Homebrew Kineticist Archetype: Pure Kineticist


Homebrew and House Rules

Silver Crusade

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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):
At 20th level, a Pure Kineticist is unparalleled in the use of her element. By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category except for kinetic blasts. She ignores elemental requirements or restrictions (but not any other requirements or restrictions). These are all done with her primary element and follow the same restrictions as Elemental Training except she can use the wild talents of any element. If she is changing a wild talent to one associated with an element she can imitate, the change costs 0 burn.

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.


I think the Elemental Training is far superior to Expanded Element, and it shouldn't be.

You're basically sacrificing a single Wild Talent (what you would gain if you stayed in the same element) and a Composite Blast (BTW: no need to include a rule about not reducing the cost of composite blasts, since they'll never gain a composite blast)

And in exchange, they gain basically, a 19th level class ability (because you know they'll reduce the cost of Empower), and the ability to use Celerity (or other Utility bonus) indefinitely instead of limited usage. Not to mention that at 20th level, without a supercharge, they get to empower/maximize for free, which is huge.

If you want this to work, you'd have to make sure they could not reduce any metakinetic cost, and limit the utility discount to a number of times per day.

Silver Crusade

Sphynx wrote:

I think the Elemental Training is far superior to Expanded Element, and it shouldn't be.

You're basically sacrificing a single Wild Talent (what you would gain if you stayed in the same element) and a Composite Blast (BTW: no need to include a rule about not reducing the cost of composite blasts, since they'll never gain a composite blast)

And in exchange, they gain basically, a 19th level class ability (because you know they'll reduce the cost of Empower), and the ability to use Celerity (or other Utility bonus) indefinitely instead of limited usage. Not to mention that at 20th level, without a supercharge, they get to empower/maximize for free, which is huge.

If you want this to work, you'd have to make sure they could not reduce any metakinetic cost, and limit the utility discount to a number of times per day.

I always forget metakinetics.

Every element has a composite blast for itself. Earth has metal, Fire has blue flame, Air has thunder storm, Water has Ice, and Aether has force.

What would be a good number of times per day for lowering utility? I'm thinking gaining one use, another every 3 levels afterward, max five.


Hmmm, coulda swore when I first read it, it said you didn't get the composite blast for same-element in your archetype. Guess I was reading it cross-eyed or something. :/

So, once at 7, twice at 10, maximum of 5 times a day at level 19? Seems ok.

It'd need to be tested of course, but at least (assuming you remove the metakinetic discount) now it feels a bit more balanced.

Silver Crusade

"It cannot reduce the cost of Kinetic Healer, a composite blast, or Metakinesis."

Since in all other ways it acts as Expanded Element, you would still gain those composite blasts, just none for the imitated element.

Also, there isn't a -4 level thing to selecting imitated element talents like how expanded element does. Should there be?


Yes, there really should. Good catch. :)

Silver Crusade

Does it matter that you could get free composites by Supercharge Gathering Power and infusions by Element Training?

And that Element Mastery's changes don't have a duration?


I honestly can't answer that boss. I've only played like 5 games so far, and honestly, I've avoided using Infusions for the most part. I mean, I use Extended/Extreme with Bowling/Push because it's "free" at my level, but I never spend burn on infusions, saving all of the burn for Empowered strikes. I'm guessing it -will- be a balance issue, since I assume most people will act similarly, and you're opening up their "free" infusion options a lot, but I'm not really into using many infusions to begin with, except for Range. And soon... Foe-Throw (1 more level).

Silver Crusade

I agree with zanbato13 as far as the -4 level for the secondary element, but otherwise, I really do like this archetype. I *love* the Kineticist, but it sucks to say "I want to be lightning-based", and have the rules go "OK, well, you can't do busts, and you can't do de-buffs, and until you hit higher levels, the most you'll be is point+click/melee switch-hitter".

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