Post by Orbak the Monster on Apr 15, 2013 17:23:36 GMT -5
Kineticist
Some call them problem-solvers and lateral thinkers. Others call them meddlers and reality-twisters. The kineticist themself would tell someone that what they do is all in good fun. Conjurers by nature and by profession, this bizarre offshoot of the summoner boasts the ability to call forth things instead of creatures. Though these things cannot fight on their own, the kineticist learns to use their unique powers to solve problems, and many actively seek out strange trapped ruins and the like in order to test their wits against the puzzles of old and claim the riches within. Though many will be honest in saying the treasure is secondary to making use of their powers.
Diminished Spellcasting:
A kineticist gains one less spell known of every level, including cantrips.
Skills:
Add Perception and Disable Device to the list of Summoner class skills.
Limited Telekinesis:
At first level, the kineticist gains the useful ability to affect objects at a distance. He can only affect unattended objects weighing (5xkineticist level), but he can move them at a range of close (25ft. +5ft/level). This effect has a duration of 'concentration'. This power has multiple uses:
*Sustained Force: A sustained force moves an object weighing no more than 5 pounds per caster level up to 20 feet per round.
*Violent Thrust: You can hurl one object that is within range toward any target within 10 feet per level of the object. You must succeed on an attack roll to hit the target, using your base attack bonus + your Charisma modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1d4 point per 25 pounds (for less dangerous objects) to 1d8 points of damage per 25 pounds (for hard, dense objects). Objects that miss their target land in a square adjacent to the target.
*Combat Maneuver: Once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add Charisma modifier in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally.
This replaces the summoner's Eidolon abilitiy.
Trapfinding:
A kineticist adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A kineticist can use Disable Device to disarm magic traps.
This ability replaces the summoner's Life Link ability.
Call Geometric Shape:
At first level, the kineticist gains the ability to call forth a solid block of wood as a standard action, which takes up a 5x5x5 space. It can be called within 10ft + 5ft per caster level. This block of wood cannot be used as materials for building, however, it can be used any other way the character can think of to use a block of wood of this size. The block of wood has 5hp/kineticist level, has hardness 1/kineticist level and weighs (5xkineticist level, unless the character chooses to call a shape of lesser weight). This block provides cover. If destroyed, the block ceases to exist. The character can only have a single block active at a time. Every odd level, the kineticist can call forth another block, up to a maximum of nine at 17th level.
At the same time, the kineticist learns to call forth other geometric shapes, also made of wood. These shapes are chosen from the following list: cuboid, square based pyramid, cone, triangular prism, triangle based pyramid, cylinder, sphere, horizontal plank, vertical plane.
This ability replaces the summon monster ability of the summoner.
Material Caller:
Sometimes, wood just won't be enough to solve a problem. At second level and every four levels thereafter, a kineticist learns to call forth a geometric shape of a material other than wood. This has various effects on the ability, as such:
*Iron: Iron shapes weigh twice as much as normal, but have double hardness.
*Glass: Glass shapes have no hardness, but shatter when struck and treats the space it was shattered in as if it was caltroped.
*Marble: Marble shapes weigh twice as much as normal, but have double hp.
*Dirt: Dirt shapes have one hp per level, but weigh half as much.
*Flesh: Flesh shapes set off magic traps that living creatures, but only one may be in effect at a time. (They're also really creepy.)
*Plant: Plant shapes are twice as large as usual, but posses half the usual hp.
*Gelatinous: Gelatinous shapes cannot be used as cover, and attacks pass right through. Creatures take acid damage if touched, and counts as a hard, dense object when flung with lesser telekinesis.
*Coal: Coal shapes have no hardness, but can be set on fire - a coal shape on fire deals an extra 1d6 fire damage when flung with lesser telekinesis.
*Ice: Ice shapes have no hardness, but deal an extra 1d6 cold damage when flung with lesser telekinesis.
*Plush: Plush shapes have no hardness, do not deal damage when flung, and do not provide cover. They are, however, quite comfortable.
*Air: A block of air has no hp, no hardness, no weight, cannot be used as cover, and cannot be flung with lesser telekinesis. However, other blocks may be placed atop a block of air and held indefinitely.
This ability replaces the summoner's Bond Senses, Maker's Call, Aspect, Life Bond, and Greater Aspect.
Call Puppet:
At 4th level, the kineticist prepares for the possibility that sometimes a geometric shape isn't nearly enough. Once per day, the character brings into being a relatively humanoid shape out of a material they can summon. This shape has the same statistics as a geometric shape made out of the material in question, and can be made to appear as any medium or small sized race. The kineticist can use 'lesser telekinesis' to make the puppet move like a realistic person, but the puppet cannot be made to speak.
This ability replaces Shield Ally.
Conjure Portal:
Traps can be difficult to get through, and at 8th level, this stops being much of a problem to the kineticist thanks to this impressive power. The kineticist starts by making an 'entrace' portal, which must be adjacent to him and placed on a solid, flat surface. This takes a full-round action to do and incurs an attack of opportunity. Once the 'entrance' portal is complete, the kineticist may place an 'exit' portal within medium range (100ft+10ft/level) that the kineticist has line of sight to. Any creature may use either the entrance portal to appear at the exit portal, and vice-versa. Range increments of weapons or spells fired into the portal are ignore the distance between the two portals. A single kineticist may only have one 'entrance' portal and one 'exit' portal active at the same time. This ability can be used 1/day at 8th level, and gains another use of the ability every four levels afterward, to a maximum of 4/day at 20th level. A portal lasts for 24 hours unless dismissed, or if another set is placed.
This ability replaces Transposition, Greater Shield Ally, Merge Forms, and Twin Eidolon.
True Telekinesis:
At 19th level, the kineticist is an expert at solving problems, even if those 'problems' happen to be people. The 'Sustained Force' and 'Violent Thrust' abilities of your lesser telekinesis may now be used on attended objects, though a creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This ability may also be used on the creature itself, though it can attempt to negate that with a Will save.