#Feder's Kineticist

1 messages · Page 1 of 1 (latest)

final bobcat
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Howdy!
I am working on a new class: The Kineticist!
-# Totally not inspired by Pathfinder

Using elemental energy conducted within their body, Kineticists are able to produce, manipulate, and control the elements around them.

This thread will detail my design process, thoughts, and eventually, the class itself!

final bobcat
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1st level abilities!

These are the basics of the class.

  • The Element feature lets you decide what element you want to use (the elements are detailed somewhere else).
  • The Gather Elements feature is what you want to use to actually activate all of your abilities: It lets you gather elemental charges, which you can then use on other abilities. For example:
  • The Kinetic Blast feature! Your run of the mill elemental attack. Modified by the damage type of the chosen element, it's going to me a basic but useful damage source.

What do you guys think? Do you like the core of the class that these abilities display? <@&634107343180660739>

steel swan
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Sounds interesting? Although I worry about the class potentially running out of steam at lower levels and just kind of standing there as a result, although I dunno how big the limit is currently.

final bobcat
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same with the Gather dice, currently it's a d4, but it grows

steel swan
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Also just wanted to say that I am not saying it's bad, just worrying that it might be a bit undertuned but apart feom that I think the class idea is really solid and likely very fun.

final bobcat
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but Im glad to hear that you likewhat you see thus far!

steel swan
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Glad to hear it, depending on how progress goes thia might be my next chatacter lol.

final bobcat
steel swan
final bobcat
steel swan
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Like say, driving the air out of somebody's lungs or using the earth to make a bridgeway or some such, I basically have no idea how a kinetist works so apologies for nonsense.

final bobcat
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some of the ability that you are describing would work as Elemental Disciplines, which is similar to the Mystic's disciplines system, and will allow me to give special abilities to each element

steel swan
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Ah okay, in that case I would have no notes? Some class fantasies would probably be handled by the subclasses tbh.

quartz drift
final bobcat
quartz drift
final bobcat
quartz drift
final bobcat
quartz drift
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It could be a concern but I brought it up just as something to keep in mind. Not a deal breaker.

abstract pendant
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Hi

final bobcat
abstract pendant
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Gather elements is really restrictive

final bobcat
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I am currently writing the level 2 features, which are just:

  • Kinetic Focus: Subclasses
  • Elemental Disciplines: Each element has a set of "Disciplines" you can learn, basically additional abilities that utilize your element and take elemental charge. Each might have a level requirement.
final bobcat
abstract pendant
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If you want to make the class compatible with '24 I'd recommend putting the subclasses at 3rd level

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Well, you roll a die, get rounded down, then it's halved, and there's a hard cap on how many you can have

abstract pendant
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Okay but I think there's an oversight

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Who says I can't do it outside of comabt

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Combat

final bobcat
# abstract pendant Combat

they dissapate after a minute, so unless you know that you are entering battle (in which case doing it will cause you to enter combat), you won't be able to actually use them

abstract pendant
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Yes they only last a minute, but it's still optimal to just sit there and spam it over and over

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Even outside of combat

steel swan
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I don't think feder said anything about the clsss being 2024 compatibile?

final bobcat
abstract pendant
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No no it doesn't have to be, but if you did want it to be then the subclass would be put at 3rd level

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That's the only meaningful difference when it comes to homebrewing classes imo

steel swan
final bobcat
abstract pendant
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Uh

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Sort of hard because it's an action resource gatherer

final bobcat
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that is correct

abstract pendant
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The easiest answer is short rest restoration

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However that goes against using the action to get points

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You could lessen the restrictions on it

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And have a hard limit of used

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Uses*

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What it feels like is there are a lot of hurdles being thrown in to try and stop infinitely spamming the ability, however, unless there's a downside

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People will do it

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Another option is being able to do it a number of times between long rests, and going over incurs levels of exhaustion

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Or even more extreme would be a set amount of death save failures for anytime you go down before you take a long redt

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Rest

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So going over your limit once would give one death failure, a second would be two, and on your third if you went down you'd instantly die

final bobcat
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cause this ability is the core of the class, you need to have elemental charge to use your abilities

abstract pendant
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I'd recommend for this specifically making the limit a column in the class table to prevent multiclass abuse

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If you make it CHA then you start like the warlock or sorcerer multiclass shenanigans

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And core features typically are tied to class tables for scaling

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Sneak attack, bardic inspo

final bobcat
abstract pendant
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Right

final bobcat
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the thing im scared of the most is that it really limits what you can do with the class, since almost everything requires you to have elemental charge

abstract pendant
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That's not a bad thing

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Wizards are the most broken class in the game arguably

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Yet do nothing without spells

steel swan
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I mean, bladesinger exists.

final bobcat
abstract pendant
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Yes

final bobcat
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currently, Kineticist doesn't have that, especially considering it is limited into using a specific damage type (or types at higher levels through Improved Elements)

abstract pendant
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Limitations breed creativity is all I'm saying

final bobcat
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ill probably need to sleep on it, but what you are saying is true and interesting

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every time something like this talk happens, I remember how happy I am that I have this server XD

abstract pendant
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Limitless resources also push the design ethos of the gamr

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Game

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Awwwwww

final bobcat
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like im not kidding

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all of this has been super helpful to me

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and im just happy that i have a place to share my wacky ideas and talk to people

abstract pendant
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Discord is great

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A bunch of losers

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Talking about nerd shit

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Very cool

final bobcat
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Subclass theming alert!

Each subclass will focus on the way a Kineticist focuses their energy:

  • Weapon Focus: These kineticists infuse their weapons with elemental energy. Would work as weapon-based martials.
  • Body Focus: These are elemental brawlers, creating an aura around them, and conducting the elements within them. Would work as unarmed martials.
  • Spirit Focus: These kineticists focus on summoning helpful elemental spirits to fight alongside them. Would work as summoner-like martials and supports.

Maybe pile:

  • Blast Focus: These kineticsts like to push their abilities to the limits by amplifying their blasts. Would work as ranged martials with risk-reward systems.
  • Arcane Focus: Your run of the mill third-caster, with an elemental twist. Would work as third-casters.
final bobcat
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<@&634107343180660739> Level 2 abilities of my Kineticist!
Time to kick this class into high gear with subclasses and disciplines!

Subclasses

The subclasses all focus on the way the kineticist channels their chosen element. Currently, I have conceptualized the Weapon, Body, and Spirit focuses, with maybe also Blast and Arcane joining.

Disciplines

Disciplines are the way the class enables "elemental abilities". Each element will have a set of disciplines, each requiring a certain amount of Elemental Charge points to use. The player will be able to take disciplines as they level up (primarily at levels 6, 13, and 20)

What do you think?

final bobcat
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Full Class Table!

If you have any questions regarding what each ability does, do tell!

humble horizon
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I made an Elementalist class sorta inspired by the kineticist theyre fun

final bobcat
humble horizon
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Fair i gave mine wis anyways

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Mine is a more druidesque connection to the elements

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Not a caster tho

final bobcat
humble horizon
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I did a thing with my witch class where i let em choose an ability modifier from the mental stats, cause like any of em work / make sense. Considered doin the same for the elementalist

final bobcat
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ooh I might give the class a Fighting Style, but I'm not sure

humble horizon
final bobcat
humble horizon
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Mhm makes sense

final bobcat
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i might also ditch Evasion in favor of resistance (and eventually immunity) to an element's damage type

humble horizon
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Yeah evasion makes it feel more like a martial stepping towards monk / rogue territory

final bobcat
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and then I'll have to think about my biggest issue: making the Elemental Disciplines XD

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cause each element will have like 6 disciplines of varying levels and they all have to be unique

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i dont want to just do: "you can spend X Elemental Charge to cast Fireball" or something

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Also I love this ability

final bobcat
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Subclass description!

final bobcat
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Made the first subclass: Weapon Focus!

This subclass revolves around imbuing your weapon with elemental energy, and launching devastating strikes with it.
The image in my head is that of a warrior enforcing their blade with fire or water to launch smites at enemies.

What do you think? Is it too good or not that good?

abstract pendant
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Hi I am here to read

final bobcat
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read and tell me your thoughts!

abstract pendant
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Is there a list of disciplines

final bobcat
abstract pendant
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Is it counterspell for spells of elemental magic?

final bobcat
abstract pendant
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I think it's too loosely specified as to what spells are eligible to be counterspelled this way

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It also has no range

final bobcat
abstract pendant
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(Well the range is like 300 feet)

final bobcat
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the range would be like 60 feet

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ill add it rn

abstract pendant
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This is a really strong feature

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If you're wondering, the feature alone is basically 5 3rd level spells

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With restrictions

final bobcat
abstract pendant
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Counterspell is a very strong ability

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One of the strongest spells in the game

final bobcat
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you also get it insanely high

abstract pendant
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14th is pretty high level

final bobcat
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and it requires a save from the enemy, that probably uses their good stat

abstract pendant
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Yeah the save needs to be a fixed ability score

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Or make it follow counterspell rules

final bobcat
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i was thinking about making it a Charisma save

abstract pendant
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Counterspell auto succeeds on spells of 3rd level or lower

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But otherwise it's a DC of 10 + the spells level, that the spellcaster needs to make (The spellcaster casting counterspell rolls this DC)

final bobcat
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yeah, but since the effect stretches further than just spells, there's no way to place a defined DC for it against the player

abstract pendant
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I'd lowkey copy-paste counterspell and just expand on the restrictions and remove the auto success on spells of 3rd level or lower

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Wait

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Would this work on like

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Dragons breath attack

final bobcat
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yes

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that's its point XD

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thats the exact reason why all of the restrictions are in placed, and why its written oddly

abstract pendant
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My knee-jerk reaction was to make it a DC equal to the creatures CR

abstract pendant
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But that's metagame information

final bobcat
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true

abstract pendant
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Because like

final bobcat
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that's why I made the enemy roll the ability as save

abstract pendant
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Countermagicing tiamats breath weapon would be badass but also really unlikely

abstract pendant
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Uh

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Let me use the powers at be to find out

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I think it's a dex save

final bobcat
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4 dex 1 con

abstract pendant
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Most of them are dex

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One is con

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But it wouldn't make sense that it's different for each one

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That's a lot of bookkeeping

final bobcat
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but waht ability does it use to calculate the DC

abstract pendant
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Oh I see

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Monsters typically don't calculate DCs like that

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Spellcasting is CHA

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But it took me a bit to find it

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And there are non-magical users that use like

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Magical items

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That would be eligible for your countermagic effect

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But not have an easily available ability score

final bobcat
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how do you think I could streamline it?

abstract pendant
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UH

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Okay guess I'm writing a feature now lmao

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Give me a second

final bobcat
abstract pendant
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Counter Elements

(14th-Level Kineticist Feature)
:
Your elemental abilities allow you to disipate even the most powerful of elemental forces.

When a creature within 60 feet that you can see induces a magical effect, such as casting a spell, a dragons breath attack, or using a magical item, and the magical effect deals acid, cold, fire, lightning, or poison damage, you may use a reaction to attempt to disipate the magic rendering it harmless.

Make a DC 15 Charisma save, or a Charisma save equal to the DC of the magical effect, whichever is higher. On a success, the magic fails and has no effects.

You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.

final bobcat
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may I use it?

abstract pendant
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Well the damage type specifier is important otherwise it's busted

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Because then you could counterspell stuff like hold person

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Portal

final bobcat
abstract pendant
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Portals

final bobcat
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cause the damage type needs to match your active element

abstract pendant
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Not the way the feature is written now

final bobcat
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Fire -> Fire
Water -> Cold
Air -> Thunder
Earth -> Bludgeoning

abstract pendant
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Oh okay I see, did you want it to counter that specific damage type?

final bobcat
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i can add it though

abstract pendant
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Okay yes you can use it

final bobcat
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thanks a bunch man!

abstract pendant
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Go ahead! A Christmas gift from me to you

final bobcat
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awwwwwww

abstract pendant
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It's very neat, a lot of people just slap immunities to elemental damages and call it a day

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But this induces choice, much more creative than just ignoring stuff

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And it's narratively fulfilling

final bobcat
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yup!

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it's also an interesting way for you to defend your allies

abstract pendant
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Yes exactly

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Fits the theme really well

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It is still really strong but this isn't a spellcaster so it should be fine

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What saves does this class get

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The proficiencies I mean

final bobcat
abstract pendant
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Ok

final bobcat
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and now to conceptualize the 2 other subclasses XD

abstract pendant
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Yeah good luck with that lmao

final bobcat
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And also a crapton of disciplines (at least 4-5 for each element)

abstract pendant
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That's the fun of class making though

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You get to do whatever you want

final bobcat
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Air discipline ideas:

  • whirlwind
  • suffocation
  • slow fall
  • flight
  • updraft
abstract pendant
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You can also go like

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A ranged weapon air discipline

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That would make sense

final bobcat
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Though I could give each element a “weapon discipline” that conjures a weapon made out of elements for a single attack

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Air bow
Fire sword
Water trident (I guess)
Earth hammer

And eventually:
Wood quarterstaff
Metal claymore

abstract pendant
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It kind of makes them all samey

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Subclasses, and I have a hard time with this

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Are as thematically distinct as they are mechanically distinct

final bobcat
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The disciplines can go alongside any subclass

abstract pendant
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OH

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I misread

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I'm silly

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And blind

final bobcat
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XD no prob

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That’s the big thing about the class I feel, it’s super diverse

humble horizon
final bobcat
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(Also that way I can allow multiple elements)

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(But I also alllow specializing into a single element)

humble horizon
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Fair fair! i sorta did the opposite approach

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primary class deals an elemental damage of your choice whenever you use the feature, and subclasses are element specific

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but i can def see why youd go method over element

humble horizon
humble horizon
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because it is a resource dependent d4 smite, which at 2nd level you can only use for three turns at most if you use one charge per attack

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so at 3rd level you get a total of 3d4 bonus damage and thats it

abstract pendant
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Also there are multiple instances of "Expand" instead of "Expend" when spending elemental charges

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😄

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I agree with Eden, 1d4 per charge is an average of 2.5 damage, very low

final bobcat
abstract pendant
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That is okay

final bobcat
abstract pendant
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That's why we are here

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Personally

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Smites are more paladin-esc

final bobcat
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I might also add the feature to call on that item into your hand at any time

abstract pendant
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There are clerics also that get extra damage on attacks

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But typically it's more of a holy thing for some reason

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Not that you can't do it that wya

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Way

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But there are more interesting options

humble horizon
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Ranger subclass (i believe fey wanderer) gets a resourceless 1d4 bonus psychic once per turn

abstract pendant
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Yeah 1d4 is the lowest amount of damage you could give someone outside of like a +1 bonus to attacks and damage

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1d6 at least

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But since you get a lot of charges, no more than 1d8

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1d6 probably the sweet spot, but if everything in the class competes with Elemental Charges, players might not even use this

humble horizon
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i think a subclass's first feature shouldnt be resource dependent

abstract pendant
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Or it gives a new resource

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Battlemaster fighter, for example

humble horizon
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yeahhhh but when the primary class already has resources that just makes it harder to track

abstract pendant
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Yes it does

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I think some monk subclass features use ki points but I'm not sure

humble horizon
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That is true but monk subclasses are very weird compared to other classes

abstract pendant
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Monk is a weird class that breaks most dnd convention anyway

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Exactly

humble horizon
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If i may give a suggestion, id narrow the scope of your weapon subclass at least

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like making one subclass for using ranged weapons, one for thrown, one for melee

final bobcat
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I’ll read the stuff in like 15 mins, driving rn

humble horizon
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thatll let you give them more specific features that they can use and that tailors more to their playstyle

abstract pendant
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Subclasses also tend to be built around themes and not mechanics

humble horizon
abstract pendant
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They can yes

humble horizon
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like the theme of a bowman is very different from a swordsman

abstract pendant
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Absolutely

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That more speaks to the martial theme

humble horizon
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yeah

abstract pendant
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You can have a bowman and a swordsman with similar themes

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Nature's attendant

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Mystic

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Is more what I meant by theme

humble horizon
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fair though when looking at a subclass it should be unique both mechanically and thematically\

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cause just changing the theme / flavor of a subclass is free

abstract pendant
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Oh for sure

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I find it easier to set a theme of flavour and build around it than a theme of mechanics

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Sometimes the theme gives you a mechanic to build around

humble horizon
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my logic is its harder to make features that are broadly applicable to different fighting styles, rather than honing in on one or two

abstract pendant
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Absolutely

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Fighter kind of struggles witht hat

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That

humble horizon
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yeah

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in my class i gave each subclass (each with their own element) a unique weapon / additional weapon properties that fit with the theming of that element. IE necrotic subclass is a scythe with semi lifesteal, radiant is a bow and arrow, lightning is a halbard (tho i also considered a thunder bolt), etc

abstract pendant
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I find that can work but you sort of railroad players into only having those weapons

humble horizon
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oh thats why i have them be weapon properties not like actual specific weapons like the rogue

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's psychic daggers

abstract pendant
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Yeah that's fair

serene drum
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I realise this is not helpful, and likely a me issue, but I keep reading the forum name as Feder's Kinect.

humble horizon
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lmao

abstract pendant
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Thank you for your input Ovion

serene drum
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You're welcome.

humble horizon
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when deciding a name for an elementalist class it did take me a while to land on smth that wasnt confusing or anything

abstract pendant
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Yeah Kineticist is a bit longwinded

humble horizon
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Kineticist is a vibing name but its also one hell of a word to say

abstract pendant
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Stupid english language

humble horizon
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and ive apparently probably got dyslexia which doesnt help but thats besides the point, but regardless i believe they wanted to take the name directly from PF2e's kineticist which is fair

abstract pendant
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I haven't played PF

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Really should though

humble horizon
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neither have i tbh but ive looked at its classes for inspo before

serene drum
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I've played PF1e, and enjoyed it - but it's a rather different experience

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I looked at early PF2e, and did not care for it.
I keep meaning to look at the more recent PF2e, but it's low down the list.

humble horizon
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pf2e stuff has gotten really cool at least while looking at it

serene drum
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early PF2e had a lot of issues with illusion of choice I didn't like

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modern PF2e... I see a lot of complaints about weird choices, and what I hear doesn't especially excite me.

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but that's fine

final bobcat
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but it has a lot of charm

serene drum
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D&D3.x/PF1e is great though.
Fun to play, lots of crunch, lots of freedom and options.
Can take you 3-5 days to make a character, but that's part of the fun.
And D20 Modern, which is a 3.x system, is possibly my fave TTRPG

final bobcat
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XD

final bobcat
serene drum
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I should actually see if the local second hand stores have any kinects cheap.

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ooh, £10

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for both kinect 1 and 2

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grab me some to rip apart and play with : P

humble horizon
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lmao

final bobcat
abstract pendant
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Fair

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Theme is important

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When you make a subclass try to be a one size fits all you end up with a blank canvas

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On the flipside, if you railroad too much you take away player agency

final bobcat
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i fully agree

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that is why i tried to both keep the Weapon focus loose enough, and stick to a cohesive theme

abstract pendant
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It just depends on the direction you want to take your subclasses

final bobcat
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Body and Spirit focuses will be interesting though

Body is mainly about auras and using the body as a conduit. It would lend to an unarmed grappler fighting style.
Spirit is about summoning an elemental spirit to attack alongside you

final bobcat
humble horizon
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What i was trying to say is i think your weapon subclass is too broad for its own good

abstract pendant
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No fuck it you get a ❤️

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I stand by my decision

humble horizon
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cause it loses out on so many opportunities to give unique features inspired by a specific combat style like being a melee dualist or a ranged bowuser

final bobcat
abstract pendant
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I was talking about the reactions

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I hit ❤️ instead of 👍

final bobcat
final bobcat
humble horizon
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cause the only 100% applicable features to every weapon type is a damage bonus

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which gets boring very quickly

abstract pendant
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Or a hit modifier

humble horizon
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yeah

abstract pendant
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When I imagine a kineticist with heavy armor and a huge hammer swinging through a battle

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I imagine someone that really leans into the elements

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Like a thor

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But thor would not work if he didn't have a hammer

humble horizon
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then you make a subclass speifically built around being that heavy weapon wielder with armored

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then you could also make a subclass specifically for something like light armor and daggers in a more rogue esque way

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etc

abstract pendant
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The other problem with making a subclass so broad is that if you ever wanted to make a subclass that's more narrow but steps on their toes it's awkward

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Like if you make a different weapon based subclass there's overlap

final bobcat
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i feel like having subclasses for each weapon "type" is a bit too specific for me

abstract pendant
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Yes it would be

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But having a subclass about playstyles isn't

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Like imagine a kineticist that uses a sword and has expertize in picking one dude and killing them

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Eat all of my elemental energy sir

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Or a support martial with a spear that summons pillars of ice for cover for their allies

final bobcat
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the subclasses themselves are supposed to be broad, considering the disciplines add more specific "elemental maneuvers"

abstract pendant
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I see okay

final bobcat
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i feel like i should have explained it a lot sooner XD

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Subclasses - Broad ways to channel your energy.
Disciplines - Specific ways to channel each element.

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so a stone wall would be a Discipline, not a subclass ability, but a smite is applicable to every element, and would be considered a subclass

abstract pendant
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I see oaky

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Okay

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Ice pillars are a good idea

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You should do that

final bobcat
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when I add Ice as an element, sure

abstract pendant
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Is water an element

final bobcat
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water != ice

abstract pendant
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It's basically the same thing

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I've seen Avatar

final bobcat
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it's like how Lightning != Air

final bobcat
abstract pendant
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I think a small problem with water based things in DnD is like, unless there is already water present or you can make water, you need some help

final bobcat
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in my thing you can make water

humble horizon
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So With mine i went relatively unorthadox with the elements

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I did:
Dawn
Dusk
Flames
Stone
Storms
Tides

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and they each have a damage type corresponding

Radiant
Necrotic
Fire
Mag Bludgeoning
Lightning / Thunder
Cold

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that also gives me room to expand into more specific things like Ice (cold), Earth (poison and/or acid), water (cold or acid), metal (mag bps), etc

abstract pendant
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Flames should have been Plate's handsomness cause I am HOT

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Sorry

humble horizon
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id reccomend a similar approach, OR you go all in on the major four, Air, Earth, Fire, Water

abstract pendant
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Uncessecary comment

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I agree with you Eden

final bobcat
humble horizon
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fair fair

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why not add spirit then?

final bobcat
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might do, Light, Dark, Arcane, Lightning, and Ice when Im done with everythign else

humble horizon
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lots of cultures have spirit as the fifth element

abstract pendant
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Would spirit be necrotic or is that not a thing

abstract pendant
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Forgive my arrogance on the topic

humble horizon
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Wicca has spirit
Aether is a more greek word and is usually connected to the breath of life / upper air

final bobcat
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spirit feels like Psychic

humble horizon
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In my thing i have Aether as like the base element of all magic / power / etc

humble horizon
humble horizon
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tho i think in most circumstances spirit and aether are semi-exchangeable

final bobcat
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BTW if you have ideas for disciplines for each element I would love to hear them (currently only Fire, Water, Air, Earth)

#

Air:

  • Suffecate (slowly suffecate an enemy in an area devoid of air)
  • Slow Fall (slow your descent)
  • Flight (basic flight)
  • Updraft (launch yourself or your enemies up)
  • Whirlwind (whirl enemies around)

Water:

  • Bubble (contain an enemy inside of a bubble)
  • Waterwalk (walk on water)

Earth:

  • Cliff Face (create a wall of stone)
  • Quicksand (make enemies stuck)

Fire:

  • Flash Fire (blind enemies nearby)
  • Explosion (kaboom)
  • Trailblazer (light those in your path)
steel swan
#

Fire is easy, just go full blaster and war crimes.

final bobcat
#

though I can

#

Flash FIre to burn your enemies

steel swan
#

Good enough lmao.

#

But you could for a damage over time route with it.

final bobcat
steel swan
#

Perhaps? Could work and would certainly be evocative.

final bobcat
#

I wanna have at least one "utility" discipline for each element

#

for Air its Slow Fall and Flight, for Water its Waterwalk, but I dont have any for Earth or Fire

#

earth could just be tremorsense maybe

steel swan
#

Tremorsense is honestly whatever but it is a old reliable.

final bobcat
#

sinkhole to dig holes to stop enemies

#

or maybe quicksand

steel swan
#

Quicksand sounds more fun to me, a classic trap and it feels fun.

abstract pendant
#

Fire definitely could have some light options

#

Like literally light production

#

Blinding effects

#

Heat can also incur exhaustion

#

Heat exhaustion is a real thing

final bobcat
abstract pendant
#

Idk

#

I don't see why not

final bobcat
#

ill actually start writing Disciplines tomorrow maybe

#

or ill get carried away and make the Spirit Focus

#

but right now, it's time to sleep

abstract pendant
#

Night

final bobcat
#

if you have discipline ideas (elemental abilities), I would love to hear them

#

(When I wake up of course)

#

(But you can leave them here and I’ll get to them in the morning if you’d like)

final bobcat
#

Here are all of the 24 elemental disciplines! What do you think?

#

(I still need to write them all XD but these are the ideas)

#

And also, here's a discipline!

#

BTW I have a problem I would like your guys' opinions on:
I feel like the disciplines might be too strong to have infinite uses (provided you have charges), so I was thinking: What if we limited it in some capacity?

abstract pendant
#

What I would recommend is

#

Make it a limit p/sr and have it as a column in the table

#

And then give it the ability to add charges to scale them up in power with maximums, so it's "theoretically" most efficient to only use them at max

#

But practically you can use them below maximum just to have their abilities ready

#

That way you sort of cap the amount of power you get even if you have perpetual resource generation

final bobcat
#

New subclass alert! Spirit Focus!
This one revolves around conjuring an elemental spirit to aid you in battle

steel swan
final bobcat
#

though I can add a sort of "note" related to how you could flavor it

steel swan
abstract pendant
#

Disciplines are basically spells

abstract pendant
# final bobcat wdym?

You can have disciplines get better exactly the same way a spell gets better when cast at a higher level

final bobcat
abstract pendant
#

I think it would be good as a general rule for the class

final bobcat
#

il lthink about it

abstract pendant
#

Especially because

#

If you add a hard limit to your disciplines

#

Redundiates the point that your class resource is infinite

#

Basically you wouldn't make your class use elemental points for disciplines anymore

#

You can think of it as, for the monk, you're limited by your ki points

#

But since everything revolves around this resource, and it's in infinite supply, you have to come up with more creative ways to give the class limita

#

Limits

final bobcat
#

like a discipline charge limit?

abstract pendant
#

Yeah, the issue with the class you'll run into is like

#

Infinite resources very strong

final bobcat
#

yup

#

so like, starting at level 2, the limit is 2 charges, and then it goes all the way to 5?

abstract pendant
#

Honestly I'd make it so each time you spend charges, you get a stacking increase of elemental exhaustion, and any abilities that require elemental charges cost an extra amount equal to your exhaustion

#

(Name pending)

#

But the idea is that instead of hard limiting your resource gain each turn you're making it more impractical to use abilities, it takes more strength in longer fights

#

And you no longer limit features

#

There will be a practical cap where you spend multiple turns getting charged

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Charges

final bobcat
#

so:

  • instead of limiting the amount of disciplines you can use.
    i just:
  • limit the amount of charges you can use on disciplines?
#

(i am not sure how much I like the elemental exhaustion aspect, but if im getting this correctly do tell)

abstract pendant
#

That's one way to go

#

The exhaustion way I mentioned makes all your stuff cost more

final bobcat
final bobcat
#

BTW these are the current disciplines, but if you have more disciplines I would love to hear them!

#

(Also, I thought about it, and I might go up to 7 elements, including Metal, Wood, and Aether. But only after I finish all the other elements)

final bobcat
# final bobcat
poll_question_text

Should we limit the amount of Discipline uses per long/sort rest?

victor_answer_votes

2

total_votes

4

victor_answer_id

3

victor_answer_text

Yes! Level + CHA modifier per long rest!

victor_answer_emoji_name

🟨

final bobcat
#

I finished writing all 24 disciplines...

#

oh god that was hard

#

the class has odd formatting rn, and is missing an introduction page, equipment, and an entire subclass, but it is 8 pages long (not including cover and back pages)

#

it will probably go up to 10-11 when I'm done, and that doesn't even take art into account

steel swan
#

Still that's good progress, looking forward to seeing the completed version.

abstract pendant
#

Small note is that water whip could simply be called whip, or even wet lasso (which is a hilarious name)

#

Water whip and water walk are very similar in name and could potentially confuse players

final bobcat
#

since it more resembles a tentacle

abstract pendant
#

That is fair

final bobcat
#

I got 2 sick days from work (what a way to end the year XD)

#

so ill maybe get a chance to finish it by then

steel swan
#

You never know lol, would be pretty neat to see it completed by then lol.

final bobcat
#

Time to reveal a really cool feature I was doing: Improved Elements and Total Control!

So, there are 2 approaches that people may take when making an "elemental warrior" class:

  1. Slowly gain all elements, which would make you the avatar of some sort.
  2. Focus on a single element, and hone your abilities with it.

Now, in this Kineticist, the subclasses are tied to focuses, not elements, but...
You have the ability to choose to either hone a single element, or select multiple!

Using Improved Elements, you can choose whether to slowly gain more elements, or to learn more disciplines of the elements you know.
and with Total Control, you can either learn all elements, or all disciplines of an element!

final bobcat
#

Soon...

final bobcat
abstract pendant
#

Oh nvm I read bad

#

Ok new issue

#

The class table shows you how many disciplines you can have at once

#

When you get access to this feature

#

It doesn't specify if the disciplines count or overcome that limit

final bobcat
#

It means that you can only use disciplines that cost up to that amount of charges

cobalt steppe
#

Might want a new name that implies some level of expenditure?

abstract pendant
#

Yeah "limits" traditionally refers to how many times you can use a feature

final bobcat
#

How should I call it?

abstract pendant
#

Charge Limit

#

Maybe?

final bobcat
abstract pendant
#

That makes it difficult

#

I have no idea then, genuinely

final bobcat
final bobcat
# final bobcat
poll_question_text

What should I do with the class now?

victor_answer_votes

1

total_votes

2

final bobcat
#

Everyone, check out the new class I am working on: The Medium! #1456613272408297644
(Don't worry, I am going to release the Kineticist soon)