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Hey folks, I've been reading these boards for awhile but don't normally post much. Like some of you, I love the kineticist but recognize some issues it has. As I'm considering playing one in an upcoming home game (my current character will transition away as appropriate for the story), I have drafted a home-brew archetype derived from, but hopefully improving upon, the annihilator archetype.

I'd love to have some feedback on it. Please forgive any typos.

Elemental Warrior
(a Kineticist Archetype)

• Elemental Robes

An elemental warrior is proficient with simple weapons. They are not proficient with any type of armor or shields. When unarmored, an elemental warrior adds her Constitution modifier to her AC as a morale bonus.

When unarmored an elemental warrior may substitute her constitution modifier for her strength modifier when calculating her CMB and CMD.

In addition, when unarmored, the Elemental Warrior gains a bonus to AC bonus of 1 4th level. This bonus increases by 1 every 4 levels thereafter for a total of +5 at 20th level.

This replaces the Kineticist’s normal weapon and armor proficiencies.

• War Blast

At 1st level an elemental warrior gains either precise shot or power attack as a bonus feat.

At 1st level, an elemental warrior can either shoot a kinetic blast at a target within 90 feet or make a single melee attack as if she were using kinetic blade as an attack action. For this attack, the elemental warrior’s base attack bonus from her kineticist levels is equal to her full kineticist level. When making a melee attack with war blast, the elemental warrior doesn't provoke attacks of opportunity, and if she uses two hands, she adds half her con bonus as additional damage to the attack (this stacks with blasts that already add her con bonus to damage). This is a 1st-level form infusion that costs 0 points of burn and can be used with any kinetic blast. Unlike with kinetic blade, the elemental warrior can use Vital Strike with war blast.

When shooting her kinetic blast at target within range as a war blast, the elemental warrior can still use a form infusion and a substance infusion. When using her kinetic blast as a war blast to make melee attacks an elemental warrior may only use a substance infusion.

At 5th level, an elemental warrior can extend the length of her kinetic blade during her attack action, increasing the range of her melee attacks by 5ft. She can thereafter make attacks at the new range or her original range, a choice she makes with each attack.

This ability replaces the normal kinetic blast and the basic utility wild talent normally granted by selecting an element.

• Martial Flexibility

Any time a kineticist can choose a wild talent (either an infusion or utility talent), she can choose instead to gain a bonus combat feat instead of that talent. She must still meet all the prerequisites for the feat selected. She may count her total kineticist levels as fighter levels for the purpose of qualifying for feats.

• Increased Range (su):

At 3rd level, an elemental warrior gains the extended range infusion. At 9th level, she gains the extreme range infusion.

This ability replaces the 3rd- and 9th-level infusions.

• Danger Zone (ex)

At 4th level, an elemental warrior threatens all foes within her reach. If anyone provokes an attack of opportunity from her, she can make an attack of opportunity with her War Blast.

This ability replaces the 4th-level utility wild talent.

• Blast Training (ex)

At 5th level, an elemental warrior gains a +1 bonus on attack rolls and damage rolls with her war blast. This bonus increases by 1 at 9th level and every 4 levels thereafter.

This ability replaces the 5th-level infusion.

• Flurry of War

At 6th level, an elemental warrior can make a full attack of war blasts either as a melee attack against targets within her reach or as a ranged attack within 120 feet as a full-attack action. Each individual attack deals damage as a war blast.

This is a 3rd-level form infusion that costs 1 point of burn. Abilities such as Rapid Shot and haste that grant additional attacks apply normally to this full attack.

This ability replaces the 6th level utility wild talent

• Elemental Prodigy

When choosing an element with the expanded element class feature, an elemental warrior uses her full kineticist level for the purpose of determining which wild talents she can learn from her expanded element.

• Flexibile Infusions

An elemental warrior learns to bind the elements and manipulate them in ways other kineticists do not. An elemental warrior may use any form or substance infusion to modify her war blast, even if the chosen infusion cannot normally be used with the chosen infusion.

This replaces her 2nd level utility wild talent

• Alternate Gatherer

The Elemental Warrior gathers power differently than other kineticists. At first level she must choose either Shadow Gather or Mobile Gather.

This replaces the Gather Power Ability.

Shadow Gather: this ability functions as the Gather Power ability except that instead of an extremely loud, visible display in a 20-foot radius, the Kineticist instead fades from view as she draws on her power gaining a bonus to stealth rolls equal to her level and the ability to hide in plain sight while she gathers power. The kineticist can attempt to hide and remain hidden while gathering power.

Mobile Gather: this ability functions as the Gather Power ability except that the Kineticist must use the move action to actually move its speed, the full round action to make two move actions at its speed, and the full round and move action to make three move actions (a double move action and a single move action on the following round) at her speed. If the kineticist does not move she cannot benefit from mobile gathering.

The Supercharge ability changes the total burn cost reduced for mobile gather and shadow gather just as it does for gathering power.

• Burn Pool

At 6th level the elemental warrior gains a burn pool. The pool contains 1 point that refreshes upon completion of a rest that removes all burn. The points in the burn pool increase to 2 points at 11th level and to 3 points at 16th level. When she would otherwise accept burn, a kineticist can spend 1 point from her pool to avoid accepting 1 point of burn. She cannot spend more than 1 point from her pool in this way for a single wild talent. Similarly, this pool can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

This ability replaces internal buffer.

(note this was posted at the end of a different thread but that thread, I later realized is pretty old and I thought a new thread in the appropriate place on the forums more appropriate.)