Kinetomancer: Alternate Class for the Magus


Homebrew and House Rules


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So I have had an idea kicking around for a while in my head for a caster who instead of relying on spells works with 'arcane' combat maneuvers. I had always thought of granting a size bonus over levels to balance out the pace at which CMB loses out to CMD at higher levels, but then a few days ago it dawned on my that the magus chasis is a good fit for the class, essentially trading out the 6 levels of casting for the maneuvers. After a little finegling of abilities, I've come up with an initial draft of the class, the Kinetomancer (all names are subject to change):

Kinetomancer

There are many wielders of magic in this world. But none like the force mage. They don’t conjure creatures from other planes, or bring lightning down from the heavens, or manipulate the minds and bodies of their enemies. They deal in raw and unmitigated will. In force magic. They create direct manifestations of their will either tangible or otherwise to manipulate the world around them. Force mage’s also do not rely on spells and spell slots as does for example a wizard. Instead they have a reserve of Telekinetic energy they draw upon in order to manifest power.

Role: A Kinetomancer is a versatile foe. They have significant capability to deal damage, and can assist their allies with positioning and battlefield control. The also have the ability to use their abilities to enhance martial combat.

Alignment: Any
Hit Die: D8
Class Skills:
Acrobatics (Dex), Appraise (Int), Craft(int), Fly (Dex), Knowledge (Arcana) (int), Knowledge (engineering), Profession (wis), Spellcraft (int), Use Magic Device (Cha)
Skill Ranks per level: 4 + int modified

Good Saves: Will, Reflex
Hit Dice: d8
BAB: ¾

Level ability:

1. Telekinetic Pool, Mage Hand, Telekinetic Defense, Telekinetic Maneuvers, Telekinetic Bolt
2. Telekinetic Combat, Telekinetic Strike
3. Telekinetic Talent
4. Telekinetic Power, Telekinetic Maneuvers (Large)
5. Bonus Feat
6. Telekinetic Talent
7. Telekinetic Power, Telekinetic Bolt 1d8
8. Telekinetic Maneuvers (Huge + 2)
9. Telekinetic Talent
10. Telekinetic Power
11. Bonus Feat, Telekinetic Wrath
12. Telekinetic Talent, Telekinetic Maneuvers (Gargantuan +4)
13. Telekinetic Power
14. Telekinetic Bolt 2d6
15. Telekinetic Talent
16. Telekinetic Maneuvers (Colossal +8)
17. Bonus Feat
18. Telekinetic Talent
19. Telekinetic Power
20. Telekinetic Mastery

Weapon and Armor Proficiency: A Kinetomancer is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A Kinetomancer is not proficient with armor or shields.

Spells: A Kinetomancer does not gain spell slots and cannot cast normal Arcane spells.

Telekinetic Pool (Su): At 1st level, the Kinetomancer gains a reservoir of Telekinetic energy that he can draw upon to fuel his powers and enhance his weapon. This Telekinetic pool has a number of points equal to 1/2 his Kinetomancer level (minimum 1) + his Charisma modifier. The pool refreshes once per day after 8 hours rest.

At 1st level, a Kinetomancer can expend 1 point from his Telekinetic pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack.

If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the Telekinetic pool point is spent and cannot be changed until the next time the Kinetomancer uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the Kinetomancer.

A Kinetomancer can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Telekinetic Defence(Sp): A Kinetomancer’s mastery of Telekinetic power allows him to protect himself using his force of will. When wearing light or no armor, the Kinetomancer receives a deflection bonus to AC equal to his charisma modifier. This bonus applies even if the Kinetomancer is denied his dexterity bonus, but not if he is unconscious.

Telekinetic Bolt (Sp): As a standard action you can unleash an bolt of raw force targeting any foe within 30 feet as a ranged touch attack. The Telekinetic Bolt deals 1d6 points of force damage + 1 for every two Kinetomancer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 7th level the damage for this bolt increases to 1d8. At 14th level the damage increases to 2d6. This ability is a force effect.

Telekinetic Maneuvers (Sp): Beginning at first level a Kinetomancer can attempt certain combat maneuvers using his will instead of his body. The Kinetomancer conjures a tangible construct of pure will and At first level he can attempt combat maneuvers, bull rush, or disarm. These combat maneuvers may be attempted at a range of 5ft per level of Kinetomancer. For the purpose of these maneuvers the Kinetomancer’s CMB is equal to his Kinetomancer level plus his charisma modifier. Any relevant feats such as improved disarm would also modify the Kinetomancers CMB for Telekinetic maneuvers. A Kinetomancer can attempt an Telekinetic maneuver a number of times equal to 1 + his charisma modifier. At 2nd level and each level there after the force mage may attempt an Telekinetic Maneuver an additional 2 times per day.

At 3rd level a Kinetomancer may also attempt to Trip or Grapple as well. At 7th level the Kinetomancer may also attempt a reposition, dirty trick or steal maneuver.

When Attempting a grapple the Kinetomancer does not take a -4 penalty for not having 2 free hands as he does not have use his literal hands to grapple a foe. However he must have at least one hand free in order to conduct an Telekinetic maneuver. When using the move action of a grapple, you may leave the target in any location within your range (still moving the target at half your speed).

When using the Damage action in a grapple, you may if the target is within range attack normally, or you may expend a use of your Telekinetic bolt ability inflict the damage normally done by a Telekinetic bolt to your foe.

As the Kinetomancer gains power the literal size of his Telekinetic power increases. At 4th level the Kinetomancer is considered large when attempting Telekinetic Maneuvers (gaining a +1 bonus to CMB). At 8th level and every 4 levels there after to 16th level the force mage is considered an additional size category larger when attempting Telekinetic Maneuvers.

Mage Hand (Sp): At first level a Kinetomancer can cast the spell mage hand as a spell like ability using his Kinetomancer level as his caster level at will.

Telekinetic Combat (Ex): At 2nd level, a Kinetomancer learns to use his Telekinetic power and wield his weapon at the same time. This functions much like two-weapon fighting, but the off-hand weapon is an Telekinetic maneuver. To use this ability, the Kinetomancer must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also attempt an Telekinetic Maneuver. A Kinetomancer can choose to cast the attempt the Telekinetic Maneuver or make the weapon attacks first, but if he has more than one attack, he attempt the maneuver between attacks.

Telekinetic Strike (Su): At 2nd level a Kinetomancer may choose to channel a Telekinetic bolt through a melee or ranged attack. As part of the same action a Kinetomancer may make a single melee or ranged attack and expend a use of his Telekinetic bolt. If the attack hits, the effects of the Telekinetic bolt are resolved in addition to the attack. This ability may only be used if a Kinetomancer only attacks once in a round.

Telekinetic Talent: As he gains levels a Kinetomancer learns secrets tailored to his specific way of blending his martial and Telekinetic skills. Starting at 3rd level a Kinetomancer gains a Telekinetic talent. He gains an additional talent at 6th level and every 3 levels there after. Unless it is specifically noted a Kinetomancer cannot take a particular talent more then once.

Hasted Assault (Su): The Kinetomancer can expend 1 point from his Telekinetic Pool as a swift action to move more quickly. This functions as haste, but only targets the Kinetomancer and lasts for a number of rounds equal to the Kinetomancer's Charisma bonus. The Kinetomancer must be at least 9th level before selecting this Telekinetic Talent.

Pool Strike (Su): The Kinetomancer can expend 1 point from his Telekinetic Pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the Telekinetic Pool point to activate this ability). He can use this ability with the Telekinetic Strike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Reflection (Su): The Kinetomancer can sacrifice 1 or more points from his Telekinetic Pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent. The Kinetomancer must be at least 15th level before selecting this Telekinetic Talent.

Force Shield (Su): The Kinetomancer can expend a point from his Telekinetic Pool as an immediate action to grant himself a shield bonus to AC equal to his Charisma bonus until the end of his next turn.

Accurate Strike (Ex): The Kinetomancer can expend 2 points from his Telekinetic pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks. The Kinetomancer must be at least 9th level before selecting this talent.

Telekinetic Cloak (Su): The Kinetomancer can expend 1 point from his Telekinetic pool to add his Charisma bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.

Telekinetic Edge (Su): The Kinetomancer can expend 1 point from his Telekinetic pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Charisma modifier (minimum 0). The Kinetomancer must be at least 9th level before he selects this talent.

Telekinetic Redoubt (Su): As a swift action, the Kinetomancer can expend 1 point from his Telekinetic pool to treat his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC until the beginning of his next turn.

Telekinetic Redoubt, Greater (Su): Whenever the Kinetomancer uses his Telekinetic redoubt Telekinetic Talent, he may spend an additional point from his Telekinetic pool in order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect requiring a Reflex save while using this power, he may spend 2 points from his Telekinetic pool as an immediate action to grant himself evasion, or 4 points to grant himself improved evasion. The Kinetomancer must have the Telekinetic redoubt Telekinetic Talent and be at least 12th level to select this Telekinetic Talent.

Bane Blade (Su): Whenever the Kinetomancer enhances his weapon using his Telekinetic pool, he may spend 1 additional point from his Telekinetic pool to add the bane special ability to the weapon. The Kinetomancer must be at least 15th level before selecting this talent.

Devoted Blade (Su): Whenever the Kinetomancer enhances his weapon using his Telekinetic pool, he may spend 1 additional point from his Telekinetic pool to add either the anarchic, axiomatic, holy, or unholy special ability to the list of available options. A Kinetomancer may only add one of these abilities if it matches his own alignment. The Kinetomancer must be at least 12th level before selecting this talent.

Disruptive (Ex): The Kinetomancer gains Disruptive as a bonus feat. The Kinetomancer must be at least 6th level before selecting this talent.
Enduring Blade (Su): Whenever the Kinetomancer enchants his weapon using his Telekinetic pool, he may spend 1 additional point from his Telekinetic pool to increase the duration to 1 minute per Kinetomancer level. The Kinetomancer must be at least 6th level before selecting this talent.

Ghost Blade (Su): Whenever the Kinetomancer enchants his weapon using his Telekinetic pool, he may spend 1 additional point from his Telekinetic pool to add the brilliant energy and ghost touch special abilities to the list of available options. The Kinetomancer must be at least 9th level before selecting this talent.

Lingering Pain (Su): The Kinetomancer can expend 1 point from his Telekinetic pool as an immediate action after hitting a target with a weapon attack. All damage from that attack (including damage from a spell cast using the spellstrike ability) is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the Kinetomancer's next turn.

Pool Strike, Arcing (Su): The Kinetomancer can expend 1 additional point from his Telekinetic pool when using the pool strike talent. If his attack hits, the Kinetomancer can target a number of enemies within 15 feet equal to his Charisma modifier (minimum 0) with a ranged touch attack as a free action. Those struck take the same energy damage as the primary target of the pool strike, including increased damage on a critical hit. The Kinetomancer must be at least 12th level and must have the pool strike Telekinetic Talent before selecting this Telekinetic talent.

Pool Strike, Clinging (Su): The Kinetomancer can expend 1 additional point from his Telekinetic pool when making a pool strike. A single target of his pool strike takes energy damage as normal from the pool strike and also takes half this amount of damage at the beginning of its turn on the following round. The Kinetomancer must be at least 9th level and must have the pool strike Telekinetic talent before selecting this Telekinetic talent.

Pool Strike, Thunderous (Su): The Kinetomancer can expend 1 additional point from his Telekinetic pool when making a pool strike. His pool strike deals sonic damage and deafens a single target for 1 round (DC 10 + 1/2 Kinetomancer level + Charisma modifier). The Kinetomancer must be at least 6th level and must have the pool strike Telekinetic talent before selecting this Telekinetic talent.

Prescient Attack (Su): The Kinetomancer can expend 1 point from his Telekinetic pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent's defenses. The target is denied its Dexterity bonus against the Kinetomancer's attacks until the end of the Kinetomancer's next turn. The Kinetomancer must be at least 6th level before selecting this talent.

Prescient Defense (Su): The Kinetomancer can expend 1 point from his Telekinetic pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy's intentions. The Kinetomancer gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0) against attacks by that opponent until the beginning of his next turn. The Kinetomancer must be at least 9th level before selecting this talent.

Maneuver Training(Ex): The Kinetomancer may take a feat for which he meets the prerequites from the following List: Improved Trip, Improved Disarm, Improved Grapple, Improved Bull Rush, Improved Dirty Trick, Improved Steal, Improved Reposition. This Talent may be taken multiple times. Each time the Kinetomancer gains a different feat.

Greater Maneuver Training(Ex): The Kinetomancer may take a feat for which he meets the prerequisits from the following list: Greater Trip, Greater Disarm, Greater Grapple, Greater Bull Rush, Greater Dirty Trick, Greater Steal, Greater Reposition. The Kinetomancer must be at least 6th level to take this talent. It may be taken multiple times, each time the Kinetomancer gains a different feat.

Force of will(Su): The Kinetomancer has learned to channel more of his will into his Telekinetic Bolts. By expending 2 uses of his Telekinetic bolt instead of 1, the Kinetomancer may add his charisma modifier to the damage done.

Quickened Telekinetic Maneuver(Su): Once per day as a swift action a Kinetomancer may spend 2 uses of his Telekinetic Maneuvers in order to conduct an Telekinetic maneuver as a swift action. He may not use a second Telekinetic maneuver in the same turn after using this ability unless he has the Telekinetic Mastery Ability.

Extended Weapon(Sp): As a swift action, By spending a point from his Telekinetic pool, the Kinetomancer extends an construct of force out from his weapon. Extending it’s reach by 5ft. The weapon can still strike within its normal reach as well as the extended reach.

Telekinetic Power(Sp): Though the Kinetomancer does not cast spells. He does gain knowledge of the mystic arts. At 4th level he can choose from a number of spell like abilities. Each spell like ability is available from a certain level, as long as they are of that level or higher, a force mage may select that spell as their new Telekinetic power. Unless otherwise stated a Telekinetic power requires 1 point from the the Kinetomancer’s Telekinetic pool to activate. The Kinetomancer’s caster level is equal to his Kinetomancer level, and uses his charisma modifier for any concentration checks.
The Kinetomancer gains an additional Telekinetic Power at 7th, 10th, 11th, 13th, 16th and 19th levels.

1st level:
Magic Missile, Sheild, Floating Disk
9th level: Interposing Hand, Telekinesis (2 pool points), Mage Armor
12th level: Forceful Hand, Wall of Force
14th level: Grasping Hand, Mage’s Sword
16th level: Telekinetic Sphere, Clenched Fist.
Bonus Feat: At 5th level and again at 11th and 17th levels the Kinetomancer gains a bonus feat. This feat must be either a combat feat, or one of the Kinetomancer specific feats listed at the end of this entry.

Telekinetic Wrath: At 11th level the Kinetomancer gains the ability to unleash his will in a massive wave. Once per day he may create a wave of force that erupts from him and travels in all directions to a range of 60ft. All creatures within this area must make a reflex save with a dc equal to 10+1/2 the Kinetomancers’ level + his charisma modifier or take damage equal to the amount dealt by his Telekinetic bolt. The Kinetomancer may also attempt a free bulrush Telekinetic maneuver against each target that fails it’s reflex save. The Kinetomancer can attempt this an additional time per day at 15th level, and a 3rd time per day at 19th level.

Telekinetic Mastery: At 20th level the Kinetomancer has mastered his Telekinetic powers. He can attempt an Telekinetic Maneuver as a move action. This allows him to attempt more then one Maneuver per round. In addition during a Telekinetic combat, a Kinetomancer may make 2 Telekinetic maneuver attempts in addition to their full attack. If the Kinetomancer has the Quickened Telekinetic Maneuver talent, he can attempt 3 maneuvers in addition to a one handed full attack.


Quick glance says:


  • Either move Telekinetic Defense to 2nd level (or later), or cap it with the character's class level - this becomes an amazing dip for any charisma-based character otherwise. (With this at 1st level, you rely on players wanting their 20th-level capstone and/or to avoid a one-level delay in other class progression to stop them from using your class for AC.)
  • Telekinetic Bolt's damage scales fairly poorly, especially for a standard action. It's typical for things like 1st-level bloodline powers or domain powers, so this is fine, unless you want the ability to be something the class uses regularly, in which case it looks to need a buff.
  • Telekinetic Strike is fairly unclear. I think you want to allow applying Telekinetic Bolt damage to a single attack, but not during a full attack. (i.e. single standard action attack, charge, vital strike, etc., but not full attack, whirlwind, pounce, etc.).
  • How would Telekinetic Strike interact if I were to use Telekinetic Combat to make just one attack, plus one manuever?
  • I assume in Telekinetic Combat you mean that if he has multiple attacks, he make the maneuver between the attacks, not that he must do so.
  • You may want to adjust the property list of Telekinetic Pool - it seems odd to have so many elemental options for the weapon enhancements for a force mage.


PhelanArcetus wrote:

Quick glance says:


  • Either move Telekinetic Defense to 2nd level (or later), or cap it with the character's class level - this becomes an amazing dip for any charisma-based character otherwise. (With this at 1st level, you rely on players wanting their 20th-level capstone and/or to avoid a one-level delay in other class progression to stop them from using your class for AC.)

I was actually considering making it apply ONLY when unarmored, it just got lost in the shuffle of a few defensive abilities (including what level you are able to choose mage armor). I will look at it again, but i think the final solution will be unarmored only. And for most charismatic characters I think the one level delay will be significant. I dont think capping it or moving it to 2nd level is ok, since the class doesnt start with armor proficiencies, and the basic intent is for it to be an unarmored class.

Quote:


  • Telekinetic Bolt's damage scales fairly poorly, especially for a standard action. It's typical for things like 1st-level bloodline powers or domain powers, so this is fine, unless you want the ability to be something the class uses regularly, in which case it looks to need a buff.
  • It is meant to be a minor ability like a bloodline power that scales a little. Its purpose is really to be used to add a little umph to other things later on (such as with telekinetic strike) but not to be a focus.

    Quote:


  • Telekinetic Strike is fairly unclear. I think you want to allow applying Telekinetic Bolt damage to a single attack, but not during a full attack. (i.e. single standard action attack, charge, vital strike, etc., but not full attack, whirlwind, pounce, etc.).
  • You are correct. I am having a lot of trouble wording that elegantly (and given the issues with vital strike, it will be difficult to achieve without a small paragraph of explanation).

    Quote:


  • How would Telekinetic Strike interact if I were to use Telekinetic Combat to make just one attack, plus one manuever?
  • Should work.

    Quote:


  • I assume in Telekinetic Combat you mean that if he has multiple attacks, he make the maneuver between the attacks, not that he must do so.
  • Meant to have the same wording as spell combat from the magus here. Looks like a typo on my part, may not make the maneuver attempt between attacks

    Quote:


  • You may want to adjust the property list of Telekinetic Pool - it seems odd to have so many elemental options for the weapon enhancements for a force mage.
  • That is a good point, I will re-evaluate that.


    Kinetomancer is an unwieldy construction. The greek roots are kinema (motion) and manteia (divination*). You're using the modern kinetic with the older greek derived -mancer in an odd fashion even if you take the modern corruption of -mancer as a doer of magic in general. Kinemancer sounds more in line with other words of similar derivation, but it still means "diviner of motion."

    A better name would be Kinematurge or Kinemurge from kinema and ergon (work, the same root found in thaumaturge). This is "worker of motion." You'd have to ask an actual Greek or etymologist which is more right.

    Kinemagus may also be workable. I can't find an etymology online that traces magus past being a Persian magician by way of Greek and Latin, but other magician terms seem to be rooted in divination. (eg. sorcery is related to divination by casting lots) I think it's actually related to astrology. AFAIK Thaumaturge is the only magician etymologically associated with actually doing stuff rather than divination.

    * speak with dead, not animate dead, is the original archetypal necromancy.


    Grapple should be level 7, switch with the steal maneuver. (grapple can be very powerful, Pin them and deny their Dex while you are not even next to him. pretty strong, though to be fair, not may of my players use grapple to its fullest.

    Telekinetic Strike, instead of the "This ability may only be used if a Kinetomancer only attacks once in a round." Replace with "As a standard action a Kinetomancer can attempt a Telekinetic Strike" This hits Phelan's concerns with adding more damage to a Vital strike or a charge, (by having it only able to be used as a standard action)

    Also be sure to mention "if the attack Misses, he still expends a use of T Bolt"

    Other than that it looks pretty cool. I admit that I didn't read all of the Talents, but still good work.

    Just be sure to note that T Wrath will effect allies (which I hope was the intent, maybe have a feat that allows him to shield a number of allies from his force powers.


    Kaelizar wrote:

    Grapple should be level 7, switch with the steal maneuver. (grapple can be very powerful, Pin them and deny their Dex while you are not even next to him. pretty strong, though to be fair, not may of my players use grapple to its fullest.

    That is a good point, I wanted grapple to come early, but it is probably the most powerful of the combat maneuvers, particularly at a distance.

    Quote:

    Telekinetic Strike, instead of the "This ability may only be used if a Kinetomancer only attacks once in a round." Replace with "As a standard action a Kinetomancer can attempt a Telekinetic Strike" This hits Phelan's concerns with adding more damage to a Vital strike or a charge, (by having it only able to be used as a standard action)

    Also be sure to mention "if the attack Misses, he still expends a use of T Bolt"

    I am leaning towards taking out the one action thing entirely and just making it a swift action and having it apply to the next attack you make. Spell strike as a normal magus can do alot more damage, and that isnt restricted to one attack a round, I figure leting it work with a full attack, or vital strike is probably ok.

    Quote:

    Other than that it looks pretty cool. I admit that I didn't read all of the Talents, but still good work.

    Just be sure to note that T Wrath will effect allies (which I hope was the intent, maybe have a feat that allows him to shield a number of allies from his force powers.

    Yes, like most area affects if your allies are in the way they get hit.

    There are a number of feats I am thinking of including 'Extra Telekinetic Maneuver' and 'Extra Telekinetic Bolt', that would be a good one to add, something like 'selective wrath'

    Quote:


    Kinetomancer is an unwieldy construction. The greek roots are kinema (motion) and manteia (divination*). You're using the modern kinetic with the older greek derived -mancer in an odd fashion even if you take the modern corruption of -mancer as a doer of magic in general. Kinemancer sounds more in line with other words of similar derivation, but it still means "diviner of motion."

    A better name would be Kinematurge or Kinemurge from kinema and ergon (work, the same root found in thaumaturge). This is "worker of motion." You'd have to ask an actual Greek or etymologist which is more right.

    Kinemagus may also be workable. I can't find an etymology online that traces magus past being a Persian magician by way of Greek and Latin, but other magician terms seem to be rooted in divination. (eg. sorcery is related to divination by casting lots) I think it's actually related to astrology. AFAIK Thaumaturge is the only magician etymologically associated with actually doing stuff rather than divination.

    * speak with dead, not animate dead, is the original archetypal necromancy.

    Ironically, I am a fluent greek speaker. I went through a lot of greek roots, and wasnt thrilled with anything I came up with. Kinemagus or Kinematurge just dont flow off the toungue do they? I admit to being aware of the corruption of the roots I was using for the name, but really I am just looking for something catchy that conveys the concept of 'Force Mage' following the Paizo standard of Single word class names that convey what the class is about.


    When I read Kinetomancer I read Cowmagician...

    Kine may refer to:

    An archaic plural for cow


    How do people feel about Kineticist or Kinemagus for names for the class?


    Only issue with Selective Wrath is that it's only 1 feature that you get at level 11, so something that give more than such a 'selective' bonus (LOL) would probably be more beneficial. Maybe something along the lines of having certain talents and other features be able to target (or not target) allies. That or think about giving Wrath sooner and give it buffs to get to what it is at 11, (something earlier will make a feat like 'Selective Wrath' be a more viable option. Considering the already too large list of feats.

    Edit: Kineticist sounds cool.


    Kaelizar wrote:

    Only issue with Selective Wrath is that it's only 1 feature that you get at level 11, so something that give more than such a 'selective' bonus (LOL) would probably be more beneficial. Maybe something along the lines of having certain talents and other features be able to target (or not target) allies. That or think about giving Wrath sooner and give it buffs to get to what it is at 11, (something earlier will make a feat like 'Selective Wrath' be a more viable option. Considering the already too large list of feats.

    Edit: Kineticist sounds cool.

    It could be a talent instead of a feat. With the obvious prereq that you have selective wrath.


    Kolokotroni wrote:
    It could be a talent instead of a feat. With the obvious prereq that you have selective wrath.

    Sounds perfect!

    Also, some other names though simple could be:
    *Note: anywhere force is said, can be replaced with Kineto or another form of kinetic* (force is easier to type)

    Force Mage or Magus

    Force Blade, Force Crafter, Force Bound, Force Dancer, Force Lord (going off of other Magus Archetype names)

    Also something with 'onaut' like Kinetonaut, (like Psyconaut)


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    Updated version, a few adjustments made based on feedback and some personal review.

    Kineticist

    There are many wielders of magic in this world. But none like the force mage. They don’t conjure creatures from other planes, or bring lightning down from the heavens, or manipulate the minds and bodies of their enemies. They deal in raw and unmitigated will. In force magic. They create direct manifestations of their will either tangible or otherwise to manipulate the world around them. Force mage’s also do not rely on spells and spell slots as does for example a wizard. Instead they have a reserve of Telekinetic energy they draw upon in order to manifest power.

    Role: A Kineticist is a versatile foe. They have significant capability to deal damage, and can assist their allies with positioning and battlefield control. The also have the ability to use their abilities to enhance martial combat.

    Alignment: Any
    Hit Die: D8
    Class Skills:
    Acrobatics (Dex), Appraise (Int), Craft(int), Fly (Dex), Knowledge (Arcana) (int), Knowledge (engineering), Profession (wis), Spellcraft (int), Use Magic Device (Cha)
    Skill Ranks per level: 4 + int modified

    Good Saves: Will, Reflex
    Hit Dice: d8
    BAB: ¾

    Level ability:

    1. Telekinetic Pool, Mage Hand, Telekinetic Defense, Telekinetic Maneuvers, Telekinetic Bolt, Combat Expertise
    2. Telekinetic Combat, Telekinetic Strike
    3. Telekinetic Talent
    4. Telekinetic Power, Telekinetic Maneuvers (Large)
    5. Bonus Feat
    6. Telekinetic Talent
    7. Telekinetic Power, Telekinetic Bolt 1d8
    8. Telekinetic Maneuvers (Huge + 2)
    9. Telekinetic Talent
    10. Telekinetic Power
    11. Bonus Feat, Telekinetic Wrath
    12. Telekinetic Talent, Telekinetic Maneuvers (Gargantuan +4)
    13. Telekinetic Power
    14. Telekinetic Bolt 2d6
    15. Telekinetic Talent
    16. Telekinetic Maneuvers (Colossal +8)
    17. Bonus Feat
    18. Telekinetic Talent
    19. Telekinetic Power
    20. Telekinetic Mastery

    Weapon and Armor Proficiency:
    A Kineticist is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A Kineticist is not proficient with armor or shields.
    Spells: A Kineticist does not gain spell slots and cannot cast normal Arcane spells.

    Telekinetic Pool (Su):
    At 1st level, the Kineticist gains a reservoir of Telekinetic energy that he can draw upon to fuel his powers and enhance his weapon. This Telekinetic pool has a number of points equal to 1/2 his Kineticist level (minimum 1) + his Charisma modifier. The pool refreshes once per day after 8 hours rest.
    At 1st level, a Kineticist can expend 1 point from his Telekinetic pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
    At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, keen, ghost touch, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the Telekinetic pool point is spent and cannot be changed until the next time the Kineticist uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the Kineticist.
    A Kineticist can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

    Telekinetic Defence(Sp):
    A Kineticist’s mastery of Telekinetic power allows him to protect himself using his force of will. When wearing no armor, the Kineticist receives a deflection bonus to AC equal to his charisma modifier. This bonus applies even if the Kineticist is denied his dexterity bonus, but not if he is unconscious. Multiclassed Kineticists gain a maximum AC bonus equal to their Kineticist Level.

    Telekinetic Bolt (Sp):
    As a standard action you can unleash an bolt of raw force targeting any foe within 30 feet as a ranged touch attack. The Telekinetic Bolt deals 1d6 points of force damage + 1 for every two Kineticist levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 7th level the damage for this bolt increases to 1d8. At 14th level the damage increases to 2d6. This ability is a force effect.

    Telekinetic Maneuvers (Sp):
    Beginning at first level a Kineticist can attempt certain combat maneuvers using his will instead of his body. The Kineticist conjures a tangible construct of pure will and At first level he can attempt combat maneuvers, bull rush, or disarm. These combat maneuvers may be attempted at a range of 5ft per level of Kineticist. For the purpose of these maneuvers the Kineticist’s CMB is equal to his Kineticist level plus his charisma modifier. Any relevant feats such as improved disarm would also modify the Kineticists CMB for Telekinetic maneuvers. A Kineticist can attempt an Telekinetic maneuver a number of times equal to 1 + his charisma modifier. At 2nd level and each level there after the force mage may attempt an Telekinetic Maneuver an additional 2 times per day.

    At 3rd level a Kineticist may also attempt to Trip or Steal as well. At 7th level the Kineticist may also attempt a reposition, dirty trick or grapple maneuver.

    When Attempting a grapple the Kineticist does not take a -4 penalty for not having 2 free hands as he does not have use his literal hands to grapple a foe. However he must have at least one hand free in order to conduct an Telekinetic maneuver. When using the move action of a grapple, you may leave the target in any location within your range (still moving the target at half your speed).

    When using the Damage action in a grapple, you may if the target is within range attack normally, or you may expend a use of your Telekinetic bolt ability inflict the damage normally done by a Telekinetic bolt to your foe.

    As the Kineticist gains power the literal size of his Telekinetic power increases. At 4th level the Kineticist is considered large when attempting Telekinetic Maneuvers (gaining a +1 bonus to CMB). At 8th level and every 4 levels there after to 16th level the force mage is considered an additional size category larger when attempting Telekinetic Maneuvers.

    For the purpose of Qualifying for Combat Maneuver feats (Improved Trip, Greater Disarm), a Kineticist Treats his base attack bonus as his Kineticist Level, and may use his charisma in place of any other statistic.

    Mage Hand (Sp): At first level a Kineticist can cast the spell mage hand as a spell like ability using his Kineticist level as his caster level at will.

    Combat Expertise (Ex): At first level a Kineticist gets combat Expertise as a bonus feat

    Telekinetic Combat (Ex):
    At 2nd level, a Kineticist learns to use his Telekinetic power and wield his weapon at the same time. This functions much like two-weapon fighting, but the off-hand weapon is an Telekinetic maneuver. To use this ability, the Kineticist must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also attempt an Telekinetic Maneuver. A Kineticist can choose to cast the attempt the Telekinetic Maneuver or make the weapon attacks first, but if he has more than one attack, he may not attempt the maneuver between attacks.

    Telekinetic Strike (Su):
    At 2nd level a Kineticist may choose to channel a Telekinetic bolt through a melee or ranged attack. As a swift action the Kineticist may infuse a melee or ranged attack with a single use of his Telekinetic bolt. If the attack hits, the effects of the Telekinetic bolt are resolved in addition to the attack. If the attack misses the use of Telekinetic Bolt is still expended.

    Telekinetic Talent:
    As he gains levels a Kineticist learns secrets tailored to his specific way of blending his martial and Telekinetic skills. Starting at 3rd level a Kineticist gains a Telekinetic talent. He gains an additional talent at 6th level and every 3 levels there after. Unless it is specifically noted a Kineticist cannot take a particular talent more then once.

    Hasted Assault (Su): The Kineticist can expend 1 point from his Telekinetic Pool as a swift action to move more quickly. This functions as haste, but only targets the Kineticist and lasts for a number of rounds equal to the Kineticist's Charisma bonus. The Kineticist must be at least 9th level before selecting this Telekinetic Talent.

    Pool Strike (Su): The Kineticist can expend 1 point from his Telekinetic Pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of force He can use this ability with the Telekinetic Strike class feature, infusing the weapon with a pool strike instead of a telekinetic bolt as a free action. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

    Reflection (Su): The Kineticist can sacrifice 1 or more points from his Telekinetic Pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent. The Kineticist must be at least 15th level before selecting this Telekinetic Talent.

    Spell Shield (Su): The Kineticist can expend a point from his Telekinetic Pool as an immediate action to grant himself a shield bonus to AC equal to his Charisma bonus until the end of his next turn.

    Accurate Strike (Ex): The Kineticist can expend 2 points from his Telekinetic pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks. The Kineticist must be at least 9th level before selecting this talent.

    Telekinetic Cloak (Su): The Kineticist can expend 1 point from his Telekinetic pool to add his Charisma bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.

    Telekinetic Edge (Su): The Kineticist can expend 1 point from his Telekinetic pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Charisma modifier (minimum 0). The Kineticist must be at least 9th level before he selects this talent.

    Telekinetic Redoubt (Su): As a swift action, the Kineticist can expend 1 point from his Telekinetic pool to treat his shield bonus to AC (including any enhancement bonus) as a bonus to touch AC until the beginning of his next turn.

    Telekinetic Redoubt, Greater (Su): Whenever the Kineticist uses his Telekinetic redoubt Telekinetic Talent, he may spend an additional point from his Telekinetic pool in order to apply his shield bonus to AC (including any enhancement bonus) as a bonus on Reflex saves until the beginning of his next turn. If he is targeted with an effect requiring a Reflex save while using this power, he may spend 2 points from his Telekinetic pool as an immediate action to grant himself evasion, or 4 points to grant himself improved evasion. The Kineticist must have the Telekinetic redoubt Telekinetic Talent and be at least 12th level to select this Telekinetic Talent.

    Bane Blade (Su): Whenever the Kineticist enhances his weapon using his Telekinetic pool, he may spend 1 additional point from his Telekinetic pool to add the bane special ability to the weapon. The Kineticist must be at least 15th level before selecting this talent.

    Devoted Blade (Su): Whenever the Kineticist enhances his weapon using his Telekinetic pool, he may spend 1 additional point from his Telekinetic pool to add either the anarchic, axiomatic, holy, or unholy special ability to the list of available options. A Kineticist may only add one of these abilities if it matches his own alignment. The Kineticist must be at least 12th level before selecting this talent.

    Disruptive (Ex): The Kineticist gains Disruptive as a bonus feat. The Kineticist must be at least 6th level before selecting this talent.

    Enduring Blade (Su): Whenever the Kineticist enchants his weapon using his Telekinetic pool, he may spend 1 additional point from his Telekinetic pool to increase the duration to 1 minute per Kineticist level. The Kineticist must be at least 6th level before selecting this talent.

    Ghost Blade (Su): Whenever the Kineticist enchants his weapon using his Telekinetic pool, he may spend 1 additional point from his Telekinetic pool to add the brilliant energy special abilities to the list of available options. The Kineticist must be at least 9th level before selecting this talent.

    Lingering Pain (Su): The Kineticist can expend 1 point from his Telekinetic pool as an immediate action after hitting a target with a weapon attack. All damage from that attack is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the Kineticist's next turn.

    Pool Strike, Arcing (Su): The Kineticist can expend 1 additional point from his Telekinetic pool when using the pool strike talent. If his attack hits, the Kineticist can target a number of enemies within 15 feet equal to his Charisma modifier (minimum 0) with a ranged touch attack as a free action. Those struck take the same energy damage as the primary target of the pool strike, including increased damage on a critical hit. The Kineticist must be at least 12th level and must have the pool strike Telekinetic Talent before selecting this Telekinetic talent.

    Pool Strike, Clinging (Su): The Kineticist can expend 1 additional point from his Telekinetic pool when making a pool strike. A single target of his pool strike takes energy damage as normal from the pool strike and also takes half this amount of damage at the beginning of its turn on the following round. The Kineticist must be at least 9th level and must have the pool strike Telekinetic talent before selecting this Telekinetic talent.

    Pool Strike, Thunderous (Su): The Kineticist can expend 1 additional point from his Telekinetic pool when making a pool strike. His pool strike deals sonic damage and deafens a single target for 1 round (DC 10 + 1/2 Kineticist level + Charisma modifier). The Kineticist must be at least 6th level and must have the pool strike Telekinetic talent before selecting this Telekinetic talent.

    Prescient Attack (Su): The Kineticist can expend 1 point from his Telekinetic pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent's defenses. The target is denied its Dexterity bonus against the Kineticist's attacks until the end of the Kineticist's next turn. The Kineticist must be at least 6th level before selecting this talent.

    Prescient Defense (Su): The Kineticist can expend 1 point from his Telekinetic pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy's intentions. The Kineticist gains a bonus to his AC and on Reflex saves equal to his Charisma modifier (minimum 0) against attacks by that opponent until the beginning of his next turn. The Kineticist must be at least 9th level before selecting this talent.

    Maneuver Training(Ex): The Kineticist may take a feat from the following List for which he qualifies: Improved Trip, Improved Disarm, Improved Grapple, Improved Bull Rush, Improved Dirty Trick, Improved Steal, Improved Reposition. This Talent may be taken multiple times. Each time the Kineticist gains a different feat.

    Greater Maneuver Training(Ex): The Kineticist may take a feat from the following list for which he qualifies: Greater Trip, Greater Disarm, Greater Grapple, Greater Bull Rush, Greater Dirty Trick, Greater Steal, Greater Reposition. The Kineticist must be at least 6th level to take this talent. It may be taken multiple times, each time the Kineticist gains a different feat.

    Force of will(Su): The Kineticist has learned to channel more of his will into his Telekinetic Bolts. By expending 2 uses of his Telekinetic bolt instead of 1, the Kineticist may add his charisma modifier to the damage done.

    Quickened Telekinetic Maneuver(Su): Once per day as a swift action a Kineticist may spend 2 uses of his Telekinetic Maneuvers in order to conduct an Telekinetic maneuver as a swift action. He may not use a second Telekinetic maneuver in the same turn after using this ability unless he has the Telekinetic Mastery Ability.

    Extended Weapon(Sp): As a swift action, By spending a point from his Telekinetic pool, the Kineticist extends an construct of force out from his weapon. Extending it’s reach by 5ft. The weapon can still strike within its normal reach as well as the extended reach.

    Kinetic Reach (Su): As a swift action a kineticist can spend a Pool point to conjure a visible manifestation of his telekinetic power. For a duration of 1 minute he threatens an area around him of 5ft whether he is armed or not, and may take use his Telekinetic Maneuvers to make attacks of Opportunity. A kineticist must be at least 6th level before taking this feat.

    Greater Kinetic Reach (Su): A kineticists Kinetic Reach Extends to 10 ft and the duration increases to 10 feat, and the duration changes to 1 minute per level. A kineticist must have the Kinetic Reach Talent to take this and must be at least 9th level.

    Telekinetic Power(Sp):
    Though the Kineticist does not cast spells. He does gain knowledge of the mystic arts. At 4th level he can choose from a number of spell like abilities. Each spell like ability is available from a certain level, as long as they are of that level or higher, a force mage may select that spell as their new Telekinetic power. Unless otherwise stated a Telekinetic power requires 1 point from the the Kineticist’s Telekinetic pool to activate. The Kineticist’s caster level is equal to his Kineticist level, and uses his charisma modifier for any concentration checks.

    The Kineticist gains an additional Telekinetic Power at 7th, 10th, 11th, 13th, 16th and 19th levels.
    1st level:
    Magic Missile, Sheild, Floating Disk
    9th level: Interposing Hand, Telekinesis (2 pool points), Mage Armor
    12th level: Forceful Hand, Wall of Force
    14th level: Grasping Hand, Mage’s Sword
    16th level: Telekinetic Sphere, Clenched Fist.

    Bonus Feat: At 5th level and again at 11th and 17th levels the Kineticist gains a bonus feat. This feat must be either a combat feat, or one of the Kineticist specific feats listed at the end of this entry.

    Telekinetic Wrath:
    At 11th level the Kineticist gains the ability to unleash his will in a massive wave. Once per day he may create a wave of force that erupts from him and travels in all directions to a range of 60ft. All creatures within this area must make a reflex save with a dc equal to 10+1/2 the Kineticists’ level + his charisma modifier or take damage equal to the amount dealt by his Telekinetic bolt. The Kineticist may also attempt a free bulrush Telekinetic maneuver against each target that fails it’s reflex save. The Kineticist can attempt this an additional time per day at 15th level, and a 3rd time per day at 19th level.

    Telekinetic Mastery:
    At 20th level the Kineticist has mastered his Telekinetic powers. He can attempt an Telekinetic Maneuver as a move action. This allows him to attempt more then one Maneuver per round. In addition during a Telekinetic combat, a Kineticist may make 2 Telekinetic maneuver attempts in addition to their full attack. If the Kineticist has the Quickened Telekinetic Maneuver talent, he can attempt 3 maneuvers in addition to a one handed full attack.


    Additional Talents:

    Selective Wrath: You have greater control over your telekinetic Wrath ability. When using Telekinetic Wrath you can exclude a number of squares from the area equal to your charisma modifier. You must be at least 12th level to take this talent.

    Split Telekinetic Bolt Su: You may spend a second use of your telekinetic bold to attack two targets with your bolt with the same standard action. Both targets must be within range, and no more then 30ft apart.

    Feats:

    Extra Telekinetic Bolt:
    Prerequisites: Telekinetic Bolt Class Feature.
    You may use your telekinetic bolt an additional 4 times per day.

    Extra Telekinetic Talent
    You have unlocked the secret of a new Telekinetic Talent.

    Prerequisite: Telekinetic Talent class feature.

    Benefit: You gain one additional telekinetic talent. You must meet all the prerequisites for this telekinetic talent.

    Special: You can gain this feat multiple times. Its effects stack, granting a new talent each time you gain this feat.

    Extra Telekinetic Pool

    You have learned how to draw more power from your Telekinetic Pool.

    Prerequisite: Telekinetic pool class feature.

    Benefit: Your Telekinetic pool increases by 2.

    Special: You can gain this feat multiple times. Its effects stack, granting you an increase to your telekinetic pool each time you take this feat.


    ...this is one of the coolest ideas for an archetype I've seen in a while.


    What I don't understand is why Telekinetic Bolt is so weak given it is such a major part of the class. Making it 1d6+ level (same as first level spell frostbite) or a d6 per two level (inline with bloodline powers) would still leave it weak but still useful at higher levels.


    He mentioned that it really isn't a primary class ability, but is something they get to augment attacks with. It's more meant to be a rider effect, I guess.

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