Cybernetic Kineticst


Homebrew and House Rules


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CYBERNETIC KINETICIST (KINETICIST ARCHETYPE)
For some kineticists, their bond to the elements is not sufficient in its own right to grant them power. To make up for this, they are imbue with cybernetic enhancements to allow them to better wield the elements.

Technologist: At 1st level, a cybernetic kineticist gains technologist as a bonus feat. A cybernetic kineticist, however, does not gain any class skills from their elemental focus.
Kinetic Core (Ex): Cybernetic kineticists begin play with a unique cybernetic implant often referred to as a kinetic core. This rests in the body slot, possesses an implant value of 2, stores up to 5 charges, and allows the cybernetic kineticist to insert or eject a battery from it as a move action. So long as a cybernetic kineticist's kinetic core possesses charges, they are able to expend charges to fulfill the burn cost of any wild talent they possess. If they run out of charges, a cybernetic kineticist may no longer use any wild talents until their kinetic core possesses at least 1 charge again. Furthermore, they become fatigued until their kinetic core's charge is raised to at least 1, or they have a full night's rest, whichever comes first. A cybernetic kineticist is not inherently aware of how many charges remain in their kinetic core. A cybernetic kineticist is incapable of accepting burn normally. This ability alters Burn.
Tap Cybernetics (Ex): At 3rd level, a cybernetic kineticist learns to tap into her different components to enhance her abilities. She receives a bonus on her attack rolls with kinetic blasts equal to half the total implantation value of the cybertech they have installed, to a maximum of +1 for every three kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. This ability replaces Elemental Overflow.
Improved Body Implantation (Ex): At 6th level, a cybernetic kineticist gains an additional body slot for the purpose of cybertech. This ability replaces Internal Buffer.


Kinetic Blasts are Wild Talents. If this kineticist has no battery or a dead battery, they can no longer blast.

A battery costs 100 gp. At 1st level, they are dead after 5 blasts with no further method of attack or damage. Hopefully they pick up fresh batteries in that dungeon.

You still gain the attack and damage bonuses of elemental overflow, but now you don't also gain the size bonuses gained from elemental overflow. Those size bonuses stacked with the enhancement bonuses from belts. Now instead you have the option to pick up an enhancement bonus from an implant, which is now mandatory to preserve your attack and damage boosts.

There is absolutely no reason to play this archetype as written over a conventional kineticist. It could be flavorful, but this is damaging.

The Exchange

I like the theme a lot but it makes no sense to have the remaining charges be secret. The character and player know how batteries work and can count also the player has to track this information anyway. You dont mention what happens if they take burn exceed the remaining chsrges...

Since the PC still has gather power, infusion soecialization, and it's other burn reducers this seems really really good. I would give out one battery at level 1 though so the PC isnt fatigued until it finds one.

Infinite burn per day is amazing, even for non blasts! At high levels it will be infinite, but i guess it will limit the amount of burn per round to 5 after reducers since that is max capacity. I dont have a high level kineticist, so i dont know how often they nova like that.

Edit: at level 6 can they gain a second core?! Should include a cost for the kinetic core.
Man, i kinda wish I was playing iron gods next so i could pass this to the GM.

Edit2: i assume i didnt miss where it makes you spend a charge to do any wild talent with 0 burn. If you need to tone it down, perhaps look to replace gather power with the kinetic core instead of burn.


First of all; Thank you both for your feedback, and pardon the delay on response.

CalethosVB wrote:

Kinetic Blasts are Wild Talents. If this kineticist has no battery or a dead battery, they can no longer blast.

A battery costs 100 gp. At 1st level, they are dead after 5 blasts with no further method of attack or damage. Hopefully they pick up fresh batteries in that dungeon.

You still gain the attack and damage bonuses of elemental overflow, but now you don't also gain the size bonuses gained from elemental overflow. Those size bonuses stacked with the enhancement bonuses from belts. Now instead you have the option to pick up an enhancement bonus from an implant, which is now mandatory to preserve your attack and damage boosts.

There is absolutely no reason to play this archetype as written over a conventional kineticist. It could be flavorful, but this is damaging.

1. Yes. thats correct.

2. No. A kinetic blast in of itself does not take on burn. Infusions certainly can apply such a cost however. So long as they keep in mind how much they should have at this point, and make an effort to obtain a fresh one (or are in a party with someone with the Recharge spell, though more expensive), they'll be fine. Thats not to say its cheap however, or that there is no oversight here.

3. It is a problem. There is the expectation with this that you will acquire more implants as you level, but nothing to make it ay easier, nor elevate one above and beyond for it, just enough to stay on par.

4. You are right. So, I should do a new iteration that is worth playing.

GeneticDrift wrote:

I like the theme a lot but it makes no sense to have the remaining charges be secret. The character and player know how batteries work and can count also the player has to track this information anyway. You dont mention what happens if they take burn exceed the remaining chsrges...

Since the PC still has gather power, infusion soecialization, and it's other burn reducers this seems really really good. I would give out one battery at level 1 though so the PC isnt fatigued until it finds one.

Infinite burn per day is amazing, even for non blasts! At high levels it will be infinite, but i guess it will limit the amount of burn per round to 5 after reducers since that is max capacity. I dont have a high level kineticist, so i dont know how often they nova like that.

Edit: at level 6 can they gain a second core?! Should include a cost for the kinetic core.
Man, i kinda wish I was playing iron gods next so i could pass this to the GM.

Edit2: i assume i didnt miss where it makes you spend a charge to do any wild talent with 0 burn. If you need to tone it down, perhaps look to replace gather power with the kinetic core instead of burn.

1. I know I had some logic for it but I can't recall what. As for what happens.. you are right, I never did establish that.

2. I can't believe I flat out didn't just give them a starting battery. Thank you.

3. I suppose this archetype has a problem akin to many FPS games; You are either starving for ammo and suffer for it (shortage on batteries in this case), or you have an abundance and the ammo becomes just a number.

4. I would rule not, but you make a fair point. I didn't think of that path. Should come up with a cost anyways.

5. Perhaps that would be the best motion. I'll work on a revision that uses batteries for a reducer rather than their bread and butter.

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