The Omnikineticist, a Suli Kineticist racial archetype


Homebrew and House Rules


Omnikineticist, a Suli Kineticist Archetype

The children of the elements are generally drawn to their parental element; Ifrits to fire, Undine to water, Oread to earth, and Sylphs to air. However, the cousin to all those, the Suli, favor none of the elements particularly strongly, though they have a connection to all. The Omnikineticist draws power from the four elements and weaves them together to form a more beautiful representation of their own existences.

Omnifocus (Su): At 1st level, the Omnikineticist gains a focus on the four classic primary elements (air, earth, fire, and water). She may only choose Wild Talents from these elements and no other elements. She gains all the Basic Utility Wild Talents from these four elements (Basic Aerokinesis, Basic Pyrokinesis, Basic Geokinesis, and Basic Hydrokinesis). She does not gain additional class skills until she learns the simple blast Wild Talent for a particular element. This replaces Elemental Focus.

Kinetic Blast (Sp): At 1st level, the Omnikineticist chooses one Simple Blast Wild Talent of her choice from the elements available to her through her Omnifocus. She also gains the class skills granted by that element. This alters the Kinetic Blast class feature alters and otherwise functions normally.

Elemental Assault (Su): At 1st level, whenever the Omnikineticist uses her Elemental Assault or Energy Strike racial ability, she may add one Substance Infusion she knows to her attacks as if using this ability as a simple blast. She must accept burn for this infusion, but the burn cost of the infusion may be reduced by Infusion Specialization as normal.

Wild Talents: An Omnikineticist may take any Infusion or Utility Wild Talents she qualifies for. She may only take Infusion or Utility Wild Talents of an element if she has also gained one of that element's simple blasts. This alters the Wild Talents class feature, but otherwise functions normally.

Elemental Defense (Su): At 2nd level, an Omnikineticist may take any Defense Wild Talent of her choice if she has also gained one of that element's simple blasts. She may also take Expanded Defense without meeting its level prerequisites as long as she meets all other prerequisites, including knowing a simple blast of the appropriate element. The Omnikineticist also gains a 5% chance to ignore critical hits and precision damage per Defense Wild Talent she knows. If she spends burn to increase the effectiveness of any of her Defense Wild Talents, she increases this chance to ignore critical hits and precision damage by an amount equal to 5% times the number of burn spent on her Defense Wild Talent. This alters the Elemental Defense class feature, but otherwise functions normally.

Extra Kinetic Blast (Su): At 3rd level and every 3 levels after, the Omnikineticist learns an additional Kinetic Blast of her choice from those available to her through her Omnifocus. Her previous selected blasts gain a stacking +1 bonus to attack and a +2 bonus to damage, as well as a stacking +5 resistance bonus to the element that blast is associated with (fire with fire, water and ice with cold, air and electric with electricity), with earth gaining damage reduction of +2 against bludgeoning damage. This resistance bonus also applies a stacking +1 resistance bonus to saving throws against those same elements. Only one bonus to cold and electricity resistance applies; use the better bonus. This bonus to attack and damage is considered to be applicable only when Elemental Overflow's bonus to attack and damage would apply. She also gains the class skills granted by that element. At 18th level, increase the bonus to attack by +1 for all blasts and the damage by +2 to all blasts. This replaces Elemental Overflow.

Composite Blast (Sp): At 6th level, the Omnikineticist gains access to all composite blasts she qualifies for. Composite blasts gain the lowest attack and damage bonus of the two simple blasts used to create it. This replaces Internal Buffer.

Expanded Understanding (Su): At 7th level, the Omnikineticist selects one of the simple blasts she knows. She reduces the cost of that blast and of composite blasts that use this simple blast by 1 point of burn. At 15th level she selects a second simple blast she knows and reduces the cost of that blast and of composite blasts that use that simple blast by 1 point of burn as well. She can never reduce the amount of burn a blast costs below 0 using this ability. This replaces Expanded Element and Composite Specialization.

Blast Specialization (Su): At 20th level, an Omnikineticist reaches the pinnacle of her power. She applies the highest attack and damage bonus from her Simple Blasts to all of her Kinetic Blasts. Her resistances become 20 against cold, electricity, and fire, and she gains 10 points of damage reduction against bludgeoning damage. If her bonuses are better from the Extra Kinetic Blast ability, use those bonuses instead. She also gains a chance to ignore critical hits and extra damage from sources of precision damage equal to 2% per class level. This stacks with any additional chance gained from investing burn into her Defense Wild Talents.

P.E.A.C.H. (Please examine and critique honestly.)

For reference, Suli, from the Paizo PRD.

Obviously language needs to be cleaned up. I do hope the intent comes across though.


CalethosVB wrote:

Omnikineticist, a Suli Kineticist Archetype

The children of the elements are generally drawn to their parental element; Ifrits to fire, Undine to water, Oread to earth, and Sylphs to air. However, the cousin to all those, the Suli, favor none of the elements particularly strongly, though they have a connection to all. The Omnikineticist draws power from the four elements and weaves them together to form a more beautiful representation of their own existences.

Omnifocus (Su): At 1st level, the Omnikineticist gains a focus on the four classic primary elements (air, earth, fire, and water). She may only choose Wild Talents from these elements and no other elements. She gains all the Basic Utility Wild Talents from these four elements (Basic Aerokinesis, Basic Pyrokinesis, Basic Geokinesis, and Basic Hydrokinesis). She does not gain additional class skills until she learns the simple blast Wild Talent for a particular element. This replaces Elemental Focus.

Kinetic Blast (Sp): At 1st level, the Omnikineticist chooses one Simple Blast Wild Talent of her choice from the elements available to her through her Omnifocus. She also gains the class skills granted by that element. This alters the Kinetic Blast class feature alters and otherwise functions normally.

Elemental Assault (Su): At 1st level, whenever the Omnikineticist uses her Elemental Assault racial ability, she may add one Substance Infusion she knows to her attacks as if using this ability as a simple blast. She must accept burn for this infusion, but the burn cost of the infusion may be reduced by Infusion Specialization as normal.

Wild Talents: An Omnikineticist may take any Infusion or Utility Wild Talents she qualifies for. She may only take Infusion or Utility Wild Talents of an element if she has also gained one of that element's simple blasts. This alters the Wild Talents class feature, but otherwise functions normally.

Elemental Defense (Su): At 2nd level, an Omnikineticist may take any Defense...

Just looking to TL:DR from the base class here: more open from the gate for infusion and wild talents, as long as you qualify for them but not more gains overall. It gives you the possibility to pick blast A,B,C,or D and then a defense that is independent of that which is nice. No internal buffer but composite blasts become actually relevant really early.

My opinion of it: While I get the idea and purpose behind it I still think a lot of it comes together too early too soon. While I think the base class is too slow I think this one is too fast. The idea, IMO, of the kineticist is that you are sacrificing some damage to gain the ability to infuse utility, and adaptable utility at that, to your attacks. While you aren't given accelerated access to the infusions and utility WT, you are given a broad scope to your choices. However, I do think the composite gains are too soon. I think it should be separate from Expanded Understanding and come at around 10-12 for the first few composites you know by then.


I've been working on a Suli class myself, so what I say may have some bias...

She gives up Elemental Overflow (maximum of +6 to hit, +12 damage, +6 Con, +4 Dex, +2 Str), Internal Buffer (nothing really), Expanded Element, and Composite Specialization.

She gains all the kinetic blasts (except TK of course) with her favorite getting +6/+12 at the same rate as Elemental Overflow, she replaces her composite specialization with something that does the same thing, plus some. So basically, all she's lost is the ability score bonus from Overflow.

So, for the cost of abilities, she gains damage types of all sorts, -1 burn to her favorite non-composite blast, 7 additional class skills, Infusions that last multiple rounds and can be applied to magical weapons (elemental assault), higher DR than Earth can get (at least against bludgeoning), and of course, a far better omnikinesis...

I don't think the cost matches the benefits. I realize that I overcompensate with how I build my archetypes, trying to make sure they are weaker than the class itself for fairness, but I'm not thinking you compensated enough in sacrifice for what you gain...

Interestingly, the archetype I've been working on is quite a bit different. I haven't ironed out the costs yet, but basically, I sacrifice ALL utility wild talents in order to gain (at 1st level) all 4 elemental blasts, all 4 defenses at 2nd level but without the ability to spend burn on them, but treat them as if they had an amount of burn spent on them equal to level/4 (which does not effect their elemental overflow). They get either all the physical or all the energy composite blasts at 7th level, and the other group at 15th level. I also allow their elemental assault (or energy strike) to combine with their kinetic blast of the same element (so basically, +1d6 damage if it's the same element). But like I said, it's still a work in progress... I see that I've sacrificed more than I've given, so not ready for review quite yet. :P


@Texas Snyper: If I made one change, moving Composite Blasts to level 10 instead of 6, how would that change your opinion? The class doesn't get Composite Specialization, which would knock the cost down for all composites, but gets to knock off the cost of her favorite composite, and still comes with decreased attack and damage. This still makes composites relevant early via Expanded Understanding, but not so much so that you will do great with every composite.

@Sphynx: Omnikinesis allows you to modify your loadout on a whim. With this, you're locked in at whatever you've built. Build carefully.

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