Kineticist archetype - Kinetic Rager


Homebrew and House Rules


So back in the thread I started to get some kineticist questions answered, I was theorizing a kineticist/bloodrager hybrid build, but found that it depends somewhat on one's interpretation of the mad magic ability; it allows a bloodrager to use spells during a rage, but it doesn't specifically state that spell-like abilities are included in that. So I figured why not see about making a hybrid of barbarian and kineticist?

<<Kinetic Rager>>

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-Elemental Might (Ex)-

A kinetic rager uses his Strength modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution-based wild talents, the duration of wild talents with a Constitution-based duration, his bonus on concentration checks for wild talents, and the other Constitution-based effects of all his wild talents.

He adds Survival to his list of kineticist class skills.

The ability alter's the kineticist's class skills and the key ability score of wild talents.

Quote:

-Kinetic Weapon (Su)-

At 1st level, instead of choosing an infusion wild talent, the kinetic rager gains the kinetic weapon infusion wild talent. This functions as kinetic blade except as follows: it has a burn cost of 0, and the kinetic blast is treated as if the kinetic rager is wielding it while attacking. The kinetic rager must choose a weapon type at 1st level, and his kinetic weapon always is treated as this type of weapon for the purpose of feats and abilities. This applies even if a different weapon type is used with telekinetic blast. The kinetic rager must choose a simple light or one-handed weapon type for this purpose.

(Includes: battle aspergillum, brass knife, brass knuckles, cestus, club, dagger, heavy mace, hook hand, kunai, light mace, mere club, morningstar, punching dagger, shortspear, sickle, spiked gauntlet, wooden stake)

If the kinetic rager would take the kinetic whip wild talent, kinetic weapon is instead upgraded to function like it rather than kinetic blade, and the kinetic rager must choose a weapon with reach to replace the original weapon choice. Otherwise it functions the same. Even if the weapon type chosen this way would normally be considered two-handed, the kinetic rager wields it in one hand unless it is a telekinetic blast modifying an object held in two hands. It is not, however, considered one-handed for the purpose of feats and abilities unless the weapon chosen is actually a one-handed weapon type.

(Includes: bardiche, bec de corbin, bill, boarding gaff, boarding pike, crook, dwarven longaxe, dwarven longhammer, elven branched spear, fauchard, flailpole, flying blade, glaive, glaive-guisarme, guisarme, horsechopper, lance, longspear, lucerne hammer, mancatcher, orc skull ram, ranseur, ripsaw glaive, whip)

Weapons formed via kinetic weapon and those used for a telekinetic blast with this infusion do not interfere with gather power, despite being considered as being wielded.

The kinetic rager may not take any form infusions except for kinetic whip. He may take any substance infusions he qualifies for as normal for the infusions class feature, but only gains them at 5th level and every four levels afterward.

This modifies the kinetic blast and infusion class features.

Quote:

-Kinetic Rage (Ex)-

A kinetic rager can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 3rd level, a kinetic rager can rage for a number of rounds per day equal to 4 + his Constitution modifier by accepting 1 point of burn, plus an additional point of burn at the start of each turn that he remains in rage. At each level after 3rd, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a kinetic rager can rage per day. A kinetic rager can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a kinetic rager is constantly aglow with elemental energy which may cause him to crackle with electricity, grow rocky plates over his skin, or some other thematic visible effect. This effect can be temporarily suppressed during a round in which he uses the moment of clarity rage power. He gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the kinetic rager 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a kinetic rager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration except for his kinetic blast ability and infusion wild talents.

A kinetic rager can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A kinetic rager cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a kinetic rager falls unconscious, his rage immediately ends, placing him in peril of death.

The kinetic rager's kinetic rage is treated as a barbarian's rage class feature for the purpose of qualifying for feats.

This ability replaces elemental overflow.

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-Narrowed Versatility-

A kinetic rager limits his ability to branch out and explore other elements. He must choose his primary element as his expanded element at 7th level.

This ability modifies expanded element.

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-Rage Powers (Ex)-

As a kinetic rager gains levels, he learns to use his rage in new ways. Starting at 7th level, a kinetic rager gains a rage power. He gains another rage power for every four levels of kinetic rager attained after 7th level. A kinetic rager gains the benefits of rage powers only while raging, and some of these powers require the kinetic rager to take an action first. Unless otherwise noted, a kinetic rager cannot select an individual power more than once. Treat his effective barbarian level as his kineticist level - 6 for the purpose of determining the prerequisite level for his rage powers.

Any kinetic rager who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A kinetic rager cannot select from more than one group of totem rage powers; for example, a kinetic rager who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).

This ability replaces the infusions learned at 7th, 11th, 15th, and 19th levels.

Quote:

-Charged Rage (Su)-

The kinetic rager's gather power can be used to reduce the burn spent while raging. When used as a move action, he removes the initial burn cost of going into rage on the same turn, and when used as a full-round action he removes the initial burn cost of going into rage next turn and can maintain that rage without taking burn for one additional turn.

When the kinetic rager gains the supercharge ability, he may use gather power as a move action to remove the initial cost of going into rage on the same turn and maintain it for one additional turn without taking burn, or he may use it as a full-round action to remove the initial cost of going into rage on the next turn, and may maintain that rage without taking burn for an additonal two turns. However, supercharge no longer increases the burn reduction from using gather power for kinetic blasts.

This ability modifies gather power and supercharge.

Quote:

-Omnirage (Su)-

At 20th level, a kinetic rager has perfected his ability to control the elements while enraged. The morale bonus while in rage increases to +6 to Strength and Constitution and +3 to Will saves, he gains 3 HP per hit die, and he no longer becomes fatigued at the end of a rage. Additionally, while in rage, when he would accept burn, he may instead reduce the total rounds of rage remaining by one to reduce that burn by one point.

This ability replaces omnikinesis.


I think it's a bit too much from a mechanics point of view. I like the idea, but not the implementation. Kineticists are already a bit over-complex, and this makes it even more complex.

I would suggest instead that you simplify things. For one, let Kinetic Blade/Whip just be as they are... with the possible exception that they -are- considered held or wielded during moments of rage.

Elemental Might is good as-is. No need for change there.

Kinetic Weapon, as I've already stated, really needs to be much simpler.

Kinetic Rage is nice, but I don't think you did the math. 1 burn per turn is not going to add up to enough rounds per day (even with supercharge). Perhaps each point of burn lets him Rage for a number of rounds equal to 1 + 1 for every 4 levels of Kineticist, with the maximum still being in place.

Narrowed Versatility is good as-is.

Rage Powers, the level adjustment (-6) is too much and due to the huge existing limits (4 max rage powers, starts 7th level, existing prerequisites on the upper rage powers, etc) should just be treating barbarian level requirements using kineticist level. It won't be unbalancing.

Also... check your level on Whip... the soonest they could get it, the level they -need- to get it at, is 7th level, but you took that away from them with a Rage Power, forcing them to wait til 9th level despite keeping the same element. Maybe better to start at 5th (9th, 13th, 17 for rage powers), so that at 7th they can get that whip.

Definitely make a character using these rules, level by level, and calculate damage to see how large of a gap you might create in damage jumps, and make sure you get the things you need at the levels you need to gain them. :)


Sphynx wrote:

I think it's a bit too much from a mechanics point of view. I like the idea, but not the implementation. Kineticists are already a bit over-complex, and this makes it even more complex.

I would suggest instead that you simplify things. For one, let Kinetic Blade/Whip just be as they are... with the possible exception that they -are- considered held or wielded during moments of rage.

Well that honestly only takes away the idea of them specifically taking a chosen weapon form. Which, honestly, is fine by me. If we went with the idea I had, that'd mean you could get things like Weapon Focus twice for the kinetic blasts, since kinetic blast is considered a weapon group. And logically, if the form doesn't grant the weapon's special properties, some type-specific feats may prove useless, and drive min-maxing players to a specific type of weapon.

Sphynx wrote:
Kinetic Rage is nice, but I don't think you did the math. 1 burn per turn is not going to add up to enough rounds per day (even with supercharge). Perhaps each point of burn lets him Rage for a number of rounds equal to 1 + 1 for every 4 levels of Kineticist, with the maximum still being in place.

I did the math after reading your reply and you're right; even in a best-case scenario, by 20th level, the kineticist is only going to have 16 rounds in rage maximum: assuming he has a Con mod of 7 by 20th level, he gets a max of 10 burn he can spend, as well as being able to gather power as a full-round action for three free rounds and expend three charges from internal buffer. However, without the burn restriction, he'd be able to rage for 43 turns: 4 plus a Con mod of 7, then 2 for each level beyond 3rd (which comes to 32).

Now, the amount you put to add free rage rounds seems way too much and devalues the use of gather power to add rounds of rage (since that doesn't stack and you can't gather power during rage without using moment of clarity), so here's my idea: at 11th level, while in rage, it costs 1 burn to maintain two rounds, as opposed to 1 and the maximum burn limit increases by one for every two hit dice you possess. This should bring max burn during a rage up to 20. This would allow the player to maintain a rage so long as he can stay conscious. Outside of a rage, if all his hit dice have been rolled at maximum or retrained and he's taken the Toughness feat, his max HP is 320, while it'll be 360 when in rage, so he can feasibly maintain rage up to 36 rounds, assuming he takes no damage, but doing so would make him fall unconscious and have to take lethal damage at the end of it. Regardless he's still going to have about ten excess rounds of rage, though, so I may introduce the second half of his omnirage ability earlier, either on its own or as a replacement for internal buffer.

Speaking of which, that ability would need to be modified so it can only be used for kinetic blasts and metakinesis. If the "two rounds of rage per burn" mechanic is put with the "one round to replace one burn" mechanic, it basically allows you to, once per turn as a free action, turn one round of rage into two, giving you infinite rage.

Sphynx wrote:
Rage Powers, the level adjustment (-6) is too much and due to the huge existing limits (4 max rage powers, starts 7th level, existing prerequisites on the upper rage powers, etc) should just be treating barbarian level requirements using kineticist level. It won't be unbalancing.

Seems reasonable to me. I'm only blocking out two rage powers that way anyway.

Sphynx wrote:
Also... check your level on Whip... the soonest they could get it, the level they -need- to get it at, is 7th level, but you took that away from them with a Rage Power, forcing them to wait til 9th level despite keeping the same element. Maybe better to start at 5th (9th, 13th, 17 for rage powers), so that at 7th they can get that whip.

Actually we both made a whoops here; kineticists don't get an infusion talent at 7th or 15th levels unless they choose an infusion for their bonus talent for expanding into the same element, and I don't believe one can take a universal wild talent with that. As such, unless I'm wrong about expanded element's bonus wild talent, it's impossible to take kinetic whip earlier than 9th.

I actually had a different idea for this aspect; what if, instead of just replacing half the infusions, I made it possible to choose between getting a rage power or an infusion? Since the character can't take form infusions besides kinetic blade and whip (the former of which they get as their 1st level wild talent), it means the player will have the choice of having stronger effects with their blasts that can be used at all times or grabbing bonuses that only work during rage. Does that sound feasible?


You can gain any Wild Talent you qualify for at 7th if you expand into your current element, including Universal Infusions and Utility Wild Talents. The earliest you can gain Kinetic Whip is 7th level, but only if you are single element.


Our calculations were different because you didn't state anywhere that the Gather Power/Supercharge could be used for raging (otherwise it's only useful for "blasts", which is why people comment that there's no way to offset the burn for Utility talents). And truthfully, they shouldn't be able to offset the cost of Rage with Gather Power/Supercharge.

So, with the maximum amount of burn they can get per day, and the realization that they will still want to use a bit of that on defenses and metakinesis, you're going to want to make sure you come up with a system that is balanced for those things.

Universal Infusions are allowed at 7th and 15th.

You wrote:
I actually had a different idea for this aspect; what if, instead of just replacing half the infusions, I made it possible to choose between getting a rage power or an infusion? Since the character can't take form infusions besides kinetic blade and whip (the former of which they get as their 1st level wild talent), it means the player will have the choice of having stronger effects with their blasts that can be used at all times or grabbing bonuses that only work during rage. Does that sound feasible?

Sounds feasible. Still need to make a character at each level and see what exactly they have and can do, and their DPR.


Sphynx wrote:

Our calculations were different because you didn't state anywhere that the Gather Power/Supercharge could be used for raging (otherwise it's only useful for "blasts", which is why people comment that there's no way to offset the burn for Utility talents). And truthfully, they shouldn't be able to offset the cost of Rage with Gather Power/Supercharge.

So, with the maximum amount of burn they can get per day, and the realization that they will still want to use a bit of that on defenses and metakinesis, you're going to want to make sure you come up with a system that is balanced for those things.

Universal Infusions are allowed at 7th and 15th.

Erm... you must've stopped reading after rage powers, because the very next chunk of text is charged rage, which is exactly what states you can use gather power for free rage rounds. It always grants you a free rage when used, plus it adds one extra free round when used as a full-round action, and one extra round on top of that when you gain Supercharge. It can't be used during a rage since the only abilities specifically allowed that normally wouldn't be are kinetic blasts and infusions. I do think it balances out a bit, since normally you'd be able to sacrifice a move every turn to allow yourself to fire composite shots (plus have an extra point to spare) but because a kinetic rager can't do that while in rage (and because he doesn't get the attack roll and damage bonuses from elemental overload, having sacrificed it for kinetic rage), it seems to me like it'd be a fair tradeoff.

However, I could eliminate the ability completely if I allow extra rage rounds just from activating it, as well as put the second portion of omnirage earlier, replacing what you gain at 20th level with something else. I do think the ability to trade rage rounds for free burn points is too interesting to relegate to end-of-career abilities.

Anyway, since universal wild talents qualify for the bonus wild talent, that means pretty much anyone who cares about adding reach to their kinetic weapon will take it as their bonus expanded element talent. I'm going to stop short of forcing them to take it, though, because there is the potential for wanting an extra infusion or utility talent in its place. Granted it seems silly not to take kinetic whip, but you never know what peoples' tastes are.

Sphynx wrote:
You wrote:
I actually had a different idea for this aspect; what if, instead of just replacing half the infusions, I made it possible to choose between getting a rage power or an infusion? Since the character can't take form infusions besides kinetic blade and whip (the former of which they get as their 1st level wild talent), it means the player will have the choice of having stronger effects with their blasts that can be used at all times or grabbing bonuses that only work during rage. Does that sound feasible?
Sounds feasible. Still need to make a character at each level and see what exactly they have and can do, and their DPR.

Awesome, I'll do that soon. For now, though, I want to revise these abilities, so let's see what you think of them with revision.

Kinetic Weapon:

Kinetic Weapon (Su) - At 1st level, in place of choosing an infusion wild talent, you gain the kinetic weapon infusion wild talent. This functions identically to kinetic blade, except it costs no burn and the player treats their blast as if it was being wielded and was a manufactured weapon.

If the kinetic whip talent would be taken, you may instead treat kinetic weapon as kinetic whip instead of kinetic blade. It retains any other changes that were made to kinetic blade's function.

The kinetic rager cannot use his kinetic blast wild talents without applying the kinetic weapon infusion, and cannot take form infusions other than kinetic whip or substance infusions that cannot be applied to blasts infused with kinetic blade or kinetic whip.

This modifies infusions and replaces the infusion wild talent gained at 1st level.

I did add in that it gets treated as a manufactured weapon because I want SOME extra functionality, and it might be interesting if you could enhance and alter your kinetic weapon with scrolls or have others able to enhance it. At least it's less complicated than choosing a specific weapon type for it to become, then changing that type when it gets picked up later.

Charged Rage:
Removed. Gather power and supercharge now function the same way as normal.

Kinetic Rage Burning Rage:

Burning Rage (Ex) - A kinetic rager can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 3rd level, a kinetic rager can rage for a number of rounds per day equal to 4 + his Constitution modifier by accepting 1 point of burn, plus an additional point of burn at the start of each turn that he remains in rage. At each level after 3rd, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a kinetic rager can rage per day. A kinetic rager can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a kinetic rager is constantly aglow with elemental energy which may cause him to crackle with electricity, grow rocky plates over his skin, or some other thematic visible effect. This effect can be temporarily suppressed during a round in which he uses the moment of clarity rage power. He gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the kinetic rager 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a kinetic rager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration except for his kinetic blast ability and infusion wild talents. While in rage, the amount of burn he can accept increases to 7 + his Constitution modifier, and any burn accepted beyond his normal limit remains even after his rage ends.

A kinetic rager can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A kinetic rager cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a kinetic rager falls unconscious, his rage immediately ends, placing him in peril of death.

You may treat this ability as a barbarian's rage class feature for the purpose of qualifying for feats.

This ability replaces elemental overflow.

In addition to changing the name to something that seems more befitting, I added in an increase to the burn-per-day cap. It's not as big as doubling it... yet.

New Ability Fury Buffer:

Fury Buffer (Ex) - At 6th level, the kinetic rager can burn his own rage. While in rage, as a free action, the kinetic rager may expend one round of rage to reduce the cost of a kinetic blast, infusion, or metakinesis by one point of burn. You may use this ability a number of times equal to your Constitution modifier per rage. This limit increases by two uses at 11th level and by another two uses at 16th level. Any rounds of rage used this way count toward the amount of rounds spent fatigued once the kinetic rager's rage ends.

This ability replaces internal buffer.

This is a modified version of the bonus from omnirage, and I think is more than worth sacrificing internal buffer for. It is reducing the rage length a little more, but to maximize it you'd need to prepare the day before, and honestly I think that's kinda dumb. I also adjusted the wording so you can't use the burn to buy extra rage rounds with the next ability.

Rage Powers Fury or Function:

Fury or Function (Su) - At 5th level and beyond, if you would normally gain an infusion wild talent, you may choose instead to gain a rage power, treating your kinetic rager level as your barbarian level for the purpose of qualifying for these rage powers. This does not apply to bonus wild talents gained from the extra wild talent feat or the expanded element class feature.

This alters the infusion talents gained at 5th, 9th, 11th, 13th, 17th, and 19th levels.

There we go. You're guaranteed a minimum of three infusions this way (kinetic weapon plus the one from 3rd level from expanded element at 7th), and can trade away anything else for rage powers if there's no other substance infusions you're interested in. There's enough rage powers that can enhance melee that it seems silly not to take at least a few.

New Ability Greater Burning Rage:

Greater Burning Rage (Ex) - At 11th level, the morale bonus while in rage increases to +6 Strength and Constitution and +3 to Will saves. His bonus HP also increases to 3 per hit die. In addition, whenever the kinetic rager accepts burn to enter or maintain rage, he may stay in rage for one additional round without accepting more burn, and he can accept an amount of burn equal to 10 + his Constitution modifier while in rage. You may treat this ability as the barbarian's greater rage for the purpose of qualifying for feats.

I wanted burning rage to be more in line with the barbarian's normal rage, so I'm adding in this extra ability. This also adds in the changes we discussed, letting the kinetic rager actually stay in rage longer. It's still limited, but extra rounds of rage would likely be getting spent on composite blasts to maximize damage at this point, with Aether using aetheric boosted telekinetic blasts and everyone else using their elements' dual-element composite blasts.

Omnirage Mighty Burning Rage:

Mighty Burning Rage (Ex) - At 20th level, the morale bonus while in rage increases to +8 Strength and Constitution and +3 to Will saves. His bonus HP also increases to 4 per hit die. In addition, he can accept an amount of burn equal to 13 + his Constitution modifier, and may use his Fury Buffer an unlimited number of times per rage. You may treat this as the barbarian's mighty rage for the purpose of qualifying for feats.

This ability replaces omnikinesis.

I might tone down or even remove the enhancement this gives to Fury Buffer, since it could allow one to unleash a few rounds of massive burst damage, eating through their rage like candy to fire off composite blasts with powerful substance infusions and every metakinesis applied. Also, there is the fact that, unlike barbarians and bloodragers, a kinetic rager still suffers fatigue at the end of a burning rage, so there's still a trade-off here.

I'll do a few builds of this later on; I'll likely test a Fire/Fire/Fire and an Earth/Earth/Aether, with the former focusing on Strength and the latter on Constitution. I'm not entirely sure how useful Air or Water would be for a kinetic rager (perhaps Water for chilling or entangling, or Air for thundering or gusting) and while Aether/Aether/(something) might work alright, it seems like it'd be tough to get its damage on par with Earth and Fire.

Anyway. Those builds come later. For now, feel free to tell me what you think of the changes.


Yep, totally missed the Charge Rage, which is odd because I remember reading the Omnirage stuff... :\

Kinetic Weapon: Wielded/held = Goodness. No Forms = Goodness. Substance Infusion: run-on-sentence that is hard to decipher... still not sure I understand what you wrote. :/

Burning Rage: I'm still concerned that you'll run out of burn too quickly. Also, they're taking non-lethal damage for raging, no need to add fatigue to it... that makes the price too high. :)

Mighty Burning Rage: No need to tone down, in my opinion.

Of note: 7 + Con Modifier for burn spent means you shouldn't even have a max, since that will KO pretty much anyone if they use it all. At 5HP a level on average, 6 with toughness and 7 with favored class (con cancels out con), that's a KO. :P


Just from the point of view of trying to break this, what if somebody takes the Orc Eldritch Heritage bloodline (+6 STR), buys a +6 belt (+6 STR), actually starts as an orc (+4 STR), has an 18 STR to start, and has Form of the Dragon III (+10 STR) cast on them by a brownfur transmuter? They're stacking around 44 STR before rage and without alchemical bonuses. Even if they're not so optimized, they could easily have over 30 STR at a relatively low level with the right setup, which is more than you can say about CON.

Why is the rage so late?

Also, how is this different than just a weird barbarian with a flaming weapon?


Okay so I know I promised builds, but as I was working on it I realized a couple of things.

1 - It's entirely useless to have metakinesis. Kinetic blade modifies attack actions (specifically a standard attack, charge, or full-round attack), not blasts, and therefore you can't use metakinesis with them. No empowering, no maximizing, no quickening, no doubling.

Proof:
Kinetic Blade

Element(s) universal; Type form infusion; Level 1; Burn 1

Associated Blasts any

Saving Throw none

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

2 - Kinetic weapon should be a modifier to kinetic blast. This hinges on the former realization, and the fact that you can't actually kinetic blast at all since it's forbidden to use it without being modified by kinetic weapon (which, since it acts like kinetic blade, modifies attacks and not kinetic blasts).

3 - This entire class would work better as a whole new hybrid of Barbarian and Kineticist. So many mechanics are being changed, and so many things are being hung on ideas that turn out to be wrong, that there's no reason not to just scrap it as an archetype and start fresh.

So... yeah, guess I'll be doing that, then.

Also, My Self, something I noticed when I was drudging up a build for this based on pure Str - it really isn't as huge a bonus as it seems. Yes, it improves your attack rolls significantly, but the damage bonus isn't especially massive, and the limits I have in there still rely on Con (since Elemental Might only affects wild talents). You'd literally have to do as you did and min-max as much Str as you possibly can.


Onyx Tanuki wrote:
This entire class would work better as a whole new hybrid of Barbarian and Kineticist. So many mechanics are being changed, and so many things are being hung on ideas that turn out to be wrong, that there's no reason not to just scrap it as an archetype and start fresh.

I thought similarly when I first saw it, but me saying as much would have been in poor taste. I'm glad you came to that realization. :)

I still look forward to seeing this amalgam. :)

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