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    Kineticist (work in progress)

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    Chris

    Posts : 4904
    Join date : 2011-10-26

    Character Information
    Hit points:
    137/137  (137/137)
    Action Points:
    3/3  (3/3)
    Character Sheet:

    Kineticist (work in progress)

    Post  Chris on Sun May 21, 2017 4:44 pm

    Race: near-Human
    Class\Level:  Kineticist 9


    Str:   10
    Dex:  16 +3  (4th)\\ 18 +4
    Con:  22 + 6 \\ 26 +8
    Int:   12 +1
    Wis:  15 + 2 \\ 17 +3
    Cha:  16 +3 (8th) \\ 18 +4


    HP: 153
    BURN (Non-lethal HP):  153    (max 3\rd)

    AC: 19 (touch 14, FF 15)
    CMD: 20
    CMB: 9+8 (telekinetics) = +17

    Fort: +6 +8 + 2 = +16
    Ref:  +6 +4 +2 = +12
    Will:  +3 +3 +2 = +8


    BAB:  +6/+1
    Kinetic Blast +12 \+13 PB  (elemental overflow +3 to hit +6 damage)
    Physical Blast (ranged)  5d6 +5 + 6 (CON) +1 PB
    Energy Blast (ranged touch) 5d6 + 3 (1/2 CON)   +1 PB



    Skills:  (4 + 1 INT +1\lvl)  ranks \ attribute \ skilled \ misc bonus = total
    (K) Know Engineering 3 +1 + 3 = +7
    (K) Slight of Hand   9 +4 +3 = +16
    Acrobatics       9 +4 +3 = +16
    Craft
    Heal                  
    Intimidate           6 +4 +3 = +13
    Perception          9 +3 +3 +2 +3 = +20
    Profession
    Stealth               9 +4  +3 +2 = +18
    Use Magic Device 9  +4 +3 +2 = +18



    Feats:
    1 - Point Blank Shot
    3 - extra wild talent = Air's Reach
    5 - Toughness
    7 - extra wild talent = Force Barrier
    9 - Wpn Focus: Kinetic Blasts

    Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.

    Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

    Kineticist level abilities
    1 - Burn, elemental focus (aether), gather power, infusion, kinetic blast
    2 - Elemental defense, utility wild talent
    3 - Elemental overflow +1, infusion
    4 - Utility wild talent
    5 - Infusion, infusion specialization 1, metakinesis (empower)
    6 - Elemental overflow +2, internal buffer 1, utility wild talent
    7 - Expanded element (air)
    8 - Infusion specialization 2, utility wild talent
    9 - Elemental overflow +3, infusion, metakinesis (maximize)

    Infusions: (4)
    Infusion Specialization 1,2
    Utility Wild Talents: (4)


    Aether

    Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds.

    Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.


    Force Ward
    Element aether; Type defense (Su); Level —; Burn 0


    You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward's rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn't change the number of temporary hit points available, and the temporary hit points don't recover while this ability is inactive.Force Ward

    Blasts

    Simple Blasts

    A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.



    Telekinetic Blast
    Element aether; Type simple blast (Sp); Level —; Burn 0
    Blast Type physical; Damage bludgeoning, piercing, or slashing


    You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don't take the –4 penalty on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

    Electric Blast
    Element air; Type simple blast (Sp); Level —; Burn 0
    Blast Type energy; Damage electricity


    You shoot an arc of electricity to shock a single foe.

    Air Blast
    Element air; Type simple blast (Sp); Level —; Burn 0
    Blast Type physical; Damage bludgeoning

    You batter a single foe with a gust of air.

    Wild Utility Talents (4)

    Basic Telekinesis
    Element aether; Type utility (Sp); Level 1; Burn 0


    This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

    Telekinetic Maneuvers
    Element aether; Type utility (Sp); Level 4; Burn 0
    Saving Throw none; Spell Resistance yes

    You can perform combat maneuvers as telekinesis, but you use your Constitution modifier to determine your Combat Maneuver Bonus rather than your Intelligence or Charisma modifier. If you possess the telekinetic finesse wild talent, add dirty trick and steal combat maneuvers to the list of combat maneuvers you can perform; when performing these maneuvers, determine your Combat Maneuver Bonus using your Dexterity modifier instead of your Constitution modifier.

    Telekinetic Haul
    Element aether; Type utility (Sp); Level 2; Burn 0

    Prerequisite basic telekinesis
    When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

    Ride the Blast
    Element universal; Type utility (Sp); Level 6; Burn 0


    You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast's path, adjacent to the blast's target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn't work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).

    Infusions (4)

    Chain
    Element air; Type form infusion; Level 5; Burn 3

    Associated Blasts electric
    Saving Throw none
    Your electric blast leaps from target to target. When you hit a target with your infused blast, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1d6 fewer points of damage than the last (for example, 3d6 becomes 2d6), and you can't chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die.

    Extended Range
    Element universal; Type form infusion; Level 1; Burn 1

    Associated Blasts any
    Saving Throw none
    Your kinetic blast can strike any target within 120 feet.

    Snake
    Element universal; Type form infusion; Level 3; Burn 2

    Prerequisite extended range
    Associated Blasts any
    Saving Throw none
    You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.

    Bowling Infusion
    Element aether or earth; Type substance infusion; Level 2; Burn 2
    Associated Blasts earth, magma, metal, mud, telekinetic

    Saving Throw none
    You bowl your foes over with the sheer mass of your kinetic blast. Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

    Air's Reach
    Element air; Type utility (Su); Level 1; Burn —

    When using air blasts, air wild talents, or composite blasts that include air, double the blast's effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast's effective range, not the area of effect for infusions like cloud and cyclone.

    Force Barrier
    Element aether; Type utility (Sp); Level 5; Burn 0
    Prerequisite force ward

    You create an immobile sphere or hemisphere of force around your square or squares. The force barrier functions as a wall of force in all other ways. Activating this ability is a standard action, and the barrier lasts until the beginning of your next turn. Each round, just before the barrier would disappear, you can extend its duration by accepting 1 point of burn. If an attack manages to destroy the force barrier, you immediately take 1 point of burn.


    Last edited by Chris on Mon May 22, 2017 6:17 pm; edited 15 times in total
    avatar
    Chris

    Posts : 4904
    Join date : 2011-10-26

    Character Information
    Hit points:
    137/137  (137/137)
    Action Points:
    3/3  (3/3)
    Character Sheet:

    Re: Kineticist (work in progress)

    Post  Chris on Sun May 21, 2017 5:19 pm

    Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

    Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

    The various kinetic blasts, as well as additional rules for simple blasts, are described here.

    Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

    Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

    The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.

    At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.

    Elemental Defense (Su): At 2nd level, a kineticist gains her element's defense wild talent.

    Elemental Overflow (Ex): At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

    As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

    Infusion Specialization (Ex): At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

    Metakinesis (Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

    Internal Buffer (Su): At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

    Expanded Element (Su): At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts on for additional rules for and descriptions of composite blasts. She doesn't gain the defense wild talent of the expanded element.

    If the kineticist's expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.

    If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate.
    avatar
    Chris

    Posts : 4904
    Join date : 2011-10-26

    Character Information
    Hit points:
    137/137  (137/137)
    Action Points:
    3/3  (3/3)
    Character Sheet:

    Re: Kineticist (work in progress)

    Post  Chris on Mon May 22, 2017 2:02 pm

    Racial Package 15 pts    (4 -1 0 0 6 1 1 4)

    Advanced (4 RP): Prerequisites: Advanced or monstrous power level; Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.  (+2 to all mental, +4 CON, -2 STR)

    Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.

    Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

    Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

    Skill Bonus (6 RP): Prerequisites: None; Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a +1 racial bonus on these skills during character creation. Special: This trait can be taken up to three times. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of character's choice).  Perception, UMD, Stealth

    Envoy (1 RP): Prerequisites: None; Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user's character level.

    Spell-Like Ability, Lesser (1 Variable, see Special): Vanish

    Advanced Constitution (4 RP): Prerequisites: None; Benefit: Members of this race receive a +2 racial bonus to Constitution. Special: This bonus can be taken multiple times, but each additional time it is taken, its cost increases by 1 RP. Its effects stack.


    Last edited by Chris on Mon May 22, 2017 6:17 pm; edited 1 time in total
    avatar
    Chris

    Posts : 4904
    Join date : 2011-10-26

    Character Information
    Hit points:
    137/137  (137/137)
    Action Points:
    3/3  (3/3)
    Character Sheet:

    Re: Kineticist (work in progress)

    Post  Chris on Mon May 22, 2017 3:25 pm

    Magic Items: 46,000.   (4k, 10k, 1550, 4k, 10k, 8k

    Bracers of Falcon's Aim
    Price 4,000 gp; Aura faint transmutation; CL 3rd; Weight 1 lb.
    Each of these crimson leather bracers is emblazoned with the image of a soaring golden falcon scanning the ground for easy prey. They continually grant the wearer the benefits of the aspect of the falcon spell, though without the spell's physical transformation. (+3 Perception, +1 ranged attacks)

    Headband of mental prowess  (WIS + CHA)
    +2 to two mental ability scores 10,000 gp;

    Mithril Chainshirt +1
    armor +5, max dex +6, ACP 0
    1100+1000 = 2100

    Cloak of Resistance +2
    4000

    Belt of Physical Might (DEX + CON)
    +2 to two physical ability scores 10,000 gp;

    Ioun stone Pink +2 CON
    8k

    Wands:

    Sponsored content

    Re: Kineticist (work in progress)

    Post  Sponsored content


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