Kinetic Transmuter (Apath)
|Unofficial rules compendium|
Whereas most kineticists focus on unleashing elemental energies in the form of powerful blasts, kinetic transmuters harness the primal power of the elements to shape materials to their will.
This is an kineticist archetype that transmutes rather than conjures matter..
Publisher: d20pfsrd Publishing based on the works of Jessie Staffler.
Hit Die: d8.
The kinetic transmuter has all the standard kineticist’s class features, except as noted below.
Elemental Focus (Su)
Whenever a kinetic transmuter selects a kinetic blast, he must select one of the listed simple blasts and gains the corresponding elemental focus: earth blast (earth), electric blast (air), fire blast (fire), telekinetic blast (aether), water blast (water).
This modifies elemental focus, kinetic blast, and expanded element.
Kinetic Transmutation (Sp)
Rather than the standard utility wild talents available to normal kineticists, a kinetic transmuter gains abilities that allow them to transform matter on a fundamental level. At the highest levels, they can even transmute living matter.
At level 2 and every even level thereafter, the kinetic transmuter chooses one spell-like effect from Table: Kinetic Transmutations. Each spell has a minimum class level, but there are no other prerequisites. All the kinetic transmutations are transmutation effects, even if the listed spell is of another school.
All abilities take a standard action to use. Use the kinetic transmuter's class level as the caster level and half the prerequisite level as the spell level. Ignore all effect maximums and damage caps for level-based effects. The kinetic transmuter ignores all spell components, except that she needs to provide focus components. Spells use the kinetic transmuter's Dexterity to determine saving throws and for any ability-dependent effects given in the spell description.
There must be solid matter around to create the effect from, the ground or floor usually serves this purpose. All these spell-like effects have a duration of 1 round/level, after which the transmuted matter resumes its original form and function. Any damage healed, inflicted, or repaired remains. Spells marked * can be made into a natural part of the world, giving them an instantaneous duration by accepting one point of burn.
Some spells have special rules or a burn cost, noted after the spell name. These supersede the general rules given above.
At level 4, and every two levels thereafter, the kinetic transmuter can exchange one kinetic transmutation ability she already knows for another kinetic transmutation ability of the same level or below.
Kinetic transmutation replaces the wild utility talents gained at levels 2, 4, 6, 8, 10, 12, 14. 16, 18, and 20.
Create Life (Sp)
At 20th level, a kinetic transmuter has mastered the ultimate ability: the ability to raise the dead. They gain the ability to cast true resurrection, essentially creating a living body out of base components.
Creating life is fraught with risk. Using create life inflicts a number of points of burn equal to the target's Hit Dice -1d12 (minimum 2). If this renders the kinetic transmuter unconscious, the procedure fails, and instead creates an uncontrolled monster, such as a demon or a doppelganger with class levels (GM's discretion).
The ritual needed to raise a subject requires the base materials that make up the body, and one hour of preparation. This replaces omnikinesis.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Elemental focus
- Kinetic blast
- Expanded element
- Wild Utility Talents (level 2, 4, 6, 8, 10, 12, 14. 16, 18, and 20)
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