Gestalt Kineticist Archetype


Homebrew and House Rules


I have a problem that I can't seem to resolve without destroying a characters usefulnes...

I'm so torn between Aerokineticist and Aetherkineticist that if I ever got a chance to play a gestalt game, I'd play double-class kineticist just to get all the utilities and a lightning blast.

I keep trying to build a proper archetype that would somehow let me double-down on utilities, but not become ineffective in combat. I'm thinking it'd have to be an Outsider (element) Archetype that either gives Aether utilities to the character, or forces them to choose Aether initially and get their element as a bonus. Anyone have any ideas? I want to start with electrical attacks, telekinetic utilities, and air utilities, but not be overpowered. :/


Lets see what we can do here.

Lets go from the vector of being of Aether, but drawing a bit from the abilities air can use, maybe even later branching out. For this, lets use outsider for a title, for the moment anyways so I don't put ??? in there and don't waste time coming up with a title. This is all off the top of my head, mind you;

First off, we want something along the lines of;

Aether Focus (Ex): An outsider must choose aether as her primary element.

That sets the stage for what we want to do. They work with aether. If I may, lets expand upon this. Lets call it energy focus instead, and lets offer it up as follows;

Energy Focus (Ex): An outsider must choose aether as her primary element and must choose an energy blast as her first simple blast, regardless of the element associated with the kinetic blast. An Outsider can only ever learn kinetic blasts of the energy blast type.

That gives us more flex in this concept. We are using aether to produce energy. This can be electricity, but if someone wanted to go a different course, this give them the freedom to do so. We may want to address things later when they would pick up other elements, replacements/augmentations, but.. we'll check in on that.

Now, this presents an issue to overcome. Something needs included in the focus that discusses which Wild Talents they can acquire. So, lets elaborate further, in a different feature;

Energetic Infusions: For the purpose of qualifying for infusion wild talents, an outsider must conform to the blast prerequisites, but does not need to possess access to the element associated with the infusion.

Now, for utility. Off the top of my head, lets make it so they have access to those two pools of utilities, and increase the number they get. We'll keep them at the same number of wild talents, mind you, but we will be picking up utility and dropping a number of infusions. This could be a voluntary thing at the levels things are replaced, but lets start with this;

Aetheric Utility: For the purpose of qualifying for utility wild talents, although an outsider strictly uses aether, they may qualify for any utility wild talent of the Aether or Air element. In addition to the levels a kineticist would normally acquire utility wild talents, an outsider also acquires utility wild talents at 1st, 5th, 9th, 13th, and 17th level. This replaces the infusion wild talents acquired at 1st, 5th, 9th, 13th, and 17th, and alters the utility wild talents.

Now, we should give them something given we altered how their elements work. My thought, is give them focus on the concept, and promote versatility in their limited infusion selection. As follows;

Aetheric Versatility At 7th level, an outsider learns an additional energy type kinetic blast, along with the aetheric boost composite blast wild talent. Additionally, for the purpose of infusion wild talents, an outsider may treat any simple blast she possesses as another she possesses. For instance, an outsider who possesses electric blast and fire blast may apply infusion wild talents that normally function with fire blast to electric blast and visa versa. At 15th level, an outsider learns an additional energy type kinetic blast along with the force blast composite blast. This replaces expanded element.

Why this? We make it so that, while they are limited in some regards, they are enhanced in others. Considering things as they are at present, the blast options are; Cold, Electric, and Fire. When they add more elements, there will be more choice, but for now under this notion, they will get all their options, the question is simply when. Additionally, we have added a layer of versatility others do not get. A utility aspect, if you will.

Of course, something needs done for Omnikinesis, but I can't think of anything at the moment.

But, pulling all that is propose above together, details and name pending;

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OUTSIDER (ARCHETYPE)
Flavor text as appropriate.

Energy Focus (Ex): An outsider must choose aether as her primary element and must choose an energy blast as her first simple blast, regardless of the element associated with the kinetic blast. An outsider can only ever learn kinetic blasts of the energy blast type.

Energetic Infusions: For the purpose of qualifying for infusion wild talents, an outsider must conform to the blast prerequisites, but does not need to possess access to the element associated with the infusion.

Aetheric Utility: For the purpose of qualifying for utility wild talents, although an outsider strictly uses aether, they may qualify for any utility wild talent of the Aether or Air element. In addition to the levels a kineticist would normally acquire utility wild talents, an outsider also acquires utility wild talents at 1st, 5th, 9th, 13th, and 17th level. This replaces the infusion wild talents acquired at 1st, 5th, 9th, 13th, and 17th, and alters the utility wild talents.

Aetheric Versatility: At 7th level, an outsider learns an additional energy type kinetic blast, along with the aetheric boost composite blast wild talent. Additionally, for the purpose of infusion wild talents, an outsider may treat any simple blast she possesses as another she possesses. For instance, an outsider who possesses electric blast and fire blast may apply infusion wild talents that normally function with fire blast to electric blast and visa versa. At 15th level, an outsider learns an additional energy type kinetic blast along with the force blast composite blast. This replaces expanded element.

Something or other: At 20th level, bla bla bla, ect. this replaces omnikinesis


Interestingly, this is not that unlike my own version: HERE except I started utility at 3rd instead of 1st.

I don't think you weaken your version enough... but I do like letting them "pick" their Kinetic Blast to be either Telekinetic or choose one of their element (we can't say "energy" only though, due to Earth).

I'll work on it some more... gotta think it through a bit further. :)

Silver Crusade

I loved this until I saw how many Infusions you'd be giving up. While I understand (as you're gaining *access* to a buttload more than usual), it seems like unless you spend all your feats on Extra Talent, you'll be falling so far behind every other Kineticist, there's not a whole lot of point.

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