Energy Eater (Apath)

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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 a move action or 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. The absorption pool lasts until the beginning of the energy eater's next turn.

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

As a standard action the energy eater can set up this this ability to absorb any source of energy within 30 ft., even one that does not damage him personally. 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.

Energy eaten in this way become temporary hit points with a duration of 5 minutes.

The energy eater cannot eat the energy of his own attacks or powers, or from situations he uses his powers to create. For example, a pyrokineticist energy eater cannot eat fire from his own spells or powers, not a bonfire he creates using those powers, 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.

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. 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, 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 Infusion, energy eater, 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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