JiCi |
So yeah... this just hit me...
--
Magic
Kineticists who focus on the element of magic—the very raw power of spells—are called arcanokineticists. Arcanokineticists use special wands to channel magic for various effects.
Class Skills: An arcanokineticist adds Knowledge (arcana) and Spellcraft to her list of class skills.
Wild Talents
Simple Blast - Magic blast
Composite Blasts - Eldrith blast
Defense - Spell veil
1st - basic arcanokinesis, [special]*
2nd - [special]
3rd - [special]
4th - [special]
5th - [special]
6th - [special]
7th - [special]
8th - [special]
9th - [special]
*Any talent can be selected, but their Burn costs increase by 1.
Magic Blast
Element magic; Type simple blast (Sp); Level —; Burn 0
Blast Type energy or physical; Damage force (energy) or bludgeoning (physical)
You shoot a single foe with a spark of raw magic.
Eldritch Blast
Element magic; Type composite blast (Sp); Level —; Burn 2
Prerequisite primary element (magic), expanded element (magic)
Blast Type energy or physical; Damage force (energy) or bludgeoning (physical)
You shoot a single foe with an exploding star of raw magic.
Spell veil
Element magic; Type defense (Su); Level —; Burn 0
Your body shimmers and glitters with small sparks of magic, granting you spell resistance of 5. By accepting 1 point of burn, you can increase the resistance by 5, to a maximum of 30.
Whenever a spell or effect fails to penetrate your spell resistance, you gain a culmulative +1 bonus to attack rolls, spell checks or skill checks involving concentrating, dispelling or counter-spelling. This bonus lasts one round per burn point accepted for this talent or until expended, whichever comes first.
Basic Arcanokinesis
Element magic; Type utility (Sp); Level 1; Burn 0
Your eyes faintly glow a white light and allow you to use detect magic and read magic. By concentrating, you can use identify. Additionally, by accepting 2 points of burn, you can use greater detect magic.
--
Arcanokineticist (Kineticist archetype)
Magic itself can spark in anyone, but some kineticists have learned to channel it through special wands and shape it to their will. Often mistaken for sorcerers or wizards, arcanokineticists make use of their powers to greater effects, rivaling the fieriest of fireball and most shocking lightning bolt.
Arcane Study (ex): An arcanokineticist uses his Intelligence modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, his bonus on concentration checks for wild talents, and other Constitution-based effects of all his wild talents.
This ability alters the kineticist’s key ability score of wild talents.
Magic Element (Su): An arcanokineticist must select Magic as his primary element.
This replaces Elemental Focus.
Talent Versalitity (Su): Magic can be shaped in any form possible, leading to a variety of effects. An arcanokineticist can select any wild talent. He can also select simple blasts as talents, but not composite blasts. However, talents selected this way cost 1 additional burn point than normal, and he must still meet the prerequisites, if any.
The magic blast, eldritch blast, spell veil and basic arcanokineticist can be used at their respective regular Burn costs.
This alters Wild Talents.
Arcane Pool (Su): An arcanokineticist has an internal pool of magic which he uses to enhance his magic. This pool has a number of points equal to 1/2 his arcanokineticist level (minimum 1) + his Intelligence modifier. The pool refreshes once per day after an 8-hour rest. At 6th, 11th and 16th, the arcanokineticist gains 1 additional point. An arcanokineticist expends pool points to use talents, at the cost of the talent's Burn.
This replaces both Burn and Internal Buffer
Wand Bond (Su): An arcanokineticist forms a bond with a special wand, allowing him to channel magic. However, he must use the wand every time he wishes to use a talent, including blasts. The wand can be enhanced like a ranged weapon, applying any enhancement to blasts. If the arcanokineticist can make a melee attack, such as with kinetic blade, any enhancement eligible for melee weapons apply.
This alters Kinetic Blast.
Gather Power (Su): This functions like the kineticist's, but it reduces the cost in pool points instead.
Infusion Versatility (Su): Similar to how an arcanokineticist can select any talent, he can also select any infusion. Furthermore, he can select any shape infusion, ignoring blast prerequisites. However, as with talents, infusions selected this way cost 1 additional burn point than normal, and he must still meet other prerequisites, if any.
This alter infusions.
Arcane Knack (Su): An arcanokineticist learns special tricks, giving him more flexibility. At 3rd level, he learns either a magus arcana or an arcanist exploit, using his arcanokineticist level for prerequisites. He learns an additional knack every 3 levels thereafter. Also, at 12th level, he may learn a Greater arcanist exploit. The arcanokineticist must meet the prerequisites to take a knack, as per the arcana or exploit.
This replaces Elemental Overflow.
Expanded Element (Su): The arcanokineticist must select Magic as his expanded element. He also may now select composite blasts as talents, but must have the required simple blast to select it.
This alter Expanded Element.
Omnikinesis (Su): The arcanokineticist's power courses through him, like blood through veins. Any talent and infusion can now be used at their regular Burn cost, and he may use Omnikinesis as normal.
This alters Omnikinesis.