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View Full Version : (Base Class) The Kineticist, it's not just for Psionics



Wizard_Tom
2007-02-05, 11:04 AM
Not many people traveled the alleys of the city (and for good reason), so when the bandits saw a lone woman turn down their alley, they were ecstatic.

“Seems someone took a wrong turn brother,” sneered one of the men as he stepped out of the shadows behind her. He wore a pair of short swords at his side and an aged leather vest. He was small and athletically built, but not particularly handsome.

Another man, bigger and decidedly uglier, stepped in front of her, his hand resting on the pommel of his sword. “So it does,” the man answered his companion. He appraised the girl. Her long hair was put up in a complex series braids and she was dressed in an exotic outfit that seemed to reveal more then it covered. The man grinned cruelly, “What a beauty we have here. A dancin’ girl, it seems. How much ya think she’s worth?”
The girl interrupted the bandits’ jibes with a calm determined voice, “I am late for my performance. Kindly step aside.” She moved to pass the stranger.

“Ya’ll be entertaining tha two of us tonight,” the larger man growled as he reached for her arm. The girl turned her head and the big man went flying backwards. A powerful leap took the girl onto a nearby roof as the big man stood and his partner drew his weapons. The small man jerked as one of his swords flew from his hand and then stabbed the bigger man. As the large man fell to the ground once again his sword flew from his belt and joined the short sword in the air. They encircled the small man, cutting of his escape as the young women jumped down from the roof and walked out of the alley. Both weapons dropped to the ground as she rounded the corner, leaving the bandit quaking in terror.

“Aiyla, where have you been? You were supposed to be on stage five minutes ago!” the circus master yelled as the same young girl came into the tent. She slipped off her shoes and held her hand out as an ornate rapier drifted over to her from the wall.

She looked at the circus master and grimaced, “Sorry, I took a wrong turn.”

The Kineticist
The Kineticist is an exceptional person who commands the powers of telekinesis innately. They train themselves to wield weapons with nothing but their mind. Not quite as skilled as a fighter, they are still quite adept combatants, from a distance.

{table=head]Level|Base Attack<br>Bonus|Kinetic BAB | Fort Save|Ref Save|Will Save|Special

1st|
+0|
+1|
+0|
+0|
+2|Lesser Mind's Hand, Mental Wielding, Bonus Feat

2nd|
+1|
+2|
+0|
+0|
+3|Kinetic Defense +1, Bonus Feat

3rd|
+1|
+3|
+1|
+1|
+3|Augmented Jumping

4th|
+2|
+4|
+1|
+1|
+4

5th|
+2|
+5|
+1|
+1|
+4|Kinetic Defense +2, Bonus Feat

6th|
+3|
+6/+1|
+2|
+2|
+5|Augmented Jumping +1

7th|
+3|
+7/+2|
+2|
+2|
+5

8th|
+4|
+8/+3|
+2|
+2|
+6|Bonus Feat

9th|
+4|
+9/+4|
+3|
+3|
+6|Mind's Hand, Augmented Jumping +2

10th|
+5|
+10/+5|
+3|
+3|
+7|Kinetic Defense +3

11th|
+5|
+11/+6/+1|
+3|
+3|
+7|Bonus Feat

12th|
+6/+1|
+12/+7/+2|
+4|
+4|
+8|Augmented Jumping +3

13th|
+6/+1|
+13/+8/+3|
+4|
+4|
+8

14th|
+7/+2|
+14/+9/+4|
+4|
+4|
+9|Bonus Feat

15th|
+7/+2|
+15/+10/+5|
+5|
+5|
+9|Kinetic Defense +4, Augmented Jumping +4

16th|
+8/+3|
+16/+11/+6/+1|
+5|
+5|
+10

17th|
+8/+3|
+17/+12/+7/+2|
+5|
+5|
+10|Bonus Feat

18th|
+9/+4|
+18/+13/+8/+3|
+6|
+6|
+11|Greater Mind's Hand, Augmented Jumping +5

19th|
+9/+4|
+19/+14/+9/+4|
+6|
+6|
+11

20th|
+10/+5|
+20/+15/+10/+5|
+6|
+6|
+12|Kinetic Defense +5, Bonus Feat[/table]
*A note on BAB and Kinetic BAB (KBAB). A kineticist has a second base attack bonus that only applies with her mental wielding ability. I have attempted to make sure all of the following abilities properly reference the KBAB, but I may have missed one or two during the evolution of this class. If you see any references to BAB in the Kineticist class description or feats, it should be referencing the KBAB.

Game Rule Information
Kineticists have the following game statistics.

Abilities: All three mental stats are very important for a kineticist. Intelligence determines the power and accuracy of her telekinetic abilities. Wisdom determines the amount of time she can maintain her powers. Charisma determines the range of her abilities. Constitution and Dexterity both serve to keep the Kineticist alive longer.
Alignment: Any.
Hit Die: d6

Class Skills
The kineticist’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

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

Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons. When kinetically wielding, they are proficient with martial weapons as well. They are not proficient with any type of armor or shield.

Lesser Mind’s Hand (Sp):
At level one a kineticist gains the ability to use Mage Hand with a caster level equal to her class level as a spell like ability. She can maintain Lesser Mind’s Hand for a number of rounds equal to her wisdom modifier plus 1d4, after which she can not use it again for a number of minutes equal to the number of rounds she used it in excess of her wisdom modifier. At level nine, this limit disappears and she can use Lesser Mind’s Hand at will.

Mental Wielding (Su):
A kineticist can wield a single one-handed weapon designed for a creature of your size using telekinetic powers. She may wield any simple or martial weapon in this manner, but exotic weapons carry the standard -4 penalty. The weapon floats in the air at roughly the height of a weapon wielded by a medium creature, have the same reach, and can be 10 feet + 5 feet per point of Charisma bonus away from the kineticist. This weapon does not threaten adjacent squares and cannot be used to establish flanking. Anyone may move through or share the square occupied by this weapon. The weapon can be moved 20 feet a round as a move action. As a standard action, the kineticist may make an attack with a mentally wielded weapon using her kinetic base attack bonus plus intelligence modifier to hit and adding intelligence to damage instead of strength. As a full round action, she may make a number of consecutive attacks with her mentally wielded weapon as her base attack would allow. Drawing and steadying a weapon with mental wielding is a move equivalent and can only be used on unattended objects or drawn from a willing or unconscious creatures within range. The kineticist may keep weapons active for a number of rounds equal to her wisdom modifier plus 1d4, after which she cannot use them again for a number of rounds equal to the rounds the weapons were wielded in excess of her wisdom modifier, with a minimum of one round. Mental wielding requires the kineticist to be conscious and able to see her weapons.
Additionally, as a standard action, the kineticist may throw an unattended object weighing less then 25 pounds within her mental wielding range at a single opponent using her kinetic base attack bonus plus her The range increment on this throw is 50 feet and can extend a number of range increments equal to her wisdom modifier. Weapons thrown deal their normal damage, but with no strength bonus (Note: arrows and bolts deal the damage of a dagger of appropriate size when thrown like this). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Doing anything other then moving a kinetically controlled weapon provokes an attack of opportunity from those that threaten the kineticist.
Mentally wielded weapons cannot use the special combat maneuvers bull rush, charge, disarm, trip, or fighting defensively. Feats that improve your fighting with melee weapons do not affect your mentally wielded weapons, unless they specifically say otherwise. Mentally wielded weapons cannot be disarmed.

Bonus Feats:
At 1st level, a kineticist gets a bonus kinetic combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The kineticist gains an additional bonus feat at 2nd level and every three kineticist levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as kinetic bonus feats. A kineticist must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A kineticist is not limited to the list of kinetic bonus feats when choosing these feats.

Kinetic Defense (Su):
At second level, a kineticist is capable of focusing on the area around her and protecting herself and nearby allies from harm. As a full round action that provokes attacks of opportunity, the kineticist may create an aura centered on her and extends to a radius equal to 5 feet per point of charisma bonus, affecting a minimium of her square. She grants anyone within the aura she chooses, including herself, a +1 deflection bonus. This aura stays active for a number of rounds equal to her wisdom modifier plus 1d4, after which she can not use it again for a number of minutes equal to the rounds the aura was up in excess of her wisdom modifier. At levels 5, 10, 15, and 20 this bonus increases by +1. A kinetist may only add the deflection bonus if she can see the person and the attack.

Augmented Jumping (Su):
Using her telekinetic powers, a kineticist of third level or higher can augment her jumping ability. She adds her intelligence modifier to jump checks and her jumping is no longer limited by her height. Also she can take a ten on jump checks even if rushed or threatened. She gains an additional +1 bonus to jumping every three levels afterwards (6th, 9th, 12th, 15th, and 18th).

Mind’s Hand (Sp):
At ninth level, the kineticist may use the sustained force application of telekinesis as a spell like ability with a caster level equal to half her class level. She can maintain Mind’s Hand for a number of rounds equal to her wisdom modifier plus 1d4, after which she cannot use it again for a number of hours equal to the number of rounds she used it in excess of her wisdom modifier. . At level 18, this limit is reduced to a number of minutes she used it in excess of her wisdom modifier.

Greater Mind’s Hand (Sp):
At eighteenth level, the kineticist may use the sustained force application of telekinesis as a spell-like ability with a caster level equal her class level. She can maintain Greater Mind’s Hand for a number of rounds equal to her wisdom modifier plus 1d4, after which she cannot use it again for a number of hours equal to the number of rounds she used it in excess of her wisdom modifier.

~~~~~KINETIC BONUS FEATS~~~~~

Aggressive Will [Kinetic]
Prerequisite: Mental Wielding, Kinetic Power Attack, Int 13+
Benefit: You may use a single weapon to charge an opponent. The weapon can move double your kinetic movement in a straight line and attack at a +2 bonus if it moves at least 10 feet. This is a full round action.
Normal: You cannot exceed your kinetic movement and still attack.
Special: A kineticist may select this feat as a bonus feat.

Deadly Force [Kinetic]
Prerequisite: Mental Wielding, Kinetic Blow, Mental Grasp, Kinetic Base Attack of +15.
Benefit: When you have an opponent pinned in a kinetic grapple, you may take a full round action to attempt to kill your pinned opponent. The target gets a fortitude saving throw (DC 10 + ½ your kinetic base attack bonus + your Int modifier) to resist the affect. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected.
Special: A kineticist may select this feat as a bonus feat.

Determined Mind [Kinetic]
Prerequisite: Mental Wielding, Kinetic Power Attack, Int 13+
Benefit: Once per round, when you drop an opponent with an attack from a mentally wielded weapon, you may take another attack with that weapon on an opponent within your reach, as per the Cleave feat.
Special: A kineticist may select this feat as a bonus feat.

Expert Control [Kinetic]
Prerequisite: Mental Wielding, Int 13+, Wis 13+, Cha 13+
Benefit:. You gain a +1 bonus to attacks and damage with weapons mentally wielded within 10 feet of you.
Special: A kineticist may select this feat as a bonus feat.

Extended Influence [Kinetic]
Prerequisite: Mental Wielding, Expert Control, Cha 15+
Benefit:. You may mentally wield weapons out to a range of 15 feet + 10 feet per Cha modifier.
Normal: You can mentally wield weapons at a range of
Special: A kineticist may select this feat as a bonus feat.

Improved Rapid Strike [Kinetic]
Prerequisite: Mental Wielding, Rapid Strike, Kinetic Base Attack of +9
Benefit: You no longer take a -2 penalty to attacks when you use Rapid Strike.
Normal: You take a -2 penalty to all attacks in a round that you use Rapid Strike.
Special: A kineticist may select this feat as a bonus feat.

Intercept [Kinetic]
Prerequisite: Mental Wielding, Shielding Blades, Mobile Blades, Kinetic Base Attack of +7, Wis 13+
Benefit: Once per round, you may attempt to block a melee or ranged attack directed at a target within 5 feet of one of your mentally wielded weapons. Make a reflex saving throw (DC 20). If you succeed you block the attack. This cannot be used to block attacks of creature more then 1 size category larger then you count as when wielding kinetic weapons.
Special: A kineticist may select this feat as a bonus feat.

Kinetic Blow [Kinetic]
Prerequisite: Mental Wielding
Benefit: You may kinetically strike when not holding any weapons. These attacks do 1d4 bludgeoning damage plus intelligence modifiers.
Normal: You may only attack with your mental wielding when you are mentally wielding a weapon.
Special: A kineticist may select this feat as a bonus feat.

Kinetic Flight [Kinetic]
Prerequisite: Augmented Jumping, Jump 10 ranks
Benefit: You may lift yourself up using your telekinetic powers, effectively granting yourself a flight speed equal to your kinetic movement rate with perfect maneuverability. Activating this ability is a full round action that provokes an attack of opportunity. Once active you may fly for a number of rounds equal to your wisdom modifier + 1d4 rounds. After which, you may not fly again for hours equal to the number of rounds you flew in excess of your wisdom modifier, with a minimum of one hour.
Special: A kineticist may select this feat as a bonus feat.


Kinetic Power Attack [Kinetic]
Prerequisite: Mental Wielding, Int 13+
Benefit: You may subtract any number from your attack rolls up to your kinetic base attack bonus and add that number to your damage rolls with a mentally wielded weapon.
Special: A kineticist may select this feat as a bonus feat.

Lasting Will [Kinetic]
Prerequisite: Mental Wielding, Expert Control, Wis 15+
Benefit: You may mentally wield weapons for a number of rounds equal to your wisdom modifier + 1d8, after which you cannot mentally wield weapons for one round for every two rounds past your wisdom modifier you mentally wielded weapons, with a minimum of one round.
Normal: You may keep weapons active for a number of rounds equal to her wisdom modifier plus 1d4, after which you cannot use them again for a number of rounds equal to the rounds the weapons were wielded in excess of your wisdom modifier, with a minimum of one round.
Special: A kineticist may select this feat as a bonus feat.

Massive Wielding [Kinetic]
Prerequisite: Mental Wielding, Two-Handed Wielding, Kinetic Base Attack of +15
Benefit: You can mentally wield weapons meant for creatures one size category larger then you. This does not increase your mentally wielded weapons’ reach.
Normal: You can only mentally wield weapons designed for creatures of your size category.
Special: A kineticist may select this feat as a bonus feat.

Mental Grasp [Kinetic]
Prerequisite: Mental Wielding, Kinetic Blow, Kinetic Attack Bonus of +5
Benefit: As a standard action, you may initiate a grapple attempt with any foe within your mental wielding range that you can see. Resolve this as a normal grapple attempt, except using your kinetic base attack bonus and your intelligence modifier instead of strength. You provoke an attack of opportunity by anyone that threatens you when you use this ability but no one else. Maintaining a grapple is a full round action that provokes attacks of opportunity. Any round you have an opponent grappled you may attempt to either pin them by making another grapple check or crush the opponent for 1d4 (+ intelligence modifier) bludgeoning damage with a successful grapple check. Maintaining a grapple counts as mentally wielding and can only be done when you could mentally wield. If you start a grapple while mentally wielding any weapons you are wielding fall to the ground where they are.
Special: A kineticist may select this feat as a bonus feat.

Mental Shove [Kinetic]
Prerequisite: Mental Wielding, Kinetic Power Attack, Aggressive Will, Int 15+
Benefit: You may attempt to kinetically bull rush any opponent within your mental wielding range as a standard action. You must be able to see the opponent. Resolve this as a normal bull rush attempt, except using your intelligence modifier instead of strength. You provoke an attack of opportunity by anyone that threatens you when you use this ability but no one else.
Special: A kineticist may select this feat as a bonus feat.

Mobile Weapons [Kinetic]
Prerequisite: Mental Wielding, Shielding Blades, Wis 13+
Benefit: You may move a weapon both before and after attacking with it as long as you don’t exceed your weapon movement for the round. Also you can now move your weapons 30 feet per round.
Normal: You can only attack before or after moving and your weapons can only move 20 feet.
Special: A kineticist may select this feat as a bonus feat.

Multi-Weapon Control [Kinetic]
Prerequisite: Mental Wielding, Two Weapon Control, Kinetic Attack Bonus +11
Benefit: You may actively wield one weapon per attack you are granted by kinetic base attack bonus. These weapons can be any weapon you could normally wield kinetically and do not offer any additional penalties regardless of type. When using the full attack option with multiple kinetically wielded weapons, you split your attacks per round among them in any way you see fit. Wielding more then one weapon kinetically does not increase the number of attacks you may make in a round.
Normal: You can only wield one weapon mentally, or two with the Two Weapon Control feat.
Special: A kineticist may select this feat as a bonus feat.

Rapid Strike [Kinetic]
Prerequisite: Mental Wielding, Kinetic Base Attack of +1
Benefit: You may make one additional attack per round at your highest kinetic base attack bonus. If you do so, you take a -2 to all attacks made that round, including attacks of opportunity.
Special: A kineticist may select this feat as a bonus feat.

Relentless Mind [Kinetic]
Prerequisite: Mental Wielding, Kinetic Power Attack, Determined Mind
Benefit: Whenever you drop an opponent with an attack from a mentally wielded weapon, you may take another attack with that weapon on an opponent within your reach, as per the Great Cleave feat.
Normal: You can normally only get one extra attack per round with Determined Mind.
Special: A kineticist may select this feat as a bonus feat.

Sentinel Blades [Kinetic]
Prerequisite: Mental Wielding, Shielding Blades, Mobile Blades, Kinetic Attack Bonus of +7
Benefit: Your mentally wielded weapons now threaten all squares within range and may make attacks of opportunity for you when provoked. They can also be used to establish flanking.
Normal: Your mentally wielded weapons do not threaten squares, get attacks of opportunity, or flank.
Special: A kineticist may select this feat as a bonus feat.

Shielding Blades [Kinetic]
Prerequisite: Mental Wielding, Wis 13+
Benefit: You may take up to a -5 penalty when attacking with a mentally wielded weapon. If you do so, you grant any creature sharing the 5 foot square with that mentally wielded weapon a +5 shield bonus until your next turn.
Special: A kineticist may select this feat as a bonus feat.

Subtle Blades [Kinetic]
Prerequisite: Mental Wielding, Expert Control, Bluff 5 ranks
Benefit: You may feint with a mentally wielded weapon as a move action.
Normal: Feinting is a standard action.
Special: A kineticist may select this feat as a bonus feat.

Sweeping Thought [Kinetic]
Prerequisite: Mental Wielding, Expert Control, Kinetic Base Attack of +3
Benefit: You may attempt to trip an opponent within your mental wielding range. You must be able to see the opponent to use this ability. Resolve this as a normal trip attempt, except using your kinetic base attack bonus and your intelligence modifier instead of strength or dexterity and the target does not get a chance to trip you if you fail. You provoke an attack of opportunity by anyone that threatens you when you use this ability but no one else.
Special: A kineticist may select this feat as a bonus feat.

Two Weapon Control [Kinetic]
Prerequisite: Mental Wielding, Kinetic Base Attack of +6
Benefit: You may actively wield two weapons using your mental wielding. These weapons can be any weapon you could normally wield kinetically and do not offer any additional penalties regardless of type. When using the full attack option with multiple kinetically wielded weapons, you split your attacks per round among them in any way you see fit. Wielding more then one weapon kinetically does not increase the number of attacks you may make in a round.

Normal: You can only wield one weapon mentally.
Special: A kineticist may select this feat as a bonus feat.

Two-handed Wielding [Kinetic]
Prerequisite: Mental Wielding, Kinetic Base Attack of +1
Benefit: You may wield a two-handed weapon with your mental wielding. You still only add you intelligence modifier to damage once (not 1 ½ times like normal two handed weapons).
Normal: You can only wield one handed weapons or lighter.
Special: A kineticist may select this feat as a bonus feat.

Whirlwind [Kinetic]
Prerequisite: Mental Wielding, Rapid Strike, Improved Rapid Strike
Benefit: As a full round action you may have one of your mentally wielded weapons attack all foes within its range. You make one attack roll and one damage roll, hitting every opponent that you beat the AC of and dealing the same damage to all of them. You may not use any other ability that allows you extra attacks in conjunction with this ability.
Special: A kineticist may select this feat as a bonus feat.

Yoink [Kinetic]
Prerequisite: Mental Wielding, Expert Control, Kinetic Base Attack of +3
Benefit: You may attempt to disarm an opponent within your kinetic wielding range. You must be able to see the opponent to use this ability. Resolve this as a normal disarm attempt, except using your kinetic base attack bonus and your intelligence modifier instead of strength or dexterity and the target does not get a chance to disarm you if you fail. You provoke an attack of opportunity by anyone that threatens you when you use this ability but no one else. You may also target an opponent’s sheathed weapon. If you do so, your opponent has a -4 penalty to stop you from disarming that weapon.
Special: A kineticist may select this feat as a bonus feat.

~~~~~END~~~~~

Rama_Lei
2007-02-05, 12:30 PM
Pretty severe MAD, but I like it.

Wizard_Tom
2007-02-05, 02:32 PM
... I don't actually know what MAD means...

fireinthedust
2007-02-05, 03:05 PM
Multiple Ability Distribution. Basically like a Paladin with many stats that need to be high.

1) I think armour would be fine to wear, like a Cleric; especially considering they'll be attacked alot, and don't cast Wish like a wizard. No evasion is good, so plate mail at higher levels won't unbalance them, it'll make them playable.

2) Psionics: doesn't get pp like a psion or anything BUT you may want some abilities to expend Psionic focus (like mage hand or the charge action), or need psionic focus (like weilding weapons at all). Keeping in mind that you're able to disarm at will from a distance starting at 4th level, this will balance out the class I think. Expanded Psionic Handbook is a great tool, especially the Concentration stuff, and would really zing this class.

3) Tactics: With being in a weapon's square not an AoO issue, and they don't take up space, I'm picturing the party lineup: Weapon with spiked chain and the party fighter in the front, hitting stuff. Cleric behind fighter, casting Healing. Maybe rogue flanking (or stealing from the cleric, I dunno). Wizard and Kineticist hiding behind the wizard's shield, with Kineticist attacking at range with no threat. Not that this is bad, but it's what'll happen.

4) What is the range of the weapon in use? Like, the weapon is basically a non-space set of attacks/whirling blades adding more attacks, right? so a spiked chain would be 10ft., large chain would be 15 ft. what if this is beyond the Kineticist's attack range?

5) If they have exotic wpn. Whip (or heck, spiked chain; theme here?), can they make trip attacks normally even without the feat?

6) Can they use ranged weapons like a bow/crossbow? Would they take range penalties from where the kineticist (not the bow) is starting from?

7) mental grapple: autokill roll without a weapon unlimited times per day, at range, even with a save? Why not just cou de grace normally? Also, if I have the multiweild feat (with twf) does that mean I can grapple without dropping weapons?

8) Ethereal: if the Kineticist is ethereal, are their weapons ethereal? They could essentially be immune to attacks/retaliation.

9) Once I have flanking as a feat, can I use any Sneak Attack damage with this?

I really like it. It's giving me lots of tingly ideas for a game I'm playing in a few months.

Misat
2007-02-05, 03:09 PM
I have always loved the idea of weilding blades with my mind. I mean if I could become a DnD character that would be one of the things I'd be. The problems I see is that the kinetic BaB is just as high as a fighters normal BaB. Sure fighters don't have to focus on as many stats, but this class just seems like it will be very very open to easy manipulation by those hated powergamers. I will probably steal this from you, as I have your sorcerer, and see what it's like with the secondary BaB progression.

Wizard_Tom
2007-02-05, 03:30 PM
1. They can certianly wear armor. They just aren't proficent with it to start with. Unlike normal classes though, non-proficent penalties are less of a combat hinerance for them.

2. I actually have no books on DnD Psionics because I dislike the approach they used for them. So I don't really know much about them. I've also intentionally avoided anything that is per day. Also, keep in mind ranged disarm is only useful against things wielding weapons, so your campaign will determine it's usefulness.

3. That's pretty much how I felt the class should fit in. Providing front line support with out being front line.

4. Mentally wielded weapons have reach as if wielded by a medium sized creature. As long as the weapon's wielded point is in range it can strike however the weapon allows, even if that puts the striking end out of the controller's range.

5. I'd say yes... but since they can't get mentally proficent (Kinetic wielding uses different profs then normal) with either of those, they'll be suffering penalties.

6. Should specify melee weapon... will fix that.

7. I built Deadly force with quivering palm as a basis. You have to start the round with them pinned to perform it. It could be rewritten to be a cup de grace, but i see little reason too.

8. I had not thought of that when i wrote this... I will get back to you.

9. No. it follows the same rule as melee feats, i just forgot to add the "or abilities" portion of it.

Wizard_Tom
2007-02-05, 03:33 PM
They also have less options then a fighter. To be able to do many of the things a fighter can, they need to take feats. Plus their weapons are still vulnerable to sundering. Which reminds me, i need to add in a block for that... *starts working*

Oh and feel free to "steal" it. I wouldn't be posting them if I didn't want people to "steal" them.

Catharsis
2007-02-05, 05:28 PM
That looks a lot like the idea I've been turning and tossing in the back of my head for a while. It's basically a monk whose ki powers manifested in kinetic force. At first, it allows him to sheathe his fist in force, climb sheer walls and deflect attacks, later to bullrush foes with a punch and cast some spells (like Expeditious Retreat, Spider Climb, Haste, Slow) and eventually fly at will. I was even going to call him a Kineticist! ;) Ah well, I'll find another word for it...

Glooble Glistencrist
2007-02-05, 10:16 PM
I love this concept. It does seem a little powerful with full BaB, but 3/4 seems too weak. Not sure which is better.

Wizard_Tom
2007-02-06, 08:39 AM
I went with full BAB since they're basically support fighters. A straight fighter should be able to beat a kineticist in a 1 on 1, due to equal BAB, less stat splitting, and more combat options.

During the early steps of creation, they had only a single 3/4 BAB. I wanted to be poor at combat by themselves, but good at mental. Originally there were not nearly as many options available to them. When I started reworking the class, the idea of two different BABs hit me, and i went with the extremes to achieve how i felt the class should be.

Also,
If anyone wants to play test the class and tell me how it goes that would be great. I'm currently playtesting the Gun Mage right now, so I need to wait for a new game or my gun mage to die to start on it.

fireinthedust
2007-02-06, 06:39 PM
I didn't like psionics either, initially, until Christmas got me a gift certificate I didn't know what to do with (I got the pdf on a binge, but didn't pour through it as much, saving electricity). I am very glad I did get into it, tho.

What I suggest is not a times-per-day thing. Psionic focus has to do with the concentration skill; roll a check to gain your focus (like ki-ai in Kendo), and you access feat-based abilities. It's a set-up thing. You take an action to get focused, and access focus abilities for as long as you keep it; if you use an ability that expends the focus (like the flying, or kinetic defense), you need to spend a move or standard action (forget which) to regain the focus for the next time you use it.
Because I would want to use this class in, say, a city campaign where guards are a constant thing, it would make it more generally palatable to (often paranoid) DMs. I'd homerule it; in situations where it would come up, it'd make a big deal, and who wants to limit adventure options?

Creature Size: what if I'm playing a large or small creature with class levels? Perhaps the weapons sizes should be tailored to the creature's size, and when they can use Large weapons it's really one size category larger?

as for the ethereal: I'd say they can weild weapons on their own plane only; if they go ethereal, the weapon goes limp or else travels with them. Although Blink would be interesting (would the weapon use their miss chance of 20%?)

Fredderf
2007-02-06, 06:52 PM
What worries me is the amt. of stats that need to be high to make this a good character. It osn't as bad as a monk, but it requires quite a few high stats. You may also consider letting the weapons move faster when they are being used, 20 ft. aint a lot.

Wizard_Tom
2007-02-07, 08:40 AM
Weapon sizes are tailored based on your size, but their reach is flat medium-sized.

As for the movement rates... well seeing as how they are limited on thier range, 20 feet doesn't seem that unreasonable.

Wizard_Tom
2007-02-12, 04:01 PM
Any other comments on this?