Yeah, but for underdeveloped new options. I gather many Kineticist fans want deeper options (lots more talents and especially FEATS), not just broader ones.
I can't think of anyone that would be against that!
Still waiting on metal kineticists to fill out the other elemental system. Yes, there's earth, but I believe you can make the two function very differently from each other.
With the impeding release of Occult Adventures and the marvelous Kineticist, it's about time for a solid attempt at converting the universe to Pathfinder d20/ogl.
Yes, it is a bit early for the regular folks who still have to wait for the 29th, but I wanted to get this thread started early to drum up support and interest for the topic at hand.
Thoughts? Concerns? Ideas? Go and spread the word!
I was going through the playtest in preparation for a game with the class and someone mentioned to me about the 'baggage' of the dual personality. It does feel very much like something a player isn't going to typically use in the majority of games (esp. Pathfinder Society) so how could that be fixed?
Well, why not have the social personality be built similarly to the vigilante specialization with multiple choices, talents, and so on? OF course I wouldn't make the 'social' identity as powerful as the vigilante one but I also would make it tempting for the player to use it more often. Maybe during the day my character acts like a priest (maybe some light healing or spells?) while he becomes the warlock at night?
Bump for such an interesting thread and the fact that the last book is coming out soon.
Considering the show, I had a few questions or possible changes to think about.
1. Have you thought about dialing back the basic monk abilities like Flurry of Blows, Fast Movement, AC Bonus, etc or replacing them with similar, but different abilities?
While some of the abilities (ki) work well, others do not. For example, fast movement seemed like an Air bender ability, but not for earth benders.
2. Have you considered making the class more of a caster than a monk? For example, taking a page out of Advanced Class Guide and making a monk x caster hybrid class?
I say caster because a lot of the feats and powers are emulated in a number of elemental spells. Yes, the actions of bending seemed physical in nature, the effects always seemed spell-like to me. It would also eliminate the need to come up with lots of new abilities too.
3. What about a Flurry change that allows for additional bending rather than physical attacks? Start with multiple low level bending uses that scales as the class level increases.
4. What about removing the feats and replacing them with something like revelations or exploits? You could roll them into the class at regular intervals.
I've been trying to actually come up with some kind of rough draft of a similar class. I'll try and post it as soon as I can finish it.
The D20 Conan RPG had him up to level 20 I believe. It was in one of the books, I'll have to go find it again.
I remember he was a Barbarian (although the barbarians in that d20 were more versatile and less rage driven), Pirate (he was on ships quite often), and Rogue.
Okay, here's the "non-spellcasting" version. The class does retain an option to gain spell-like abilities.
Electus
Electus Basics:
Hit Die: d10
Alignment: any
BAB: as Warrior
Good Saves: Fort
Bad Saves: Reflex, Will
Class Skills
The electus's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Swim (Str), and Use Magic Device (Cha).
Skill ranks per level: 4 + Int modifier
Electus Advancement Table:
Table: Electus Advancement
Level Special
1 Calibur (+0), Provenance, Moment of Greatness 1/day, Wielder Ability
2 Perspicacity
3 Calibur (+1), Inspire Others (Timely Inspiration)
4 Perspicacity
5 Calibur (+2), Evoke, Moment of Greatness 2/day
6 Perspicacity
7 Calibur (+3), Inspire Others (Gallant Inspiration)
8 Perspicacity
9 Calibur (+4), Moment of Greatness 3/day
10 Perspicacity
11 Calibur (+5), Moment of Greatness (Movement Action)
12 Perspicacity
13 Calibur (+6), Moment of Greatness 4/day
14 Perspicaicty
15 Calibur (+7), Inspire Others (Brilliant Inspiration)
16 Perspicacity
17 Calibur (+8), Moment of Greatness 5/day
18 Perspicacity
19 Calibur (+9)
20 Level 20 ability, Calibur (+10)
Electus Class Features:
Class Features
Weapon and Armor Proficiency
An electus is proficient with all simple and martial weapons, and with all light and medium armor.
Calibur
-begins as a masterwork weapon
-electus is proficient in the weapon
-counts as a mundane weapon in the hands of another character
-an electus uses his calibur as a Focus for spell-like abilities
-at level 3, calibur becomes a +1 magic weapon
-at level 5 and every 2 level there after, gains another +1
-can use +1 for special ability (such as bane or merciful)*
-at every new level, electus can re-assignment enhancement
*limited by provenance choice
Provenance
Although every calibur is unique, these mighty weapons fall into broad categories. At 1st level, choose a provenance. This choice affects what abilities and which special abilities features can be chosen by other class abilities.
Moment of Greatness
Electi are driven by moments of action that produces grand results. Once per day, an electus can add his class level + cha bonus to an attack roll or skill roll. At 5th level and every four levels after, he gains an additional use per day. At 11th level, the electus can choose to take an additional movement action during his turn instead of a bonus to a damage or skill roll.
The class needs somekind of mechanic other than the calibur. I'm not too happy with it atm but it's better than nothing.
Wielder Feat
At 1st level, while the electus wields or possesses the calibur, he gains a bonus feat or ability based on the calibur's provenance. He need not meet the feat's prerequisites.
Nice, little free feat to make the calibur feel like a familiar.
Perspicacity
As an electus gains experience, his understanding of the calibur grows. At 2nd level, the electus gains an ability from his chosen provenance. *Abilities are not listed yet but think of the Alchemist Discovery, Rogue Trick, or Barbarian Rage Power* If he chooses a spell-like ability, he gains the ability to use it once per day. He can choose a spell-like ability multiple times and each choice gives him an additional use of that spell-like ability per day. An electus may only choose a spell-like ability if he has a spell-like ability of a lower level.
Again, it's pretty much just like the Alchemist's Discovery. I haven't written any up yet.
Inspire Others
Electi have an innate ability to often advice at the right moment. At 3rd level, an electus can use Timely Inspiration as a spell-like ability a number of times a day equal to his Cha modifier. At level 7, this ability functions as Gallant Inspiration. At level 17, this ability functions as Brilliant Inspiration.
I wanted a way for the electus to support the team and Timely Inspiration seemed like one way to go.
Evoke
At 5th level, an electus can attempt to evoke more power from his calibur. As a full round action, the electus makes a Use Magic Device check with a DC equal to his class level + 10. If successful, he can cast a spell-like the calibur possesses.
I put this here so that an electus that goes all spell-like abilities can do something after he runs out besides attacking.
Provenances:
Provenances
Divine Symbol
Wielder Feat: Iron Will
Spell-like Abilities
1: Protection from Good/Evil/Law/Chaos, Bless, Command, Cure/Inflict Light Wounds
2: Aid, Cure/Inflict Moderate Wounds, Silence, Restoration (lesser), Concecrate/Descecrate
3: Animate Dead, Dispell, Magic Circle Against Good/Evil/Law/Chaos, Searing Light, Cure/Inflict Serious Wounds
4: Divine Power, Spell Immunity, Spiritual Ally, Restoration
Special Abilities Available: Bane, Cruel, Ghost Touch, Greyflame, Merciful, Planar, Neutralizing
Transformative
Wielder Feat: Run
Spell-like Abilities
1: Dazzling Blade, Disquise Self, Enlarge Person, Reduce Person, Youthful Appearance
2: Disquise Other, Minor Image, Mirror Image, Alter Self, Make Whole, Animal Aspect
3: Magic Image, Vision of Hell, Beast Shape, Monsterous Physique I, Shrink Item
4: Illusionary Wall, Beast Shape II, Elemental Body I, Monsterous Physique II, Enlarge Mass, Reduce Mass
Special Abilities Available: Glamered, Courageous, Deadly, Keen, Mimetic, Neutralizing, Seaborne
Well of Knowledge:
Wielder Feat: Breadth of Knowledge
Spell-like Abilities
1: True Strike, Comp Languages, Identify, Detect Magic, Protection From Good/Evil/Law/Chaos
2: Communial Protection From Good/Evil/Law/Chaos, Share Language, Share Memories, Elemental Speech
3: Dispell Magic, Magic Circle Against Good/Evil/Law/Chaos, Tongues
4: True Form, Dimensional Door, Locate Creature, Communal Tongues, Greater Darkvision
Special Abilities Available: Countering, Dispelling, Spellstoring
All
*every provenance has access to these special abilities
-Flaming, Frost, Corrosive, Grounding, Guardian, Jurist, Ki Focus, Shock, Thundering, Throwing,
Probally won't have it up tonight but here's a small preview:
1. They don't start with heavy armor prof. or shields
2. I retained the casting ability, but they cast as a sorcerer
3. They gain 'Fated' which grants a +1 shield bonus while they wield the calibur. It increases at the class levels
4. Good Saves: Fort/Will
5. Increased number of class skills (Bluff, Intimidate, K(arcana), K(dungeoneering)
6. Get heavy armor prof later and ability to cast in it.
7. They get Make Whole as a spell-like ability to their Calibur but takes 10 minutes/level instead of 10 minutes
8. Calibur gets a bonus feat at level 1 (either Alterness, Quick Draw, or Combat Reflexes) while the character possesses or wields the calibur.
9. Calibur begins as a Magic Weapon with enhancement of +0 and functions as mundane copy if not wielded by the Electus.
10. Small pool of points that the calibur possesses that's used for bonus on crit confirm, extra damage, or bonus to a skill at level 1. Weapon becomes more 'magical' at higher levels. At level 3, the electus gives his Cha modifier to calibur pool.