Energy Eater (Apath)
Unofficial rules compendium | |
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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 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 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.
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, 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.
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 attacks or powers.
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 the energy eater uses. Composite blasts that are not listed absorb the 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 damage and damage from falls and colissions.
Gravity Blast: Bludgeoning damage and nonlethal damage.
Metal Blast: All physical damage.
Telekinetic Blast: All weapon damage.
Water Blast: Bludgeoning and piercing damage.
Wood Blast: Damage from wooden weapons (including weapons with wooden shafts) and damage from plant creatures' natural attacks.
No damage is inflicted on any object when its damage is eaten this way, and the object can always be used again, only the kinetic energy is consumed. 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 specialization.
Table: Energy Eater
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st | +0 | +2 | +2 | +0 | Burn (4+Con), elemental focus, gather power, infusion, kinetic blast |
2nd | +1 | +3 | +3 | +0 | Elemental defense, utility wild talent |
3rd | +2 | +3 | +3 | +1 | Burn (2/rnd 5+Con), 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 (4/rnd 6+Con), internal buffer 1, utility wild talent |
7th | +5 | +5 | +5 | +2 | Expanded element |
8th | +6/+1 | +6 | +6 | +2 | Infusion specialization 2, utility wild talent |
9th | +6/+1 | +6 | +6 | +3 | Burn (3/rnd 7+Con), infusion, metakinesis (maximize) |
10th | +7/+2 | +7 | +7 | +3 | Utility wild talent |
11th | +8/+3 | +7 | +7 | +3 | Infusion (replace), infusion specialization 3, internal buffer 2, supercharge |
12th | +9/+4 | +8 | +8 | +4 | Burn (4/rnd 8+Con), utility wild talent |
13th | +9/+4 | +8 | +8 | +4 | Infusion, metakinesis (quicken) |
14th | +10/+5 | +9 | +9 | +4 | Infusion specialization 4, utility wild talent |
15th | +11/+6/+1 | +9 | +9 | +5 | Burn (5/rnd 9+Con), expanded element |
16th | +12/+7/+2 | +10 | +10 | +5 | Energy guzzler, internal buffer 3, utility wild talent |
17th | +12/+7/+2 | +10 | +10 | +5 | Infusion (replace), infusion specialization 5, metakinesis (twice) |
18th | +13/+8/+3 | +11 | +11 | +6 | Burn (6/rnd 10+Con), utility wild talent |
19th | +14/+9/+4 | +11 | +11 | +6 | Infusion, metakinetic master |
20th | +15/+10/+5 | +12 | +12 | +6 | Infusion specialization 6, 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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