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Some kineticists channel elemental energy through their bodies, others resist the elemental flow with their overwhelming souls. Then there are those that have experienced the trauma of a fractured psyche, either through circumstance or experimentation. The fracture opens a channel in their mind for truly spectacular power directed by thought alone. More fragile than their classic counterparts, Psychokinetics are mental giants.
The Psychokinetic swaps the values for their Fortitude saves and Will Saves. This alters the saves.
A Psychokinetic loses Acrobatics, and does not gain additional skills for their element. In exchange they gain all Knowledge skills as class skills. This alters the Kineticist class skills.
Mental Might (Ex)
A psychokinetic uses her Intelligence modifier instead of her Dexterity modifier to determine the accuracy of her blasts, the DC of Dexterity based wild talents, the duration of wild talents with a Dexterity based duration, any spell-like abilities from the Psychic spell list, and any other dexterity based effects of all her wild talents.
A psychokinetic uses her Wisdom modifier instead of her Constitution modifier to determine the damage of her Constitution based wild talents, the DC of Constitution based wild talents, the duration of wild talents with a Constitution based duration, her bonus on concentration checks for wild talents, and all other Constitution based effects of her talents.
A psychokinetic loses Acrobatics, and does not gain additional skills for their element, and gains all Knowledge skills as class skills.
This alters the kineticist's class skills and the key ability scores of wild talents.
Brain Strain (Su)
A Psychokinetic gains a pool of Burn points equal to 3 + Intelligence, Wisdom and Charisma bonuses. When this pool is reduced by 1/3rd the Psychokinetic is fatigued. When reduced by 2/3rds the Psychokinetic is Exhausted. When reduced to 0 the Psychokinetic is unconscious for 8 hours. The Psychokinetic loses points from their Burn Pool every time they would otherwise take burn. This ability replaces burn.
Psychokinetic Focus (Su)
A Psychokinetic can only choose Aether or Fire as their element.
This ability alters Elemental Focus.
A Psychokinetic can select a spell from the psychic spell list, with a burn cost equal to the level of the spell which they can cast as a spell-like ability using their psychokineticist level instead of a utility talent. The psychokineticist may only select spells of equal to half their level or less, a psychokinetic may undercast this spell as a psychic, paying less burn for doing so.
This ability alters Wild Talent.
Mental Overflow (Su)
A psychokineticist can alter their own brain chemistry, but does not improve her physical body.
At 6th level when they have taken at least 3 points of burn, the psychokinetic gains a +2 alchemical bonus to two mental ability scores of their choice. She also can reduce the roll on any confusion effect by 5% x her current points of burn that she suffers. At 11th level whenever she has suffered at least 5 points of burn, these bonuses increase to a +4 alchemical bonus to one mental ability score of her choice and a +2 alchemical bonus to each of her other two ability scores.
At 16th level, whenever the psychokineticist has at least 7 points of burn, these bonuses increase to +6 alchemical bonus to one mental ability score of her choice, a +4 to another mental ability score of her choice, and a +2 alchemical bonus to the remaining ability score.
This ability alters elemental overflow.
Expanded Talent (Su)
A Psychokinetic can either expand into Aether or Fire (whichever they didn’t choose), or they may select the original element again and gain a spell from the sorcerer/wizard spell list with either force descriptor (if aether) or fire descriptor (if fire), which they may cast as a Spell Like ability.
At 15th level they may either expand into the element (fire or aether) they have yet to select as the expanded element ability, or select another spell with either the fire or force descriptor from the sorcerer wizard list.
This ability replaces Expanded Element at level 7 and level 15.
At 20th level a psychokineticist unlocks the deepest recesses of the mind, gaining unparalleled psychic abilities. They may cast any spell they do not know from the Psychic spell list, or any spell with the force or fire descriptor by taking an additional point of burn.
By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, from either the aether or fire elements but otherwise ignoring elemental requirements or restrictions (but not any other requirement or restriction). This ability replaces Omnikinesis.
I wanted to create a version of the kineticist that is a bit more of a science fictiony psychic. This is Jean Grey and Xavier's lovechild. This is Carrie. This is Psycho Mantis.
I'd love to hear your thoughts. What do you think of the balance?