Urban Kineticist - Kineticist Archetype.


Homebrew and House Rules


Not all Kineticists develop their powers under the influence of dungeons and wilderness, where haphazard use of powers isn't bound to wrought collateral destruction. Their blasts have to be more precise, and they gain more use of utility talents than their kinetic peers.
Controlled Burn (Su): An urban kineticist reduces the amount of burn they can accept per round by one, starting at zero burn for the first 6 levels. They can still use burn from gather power or specializations that reduce burn to zero. This alters the burn class feature.

Urban Talents (Su): The urban kineticist focuses only on controlling their blast, not on the effects of their blasts. They do not get to learn any substance infusions, but learn their form infusions at 1st level, and every 4 levels thereafter starting at 5th level. After first level, all form infusions are treated as one level lower for determining if they can be learned. Unlike other kineticists, they gain their utility wild talents at every level in which they do not gain an infusion talent from this class feature. This alters the infusions and wild talents class features.

Extended Form (Su): At 5th level the urban kineticist may use the extended form infusion along with any other form infusion, except for the extreme range infusion, but must pay the additional 1 point of burn for using the extended form infusion, though this cost may be offset by the infusion specialization class feature as normal. She must still have learned the extended form infusion to benefit from this feature.

Damage for Defense (Su): When expanding into a new element, the urban kineticist does not learn any composite blasts, nor may she learn them at a later time. She does however gain the expanded defense of the new element. This alters the Expanded Element class feature.

Extreme Form (Su): At 16th level the urban kineticist may use the extreme form infusion when using any other form infusion. Otherwise this works as the extended form class feature but with the cost being 2 burn. This replaces the composite specialization class feature.

NOTE:
Before using this, please understand that it is intentionally weaker than the base class. No use of burn for the first 6 levels is huge, and some of the very best infusions are substance (such as Magnetic, my personal favorite). Do not use this archetype lightly.

I built it because I found it annoying just how many "Extra Wild Talent" feats I have to take to feel complete. This also allows me to create an Aether Kineticist who can Foe Throw up to 120' away (or 480' later). The reduced burn-per-turn is an important balancing factor in that it prevents you from combining many infusions too early.

So, I can Gather Power (no move) for the 1st 6 levels to hit something more than 30' away. At 5th level (infusion spec) I can either do this without gathering power, or foe-throw for 2 burn with 1 burn offset by specialization and 1 burn offset by gather power. At 6th level (can finally use a burn per turn) I don't need to gather power to use foe-throw, or if I use foe-throw, I can throw them up to 120' away (with gather power, and spending 1 burn). Etc, etc...

Silver Crusade

Looks good, but when you say Extended Form, I'm not sure what you mean. I didn't see anything about that particular infusion in the OA handbook.

Shadow Lodge

It's the Extended Range infusion, which is a form infusion.


This looks interesting. Looking over the various infusions, it seems like this is hardest on fire and earth, which seem to have staple infusions (Burning/Searing flame/Unraveling/Pure flame, Magnetic/Rare metal) or on anyone looking for crowd control (no Push/Pull, Entangle, Darkness, Chilling, or Grappling). This has the weird effect of making the class more straight blaster-y, since you can't attach any debuffs or other riders to your attacks, even though you're gaining more utility powers at the same time. Of course, as a huge fan of aether, we haven't got particularly good substance infusions anyway, so that's less important for us. Still, something I thought I'd point out.

I hadn't realized there aren't actually any 2nd level form infusions, or just how limited the form options are at higher levels. Although really, Extended Range is really the only 1st level form infusion that a ranged telekineticist would really want; I'd gladly trade my 3rd level infusion for another utility infusion. Dropping the effective level of your form infusions was a good idea, since it still gives you access to level-appropriate AoEs even if you don't stick to a single element (that 7th level gap is so weird.)

Speaking of adding elements, is it your intention that we get a utility talent at 7th and 15th levels even if we expand into another element (and 2 if we stick to a single element)? The wording of the Urban Talents ability would seem to indicate this.

Also, gaining the expanded defense of an expanded element in place of its simple attack is interesting; would you have a custom talent to gain an attack in that case, as an analogue to the Expanded Defense talent?

It seems like the Extended Form ability would only work with Chain, Foe throw, Force hook, Mobile blast, Singularity, and Wall, since all other form infusions already have a range of 120' or are area effects that wouldn't be affected--the only others that I could possibly see applying it to would be Impale and Torrent.

With regards to the Extreme Form ability, by the time it comes online you can automatically use it plus any of the 3rd level or lower infusions with no burn cost. Which I suppose would be true of any 1st through 3rd level substance/form infusion combos at 16th level, but my point is more that without high level substance infusions, burn is kind of less of an issue now since you don't have any more high-burn infusion combos. You can focus on metakinesis more easily, which again makes the class a little more blaster-y.

Given the fluff of the class (controlling your power and minimizing damage), what do you thing about adding something (a metakinesis, or maybe an infusion) that allows you to exclude targets caught in your AoE effects?

(If you're still working on things, now I really want to see an archetype that expands on the utility talents--I especially want something that grants bigger, stronger, shapeable kinetic cover for improved utility and battlefield control. I'm not sure how game-breaking at-will walls of ice/stone would be, but Katara and Toph threw up huge durable walls of ice and stone all the time and it doesn't seem like kineticists get anything like that, which makes me sad.)


The main glaring issue I see here... Elemental Overflow loses out at 3rd level; there is absolutely no point in having it at 3rd level since you cannot take any burn until 6th level. There should be something to offset that and change the order in which you gain Elemental Overflow bonuses.


Don't use this archetype. It was way too weak for what it did. The lack of a Composite Blast alone is enough to toss this archetype for anything other than Aether unless you're playing something that will never get to or over level 11.

As Faelyn said, the lack of Elemental Overflow was also far too hampering. There was so much sacrificed, and the only thing really gained was a few extra Utility Talents. I scrapped this archetype a while ago, it was just that bad in play-test.

IF you're looking to expand on utility talents, as your main goal wynterknight, I recommend instead that you just allow a replacement of infusions at certain levels with utilities. Most GMs won't mind that, and maybe also do like I did with the Zephyr archetype and find a way to make it interesting to stick to a single element (which adds 2 Utilities). Basically I replaced 5 Infusions for 3 utility/infusion-type powers (kept the 1st level infusion, and the one -after- each Expanded Element [Level 9, Level 17]), and made it interesting to just stick to one element. Mirroring the Zephyr will get you far better results in both balance and return; without breaking the balance in the process.

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If I'm reading this correctly, the selling point of the archetype is being able to extend your blast range. That doesn't seem very useful for an "urban" archetype. Sure, sometimes you'll fight guys perched on buildings, but you're often fighting in cramped spaces with plenty of things (and people) getting in your way. A more useful archetype would let you do things like shoot around corners, bypass soft cover caused by people, render some squares immune to your AoEs so you aren't blasting innocent people, etc.

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