| Kelseus |
| 1 person marked this as a favorite. |
I decided to put together a homebrew an Aether and Void Kineticist.
I started with a quote from a sidebar in Rage of Elements about the "elements" of aether and void. I had three goals in mind when designing these elements. First was I wanted to be as true to the original void and force kineticists from Pathfinder 1 as I could. Secondly, I wanted to create more unique and original impulses that play into the unique aspects of each element instead of just reskining existing impulses.
Third, I wanted the new abilities to be balanced against the existing impulses. Force was particularly hard to balance. The Kineticist damage curve is already pretty stingy, but I was worried that giving force the same damage curve as other elements would make it too strong since there are no force resistant/immune creatures and it is a trump card for a subset of monsters (incorporeal). On the other hand, if you pull back on force damage too much then the rough damage curve gets even worse.
See the link below for write up. Any input is helpful. Is the ability unbalanced either way (too strong or too weak). Is there some void/force concept that I didn't use that could be better represented?
| Teridax |
I'm very glad someone is approaching additional Kineticist elements; I'd very much like to see different elements turned into impulses and junctions and I think this sets a very good model for aether and void. I also think there is a solid identity to these elements as implemented, with void being about damage, darkness, and regaining Hit Points, and aether being about defenses and manipulation of mobility. I also just love the flavor text of "you punch through the Universe."
Looking through the impulses and junctions, here are my criticisms:
Effectively, I think this brew gets both elements really well, and sets a solid foundation for both. Outside of a few criticisms, the impulses look excellent, and nothing jumped out at me as way out of line. Well done on the excellent work!