Difference between revisions of "Energy Eater (Apath)"
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Tough it adds complexity, it is possible for the energy eater to eat physical damage in the same way he eaths energy damage, but this requires that the material of the weapon be of a kind matching the type of kinetic blast the energy eater uses. No damage is inflicted on an object when its damage is eaten this way, and the object can always be used again, only the kinetic energy imbued in matter is consumed. | Tough it adds complexity, it is possible for the energy eater to eat physical damage in the same way he eaths energy damage, but this requires that the material of the weapon be of a kind matching the type of kinetic blast the energy eater uses. No damage is inflicted on an object when its damage is eaten this way, and the object can always be used again, only the kinetic energy imbued in matter is consumed. | ||
− | '''Air:''' Bludgeoning damage and damage from falling and collisions. <br> | + | '''Air Blast:''' Bludgeoning damage and damage from falling and collisions. <br> |
− | '''Earth:''' Bludgeoning damage and damage from natural attacks. <br> | + | '''Earth Blast:''' Bludgeoning damage and damage from natural attacks. <br> |
− | '''Gravity:''' Bludgeoning and damage from unarmed strikes. <br> | + | '''Gravity Blast:''' Bludgeoning and damage from unarmed strikes. <br> |
− | '''Metal:''' All physical damage. <br> | + | '''Metal Blast:''' All physical damage. <br> |
− | '''Telekinetic:''' All weapon damage. <br> | + | '''Telekinetic Blast:''' All weapon damage. <br> |
− | '''Water:''' Bludgeoning damage and nonlethal damage. <br> | + | '''Water Blast:''' Bludgeoning damage and nonlethal damage. <br> |
− | '''Wood:''' Damage from wooden weapons (including weapons with wooden shafts) and damage from plant creatures' natural attacks. | + | '''Wood Blast:''' Damage from wooden weapons (including weapons with wooden shafts) and damage from plant creatures' natural attacks. |
Energy eater replaces the infusion specialization ability gained at level 5. | Energy eater replaces the infusion specialization ability gained at level 5. |
Revision as of 11:43, 11 January 2016
- This is a work in progress.
Unofficial rules compendium | |
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The energy eater has the ability to absorb great amounts of elemental energy and can use this energy to restore her burn.
Class Information
This is a kineticist archetype that both expands and recovers burn fast.
Class: Kineticist.
Hit Die: d8.
Class Abilities
The tough kineticist has all the class abilities of the kineticist, except as noted below.
Extra Burn (Ex)
At third level an energy eater can accept more burn than a normal. Increase the maximum number of points of burn the energy eater can accept each day by 1 point per three class levels. This replaces elemental overflow.
Energy Eater (Su)
At 5th level the energy eater can take an immediate action to eat energy of any of the types she can use. Roll the highest damage the kineticist can cause of this type, this includes compound blasts that inflict the chosen damage type. Ignore any burn making such an attack would cost. This works as protection from energy against the given energy type, with an absorption pool equal to the damage rolled. If the attack inflicts several different kinds of energy, this creates several different absorption pools. This lasts until the beginning of the energy eater's next turn.
When an elemental eater absorbs the damage of an attack in this way, the damage rating of that attack is permanently reduced by this amount. This reduces the damage an instantaneous area effect inflicts on any other targets in the area, and reduces the damage of a lasting energy source such as a wall of fire or a bonfire. Subtract the points absorbed from all other damage rolls for this energy source. A source of energy that does zero damage to the energy eater goes out and is dispelled if it is a spell or spell-like effect or suppressed for 2d6 minutes if it is an exceptional or supernatural energy source. The GM is the final judge of what is a single energy source. In general, a spell is one energy source, but spells like scorching ray is one source per missile. Each dragon breath is a new energy source, each use of the red dragon's melt stone ability is a single energy source.
As a standard action that can be readied, the energy eater can absorb any source of energy within 20 ft., even one that does not damage him personally. He must still use an immediate action to start up his energy absorption ability. Against an area effect, only a part of the are needs to be in range for the energy eater to absorb the energy of the whole effect.
For each point of damage absorbed in this fashion, the kineticist recovers one point of nonlethal damage from burn. This supersedes the rules that burn damage cannot be recovered until the next day. The energy eater cannot recover burn form consuming his own or an ally's kinetic blast, nor from effects originating from such blasts, such as a fire the energy eater started using pyrokinesis.
Optional Rule: Eating Physical Damage
Tough it adds complexity, it is possible for the energy eater to eat physical damage in the same way he eaths energy damage, but this requires that the material of the weapon be of a kind matching the type of kinetic blast the energy eater uses. No damage is inflicted on an object when its damage is eaten this way, and the object can always be used again, only the kinetic energy imbued in matter is consumed.
Air Blast: Bludgeoning damage and damage from falling and collisions.
Earth Blast: Bludgeoning damage and damage from natural attacks.
Gravity Blast: Bludgeoning and damage from unarmed strikes.
Metal Blast: All physical damage.
Telekinetic Blast: All weapon damage.
Water Blast: Bludgeoning damage and nonlethal damage.
Wood Blast: Damage from wooden weapons (including weapons with wooden shafts) and damage from plant creatures' natural attacks.
Energy eater replaces the infusion specialization ability gained at level 5.
Energy Guzzler (Su)
At 16th level, the energy eater's ability to absorb energy improves. When his energy absorption is active, he can choose to absorb any energy source within 30 ft. without having to take an action to do so. If the kineticist recover more burn damage than he has taken, he gains the remainder as temporary hit points, that fade in 1 minute if not expended before then. This replaces composite specialisation.
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Armor Proficiency
- Elemental Defense
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