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Codemus
2011-12-07, 11:39 PM
Yep, this is my own rework of those classes like Pyrokineticist and Cryokineticist. I love those two classes, but they both had some problems (like the Pyro scaling better than Cryo). So I just figured I'd go and make my own class, that had the option to go any which way it pleased!

The Kineticist

Prerequisites: To qualify to become a Kineticist, a character must fulfill all the following criteria.
Skills: Concentration 8 ranks, Knowledge (psionics) 2 ranks.
Special:] Must have the Wild Talent feat or a power point reserve of at least 2.

Hit Die: d8

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+0|+2| Eldritch Specialization, Energy Ray
2nd|+1|+3|+0|+3| Cosmic Adaptation, Elemental Fist
3rd|+2|+3|+1|+3| Energy Bolt
4th|+3|+4|+1|+4| Energized Weapon
5th|+3|+4|+1|+4| Psionic Ability
6th|+4|+5|+2|+4| Extraordinary Movement
7th|+5|+5|+2|+5| Greater Cosmic Adaptation
8th|+6/+1|+6|+2|+6| Greater Energized Weapon
9th|+6/+1|+6|+3|+6| Cosmic Blast
10th|+7/+2|+7|+3|+7| Superior Psionic Ability
[/table]
Class Skills (2 + Int modifier per level): Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), and Psicraft (Int).

Class Features
All of the following are class features of the Kineticist.

Weapon and Armor Proficiency: Kineticists gain no proficiency with any weapons, armor, or shields.

Eldritch Specialization (Ex): All Kineticists are faced with an important decision starting out, which energy type to specialize in? They first choose from the following list: Air, Fire, Earth, Cold, Positive, Negative, Force, or Sonic. This gives them access to a specific energy type and special abilities. This choice also gives the Kineticist a +2 insight bonus to all attack, damage, and knowledge rolls against creatures of the same subtype as his selected element.

Energy Ray (Ps): A Kineticist can manifest a ray of his chosen energy type, and direct it at a target up to 15 feet away as a Move Action. The ray deals damage and carries an additional effect if the target fails a saving throw. The DC is (DC 15 + Kineticist’s Cha mod).

Air: 1d10 + 1 point per Kineticist level electricity damage. If the target fails a Fortitude save, it is Shaken for 1 round.
Fire: 1d12 + 1 point per Kineticist level fire damage. If the target fails a Reflex save, it is Dazzled for 1 round.
Acid: 1d6 + 2 point per Kineticist level acid damage. If the target fails a Fortitude save, the target takes half the damage dealt by this attack again at the start of its next turn.
Cold: 1d10 +1 point per Kineticist level cold damage. If the target fails a Fortitude save its movement speed is reduced by 5 feet for 1 round. This effect is not cumulative.
Positive: Healing
Negative: Sickened
Force: Pure damage
Sonic: Deafened

Cosmic Adaptation (Ex): At 2nd level, the Kineticist gains some measure of protection from his chosen element.

Air: Resistance 10 Electricity, and a +4 bonus on all saving throws against air and electricity spells and effects.
Fire: Resistance 10 Fire, and a +4 bonus on all saving throws against fire and heat spells and effects.
Acid: Resistance 10 Acid, and a +4 bonus on all saving throws against acid and poison spells and effects.
Cold: Resistance 10 Cold, and a +4 bonus on all saving throws against cold spells and effects.
Positive: Resistance 5 Fire and Electricity
Negative: Resistance 5 Acid and Cold
Force: Resistance 10 Force
Sonic: Resistance 10 Sonic

Elemental Fist (Ps): Enshrouding his hand in his chosen element, the Kineticist can become as deadly in hand to hand combat as he is at range. Activating this ability is a move action, lasting until deactivated as a free action. The Kineticist’s unarmed attacks with that hand are treated as armed, dealing 2d6 extra points of energy damage based on the Kineticist’s chosen element. The Positive Fist heals the Living creatures while harming the Undead and Constructs. The Negative Fist heals the Undead creatures while harming the Living and Constructs.

Energy Bolt (Ps): At 3rd level, a Kineticist adds a powerful bolt to his elemental arsenal. Using this ability is a standard action attack against any target in line of sight within 60 feet. This effect is treated as a ranged touch attack. Energy Bolt deals 3d6 + (1d6/level) damage based on his specialization (fire for fire, force for force, ex). 1d6 for each class level the character has in Kineticists. The Positive Bolt heals the Living and harms the Undead and Constructs. The Negative Bolt harms the Living and heals the Undead and Constructs.

Energized Weapon (Ps): At 4th level and higher, a Kineticist can activate this ability as a move action. His chosen energy engulfs one weapon he wields, dealing no damage to either him or the weapon (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of energy damage on a successful hit. The weapon retains this effect for as long as the Kineticist wields it.

Psionic Ability (Ps): At 5th level, the Kineticist gains a +2 bonus to his Charisma score and gains a special ability dependant on his choice of specialization. This ability lasts 1 minute per Kineticist level and is usable once per day.

Air: Whipping the air around himself into a frenzy, the Kineticist creates a shield of wind. He gains a 50% chance to avoid projectile ranged attacks, and as a swift action he can push an adjacent enemy 10 feet away.
Fire: Fire shrouds the Kineticist. If he is struck in melee, the attacker takes 2d6+5 points of fire damage. Weapons with reach ignore this effect.
Acid: The Kineticist pulls rocks and earth up from the ground to form a protective barrier around himself, granting him Damage Reduction 5/-.
Cold: By freezing water in the air, the Kineticist can super cool everything in a 10 foot burst. All terrain within 10 feet of the Kineticist counts as difficult terrain for everybody except the Kineticist. This effect remains centered on him if he moves.
Positive: The surrounding area becomes brighter, full of life. The Kineticist and his allies within 20 feet gain Fast Healing 5 and gain a +4 bonus to resist Disease and Poisons.
Negative: Everything seems to sour near the Kineticist. Colors grow muted, the air stagnant, and uncontained food and water spoils. Enemies (as chosen by the Kineticist) within 20 lose 5 Hit Points a round, and take a –4 penalty to resist Disease and Poisons.
Force:
Sonic:

Extraordinary Movement (Ps): Beginning at 6th level, as a free action the Kineticist can expend his psionic focus to augment his ability to move across the battlefield. He must pay 1 power point per round spent traveling in this fashion.

Air: Utilizing an updraft, the Kineticist gains a flight speed equal to his base land speed. If he does not pay a power point the next round, he gently drifts down to the ground.
Fire: Energetic as a roaring bonfire, the Kineticist doubles his base land speed and gains a +4 bonus to AC against attacks of opportunity. While he is so augmented, he leaves footprints of fire in his wake.
Earth: His fingernails hardening to adamantine levels of durability, the Kineticist gains a burrow speed equal to his base land speed. As he burrows, he leaves a tunnel behind himself big enough for creatures his size to comfortably fit through.
Water: Manipulating the water currents to take him where he wants to go, the Kineticist gains a swim speed equal to his base land speed and can breath underwater. This effect lasts for one round after the Kineticist stopped spending power points for this ability.
Positive:
Negative:
Force:
Sonic:

Greater Cosmic Adaptation (Ex): At 7th level, the Kineticist has mastered his element to such an extent that he holds no fear of it any longer.

Air: Resistance 20 Electricity, and a +8 bonus on all saving throws against air and electricity spells and effects.
Fire: Resistance 20 Fire, and a +8 bonus on all saving throws against fire and heat spells and effects.
Earth: Resistance 20 Acid, and a +8 bonus on all saving throws against acid and poison spells and effects.
Water: Resistance 20 Cold, and a +8 bonus on all saving throws against cold spells and effects.
Positive:
Negative:
Force:
Sonic:

Greater Energized Weapon (Ps): At 8th level, when a Kineticist activates his Elemental Fist or Energized Weapon ability, his unarmed attack or weapon deals an extra 4d6 points of energy damage instead of 2d6.

Elemetnal Burst (Ps): At 9th level, the Kineticist gains the ability to create a short-lived but massive burst of energy around him. This ability is usable once per day as a standard action, dealing damage in a 30-foot radius burst emanating from the Kineticist. Any creature or object caught in the burst can make a saving throw (DC 15 + Kineticist’s Cha modifier) for half damage. Anyone failing the first save must also make a Fortitude saving throw (same DC) or die due to the overwhelming power of the burst.

Air: Initial save is a Reflex save, and the damage is 10d6 points of electricity damage.
Fire: Initial save is a Reflex save, and the damage is 15d6 points of fire damage.
Acid: Initial save is a Fortitude save, and the damage is 10d6 points of acid damage.
Cold: Initial save is a Fortitude save, and the damage is 15d6 points of fire damage.
Positive: Initial save is a Will save, and the damage is 10d6 (effects only Undead).
Negative: Initial save is a Will save, and the damage is 10d6 (effects only Living).
Force: Initial save is a Reflex save, and the damage is 8d10 points of force damage.
Sonic: Initial save is a Fortitude Save, the damage is 20d4 points of sonic damage.

Superior Psionic Ability (Ps): At 10th level, the Kineticist has reached perfection in his area of expertise. He gains a +2 bonus to his Charisma score, immunity to harm from his chosen energy, and by expending his psionic focus and taking a full round action, he can perform an extraordinary feat of elemental control. This can only be used once per day, though Psionic Ability may now be used at will.

Air: Pulling down the highest and fastest winds, the Kineticist binds them to his will and creates a whirlwind, as the spell Whirlwind. This is treated as if cast by a 15th-level druid.
Fire: By focusing on a specific creature within 30 feet, the Kineticist can bring its internal temperature to lethal levels. The target must succeed on a Fortitude saving throw (DC 20 + Kineticist’s Cha mod) or die horrifically as its blood (or other internal fluids) boils. Even on a successful save, the target takes 10d8 points of fire damage from the heat, bypassing any resistance or immunity to fire the target may have.
Earth: Reaching deep below the ground with his mind, the Kineticist causes an intense earthquake, as the spell Earthquake. This is treated as if cast by a 15th-level druid.
Water: By focusing his will on the area around him, the Kineticist can create snap freeze. This is treated as if a 15th-level druid cast the spell Frostfell.
Positive:
Negative:
Force:
Sonic: