Focused Kineticist:
Element Training (Su):
This functions as Expanded Element but she can only select her primary element. In addition, at 7th level, the kineticist's use of her element grows. This takes on one of two forms. The first option is that the total burn cost of using a kinetic blast or utility wild talents decreases by 1. For example, an aerokineticist using Celerity can increase the duration to 1 round per level for 0 burn. This reduction in cost is before Infusion Specialization. It cannot reduce the cost of Kinetic Healer or reduce a composite blast below 2 burn. If a kineticist uses a wild talent as part of activating a kinetic blast, she can only reduce the burn cost of the wild talent or the kinetic blast. The second option is imitating another element. The kineticist selects an element besides her own. Once chosen, it cannot be changed. She learns you use her own element to imitate the powers of that element. She gains access to her selected element's wild talents and infusions, and can take them as she would any wild talent or infusion of her primary element. She does not gain any simple or composite blasts of her imitated element, except a kineticist with aether as her primary element gains a physical simple blast of her imitated element. This is done with aether strands and not the element that the simple blast is associated with. Wild talents and infusions are also done by your primary element. Any damage they would create changes to match the damage type of one of your simple blasts. At level 15, the pure kineticist can imitate another element, increase the burn reduction of Element Training to 2, or she can gain the other form of Element Training she didn't choose before. This ability replaces Expanded Element. Element Mastery (Su):
If a kineticist had increased her Element Training burn reduction to 2, this ability instead increases it to 3. This is an archetype I made for those wanting to focus on a single element. I'm looking for constructive feedback and any thoughts on it.
So, I'm making a PC race for a campaign. The idea is that it is an outsider (native) or monstrous humanoid from the Plane of Air that is composed of lightning in essence. It is immune to electricity and when electric damage is dealt to them (regardless that it didn't hurt), they get fast healing 2 for a round like the RP trait "storm in the blood" but no limit. To balance, they cannot be healed by positive energy since they are made of physical lightning and weren't composed from the Positive Energy Plane. Yes, I'm playing an aerokineticist. So, what is positive energy, how does it affect creatures, and when doesn't it affect creatures? All that jazz. I'm curious if that concept sounds legit or not. Are elementals affected?
Set wrote:
Don't forget using any type of ammunition like big rocks, bullets, crossbow bolts, and arrows.
Profession: SWAT Officer? Pirates Of The Caribbean: Armada Of The Damned
~It's close to midnight and something evil's lurking in the dark~
Except my Nycar familiar is immune to being paralyzed. But what happens when he is below -Con? He has Regeneration 1 (Cold Iron), Ferocity, and the Diehard feat. Is he awake and does he heal every round or does his bleeding tie with Regeneration? I fought with a GM on this and it ended with the Nycar surviving but unconscious.
LazarX wrote:
Actually, that's still under debate. |