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Xuldarinar
2017-10-18, 03:26 AM
KINETICIST
Stamina Points: 6 + Constitution Modifier
6 HP

KEY ABILITY SCORE
Your Constitution dictates your ability with wild talents, so Constitution is your key ability score. A high Dexterity score also helps you avoid attacks as well as make sure your kinetic blasts meet their target.

CLASS SKILLS
SKILL RANKS PER LEVEL
4 + INTELLIGENCE MODIFIER
Acrobatics (Dex)
Intimidate (Cha)
Medicine (Int)
Mysticism (Wis)
Perception (Wis)
Profession (Cha, Int, or Wis)
Stealth (Dex)

PROFICIENCIES
ARMOR PROFICIENCY
Light armor

WEAPON PROFICIENCY
Basic melee weapons
Small arms



Class LevelBase Attack BonusFort Save BonusRef Save BonusWill Save BonusSpecial
1st+0+2+2+0Burn, elemental focus, gather power, infusion, kinetic blast
2nd+1+3+3+0 Elemental defense, utility wild talent
3rd+2+3+3+1Elemental overflow +1, infusion, weapon specialization
4th+3+4+4+1Utility wild talent
5th+3+4+4+1Infusion, infusion specialization 1, metakinesis (empower)
6th+4+5+5+2Elemental overflow +2, internal buffer 1, utility wild talent
7th+5+5+5+2Expanded element
8th+6+6+6+2Infusion specialization 2, utility wild talent
9th+6+6+6+3Elemental overflow +3, infusion, metakinesis (maximize)
10th+7+7+7+3 Utility wild talent
11th+8+7+7+3Infusion, infusion specialization 3, internal buffer 2, supercharge
12th+9+8+8+4Elemental overflow +4, utility wild talent
13th+9+8+8+4Infusion, metakinesis (quicken)
14th+10+9+9+4Infusion specialization 4, utility wild talent
15th+11+9+9+5Expanded element, elemental overflow +5
16th+12+10+10+5 Composite specialization, internal buffer 3, utility wild talent
17th+12+10+10+5Infusion, infusion specialization 5, metakinesis (twice)
18th+13+11+11+6Elemental overflow +6, utility wild talent
19th+14+11+11+6 Infusion, metakinetic master
20th+15+12+12+6 Infusion specialization 6, omnikinesis, utility wild talent


ELEMENTAL FOCUS (SU) 1st level
While this class feature operates as the traditional kineticist, the elements each have different skills as described below. Because most of them would convert to providing a skill the Kineticist already possesses, I've decided to make it so they gain only one skill.

Aether: Engineering
Air: Life Science
Earth: Physical Science
Fire: Life Science
Void: Physical Science
Water: Life Science
Wood: Life Science


WILD TALENTS 1st level
While the class feature itself functions as normal, there may be utility wild talents that function differently by merit of changes in systems. Earth walk, for instance, gives you a bonus to your CMD vs being moved or tripped. Though CMD is no longer a valid term, you'd still get the same bonus against such maneuvers.

BURN (EX) 1st level
Rather than taking Non-lethal damage, burn is applied to the Kineticist's Stamina Points. Similarly to before, even when these points can be recovered by other means, damage taken as a result of burn cannot be recovered without a full-night's rest.

KINETIC BLAST (SP) 1st level
Though this functions and scales Identically to before, there is one key distinction to be made. Energy blasts interact with a target's EAC while Physical Blasts interact with a target's KAC.

GATHER POWER (SU) 1st level
This functions as normal, with one exception. Should you be forced to take burn that would lower your Stamina Points below 0, any excess is then applied to you Hit Points.

INFUSION (SU) 1st level
While the class feature itself functions as normal, some infusions may function differently by merit of changes in systems. Infusions that allow you to make combat maneuvers, for instance, apply their bonuses as normal to the maneuver but CMB and CMD are no longer valid terms

ELEMENTAL DEFENSE (SU) 2nd level
Some of these require changes. They are as follows.

Flesh of Wood (Wood): Grants an enhancement bonus to KAC.
Force Ward (Aether): You gain Stamina Points.
Shroud of Water (Water): Grants either a +4 armor bonus to your KAC or a +2 enhancement bonus to your KAC.

ELEMENTAL OVERFLOW (EX) 3rd level
As Normal

WEAPON SPECIALIZATION (EX) 3rd level
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with, as well as your Kinetic Blast.

INFUSION SPECIALIZATION (EX) 5th level
As Normal

METAKINESIS (SU) 5th level
As Normal

INTERNAL BUFFER (SU) 6th level
As Normal

EXPANDED ELEMENT (SU) 7th level
As Normal

SUPERCHARGE (SU) 11th level
As Normal

COMPOSITE SPECIALIZATION (SU) 16th level
As Normal

METAKINETIC MASTER (SU) 19th level
As Normal

OMNIKINESIS (SU) 20th level
As Normal

ARCHETYPES
The following are archetypes for the kineticist class. I am simply addressing each, rather than producing new ones (at this time).

Aquakineticist: Functions as is.
Blightburner: Blightburn Manipulation does stamina damage instead of nonlethal damage.
Blood Kineticist: Functions as is.
Dark Elementalist: Intelligence becomes the key ability score of the kineticist and the archetype otherwise functions as normal.
Elemental Annihilator: Functions as is, though it is even less advisable than before.
Elemental Ascetic: Functions as is, though damage is modified as suggested for monks and their flurry of blows for Starfinder. Additionally, Wisdom is used as the key ability score.
Elemental Purist: Functions as is.
Kinetic Chirurgeon: Functions as is.
Kinetic Knight: Elemental Bastion grants proficiency with Heavy armor and does not delay the acquisition of Elemental Defense. Elemental Defense may only be used while wearing heavy armor. Shields do not exist, nor does medium armor, so proficiency with these is not gained.
Overwhelming Soul: Charisma becomes the key ability score of the kineticist, and the archetype otherwise functions as normal.
Psychokineticist: Wisdom becomes the key ability score of the kineticist, and the archetype otherwise functions as normal.

3RD PARTY CONTENT
I can and actually had begun to make conversions for various sources of additional Kineticist content, namely the Kineticists of Porphyra books (1-3), but decided it wouldn't feel right posting those for the sake of padding things out. Conversions for the elements are fairly obvious (keep the knowledge skill and convert, drop the other), and the majority of the archetypes function perfectly fine as is. There are a few instances you'll want to refer to the suggested rules for dealing with familiars or animal companions, though one might already want to do that in the case of two Wild Talents if one feels so bold as to get and try to use it, but theres no massive undertaking otherwise.