Difference between revisions of "Kinetic Transmuter (Apath)"

From Action
Jump to navigation Jump to search
 
(26 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Apath}}{{wip}}
+
{{Apath}}
 
''Whereas most kineticists focus on unleashing elemental energies in the form of powerful blasts, kinetic transmuters harness the primal power of the elements to shape materials to their will.
 
''Whereas most kineticists focus on unleashing elemental energies in the form of powerful blasts, kinetic transmuters harness the primal power of the elements to shape materials to their will.
  
Line 16: Line 16:
  
 
=== Elemental Focus (Su) ===
 
=== Elemental Focus (Su) ===
A kinetic transmuter must select either earth or fire as their elemental focus at level 1. Earth because it allows them to have a fundamental understanding of base materials and how to change them, or fire because it gives them access to the primal forces which control the universe. They may choose any of the simple blasts as their basic blasts.
+
Whenever a kinetic transmuter selects a kinetic blast, he must select one of the listed simple blasts and gains the corresponding elemental focus: 
 +
earth blast (earth),
 +
electric blast (air),
 +
fire blast (fire),
 +
telekinetic blast (aether),
 +
water blast (water).
 +
 
 +
This modifies elemental focus, kinetic blast, and expanded element.
  
 
=== Kinetic Transmutation (Sp) ===
 
=== Kinetic Transmutation (Sp) ===
Rather than the standard utility wild talents available to normal kineticists, a kinetic transmuter gains abilities that allow them to transform matter on a fundamental level. At the highest levels, they can even transmute living matter.
+
{| class="wikitable" align="right" width=200
 +
|+''' Table: Kinetic Transmutations '''
 +
|
 +
;Minimum Level 2
 +
: [http://www.d20pfsrd.com/magic/all-spells/b/break Break]<sup><sup><sup>APG</sup></sup></sup> *
 +
: [http://www.d20pfsrd.com/magic/all-spells/g/glue-seal Glue seal]<sup><sup><sup>ACG</sup></sup></sup> *
 +
: [http://www.d20pfsrd.com/magic/all-spells/m/magic-weapon Magic weapon]
 +
: [http://www.d20pfsrd.com/magic/all-spells/m/mending Mending]
 +
::Instantaneous
 +
: [http://www.d20pfsrd.com/magic/all-spells/m/mirror-polish Mirror polish]<sup><sup><sup>ACG</sup></sup></sup>
 +
 
 +
;Minimum Level 4
 +
: [http://www.d20pfsrd.com/magic/all-spells/f/fabricate Fabricate] *
 +
: [http://www.d20pfsrd.com/magic/all-spells/g/glitterdust Glitterdust]
 +
::Burn 1
 +
: [http://www.d20pfsrd.com/magic/all-spells/g/grease Grease] *
 +
: [http://www.d20pfsrd.com/magic/all-spells/u/unerring-weapon Unerring weapon]<sup><sup><sup>UC</sup></sup></sup>
 +
: [http://www.d20pfsrd.com/magic/all-spells/w/warp-wood Warp wood] *
  
The kinetic transmuter chooses one kinetic transmutation from the list below at level 2 and every even level thereafter. Each effect has a minimum level, but there are no other prerequisites.
+
;Minimum Level 6
 +
: [http://www.d20pfsrd.com/magic/all-spells/h/heart-of-the-metal Heart of the metal]
 +
: [http://www.d20pfsrd.com/magic/all-spells/m/make-whole Make whole]
 +
::Burn 1, instantaneous
 +
: [http://www.d20pfsrd.com/magic/all-spells/m/magic-weapon Magic weapon (greater)]
 +
: [http://www.d20pfsrd.com/magic/all-spells/s/shrink-item Shrink-item]
 +
::Burn 1, duration 1 day/ level
  
All the abilities below are transmutation effects, even if the listed spell is of another school. Unless otherwise noted below, all abilities take a standard action to use have a duration of 1 round/level, after which the transmuted matter resumes its original form and function. Abiities marked * can be made a natural part of the world, by accepting one point of burn the kinetic transmuter can give these effects an instantaneous duration.
+
;Minimum Level 8
 +
: [http://www.d20pfsrd.com/magic/all-spells/a/ash-storm Ash storm]<sup><sup><sup>UM</sup></sup></sup>
 +
: [http://www.d20pfsrd.com/magic/all-spells/m/minor-creation Minor creation] *
 +
: [http://www.d20pfsrd.com/magic/all-spells/m/move-earth Move earth]
 +
::Instantaneous, cast time as the spell
 +
: [http://www.d20pfsrd.com/magic/all-spells/s/stone-shape Stone shape] *
  
The transmutation skills are:
+
;Minimum Level 10
 +
: [http://www.d20pfsrd.com/magic/all-spells/a/animate-objects Animate objects]
 +
: [http://www.d20pfsrd.com/magic/all-spells/r/rampart Rampart]<sup><sup><sup>APG</sup></sup></sup> *
 +
: [http://www.d20pfsrd.com/magic/all-spells/r/rusting-grasp Rusting grasp]
 +
::Instantaneous
 +
: [http://www.d20pfsrd.com/magic/all-spells/w/wall-of-stone Wall of stone] *
  
2nd Level: ''Jury rig
+
;Minimum Level 12
 +
: [http://www.d20pfsrd.com/magic/all-spells/m/major-creation Major creation]
 +
::Burn 1, duration as the spell
 +
: [http://www.d20pfsrd.com/magic/all-spells/m/malfunction Malfunction]<sup><sup><sup>UM</sup></sup></sup>
 +
: [http://www.d20pfsrd.com/magic/all-spells/t/transmute-rock-to-mud Transmute rock to mud] *
 +
: [http://www.d20pfsrd.com/magic/all-spells/w/wall-of-iron Wall of iron] *
  
4th Level: ''Make whole
+
;Minimum Level 14
 +
: [http://www.d20pfsrd.com/magic/all-spells/p/passwall Passwall] *
 +
: [http://www.d20pfsrd.com/magic/all-spells/p/polymorph Polymorph]
 +
: [http://www.d20pfsrd.com/magic/all-spells/r/regenerate Regenerate] *
 +
: [http://www.d20pfsrd.com/magic/all-spells/t/transmute-mud-to-rock Transmute mud to rock] *
  
6th Level: ''Shrink item
+
; Minimum Level 16
 +
: [http://www.d20pfsrd.com/magic/all-spells/a/arcane-cannon Arcane cannon]<sup><sup><sup>UC</sup></sup></sup>
 +
: [http://www.d20pfsrd.com/magic/all-spells/b/baleful-polymorph Baleful polymorph] *
 +
: [http://www.d20pfsrd.com/magic/all-spells/i/iron-body Iron body]
 +
: [http://www.d20pfsrd.com/magic/all-spells/t/tar-pool Tar pool]<sup><sup><sup>UC</sup></sup></sup> *
  
8th level: ''Warp metal'' and ''warp wood'' (using this ability costs 1 point of burn per use)
+
;Minimum Level 18
 +
: [http://www.d20pfsrd.com/magic/all-spells/p/polymorph Polymorph (greater)]
 +
: [http://www.d20pfsrd.com/magic/all-spells/r/resplendent-mansion Resplendent mansion]<sup><sup><sup>UI</sup></sup></sup>
 +
::Burn 2, duration as the spell
 +
: [http://www.d20pfsrd.com/magic/all-spells/w/wall-of-lava Wall of lava]<sup><sup><sup>APG</sup></sup></sup>
  
10th Level: ''Fabricate
+
;Minimum Level 20
 +
: [http://www.d20pfsrd.com/magic/all-spells/f/fiery-body Fiery body]<sup><sup><sup>APG</sup></sup></sup>
 +
: [http://www.d20pfsrd.com/magic/all-spells/p/polymorph-any-object Polymorph any object]
 +
::Burn 1, duration as the spell, each extra burn spent increases duration factor by 1
 +
|}
 +
Rather than the standard utility wild talents available to normal kineticists, a kinetic transmuter gains abilities that allow them to transform matter on a fundamental level. At the highest levels, they can even transmute living matter.
  
12th level: ''Move earth
+
At level 2 and every even level thereafter, the kinetic transmuter chooses one spell-like effect from Table: Kinetic Transmutations. Each spell has a minimum class level, but there are no other prerequisites.
 +
All the kinetic transmutations are transmutation effects, even if the listed spell is of another school.
  
14th Level: ''Memory of function
+
All abilities take a standard action to use.
 +
Use the kinetic transmuter's class level as the caster level and half the prerequisite level as the spell level.
 +
Ignore all effect maximums and damage caps for level-based effects.
 +
The kinetic transmuter ignores all spell components, except that she needs to provide focus components.
 +
Spells use the kinetic transmuter's Dexterity to determine saving throws and for any ability-dependent effects given in the spell description.
  
16th Level: ''Polymorph any object'' (using this ability costs 4 points of burn per use).
+
There must be solid matter around to create the effect from, the ground or floor usually serves this purpose.
 +
All these spell-like effects have a duration of 1 round/level, after which the transmuted matter resumes its original form and function. Any damage healed, inflicted, or repaired remains.
 +
Spells marked * can be made into a natural part of the world, giving them an instantaneous duration by accepting one point of burn.
  
18th level: ''Iron body'' (self only)
+
Some spells have special rules or a burn cost, noted after the spell name. These supersede the general rules given above.
  
20th level: ''Transmute blood to acid'' (using this ability costs 6 burn.)
+
At level 4, and every two levels thereafter, the kinetic transmuter can exchange one kinetic transmutation ability she already knows for another kinetic transmutation ability of the same level or below.
  
These replace the wild utility talents gained at levels 2, 4, 6, 8, 10, 12, 14. 16,.18 and 20.
+
Kinetic transmutation replaces the wild utility talents gained at levels 2, 4, 6, 8, 10, 12, 14. 16, 18, and 20.
  
 
=== Create Life (Sp) ===
 
=== Create Life (Sp) ===
At 20th level, a kinetic transmuter has mastered the ultimate ability: the ability to raise the dead. They gain the ability to cast ''true resurrection'', essentially creating a living body out of base components.  
+
At 20th level, a kinetic transmuter has mastered the ultimate ability: the ability to raise the dead. They gain the ability to cast ''[http://www.d20pfsrd.com/magic/all-spells/t/true-resurrection true resurrection]'', essentially creating a living body out of base components.  
  
However, doing this is fraught with risk. Firstly, doing so inflicts 6 points of burn upon the transmuter. If this would be enough subdual damage to render them unconscious, then they must make a will save DC 10 plus the character level of the individual they are attempting to raise. Failure indicates that there is a massive backlash, causing the kineticists body to begin to disintegrate. They take 6d10 damage, which is permanently deducted from their hit points. If they lose more than half their hit points in that matter, then they permanently lose a random limb.
+
Creating life is fraught with risk. Using create life inflicts a number of points of burn equal to the target's Hit Dice -1d12 (minimum 2). If this renders the kinetic transmuter unconscious, the procedure fails, and instead creates an uncontrolled monster, such as a demon or a doppelganger with class levels (GM's discretion).
In addition to this damage, the procedure fails, and the attempted resurectee is either not completed, or is brought back as some kind of monster, such as an uncontrolled flesh golem, a doppelganger, or something worse. (GM's discretion).
 
  
The ritual needed to raise a subject requires sufficient base materials to make the body, and requires one hour of preparation per character level of the target being raised.
+
The ritual needed to raise a subject requires the base materials that make up the body, and one hour of preparation.
This replaced omnikinesis.
+
This replaces omnikinesis.
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed 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:
 +
* Elemental focus
 +
* Kinetic blast
 +
* Expanded element
 +
* Wild Utility Talents (level 2, 4, 6, 8, 10, 12, 14. 16, 18, and 20)
 +
* Omikinesis
  
 
== External Links ==
 
== External Links ==

Latest revision as of 15:45, 16 January 2018

ApathApath Logo
Unofficial rules compendium

Whereas most kineticists focus on unleashing elemental energies in the form of powerful blasts, kinetic transmuters harness the primal power of the elements to shape materials to their will.

Class Information

This is an kineticist archetype that transmutes rather than conjures matter..

Publisher: d20pfsrd Publishing based on the works of Jessie Staffler.

Class: kineticist.

Hit Die: d8.

Class Features

The kinetic transmuter has all the standard kineticist’s class features, except as noted below.

Elemental Focus (Su)

Whenever a kinetic transmuter selects a kinetic blast, he must select one of the listed simple blasts and gains the corresponding elemental focus: earth blast (earth), electric blast (air), fire blast (fire), telekinetic blast (aether), water blast (water).

This modifies elemental focus, kinetic blast, and expanded element.

Kinetic Transmutation (Sp)

Table: Kinetic Transmutations
Minimum Level 2
BreakAPG *
Glue sealACG *
Magic weapon
Mending
Instantaneous
Mirror polishACG
Minimum Level 4
Fabricate *
Glitterdust
Burn 1
Grease *
Unerring weaponUC
Warp wood *
Minimum Level 6
Heart of the metal
Make whole
Burn 1, instantaneous
Magic weapon (greater)
Shrink-item
Burn 1, duration 1 day/ level
Minimum Level 8
Ash stormUM
Minor creation *
Move earth
Instantaneous, cast time as the spell
Stone shape *
Minimum Level 10
Animate objects
RampartAPG *
Rusting grasp
Instantaneous
Wall of stone *
Minimum Level 12
Major creation
Burn 1, duration as the spell
MalfunctionUM
Transmute rock to mud *
Wall of iron *
Minimum Level 14
Passwall *
Polymorph
Regenerate *
Transmute mud to rock *
Minimum Level 16
Arcane cannonUC
Baleful polymorph *
Iron body
Tar poolUC *
Minimum Level 18
Polymorph (greater)
Resplendent mansionUI
Burn 2, duration as the spell
Wall of lavaAPG
Minimum Level 20
Fiery bodyAPG
Polymorph any object
Burn 1, duration as the spell, each extra burn spent increases duration factor by 1

Rather than the standard utility wild talents available to normal kineticists, a kinetic transmuter gains abilities that allow them to transform matter on a fundamental level. At the highest levels, they can even transmute living matter.

At level 2 and every even level thereafter, the kinetic transmuter chooses one spell-like effect from Table: Kinetic Transmutations. Each spell has a minimum class level, but there are no other prerequisites. All the kinetic transmutations are transmutation effects, even if the listed spell is of another school.

All abilities take a standard action to use. Use the kinetic transmuter's class level as the caster level and half the prerequisite level as the spell level. Ignore all effect maximums and damage caps for level-based effects. The kinetic transmuter ignores all spell components, except that she needs to provide focus components. Spells use the kinetic transmuter's Dexterity to determine saving throws and for any ability-dependent effects given in the spell description.

There must be solid matter around to create the effect from, the ground or floor usually serves this purpose. All these spell-like effects have a duration of 1 round/level, after which the transmuted matter resumes its original form and function. Any damage healed, inflicted, or repaired remains. Spells marked * can be made into a natural part of the world, giving them an instantaneous duration by accepting one point of burn.

Some spells have special rules or a burn cost, noted after the spell name. These supersede the general rules given above.

At level 4, and every two levels thereafter, the kinetic transmuter can exchange one kinetic transmutation ability she already knows for another kinetic transmutation ability of the same level or below.

Kinetic transmutation replaces the wild utility talents gained at levels 2, 4, 6, 8, 10, 12, 14. 16, 18, and 20.

Create Life (Sp)

At 20th level, a kinetic transmuter has mastered the ultimate ability: the ability to raise the dead. They gain the ability to cast true resurrection, essentially creating a living body out of base components.

Creating life is fraught with risk. Using create life inflicts a number of points of burn equal to the target's Hit Dice -1d12 (minimum 2). If this renders the kinetic transmuter unconscious, the procedure fails, and instead creates an uncontrolled monster, such as a demon or a doppelganger with class levels (GM's discretion).

The ritual needed to raise a subject requires the base materials that make up the body, and one hour of preparation. This replaces omnikinesis.

Summary of Changed Class Abilities

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

  • Elemental focus
  • Kinetic blast
  • Expanded element
  • Wild Utility Talents (level 2, 4, 6, 8, 10, 12, 14. 16, 18, and 20)
  • Omikinesis

External Links

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.