
Sphynx |
3 people marked this as a favorite. |

Jaedai Knight - Kineticist Archetype
The Jaedai Knights are an order of Knights who focus on an element they refer to as "The Force". This is an element which bears many semblances to the Aether element, except that whereas most kineticist draw from the Ethereal Plane, a Jaedai Knight draws from the Astral Plane, giving them power over the mind.
Prerequisite: Kineticist with Aether elemental focus.
Light Saber (Su): All Jaedai Knights start with the Kinetic Blade infusion, however this only works if they have a device through which to focus their blast, which all characters start with. Through the use of crystals, harnessed in a mithral casing, she is able to focus the far more random power of the Astral plane into a weapon. Once a Kinetic Blade is formed, it is sustained turn by turn as a simple action unless the device harnessing the crystal is dropped. Replacing or fixing a damaged or sundered light saber requires 2d4 days, 2 lbs of Mithral and a crystal worth no less than 1,000 GP. The jaedai receives a +10 to their CMD to avoid having their light sabers sundered.
A Jaedai Knight is treated as having fighter levels equal to his levels as a kineticist for the purpose of qualifying for feats, but only with the light saber. Otherwise, all other rules for the Kinetic Blade remain the same, such as it never counting as being wielded.
Infusions (Su): Jaedai Knights can not gain the Kinetic Whip infusion. This alters the infusion class feature.
Utility Wild Talents (Su): Jaedai Knights have access to the following Aether utility wild talents: basic telekinesis, kinetic healer, telekinetic finesse, telekinetic haul, touchsight, telekinetic maneuvers, self telekinesis (but not the greater version) and touchsight (reactive). In addition, they may gain Astral utility wild talents listed below.
Kinetic Blast (Su): Jaedai Knights do not gain the ability to shoot ranged blasts, and are limited to using their Light sabers for their kinetic blasts. This alters the kinetic blast class feature.
Elemental Defense (Su): Once per round, when your light saber is activated, you can deflect any attack against you by making an attack roll against the roll used to attack you. You must exceed, not match, the attacker’s roll in order to deflect the attack. This replaces the elemental defense class feature.
Power of Light (Su): Upon reaching 7th level, your light saber increases it’s critical to 19-20/x3 instead of the default of 20/x2. You can spend 1 burn to double the critical of the light saber for 1 round per level. At 16th level the critical increases to 18-20/x3 and the damage of the Kinetic Blade, and for 2 burn you can add your Elemental Overflow damage bonus to attacks made within the duration. This replaces the Expanded Element and the Composite Specialization class features.
Wild Talents, Utility
Influence
Element(s) astral; Type utility (Sp); Level 2; Burn 0; Saving Throw: Will negates
You are able to change the attitude of a creature at a small level. Turning rage into annoyance, happiness into discomfort, or give a feeling of apathy to anyone that is not under a strong emotional influence. This can shift any creature’s attitude towards the party by 1 degree. From Hostile to Unfriendly to Indifferent to Friendly to Helpful, though this may only be used on any creature once per day.
Influence, Greater
Element(s) astral; Type utility (Sp); Level 4; Burn 0
You are able to make a suggestion (as per the spell) to a creature, one time per day per creature.
Misdirect
Element(s) astral; Type utility (Sp); Level 2; Burn 0
You are able create a single minor illusion that are purely visual as per the Silent Image spell, though the size of the illusion can be large or greater. This illusion requires a move action to maintain.
Sense Life
Element(s) astral; Type utility (Sp); Level 4; Burn 0
You are able to sense the presence of a living being by focusing on an area within 120’ of yourself. When activated, you are treated as under the influence of a See Invisible spell for anything within 30’ of the area you focus upon, though you must still have line of sight to actually see your target(s). This lasts for as long as you spend a standard action focusing on that area.
Foresee
Element(s) astral; Type utility (Sp); Level 3; Burn 0
You receive insights of the future. This grants you a +4 bonus on all initiative tests, for 1 minute per level. Accept 1 burn to have this effect last until the next time you recover burn.
Enhanced Athleticism
Element(s) astral; Type utility (Sp); Level 1; Burn 0
As the Air’s Leap talent. Additionally, you can add your levels in burn to all balance checks.
Greater Enhanced Athleticism
Element(s) astral; Type utility (Sp); Level 2; Burn 0
You gain the effects of the Endurance feat for 1 minute per level. While under this effect your running speed is equal to 5x your normal movement speed instead of 4. Accept 1 burn to have this effect last until the next time you recover burn.

![]() |

I'd almost consider dropping the burn cost for kinetic blade, seeing as it is a mainstay of the class now. Also would this allow people who take expanded element to take the normal aether blast as their basic blast, or are they always locked out from it? Aetheric boost seems like it'd be cool for something like this, although I think stepping the blade up to 19-20/x3 might be a little too powerful, maybe 19-20/x2 would be more in line, and spending burn can put it up to 18-20/x2 or 19-20/x3 damage.

![]() |

The expanded element was replaced by Power of Light... They never get a blast. Or composite blast thus.
Sorry, I guess I glossed over that. It's late and I'm working on other stuff, so my mind's in 8 different places. I wasn't thinking that it replaced both expanded elements, just the first one. If that's the case, maybe it goes 19-20/x2 at 7th, and hits 19-20/x3 at 15th then? Again, I think it's solid work you've got here regardless.

Sphynx |

Sphynx wrote:The expanded element was replaced by Power of Light... They never get a blast. Or composite blast thus.Sorry, I guess I glossed over that. It's late and I'm working on other stuff, so my mind's in 8 different places. I wasn't thinking that it replaced both expanded elements, just the first one. If that's the case, maybe it goes 19-20/x2 at 7th, and hits 19-20/x3 at 15th then? Again, I think it's solid work you've got here regardless.
I think you are right, and remove the 16th level entirely... They can just grab Improved Critical if they want that... So weapon adjustments at 7th and 15th level.
UnArcaneElection: I thought of that, but couldnt squeeze enough in, plus that allows all Jeadai to do things that, thematically, arent Force related. Besides, this lets us add prestige classes for the Consular, etc... :P

Warhawk7 |

This... is pretty damn cool.
I'd get rid of the 'no ranged blasts' however. Picking up objects and throwing them at their foes is actually a common practice among Force users. Giving them Expanded Element but limiting them to the air element or aether element should fit thematically. They'd get the option to pick Air Blast or Electricity Blast from the Air Element, but not both. This also gives them access to composites of air and aether, like Force Blast and Thunderstorm Blast (fits for a Dark Side Force Storm).
Perhaps you can put Power of Light at 6th level and replace Internal Buffer, or just fold the changes into the core Light Saber ability.
Lastly, there should be a Capstone that fits the archetype better than Omnikinesis.

Sphynx |

This... is pretty damn cool.
I'd get rid of the 'no ranged blasts' however. Picking up objects and throwing them at their foes is actually a common practice among Force users. Giving them Expanded Element but limiting them to the air element or aether element should fit thematically. They'd get the option to pick Air Blast or Electricity Blast from the Air Element, but not both. This also gives them access to composites of air and aether, like Force Blast and Thunderstorm Blast (fits for a Dark Side Force Storm).Perhaps you can put Power of Light at 6th level and replace Internal Buffer, or just fold the changes into the core Light Saber ability.
Lastly, there should be a Capstone that fits the archetype better than Omnikinesis.
I am working on an update to this which will allow for ranged attack, but without kinetic-blast damage. Still useful for pushing/bowling, and even flurry, but despite the fact they often use TK to throw objects, they aren't able to push out the damage like with their light sabers. Basically, the blast would use weight/height to determine damage normally (like how much damage would that boulder cause if it just fell on them as opposed to being launched at them). Not sure I want to see them with composites, since they can specialize, and greater specialize with greater focus.
Stil a work in progress, but I'll fine tune it. :)
Right now I'm trying to figure out their Elemental Form. They lack an animus when they have burned, so trying to balance a lack of visibility with their stat boosts...

Warhawk7 |

Well, the Force Blast composite deals damage as a simple blast per RAW.
Just replace Elemental Overflow with something else. It doesn't seem to fit the idea of a Force User IMO. How about this: They lose Elemental Overflow and gain ranged kinetic blasts at 3rd level instead of 1st, complete with blast damage, but perhaps +1d6 every 4 levels rather than every 2.
Oh, and if they choose Air, they won't be able to select Wings of Air, period. (It doesn't fit the theme at all).
EDIT: Hey, if you don't mind, could I use this archetype (or a variant of) for any Sci-Fi homebrew games I run, PbP games in particular.

Shiroi |
I feel for clarification that "free action" should be substituted for "simple action" in the saber entry. I'd also specify for the simple minded that you continue to threaten and such between turns so long as the saber is in your hands.
I agree that ranged blasts aren't their thing, so I'd give them a Saber throw ability for thematic purposes.
You can also give access to air talents and force lightning without giving air element through the Astral talents section. This is probably where I'd put the saber throw ability since not every knight uses that skill to full effect.
For force lightning I bet you could do a ranged touch attack for lightning damage, that makes a grapple check to hold targets no larger than one size category larger than yourself still. It would be regular blast damage, maybe a die less? But for a burn you could maintain it as a move action that makes it continous damage for the purpose of concentration checks, for a number of rounds equal to your level.

Sphynx |

If you want them to be Jedi, just call them that.
The use of the word Jaedai was precisely because they are not intended to be Jedi, just something very similar. To be Jedi, I would need a system that allowed them to draw from the "Dark side" and do things like "Force lightning", things I was intentionally trying to avoid.
The goal was a jedi-themed archetype for the Kineticist, not to actually create Jedi. :P
However...
once the ball gets rolling on something like this, it tends to pick up momentum, and I find myself already working on how to draw these other aspects in. For example, I've been working on a Lightwhip... but even though they do exist in the Star Wars universe, they are universally accepted as being considerably weaker than a light saber. What they make up for in flexibility is sacrificed in strength, meaning that if I created an infusion to allow for a Lightwhip, it would have to have a reduced damage (no Con bonus since it already doesn't get Elemental Overflow) for damage (and as such, not be interesting to people who want one, in my humble opinion), so I dropped it from my current pdf or now.
Similarly, I am avoiding any "Air" talents. Yes, they can shoot lightning from their finger tips, but it's not lightning... it's "life force" which drains from their own life force (Hence Senator Palatine's withered appearance when he used it too much, and his weakened state which allowed Darth Vader to overcome him and toss him to his demise). I have a system I think works with it, but only once I iron out how to allow dark-side burn (which basically will be a way of exceeding your burn-per-turn and daily burn-max). I'll post an update sometime this week.

Sphynx |

EDIT: Hey, if you don't mind, could I use this archetype (or a variant of) for any Sci-Fi homebrew games I run, PbP games in particular.
Of course, and sorry for the late response. Anything posted on these forums are suppose to be free for anyone to use, though I appreciate the asking. :)

Sphynx |

Precisely... but with reduced damage, nobody will want to take it. The real advantage to the whip isn't the reach, it's the duration, and reach in itself isn't worth a greatly reduced damage. If you make the whip interesting, then instead of having jedi with lightsabers, 100% of the jedis will have whips, which isn't the theme you want in the long run.
My other option, and if I were to do Whip, the one I'd go with, is to create something that let you replace Power of Light with Reach and some other effect. Enough that it's interesting to have a whip, but not as damaging as having a potential 18-20/x2 with Elemental Overflow damage added.