| howdyburner |
I'm looking to create certain abilities for a kineticist, but am unsure of whether to make them talents, feats or wild talents/infusions.
I'm not experienced enough to have a great gauge for balance and aiming for low to under-powered but not sure how to get there.
Firstly, I'm thinking a feat or wild talent to allow telekineticists to use themselves as an object for the purposes of kinetic blade & to use ride the blast.(provided they can physically occupy all spaces between origin and impact, or be forced stop short) Does this seem imbalanced in any way?
Originally this was just planned as a house rule, would it be too much for one feat, should it be split into two?[one for blade the other for ride] thinking that since you take equal damage to use it it might be low enough for a feat, but a trait seems too low and couldn't be combined with the next options, so feat should be fine, but let me know if i'm wrong. Possibly even a wild talent?
Secondly I was thinking of a trait, thinking of calling it Restraint maybe, to allow attacks (or even just blasts)to take 1 on damage rolls.
Also to use any amount less than the maximum number of dice for a kinetic blast.
Not sure if that's worth its own trait on its own or not, I was thinking of rolling them into one, but am worried it would be too much and wanted to know whether you all thought it should be split into two similar traits, turned into a feat or if they're ok as is.
On one hand they all give significant abilities that were not otherwise available, but on the other hand using them is almost always strictly worse than not using them, so i can't pinpoint their value on a scale of trait to feat.
I'd be grateful for any help, opinions, ideas, info, or corrections. Sorry about the textwall.