Kineticist
Kineticist Job Training
Description
As a kineticist, you would receive a brain implant to augment your latent telekinetic abilities, allowing you to rely almost completely upon your own willpower and intelligence. You'd learn to rely on activated special abilities instead of basic melee or ranged attacks, though maintaining a basic aptitude in one or the other wouldn't hurt - at least until your mental powers fully blossom. The life of a kineticist is one where strength of mind is greater than any strength of body.
Class Specialties
Starter Items
- Melee Weapon: Knife
- Ranged Weapon: Rock
- Armor: Dress Clothes
- Shield: Cheap JoyCo Shield Generator
Perks
Steele gains class-specific perks for each level earned.
Level | Name | Description |
---|---|---|
2 | Entropic Leech | Allows you to draw thermal energy from a target, dealing cold damage and restoring a small amount of energy. |
3 | Speed of Thought | Allows grapple escape chances to be calculated with intelligence instead of physique. |
4 | Mental Endurance | Increases maximum energy by 25. |
5 | Mind Trick | Grants the ability to contest a grapple by force of will, convincing the aggressor's mind that they want to get off of you. |
6 | Psychic Armor | Increases defense by 1 and grants minimum defense equal to your level. |
7 | Steel Will | Increases maximum and current willpower by five. |
8 | Mental Endurance 2 | Increases maximum energy by 25. |
9 | Levitation | An activated ability that grants flying and +10 evasion for the rest of the fight. |
10 | Unnatural Reserves | Grants the ability to automatically draw upon life beyond life when HP is reduced below 50%, restoring 25% of maximum HP once per combat. |
11 | Mind Fortress | Increases resistance to psychic lust damage by 20%. |
12 | Mental Endurance 3 | Increases maximum energy by 50. |
Special Abilities
When choosing the special ability perks, Steele may attain abilities that fall under two specific themes to define the player's play style.
Level | ??? | ??? |
---|---|---|
2 | Kinetic Burst | Thermal Sunder |
3 | Psionic Shielding | Psytuned Vitality |
4 | Psychogenic Vim | Vitality Siphon |
5 | Entropy Waves | Gravity Flux |
6 | Telekinetic Warrior | Third Eye Aim |
7 | Vortex Brand | Debris Field |
8 | Concussive Augmentation | Geothermal Spike |
9 | Entropic Whip | Acid Cloud |
10 | Mind Crush | Deep Impact |
11 | Haste | Reality Schism |
12 | Psychic Slam | Gravity Crush |
Level | Name | Description |
---|---|---|
1 | Force Darts (Starter Ability) |
Spray three lower-accuracy darts of force at a target, each dealing low kinetic damage. Guaranteed to hit at least once! Dart accuracy is based on intelligence. Dart damage scales with willpower. |
2 | Kinetic Burst | Unleashes a burst of kinetic energy next to an enemy, dealing middling kinetic damage. Has a chance to disarm. |
Thermal Sunder | Unleashes a torrent of thermal energy, dealing middling thermal damage. Has a chance to sunder. | |
3 | Psionic Shielding | Grants the ability to passively osmose excess psychic energy to restore (character level) shields every turn. |
Psytuned Vitality | Doubles maximum HP per level and restores 5 HP with each psychic ability used. | |
4 | Psychogenic Vim | Draws upon ambient energies to instantly recover 75% of your maximum energy and maximum health. Once per battle. |
Vitality Siphon | For three turns after activation, leech 50% of damage dealt into your HP. Additionally, recover 10 energy on each round damage is dealt. 15 energy to activate. | |
5 | Entropy Waves | Projects an entropic field over the surrounding area for three turns, dealing low, unavoidable damage and repeatedly attempting to sunder affected targets. |
Gravity Flux | Causes gravity over to become crushingly high, dealing moderate unresistable damage to all enemies and additional kinetic damage to flying enemies. May cause the tripped condition. | |
6 | Telekinetic Warrior | When unarmed (or disarmed), replaces your weapon attacks with psychokinetic force. |
Third Eye Aim | Third Eye Aim - Allows you to guide your attacks with intelligence instead of physique (melee) or aim (ranged). | |
7 | Vortex Brand | Applies a vortex to a target that draws attacks toward them, reducing dodge chance by 50% and increasing all damage taken by 15% for four rounds. |
Debris Field | Fills the battlefield with whirling debris that deal some damage and have a chance to blind all other combatants each turn for 3 turns. Does additional damage to flying foes. | |
8 | Concussive Augmentation | Adds an unavoidable blast of kinetic force to your basic attacks for the next three attacks. |
Geothermal Spike | Grants a moderate damage, single-target attack dealing kinetic and thermal damage. Can miss. Automatically crits tripped targets. Automatically misses flying targets. | |
9 | Entropic Whip | Grants a moderately powerful freeze-whip attack. Can miss. Struck targets must make a physique save against the "Deep Freeze" effect. |
Acid Cloud | Grants the ability to create an un-dodgeable corrosive mess around a single target. Automatically crits immobilized targets. | |
10 | Mind Crush | Deal a moderate amount of Crushing kinetic damage. Organic opponents can be stunned for 2-3 turns. Has a four round cooldown. |
Deep Impact | Your critical hits can cause targets to be Stunned. | |
11 | Haste | Grants an additional attack when using basic melee or ranged attacks for five turns. |
Reality Schism | Thin the fabric of reality in this location, increasing the damage of your activated psionic abilities by 20% for the remainder of the fight. | |
12 | Psychic Slam | Slams a target around for crushing kinetic damage three times, dealing higher damage to smaller foes. Has a four round cooldown. |
Gravity Crush | Pins a target under the weight of their own gravity, dealing high unresistible damage that scales up with the size of the target. Has a four round cooldown. |
Notes
Third Eye Aim does not replace Physique or Aim requirement for Stun, Trip or Stagger Chance.
Geothermal SpikeCritical Hits do not count for Deep Impact Stun.
Staffs with the Psionically Attuned flag do an extra 1 damage per level for a Kineticist.
Only Kineticists can benefit from Psi Noise Generators.
Telekinetic warrior damage: 4 + (level + will)/2. Melee also benefits from physique, and ranged benefits from aim.