Help with a "Rage" Kineticist


Homebrew and House Rules


So, I'm toying around with the idea of a rage based Kineticist archetype. Mostly as a thought puzzle. Mechanics are fun to toy with in my free time.

So, my base idea, and influence is... well, ya know in media where someone coats their body in elemental matter and busts down moves as a virtually unstoppable force of nature? I've kinda been thinking about that and the idea of going armorless as an ascetic. They rage, maybe eventually get a power to stay in rage all the time, and come in like a wrecking ball. I also fancy the idea of burn being gained more slowly, perhaps they can't take burn out of rage, but also they get stronger and stronger the more they are heating up with burn. Perhaps even slowly loosing burn at 1 per hour when out of combat?

So, the questions I have then are:

1. What do you think a rage kineticist would look like?
2. What are some neat ideas you think synergize with a rage kineticist?
3. How would you make up for the loss of wearing armor?
4. Below I have a rough outline. I'm thinking it needs an equivalent to the +1 to hit and +2 to damage per burn for each 3 kineticist levels you have. How would you go about giving this equivalent? Would you copy paste that ability?
5. Is this basic concept too extreme? When in raged obviously it would be a powerhouse, but outside of rage it looses most class powers besides simple blasts. Is that too much? How would you balance it around the idea of something like this, this, or this?
6. Any other random thoughts! This is a spitball thread, there are no wrong answers*.

Spoiler:

Wild Kineticist

Some kineticists are a ball of elemental fury just waiting to explode. Normally, they are little more than a average person, but when their kinetic power unleashes itself they are transformed into a living mass of elemental energy who can casually lay destruction in their wake. However, once their wrath has subsided a wild kineticist will often pass out instantly from overexertion.

Weapon and Armor Proficiency:
The Wild Kineticist is only proficient in simple weapons.

Single Minded (Su):
(Placeholder text! The idea is you only get one element.) The wild kineticist can, however, choose one composite blast they possess half the requirements for in place of a utility wild talent.

(Note for below: I was thinking of making Wild Talents not usable outside of "rage" except simple kinetic blasts. Rage however, is a super rage granting all your class features.)

Kinetic Fury (Su):
The wild kineticist covers themselves with elemental power. Their body becoms like an elemental with fire raging over every inch of skin or lightning coursing through their viens or their body being overrun with verdant growth or some other thematic application. This ability is simular to a barbarian's rage. Starting at 3rd level, when completely unarmored a wild kineticist can enter kinetic fury for a number of rounds per day equal to 4 + their Constitution modifier. At each level after 3rd, they 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 wild kineticist can use kinetic fury per day. A wild kineticist can enter kinetic fury 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 kinetic fury, a wild kineticist gains a +4 morale bonus to their Strength and Constitution, as well as a +2 morale bonus on Will saves. Unlike rage, they take no penalty to Armor Class. They also instantly gain the effects of all their supernatural ability and spell-like ability utility wild talents that target the wild kineticist who possess them as if they were rage powers. No action is required to activate them. If the utility wild talent has a burn cost the wild kineticist gains that effect after their current burn taken is at least as much as the burn cost of the wild talent. If the utility wild talent has a target other than the kineticist themselves they must pay the burn cost as normal to gain effects. The increase to Constitution grants the wild kineticist 2 hit points per Hit Dice, but these disappear when the kinetic fury ends and are not lost first like temporary hit points. While in kinetic fury, a wild kineticist cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride or a skill in which they possess skilled kineticist) or any ability that requires patience or concentration other than wild talents.

A wild kineticist can end their kinetic fury as a free action and is fatigued after kinetic fury for a number of rounds equal to 2 times the number of rounds spent in the kinetic fury. This fatigue overrides any form of fatigue immunity or conversion except the roused anger rage power. After using roused anger though, a wild kineticist's exhausted condition cannot be overridden by anything. A wild kineticist cannot enter a new kinetic fury while fatigued or exhausted but can otherwise enter kinetic fury multiple times during a single encounter or combat. If a wild kineticist falls unconscious, their kinetic fury immediately ends, placing them in extreme peril of death. This ability counts as having the rage class feature and can be modified by any effects that use the rage feature.

As a wild kineticist's body becomes more and more suffused with their element, they begins to gain more powerful benefits.

Starting at 6th level, whenever they have at least 3 points of burn, the morale bonus to their Strength and Constitution increases to +6 and the morale bonus on their Will saves increases to +3. They also gain a morale bonus to Dexterity of +2. If the Kineticist possess greater flame jet or a power that works as greater flame jet they gain a supernatural flight speed of 60 with good manuverability. At 11th level, whenever the wild kineticist has at least 5 points of burn, the morale bonus to their Strength and Constitution increases to +8, the morale bonus on their dexterity increases to +4, and the morale bonus on their Will saves increases to +4.

At 16th level, whenever the kineticist has at least 7 points of burn, the morale bonus to their Strength and Constitution increases to +10, the morale bonus on their dexterity increases to +6, and the morale bonus on their Will saves increases to +5. This replaces the elemental overflow class feature.

Furious Defense (Su):
The wild kineticist does not gain the benifits of their elemental defense unless they are in a kinetic fury or other rage effect. The wild kineticist cannot put burn into their defense, but when it is active they treat all of their current burn as if it had been used to buff elemental defense up to their current maximum. This alters the elemental defense class feature.

Gather Rage (Su):
Whenever a wild kineticist uses gather power, if they do not use the extra power to reduce the total burn cost of a blast wild talent they may instead refill their "rage" round. They treat every point of burn reduction as one rage round. The bonus from gather power can be split between both rage and reducing burn. This alters the gather power class feature.

Rage Powers (No duh, I need these in here. Likely loosing half of the utility wild talents.)

Burn Refresh (Ex):
Out of nessecity, wild kineticists learn to ease the burren of the burn they have taken on. Starting at ??? once per day the kineticist removes 1 burn from themselves when they exit a kinetic fury. This reduction increases by 1 for every X levels above ???. This replaces the ??? class feature. (The basic idea here is that they have an emergency get out of death free card. I'm eyeing up Internal Buffer as a sacrifice.)

*There probably are wrong answers.

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