Difference between revisions of "Archkineticist (3.5e Prestige Class)"

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{{#set:Summary=Expend the Pyrokineticist class to become master of all elements, even force!
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{{#set:Summary=Extend the Pyrokineticist class to become master of all elements, even force!
 
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===Becoming an Archkineticist===
 
===Becoming an Archkineticist===
  
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All of the following are class features of the archkineticist.
 
All of the following are class features of the archkineticist.
  
'''{{Anchor|Elemental Shift}}:''' At 1st level and each level after up to 4th, an archkineticist learns a new element to master besides his default.  He selects an element he does not know (typically cold, electric, acid, and sonic if you are playing the default pyrokineticist).  As a move-action, an archkineticist can transform his current elemental manifestation into the new element, changing all his powers gained from the pyrokineticist class as appropriate.  After four levels he should know all five available elements.
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'''{{Anchor|Elemental Shift}}:''' At 1st level and each level after up to 4th, an archkineticist learns a new element to master besides his default.  He selects an element he does not know (typically cold, electric, acid, and sonic if you are playing the default pyrokineticist).  As a move-action, an archkineticist can transform his current elemental manifestation into the new element, changing all his powers gained from the pyrokineticist class as appropriate.  After four levels he should know all five available elements. These other elements are known as the Cyro, Electro, and Acetokinetics.  For the Sonokineticist the damage die is decreased by one size.
 
 
For the Cyro, Electro, and Acetokinetics the damage is as fire -1 per damage die.  For the Sonokineticist the damage die is decreased by one size.
 
  
 
'''{{Anchor|Kinetic Mastery}}:''' At 1st level and each level after, an archkineticist learns how to augment his current powers to greater effect.  He can improve the features of the pyrokineticist class, but does not benefit from an improvement to a class feature he has not yet gained.  If he later gains the class feature the change is applied retroactively.  You may take an ability only once unless otherwise specified.
 
'''{{Anchor|Kinetic Mastery}}:''' At 1st level and each level after, an archkineticist learns how to augment his current powers to greater effect.  He can improve the features of the pyrokineticist class, but does not benefit from an improvement to a class feature he has not yet gained.  If he later gains the class feature the change is applied retroactively.  You may take an ability only once unless otherwise specified.
  
''{{Anchor|Ball of Energy}} ([[Ps]]):'' Your Bolt of Fire attack (or equivallent) increases its range to 120 feet.  You may also cause the bolt to instead explode in an Area of Effect, dealing its damage in a 10 foot radius burst.  It gives a Reflex save of 10 + 1/2 HD + [[Charisma]] for half damage.  You must have Bolt of Fire (or equivallent) to use this ability.
+
''{{Anchor|Ball of Energy}} ([[Ps]]):'' Your Bolt of Fire attack (or equivalent) increases its range to 120 feet.  You may also cause the bolt to instead explode in an Area of Effect, dealing its damage in a 10 foot radius burst.  It gives a Reflex save of 10 + 1/2 HD + [[Charisma]] for half damage.  You must have Bolt of Fire (or equivalent) to use this ability.
  
''{{Anchor|Brutal Attack}} ([[Ex]]):'' Your Fire Lash and Bolt of Fire (or equivallent) abilities gain a critical threat range of 20/x3.  You may take this a second time, increasing the threat range to 20/x4.  You may not take this and also take Keen Attack.
+
''{{Anchor|Brutal Attack}} ([[Ex]]):'' Your Fire Lash and Bolt of Fire (or equivalent) abilities gain a critical threat range of 20/x3.  You may take this a second time, increasing the threat range to 20/x4.  You may not take this and also take Keen Attack.
  
''{{Anchor|Energetic Flight}} ([[Su]]):'' You reduce fall damage by 20 feet, as your fall is cushioned by an explosive burst of whatever element you are channeling.  If you have Firewalk (or equivallent) then you may use it without expending any power points or expending your psionic focs.
+
''{{Anchor|Energetic Flight}} ([[Su]]):'' You reduce fall damage by 20 feet, as your fall is cushioned by an explosive burst of whatever element you are channeling.  If you have Firewalk (or equivalent) then you may use it without expending any power points or expending your psionic focus.
  
 
''{{Anchor|Improved Damage}} ([[Ex]]):'' Select one element besides force, the damage increases by +1 per die.  You may select this ability multiple times, each time selecting a new element.
 
''{{Anchor|Improved Damage}} ([[Ex]]):'' Select one element besides force, the damage increases by +1 per die.  You may select this ability multiple times, each time selecting a new element.
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''{{Anchor|Improved Nimbus}} ([[Su]]):'' At will as a standard action you may light your body with raw elemental energies appropriate to what you are channeling, shedding light like a torch.  If you have Nimbus, you may now use the ability a number of times per day equal to your [[Charisma]] bonus (minimum 1), and your damage reduction increases to DR 10/magic and lawful.
 
''{{Anchor|Improved Nimbus}} ([[Su]]):'' At will as a standard action you may light your body with raw elemental energies appropriate to what you are channeling, shedding light like a torch.  If you have Nimbus, you may now use the ability a number of times per day equal to your [[Charisma]] bonus (minimum 1), and your damage reduction increases to DR 10/magic and lawful.
  
''{{Anchor|Improved Resistance}} ([[Ex]]):'' You gain energy resistance 10 to the element you are currently channeling.  If you have Fire Adaption (or equivallent), the bonus is instead 20.  If you have Fear No Fire (or equivallent), you instead become immune to the element.
+
''{{Anchor|Improved Resistance}} ([[Ex]]):'' You gain energy resistance 10 to the element you are currently channeling.  If you have Fire Adaption (or equivalent), the bonus is instead 20.  If you have Fear No Fire (or equivalent), you instead become immune to the element.
  
''{{Anchor|Keen Attack}} ([[Ex]]):'' Your Fire Lash and Bolt of Fire (or equivallent) abilities gain a critical threat range of 19-20/x2.  You may take this a second time, increasing the threat range to 18-20/x2.  You may not take this and also take Brutal Attack.
+
''{{Anchor|Keen Attack}} ([[Ex]]):'' Your Fire Lash and Bolt of Fire (or equivalent) abilities gain a critical threat range of 19-20/x2.  You may take this a second time, increasing the threat range to 18-20/x2.  You may not take this and also take Brutal Attack.
  
''{{Anchor|Kinetic Apothesis}} ([[Ex]]):'' The elemental energies bind to you, granting you some elemental traits.  You gain a resistance bonus to poison, sleep, paralysis, and stunning equal to your pryokineticist (or equivallent) class level.  If you are a 10th level pyrokineticist (or equivallent) you also gain immunity to critical hits, poison, sleep, paralysis, and stunning, and may count as an elemental (no subtype) when beneficial.
+
''{{Anchor|Kinetic Apothesis}} ([[Ex]]):'' The elemental energies bind to you, granting you some elemental traits.  You gain a resistance bonus to poison, sleep, paralysis, and stunning equal to your pryokineticist (or equivalent) class level.  If you are a 10th level pyrokineticist (or equivalent) you also gain immunity to critical hits, poison, sleep, paralysis, and stunning, and may count as an elemental (no subtype) when beneficial.
 +
 
 +
''{{Anchor|Kinetic Stream}} ([[Su]]):'' As a 1 round action you combine all of your kinetic might, unleashing a stream of all your mastered energy types. You create a 15-ft wide, 120-ft long line from your outstretched hands, all creature caught inside the line take 1d6 damages per character level in all energy type available to you as a archkineticist (only resistance or immunity to all of them apply), a successful [[Reflex]] save halves the damage. The line last until the start of your next turn, dealing half damage to any creature who enter the line or end their turn inside of it. Upon using kinetic stream you become [[SRD:Exhausted|Exhausted]] for 1 round, after using it you must wait 1d4 rounds before using kinetic stream again.  
  
 
'''{{Anchor|Force Shift}}:''' At 5th level an archkineticist can turn his powers into raw supernatural energy, dealing force damage.  The "Aetherkineticist" has all the powers shifted to reflect force energy.  The damage dealt by force is the same as the Sonokineticist, one die smaller.
 
'''{{Anchor|Force Shift}}:''' At 5th level an archkineticist can turn his powers into raw supernatural energy, dealing force damage.  The "Aetherkineticist" has all the powers shifted to reflect force energy.  The damage dealt by force is the same as the Sonokineticist, one die smaller.
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[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Prestige Class]]
 
[[Category:Prestige Class]]
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Latest revision as of 08:24, 8 September 2019

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Date Created: 6-25-10
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Archkineticist[edit]

I think that you will die by fire, but now that I think twice, death by ice is just as nice.
—Terrus, Gnome Archkineticist, Book of Five

The Pyrokineticist and its elemental alternate brothers, the Cryo, Electro, Aceto, and Sonokineticists are masters of their respective elements, allowing for whips, blasts, and powerful conflagerations of their respective powers. However, a Pyro cannot swing around frozen cold and a Sono cannot release lightning, as he has already chosen his class. If only there was a way to master all the elements...

But wait... he can!

Becoming an Archkineticist[edit]

Entry Requirements
Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks.
Psionics: Must have a power point reserve of at least 1 power point.
Special: Pyrokineticist level 1st (or any of its elemental variants).

Table: The Archkineticist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Elemental Shift, Kinetic Mastery
2nd +2 +3 +3 +0 Elemental Shift, Kinetic Mastery
3rd +3 +3 +3 +1 Elemental Shift, Kinetic Mastery
4th +4 +4 +4 +1 Elemental Shift, Kinetic Mastery
5th +5 +4 +4 +1 Force Shift, Kinetic Mastery

Class Skills (2 + Int modifier per level.
Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Knowledge (The Planes) (Int), Perform (Cha), Psicraft (Int), Profession (Wis), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the archkineticist.

Elemental Shift: At 1st level and each level after up to 4th, an archkineticist learns a new element to master besides his default. He selects an element he does not know (typically cold, electric, acid, and sonic if you are playing the default pyrokineticist). As a move-action, an archkineticist can transform his current elemental manifestation into the new element, changing all his powers gained from the pyrokineticist class as appropriate. After four levels he should know all five available elements. These other elements are known as the Cyro, Electro, and Acetokinetics. For the Sonokineticist the damage die is decreased by one size.

Kinetic Mastery: At 1st level and each level after, an archkineticist learns how to augment his current powers to greater effect. He can improve the features of the pyrokineticist class, but does not benefit from an improvement to a class feature he has not yet gained. If he later gains the class feature the change is applied retroactively. You may take an ability only once unless otherwise specified.

Ball of Energy (Ps): Your Bolt of Fire attack (or equivalent) increases its range to 120 feet. You may also cause the bolt to instead explode in an Area of Effect, dealing its damage in a 10 foot radius burst. It gives a Reflex save of 10 + 1/2 HD + Charisma for half damage. You must have Bolt of Fire (or equivalent) to use this ability.

Brutal Attack (Ex): Your Fire Lash and Bolt of Fire (or equivalent) abilities gain a critical threat range of 20/x3. You may take this a second time, increasing the threat range to 20/x4. You may not take this and also take Keen Attack.

Energetic Flight (Su): You reduce fall damage by 20 feet, as your fall is cushioned by an explosive burst of whatever element you are channeling. If you have Firewalk (or equivalent) then you may use it without expending any power points or expending your psionic focus.

Improved Damage (Ex): Select one element besides force, the damage increases by +1 per die. You may select this ability multiple times, each time selecting a new element.

Improved Nimbus (Su): At will as a standard action you may light your body with raw elemental energies appropriate to what you are channeling, shedding light like a torch. If you have Nimbus, you may now use the ability a number of times per day equal to your Charisma bonus (minimum 1), and your damage reduction increases to DR 10/magic and lawful.

Improved Resistance (Ex): You gain energy resistance 10 to the element you are currently channeling. If you have Fire Adaption (or equivalent), the bonus is instead 20. If you have Fear No Fire (or equivalent), you instead become immune to the element.

Keen Attack (Ex): Your Fire Lash and Bolt of Fire (or equivalent) abilities gain a critical threat range of 19-20/x2. You may take this a second time, increasing the threat range to 18-20/x2. You may not take this and also take Brutal Attack.

Kinetic Apothesis (Ex): The elemental energies bind to you, granting you some elemental traits. You gain a resistance bonus to poison, sleep, paralysis, and stunning equal to your pryokineticist (or equivalent) class level. If you are a 10th level pyrokineticist (or equivalent) you also gain immunity to critical hits, poison, sleep, paralysis, and stunning, and may count as an elemental (no subtype) when beneficial.

Kinetic Stream (Su): As a 1 round action you combine all of your kinetic might, unleashing a stream of all your mastered energy types. You create a 15-ft wide, 120-ft long line from your outstretched hands, all creature caught inside the line take 1d6 damages per character level in all energy type available to you as a archkineticist (only resistance or immunity to all of them apply), a successful Reflex save halves the damage. The line last until the start of your next turn, dealing half damage to any creature who enter the line or end their turn inside of it. Upon using kinetic stream you become Exhausted for 1 round, after using it you must wait 1d4 rounds before using kinetic stream again.

Force Shift: At 5th level an archkineticist can turn his powers into raw supernatural energy, dealing force damage. The "Aetherkineticist" has all the powers shifted to reflect force energy. The damage dealt by force is the same as the Sonokineticist, one die smaller.

Campaign Information[edit]

Playing an Archkineticist[edit]

Combat: The archkineticist retains the same role as he did before, but is much more versitile. There is few threats he cannot handle with the correct selection of elements.

Advancement: Any class suitable for a pyrokineticist is suitable for an archkineticist.

Resources: Pyrokineticist being the anarchic buggers as they are tend not to attract positive attention. This has not changed.

Archkineticists in the World[edit]

Does it burn? Alright, does it melt? What about shatter? You just wait, I'll find a way to break it yet...
—Neram, Human Archkineticist

NPC Reactions: A man who has control over the elements must be some kind of caster, and this can provoke all sorts of responses good and bad. As pyrokineticists tend towards chaotic and by association so do archkineticists, they tend to be unwelcome around the lawful folk.

Archkineticist Lore[edit]

Characters with ranks in Knowledge Psionics can research archkineticists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Psionics
DC Result
10 The archkineticist IS a pyrokineticist, but he is not merely limited to the element of fire...
15 An archkineticist has better control and superior powers compared to the average pryokineticist.
20 High level archkineticists can even control the power of force itself!
30 Those that reach this level of success can research specific archkineticists, their motives, whereabouts, powers, and legends.

Archkineticists in the Game[edit]

Adaptation: Perhaps the archkineticist is drawing on the power of elemental spirits? A magical version may be possible, requiring 1st level arcane spells and at least one fire spell to enter the magical Pyrokineticist, and then follow up with an magical version of this class.

Sample Encounter: Pending

EL 12:



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Eiji-kun's Homebrew (5656 Articles)
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Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level7 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAutohypnosis +, Climb +, Concentration +, Craft +, Intimidate +, Jump +, Knowledge +, Perform +, Psicraft +, Profession +, Tumble + and Use Rope +
Skill Points2 +
SummaryExtend the Pyrokineticist class to become master of all elements, even force! +
TitleArchkineticist +
Will Save ProgressionPoor +