Kinetic Transmuter (Apath)

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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)

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.

Kinetic Transmutation (Sp)

Table: Kinetic Transmutations
Minimum Level 2
BreakAPG *
Glue sealACG *
Magic weapon
Mending
Instantaneous
Mirror polishACG
Instantaneous
Minimum Level 4
Fabricate *
Glitterdust
Burn 1
Grease *
Heart of the metal
Admantine needs caster level 10
Unerring weaponUC
Minimum Level 6
Make whole
Burn 1, instantaneous
Magic weapon (greater)
Shrink-item
Burn 1, duration 1 day/ level
Warp wood *
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 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 all effect maximums and damage caps for level-based effects. The kinetic transmuter ignores 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 6, and every four 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. The chosen ability must be at least four levels lower than the kinetic transmuter's class level.

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.

However, doing this is fraught with risk. Using create life inflicts a number of points of burn equal to the target's Hit Dice +1d8. If this renders the kinetic transmuter unconscious, she permanently loses a random limb. In addition to this damage, the procedure fails, and instead creates an uncontrolled monster, such as a demon, a doppelganger with class levels, or something worse. (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 replaced omnikinesis.

Summary of Changed Class Abilities

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

External Links

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