Zephyr (Sylph Racial Kineticist Archetype)


Homebrew and House Rules


Zephyr (Sylph Racial Kineticist Archetype)

The sylph race has the strongest attunement possible with the element of air, being offsprings of the planar denizens. This connection allows them to more finely manipulate wind in a manner resembling the effects of a telekineticist.

Motion Focus (Ex): At 1st level, a zephyr must choose air as her primary element, and when expanding into another element, she must always choose air; however she is treated as having both aether and air as her primary element for selection of infusions and utility wild talents, and gains the basic wild talents of both elements. She may only gain a single air based kinetic blast at this time, and the other at 7th level. When she gains the air blast, it qualifies for any infusion that has the telekinetic blast as the associated blast.
At 2nd level, she gains both forms of Elemental Defense for air and aether. This alters the elemental focus, infusions, elemental defense and elemental expansion class features.

Aerokinetic Specialization (Ex): At 5th level she gains one of the following Kinetic Talents for which she qualifies for. If she does not qualify for any of the talents, she can gain the talent at a later level as soon as she does qualify for it. She gains a 2nd talent at 11th level, and the final talent at 19th level. This replaces the infusions gained at levels 3, 5, 11, 13 and 19.

Aerial Sniping (Ex):
Without a visible component, the air blast’s origin is not as discernible
Prerequisites: Air blast, 5 ranks of Stealth.
When using the air blast, a zephyr receives a bonus to her sniping penalty as per the level 5 unchained rogue skill unlock for Stealth.
(Reduce the Stealth penalty from sniping by 10.)

Aerial Motion (Ex):
An unseen air blast acts as a perfect distraction.
Prerequisites: Aerial Sniping, 10 ranks of Stealth.
Zephyrs gain the level 10 unchained rogue skill unlock for Stealth on the same turn in which she uses the air blast.
(Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.)

Tesla Burst (Su):
Being a conduit for electricity allows one to create a flashy and effective display of power.
Prerequisites: Electric blast, kinetic fist.
This is a level 2 form infusion that costs 2 burn, with both electric blast and thunderstorm blast as associated blasts. Anything within 5’ of you takes damage as per the Kinetic Fist wild talent, as does anything that ends its turn next to you before the beginning of your next turn.

Tesla Explosion (Su):
The zephyr releases the pent up energy within her, allowing it to flow outwards.
Prerequisite: Tesla Burst.
She extends the range of her Tesla Burst to 10’, and adds +1 damage for every d6 damage caused. This is otherwise still treated as a level 2 form infusion that costs 2 burn.

Thunderstorm Finale (Su):
Nobody is more the master of the thunderstorm than those born into it.
Prerequisite: Level 19, thunderstorm blast.
When using the Thunderstorm composite blast, the zephyr has the option to convert all her blast’s die to d8’s instead of d6’s. This increases the composite blast cost to 3 burn instead of 2.

Notes:
This is my latest version. I've given up on doing it for all elemental races because I just don't "feel" the other races, the way I do the Sylph race.


Adjusted the Motion Focus (which we renamed to Wind Focused) to not automatically include both defenses. It was a bit too much. Instead, we remove all mention of defenses from the class feature.

Instead we added:

Elemental Defense: Zephyrs gain the Zephyr Defense defense instead of the Enveloping Winds defense. This alters the Elemental Defense class feature.

Zephyr Defense
This works as the Enveloping Winds defense; however, as of 7th level, any burn you apply to the defense also grants half your level in temporary hit points as the Force Ward, without the initial bonus. You do not start with your level in temporary hit points, all temporary hit points granted come from burn. Otherwise, this works as the Force Ward defense.

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Is there any particular reason why a normal aerokineticist couldn't obtain these abilities? It's usually my biggest gripe with planetouched racial archetypes...or racial archetypes in general.


Theme, primarily.

This archetype is basically a much more powerful version of the "Air" element, in that it lets you get all the bonuses of expanding into the same element twice, but in the process pick up some Aether abilities. This makes it more powerful than Air alone. This is rectified because Sylph is not really the best race to build a Kineticist from (minus Con), and the fact that their version of air, thematically, would be more powerful than other versions of Air.

If other races were to have access to this Archetype, there would be no reason to ever build an all-air Kineticist, an all-aether kineticist, or an air/aether kineticist. It only balances out because Sylph is a weaker race to play the class with.


Why not alter Burn and Blast damage to be Int based instead of Con-based? Given the outsider nature of Sylphs, it would be appropriate.


Because our Con is just as good thanks to Overflow, so it minimizes how much needs to be rewritten.

Chargen you end up with either
15 Con or 18 Int and it progresses like this:
16 Con or 19 Int at 4th level (Int ahead for 5 levels)
18 Con or 19 Int at 6th level (they're equal)
19 Con or 20 Int at 8th level (Int ahead for 3 levels)
21 Con or 20 Int at 11th level (They're equal)
22 Con or 21 Int at 12th level (Con stays ahead for the rest of the advancement).

Admittedly, a Headband(Int)+Belt(Dex) is cheaper than a Belt(Con,Dex), but otherwise it just isn't a big enough factor to go adding mechanics which could possibly be exploited...

I've been playing this archetype 4 or 5 sessions now, and it's really working out nicely. I honestly think it's the best Archetype I've ever made. The defense was a bit too much at 1st, but we rewrote it and now it's perfect. Unless Paizo makes their own racial version of the class for Sylphs, I doubt I ever play anything else. Even created a .user file for HeroLab for the Archetype (if anyone happens to want a copy).

Admittedly, I went with the Air version (Tossing people with my Air Blast more often than I damage with a Thunderbolt Composite Blast), just so I can stay hidden with my Sniping bonuses, so can't say I've tested the electric blast version of the archetype...


I'm not sure I understand Aerokinetic Specialization. It says you gain one of the listed abilities at 5th, 11th, and 19th levels, but replaces all of your infusions at levels 3/5/11/13/19. Does this mean you just don't get any infusion at level 3 or level 13?


Pretty much, yes. It's a balance issue due to the merging of the 2 defenses. The loss of the infusions was a balancing factor against getting to spend burn once, and receiving 2 different benefits from it (each burn improves both Enveloping Winds and the Force Ward).

Admittedly, I've only started play-testing the electricity blast and it is definitely more powerful than the air blast benefits, so will likely have to make some mods to the "Tesla" stuff... Or improve the aerial sniping/motion a bit. :/


We realized that we were giving up 4 infusions for what was basically a half of a feat for the Air Blast version. Now we give up 2 infusions for a single feat that applies 99% of the time, and the other 2 infusions to expand Telekinetic Invisibility to the equivalent of Greater Invisibility. Here is a cleaned up version of the Archetype now.

Zephyr wrote:

Zephyr (Sylph Racial Kineticist Archetype)

The sylph race has the strongest attunement possible with the element of air, being offsprings of the planar denizens. This connection allows them to more finely manipulate wind in a manner resembling the effects of a telekineticist.

Wind Focused (Ex): At 1st level, a zephyr must choose air as her primary element, and when expanding into another element, she must always choose air; however she is treated as having both aether and air as her primary element for selection of infusions and utility wild talents, and gains the basic wild talents of both elements. She may only gain a single air based kinetic blast at this time, and the other at 7th level. When she gains the air blast, it qualifies for any infusion that has the telekinetic blast as the associated blast. This alters the elemental focus, and elemental expansion class features.

Elemental Defense: At 2nd level Zephyrs gain the Zephyr Defense defense instead of the Enveloping Winds defense. This alters the Elemental Defense class feature.

Zephyr Defense
This works as the Enveloping Winds defense; however, as of 7th level, any burn you apply to the defense also grants half your level in temporary hit points as the Force Ward, without the initial bonus. You do not start with your level in temporary hit points, all temporary hit points granted come from burn. Otherwise, this works as the Force Ward defense.

Aerokinetic Talents (Ex): At 5th level she gains one of the following Aerokinetic Talents for which she qualifies for. If she does not qualify for any of the talents, she can gain the talent at a later level as soon as she does qualify for it. She gains a 2nd talent at 11th level, and the final talent at 19th level. This replaces the infusions gained at levels 3, 5, 11, 13 and 19.

Aerokinetic Talents wrote:


Aerial Stealth (Ex):
As you become one with the wind, you become as visible as the wind.
Prerequisites: Air blast, 5 ranks of Stealth.
While under the effect of Elemental Overflow, the Zephyr gains the benefits of the Signature Skill (General) feat with the chosen skill of Stealth. If the Elemental Overflow is suppressed, she does not gain any benefits of this feat.

Aerial Motion (Ex):
You are the wind, an unseen whirlwind tossing your enemies while remaining unseen.
Prerequisites: Aerial Stealth, Telekinetic Invisibility.
While under the influence of her Elemental Overflow, any use of Telekinetic Invisibility works as normal except that it doesn't end if the Zephyr attacks.

Tesla Burst (Su):
Being a conduit for electricity allows one to create a flashy and effective display of power.
Prerequisites: Electric blast, kinetic fist.
This is a level 3 form infusion that costs 2 burn, with both electric blast and thunderstorm blast as associated blasts. Anything within 5’ of you takes damage as per your Kinetic Fist wild talent, as does anything that ends its turn next to you before the beginning of your next turn.

Tesla Explosion (Su):
The zephyr releases the pent up energy within her, allowing it to flow outwards.
Prerequisite: Tesla Burst, extended range infusion.
She extends the range of her Tesla Burst to 10’, and adds +1 damage for every dice of damage caused. This is a level 5 form infusion that costs 3 burn.

Thunderstorm Finale (Su):
Nobody is more the master of the thunderstorm than those born into it.
Prerequisite: Level 19, thunderstorm blast.
When using the Thunderstorm composite blast, the zephyr has the option to convert all her blast’s die to d8’s instead of d6’s. This increases the composite blast cost to 3 burn instead of 2.

Haven't tested the Thunderstorm Finale, nor decided on a capstone ability yet... but I'm pretty comfortable with the current balance of everything else. :)


Maybe easier to read in pdf: Zephyr Archetype (Sylph Racial - Kineticist)


Oh, I like the new talents much better. How is at-will greater invisibility playing at your table so far, though? That seems pretty powerful.

Also, can you choose these talents at any time, or only at levels 5/11/19?


We haven't tested Greater Invisibility, but it should be noted (it's in the pdf) that it was suppose to end with "if the Zephyr attackes with the Air Blast". There is a large redux in damage if you use the Air Blast in lieu of the Thunderstorm Blast. While true that I still have Empower for that Air Blast, those times when you wish to remain invisible are usually against a creature you want to pour the damage out on, or can see through invisibility...

That being said, we just changed the talents this week after our XMas game, so hven't tested it as written yet.

You can choose these talents any time after levels 5/11/19, since not everyone will meet those prerequisites at those levels.


Tested the Electric Blast version this past weekend, and it needs a lot of work. :P

When compared to the Cyclone/Explosion equivalents, the infusions granted are very sub-par, and confusing with the "Kinetic Fist" wording, so we're going to basically start over from scratch on that one. Our goal will be an unarmed-monk type hybrid who surrounds his body in crackling energy and can do the "Tesla" effect.

Since it's racial (for a race that lacks any natural attacks), we're thinking of expanding the Kinetic Fist into something that can be used with Dexterity instead of Strength amd improved damage, and also grant the Improved Unarmed Combat feat when the homebrew Kinetic Fist is activated. (I think we'll call it Shocking Fist though :P)

Will post an update here when it's ready, though if anyone wants to give some input, that'd be great. ;)


I had wondered about the Tesla abilities. I had mocked up a couple of builds with this, and it was actually really hard to find anything I was satisfied with. Since you can only get infusions at 1st, 7th, and 15th levels, if you want any more you have to spend your feats on Extra Wild Talent, which means you don't have much room to spare for feats you'd otherwise want, such as Improved Unarmed Strike, Weapon Finesse, Deadly Agility, Greater Unarmed Strike, etc. The air-focused version was somewhat better for what I wanted, but still suffered from a lack of infusions.

I'm curious, what does your build look like?


Actually, you get infusions at 1st, 9th and 17th with the choice of infusion or utility at 15th and 7th when you Expand (5 infusions + 2 Tesla infusions).

That being said, yeah, I ran into many of the same problems, with me feeling a -need- to take a class or 2 of Unchained Monk.

My build was initially 15 con, 16 dex, 16 int, 7 str. Feats were Improved Unarmed, Point-Blank Shot, Weapon Finesse and Toughness (started at level 8 testing).

Right now we're debating whether to make Shocking Fist a weapon (lose the need for Improved Unarmed, etc)


Ok, just finished chatting with my friend, and here's what we have in mind.

We remove the whole unique-talent stuff (Aerokinetic Talents) from the archetype and instead just add infusions that only Zephyrs can take (still debating this one, I want them limited to Zephyrs, but he doesn't see a reason to make them race-specific), giving players the choice to get infusions as normal, or pick up the Zephyr infusions.

Originally, we waited til 5th level for the extra infusion because we had both ForceWard and EnvelopingWinds working at the same time, from 2nd level onwards. But since we had to weaken it, so that force ward is a 7th level thing, the only current advantage a Zephyr has before 3rd level is that he has 2 basic wild talents.

Anyhows, here's our current list of Infusions being added to Zephyrs. The real question now is if we should make these race-specific, or open them up to all Kineticists...

Aerokinetic Stealth wrote:

Aerokinetic Stealth

Element Air; Type substance infusion; Level 2; Burn 1
Prerequisites 5 ranks in Stealth
Associated Blasts Air
Saving Throw none
If currently hiding or concealed, the you only take half your normal penalty for sniping at a target, suffering a -10 on your stealth roll instead of a -20. If you possess at least 10 ranks in stealth, you take half to any stealth penalty on a turn in which you use the air blast.

.

Aerokinetic Invisibility wrote:

Aerokinetic Invisibility

Element Air; Type substance infusion; Level 5; Burn 1
PrerequisitesAerokinetic Stealth, 10 ranks in stealth
Associated Blasts Air
Saving Throw none
If under the effects of invisibility or in hiding, you may choose to remain invisible or hidden when using the air blast.

.

Shocking Fists wrote:

Shocking Fists

Element Air; Type form infusion; Level 2; Burn 2
Prerequisites Kinetic Fist
Associated Blasts Electric
Saving Throw none
Your control of local electrical power expands to create an ever more powerful shroud around you and your hands. This works as Kinetic Fist except that the damage is equal to 1 dice of damage for every 2 dice of your kinetic blast, with a minimum of 1d6.

.

Lightning Gauntlets wrote:

Lightning Gauntlets

Element Air; Type substance infusion; Level 1; Burn 1 or 2, See description
Prerequisites Kinetic Fist
Associated Blasts Electric
Saving Throw none
Your hands are surrounded by crackling fields of electrical energy which extends outwards, shooting blue lines of electrical power outwards towards your enemies. You can expend 1 burn to either use your Dexterity in place of Strength for attacks, or to treat your Kinetic Fist or Shocking Fists as a weapon, and thus avoid attacks of opportunity when unarmed. You can also expend 2 burn to gain both benefits at the same time.

.

Tesla Burst wrote:

Tesla Burst

Element Air; Type form infusion; Level 3; Burn 2
Prerequisites Kinetic Fist
Associated Blasts Electric
Saving Throw reflex half
You surround yourself with flashes of electrical power that jet outwards in an attempt to fry your opponents. All living creatures within 5 feet of you take damage equal to half your blast's normal damage. If you have the Precise Shot feat, you can choose which creatures within the area of effect take that damage.

.

Tesla Explosion wrote:

Tesla Explosion

Element Air; Type form infusion; Level 5; Burn 3
Prerequisites Tesla Burst
Associated Blasts Electric
Saving Throw reflex half
Your mastery of the electrical power within you reaches a crescendo. All living creatures within 20 feet of you take damage equal to half your blast's normal damage, all living creatures within 5 feet of you take full damage instead. If you have the Precise Shot feat, you can choose which creatures within the area of effect take that damage.

.

Through the Cracks wrote:

Through the Cracks

Element Air; Type form infusion; Level 1; Burn 1
Prerequisites Precise Shot feat
Associated Blasts Air
Saving Throw none
Your air blast snakes its way around obstacles to find its target. As long as you can actually see your target through line of sight, that target does not gain any benefits from soft cover, partial cover or concealment,

.

Wind Strewn wrote:

Wind Strewn

Element Air; Type substance infusion; Level 3; Burn 2
Prerequisites
Associated Blasts Air
Saving Throw none
Your air blast affects incorporeal creatures with the same effectiveness that it has against corporeal creatures. Treat your blast is if it has the Ghost Touch weapon special ability.

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Thunderstorm Finale wrote:

Thunderstorm Finale

Element Air; Type substance infusion; Level 7; Burn 2
Prerequisites
Associated Blasts Thunderstorm
Saving Throw none
When using the Thunderstorm Composite Blast, you can increase the damage die to d8 instead of d6.


I'm not sure if you've got N. Jolly's book Kineticists of Porphyra, but if you do, have you considered making this a variant of the Elemental Scion? Both are focused on a single element, but they don't currently work with each other. Of course, if you don't actually have the book, that's obviously not gonna bother you.

Or, sticking with core, making it mesh somehow with the Elemental Ascetic? Especially the electric variant, given that you're required to take Kinetic Fist for the new talents. Of course, the EA alters Elemental Defense in a pretty big way, so I'm not sure exactly how to approach that. I almost feel like the Air and Electric paths/talents you've got here are different enough to support entirely different archetypes, though.


That's what I was worried about... too much focus on the unarmed aspect, eh? I don't want them as separate archetype, not just because I want a single racial archetype, but because then you can't do both... One of the cool combos being that you're stealthy until you need to be in combat... a "ninja-ish" Kineticist. After all, we have all the infusions back in place (8+), so you could easily have all these infusions along with the extended range infusion.

Anyhows, don't think there's any way to merge this with the Ascetic archetype. Especially not doing it and keeping a racial theme...

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