Should I approve these Kineticist Items?


Homebrew and House Rules


One of my players is playing a pyrokinecist and said that he wasn't happy with the current selection of items. I don't know much about kinecist to make an informed opinion so I wanted to ask the community what they thought about these item requests.

Conductive Gloves: Hand Slot
Priced as two magic weapons of the same enhancement bonus
Caster level as thrice the enhancement bonus
Applies enhancement bonus to attack and damage rolls with Kinetic Blasts. Can have ranged weapon special abilities applied to them with the exception of abilities that rely on wielding the weapon and abilities that add elemental damage, in addition to some custom special abilities.
+1 Element-focused: The enhancement bonus of the weapon increases by +2 when used with simple and composite blasts associated with the element. The gloves may possess weapon special abilities that add elemental damage as long as that damage is a type associated with the element the gloves are attuned to (cold damage for water, acid for earth, and lightning and sonic for air).
+2 Blasting: The gloves grant a single simple blast to the wearer, which deals damage as normal based on the wearer’s kineticist level. If the wearer has no kineticist level, they are treated as kineticist level 1. this blast has access to any infusions the wearer may possess, but costs one burn at activate. This can be reduced by Gather Power, should the wearer have it.
+3 Improved Blasting: as Blasting, but also grants the wearer access to any composite blasts the granted simple blast would normally cause them to gain. These composite blasts cost one extra burn to activate.

Canopic Jars/Blood Runes
Priced at 1000 gp (based on the Plume of Panache, an item serving a similar purpose. feels a little bit cheap)
CL 5
1/day as a swift action, the bearer of this item may choose to redirect all burn he suffers that turn into this item. When doing so, he cannot benefit from Gather Power, and is still restricted in the number of burn that can be accepted each round. After this item absorbs burn, it deactivates for a number of days equal to the number of burn it accepted. It can be used while deactivated in this manner, but explodes the following round, dealing 1d6 damage per point of burn it absorbed. This damage is of the same type as the blast whose burn it accepted, with a reflex save DC (half damage) equal to 10 + 3 * the number of burn accepted.

Internal Bandages: Body Slot or Arm Slot
Price Undetermined
CL Undetermined
Gain DR that only applies against nonlethal damage, including Burn damage, though you are still limited in terms of the maximum amount of Burn a character can take.


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You shouldn't allow any of those. They all only seek to overcome inherent limitations of the class that the class already provides for.

Liberty's Edge

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The latter two are a really bad idea IMO, the way the Class works is sorta predicated on how Burn works.

The first...I wouldn't allow any of those three special weapon properties for a second. They're not balanced at all, IMO. The basic premise of the item (bonus to hit and damage on blasts) seems like it might be fine if the Kineticist has been overshadowed by other PCs on that front.

If he hasn't been overshadowed...maybe not so much.

Silver Crusade

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mercilessdm wrote:
One of my players is playing a pyrokinecist and said that he wasn't happy with the current selection of items. I don't know much about kinecist to make an informed opinion so I wanted to ask the community what they thought about these item requests.

As an aside, this should probably be in homebrew, but let me take a stab at it. I do have a bit of experience with the class...

Quote:

Conductive Gloves: Hand Slot

Priced as two magic weapons of the same enhancement bonus
Caster level as thrice the enhancement bonus
Applies enhancement bonus to attack and damage rolls with Kinetic Blasts. Can have ranged weapon special abilities applied to them with the exception of abilities that rely on wielding the weapon and abilities that add elemental damage, in addition to some custom special abilities.
+1 Element-focused: The enhancement bonus of the weapon increases by +2 when used with simple and composite blasts associated with the element. The gloves may possess weapon special abilities that add elemental damage as long as that damage is a type associated with the element the gloves are attuned to (cold damage for water, acid for earth, and lightning and sonic for air).
+2 Blasting: The gloves grant a single simple blast to the wearer, which deals damage as normal based on the wearer’s kineticist level. If the wearer has no kineticist level, they are treated as kineticist level 1. this blast has access to any infusions the wearer may possess, but costs one burn at activate. This can be reduced by Gather Power, should the wearer have it.
+3 Improved Blasting: as Blasting, but also grants the wearer access to any composite blasts the granted simple blast would normally cause them to gain. These composite blasts cost one extra burn to activate.

I think you really need to watch out for letting any ranged enchantment onto things, there's quite a few that aren't balanced for the raw damage that you're doing with kinetic blast. The idea of gloves that allow for certain abilities is one I explored myself, so I'd say they're on a good path here. But I'd probably limit it to certain enhancements and such, just to make sure they're not doing anything too intense. I mean technically with this, it sounds like they could make a conductive attack with an energy blast and straight up do 2x damage.

Elemental Focused: I'd easily nix this, it's basically just a +2 for a kineticist, there's a reason they don't even normally gain enhancement bonuses to attacks, especially for things like kinetic blade and such.

Blasting: This is pretty fair, although I'd probably remove the burn cost and only allow it to work with universal infusions to make sure you're running into less problems.

Improved Blasting: Same comments as above, aside from that it's pretty nice. I'd just change the wording to "Increase the burn cost of the composite blast by 1."

Quote:

Canopic Jars/Blood Runes

Priced at 1000 gp (based on the Plume of Panache, an item serving a similar purpose. feels a little bit cheap)
CL 5
1/day as a swift action, the bearer of this item may choose to redirect all burn he suffers that turn into this item. When doing so, he cannot benefit from Gather Power, and is still restricted in the number of burn that can be accepted each round. After this item absorbs burn, it deactivates for a number of days equal to the number of burn it accepted. It can be used while deactivated in this manner, but explodes the following round, dealing 1d6 damage per point of burn it absorbed. This damage is of the same type as the blast whose burn it accepted, with a reflex save DC (half damage) equal to 10 + 3 * the number of burn accepted.

The price here is a bit too cheap, I'd stock up on like 10 of these in a heartbeat. With what I did, I allowed for 1 burn to be absorbed for around 8k, and then 2 for 32k, and made it so you could only use one of that object a day. As written, this can completely remove burn as an issue due to how cheap it is, and there's no real reason to avoid stocking up and entirely negating burn. I'd go with a hard limit on how many could be used per day if you want to be more lenient here, but think of how the player could use this burn before you accept an item like this into your game. I doubt the drawback would ever come into play myself, so it's a null point to me.

Quote:

Internal Bandages: Body Slot or Arm Slot

Price Undetermined
CL Undetermined
Gain DR that only applies against nonlethal damage, including Burn damage, though you are still limited in terms of the maximum amount of Burn a character can take.

This just reads oddly, maybe something that prevents you from being affected by X points of burn, where X times 2000 is the cost of it. It'll keep them from completely ignoring burn, but it's also a good cash sink to give them something to do with their money. And I'd go for body slot, nothing goes there.

Hope this helps, it seems like your player has the right idea for items, but they're going a bit overboard on the scale of what needs to be done to help out with things.


These are interesting ideas. I agree more with our Jolly friend rather than the other two above me.

So those gloves are... 4,000 gp for the element focused, 16,000 gp for the blasting and 36,000 gp for the greater blasting? It's not totally clear, but for the blasting and greater blasting, I'd say those are pretty much spot on for both power and effect. For an enhancement bonus to the blasts, I'm inclined to say there's likely a reason for them not including an item that does that yet (and I'd be surprised if it was lack of book space). The overflowing rod does that job pretty well as it is.

The Canopic Jars/Blood Runes are definitely too cheap. If it was just one burn per day, and you can't also use gather power then it'd be about right for the price. I'd probably double it to be on the safe side, and use the usual square mechanic to get the price of new jars (ignore 2 burn=8,000gp, ignore 3=16,000gp). Also, I'm pretty sure there's already canopic jars, so blood runes are probably a better name.

The Nonlethal DR though? I'm less happy about that. I think the burn mechanic is pretty elegant, even if it's not actually very good. N Jolly's got the right idea here though; just a wearable something to ignore x burn a day is pretty decent. Body Slot's good, too. But, I think it's actually better to not have it increase your total burn limit. So, it's effectively a belt of mighty constitution, but it only works for kineticists with burn (and it doesn't actually increase constitution). So yeah, 2,000gp * x^2 where x is the amount of burn you ignore would seem reasonable.


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Kineticist's Diadem

Overflowing Rod

Hollow Rod

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