Earth (Geokinesis)

Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.

## Class Skills

A geokineticist adds Climb and Knowledge (dungeoneering) to her list of class skills.

## Basic Manipulation

### Basic Geokinesis

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

You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

These utility wild talents are available in place of Basic Geokinesis. Regardless which one is picked, they can always be chosen at a later time as long as their requirements are met.

### Elemental Limb

**Element(s)** earth, light, machine, 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.

### Glass Cannon

**Element(s)** earth; **Level** 1; **Type** utility (Su); **Burn** —

You specialize in control over glass rather than more common earthen materials. Your crystal, earth, flensing, magma, sandstorm, shatterstorm, or tundra blasts can create glass or obsidian rather than stone or sand, adding +1 to your attack rolls and damage with these blasts. In addition, wild talents with which you could normally only affect earthen surfaces or material (such as earthmeld, shift earth, or stone sculptor) can affect glass or obsidian as well.

## Simple Blast

A geokineticist gains earth blast as a simple blast wild talent.

### Earth Blast

**Element(s)** earth; **Type** simple blast (Sp); **Level** —; **Burn** 0

**Blast Type**: physical; **Damage** bludgeoning, piercing, or slashing

You shape earth into clumps or shards and send them flying at a foe.

### Earth Blast (Alternate)

**Element(s)** earth; **Type** simple blast (Sp); **Level** —; **Burn** 0

**Blast Type**: energy; **Damage** earth

You shape earth into clumps or shards and send them flying at a foe.

Using this blast changes the damage of composite blasts requiring Earth Blast to earth and the other component blast(s)'s damage type(s). If all component blasts are energy types, the composite blast also becomes an energy blast.

## Composite Blast

### Autumn Blast

**Element** earth and wood; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** earth blast, wood blast

**Blast Type** physical; **Damage** any two of bludgeoning, piercing, and slashing (half each)

A burst of fallen leaves and earthy decay batters a single foe.

### Crystal Blast

**Element(s)** earth and light; **Type** composite blast (Sp); **Level** —; **Burn** 2; Aura conjuration (creation) [earth, light]

**Prerequisite(s)** earth blast, light blast

**Blast Type** physical; **Damage** half bludgeoning, half slashing

You fire glowing crystals of light at your foes.

### Crystalline Blast

**Element(s)** earth and machine; **Type** composite blast (Sp); **Level** --; **Burn** 2; **Aura** conjuration (creation) [earth]

**Prerequisite(s)** earth blast, junk blast

**Blast Type** physical; **Damage** piercing

Your machines cut non-valuable gem matter into razor sharp crystalline shards to shoot into your foe.

### Flensing Blast

**Element(s)** earth and poison; **Type** composite blast (Sp); **Level** —; **Burn** 2; Aura conjuration (creation) [acid, earth]

**Prerequisite(s)** acid blast, earth blast

**Blast Type** physical; **Damage** half acid, half slashing

You mix brutal acids with sharp sands to tear away at a foe’s flesh.

### Fossilized Blast

**Element(s)** earth and viscera; **Type** composite blast (Sp); **Level** —; **Burn** 2; Aura transmutation [earth]

**Prerequisite(s)** bone blast, earth blast

**Blast Type** physical; **Damage** bludgeoning and piercing

You shoot fossilized bones that shatter upon impact with a foe.

### Magma Blast

**Element(s)** earth and fire; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** earth blast, fire blast

**Blast Type**: physical; **Damage** half bludgeoning, half fire

You use your fire to superheat the earth into a flow of magma, Which you send against a single foe.

### Metal Blast

**Element(s)** earth; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** primary element (earth), expanded element (earth)

**Blast Type**: physical; **Damage** bludgeoning, piercing, or slashing

You shape metal into clumps, shards, or blades and send them flying.

### Meteor Blast

**Element(s)** earth and fire; **Type** composite blast (Sp); **Level** —; **Burn** 3; Aura conjuration (creation) [earth, fire]

**Prerequisite(s)** fire blast, metal blast

**Blast Type** physical; **Damage** bludgeoning and fire

You create a flaming hunk of space rock to batter an opponent. This blast deals an additional 2 damage per damage die and is treated as though it had the rare-metal infusion applied to it.

### Mud Blast

**Element(s)** earth and water; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** earth blast, water blast

**Blast Type**: physical; **Damage** bludgeoning

You infuse your water into the earth to create a powerful ball of mud and slam a single foe.

### Quicksilver Blast

**Element(s)** earth and water; **Type** composite blast (Sp); **Level** —; **Burn** 3; Aura conjuration (creation) [earth, water]

**Prerequisite(s)** metal blast, water blast

**Blast Type** physical; **Damage** bludgeoning

You assail enemies with a gout of mercury. Increase the damage of this blast by 2 per damage die, and it counts as silver for the purposes of bypassing damage reduction and regeneration. This is associated with the form infusions of water blast and the substance infusions of metal blast.

### Ravaging Nature Blast

**Element(s)** earth, viscera, and wood; **Type** composite blast (Sp); **Level** —; **Burn** 3

**Prerequisite(s)** bone blast, earth blast, wood blast

**Blast Type** physical; **Damage** bludgeoning, piercing, or slashing (see text)

You ravage foes with the primal might of the untamed wilds. This blast deals an additional 2 damage per damage die. In addition, creatures damaged by this blast must make a save based on this blast’s damage type (DC 10 + the blast’s effective spell level + ½ their kineticist level) or receive ability damage related to the chosen save (slashing requires a Fortitude save and deals 1d2 Str damage, piercing requires a Reflex and deals 1d2 Dex damage, bludgeoning requires a Will and deals 1d2 Cha damage). This is associated with the same infusions as bone, earth, and wood blasts.

### Sandstorm Blast

**Element(s)** air and earth; **Type** composite blast (Sp); **Level** —; **Burn** 2

**Prerequisite(s)** air blast, earth blast

**Blast Type**: physical; **Damage** piercing and slashing

You use your air to churn up sand, firing a flensing gust at a foe.

### Shatterstorm Blast

**Element(s)** earth, light, and sound; **Type** composite blast (Sp); **Level** —; **Burn** 3; Aura conjuration (creation) [earth, light, sonic]

**Prerequisite(s)** crystal blast, sonic blast

**Blast Type** physical; **Damage** half slashing, half sonic

You create a crystal, shattering it with sonic waves just as it nears your target. This blast deals an additional 2 damage per hit die, has its hit dice size reduced by one step (1d6 to 1d4), and is treated as though it has the kinetic bomb infusion applied to it unless a form infusion besides extended range or extreme range is applied to it.

### Tundra Blast

**Element(s)** earth and water; **Type** composite blast (Sp); **Level** —; **Burn** 2; Aura transmutation [earth]

**Prerequisite(s)** earth blast, cold blast

**Blast Type** physical; **Damage** half bludgeoning, half cold

You fire a frigid hunk of stone to smash a foe.

## Defense

A geokineticist’s defensive wild talent is flesh of stone.

#### Flesh of Stone

**Element(s)** earth; **Type** defense (Su); **Level** —; **Burn** 0

Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round.

You can dismiss and restore this effect as an immediate action.

## Wild Talents

These wild talents are available to geokineticists in addition to the standard wild talents available.

## Infusion Wild Talents

### Bloody Infusion

**Element(s)** aether, air, earth, viscera, water, or wood; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated blasts** autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water, winter, wood

**Saving Throw** Reflex negates
Your blasts have an especially sharp edge to them. Whenever an infused blast hits a foe and deals either piercing or slashing damage, that foe also takes 1 bleed damage per damage die that your blast deals. Bleed damage from this infusion does not stack with itself. It can only be used with water blast by a blood kineticist.

### Persistent Infusion

**Element(s)** earth, machine, viscera, water, or wood; **Type** substance infusion; **Level** 1; **Burn** 1

**Associated Blast** antimatter, autumn, bioelectric, blizzard, bone, charnel, chilled bone, chlorophyll, cold, crystal, crystalline, earth, forge, fossilized, great oak, ice, junk, magma, metal, mud, nano, nightshade, petrolic, pollutic, radiation, rust, sandstorm, spring, subzero, summer, venus, verdant, winter, wood

**Saving Throw** none
Your blasts leave behind chunks of whatever matter from which they were composed along the path of a ranged attack kinetic blast, the targeted square of a melee attack kinetic blast, or all squares targeted by the kinetic blast. This matter remains until the next time you recover burn as unattended objects, each blast creating 1 lbs. of matter per kineticist level you possess. You cannot create more than 5 lbs. of matter per kineticist level you possess, and any excess matter you create disappears. You can increase the burn cost of this infusion by 1 to subtly alter the shape of these objects, treating the matter as caltrops.

### Adamantine Infusion

**Element(s)** earth or machine; **Type** substance infusion; **Level** 3; **Burn** 2

**Associated Blast** forge, junk, metal, meteor, nano, quicksilver, radio, rust
Your blast is strong enough to shatter most objects with ease. This blast can ignore up to 20 hardness of any object it connects against as well as being treated as adamantine for the purpose of bypassing damage reduction.

### Bloody Infusion, Improved

**Element(s)** aether, air, earth, water, viscera, or wood; **Type** substance infusion; **Level** 5; **Burn** 4

**Prerequisite(s)** bloody infusion

**Associated blasts** autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water\*, winter, wood

**Saving Throw** Reflex negates
This infusion functions as bloody infusion except that bleed damage from multiple uses of this infusion stacks with itself (although it can only be applied once per round), as well as with bleed caused by bloody infusion and bleeding infusion. The Heal DC needed to end this bleeding effect increases by the amount of bleed damage from which the target is suffering. It can only be used with water blast by a blood kineticist.

### Gorgon Gaze

**Element(s)** earth, mind, void or wood; **Type** form infusion; **Level** 6; **Burn** 4

**Associated Blasts** antimatter, crystal, crystalline, darklight, earth, encephalon, false reality, fossilized, mental, negative, positive, shatterstorm, tundra

**Saving Throw** Will negates
You can concentrate your blast through a piercing gaze. You gain a gaze attack for 1 round per 3 kineticist levels you possess (or until you dismiss it as a free action) which affects those that meet your gaze with the effects of the infused blast, dealing ½ damage. You can perform other actions during this blast’s duration, but attempting to use another kinetic blast immediately dismisses the gaze attack. If this blast’s total burn cost before applying any reduction for gather power is 0, this infusion instead last for 1 minute.

### Imprisoning Infusion

**Element(s)** earth, machine, viscera, water, or wood; **Type substance** infusion; **Level** 8; **Burn** 4

**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 the ice tomb’s normal damage (including type of damage), and the tomb is composed of whatever matter the blast was composed of.

## Utility Wild Talents

### Detect Radioactivity

**Element(s)** earth, poison, or wood; **Type** utility (Sp); **Level** 1; **Burn** 0

You can focus on your connection to earth and try to detect radioactivity, as the detect radiation spell.

### Fist of Granite

**Element(s)** earth; **Type** utility (Su); **Level** 1; **Burn** —

**Prerequisite(s)** flesh of stone

You gain the crushing strength of earth itself. While your flesh of earth is active, you gain a slam attack that deals 1d8 damage (1d6 for small kineticist.) You can accept 1 point of burn to gain a second slam attack until you recover burn. If you possess the jagged flesh wild talent, your slam attack also deals piercing damage.

### Joint Lock

**Element(s)** earth or machine; **Level** 1; **Type** utility (Sp); **Burn** 0

**Saving Throw** Reflex negates; **Spell Resistance** no

Your knowledge of metals allows you to stiffen the joints of one suit of metal armor within 60 ft., doubling its armor check penalties for 1 minute.

### Radioactive Adaptation

**Element(s)** earth, poison, or wood; **Type** utility (Su); **Level** 1; **Burn** --

You are immune to the sickness condition caused by irradiating infusion and to low levels of radiation, and gain a bonus on saving throws against radiation effects equal to twice your current amount of burn.

### Spined Armor

**Element(s)** earth , viscera 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.

### Stone Vandal

**Element(s)** earth; **Level** 1; **Type** utility (Su); **Burn** —

You treat all earth and stone as unworked for the purpose of what your wild talents can affect.

### 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.

### Distorted Area

**Element(s)** aether or earth; **Level** 2; **Type** utility (Sp); **Burn** 0

**Saving Throw** none; **Spell Resistance** no

You are capable of either destroying the ground around you or flooding the area with enough telekinetic energy to make normal movement impossible. You can activate this wild talent as a swift action to make all squares adjacent to you into difficult terrain for 1 minute. While this wild talent is active, you cannot run or charge. A geokineticist can only use this talent while standing on dirt or unworked stone unless they also possess the aether element.

### Elemental Limb, Improved

**Element(s)** earth, light, machine, 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).

### 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.

### Magnetic Pull

**Element(s)** air, earth or machine; **Level** 2; **Type** utility (Sp); **Burn** 0

As a swift action, you can create a magnetic pull towards yourself that is hard for others to resist. All attacks made with metal weapons within 15 ft. of you take a -2 to their attack roll if they are not attacking you, gaining a +1 on attack rolls against you. This penalty and bonus increases by 1 each for every 3 kineticist levels you possess.

### Metal Blades

**Element(s)** earth or machine 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.

### Spined Armor, Improved

**Element(s)** earth, viscera 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.

### 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.

### AUTOMATIC RECONSTRUCTION

**Element(s)** aether, earth, light, machine, viscera, water, or wood; **Type** utility (Su); **Level** 3; **Burn** --

**Prerequisite(s**) kinetic cover
Your kinetic cover rebuilds itself over time. By accepting 1 additional point of burn as part of using kinetic cityscape, kinetic cover, improved kinetic cover, kinetic shelter, or aether architect, whatever structure you create with that wild talent gains fast healing 1 as if it was a creature for as long as it exists. By accepting 1 additional point of burn when using greater kinetic cover, you grant this fast healing to one 5-foot square of the structure created per 4 kineticist levels you possess.

### Desolate

**Element(s)** earth, poison, 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.

### Detect Radioactivity, Greater

**Element(s)** earth, poison, or wood; **Type** utility (Su); **Level** 3; **Burn** --

**Prerequisite(s)** detect radioactivity

Whenever you are within 120 feet of radiation, you automatically sense it. You can then use your detect radioactivity utility wild talent as an immediate action to determine the strength and location of the radiation.

### Earth Rider

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

You create a chunk of earth beneath you large enough to support you as a standard action, treating it as though it was solid ground that you may propel up to 30 feet in a straight line. It requires a standard action to move the chunk of earth in any direction, and upward movement cost double. You can only move upwards up to 10 feet per kineticist level you possess, and the chunk of earth that you levitate has a number of hit points equal to 10 times your kineticist level. You can accept 1 burn to give your chunk of earth hardness 10. If you end your turn mid-air, your chunk of earth falls on your next turn unless you use a standard action to move it, and you fall along with it, taking falling damage as appropriate.

### Joint Lock, Improved

**Element(s)** earth or machine; **Level** 3; **Type** utility (Sp); **Burn** 0

**Prerequisite(s)** joint lock

**Saving Throw** Reflex negates; **Spell Resistance** no

You are even more skilled at locking up armor, treating the wearer of any affected suit of armor as though they were not proficient in it.

### Kinetic Cover, Improved

**Element(s)** aether, earth, light, machine, 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.

### Magnetic Pull, Improved

**Element(s)** air, earth, or machine; **Type** utility (Sp); **Level** 3; **Burn** 0

**Prerequisite(s)** magnetic pull

**Saving Throw** Will negates; **Spell Resistance** no

When you create a magnetic field, you can choose to increase the area of it by 10 feet. As an immediate action, you can redirect any spell or spell-like ability with the electricity descriptor to target yourself, taking a -2 on any saving throw the spell may grant; if that spell or spell-like ability has multiple targets you must choose which of its original targets has the spell redirected from it to you, and if the spell has an area of effect then the area is shifted to include you. The controller of the spell can attempt a Will save to negate this effect.

### Pitfall

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

**Prerequisite(s)** shift earth

**Saving Throw** Reflex negates; **Spell Resistance** no

You are capable of creating traps underneath your foes. Treat this as create pit, although you can only use it on surfaces of dirt or unworked stone, and it does not create an extradimensional space. You may end this effect at any time, refilling the pit as it was before this effect. At 9th level you may instead treat this as spiked pit, and at 12th level you may treat this as hungry pit. You may only have 1 pitfall active at a time; using it again while another pitfall is still active will cause the previous one to refill.

### Seismic Stomp

**Element(s)** aether or earth; **Level** 3; **Type** utility (Sp); **Burn** 0

**Prerequisite(s)** distorted area

Raising up your foot, you can slam it back down onto the ground as a move action to make a trip attempt that does not provoke an attack of opportunity against all squares adjacent to you, substituting your Constitution modifier for your Strength modifier. If you fail this trip attempt, you cannot be tripped in return. You can accept 1 point of burn to use this wild talent as a swift action. A geokineticist can only use this talent while standing on dirt or unworked stone unless they also possess the aether element.

### Sharding Cover

**Element(s)** aether, earth, light, machine, viscera, water, and wood; **Type** utility (Sp); **Level** 3; **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 feet 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.

### Elemental Hand

**Element(s)** earth, light, machine, 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.

### Kinetic Shelter

**Element(s)** aether, earth, light, machine, 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.

### Remove Radioactivity

**Element(s)** earth, poison, or wood; **Type** utility (Sp); **Level** 4; **Burn** 2

**Prerequisite(s)** detect radiation
You can focus on your connection to earth and remove ongoing radiation effects, as the remove radioactivity spell.

### Sinkhole

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

**Saving Throw** Reflex negates; **Spell Resistance** no

You create a 10 foot area of quicksand within 60 ft. of yourself, causing all creatures within it to sink into the sand. Those who fail their Reflex save have their land movement speed reduced to 0 ft. and take bludgeoning damage equal to 1/4th of your earth blast. Each round those inside of the sinkhole must make a Reflex save to exit the sinkhole, moving to the closest possible spot outside of it. If no safe spot exists (such as if it is created inside of a hole), creatures instead do not take damage for that round, and may attempt to climb along any available walls. If a creature fails 2 or more saves in a row, they are also treated as though drowning, and must hold their breath as appropriate. You can only have 1 sinkhole active at a time; using it again while another sinkhole is still active will cause the previous one to refill, expelling anyone inside of it. If you possess the pitfall utility wild talent, you can accept 1 burn to create a sinkhole at the bottom of your pitfall.

### Twisted Metal

**Element(s)** earth or machine; **Level** 4; **Type** utility (Sp); **Burn** 0

**Prerequisite(s)** metal blast

Treat this as hostile woodwork, except you instead target metal objects or constructs, and it works only with metal blast.

### Metal Manipulator

**Element(s)** earth; **Type** utility (Su); **Level** 5; **Burn** —

**Prerequisite** elemental focus (earth), expanded element (earth)

You can treat metal as though it was earth for the purposes of your utility wild talents (ex: the stone sculptor wild talent now allows you to affect metal.)

### Earth Rider, Greater

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

**Prerequisite** earth rider

You can now move your chunk of earth as a move action, allowing you to hover without spending an action.

### Elemental Hand, Improved

**Element(s)** earth, light, machine, 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, Greater

**Element(s)** earth, light, machine, 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.

### Endlessly Enduring Earth

**Element(s)** earth; **Level** 6; **Type** utility (Su); **Burn** —

**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.

### Kinetic Cover, Greater

**Element(s)** aether, earth, light, machine, 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.

### Lava Pool

**Element(s)** earth and fire; **Level** 6; **Type** utility (Sp); **Burn** 0

**Prerequisite(s)** pitfall and ring of fire

**Saving Throw** Reflex negates; **Spell Resistance** no
You can create a 20 ft. sheet of lava across an area of dirt or unworked stone for 1 round per 4 kineticist levels you possess before the lava cools. This lava is only 5 ft. deep, and all creatures inside of this area must make a Reflex saving throw to move themselves into the closest safe square or take 10d6 fire damage and being treated as entangled in the lava. Even after a creature leaves this lava, they take ½ of the damage they took last round. You can accept 1 point of burn to increase the duration of this wild talent to 1 round per kineticist you possess. Creatures inside of the lava when it cools become entangled, requiring an escape artist or strength check equal to the DC of this wild talent to escape.

### 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).

### Remove Radioactivity, Greater

**Element(s)** earth, poison, or wood; **Type** utility (Sp); **Level** 8; **Burn** 2

**Prerequisite(s)** detect radiation, remove radioactivity Your ability to remove radioactivity is stronger, now functioning as the greater remove radioactivity spell.

### Kinetic Cityscape

**Element(s)** aether, earth, light, machine, viscera, water, or wood; **Type** utility (Su); **Level** 9; **Burn** --

**Prerequisite(s)** kinetic shelter

Designate a single area with a radius of no more than 10 miles. Permanent structures you create through your kinetic shelter within this area do not count against your limit to permanent structures so long as each structure made this way is no more than 1,000 feet from either the center of the designated area or another structure made this way. In addition, your kinetic shelter can now function as any of the following: resplendent mansion, secure shelter, sturdy tree fort, wall of iron, wall of stone, or the aether architect wild talent. Any structures or the furnishings thereof 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) and furnishings can be moved between any structures created with this wild talent, but no further than 500 feet from any such structure.

### Magnetism, Greater

**Element(s)** air, earth, or machine; **Type** utility (Sp); **Level** 9; **Burn** 0

**Prerequisite(s)** magnetic infusion, magnetism

**Saving Throw** none; **Spell Resistance** 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.