Difference between revisions of "Energy Eater (Apath)"

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At 5th level the energy eater can take an immediate action to eat energy of any of the types she can use. Roll the damage of a simple or compound kinetic blast the kineticist can use. Ignore any burn such a blast would cost if used as an attack. Energy eater works as ''[http://www.d20pfsrd.com/magic/all-spells/p/protection-from-energy protection from energy]'' against the given energy type(s), 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.  
 
At 5th level the energy eater can take an immediate action to eat energy of any of the types she can use. Roll the damage of a simple or compound kinetic blast the kineticist can use. Ignore any burn such a blast would cost if used as an attack. Energy eater works as ''[http://www.d20pfsrd.com/magic/all-spells/p/protection-from-energy protection from energy]'' against the given energy type(s), 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 in succeeding rounds by a lasting energy source such as a ''wall of fire'' or a bonfire. Subtract any points absorbed from all 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.
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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. When an elemental eater absorbs the full damage inflicted by an attack, that energy source goes out and is dispelled if it is a spell or spell-like effect or suppressed for 1d6 minutes if it is a natural, exceptional, or supernatural energy source.
  
 
As a standard action that can be readied, the energy eater can absorb any source of energy within 30 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 area needs to be in range for the energy eater to absorb the energy of the whole effect.
 
As a standard action that can be readied, the energy eater can absorb any source of energy within 30 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 area needs to be in range for the energy eater to absorb the energy of the whole effect.

Revision as of 13:37, 12 January 2017

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Unofficial rules compendium

The energy eater has the ability to absorb great amounts of kinetic energy and can use this energy to restore burn.

Class Information

This is a kineticist archetype that absorbs damage to recover from burn.

Class: Kineticist.

Hit Die: d8.

Class Abilities

The tough kineticist has all the class abilities of the kineticist, except as noted below.

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 damage of a simple or compound kinetic blast the kineticist can use. Ignore any burn such a blast would cost if used as an attack. Energy eater works as protection from energy against the given energy type(s), 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. When an elemental eater absorbs the full damage inflicted by an attack, that energy source goes out and is dispelled if it is a spell or spell-like effect or suppressed for 1d6 minutes if it is a natural, exceptional, or supernatural energy source.

As a standard action that can be readied, the energy eater can absorb any source of energy within 30 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 area needs to be in range for the energy eater to absorb the energy of the whole effect.

The energy eater's burn level is equal to her current burn damage divided by her kineticist level. This allows her to take more burn each day, but also reduces the effect of all other effects dependent on burn, including elemental overflow.

The energy eater cannot recover burn form consuming his own attacks or powers, or from situations he himself creates. For example, a pyrokineticist energy eater cannot eat fire from his own spells or powers, not a bonfire he creates himself, but can benefit from fire created by others.

Eating Physical Damage The energy eater can eat physical damage in the same way he eats energy damage, but this requires that the type of attack be of a kind matching the type of kinetic blast used. Composite blasts that are not listed absorb the physical damage that can be absorbed by any of their component blasts. This is the type of damage absorbed by each physical blast:

Air Blast: Bludgeoning damage and slashing damage.
Earth Blast: Melee weapon and natural weapon damage and damage from falls and collisions.
Gravity Blast: Bludgeoning damage and nonlethal damage.
Metal Blast: Any physical damage.
Telekinetic Blast: All weapon damage.
Water Blast: Bludgeoning and piercing damage, damage from unarmed strikes.
Wood Blast: Damage from wooden weapons (including weapons with wooden shafts) and damage from the natural attacks of plant creatures.

No damage is inflicted on any object when its kinetic damage is eaten this way, and the object can be used again, only the kinetic energy of a single attack is consumed. Energy eater replaces the infusion specialization ability gained at level 5.

Infusion Specialization (Ex)

This is the same as the kineticist ability of the same name except that it gained at level 8 and increases by one point at levels 14 and 20.

Energy Sponge (Su)

At 11th 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 specialization. Energy sponge replaces the infusion specialization ability gained at level 11.

Energy Guzzler (Su)

At 17th level, the energy eater's ability to absorb energy improves again. He can now activate energy eater three times per round as a free action, but no more than once on each other creature's turn. He gains the benefits of energy sponge on each activation. Energy guzzler replaces the infusion specialization ability gained at level 17.

Table: Energy Eater

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +2 +2 +0 Burn (3 + Con/day), elemental focus, gather power, infusion, kinetic blast
2nd +1 +3 +3 +0 Elemental defense, utility wild talent
3rd +2 +3 +3 +1 Burn (4 + Con/day), infusion
4th +3 +4 +4 +1 Utility wild talent
5th +3 +4 +4 +1 Energy eater, infusion (replace), metakinesis (empower)
6th +4 +5 +5 +2 Burn (2/rnd, 5 + Con/day), internal buffer 1, utility wild talent
7th +5 +5 +5 +2 Expanded element
8th +6/+1 +6 +6 +2 Infusion specialization 1, utility wild talent
9th +6/+1 +6 +6 +3 Burn (3/rnd, 6 + Con/day), energy sponge, infusion, metakinesis (maximize)
10th +7/+2 +7 +7 +3 Utility wild talent
11th +8/+3 +7 +7 +3 Infusion (replace), internal buffer 2, supercharge
12th +9/+4 +8 +8 +4 Burn (4/rnd, 7 + Con/day), utility wild talent
13th +9/+4 +8 +8 +4 Infusion, metakinesis (quicken)
14th +10/+5 +9 +9 +4 Infusion specialization 2, utility wild talent
15th +11/+6/+1 +9 +9 +5 Burn (5/rnd, 7 + Con/day), expanded element
16th +12/+7/+2 +10 +10 +5 Composite specialization, internal buffer 3, utility wild talent
17th +12/+7/+2 +10 +10 +5 Energy guzzler, infusion (replace), metakinesis (twice)
18th +13/+8/+3 +11 +11 +6 Burn (6/rnd, 9 + Con/day), utility wild talent
19th +14/+9/+4 +11 +11 +6 Infusion, metakinetic master
20th +15/+10/+5 +12 +12 +6 Infusion specialization 3, omnikinesis, utility wild talent

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Armor Proficiency
  • Elemental Overflow


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