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    Ogre in the Playground
     
    Xuldarinar's Avatar

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    Default [Kineticist Element] Flesh

    Flesh
    -Kineticists who focus on flesh and bone are known as fleshshapers. They are capable of augmenting themselves and brutally assaulting their foes with portions of themselves and others.
    -Class Skills: A fleshshaper adds Knowledge (arcana) to her list of class skills. For the purpose of skilled kineticist, a fleshshaper may treat heal and intimidate as skills added.
    -Wild Talents: 1st- altitude acclimation, basic fleshshaping, cold adaptation, heat adaptation, kinetic healer, pushing; 2nd- bowling infusion, climbing extremities, flesh rip, lesser fleshshaping; 3rd- bone-pierced flesh, countless eyes, fleshshaped tremorsense, foe throw, hurl self, impale; 4th- horrific infusion; 5th- control corpse, greater hurl self, violent transformation; 6th- disintegrating infusion, suffocate; 7th- fragmentation, greater fleshshaping; 8th- true fleshshaping.
    -Special: Universal effects that typically effect creatures of an element subtype can effect creatures composted of flesh instead, given there is no flesh subtype.

    Wild Talents

    Kinetic Blasts

    Simple Blasts

    Bone Blast
    Element flesh; Type simple blast (Sp); Level - Burn 0
    Blast Type physical Damage piercing
    You generate lengths of bone and fire them at a single foe

    Flesh Blast
    Element flesh; Type simple blast (Sp); Level - Burn 0
    Blast Type physical Damage bludgeoning
    You cast off a portion of your flesh and hurl it at a single foe.

    Composite Blasts

    Animating Blast
    Elements blood and flesh; Type composite blast (Sp); Level - Burn 2
    Prerequisites bone blast, negative blast
    Blast Type physical Damage half negative, half slashing
    You charge the internal skeleton of a single creature with negative energy, causing it to write and briefly try to rip free of the surrounding flesh.

    Burning Bone Blast
    Elements fire and flesh; Type composite blast (Sp); Level - Burn 2
    Prerequisites bone blast, fire blast
    Blast Type physical Damage half fire, half piercing
    You infuse your skeleton with fire to produce spikes of immolated bone, launching them at a single foe.

    Cyst Blast
    Elements flesh and water; Type composite blast (Sp); Level - Burn 2
    Prerequisites flesh blast, water blast
    Blast Type physical Damage bludgeoning
    You fill a sack of flesh with fluid to create a ball that you eject from yourself, slamming it into a single foe.

    Flesh Wrack
    Element flesh; Type composite blast (Sp); Level - Burn 2
    Prerequisites primary element (flesh), expanded element (flesh)
    Blast Type physical Damage slashing
    You violently pull at a single foe's flesh.

    Fossilized Blast
    Elements flesh and earth; Type composite blast (Sp); Level - Burn 2
    Prerequisites bone blast, earth blast
    Blast Type physical Damage half bludgeoning, half piercing
    You rapidly age portions of your bone as you produce them, infusing them with earth as you fire them at a single foe.

    Writhing Blast
    Elements aether and flesh; Type composite blast (Sp); Level - Burn 2
    Prerequisites flesh blast, telekinetic blast
    Blast Type physical Damage half bludgeoning, half slashing
    As you cast off a portion of yourself and hurl it at a foe, you infuse it with aether, giving it a semblance of life. It writes and lashes about as you send it at a single foe.

    Defense Wild Talents

    Shift Organs
    Element flesh; Type defense (Sp); Level - Burn 0
    You can shift the location of your vital organs within yourself, making it harder for enemies to deal a fatal blow against you. When a critical hit or sneak attack, or any other form of precision damage, is scored on you, you have a 5% chance per kineticist level for the critical hit or sneak attack to be negated and the damage being instead rolled normally. When you are attacked, as an immediate action you can take 1 point of burn to try to move any organs out of the way, increasing the percent chance by 5% for 1 round. You can dismiss and restore this effect as an immediate action.

    Infusion Wild Talents

    Bloodied Infusion
    Element flesh; Type substance infusion; Level 2 Burn 2
    Associated Blasts animating, burning bone, bone, fossilized, flesh wrack, writhing
    Saving Throw Fortitude negates
    Your assault is attuned to part open veins, or you manage to rip a chunk of flesh from your foe, dealing 1 point of bleed damage for every die of the blast's damage.

    Bowling Infusion
    Element aether, earth, or flesh; Type substance infusion; Level 2 Burn 2
    Associated Blasts cyst, earth, flesh, fossilized, magma, metal, mud, telekinetic, writhing
    Saving Throw none
    Same description as normal

    Burning Infusion
    Element fire; Type substance infusion; Level 1 Burn 1
    Associated Blasts burning bone, blue flame, fire, magma, plasma
    Saving Throw Reflex negates
    Same description as normal

    Disintegrating Infusion
    Element aether, or flesh; Type substance infusion; Level 6 Burn 4
    Associated Blasts force, flesh wrack
    Saving Throw Fortitude negates; see text
    Same description as normal

    Entangling Infusion
    Element earth, or water; Type substance infusion; Level 2 Burn 2
    Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm, writhing
    Saving Throw Reflex negates
    Same description as normal

    Foe Throw
    Element aether or flesh; Type form infusion; Level 3 Burn 2
    Associated Blasts animating, flesh wrack, telekinetic
    Saving Throw none
    Same description as normal

    Fragmentation
    Element earth, flesh, or water; Type form infusion; Level 7 Burn 4
    Prerequisite extended range
    Associated Blasts burning bone, bone, earth, fossilized, ice, metal
    Saving Throw none or Reflex half; see text
    Same description as normal

    Horrific Infusion
    Element flesh; Type substance infusion; Level 4 Burn 3
    Associated Blasts cyst, flesh, writhing
    Saving Throw Fortitude partial or negates; see text
    As you rip a portion of your flesh from your body, you make certain the act is gruesome to behold and that the chunk of flesh removed from you even more so. Unless the target of your flesh blast succeeds on their Will save, they become panicked and sickened for a number of rounds equal to your kineticist level. If your target succeeds on their Will save, then they simply become sickened for 1 round. All creatures within range of your flesh blast that are not the target of it must also make a Will save or become sickened for 1 round.

    Impale
    Element earth, flesh, or water; Type form infusion; Level 3 Burn 2
    Associated Blasts burning bone, bone, earth, fossilized, ice, metal
    Saving Throw none
    Same description as normal

    Pushing Infusion
    Elementaether, air, earth, flesh, or water; Type substance infusion; Level 1 Burn 1
    Associated Blasts animating, air, blizzard, charged water, cyst, earth, flesh, flesh wrack, magma, metal, mud, sandstorm, steam, telekinetic, water, writhing
    Saving Throw none
    Same description as normal

    Quenching Infusion
    Elementwater; Type substance infusion; Level 1 Burn 1
    Associated Blasts charged water, cyst, water
    Saving Throw none
    Same description as normal

    Utility Wild Talents

    Altitude Acclimation
    Element flesh; Type utility (Sp); Level 1 Burn 0
    By slightly altering yourself, you become immune to altitude sickness, and gain an amount of cold resistance equal to twice your current amount of burn.

    Basic Fleshshaping
    Element flesh; Type utility (Sp); Level 1 Burn 0
    You can slightly alter flesh to reproduce the effects of a bleed, resistance, stabilize or virtue cantrip, except that you can only provide a bonus to a single type of save depending upon the alteration made to the individual; using any of the four abilities ends any previous resistance or virtue effect from this wild talent.

    Bone-pierced Flesh
    Element flesh; Type utility (Sp); Level 3 Burn 1
    You force your bones to form sharp spurs that painfully pierce your flesh. Until the next time your burn is removed, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 points of piercing damage. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness.

    Control Corpse
    Element flesh; Type utility (Sp); Level 5 Burn 0
    You use your abilities to assemble and animate a corpse into an abomination. This functions identically to corpse puppet, except that the created creature counts as a creature of the construct type instead of undead.

    Cold Adaptation
    Element fire, flesh, or water; Type utility (Sp); Level 1 Burn 0
    Same description as normal

    Climbing Extremities
    Element flesh; Type utility (Sp); Level 2 Burn 0
    Prerequisite basic fleshshaping
    You alter the structure of your limbs, granting you a climb speed equal to your base speed.

    Countless Eyes
    Element flesh; Type utility (Sp); Level 3 Burn 0
    Prerequisite lesser fleshshaping
    By warping your flesh, you are capable of sprouting horrific eyes all over your body. This duplicates the effects of the countless eyes spell. By accepting 1 point of burn, you can fine tune the vision from these eyes, granting you a bonus to perception checks equal to your kineticist level.

    Fleshshaped Tremorsense
    Element flesh; Type utility (Sp); Level 3 Burn 0
    Prerequisite lesser fleshshaping
    As a move action, you slightly alter your physical form, enhancing your senses. You gain tremorsense 30 feet for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. While benefiting from this tremor sense, your blasts that include flesh components don't suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.

    Greater Fleshshaping
    Element flesh; Type utility (Sp); Level 7 Burn 3
    Prerequisite Any one wild talent with lesser fleshshaping as a prerequisite.
    Saving Throw Will negates (harmless); see text Spell Resistance Yes
    You have grown adept in the manipulation of flesh. This functions like greater polymorph, except you cannot turn a creature into an elemental. If you wish to assume the form of a creature with a climb speed, you must first possess the climbing appendage wild talent. If you wish to assume the form of a creature with tremorsense, you must first possess the fleshshaped tremorsense wild talent.

    Heat Adaptation
    Element fire, flesh or water; Type utility (Sp); Level 1 Burn 0
    Same description as normal

    Hurl Self
    Element flesh; Type utility (Sp); Level 3 Burn 0
    You grab the flesh that makes up your body and propel it forward. Otherwise, this wild talent functions like flame jet

    Hurl Self, Greater
    Element flesh; Type utility (Sp); Level 5 Burn 0
    Prerequisite hurl self
    You have greater control over your flesh and have become more adept at throwing yourself. Otherwise, this wild talent functions like greater flame jet.

    Kinetic Healer
    Element aether, flesh or water; Type utility (Sp); Level 1 Burn 1; see text
    Saving Throw none; Spell Resistance yes
    Same description as normal

    Lesser Fleshshaping
    Element flesh; Type utility (Sp); Level 2 Burn 0
    Prerequisite basic fleshshaping
    You alter your features, changing yourself as if with alter self for a number of minutes equal to your Constitution modifier. If you accept 1 point of burn, until the next time your burn is removed, each use of this wild talent lasts until you dismiss it.

    Suffocate
    Element aether, air, flesh or water; Type utility (Sp); Level 6 Burn 0
    Saving Throw Fortitude partial; Spell Resistance yes
    Same description as normal

    True Fleshshaping
    Element flesh; Type utility (Sp); Level 8 Burn 3
    Prerequisite Greater Fleshshaping
    Saving Throw Fortitude negates; see text Spell Resistance Yes
    You have mastered the manipulation of flesh. This functions like polymorph any object, except it only functions to change one thing of flesh and bone into another, living or otherwise. You cannot use it to duplicate the effects of flesh to stone or stone to flesh unless you also have selected earth as an element. You cannot use it to duplicate transmute mud to rock, transmute metal to wood, or transmute rock to mud.

    Violent Transformation
    Element flesh; Type utility (Sp); Level 5 Burn 3; see text
    Prerequisite lesser fleshshaping
    Saving Throw none; Spell Resistance no
    You violently rip at and warp your form, coming to resemble an undead with your voluntary malformations. This duplicates the effect of undead anatomy II except you neither detect as an undead creature, nor are treated as undead for the purpose of channeled energy, cure spells, or inflict spells. At 12th level, by accepting 1 additional point of burn, this instead functions as undead anatomy III. At 16th level, by accepting 2 points of burn, this instead functions as undead anatomy IV, except you cannot gain the incorporeal ability. If you wish to assume the form of a creature with a climb speed, you must first possess the climbing appendage wild talent. If you wish to assume the form of a creature with tremorsense, you must first possess the fleshshaped tremorsense wild talent.



    Suggestions and input more than welcome at this stage. Some above are merely expansions of existing wild talents to include flesh.
    Last edited by Xuldarinar; 2015-09-04 at 01:10 PM.
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  2. - Top - End - #2
    Firbolg in the Playground
     
    Milo v3's Avatar

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    Default Re: [Kineticist Element] Flesh

    You might be able to use some of this.
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  3. - Top - End - #3
    Ogre in the Playground
     
    Xuldarinar's Avatar

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    Default Re: [Kineticist Element] Flesh

    Quote Originally Posted by Milo v3 View Post
    You might be able to use some of this.
    Thank you. I may draw some inspiration from this and I'll be sure to include at least something from there, when I get to it.


    Edit: Update! ...A lot is up there now. Still not done, but a lot more is there.

    Edit 2: Alright. Home stretch for a lot of this. Fine tuning certainly will need to happen somewhere along this. I need a composite blast that integrates air and flesh (be it air or electricity, and flesh or bone), and to fill things out a bit so one has options. Really, at the minimum, I need a wild talent for 4th level to bring that up to at least two. If I can get in more, fantastic.

    Edit 3: Now we have a complete defensive wild talent.
    Last edited by Xuldarinar; 2015-09-04 at 01:11 PM.

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