Kineticist Element: Flesh


Homebrew and House Rules


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 composed of flesh instead, given there is no flesh subtype.

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Among the brews i've created on Giant on the Playground, I am setting out to bring over several of my creations periodically to get input from this pool of people. Rather than bringing over the whole, dealing with a ton of formatting issues, I've decided just to give you a taste above, and for all the Wild Talents associated with it, you'll have to click the following link.

Kineticist Wild Talents: Flesh.

There may be need for fine tuning, but that is what feedback is for. I alone am not the best judge for balance.


Took only a quick glance, but I feel like flesh wrack probably should've been the other blast they get, flavored as crushing their insides. Casting off bits of your own body seems like it should hurt you more than, well, not hurting you.

Looks good to me other than that though.


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First off, ew.

Secondly, I was curious how the Defense Wild Talent would interact with Elemental Overflow, since you already get fortification equal to 5% x burn (starting at 6th). Would only the highest take into account or stack?

Granted, by the time you get that, your defense talent is already at 30%, so maybe the answer is obvious, but I was just curious :)

Lastly, ew.


Azten wrote:

Took only a quick glance, but I feel like flesh wrack probably should've been the other blast they get, flavored as crushing their insides. Casting off bits of your own body seems like it should hurt you more than, well, not hurting you.

Looks good to me other than that though.

I considered it when creating them. Ultimately, my rationale is that it would be easier to manipulate dead flesh and flesh of their own bodies, rather than the flesh of another's body. Additionally, I think throwing a chunk of flesh would be less harmful to someone than trying to rip a chunk of flesh out of them. But regardless, I appreciate the input.

haremlord wrote:

First off, ew.

Secondly, I was curious how the Defense Wild Talent would interact with Elemental Overflow, since you already get fortification equal to 5% x burn (starting at 6th). Would only the highest take into account or stack?

Granted, by the time you get that, your defense talent is already at 30%, so maybe the answer is obvious, but I was just curious :)

Lastly, ew.

In the case of the Defensive Wild Talent and relating to Elemental Overflow, as it stands fortification doesn't stack, the greater form taking precedence. I had forgotten Elemental Overflow provided it, and I could always change the defensive wild talent, but I think it is suitable as is. Its a way to get to fortification without having to burn yourself, though surely at times (I don't feel like running the numbers, so I don't know) your EO's fortification can exceed your defensive wild talent's fortification.

And yes, being largely a point of this focus, ew is certainly an element of this.. element.


Chaokinetic's Defense says it stacks with Overflow, so there's no reason yours can't.

And what I meant was if you are throwing your flesh at people, you should take damage from it.


It was so weird to click on a link to a homebrew thread about the flesh element, to be directed to another homebrew thread for the flesh element, and then have to follow another link to my own homebrew for the death element (WIP). Linkception :P


In terms of stacking with Overflow, while I do see no reason it can't I just have to ask; Chaokinetic? I'll want to take a look at that before I tweak the defensive talent.

I do see your point, though, i think then bone blast should also cause damage to one's self. As well as the current composite blasts of burning bone, cyst, fossilized, and writhing. We can say that burn covers those though. I'll have to think on it, rational as it is.

edit:

Milo v3 wrote:
It was so weird to click on a link to a homebrew thread about the flesh element, to be directed to another homebrew thread for the flesh element, and then have to follow another link to my own homebrew for the death element (WIP). Linkception :P

Bwaaah.

What do you think of the interactions I created, and the content there as a whole? I enjoy what there is of the death element, and I would love to see the WIP label fall from it.


Chaokinetic is the term for Void(introduced in Occult Origins) users. I don't believe it's anywhere online yet though.


Literally the best thing ive seen ever


If you're concerned about self damage and burn simply remove burn. Have it be taken as normal damage and give it regen for a defensive talent. If power is the concern slap it with a form or modification of fatigue and exhaustion on a threshold. You might also give them something that stops the regen. The reason I picked regen over fast healing is because it sounds like you might be loosing bits and pieces here or there. Also if this comment is off base I apologize I have had time for a full read through this is just based off the most recent comments.


Might I suggest a glance at Kineticists of Porphyra II? Viscera is a published and really well thought out 3pp element for kineticists now. I'm on my phone or I'd look closer at yours to see the differences, but viscera is worth a read. Things like evolutions, forcing mild/ugly/dangerous polymorph on enemies, foe throw, and soon a corpse manipulation archetype for it in KOP III, it has lots of gross fun written in.

... I took a moment to read it anyways. I see a lot of cool stuff. A lot of it is basically the same as Viscera, actually, though I feel like there's overall less of it than viscera has. Horrific infusion is pretty much way overpowered. At level 9 you should not have a free save or die every turn. Panicked creatures run away at top speed in a pretty much random direction. For 9 rounds. On one failed will save, and if you corner them because they ran the wrong way they just cower there and cry. While sickened. At level 9. I'd ban that like 6 times in my games, before realizing you can mix it with a form infusion like flurry to force a harsher will save or subject multiple enemies to it.

Overall I like the work, there's some refinement to be made but it's a well done version of the idea. I hope you get some good feedback, adjust a bit, maybe check out KOP2 and see where you're overlapping in content and see where you'd like to move forward from there.

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