Wild Talents




Kineticist/Class Skills/Infusion Wild Talents
Extended Range
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/INFUSION-WILD-TALENTS/#extended_range



Kineticist/Class Skills/Infusion Wild Talents/3rd Party
Empty Infusion
Element(s) universal; Type substance infusion; Level 1; Burn 0
Associated Blasts any
Saving Throw none

You know how to remove trauma from your blast. This blast deals no damage, but increases the DC of the kinetic blast by +1 as well as treating the opponent as if they had taken damage for the purpose of being affected by an infusion if they are hit by it. At 5th level, and every 5 levels thereafter, increase the DC by an additional +1. This infusion does not count against the limit of one substance infusion per kinetic blast.

Source:
libraryofmetzofitz.fandom.com/wiki/Empty_Infusion



Kineticist/Class Skills/Infusion Wild Talents
Empty Infusion
Element(s) earth, water, or wood; Type substance infusion; Level 2; Burn 2
Associated Blasts autumn, blizzard, cold, earth, ice, magma, metal, mud, sandstorm, spring, summer, verdant, winter, wood
Saving Throw Reflex negates

Your kinetic blast surrounds your foes in elemental matter.

Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0).

If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/INFUSION-WILD-TALENTS/#entangling_infusion



Kineticist/Class Skills/Infusion Wild Talents
Impale
Element(s) earth, water, or wood; Type form infusion; Level 3; Burn 2
Associated Blasts autumn, earth, ice, metal, spring, summer, verdant, winter, wood
Saving Throw none

You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn’t continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/INFUSION-WILD-TALENTS/#impale



Kineticist/Class Skills/Infusion Wild Talents
Flurry of Blasts
Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none

Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast’s damage don’t apply). At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level. If you are under the effect of haste or similar magic that increases your number of attacks in a full-attack action, the number of kinetic blasts in your flurry of blasts increases by 1.

No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don’t apply. If you are using a substance infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If you are using a substance infusion that requires a caster level check or combat maneuver check, you roll the check only once against each target, but you gain a bonus on the check equal to the number of times that target was hit beyond the first. If you are using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/INFUSION-WILD-TALENTS/#flurry_of_blasts



Kineticist/Class Skills/Infusion Wild Talents
Snake
Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none

You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/INFUSION-WILD-TALENTS/#snake



Kineticist/Class Skills/Infusion Wild Talents
Magnetic Infusion
Element(s) air or earth; Type substance infusion; Level 3; Burn 2
Associated Blasts charged water, electric, metal, plasma, thunderstorm
Saving Throw none

Your kinetic blast causes your foes to become mildly magnetic.

Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a –4 penalty on Reflex saving throws to avoid metallic objects.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/INFUSION-WILD-TALENTS/#magnetic_infusion



Kineticist/Class Skills/Infusion Wild Talents
Rare-Metal Infusion
Element(s) earth; Type substance infusion; Level 3; Burn 2
Associated Blasts metal
Saving Throw none

Your kinetic blast causes your foes to become mildly magnetic.

You can control the properties of metal, allowing your metal blast to bypass damage reduction as if it were adamantine, cold iron, or silver (your choice). If your target has an unusual type of damage reduction that could be overcome with the correct type of metal (such as DR/gold), you can also select that metal for this purpose. The metal you create with this infusion crumbles away shortly thereafter and has no gp value.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/INFUSION-WILD-TALENTS/#rare-metal_infusion



Kineticist/Class Skills/Infusion Wild Talents
Deadly Earth
Element(s) earth or wood; Type form infusion; Level 6; Burn 4
Prerequisite(s) extended range
Associated Blasts autumn, earth, magma, metal, mud, spring, summer, verdant, winter, wood
Saving Throw none

You infuse the ground in a 20-foot radius anywhere within 120 feet of you on an earthen surface (if you are using a metal blast, this infusion affects a metal surface instead). The ground roils and buckles beneath the affected area. All creatures and objects in contact with the ground within the area when you create it automatically take 1/4 of the normal damage from your blast with no saving throw. Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area. The entire area counts as difficult terrain. This infusion lasts for a number of rounds equal to your Constitution modifier or until you use it again.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/INFUSION-WILD-TALENTS/#deadly_earth



Kineticist/Class Skills/Infusion Wild Talents
Fragmentation
Element(s) earth or water; Type form infusion; Level 7; Burn 4
Prerequisite(s) extended range
Associated Blasts earth, ice, metal
Saving Throw none or Reflex half; see text

You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect. The saving throw DC is Dexterity-based.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/INFUSION-WILD-TALENTS/#fragmentation



Kineticist/Class Skills/Infusion Wild Talents/3rd Party
Imprisoning Infusion
Element(s) earth, machine, viscera, water, or wood; Type substance infusion; Level 8; Burn 4
Prerequisite(s) none
Associated Blasts autumn, bone, crystal, earth, gore, great oak, forge, ice, junk, metal, mud, nano, petrolic, ravaging nature, rust, shatterstorm, spring, subzero, summer, tundra, warped bone, winter, wood
Saving Throw Fortitude negates

Your blast is capable of entombing others alive. Whenever an infused blast hits a foe and deals damage, that foe must succeed a Fortitude save or become encased in an elemental prison. This functions as the ice tomb witch hex, except the target takes the blast’s damage rather than ice tomb’s normal damage (including type of damage), and the tomb is composed of whatever matter the blast was composed of.

Source:
libraryofmetzofitz.fandom.com/wiki/Imprisoning_Infusion

Witch/Class Skills/Hexes
Ice Tomb
A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.

Source: www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/major-hexes/hex-major-ice-tomb-su/



Kineticist/Class Skills/Utility Wild Talents
Elemental Whispers
Element(s) universal; Type utility (Su); Level 1; Burn 0

You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#elemental_whispers



Kineticist/Class Skills/Utility Wild Talents
Kinetic Cover
Element(s) aether, earth, water, or wood; Type utility (Sp); Level 1; Burn 0

You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#kinetic_cover



Kineticist/Class Skills/Utility Wild Talents/3rd Party
Improved Kinetic Cover
Element(s) aether, earth, light, machine, viscera, water, or wood; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) none

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

Source:
libraryofmetzofitz.fandom.com/wiki/Kinetic_Cover



Kineticist/Class Skills/Utility Wild Talents
Shift Earth
Element(s) earth; Type utility (Sp); Level 4; Burn 0
Prerequisite(s) kinetic cover

As a standard action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. This doesn’t cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature’s feet, it can attempt a DC 20 Reflex save to leap elsewhere and avoid moving along with the earth.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#shift_earth



Kineticist/Class Skills/Utility Wild Talents
Clockwork Heart
Element earth; Type utility (Su); Level 3; Burn 0
Prerequisite(s) metal blast

You have used your power over metal to add clockwork components to your own body. So long as these clockwork components are kept wound (per the winding ability of the clockwork subtypeB3), you gain the benefits of both the Improved Initiative and Lightning Reflexes feats.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#clockwork_heart



Kineticist/Class Skills/Utility Wild Talents
Tremorsense
Element(s) earth; Type utility (Su); Level 3; Burn 0

You can take a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. While benefiting from this tremorsense, your earth blasts and composite blasts that include earth components don’t suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#tremorsense



Kineticist/Class Skills/Utility Wild Talents
Enduring Earth
Element(s) earth; Type utility (Su); Level 4; Burn 0

When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it’s longer than 1 round.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#enduring_earth



Kineticist/Class Skills/Utility Wild Talents/3rd Party
Endlessly Enduring Earth
Element(s) earth; Type utility (Su); Level 6; Burn 0
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.

Source:
libraryofmetzofitz.fandom.com/wiki/Enduring_Earth



Kineticist/Class Skills/Utility Wild Talents
Earth Climb
Element(s) earth; Type utility (Su); Level 2; Burn 0

You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#earth_climb



Kineticist/Class Skills/Utility Wild Talents
Earthmeld
Element(s) earth; Type utility (Sp); Level 4; Burn 0
Prerequisite(s) Earth Climb

You meld a creature into stone, where it can listen to conversations without being detected. This functions as the meld into stone spell, except it can work on any willing creature, not just you, and it lasts for 10 minutes per kineticist level or until you use earthmeld again. The melded creature, not you, decides when to step out of the stone. You can accept 1 point of burn to increase the duration of an earthmeld until the next time you recover burn. Such increased earthmelds don’t end if you use earthmeld again, allowing you to maintain multiple earthmelds.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#earthmeld

Magic/Spells
Meld into Stone
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of non-living gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Even if you make your save, you still take 5d6 points of damage.

Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.

The following spells harm you if cast upon the stone that you are occupying.
Stone to flesh expels you and deals you 5d6 points of damage.
Stone shape deals 3d6 points of damage but does not expel you.
Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled.
Finally, passwall expels you without damage.

Source: www.d20pfsrd.com/magic/all-spells/m/meld-into-stone



Kineticist/Class Skills/Utility Wild Talents
Earth Glide
Element(s) earth; Type utility (Su); Level 5; Burn 0
Prerequisite(s) Earth Climb

You can glide through earth, as an earth elemental’s earth glide ability, with a burrow speed equal to your base land speed.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#earth_glide



Kineticist/Class Skills/Utility Wild Talents
Ride the Blast
Element(s) universal; Type utility (Sp); Level 6; Burn 0

You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#ride_the_blast



Kineticist/Class Skills/Utility Wild Talents
Magnetism
Element(s) air, earth; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) magnetic infusion
Saving Throw none; SR yes

You can push and pull metal objects using magnetism. This functions as telekinetic maneuvers but you can make only bull rush and drag combat maneuvers, and can do so only against metal objects or creatures. If you use this ability on an attended metal object, you must exceed the creature’s CMD as normal, and if it’s holding the object, it must drop it or this ability pushes or pulls the creature.

Source:
aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Magnetism



Kineticist/Class Skills/Utility Wild Talents
Magnetism, Greater
Element(s) air, earth; Type utility (Sp); Level 9; Burn 0
Prerequisite(s) magnetic infusion, magnetism
Saving Throw none; SR no

You can repel or attract metal objects in a vast line with a magnetism so strong that there is no hope of escaping. This functions as repel metal or stone, except only for metal objects, and you can also pull the objects toward you instead of pushing them away. The effect lasts for 1 round, and the pulling version of the effect can’t pull objects into the air unless they are already airborne. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you have.

Source:
aonprd.com/KineticistTalentsDisplay.aspx?ItemName=Magnetism,%20Greater



Kineticist/Class Skills/Utility Wild Talents
Seismic Master
Element(s) earth; Type utility (Sp); Level 9; Burn 0

You can focus on your connection to earth and create a localized tremor, as the earthquake spell.

Source:
www.d20pfsrd.com/ALTERNATIVE-RULE-SYSTEMS/PAIZO-RULES-SYSTEMS/OCCULT-ADVENTURES/OCCULT-CLASSES/KINETICIST/UTILITY-WILD-TALENTS/#seismic_master