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Wild Talents
Pathfinder: Wrath of the Righteous

Wild Talents

Explore the Wild Talents available to Kineticists in Pathfinder: Wrath of the Righteous. Learn about prerequisites, Burn costs, and effects for each talent.

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Explore the Wild Talents available to Kineticists in Pathfinder: Wrath of the Righteous. Learn about prerequisites, Burn costs, and effects for each talent.

The Kineticist's class level must be at least twice the level of the Wild Talent to unlock it. Unless otherwise stated, the effect lasts until the Kineticist's Burn is removed. When the Burn cost is "N/A', the effect is passive.

DCs when applicable are 10 + the effective talent level + Constitution modifier.

Level 1 Talents

  • Aerial Adaptation (Air): Gain lightning resistance equal to twice your current Burn. Burn cost: 0.
  • Cold Adaptation (Fire, Water): Gain cold resistance equal to twice your current Burn. Burn cost: 0.
  • Elemental Whispers (All): Acquire a familiar. Burn cost: N/A.
  • Enveloping Winds (Air): Ranged attacks suffer a 20% miss chance against you, increasing by 5% for every five class levels beyond 2nd (35% at 17th level). You can accept Burn for an additional 5% per point accepted. Burn cost: Varies. Type: Defensive.
  • Heat Adaptation (Fire, Water): Gain fire resistance equal to twice your current Burn. Burn cost: 0.
  • Fire's Fury (Fire): Add your Elemental Overflow to the damage dealt when using Fire blasts or composite blasts. Prerequisites: Fire blast. Burn cost: N/A.
  • Flame Shield (Fire): Creatures striking you in melee with a non-reach weapon take fire damage equal to half your class level. Prerequisites: Searing Flesh. Burn cost: 1.
  • Flesh of Stone (Earth): Gain DR 1/adamantine, increasing by 1 for every two class levels beyond 2nd (DR 10/adamantine at 20th level). You can accept Burn for an additional 1 DR per point accepted. Burn cost: Varies. Type: Defensive.
  • Kinetic Healer (Water): Heal a creature an amount of damage equal to your blast damage. Burn cost: 1.
  • Kineticist Bonus Feat (Universal): Select a bonus feat associated with an Elemental Focus without needing to meet prerequisites. Burn cost: N/A.
  • Searing Flesh (Fire): When a creature hits you with an unarmed or natural attack, it takes 1 point of fire damage for every four class levels. You can accept Burn to multiply the damage by points accepted. Burn cost: Varies. Type: Defensive.
  • Shroud of Water (Water): Gain a +4 armor bonus to AC or a +2 shield bonus. This bonus increases by +1 for every four class levels past 2. You can accept Burn to increase the AC bonus by points accepted. Burn cost: Varies. Type: Defensive.
  • Skill Focus (Universal): Identical to the feat. Burn cost: N/A.
  • Skilled Kineticist (Universal): Gain a bonus equal to half your class level on class skills added by your primary Elemental Focus. Burn cost: N/A.
  • Slick (Water): Create the effects of Grease for 1 round. You can accept 1 Burn to increase the duration to 1 minute/class level. Burn cost: 0 (or 1).

Level 2 Talents

  • Foxfire (Fire): The target is outlined, creating the same effect as Faerie Fire. Prerequisites: Fire blast. Burn cost: 0. Spell Resistance: ✓.

Level 3 Talents

  • Aerial Evasion (Air): Gain the benefits of Evasion. Prerequisites: Enveloping Winds. Burn cost: 1.
  • Celerity (Air): Gain the benefits of Haste for 1 round. You can accept 1 Burn to increase the duration to your class level. Burn cost: 0 (or 1).
  • Jagged Flesh (Earth): Creatures striking you in melee with an unarmed strike or natural weapon take 1d6 piercing damage. Prerequisites: Flesh of Stone. Burn cost: 1.
  • Kinetic Restoration (Universal): Heal 1d4 physical attribute damage and eliminate fatigue. Burn cost: 1.

Level 4 Talents

  • Enduring Earth (Earth): When using earth blasts, composite earth blasts or wild talents, any effect duration is doubled. Burn cost: N/A.
  • Expanded Defense (Universal): Unlock the Defensive Wild Talent for any element selected with Expanded Element. Burn cost: N/A.
  • Healing Burst (Water): Heal all creatures in a 30' radius an amount of damage equal to half your blast damage. Prerequisites: Kinetic Healer. Burn cost: 1.

Level 6 Talents

  • Kinetic Revivification (Water): When using your Kinetic Healer ability, you can restore life to an ally who died in the previous two rounds. Prerequisites: Kinetic Healer. Burn cost: N/A.
  • Tremor Sense (Earth): Gain Blindsight to a range of 30'. Burn cost: N/A.

Level 9 Talents

  • Tidal Wave (Water): Create the effects of Tsunami. Burn cost: 1.

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