Paper Kineticict


Homebrew and House Rules


3 people marked this as a favorite.

Has anyone ever seen the anime Read or Die: https://www.youtube.com/watch?v=pEgiKVHtKEA

How about a kineticict in lines with said concept? It could work as an archetype or as a bunch of wood talents, but I thin it would work best as it's own category. here is my concept as it currently stands

PAPER KINETICICT

A paper kineticict adds knowledge(engineering) and Disable device to class skills.

--------------------------
Defense:Paper Skin- this talent functions as shroud of water, except the bonus is to natural armor instead of your normal armor bonus. this bonus stacks with any source of natural armor that effects the skin, but not with sources that cover the skin. The Ac bonus this talent provides is reduced by half vs fire and water based attacks.

basic blast: Paper blast- Physical. deals bludgeoning, piercing or slashing
-you unleash a wave of super hardened and sharpened paper at an opponent. this blast does reduced damage to creatures covered in fire or water and deals only d4s instead of d6s. in addition, paper blasts are extra susceptible to wind type defenses and suffer an extra 20% miss chance vs strong wind. this miss chance is negated if you have the basic areokenisis talent.
-------------------------

basic paperkinesis- you can make simple tools and constructs out of paper. such as knives, bags, clothing, rope ladders, small boats, tents, simple weapons and light armor etc. A paper Kineticict is automatically proficient with paper weapons and armor. These constructs bend to your will and can be as hard as wood or as soft and comfortable as cloth. The paper kineticict must expend swift actions to maintain a single construct.
constructs can be of only a limited size. your constructs can take up no more than 2 cubic foot of space per two kineticist levels (minimum 1).
By accepting 1 point of burn as a standard action, you may may make your constructs act as though made of mytheral and grant them the ability to persist without concentrating until you restore your burn at the end of the day allowing you to create martial weapons and medium armor. In addition, you can create constructs of 3 cubic feet per two levels of kineticist.

These constructs and all other paper based Wild talents suffer double damage vs fire and water effects. any paper that becomes wet becomes completely saturated becomes simple soggy paper.

finally, you can create natural paper by using leaves, sawdust and moisture. You can create up to 10x your kineticict level sheets of paper in one hour. this amount triples if you have water as a second element.

--------------------------------------
TALENTS (note: at the end of each lvl, compatible unmodified talents are listed. all universal talents are compatible as well.
-------------------------------------

lvl 1 talents:

paper plane: (utility: 0 burn) you can use paper to slow a fall as feather fall by making a parachute. you can also use paper to create stairs to emulate the cloud step spell, though you must either end your turn on the ground or use this talent again or fall. Finally, if you are at least 20ft off of the ground, you can choose to accept 1 point of burn to create a paper airplane. The plane descends at a rate of 5 feet per round and must move at least 10 feet with poor maneuverability. If you have the Air cushion wild talent, you can maintain your height indefinitely and gain maneuverability (good)

letter: (Utility: 0 burn) you can write on paper and then send it to an area within 240 feet

Paper finesse: as telekinetic finesse, except using paper. In addition, you can use your paper to unlock non magical doors and locks.

Glue: (Utility: 0 burn) you use paper wrapped to you or a targets feet to hold your ground. this functions as the wild talent Roots except it works on stone and flat surfaces but does not work on gravely or dirty surfaces such as plain dirt.

Paper evasion: (Utility: 1 burn) as aerial evasion except you must have paper on a significant portion of your body.

paper bandage:(utility: 0 burn) you can automatically stabilize creatures that are bleeding out with a paper bandage.

Sharp Skin : (Utility: 3 burn) (prerequisite: Paper skin defense talent) this functions as jagged flesh except it deals slashing or piercing damage and only works so long as you have a significant amount of paper covering your body.

Pushing | Bowling | Slick | Kinetic Cover

lvl 2 talents:

Greater letter: (Utility: 1 burn) you can send a written letter to a preset location up to 1 mile per kineticist level. the letter travels at 1d10 miles per hour (or depending on weather conditions at the DM's discretion). The ability fails if it runs into strong winds or rain or other adverse conditions.

paper disguise: (Utility: 0 burn) you can use paper to change your clothes and appearance. This ability otherwise works like the "veil of mists" wild talent.

adimantium paper: (Infusion: 1 burn) Your paper becomes as hard as adimantium and can pierce hardness You may apply this infusion to Paper based utility wild talents as well for 0 burn.

laminate: (utility: burn -) your paper based wild talents deals normal damage to water and fire based creatures. In addition, all other paper wild talents lose their vulnerability to water and fire

paper sight: (Utility: 0 burn) Utility this works like touchsight, except you attach a paper doll to the target. This means that teleportation effects do not end the ability, however the ability only has a range of 240 ft. The doll becomes inert if out of range and can be noticed and destroyed if the target passes a perception check.

Paper alarm: (utility: 0 burn) you can spread paper on the ground that takes up to 40 ft per kineticict level. you are instantly aware of the location of any creature that touches your paper even if asleep. the alarm can be sneaked past if an enemy makes a DC 10 +Con +kineticict level sneak check. you can choose to half the area covered to double the DC on this check

Paper climb (utility: 0 burn) as earth climb but you use paper to create hand holds.

Muffle: (utility: burn -) whenever you use a paper or water (not ice) based wild talent that persists for more than one round, sonic and other auditory effects within 5 feet of your talents effect must make a caster level check or be negated within that area. in addition, you gain the ability to use paper or water wild blasts to counter-spell sonic effects

Sponge: (Substance infusion: 2 burn) (prerequisite: laminate) your blast deliberately absorbs moisture. creatures hit with your blast become fatigued (for negates). creatures suffering bleed damage every round immediately suffer that amount due to your blast in addition to the damage taken each round. Creatures that are primarily made of water take 1 point of con damage (fortitude negates).

Smother: (substance infusion: 1 burn)(prerequisite: laminate) creatures partially or fully made out of fire take one point of constitution damage (fortitude negates) as their bodies are covered in smothering paper ash.

entangling |

lvl 3 talents:

Paper sight, Spying: (utility: 0burn) this ability works like touchsight, spying except it works at any distance, uses a paper doll as per papersight, and only provides the benefits of hearing and sight. in addition, the doll can be controlled at a distance while spying allowing you to hide it or have it follow another person.

engulfing paper: (Utility: 0 burn:) you gain a 30 % miss chance from all attacks until the beginning of your next turn. you lose the shield bonus from paper skin while this talent is active. by excepting 1 burn, you can extend the duration by 1 round per kineticict level.

Paper ribbon: (form infusion: 2 burn) your paper blast contains a paper ribbon that wraps around a part of the targets body. targets linked to the ribbon can not move a distance further than the length of the ribbon as specified by you (though it can not be longer than your blast distance) from wherever the other end of the ribbon is attached. You may use this infusion on another unwilling target after the first to attach the two together. This ribbon has the hardness of an iron cord and persists for one round per kineticict level. You may increase this duration to 1 minute per level for an additional point of burn, or to one hour per level for two points of burn.

Torrent | Impale | Thorn Flesh |

lvl 4 talents:

Paper maneuvers: as telekinetic maneuvers but you use paper to preform maneuvers, and use paper finesse to qualify for advanced maneuvers.

Paper puppet: (utility: 0burn) this ability functions as aether puppet except it creates paper golems instead.

Paper barrier: this functions as force barrier except it is made of paper as hard as Iron rather than force.

cyclone |

lvl 5 talents

Tape: (Substance infusion: 2 burn)(prerequisite: entangling infusion)You may only use this form infusion in combination with either the tape or cocoon substance infusion talents. you can use your paper to seal openings, hold doors closed, and keep crumbling objects together as long as you concentrate. In addition this talent functions as the suffocate talent except it functions as a Form infusion that only applies on a successful hit. The target is also blinded and can attempt a strength check to rip the paper off it's face before making each fortitude save. you can't expel the air from the targets lungs, but you can accept 1 point of burn to make the effects last a number of hours (for objects)or a number of rounds (against living targets) equal to your Con mod without maintaining concentration. you may resume concentration when the time is up.

Paper wings: (utility: 2 burn) (prerequisite: paper plane)you gain paper wings and a fly speed equal to your normal move speed until you regain your burn. you can fly with wings made of paper with maneuverability (good). If you have the air cushion talent, you gain a 60 foot fly speed and perfect maneuverability. You may also grant wings to paper puppets if you can create them.

lvl 6 talents

cocoon: (Form infusion: 2 Burn) (prerequisite: entangling infusion) this talent functions as the entangling infusion wild talent except the target gains the pinned condition instead. If the target makes it's reflex save or frees itself via an escape artist or strength check, the target becomes only entangled instead.

lvl 7 talents

paper sphere: (Utility: 0 burn)(prerequisite: adimantium paper) you create a sphere of iron hard paper around you. this ability functions as though it were the Telekinetic globe wild talent except the barrier is adimantium hard paper rather than force.

lvl 8 talents

Battle suit (Utility: 5 burn) (prerequisites: kinetic form and one of either flesh of stone, flesh of wood or paper skin defense wild talents) you encase yourself in a suit of paper, earth, or wood battle armor.You must have Kinetic form active before using this ability (the suit is the same size as the one granted by kinetic form) and you lose the benefits of flesh of stone, flesh of wood and/or paper skin defense wild talents you have. All attack rolls made against you other than mind affecting and air based poison effects target the battle suit instead of you. The battle suit has a natural armor bonus equal to 5+ the number of points of burn you currently have allocated to your defense wild talents. the suit also gains any dodge deflection, untyped, or Dex bonuses you currently get. The suit also gains a number of HP equal to the HP you lost from the above listed burn. damage to the suit can not be healed and is destroyed when it runes out. You can dismiss the suit as a swift action and reform it as a standard, though it reforms with the same amount of HP as when it was dismissed, though deformities such as holes are repaired. The suit grants a +5 bonus on melee attack and damage rolls

Paper Coffin: (Form infusion 0-5 burn) (prerequisite: cocoon) you surround your target with paper and blast them from all sides. To contain a small creatures requires 2 burn. medium creatures require 3 burn, large require 4 and huge require 5. you can not contain creatures larger than huge, though you can target body parts. creatures smaller than small size require no burn. If hit, the target must make a reflex save. If they succeed, they take half the blasts normal damage and are entangled by the paper as though under the effects of an entangling infusion. If they fail they take the full damage, are pinned, and must make a strength check to escape the coffin followed by (on failure to escape) a fortitude save each round or take 1d4 points of CON damage as the coffin slowly crushes them. You must concentrate to maintain the coffin unless you accept one more point of burn in which case the coffin persists a number of rounds equal to your Con modifier.

lvl 9 talents

Kinetic Apocalypse: (Utility: special burn) you completely let go of all control and unleash your blast in a continuous 480 ft vortex. This blast deals 6 times your normal blast damage or 3 times the damage of one of your composite blasts to all creatures in the area each round (reflex halves). once you begin you can not stop or regain control. You take 3 burn on the first round and one additional burn every round after. You continue to take burn each round even if you reach your normal burn limit. the attack continues until you are rendered unconscious. You can forcefully end your rampage by making a DC 30 will save. If you succeed, the effect immediately ends and you are forced to take 3 points of burn

----------------------------
composite blasts

Ash blast: energy (paper + fire) (1/2 slashing, 1/2 fire) you unleash a blast of burnt paper cinders at an opponent. infusions that cause the paper to attach or linger last 1/2 as long, but deal 1d6 of fire damage each round they are in contact with a creature.

Soggy blast: physical (paper + water) (bludgeoning) you soak your paper in water and unleash the wad at a target. creatures entangled by elemental matter become grappled for one round and grappled creatures become pinned for one round. soggy blasts are not vulnerable to wind effects

Static paper blast: physical (paper + electricity) (1/2 bludgeoning, piercing or slashing, 1/2 electricity) your paper gains a static charge that shocks as it hits. The DC on reflex saves vs paper infusions using this blast increases by +2. This blast can benefit from the effects of the magnetic infusion.

Paper vortex blast: physical (paper+ air) 1/2 bludgeoning, piercing,slashing, 1/2 bludgeoning) your air blast includes hardened paper debris. if you have the muffle wild talent, you can pierce sonic walls and effects with this blast dealing only the wind half of the blasts damage. paper vortex blasts are not vulnerable to wind effects

Janken Blast: physical (paper + earth or telekinetic) (1/2 bludgeoning 1/2 slashing or piercing) you wrap a chunk of earth in sharpened paper or cover it in paper spikes. if you have fire as an element you may add 1 point per die of fire damage to the attack as well for one extra burn. Janken blasts gain a + 4 to sunder attempts. Janken blasts are not vulnerable to wind effects.

______________________________________

thoughts? Ideas for more? also note that some talents go beyond paper, particularly Kinetic Apocalypse. it was originally Paper Apocalypse as that sounds better, but then I realized it could be universal.

Also, a side note for any devs watching: electric + telekinetic = railgun blast. Also it would be cool if, once fleshed out better, this stuff (the paper stuff that is) gets printed if I could get a minor acknowledgment in the special thanks section or something. Nothing much, and probably won't happen, but it would be kind of cool.

Silver Crusade

I'd like to think I know a few things about this class, so let me look over this real quick:

Class skills: Seem solid, no frills, but there doesn't need to be.

Defense: I'm not a huge fan of just jacking another defense, but at the same time, it's not a huge issue. I see you've made it slightly weaker, I think you could take something thematic there as a slight buff, maybe some slight energy resistance against electricity or something, just spitballing here.

Blast: Again, slightly weaker for thematic reasons, I can dig it, pretty standard so far.

Basic Kinesis I think the construct is too strong, but aside from that, I really like this. Something I would do is limit the value of what you can make out of paper by some metric, maybe level x 1 GP, which would let them make some cheaper stuff, maybe a full tool set, but nothing game breaking. I did like the last part of this though, very nice.

Paper Plane: I like the synergy with air cushion, and this feels fun. Overall a fan of it.

Letter: Might want to include some text about wind affecting it, but aside from that, this seems nice.

Paper Bandage: This is a little weak, consider giving it a bonus on heal checks, maybe it provides some light healing with a successful heal check to treat deadly wounds.

Paper Evasion: I'd give a hard number here once you polish this, as people will debate FOREVER what's an appropriate amount.

Paper Finesse: I'd probably put this at 2nd level, but aside from that, it seems good

Glue: Roots is a jank talent, this could possibly be something to hinder an opponent's mobility instead.

Sharp Skin: This could be 1 burn, jagged flesh isn't great, and 3 burn is intense.

Letter (greater): I like it, it's a nice progression.

Paper Disguise: Feels a little less thematic, but it's still good.

Adamantium Paper: This is too early, this could be 4th level as piercing 20 or less hardness is really good.

Laminate: This is fair at this point, although it feels a little 'modern.'

Paper Sight: You should probably mention how you put the paper doll on them, and if you have to do it while they're unaware or not.

Paper Alarm: This is a little too niche, maybe let it expand the range of some utility talents, or possibly allow you to make an attack from any point in this talent.

Paper Climb: Basic, nothing much to say here.

Muffle: I like this in theme, but the mechanics are a little muddy on how it interacts; does it dispel them? Does it just suppress them?

Sponge: First of all, all substance infusions have 'infusion' in their name; form infusions don't. Just a little note; and the bleed interaction isn't perfectly clear, does the additional bleed have a duration? Is it the duration of the bleed effect? The water con damage is narrow, but I think it's fine

Smother: This is far too narrow; plus I'd probably say creatures with the fire subtype.

Paper Sight (Greater): Aside from the previous questions, this is solid.

Engulfing Paper: I'd just have this be treated as a 20%, it's pretty early for 30% here.

Paper Ribbon: This I really like, this is cool.

Paper Maneuvers: Again, this is solid.

Paper Puppet: This feels like it should work more as its own thing.

Paper Barrier: This works fine, pretty fair.

Tape: You couldn't use this with entangling since it's also a substance infusion, although interesting to make suffocate an infusion. The extra utility is cool too, but I wouldn't force it to be used with cocoon myself.

Paper Wings: This could be a level earlier and a burn lower.

Cocoon: This feels more like a substance infusion rather than a form infusion. Also pinned is a condition with grapple, so you'll want to clarify how the two interact.

Battle Suit: This is pretty complex and probably costs too much burn. It's really hard to tell where you're going with this one

Paper Coffin: While interesting, this feels like it would be better suited as a utility talent, although I wouldn't require more burn for larger sizes, since at this point in the game, you'll be fighting things of all sizes, and a target making a save on this one will fill up your daily burn allotment quickly.

Kinetic Apocalypse: I like the idea, but 6x blast damage is just too much. I'd just pop this once and end most encounters, sucking up 3 burn to do it. This is just a huge nuke that's probably too strong.

I'm not a fan of these composite blasts having riders myself, but that's just me.

Aside from all that, it seems like a pretty fun element, could use some polishing, but it seems like you're moving in a solid direction.

RPG Superstar Season 9 Top 16

There's some good stuff here, but there's definitely issues. The blast's' drawbacks make sense, but it feels a little unnecessary. At the very least, make the talents that negate its drawbacks do something other else as otherwise you feel like you're just wasting talent slots to be competitive with other elements. Adamantium paper is way too strong to be given at high levels. Especially to a class that has numerous ways of getting past defenses.

I would have liked to see a talents for building bigger things out of paper and maybe a talent for creating origami creatures.


on the defense talent, I considered making it to where you gain both a nat armor and a shield bonus that BOTH max out at +5 (therfore being slightly more powerful than flesh of wood) with the water and fire weakness thrown in for balence and flavor. Then I saw how shroud of water is set up and figured it was like that for a reason. here is an alternative:

Paper skin: you coat your skin in form fitting paper and can utilize paper as a shield. you gain a +2 natural armor bonus that stacks with other sources of natural armor and a +2 shield bonus. you may choose to accept a point of burn to increase one of these bonuses by 1. Every three levels beyond 2nd you may accept an additional point of burn to increase this bonus by one with neither bonus ever exceeding +5 (maximum +5 shield, +5 natural armor). These bonuses are halved vs fire and liquid attacks and effects.
-------------

concerning basic basic paperkinesis, the ability can be slightly weakened by putting the weapon and armor ability into Paper finesse instead. the limiting factor is meant to be the cubic feat you can construct. the idea is that you can create anything from simple tools to basic equipment at low levels and at higher levels when basic equipment is considered cheap, you can create useful things like paper boats or a pillar to hold up a crumbling building. paper as two specialties: craft things and field control. money limits are a good idea, but I'm not sure how to deal with later levels. maybe finesse can increase the value (10 GP/lvl initialy, 100GP with finesse?)
--------------

letter is meant to be a stealthy thing. If you are doing it someplace where the enemy can respond with a wind wall then you're doing it wrong. that being said, I didn't consider that there may be natural situations that interfere over the shorter distance (such as sneaking around outside during a storm) so tacking on the wind sentence is probably important.
-------------

Modified
paper bandage:(utility: 0 burn) you can automatically stabilize creatures that are bleeding out with a paper bandage. you are treated as though using masterwork bandages when treating wounds.
--------------

Paper evasion is meant to imply the paper skin talent without requiring it. using constructed paper armor or suit work just as well. something that can be added is that you can grant this ability to any allies for one burn as an immidiate action if they are covered in paper too. however, that may constitute making it a level 2
------------

for paper finesse, it is low level because it fits with papers specialties. Paper kineticicts are meant to be a bit roguish and adaptable. having it at level 1 is also important if we tack the other half of the basic talent on as well due to paper armor and weapons only being useful early on when your poor and powerless.
--------------

mehaps glue can be turned into a substance infusion that has a 0 cost utility side function that works for both you and (for burn) allies. entangling infusion renders it redundant though. might be good for level 1 though if you switch it later

Modified
Glue: (substance infusion: 1 burn) you use paper wrapped to a targets feet to restrict it's movement and stick it to a surface. (reflex negates). The targets land speed is reduced by 5ft per kinetic blast lvl (min 5ft, max 45ft). this reduced movement lasts a number of rounds equal to your Con modifier and a strength or escape artist check as a standard action can allow a target to break free. You can also use this talent to help you or an ally in your blast range hold their ground vs forced movement as an immediate action (without damaging them). If you use this talent on yourself, it cost 0 burn. This talent does not work on particularly dirty or gravely surfaces if this functions as the wild talent Roots except it works on stone and flat surfaces but does not work on gravely or dirty surfaces such as plain dirt.
----------------
paper disguise allows you to transform paper into clothes or camouflage by changing the shape, feel, and color of your paper. on that note, I am modifying it slightly

modified
lvl 3 paper disguise: you use colored paper to change your appearance. this wild talent functions like the veil of mists wild talent except you may also camouflage yourself with your surroundings as an immediate action granting you a +10 to stealth checks.
-----------------------

I agree here. jagged flesh is probably 3 burn because the stone is erupting from your skin. sharp skin is decidedly less painful so 1 burn is probably better. besides, it wouldn't be obvious and the theme here is to expect the unexpected with paper users.
---------------------

wasn't sure about how good adimantium was. I will defer to you guys on this and make this lvl 4
------------------

laminate is just a name. you don't actually cover your paper in laminant, you just make it more durable. I just can't think of a more setting appropriate name for now.
---------------------------

changing paper sight to a substance infusion that cost 2 burn (the spy version cost 3). presumably, one can choose to shoot a blast that does 0 damage right? Also, the target must not be aware of the doll stuck to them or they can easily destroy it. The spying version is also animated so add that the DC is 10 higher for they spying version
---------------------

paper alarm is meant to be set up when you sleep for the night, however your suggestion does give me an idea for a new talent!:

NEW! lvl 4
Paper trap (Utility: 1 burn) (prerequisite: paper alarm) you can alter your paper alarm to also attack anyone who triggers it. if triggered, creatures within a 5 foot burst take half of your paper blasts typical damage (reflex halves again dealing 1/4 the damage). All of the paper in this burst becomes inert after the trap is sprung, However all remaining parts of the trap remain armed until either triggered, dismissed by you, or beyond 240 feet of you. If an ally would trigger the trap, you can choose to suppress it's activation as a free action.
-----------------

muffle makes sonic and audio effects subject to a dispel check to dispell the HARMFUL effects of such spells in a LIMITED area. if the whole room is hit with a sonic attack, only creatures standing right next to large quantities of paper (such as someone who is entangled or next to you with the paper skin ability active are protected. this does not entirely negate the attack, only the harmful effects you can still hear a muffled sonic attack. you can still hear ghost sounds. they just sound much weaker
------------------------

Sponge makes targets take an additional round of bleed damage in addition to the bleed damage they would have taken on their turn, they also take it on yours. If the infusion is part of a lingering form infusion, the effect hits every round on your turn. The liquid weakens it so every time it successfully damages the target, the normal duration is decreased by 1 round.

Modified
Sponge: (Substance infusion: 2 burn) (prerequisite: laminate) your blast deliberately absorbs moisture. creatures hit with your blast become fatigued (for negates). creatures suffering bleed damage every round immediately suffer the bleed effect on your turn in addition to when they would normally suffer bleed damage. Creatures that are primarily made of water take 1 point of con damage (fortitude negates). If this infusion is part of an ability that lasts for more than one round, the target suffers these negative effects each round. Every time the target fails it's save, the lingering paper ability's duration decreases by one round.
-----------------------

Smother (and sponge) are part of a concept I have going. much like an oracle's curse eventually becomes a boon, the weaknesses of paper eventually become advantages (as noted by cyrad). one of papers defining features is to "expect the unexpected" and "surprise versatility". Know how a fire gets smothered if you pack on too many pine needles, leaves and...paper? That's the idea here. mechanically fire subtype works good, but thematically, this shouldn't work against fire dragons I think, unless fire dragons need a good supply of oxygen to their scales. Do they? I'm not sure how creatures like that actually work.
-------------------------

engulfing paper was meant to ape engulfing winds. However, it is less effective than wind vs projectiles and more against melee. 20% is a good balance. change the text thusly:

Modified lvl 4
engulfing paper: (Utility: 0 burn:) you gain a 20 % miss chance from all attacks until the beginning of your next turn and all creatures that come within 5ft of you take half of your blast damage (reflex halfes) You lose the shield bonus from paper skin while this talent is active. by excepting 1 burn, you can extend the duration by a number of rounds equal to your Con mod
-----------------------

In what way should paper puppets be modified? should I add construction points? constructs are one of papers specialties so I feel like they should get it early and that it should be better than aethers version.
----------------------------

I'm quite aware of the form vs substance problem where tape and entangling are concerned. on one hand, forms are meant to change the number of targets while substance tacks on additional effects. the problem is that entangling and tape both add effects rather than targets. I am at a loss as to what to make form and what to make substance with these three. I am considering just making tape be a form and the entangling and cucoon ones be substance. would be better anyway because multiple targets with smother would be a tad overpowered now that I think about it while entangling and pinning multiple targets would be more acceptable.

modified
cucoon is now substance infusion
Tape is now a form infusion
----------------------------

Paper wings comes online at the same time that greater flame jet and it's equivalents do. putting it too much earlier may encroach on airs nitch. however, paper air and wood seem to share a bit of a relationship, so we can at least make it lvl 4. the burn stays put however. all day flight is air's baby. paper has to pay for that privilege.

modified
wings of paper is now lvl 4
------------------------

I was under the impression that pinned was an upgraded grapple and that grapple was an upgraded entangled. entangling infusion induces the entangled condition. hitting again seems to make them grappled. cocoon upgrades this to pinned.
----------------------

for paper suit, I envisioned you basically driving a mecha made of paper. the burn is so high because the suit takes all the damage. you are basicly putting your burn HP into a power suit with your defense talent burn as a bonus. for example, a lvl 20 would suit would gain 100 HP. if you already put burn into paper skin, say 2 burn, the suit gains 140 HP instead. It is meant to be a big scary high level transformation. it was late when I wrote it so here are a few modifications:

Modified
Paper suit now grants you a + 5 to fortitude saves and a +10 to damage rolls. it now requires kinetic blade as a prerequisite. you can not use ranged wild talents while in paper suit mode. for one additional burn you may use ranged talents
----------------------------

remember that you have infusion specialization. At level 17, paper coffin should be free unless you combine it with other nasty things. if anything, it should almost cost more due to gather power. if i made it utility, the price would go WAY down.
--------------------------------

kinetic apocalypse wouldn't take 3 burn. it would take 6 minimum, 3 to start and 3 to end (though gather could reduce it initially). this assumes you made the will save to stop. also remember that it hits everything except for you indiscriminately... including your friends. if you plan on unleashing this, you plan to be solo when you do so and HOPE it's enough to kill the big bad. This is a thematic capstone story option more than anything a normal player might actually use.
----------------------------

concerning composites, I am of the opinion that they are BOOOOORIIIING. why just double damage when you can make them thematic? That's why I made a point of tacking on a bit of mechanical flavor.

thanks for the feedback guys, also here is yet another new talent:

lvl 4 talent
Invasive infusion: (form infusion: 3 burn) If your kinetic blast either hits or misses but would have hit a targets touch AC, you can have your earth, water, or paper slip between the cracks in the targets armor. for a number of rounds equal to your Con modifier, you may use the elemental matter inside their armor to blast them from the inside. these blasts target flatfooted touch AC against the invaded target, but only deal 1/2 of your blast damage. This ability only works against creatures that wear clothing or armor have openings in their natural armor (in which case this ability ignores natural armor as well, but the blast only deals 1/4 damage) and the target may partially remove their outer wear to attempt to clear it of elemental matter as a full round action.


Getting very serious Paper Mario vibes off of this, which is good because it's one of my favorite game series.

Sorry I didn't add anything constructive to the discussion! I do support your efforts and think this is a fun class idea though.

Scarab Sages

1 person marked this as a favorite.
brightshadow360 wrote:


Defense:Paper Skin- this talent functions as shroud of water, except the bonus is to natural armor instead of your normal armor bonus. this bonus stacks with any source of natural armor that effects the skin, but not with sources that cover the skin. The Ac bonus this talent provides is reduced by half vs fire and water based attacks.

cowboyvoice:

A man walked into town wearing a suit made of paper.

He was arrested for rustling.

/cowboyvoice


Aldrius wrote:

Getting very serious Paper Mario vibes off of this, which is good because it's one of my favorite game series.

While the main inspiration is Read or Die, there are plenty of other places I am drawing from. paper mario would be more of one if he used paper rather than was made of it, however that gives me potential ideas for a puppet based archetype. imagine controlling a puppet from a distance summoner style that can not only slip into fortresses, but can flatten itself against the wall and then go and assassinate the enemy while you control it from outside. Not an archtype I'm going to pursue for now, but the idea is there.

another inspiration is more recent: kubo and the two strings. from there we get the idea of large constructs like the leaf boat in the movie. it also inspires this new talent:

NEW! lvl 5
puppet swarm infusion: (Form infusion: 3 burn)(prerequisite: paper puppet)You create a flying swarm of small paper animals that relentlessly pursues a target. If your blast misses (using any modifications to hit as normal), the blast flies around on it's own and attempts to hit again at the beginning of your next turn using your base attack bonus and your constitution modifier to determine it's accuracy, but not your dexterity modifier. The swarm persists for a number of turns equal to your Con modifier or until it hits it's target. as a move action, you can redirect the swarm to a new target. typically you may only have one swarm active at a time. you may accept additional burn to use this infusion again while a swarm is active. the cost increases by one for each currently active swarm

lvl 7

greater puppet swarm: (Form infusion: 5 burn)(prerequisite: paper swarm infusion) this ability works like your paper swarm infusion except it lasts a number of minutes equal to your Con mod instead of rounds or until it is expended. The swarm is not expended when it hits it's target. Instead, it does one dice less damage every time it hits. creating additional greater swarms costs two extra burn instead of one.

looks like you can use a good old fashion swarm of paper BEEEEEEEEEES! AHAHAHAHHAHAHAHAHAHAHA! For extra hilarity, tack on a substance infusion

RPG Superstar 2015 Top 8

I am a MASSIVE Read or Die/R.O.D the TV fan... enough to delurk and say so... so am watching this closely (Maggie FTW!). I once tried to writeup a paper master prestige class for d20 Modern (not a great system). I don't know the kineticist well to comment so far on mechanics, but this looks like a good start. Going to be hard to get the feel of a R.O.D paper master specifically... but as you say it's more the theme. This works well in general so far. Sorry this is mostly unhelpful but I'm glad someone's attempting this.


Found a spell that deals with paper called Parchment Swarm that can go with the new feat in psychic anthology:

------------ reflex halves
When you cast this spell, you quickly tear a parchment into shreds, releasing the flying fragments to swarm around a target creature and deliver thousands of tiny paper cuts.

Using normal parchment, the spell deals 1d6 points of magical slashing damage per caster level (maximum 15d6).

If you use a magic scroll as the material component, choose one of the spells stored in the scroll. If the spell is 1st level, you can choose to apply the effect of that spell to the parchment swarm’s target on a failed Reflex save (if the spell on the scroll has its own saving throw, the target then attempts that save as normal). If the spell on the scroll is at least 2nd level, you can choose to instead change parchment swarm to affect a 20-foot-radius spread instead of a single target.
--------------------------

the lowest another class can cast this is as a lvl 4 spell, so it should be lvl 3 and cost 1 burn. you can grant the 20 ft radius option for an additional point of burn.

if anyone finds paper based spells to add to the list for the Kinetic invocation feat, go ahead and post it. also, if paper abilities appear in other media, post that too for inspiration. ones I have thought of:

Read or die
paper mario
Kubo and the two strings
Jackie Chan adventures
A certain Kind of scientific Railgun (this one and it's magical index sister manga/anime has stuff for other elements too)

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Paper Kineticict All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules