Difference between revisions of "Energy Eater (Apath)"

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{{Apath}}
 
{{Apath}}
''The energy eater has the ability to absorb great amounts of elemental energy and can use this energy to restore her burn.''
+
''The energy eater has the ability to absorb great amounts of kinetic energy and can use this energy to restore burn.''
  
 
== Class Information ==
 
== Class Information ==
This is a [http://www.d20pfsrd.com/occult-adventures/occult-classes/kineticist kineticist] archetype that both expands and recovers burn fast.
+
This is a [http://www.d20pfsrd.com/occult-adventures/occult-classes/kineticist kineticist] archetype that absorbs damage to recover from burn.
  
 
'''Class: ''' Kineticist.   
 
'''Class: ''' Kineticist.   
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The tough kineticist has all the class abilities of the kineticist, except as noted below.
 
The tough kineticist has all the class abilities of the kineticist, except as noted below.
 
 
=== Extra Burn (Ex) ===
+
=== Consume Energy (Su) ===
At third level an energy eater can accept more points of burn in a day than a normal kineticist. 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.
+
At 5th level the energy eater can take a move action or an immediate action to consume 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 (Su) ===
+
Consume energy creates an absorption pool that absorbs one kind of energy or physical damage. As long as the absorption pool has any points remaining, any damage take is first subtracted from the absorption pool. Consume energy is applied after all protections, but before taking damage to temporary hit points or hit points. All absorption pools are reset to zero at the start of each of the the energy eater kineticist's turns.
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 . Ignore any burn such a blast would cost if used as an attack. This 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, 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.
+
If the blast used to power consume energy inflicts several different kinds of energy damage, this creates several different absorption pools. Any unused points in an absorption pool vanish at the beginning of the energy eater's next turn.  
  
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.
+
When used against an area effect, this reduces the damage taken by all targets in the area, not just the energy eater herself.  
 
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.
 
  
'''Eating Physical Damage'''
+
For each point of point of damage absorbed by an absorption pool, the kineticists gains 1 temporary hit point. These temporary hit points last until the kineticist next recovers burn. Temporary hit points from consume energy stack with each other, but not with other temporary hit points.
 +
 +
The energy eater cannot eat the energy of her own attacks or powers, or from situations she uses her powers to create. For example, a pyrokineticist energy eater cannot eat fire from her own spells or powers, not a bonfire she creates using those powers, but can benefit from fire created by others.
  
It is possible for 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 the energy eater uses. Composite blasts that are not listed absorb the damage of any of their component blasts.
+
'''Consuming Physical Damage
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. This is the type of damage absorbed by each physical blast:
+
The energy eater can consume physical damage in the same way she consumes energy damage, but this requires that the type of attack be of a kind matching the type of kinetic blast used. See Table: Consuming Physical Blasts. In addition, a  physical absorption pool created using a certain physical blast can always absorb damage from the same kind of physical blast.
 +
Physical damage can be consumed as long as any of the conditions are fulfilled. If the energy eater has several absorption pools that could reduce the physical damage of an attack, the energy eater chooses which absorption pool to use.
 +
{| class="wikitable"
 +
|+''' Table: Consuming Physical Blasts'''
 +
|-
 +
|
 +
: '''Air Blast:''' Physical damage inflicted by flying creatures.
 +
: '''Earth Blast:''' Physical damage from melee weapons.
 +
: '''Body Blast:''' Physical damage from unarmed strikes.
 +
: '''Bone Blast:''' Physical damage from natural attacks.
 +
: '''Gravity Blast:''' Falling damage, damage from collisions, and damage from falling objects.
 +
: '''Hammer Blast:''' Bludgeoning damage.
 +
: '''Light Blast:''' Physical damage from critical hits and precision damage.
 +
: '''Telekinetic Blast:''' Physical damage from ranged weapons and ranged natural weapons.
 +
: '''Vibration Blast:''' Physical damage from combat maneuvers, bleed, and rend.
 +
: '''Paper Blast:''' Nonlethal physical damage.
 +
: '''Spear Blast:''' Piercing damage.
 +
: '''Sword Blast:''' Slashing damage.
 +
: '''Water Blast:''' Physical damage inflicted by creatures submerged to half of their height or more, including all swimming creatures and creatures standing on the ground in deep bog terrain.  
 +
: '''Wood Blast:''' Damage from weapons containing wood and damage from the natural and unarmed attacks of creatures of the plant type.
 +
: '''Word Blast:''' Physical damage from spells and supernatural effects.
 +
|}
 +
The ''Metal blast'' composite blast is a special case, it can absorb physical damage from weapons and natural weapons.
 +
 +
Energy eater replaces the infusion specialization ability gained at level 5.
  
'''Air Blast:''' Bludgeoning damage and slashing damage. <br>
+
=== Infusion Specialization (Ex) ===
'''Earth Blast:''' Melee weapon damage and damage from falls and colissions. <br>
+
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.
'''Gravity Blast:''' Bludgeoning damage and nonlethal damage. <br>
 
'''Metal Blast:''' All physical damage. <br>
 
'''Telekinetic Blast:''' All weapon damage. <br>
 
'''Water Blast:''' Bludgeoning and piercing damage. <br>
 
'''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 Sponge (Su) ===
 +
At 11th level, the energy eater's ability to absorb energy improves. When her consume energy ability is active, she can choose to absorb any energy within 30 ft. 
 +
Energy sponge replaces the infusion specialization ability gained at level 11.
  
 
=== Energy Guzzler (Su) ===
 
=== 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 specialization.
+
At 17th level, the energy eater's ability to absorb energy improves again. She can now activate consume energy up to three times per round as a free action, but no more than once on each other creature's turn.
 +
Energy guzzler replaces the infusion specialization ability gained at level 17.  
  
 
== Table: Energy Eater ==  
 
== Table: Energy Eater ==  
Line 46: Line 67:
 
|valign="bottom"|'''Level'''||valign="bottom"|'''Base <br>Attack <br>Bonus'''||valign="bottom"|'''Fort <br>Save'''||valign="bottom"|'''Ref <br>Save'''||valign="bottom"|'''Will <br>Save'''||valign="bottom"|'''Special'''
 
|valign="bottom"|'''Level'''||valign="bottom"|'''Base <br>Attack <br>Bonus'''||valign="bottom"|'''Fort <br>Save'''||valign="bottom"|'''Ref <br>Save'''||valign="bottom"|'''Will <br>Save'''||valign="bottom"|'''Special'''
 
|-
 
|-
| valign="top"| 1st || valign="top"| +0 || valign="top"| +2 || valign="top"| +2 || valign="top"| +0 || valign="top"| Burn (4+Con), elemental focus, gather power, infusion, kinetic blast
+
| valign="top"| 1st || valign="top"| +0 || valign="top"| +2 || valign="top"| +2 || valign="top"| +0 || valign="top"| Burn, elemental focus, gather power, infusion, kinetic blast
 
|-
 
|-
 
| valign="top"| 2nd || valign="top"| +1 || valign="top"| +3 || valign="top"| +3 || valign="top"| +0 || valign="top"| Elemental defense, utility wild talent
 
| valign="top"| 2nd || valign="top"| +1 || valign="top"| +3 || valign="top"| +3 || valign="top"| +0 || valign="top"| Elemental defense, utility wild talent
 
|-
 
|-
| valign="top"| 3rd || valign="top"| +2 || valign="top"| +3 || valign="top"| +3 || valign="top"| +1 || valign="top"| Burn (2/rnd 5+Con), infusion
+
| valign="top"| 3rd || valign="top"| +2 || valign="top"| +3 || valign="top"| +3 || valign="top"| +1 || valign="top"| Elemental overflow +1, infusion
 
|-
 
|-
 
| valign="top"| 4th || valign="top"| +3 || valign="top"| +4 || valign="top"| +4 || valign="top"| +1 || valign="top"| Utility wild talent
 
| valign="top"| 4th || valign="top"| +3 || valign="top"| +4 || valign="top"| +4 || valign="top"| +1 || valign="top"| Utility wild talent
 
|-
 
|-
| valign="top"| 5th || valign="top"| +3 || valign="top"| +4 || valign="top"| +4 || valign="top"| +1 || valign="top"| Energy eater, infusion (replace),  metakinesis (empower)
+
| valign="top"| 5th || valign="top"| +3 || valign="top"| +4 || valign="top"| +4 || valign="top"| +1 || valign="top"| Consume energy, infusion,  metakinesis (empower)
 
|-
 
|-
| valign="top"| 6th || valign="top"| +4 || valign="top"| +5 || valign="top"| +5 || valign="top"| +2 || valign="top"| Burn (4/rnd 6+Con), internal buffer 1, utility wild talent
+
| valign="top"| 6th || valign="top"| +4 || valign="top"| +5 || valign="top"| +5 || valign="top"| +2 || valign="top"| Elemental overflow +2, internal buffer 1, utility wild talent
 
|-
 
|-
 
| valign="top"| 7th || valign="top"| +5 || valign="top"| +5 || valign="top"| +5 || valign="top"| +2 || valign="top"| Expanded element
 
| valign="top"| 7th || valign="top"| +5 || valign="top"| +5 || valign="top"| +5 || valign="top"| +2 || valign="top"| Expanded element
 
|-
 
|-
| valign="top"| 8th || valign="top"| +6/+1 || valign="top"| +6 || valign="top"| +6 || valign="top"| +2 || valign="top"| Infusion specialization 2, utility wild talent
+
| valign="top"| 8th || valign="top"| +6/+1 || valign="top"| +6 || valign="top"| +6 || valign="top"| +2 || valign="top"| Infusion specialization 1, utility wild talent
 
|-
 
|-
| valign="top"| 9th || valign="top"| +6/+1 || valign="top"| +6 || valign="top"| +6 || valign="top"| +3 || valign="top"| Burn (3/rnd 7+Con), infusion, metakinesis (maximize)
+
| valign="top"| 9th || valign="top"| +6/+1 || valign="top"| +6 || valign="top"| +6 || valign="top"| +3 || valign="top"| Elemental overflow +3, infusion, metakinesis (maximize)
 
|-
 
|-
 
| valign="top"| 10th || valign="top"| +7/+2 || valign="top"| +7 || valign="top"| +7 || valign="top"| +3 || valign="top"| Utility wild talent
 
| valign="top"| 10th || valign="top"| +7/+2 || valign="top"| +7 || valign="top"| +7 || valign="top"| +3 || valign="top"| Utility wild talent
 
|-
 
|-
| valign="top"| 11th || valign="top"| +8/+3 || valign="top"| +7 || valign="top"| +7 || valign="top"| +3 || valign="top"| Infusion (replace), infusion specialization 3, internal buffer 2, supercharge
+
| valign="top"| 11th || valign="top"| +8/+3 || valign="top"| +7 || valign="top"| +7 || valign="top"| +3 || valign="top"| Energy sponge, infusion, internal buffer 2, supercharge
 
|-
 
|-
| valign="top"| 12th || valign="top"| +9/+4 || valign="top"| +8 || valign="top"| +8 || valign="top"| +4 || valign="top"| Burn (4/rnd 8+Con), utility wild talent
+
| valign="top"| 12th || valign="top"| +9/+4 || valign="top"| +8 || valign="top"| +8 || valign="top"| +4 || valign="top"| Elemental overflow +4, utility wild talent
 
|-
 
|-
 
| valign="top"| 13th || valign="top"| +9/+4 || valign="top"| +8 || valign="top"| +8 || valign="top"| +4 || valign="top"| Infusion, metakinesis (quicken)
 
| valign="top"| 13th || valign="top"| +9/+4 || valign="top"| +8 || valign="top"| +8 || valign="top"| +4 || valign="top"| Infusion, metakinesis (quicken)
 
|-
 
|-
| valign="top"| 14th || valign="top"| +10/+5 || valign="top"| +9 || valign="top"| +9 || valign="top"| +4 || valign="top"| Infusion specialization 4, utility wild talent
+
| valign="top"| 14th || valign="top"| +10/+5 || valign="top"| +9 || valign="top"| +9 || valign="top"| +4 || valign="top"| Infusion specialization 2, utility wild talent
 
|-
 
|-
| valign="top"| 15th || valign="top"| +11/+6/+1 || valign="top"| +9 || valign="top"| +9 || valign="top"| +5 || valign="top"| Burn (5/rnd 9+Con), expanded element
+
| valign="top"| 15th || valign="top"| +11/+6/+1 || valign="top"| +9 || valign="top"| +9 || valign="top"| +5 || valign="top"| Expanded element, elemental overflow +5
 
|-
 
|-
| valign="top"| 16th || valign="top"| +12/+7/+2 || valign="top"| +10 || valign="top"| +10 || valign="top"| +5 || valign="top"| Energy guzzler, internal buffer 3, utility wild talent
+
| valign="top"| 16th || valign="top"| +12/+7/+2 || valign="top"| +10 || valign="top"| +10 || valign="top"| +5 || valign="top"| Composite specialization, internal buffer 3, utility wild talent
 
|-
 
|-
| valign="top"| 17th || valign="top"| +12/+7/+2 || valign="top"| +10 || valign="top"| +10 || valign="top"| +5 || valign="top"| Infusion (replace), infusion specialization 5, metakinesis (twice)
+
| valign="top"| 17th || valign="top"| +12/+7/+2 || valign="top"| +10 || valign="top"| +10 || valign="top"| +5 || valign="top"| Energy guzzler, infusion, metakinesis (twice)
 
|-
 
|-
| valign="top"| 18th || valign="top"| +13/+8/+3 || valign="top"| +11 || valign="top"| +11 || valign="top"| +6 || valign="top"| Burn (6/rnd 10+Con), utility wild talent
+
| valign="top"| 18th || valign="top"| +13/+8/+3 || valign="top"| +11 || valign="top"| +11 || valign="top"| +6 || valign="top"| Elemental overflow +6, utility wild talent
 
|-
 
|-
 
| valign="top"| 19th || valign="top"| +14/+9/+4 || valign="top"| +11 || valign="top"| +11 || valign="top"| +6 || valign="top"| Infusion, metakinetic master
 
| valign="top"| 19th || valign="top"| +14/+9/+4 || valign="top"| +11 || valign="top"| +11 || valign="top"| +6 || valign="top"| Infusion, metakinetic master
 
|-
 
|-
| valign="top"| 20th || valign="top"| +15/+10/+5 || valign="top"| +12 || valign="top"| +12 || valign="top"| +6 || valign="top"| Infusion specialization 6, omnikinesis, utility wild talent
+
| valign="top"| 20th || valign="top"| +15/+10/+5 || valign="top"| +12 || valign="top"| +12 || valign="top"| +6 || valign="top"| Infusion specialization 3, omnikinesis, utility wild talent
 
|}
 
|}
  
 
== Summary of Lost Class Abilities ==
 
== Summary of Lost Class Abilities ==
 
These abilities of the original class are lost or modified in this archetype:
 
These abilities of the original class are lost or modified in this archetype:
* Armor Proficiency
+
* Infusion Specialization (level 5, 11, and 17)
* Elemental Overflow
 
 
 
 
<!-- OGL -->
 
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<noinclude>{{OGL}}</noinclude>
 
<noinclude>{{OGL}}</noinclude>

Latest revision as of 00:12, 12 October 2017

ApathApath Logo
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.

Consume Energy (Su)

At 5th level the energy eater can take a move action or an immediate action to consume 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.

Consume energy creates an absorption pool that absorbs one kind of energy or physical damage. As long as the absorption pool has any points remaining, any damage take is first subtracted from the absorption pool. Consume energy is applied after all protections, but before taking damage to temporary hit points or hit points. All absorption pools are reset to zero at the start of each of the the energy eater kineticist's turns.

If the blast used to power consume energy inflicts several different kinds of energy damage, this creates several different absorption pools. Any unused points in an absorption pool vanish at the beginning of the energy eater's next turn.

When used against an area effect, this reduces the damage taken by all targets in the area, not just the energy eater herself.

For each point of point of damage absorbed by an absorption pool, the kineticists gains 1 temporary hit point. These temporary hit points last until the kineticist next recovers burn. Temporary hit points from consume energy stack with each other, but not with other temporary hit points.

The energy eater cannot eat the energy of her own attacks or powers, or from situations she uses her powers to create. For example, a pyrokineticist energy eater cannot eat fire from her own spells or powers, not a bonfire she creates using those powers, but can benefit from fire created by others.

Consuming Physical Damage The energy eater can consume physical damage in the same way she consumes energy damage, but this requires that the type of attack be of a kind matching the type of kinetic blast used. See Table: Consuming Physical Blasts. In addition, a physical absorption pool created using a certain physical blast can always absorb damage from the same kind of physical blast. Physical damage can be consumed as long as any of the conditions are fulfilled. If the energy eater has several absorption pools that could reduce the physical damage of an attack, the energy eater chooses which absorption pool to use.

Table: Consuming Physical Blasts
Air Blast: Physical damage inflicted by flying creatures.
Earth Blast: Physical damage from melee weapons.
Body Blast: Physical damage from unarmed strikes.
Bone Blast: Physical damage from natural attacks.
Gravity Blast: Falling damage, damage from collisions, and damage from falling objects.
Hammer Blast: Bludgeoning damage.
Light Blast: Physical damage from critical hits and precision damage.
Telekinetic Blast: Physical damage from ranged weapons and ranged natural weapons.
Vibration Blast: Physical damage from combat maneuvers, bleed, and rend.
Paper Blast: Nonlethal physical damage.
Spear Blast: Piercing damage.
Sword Blast: Slashing damage.
Water Blast: Physical damage inflicted by creatures submerged to half of their height or more, including all swimming creatures and creatures standing on the ground in deep bog terrain.
Wood Blast: Damage from weapons containing wood and damage from the natural and unarmed attacks of creatures of the plant type.
Word Blast: Physical damage from spells and supernatural effects.

The Metal blast composite blast is a special case, it can absorb physical damage from weapons and natural weapons.

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 her consume energy ability is active, she can choose to absorb any energy within 30 ft. 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. She can now activate consume energy up to three times per round as a free action, but no more than once on each other creature's turn. 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, elemental focus, gather power, infusion, kinetic blast
2nd +1 +3 +3 +0 Elemental defense, utility wild talent
3rd +2 +3 +3 +1 Elemental overflow +1, infusion
4th +3 +4 +4 +1 Utility wild talent
5th +3 +4 +4 +1 Consume energy, infusion, metakinesis (empower)
6th +4 +5 +5 +2 Elemental overflow +2, 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 Elemental overflow +3, infusion, metakinesis (maximize)
10th +7/+2 +7 +7 +3 Utility wild talent
11th +8/+3 +7 +7 +3 Energy sponge, infusion, internal buffer 2, supercharge
12th +9/+4 +8 +8 +4 Elemental overflow +4, 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 Expanded element, elemental overflow +5
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, metakinesis (twice)
18th +13/+8/+3 +11 +11 +6 Elemental overflow +6, 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:

  • Infusion Specialization (level 5, 11, and 17)
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