticist levels you possess (up to 30 ft.), allowing all creatures (yourself included) to benefit from woodland stepOO, greater woodland stepOO, and any other effect which benefits those in a forest or grasslands environment. This aura follows and is centered on you, and plants grown with this ability in an area where plants should not exist will instantly wither into nothingness once outside of your aura. This is only active while your flesh of woodOO defense wild talent is active.

Verdant Overgrowth

Element(s) wood; Level 4; Type utility (Sp); Burn 0
Prerequisite(s) verdant aura, entangling infusionOA

You can cause the plants created by your verdant aura to grow to great heights for 1 minute per kineticist level you possess. The area of your aura is treated as difficult terrain, as per the entangle spell. In addition, all creatures within your aura gain concealment against all creatures without the ability to see through plant life, such as the greensight universal monster ability.

Wood Prison

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

You are capable of forming a wooden prison around a creature equal to its size, trapping them in place for 1 round 3 per kineticist levels you possess. This effect completely surrounds a creature, although it is not airtight. This wooden prison has hit points equal to your kineticist level. You can accept 1 point of burn to grant this wooden prison 1 hardness per 2 kineticist levels you possess.

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