Attempting to fix Elemental Annihilator Kineticist


Homebrew and House Rules


So I like the idea of the Elemental Annihilator, but hate the actual implementation. Especially because it seems almost usable but then on closer look is horrible for no reason. The bow DPR thread also made me think that Zen Archer does everything the EA is supposed to do, except better and with 25 more average damage, to say nothing of the big DPR classes.

And so:
Devastating Infusion (Su)

At 1st level, an elemental annihilator can either shoot her kinetic blast at a target within range or make a melee attack as if she were using kinetic blade as an attack action. For this attack, the elemental annihilator's base attack bonus from her kineticist levels is equal to her full kineticist level. When making a melee attack with devastating infusion, the elemental annihilator doesn't provoke attacks of opportunity. The damage bonus from elemental overflow is halved when added to devastating infusion's damage rolls. This is a 1st-level form infusion that costs 0 points of burn but can be combined with one other form infusion by increasing the cost by 1 burn.

A devastating infusion deals an amount of damage equal to the unarmed damage of a medium sized monk of the same level as the Annihilator + the Annihilator's Constitution modifier if used with a physical blast, and equal to the unarmed damage of a small sized monk of the same level + half her Constitution modifier if used with an energy blast. If used with a composite blast the base damage increases to the unarmed damage of a monk one size larger. An annihilator only adds damage from weapon feats if using devastating infusion in the proper weapon form.

This infusion can be combined with infusions that deal multiplied damage (e.g. 1/2 or 1/4 damage) but not with infusions that change your base damage (flurry of blasts).

This ability replaces the basic utility wild talent normally granted by selecting an element and the utility talents gained at 4th, 8th, 12th, 16th, and 20th levels.

Flurry of Devastation (Su)

At 3rd level an elemental annihilator can make a full attack action that functions as an equal level Monk's Flurry of Blows (your choice of core or unchained) except it only works when using Devastating Infusion. This flurry cannot be used with Rapid Shot or Two Weapon Fighting, but Haste grants an extra attack and the annihilator can freely combine ranged and melee attacks.

If you combine your flurry with an infusion that requires a saving throw, a target attempts its save and is affected only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. (For example if using Foe Throw and you hit an enemy three times, that enemy takes a -2 penalty to their fortitude save and is thrown only once if they fail, taking damage equal to you hitting them three times. Likewise if hit by multiple Eruptions they would make one saving throw versus the total damage.)

This replaces the 3rd-level infusion.

Martial Blast Versatility (Ex)

At level 1 an elemental annihilator gains Point Blank Shot as a bonus feat. When an elemental annihilator gains a utility talent (at levels 2, 6, 10, 14, and 18) she can choose to gain a bonus feat instead of a talent from the following list: Power Attack, Deadly Aim, Precise Shot, Weapon Focus, and Weapon Finesse.
At sixth level she can also select Weapon Specialization and Improved Precise Shot.
At tenth level she can also select from Greater Weapon Focus, Improved Critical, and Two Weapon Rend.
An elemental annihilator doesn't need to meet the prerequisites for these feats to select them as bonus feats.

Ever-Present Threat (Su)

At 4th level, an elemental annihilator threatens all foes within her natural reach. If anyone provokes an attack of opportunity from her, she can form her melee devastating infusion and make the attack, after which the weapon disappears.

Penetrating Blast (Ex)

At 11th level an elemental annihilator gains +2 to her attack rolls when targeting an enemy's normal AC and +2 to her Caster Level Checks to overcome an enemy's spell resistance when using her kinetic blast.

This replaces the 11th-level infusion.

Omnicide (Su) is unchanged.

The ideas are being that instead of trading out all your class features and pursing giant feat chains to gain 10 dpr, you trade out half your class features to flurry damage at people. You can also just take extra range if you want to, instead of being forced. And you can be a goon by combining devastating infusion with your choice of other infusions at the "low" cost of 1 extra burn, to do things like spray tiny damage Entangling Clouds all over, or Snake your attack around corners. Of course the trade off is you might eat lots of burn because you're using a full attack and can't gather power.

Using Monk flurry means you can skip most of the stupid feat chains and actually be a switch hitter, unlike the current EA which sucks at switch hitting because of feat chains. Now the specialization mostly consists of picking Power Attack and Rend or Deadly Aim and Precise Shot. Or neither and taking your remaining five Utility Talents.

Blast Training was also a dumb waste of space because they took away Elemental Overlord damage, and then gave half of it back. Using unchained monk flurry and getting the Penetrating Blast gives you back the same amount of attack bonus and a tiny boost to stupid SR checks.

Technically you could use Flurry of Devastation with Chain to poke an extra person with each hit, but not until you're level 16 and do 2d6 damage with energy blasts.

And now you can be a Fire Annihilator.


I like it. Just what I was looking for.

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