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Xuldarinar
2016-04-18, 03:26 PM
WARPED SAVANT (ALTERNATE CLASS)
-Beyond the bounds of known reality lies a realm, shaped from negative energy. Just as shadow serves as a cruel reflection of the material plane, the rest of the warped sphere serves as a cruel reflection of the rest of the great beyond. The warped savant is the herald of this realm, known as the warped sphere (http://www.giantitp.com/forums/showthread.php?416503-Pathfinder-An-echo-of-reality), wielding the destructive power of its absences given substance.
-What separates these individuals to the more orthodox elemental wielders, known as kineticists, is not only the elements upon which they focus. Each warped savant bares a strange mark, believed to be consistent with their warped element or elements. As one grows in power, so to does this mark spread. When they have yet to channel their abilities in a given day, this mark may be next to invisible, but as they channel more and more in a given day, it begins to become more and more noticeable along with all other displays of their might. Because of this trait, warped savants are also sometimes referred to as the marked.
-Note:The warped savant is an alternate class for the kineticist occult class. Making use of and altering numerous facets of the kineticist class, this wielder of the elements reinvisioned can't be considered a new character class by its own right. By the changes made here, though, the details and tones of the kineticist class are shifted in a different direction, capturing a different theme, without needlessly designing an entirely new class. While a redesign of sorts, this alternate class is intended to be used just as any of the other classes.
-Alignment: Any.
-Hit Die: d8.
-Starting Wealth: 1d6 x 10 gp (average 35 gp.)

CLASS SKILLS
The warped savant's class skills are Bluff (Cha), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
-Skill Ranks per Level: 4 + Int Modifier.


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Force incursion, waining psyche, warp blast, warped focus
2nd +1 +3 +0 +3 Warping defensive, utility wild talent
3rd +2 +3 +1 +3 Entropic overflow +1, infusion
4th +3 +4 +1 +4 Utility wild talent
5th +3 +4 +1 +4 Infusion, infusion specialization 1, metawarp (empower)
6th +4 +5 +2 +5 Entropic overflow +2, mental buffer 1, utility wild talent
7th +5 +5 +2+5 Focus delve
8th +6/+1 +6 +2+6 Infusion specialization 2, utility wild talent
9th +6/+1 +6 +3+6 Entropic overflow +3, infusion, metawarp (maximize)
10th +7/+2 +7 +3+7 Utility wild talent
11th +8/+3 +7 +3+7 Improved force incursion, infusion, infusion specialization 3, mental buffer 2,
12th +9/+4 +8 +4+8 Entropic overflow +4, utility wild talent
13th +9/+4 +8 +4+8 Infusion, metawarp (quicken)
14th +10/+5 +9 +4 +9 Infusion specialization 4, utility wild talent
15th +11/+6/+1 +9 +5 +9 Entropic overflow +5, focus delve
16th +12/+7/+2 +10 +5 +10 Composite specialization, mental buffer 3
17th +12/+7/+2 +10 +5 +10 Infusion, infusion specialization 5, metawarp (twice)
18th +13/+8/+3 +11 +6 +11 Entropic overflow +6, utility wild talent
19th +14/+9/+4 +11 +6 +11 Infusion, metawarp master
20th +15/+10/+5 +12 +6 +12 Infusion specialization 6, omni-desecration, utility wild talent


CLASS FEATURES
All of the following are class features of the warped savant.
-Weapon and Armor Proficiency: Warped savants are proficient with all simple weapons and light armor, but not shields.
-Warped Focus (Su): At 1st level, a warped savant chooses one component of the warped sphere on which to focus. This determines from which plane of the Warped Sphere he draws, and grants him access to specific wild talents and additional class skills. He can select Ash, Dust, Salt, Shadow, Vacuum, or Vestige. He gains his selected focus's basic utility wild talent as a bonus wild talent.
-Wild Talents:A warped savant can use wild talents—magical abilities similar to spells but drawn from the warped savant's tie to the warped sphere and usable at-will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has a descriptor or descriptors (ash, dust, salt, shadow, vacuum, and vestige) matching its focus entry. A wild talent that can be used with any of several warped focuses gains the appropriate descriptor when used with a focus.
-Every wild talent has an effective spell level. A warped savant can always select 1st-level wild talents, but he can select a wild talent of a higher level only if his warped savant level is at least double the wild talent's effective spell level. Warp bolt and defense wild talents are always considered to have an effective spell level equal to 1/2 the warped savant's class level (to a maximum effective spell level of 9th at warped savant level 18th).
-Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the warped savant's Charisma modifier. The kineticist uses her Charisma modifier on all concentration checks for wild talents.
-In addition to the wild talents he gains from her other class features, at 2nd level and every 2 levels thereafter, a warped savant selects a new utility wild talent from the list of options available to her. A warped savant can select only universal wild talents or those that match his focus. At 6th, 10th, and 16th levels, a warped savant can replace one of his utility wild talents with another wild talent of the same level or lower. He can't replace a wild talent that he used to qualify for another of his wild talents.
-Waining Psyche (Ex): At 1st level, a warped savant can over exert himself to channel more power from the warped sphere than normal, pushing past the limit of what is safe for his mind. Some of his wild talents allow him to accept a penalty to Will Saves, referred to as waining psyche, while others require him to accept a certain amount to use that talent at all. For each point of waining psyche he accepts, a warped savant takes a -1 penalty to all Will saves. This penalty cannot be removed by any means other than getting a full night's rest, which removes all waining psyche and associated Will penalties. Will save penalties from waining psyche can't be reduced or redirected, and a warped savant incapable of taking penalties to their Will save or Wisdom score cannot accept waining psyche. A warped savant can accept only 1 point of waining psyche per round. This limit rises to 2 points of waining psyche at 6th level, and rises by 1 additional point every 3 levels thereafter. A warped savant can't choose to accept waining psyche if it would put his total number of points of waining psyche higher than 3 + his Wisdom modifier (though he can be forced to accept more waining psyche from a source outside his control). A warped savant who has accepted waining savant never benefits from abilities that allow him to ignore or alter the effects he receives from Will or Wisdom penalties.
-Warp Bolt (Sp): At 1st level, a warped savant gains a warp bolt wild talent of his choice. This warp bolt must be a simple bolt that matches his warped focus.
-As a standard action, the warped savant can unleash a warp bolt at a single target up to a range of 30 feet. He must have at least one hand free to aim the bolt (or one prehensile appendage, if he doesn't have hands). All damage from a warp bolt is treated as magic for the purpose of bypassing damage reduction. Warp bolts count as a type of weapon for the purpose of feats such as Weapon Focus. The warped savant is never considered to be wielding or gripping the warp bolt (regardless of effects from form infusions), and he can't use Vital Strike feats with warp bolts. Even the weakest warp bolt involves a sizable mass of matter or energy, so contrary to their name and unless otherwise noted, warp bolt always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A warp bolt that deals energy damage of any type (including force) has the corresponding descriptor.
-Force Incursion: If he has both hands free (or all of her prehensile appendages free, for unusual warped savant), a warped savant can physically force energy or matter from the warped sphere into the great beyond as a move action. Force incursion creates an extremely loud, visible display in a 20-foot radius centered on the warped savant, as the energy or matter swirls around him. Force incursion allows the warped savant to reduce the total waining psyche cost of a bolt wild talent he uses in the same round by 1 point. The warped savant can instead force incursion for 1 full round in order to reduce the total waining psyche cost of a bolt wild talent used on his next turn by 2 points (to a minimum of 0 points). If he does so, he can also force incursion as a move action during his next turn to reduce the waining psyche cost by a total of 3 points. If the warped savant takes damage during or after forcing an incursion and before using the warp bolt that releases it, he must succeed at a concentration check (DC = 10 + damage taken + effective spell level of his warp bolt) or lose the energy in a surge that forces her to accept a number of points of damage equal to the number of points by which his force incursion would have reduced the waining psyche cost, times the number of hit die he possesses. This ability can never reduce the waining psyche cost of a wild talent below 0 points.
-Infusion (Su): At 1st level, a warped savant gains an infusion wild talent from the list of options available based on his warped focus. He gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with his warp bolt, a warped savant can alter his warped bolt to suit her needs. Infusions come in two types, each of which changes a warped bolt differently: a substance infusion causes an additional effect, while a form infusion causes the warp bolt to manifest in a different way. Each infusion can alter only certain kinds of warp bolts, which are listed in its Associated Blasts entry. Each time the warped savant uses one of his warp bolt wild talents, he can apply up to one associated form infusion and up to one associated substance infusion.
-Some infusions change the action required to activate a warp bolt or entirely transform the warp bolt's normal effects.
-The waining psyche cost listed in each infusion's Waining psyche entry is added to the waining psyche cost of the warp bolt the infusion modifies.
-The DC for a save against an infusion is based on the associated warp bolt's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the warped savant's Dexterity modifier instead of her Charisma modifier. When a warped savant modifies a warp bolt with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire warp bolt is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a warped savant's form and substance infusions both alter the warp bolt's damage, apply the substance infusion's alteration first.
-At 5th, 11th, and 17th levels, a warped savant can replace one of his infusions with another infusion of the same effective spell level or lower. He can't replace an infusion that he used to qualify for another of his wild talents.
-Warping Defense (Su): At 2nd level, a warped savant gains his warped focus's defensive wild talent.
-Entropic Overflow (Ex): At 3rd level, a warped savant surges with energy from his chosen focus whenever he accepts waining psyche, causing him to gain a desiccated appearance, ash long grown cold constantly whirls about them, or experience some other thematic effect. In addition, he receives a bonus on his attack rolls with warp bolts equal to the total number of points of waining psyche he currently has, to a maximum bonus of +1 for every 3 warped savant levels he possesses. He also receives a bonus on damage rolls with his warp bolt equal to double the bonus on attack rolls. The warped savant can suppress the visual effects of entropic overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the warped savant uses any wild talent, the visual effects and benefits return instantly.
-Starting at 6th level, whenever he has at least 3 points of waining psyche, the warped savant gains a +2 size bonus to two physical ability scores of his choice. He also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × his current number of points of warped psyche. At 11th level, whenever the warped savant has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of his choice and a +2 size bonus to each of her other two physical ability scores.
-At 16th level, whenever the warped savant has at least 7 points of waining psyche, these bonuses increase to a +6 size bonus to one physical ability score of his choice, a +4 size bonus to a second physical ability score of his choice, and a +2 size bonus to the remaining physical ability score.
-Infusion Specialization (Ex): At 5th level, whenever a warped savant uses one or more infusions with a blast, he reduces the combined waining psyche cost of the infusions by 1. This can't reduce the total cost of the infusions below 0.
-He reduces the waining psyche cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
-Metawarp (Su): At 5th level, a warped savant gains the ability to alter his warp bolt as if with metamagic feats by accepting waining psyche. By accepting 1 point of waining psyche, he can empower his warp bolt (as if using Empower Spell). At 9th level, by accepting 2 points of waining psyche, he can maximize his warp bolt as if using Maximize Spell. At 13th level, by accepting 3 points of waining psyche, he can quicken his warp bolt as if using Quicken Spell.
-At 17th level, by accepting 4 points of waining psyche, the warped savant can use his warp bolt twice with the same standard action, or swift action if he also uses metawarp to quicken the bolt.
-When he uses a double warp bolt, all modifications, such as metawarp and infusions, apply to both of the bolts, but the warped savant needs to pay the waining psyche cost only once.
-Mental Buffer (Su): At 6th level, a warped savant gains a deeper understanding of the warped sphere and the effects it has upon their mind when channeled, allowing them to store extra energy. The buffer starts empty and doesn't replenish each day, but the warped savant can accept 1 point of waining psyche to add 1 point to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the warped savant adds points to his buffer, they remain indefinitely until he spends them.
-When he would otherwise accept waining psyche, a warped savant can spend 1 point from his buffer to avoid accepting 1 point of waining psyche. He cannot spend more than 1 point from his buffer in this way for a single wild talent. Points spent from the mental buffer don't activate entropic overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of waining psyche the warped savant can accept in a single turn.
-Focus Delve (Su): At 7th level, a warped savant learns to use another focus or expands his understanding of his own warped focus. He can choose any focus, including one he has already chosen. He also gains all composite bolt wild talents whose prerequisites he meets, as well as the basic wild talent of his second chosen focus. He does not gain the defensive wild talent of their second focus.
-If the warped savant's second focus is different from his first, he treats his warped savant level as 4 levels lower for the purpose of determining which wild talents he can learn from his second focus.
-If he chooses to expand his understanding of a warped focus he already possesses, he gains an additional utility wild talent or infusion of his choice of that focus, as if from his infusion or wild talent class feature, as appropriate.
-At 15th level, the warped savant can ether select a new warped focus or expand his understanding of his original focus. He can't select the same focus as he selected at 7th level unless it is his first focus. He gains all the benefits from his new focus as listed above. However, if the warped savant selected his first focus as his focus delve at both 7th and 15th levels, his mastery with that focus increases. For wild talents of his warped focus, the warped savant gains a +1 bonus on attack and damage rolls, as well as to caster level and DCs.
-Improved Force Incursion (Su): At 11th level, when using force incursion as a move action, a warped savant can reduce the total cost of a single wild talent by 2 points instead of 1. When using force incursion for 1 full round, he can reduce the cost of a single wild talent by 3 points instead of 2.
-Composite Specialization (Su): At 16th level, a warped savant becomes more adept at creating composite bolts. He reduces the waining psyche cost of all composite bolts by 1 point. This can't reduce the cost of a composite bolt below 0 points.
-Metawarp Master (Su): At 19th level, a warped savant chooses one type of metawarp, such as empower or quicken. He reduces the waining psyche cost of that metawarp by 1 point (to a minimum of 0 points).
-Omni-desecration (Su): At 20th level, a warped savant transcends the distinction between the different echos of the material plane, bending all of the Negative Energy Plane's creation to his will. By accepting 1 point of waining psyche (in addition to any requirements of the warp bolt he chooses), he can use any bolt wild talent he doesn't know.
-By accepting 1 point of waining psyche as a standard action, he can change any of his wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any warp focus requirements or restrictions (but not any other requirements or restrictions). Omni-desecration cannot be used to copy any kineticist wild talents, nor can omnikinesis be used to copy any warped savant wild talents.

Xuldarinar
2016-04-18, 03:28 PM
WARPED FOCUSES
A warped savant can choose from among the following warped focuses. Infusion wild talents are marked with a dagger (†); all other wild talents below are utility wild talents.




Ash


Drawing their might from the Plane of Ash, warped savants who possess this warped focus are referred to as Ashen Savants. Ashen savants assault the world around them with cinders and seek to reduce all to ash.


Class Skills: An ashen savant adds Escape Artist and Knowledge (religion) to his list of class skills.


Wild Talents: 1st- ashen fury, basic ash talent, burning infusion†, cold adaptation, heat adaptation, pushing infusion†; 2nd- bowling infusion†, entangling infusion†, searing ash; 3rd- firesight, smoke storm, torrent† ; 4th- ; 5th- ; 6th- suffocate; 7th- ; 8th- ; 9th- from the ashes





Dust


Drawing their power from the Plane of Dust, warped savants who possess this warped focus are known as Dust Savants. Stealing structure from the world, they seek to leave ruin in their wake until there is naught but dust.


Class Skills: A dust savant adds Disguise and Knowledge (the planes) to his list of class skills.


Wild Talents: 1st- basic dust talent; 2nd- bowling infusion†, entangling infusion†, pushing infusion†; 3rd- torrent†; 4th- ; 5th- ; 6th- suffocate; 7th- ; 8th- ; 9th-





Salt


Drawing their strength from the Plane of Salt, warped savants who possess this warped focus are known as Salt Savants. Robbing moisture from the world, they seek to leave world before them a desiccated husk.


Class Skills: A salt savant adds Climb and Knowledge (religion) to his list of class skills.


Wild Talents: 1st- basic salt talent, kinetic cover; 2nd- bowling infusion†, entangling infusion†, pushing infusion†; 3rd- impale†, jagged flesh; 4th- ; 5th- ; 6th- ; 7th- fragmentation†; 8th- ; 9th-





Shadow


Drawing diversity from the Plane of Shadow, warped savants who possess this warped focus are typically referred to as Shadow Savants. Utilizing the versatility of shadowstuff, they seek to assert the supremacy of darkness above the light.


Class Skills: A shadow savant adds Escape Artist and Knowledge (the planes) to his list of class skills.


Wild Talents: 1st- basic shadow talent, cold adaptation, heat adaptation, learn apprentice mystery; 2nd- learn apprentice; 3rd- darkness infusion†, learn apprentice mystery; 4th- learn initiate mystery; 5th- chilling infusion†, learn initiate mystery; 6th- greater darkness infusion†, learn initiate mystery; 7th- learn master mystery; 8th- learn master mystery; 9th- learn master mystery





Vacuum


Drawing their power from the Plane of Vacuum, warped savants who possess this warped focus are known as Vacuum Savants. Stealing the air from the world, they seek to leave all that come before them breathless.


Class Skills: A vacuum savant adds Fly and Knowledge (the planes) to his list of class skills.


Wild Talents: 1st- basic vacuum talent, gusting infusion†, pulling infusion†, vacuum cushion, vacuum's leap, vacuum's reach; 2nd- no breath; 3rd- torrent†, vacuum's flight; 4th- cyclone†; 5th- greater vacuum's flight; 6th- suffocate ; 7th- ; 8th- ; 9th-





Vestige


Drawing strength from the Shattered Night, warped savants who possess this warped focus are known as Vestige Savants. Few know the goals of these warped savants, for they are guided by, and in turn wield, entities drawn from beyond the bounds of what would be recognized as existence.


Class Skills: A vestige savant adds Diplomacy and Knowledge (religion) to his list of class skills.


Wild Talents: 1st- bind vestige, burning infusion†, pulling infusion†, pushing infusion†; 2nd- bind vestige; 3rd- bind vestige, darkness infusion†; 4th- bind vestige; 5th- bind vestige, chilling infusion†; 6th- bind vestige, greater darkness infusion†; 7th- bind vestige, spell deflection; 8th- bind vestige; 9th-



WILD TALENTS
WARP BOLTS
-Warp bolts comprise simple and composite bolts.

SIMPLE BOLTS
-A warped savant gains a simple bolt from his primary focus at 1st level—some warp focuses offer more than one option.
-When a warped savant gains a new focus via the focus delve class feature, he gains a simple bolt from that focus as well. Each simple bolt is either a physical bolt or an energy bolt.
-Physical bolts are ranged attacks that deal an amount of damage equal to 1d6+1 + the warped savant's Charisma modifier, increasing by 1d6+1 for every 2 warped savant levels beyond 1st. Spell resistance doesn't apply against physical bolts. Energy bolts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the warped savant's Charisma modifier, increasing by 1d6 for every 2 warped savant levels beyond 1st.




Ash Bolt


Warped Focus(es) ash; Type simple bolt (Sp); Level -; Waining Psyche 0


Bolt Type: physical; Damage fire[/B]


You batter your foe with searing ash.





Dust Bolt


Warped Focus(es) dust; Type simple bolt (Sp); Level -; Waining Psyche 0


Bolt Type: physical; Damage slashing[/B]


You batter your foe with dust.





Salt Bolt


Warped Focus(es) salt; Type simple bolt (Sp); Level -; Waining Psyche 0


Bolt Type: physical; Damage slashing[/B]


You launch shards of salt at your foe.





Shadow Bolt


Warped Focus(es) shadow; Type simple bolt (Sp); Level -; Waining Psyche 0


Bolt Type: energy; Damage cold[/B]


You form a bolt of utter darkness and launch it at your foe.





Shattered Bolt


Warped Focus(es) vestige; Type simple bolt (Sp); Level -; Waining Psyche 0


Bolt Type: energy; Damage negative[/B]


You draw forth a bolt of disruptive energy from the Shattered Night, hurling it at your foe. Inspite of this bolt dealing negative energy damage, it is so far removed from the negative energy plane and it's nature it cannot heal creatures normally healed by negative energy.





Vacuum Bolt


Warped Focus(es) vacuum; Type simple bolt (Sp); Level -; Waining Psyche 0


Bolt Type: physical; Damage bludgeoning[/B]


You form a bolt of utter vacuum, sending it at your foe.




COMPOSITE BOLTS
-Composite bolts combine the warped focuses, or combine shared aspects of these focuses, to form a new type of bolt. When a warped savant gains a new focus through focus delve, he gains access to all composite bolts for which he qualifies.
-Most composite bolts are either physical or energy bolts, like simple bolts. Physical composite bolts deal an amount of damage equal to 2d6+2 + the warped savant's Charisma modifier, increasing by 2d6+2 for every 2 warped savant levels beyond 1st; energy composite bolts deal an amount of damage equal to 2d6 + 1/2 the warped savantt's Charisma modifier, increasing by 2d6 for every 2 warped savant levels beyond 1st.




Alkali Bolt
d

Warped Focus(es) ash, salt; Type composite bolt (Sp); Level -; Waining Psyche 2


Prerequisite(s): ash bolt, salt bolt


[td]Bolt Type: physical; Damage half bludgeoning, half acid


You hurl a highly corrosive crystalline bolt at your foes.





Cold Ash Bolt
d

Warped Focus(es) ash, shadow; Type composite bolt (Sp); Level -; Waining Psyche 2


Prerequisite(s): ash bolt, shadow bolt


[td]Bolt Type: physical; Damage half bludgeoning, half cold


You hurl a bolt of bitterly cold ash at your foe.





Dark Bolt
d

Warped Focus(es) shadow; Type composite bolt (Sp); Level -; Waining Psyche 2


Prerequisite(s): Primary focus (shadow), secondary focus (shadow)


[td]Bolt Type: energy; Damage cold


You hurl a bolt of utter darkness.





Screeching Bolt
d

Warped Focus(es) vacuum; Type composite bolt (Sp); Level -; Waining Psyche 2


Prerequisite(s): Primary focus (vacuum), secondary focus (vacuum)


[td]Bolt Type: physical; Damage half bludgeoning, half sonic


You hurl a violent vacuum at your foe, assaulting them with both the rush of the air to fill it, and the resulting sound.





Void Dust Bolt
d

Warped Focus(es) dust, vacuum; Type composite bolt (Sp); Level -; Waining Psyche 2


Prerequisite(s): dust bolt, vacuum bolt


[td]Bolt Type: physical; Damage half bludgeoning, half slashing


You fire a bolt of dust suspended in a vacuum.





DEFENSIVE WILD TALENTS
-A warped savant gains the defensive wild talent from his primary warped focus at 2nd level




Flesh of Salt


Warped Focus Salt; Type defensive (Su); Level -; Waining Psyche 0


Your skin becomes coated with a thick layer of salt, harmlessly desiccating your body and deflecting blows. You gain a +1 enhancement bonus to your existing natural armor bonus. By accepting 1 point of waining psyche, you can increase this enhancement bonus by 1. For every 3 levels beyond 2nd, you can accept 1 additional point of waining psyche to further increase this enhancement bonus by 1 (to a maximum of +7 at 20th level). Whenever you accept waining psyche while using a salt wild talent, energy causes your full natural armor bonus to apply to your touch AC for 1 round. You can dismiss and restore this effect as an immediate action.






INFUSION WILD TALENTS
-Infusion wild talents change the way warped savants use their warp bolts.




Bowling Infusion


Warped Focus(es) ash, dust or salt; Type substance infusion; Level 2; Waining Psyche 2


Associated Bolts ash, dust, salt


Saving Throw None


This functions as the Kineticist infusion of the same name.





Burning Infusion


Warped Focus(es) ash, vestige; Type substance infusion; Level 1; Waining Psyche 1


Associated Bolts ash, shattered


Saving Throw Reflex negates


This functions as the Kineticist infusion of the same name.





Chilling Infusion


Warped Focus(es) shadow, vestige; Type substance infusion; Level 5; Waining Psyche 3


Associated Bolts shadow, shattered


Saving Throw Fortitude negates


This functions as the Kineticist infusion of the same name.





Cyclone


Warped Focus(es) vacuum; Type substance infusion; Level 4; Waining Psyche 3


Associated Bolts vacuum


Saving Throw Reflex half


This functions as the Kineticist infusion of the same name.





Darkness Infusion


Warped Focus(es) shadow, vestige; Type substance infusion; Level 3; Waining Psyche 2


Associated Bolts shadow, shattered


Saving Throw none


This functions as the Kineticist infusion of the same name.





Darkness Infusion, Greater


Warped Focus(es) shadow, vestige; Type substance infusion; Level 6; Waining Psyche 4


Prerequisite darkness infusion


Associated Bolts shadow, shattered


Saving Throw none


This functions as the Kineticist infusion of the same name.





Draining Infusion


Warped Focus(es) universal; Type substance infusion; Level 1; Waining Psyche 1


Associated Bolts any simple


Saving Throw Fortitude partial; see text


This functions as the Kineticist infusion of the same name. For the purpose of this substance infusion; Ash affects creatures of the fire subtype, dust affects creatures of the earth subtype, salt affects creatures of the water subtype, shadow affects creatures composed of shadow (such as shadow demons or undead shadows) or are creatures of the outsider or undead type native to the plane of shadow, vacuum affects creatures of the air subtype.





Enervating Infusion


Warped Focus(es) universal; Type substance infusion; Level 7; Waining Psyche 4


Associated Bolts any


Saving Throw Fortitude negates


This functions as the Kineticist infusion of the same name.





Entangling Infusion


Warped Focus(es) ash, dust, or salt; Type substance infusion; Level 2; Waining Psyche 2


Associated Bolts ash, dust, or salt


Saving Throw Reflex negates


This functions as the Kineticist infusion of the same name.





Extended Range


Warped Focus(es) universal; Type form infusion; Level 1; Waining Psyche 1


Associated Bolts any


Saving Throw None


This functions as the Kineticist infusion of the same name.





Extreme Range


Warped Focus(es) universal; Type form infusion; Level 3; Waining Psyche 2


Prerequisite extended range


Associated Bolts any


Saving Throw None


This functions as the Kineticist infusion of the same name.





Flurry of Blasts


Warped Focus(es) universal; Type form infusion; Level 3; Waining Psyche 2


Prerequisite extended range


Associated Bolts any


Saving Throw None


This functions as the Kineticist infusion of the same name.





Fragmentation


Warped Focus(es) salt; Type form infusion; Level 7; Waining Psyche 4


Prerequisite extended range


Associated Bolts salt


Saving Throw None


This functions as the Kineticist infusion of the same name.





Grappling Infusion


Warped Focus(es) universal; Type substance infusion; Level 5; Waining Psyche 3


Associated Bolts any


Saving Throw None


This functions as the Kineticist infusion of the same name.





Gusting Infusion


Warped Focus(es) vacuum; Type substance infusion; Level 1; Waining Psyche 1


Associated Bolts vacuum


Saving Throw Fortitude negates


This functions as the Kineticist infusion of the same name. When used with vacuum bolt, the gust of wind effectively originates at the other end of the bolt's range rather than at your location, its wind moving towards you rather than away from you.





Impale


Warped Focus(es) salt; Type form infusion; Level 3; Waining Psyche 2


Associated Bolts salt


Saving Throw None


This functions as the Kineticist infusion of the same name.





Kinetic Blade


Warped Focus(es) universal; Type form infusion; Level 1; Waining Psyche 1


Associated Bolts any


Saving Throw None


This functions as the Kineticist infusion of the same name.





Kinetic Fist


Warped Focus(es) universal; Type form infusion; Level 1; Waining Psyche 1


Associated Bolts any


Saving Throw None


This functions as the Kineticist infusion of the same name.





Kinetic Whip


Warped Focus(es) universal; Type form infusion; Level 3; Waining Psyche 2


[td]Prerequisite kinetic blade


Associated Bolts any


Saving Throw None


This functions as the Kineticist infusion of the same name.





Mobile Bolt


Warped Focus(es) Universal; Type form infusion; Level 3; Waining Psyche 2


Associated Bolts any


Saving Throw Reflex negates


This functions as the mobile blast Kineticist infusion.





Pulling Infusion


Warped Focus(es) vacuum, vestige; Type substance infusion; Level 1; Waining Psyche 1


Associated Bolts shattered, vacuum


Saving Throw None


This functions as the Kineticist infusion of the same name.





Pushing Infusion


Warped Focus(es) ash, dust, salt, or vestige; Type substance infusion; Level 1; Waining Psyche 1


Associated Bolts ash, dust, salt, shattered


Saving Throw None


This functions as the Kineticist infusion of the same name.





Snake


Warped Focus(es) universal; Type form infusion; Level 3; Waining Psyche 2


[td]Prerequisite extended range


Associated Bolts any


Saving Throw None


This functions as the Kineticist infusion of the same name.





Torrent


Warped Focus(es) ash, dust or vacuum; Type form infusion; Level 3; Waining Psyche 2


Associated Bolts ash, dust, vacuum


Saving Throw Reflex half


This functions as the Kineticist infusion of the same name.





Wall


Warped Focus(es) universal; Type form infusion; Level 5; Waining Psyche 3


Associated Bolts any


Saving Throw None


This functions as the Kineticist infusion of the same name.





Placeholder


Warped Focus(es) ; Type ; Level -; Waining Psyche 0


Placeholder





UTILITY WILD TALENTS
-A warped savant can select one of the following wild talents at each even level, proved he meets the prerequisites.




Ashen Fury


Warped Focus(es) ash; Type Utility (Su); Level 1; Waining Psyche -


This functions as the fire's fury Kineticist utility wild talent, except that it applies to ash blasts or composite blasts that include ash.





Basic Ash Talent


Warped Focus(es) ash; Type Utility (Sp); Level 1; Waining Psyche 0


You can produce a small burst of smoldering ash, functioning as the spark spell. You can also create larger masses of ash and embers and manipulate them, functioning as the dancing lights spell.





Basic Dust Talent


Warped Focus(es) dust; Type Utility (Sp); Level 1; Waining Psyche 0


You can move up to 5 pounds per warped savant level of dust up to 15 feet as a move action. You can also kick up a cloud of dust at a creature, functioning similar to flare.






Basic Salt Talent


Warped Focus(es) salt; Type Utility (Sp); Level 1; Waining Psyche 0


You can remove the moisture from 1 pound of nonliving material per warped savant level you possess. You can also flavor nonliving material with salt or coat an object with salt as per prestidigitation.






Basic Shadow Talent


Warped Focus(es) shadow; Type Utility (Sp); Level 1; Waining Psyche 0


You can cast one of any two shadowcaster fundamentals, chosen at the time this wild talent is acquired.





Basic Vacuum Talent


Warped Focus(es) vacuum; Type Utility (Sp); Level 1; Waining Psyche 0


This functions identically to the basic aerokinesis Kineticist wild talent.





Basic Vestige Talent


Warped Focus(es) vestige; Type Utility (Sp); Level 1; Waining Psyche 0


You can tap into the shattered night, channeling the voices of entities adrift in that realm. This ability reproduces the effects of either ghost sound or guidance.





Bind Vestige


Warped Focus(es) vestige; Type Utility (Su); Level 1-8 (see text); Waining Psyche 1


You tap directly into the shattered night, drawing forth a vestige you are familiar with and form a pact with it. This pact is automatically a poor pact unless you accept 2 additional points of waining psyche. This benefit lasts until the next time your waining psyche is removed.
This wild talent does not grant access to all vestiges, but instead grants access to a single vestige of your choice of a level you have access to, equal to the highest level of wild talent you can select. The level of this wild talent is equal to the level of vesting it binds. For example; Bind Vestige (Ahazu) would be a 3rd level wild talent. This wild talent can be selected more than once, granting access to a new vestige. To select vestiges above 1st level, you must have knowledge of how to bind a number of vestiges equal to the level vestige you are trying to learn -1. For instance; To learn Bind Vestige (Haagenti), you would have to also have knowledge of at least one other Bind Vestige wild talent.





Cold Adaptation


Warped Focus(es) ash, shadow; Type Utility (Sp); Level 1; Waining Psyche 0


This functions as the Kineticist utility wild talent of the same name.





Expanded Defense


Warped Focus(es) universal; Type Utility (Su); Level 4; Waining Psyche -


This functions as the Kineticist utility wild talent of the same name.





Firesight


Warped Focus(es) ash; Type Utility (Su); Level 3; Waining Psyche -


This functions as the Kineticist utility wild talent of the same name.





From the Ashes


Warped Focus(es) ash; Type Utility (Sp); Level 9; Waining Psyche 2


This functions as the Kineticist utility wild talent of the same name.





Heat Adaptation


Warped Focus(es) ash, shadow; Type Utility (Sp); Level 1; Waining Psyche 0


This functions as the Kineticist utility wild talent of the same name.





Jagged Flesh


Warped Focus(es) salt; Type Utility (Sp); Level 3; Waining Psyche 1


Prerequisite: flesh of salt


This functions as the Kineticist utility wild talent of the same name.





Kinetic Cover


Warped Focus(es) salt; Type Utility (Sp); Level 1; Waining Psyche 0


This functions as the Kineticist utility wild talent of the same name.





Kinetic Form


Warped Focus(es) universal; Type Utility (Sp); Level 5; Waining Psyche 1


This functions as the Kineticist utility wild talent of the same name.





Learn Apprentice Mystery


Warped Focus(es) shadow; Type Utility (Sp); Level 1-3 (see text); Waining Psyche 1


Prerequisite Basic Shadow Talent


You acquire knowledge of a single apprentice mystery. You may cast this mystery by accepting 1 Waining Psyche. Like shadowcasters, you are limited to learning mysteries by paths. This wild talent can be learned more than once, and takes on the level of the mystery learned.





Learn Initiate Mystery


Warped Focus(es) shadow; Type Utility (Sp); Level 4-6 (see text); Waining Psyche 2


Prerequisite Learn Apprentice Mystery (x3)


You acquire knowledge of a single initiate mystery. You may cast this mystery by accepting 2 Waining Psyche. Like shadowcasters, you are limited to learning mysteries by paths. This wild talent can be learned more than once, and takes on the level of the mystery learned.





Learn Master Mystery


Warped Focus(es) shadow; Type Utility (Sp); Level 7-9 (see text); Waining Psyche 3


Prerequisite Learn Initiate Mystery (X3)


You acquire knowledge of a single master mystery. You may cast this mystery by accepting 1 Waining Psyche. Like shadowcasters, you are limited to learning mysteries by paths. This wild talent can be learned more than once, and takes on the level of the mystery learned.





No Breath


Warped Focus(es) vacuum; Type Utility (Su); Level 2; Waining Psyche -


Prerequisite: (YTBD)


This functions as the Kineticist utility wild talent of the same name.





Reverse Shift


Warped Focus(es) universal; Type Utility (Sp); Level 8; Waining Psyche 0


This functions as the Kineticist utility wild talent of the same name.





Ride the Bolt


Warped Focus(es) universal; Type Utility (Sp); Level 6; Waining Psyche 0


This functions as the ride the blast Kineticist utility wild talent.





Searing Ash


Warped Focus(es) ash; Type Utility (Su); Level 2; Waining Psyche -


This functions as the searing flame Kineticist utility wild talent.





Skilled Savant


Warped Focus(es) universal; Type Utility (Su); Level 1; Waining Psyche -


This functions as the skilled kineticist Kineticist utility wild talent.





Skilled Savant, Greater


Warped Focus(es) universal; Type Utility (Su); Level 2; Waining Psyche -


Prerequisite: Skilled Savant


This functions as the greater skilled kineticist Kineticist utility wild talent.





Smoke Storm


Warped Focus(es) ash; Type Utility (Sp); Level 3; Waining Psyche 0


Saving Throw Fort negates; see text; Spell Resistance no


This functions as the Kineticist utility wild talent of the same name.





Spell Deflection


Warped Focus(es) vestige; Type Utility (Sp); Level 7; Waining Psyche 0


This functions as the Kineticist utility wild talent of the same name.





Suffocate


Warped Focus(es) ash, dust, or vacuum; Type Utility (Sp); Level 6; Waining Psyche 3


Saving Throw Fort partialt; Spell Resistance yes


This functions as the Kineticist utility wild talent of the same name.





Vacuum Cushion


Warped Focus(es) vacuum; Type Utility (Sp); Level 1; Waining Psyche 0


This functions as the air cushion Kineticist utility wild talent.





Vacuum's Flight


Warped Focus(es) vacuum; Type Utility (Sp); Level 3; Waining Psyche -


You strategically create areas of airlessness, pulling you along. This otherwise functions as Flame Jet.





Vacuum's Flight, Greater


Warped Focus(es) vacuum; Type Utility (Sp); Level 5; Waining Psyche -


Prerequisite vacuum's flight


You have acquired greater control over forming vacuums, as per greater flame jet.





Vacuum's Leap


Warped Focus(es) vacuum; Type Utility (Su); Level 1; Waining Psyche 0


This functions as the air's leap Kineticist utility wild talent.





Vacuum's Reach


Warped Focus(es) vacuum; Type Utility (Su); Level 1; Waining Psyche -


This functions as the air's reach Kineticist utility wild talent, except it effects vacuum bolts, vacuum wild talents, and composite bolts that include vacuum.





Void Healer


Warped Focus(es) universal; Type Utility (Sp); Level 1; Waining Psyche 1


This functions as the Kineticist utility wild talent of the same name.




Given the still relatively low number of wild talents, the class is still not as of yet usable. That having been said, input would still be appreciated, but in suggestions for new wild talents, and critiques of existing content.

Xuldarinar
2016-04-19, 10:55 PM
Warped Savant To Do List
This serves the purpose of showing what I intend to do for the class, both for my benefit and yours. When all is complete, this post will be deleted unless there is another need for it.

Ash Wild Talents: 14/20+
Dust Wild Talents: 6/20+
Salt Wild Talents: 8/20+
Shadow Wild Talents: 15/20+
Vacuum Wild Talents: 12/20+
Vestige Wild Talents: 15/20+

Composite Bolt Combinations: 5/14+
Specific Obstacle: While traditional elements are simple enough to blend, these components are proving exceedingly difficult blend into anything more.

Defensive Wild Talents: 1/6

Archetypes: 0/2+

Racial Favored Class Bonuses: 0/7+