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  1. >>>Kineticist Updates
  2.  
  3. >>Bulmahn's Clarifications
  4. OFFICAL UPDATES:
  5.  
  6. In the burn ability in the second paragraph in the first sentence, add the word "blast" before "wild talent".
  7.  
  8. Entangling Infusion should require kineticist level 6th.
  9.  
  10. Burn damage cannot be reduced or redirected.
  11.  
  12. OFFICIAL CLARIFICATIONS:
  13.  
  14. In the force ward defensive ability, when you end and reactivate your force ward, it does not refill the force ward with hit points. Those only refresh at a rate of 1 per minute.
  15.  
  16. Kinetic blade uses the same critical range and multiplier as a usual kinetic blast (which is 20/x2). Since it is used as part of a full attack or attack action, it doesn't have its own additional action cost, but you still can only use one instance of kinetic blade with your full attack (that is, you can't summon up 50 kinetic blades, but you can make a full attack with the one blade you did summon). The same is true for kinetic whip. You can use kinetic blade and whip with the charge action as well. Since these wild talents are part of another action, they do not provoke attacks of opportunity, as they are not a separate action.
  17.  
  18. >>Seifter's Updates
  19.  
  20. Unraveling Infusion
  21. Element fire; Type substance infusion; Level 6; Burn 3
  22. Prerequisites kineticist level 10th
  23. Associated Blasts blue flame, fire
  24. Saving Throw none
  25. Your kinetic blast burns so hot that it melts away your foe’s magical effects. Whenever an infused blast hits a foe and penetrates spell resistance, you may roll an opposed caster level check as if using a targeted dispel magic, before determining if the foe takes damage from the blast. You may choose to reduce the blast’s damage by half to increase your bonus on the caster level check by 2. If you do not choose a specific spell effect to attempt to dispel, you automatically attempt to dispel spells that would protect the target from fire damage before all other spells.
  26.  
  27. Extra Wild Talent
  28. Prerequisites: kineticist level 6th
  29. Benefit: You gain a wild talent that requires kineticist level 1st. At kineticist level 10th, you can instead choose to gain a wild talent that requires kineticist level 6th. At kineticist level 16th, you can instead choose to gain a wild talent that requires kineticist level 10th. In any case, you can't choose a wild talent if you don't meet its prerequisites.
  30. Special: You can take this feat multiple times. Each time, you must choose a different wild talent.
  31.  
  32. Tandem Composite [Teamwork]
  33. Whether you are shooting your flame into your partner's water to create steam or chilling your partner's air to create a snowstorm, you can combine elements together with another kineticist to deadly effect.
  34. Prerequisites: Kineticist 1st
  35. Benefit: You can spend a full-round action to ready a special action to activate a simple blast of your choice with another character within 15 feet who has this feat.
  36. Whenever another character with this feat takes the special action to ready for your turn, if you fire a different simple blast on your turn that can form a composite blast with the other character's blast, the two simple blasts combine to form a composite blast. The composite blast deals damage as if formed by a kineticist with a level the average of your two caster levels, and its caster level is also that level. One of you may provide a form infusion appropriate for the composite blast, and the other may provide a substance infusion appropriate for the composite blast. Each of you takes burn separately for these infusions. Only the character who didn't take the special ready action can apply metakinesis to the blast, and they are the only one who can gather power to reduce the blast's cost (since only they have a move action to take just before blasting). However, whatever metakinesis they apply affects the entire composite blast. If the two characters are not adjacent, the origin point of cones, lines, and other effects that normally originate from a vertex in a character's square instead originate from a vertex in the square located halfway in between the two characters (where the twin blasts meet and form the composite). The blast uses the Con modifier of whoever provided the substance infusion and the Dex modifier of whoever provided the form infusion. If only one infusion was provided, the other participant provides the missing modifier. If there are no infusions, the two participants can choose which Dex modifier and which Con modifier to use, but in any case the same participant can't provide both.
  37.  
  38. Flurry of Blasts
  39. Element universal; Type form infusion; Level 4; Burn 2
  40. Prerequisites kineticist level 6th; extended range
  41. Associated Blasts any
  42. Saving Throw none
  43. Instead of a single blast, you shoot two blasts at targets within 120 feet that each deal damage as if your kineticist level was 1st, no matter what effects or abilities you have that might increase that amount. No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attack rolls, and any additional successful attacks on the same target beyond the first deal only a flat 1d6 additional damage, with no bonuses or penalties applied. At 10th level, you can shoot three blasts in your flurry of blasts, and your number of blasts increases to four at 16th level and to five at 20th level. If you are under the effect of haste or similar magic, the number of blasts in your flurry of blasts increases by 1.
  44.  
  45. >>Seifter's Post Mortem
  46. Here's some bullet points of stuff that I'm working on. Will it make it into the final? We'll have to see. I'm still tinkering, and there are many more people who will have it in their hands before the end.
  47.  
  48. *4 skill points per level, and Acrobatics: I'm not even sure how Acrobatics got removed; I'm seeing it in my earlier draft
  49.  
  50. *New wild talents: Basically a whole bunch more options, especially with regards to fun stuff other than damage, and it's good that there will be more because—
  51.  
  52. *More total wild talents known: Being forced to pick up tons of Extra ZZ feats isn't a good balancing point for a class. As I said throughout the process, I would rather just give you more and limit the power of the Extra ZZ feat so that you have what you need and the extra really feels like icing and not a feat tax to play the class.
  53.  
  54. *Expanded Element as a class feature: If you want to pick the same element every time, you can pick up a special boost on the second Expanded Element, and you get something each time, as you'll see in the next bullet point.
  55.  
  56. *Basic ZZ wild talents: One for each element, with some simple effects you can do. You get your primary element's version for free at 1st, and your expanded element's for free when you pick up expanded (the solo element person can potentially pick up a more powerful wild talent instead)
  57.  
  58. *Gather even more power!: Gather power gets more fearsome. Potential current version allows you to choose to spend 1 full round gathering power for even greater effects (2 point reduction, stacks with a move on the next turn for 3). At 11th level, both of these increase, for a total of 5 if you do both.
  59.  
  60. *Flexible infusion specialization: Want to throw a crazy form one round and a mighty substance the next? By reverting to the original infusion specialization, I have you covered. Same progression, but it just applies to whichever infusions you use without having to pick one type or the other. It doesn't reduce both by 1 when you have it at 1 for a total of 2, of course; the total cost goes down by 1.
  61.  
  62. *Overhauled feel the burn, named "elemental overflow" for now: Not only do you get twice as much damage out of it as before, but the elemental essence within you grants you size bonuses to physical attributes that you get to divide as you like (perhaps your deal is sand, so you get more Dex than usual for earth; who am I to judge?) The elemental form wild talents will still exist but give you less stuff (not the size bonuses for one) and probably not cost burn, with a cool thematic (imagine your quasi-aqueous body floating inside a glowing mass of tendrilled water, for instance).
  63.  
  64. *Internal buffer: an extremely small (we're talking maybe 3 at most, ever) buffer that doesn't refill on its own but lets you accept burn to fill it and then use it to ignore 1 of the burn of an effect (so spending the buffer doesn't help you gain overflow, but it allows you to do more in 1 round than you could before, since you ignore the burn)
  65.  
  66. >>Seifter's Later Responses
  67.  
  68. Elemental Resistance: Likely an optional wild talent for fire, water, and air. I do have it penciled in.
  69.  
  70. The current wording for the ability bonuses is around 150 words, but that includes another secret ability that overflow also grants that's taking up about 25 of those. I'll say that the ability score part (and secret part) of overflow happens when you've tapped fairly deeply into the element, typically just past your maximum for the hit/damage boost to get the most for your level. (For example, the first stage happens after 3 burn and you gain access to it when normally your cap on hit and damage is +2/+4).
  71.  
  72. It doesn't even cost an immediate. Totally not even an action! (on Searing Flesh)
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