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So starting off, here's the link so you can take a look at the class.
If you see any issues (grammar, math, balance, you think a feat has a stupid name), please report it here!
Now, a few words:
I wanted to make a class inspired by 1e's kineticist, but I also didn't want to fall into the trap I had seen a couple other kineticist homebrews fall into: being too faithful to the original. The main issue is that there are a number of people out there who disliked burn as a concept. To fix this, I wanted to create a few different class paths, like the rogue's rackets or the barbarian's instincts, to allow players to get that all-day blaster feel, without being forced into using burn. These paths are called wellsprings, and they are the Conduit (traditional kineticist), Empath, and Naturalist.
The Conduit uses CON as its key ability score, gets access to only a single element, and can use Burn to regain focus points in the heat of battle.
The Empath uses WIS as its key ability score, gets access to three elements, and can only use one at a time. The Empath can switch elements in the middle of a fight, however, in order to target elemental weaknesses.
The Naturalist uses INT as its key ability score, gets access to four elements, and can use two at a time. The Naturalist can choose from among its elements during daily preparations, and later on can learn to emulate features of the other two wellsprings.
I wanted to make a class that pulled a lot of inspiration from the kineticist but was still able to be its own thing, and I'm quite happy with the result. Please let me know what you think, and again, feel free to use the google form to let me know of any issues you might find.
- Infusions were a very fun part of this to design. With the way action economy works in 2e, making most infusion cost focus just feels really bad, so the solution was just to make them take an action instead. By separating out form and substance infusions and specifying that only one of each applies to a blast, there's even a sort of spellcrafting system in the class, allowing a fourth-level kineticist to use their turn doing three blasts, or doing a blast and a cone blast, or doing an empowered cone blast.
- The Elementalist's proficiency progression keeps it mostly in line with martial characters, although it is noticeably lacking any item bonus to attacks. However, getting up to legendary proficiency in spells keeps it just 1 behind a normal martial's to-hit. The versatility of the class and ability to deal various types of energy damage should make up for this though.
You may notice that some things are missing, or at least "missing," from this. These are things I know about and want to tackle in the future, but I'm gonna need time to cool down a bit first.
- Elementalist Dedication. I need to write this up, but I'd rather have the class itself somewhat finished up first. Or at least get some more feedback.
- Kinetic Knight. I believe this was pretty popular among pf1 players, and a kinetic knight archetype of some sort would be a ton of fun to play with, or at least some feats that support it better. As-is, there's no way to really pull off a kinetic knight wielding a blade of elemental energy. Sorry about that.
So yeah, I think that covers just about everything I wanted to talk about. I hope you all enjoy this class, get to use it in your games, and please leave feedback or ask questions if you have any!