Elemental Avatar (Kineticist Archetype)

While it is common for some kineticists to expand their elemental focus as they grow in power, others are born with an abundance of elemental power, requiring a good deal more training to contain it all. Elemental avatars are often tasked with traveling to different lands to learn from foreign masters to help their training along, their travel locations often coinciding with the ley lines of power inherent in the world itself. Elemental avatars are assumed to be allied with the Elementalist cause in the ongoing Porphyran conflict, and typically are; many zendiqi pursue the avocation, a deadly presence in their lands.

Universal Focus (Su): An elemental avatar treats air, earth, fire, and water as their primary element, selecting a simple blast from each one as well as gaining their basic manipulations. An elemental avatar is unable to gain a composite blast except from the elemental fusion class feature.

This ability alters elemental focus and replaces the infusion gained at 1st level.

Chosen Defense (Su): At 2nd level, an elemental avatar can select any elemental defense wild talent from your primary elements. They can select their other elemental defenses with the expanded defense utility wild talent. At 8th level, an elemental avatar gains an additional elemental defense wild talent.

This ability alters the elemental defense class feature.

Delayed Infusion (Ex): An elemental avatar gains their first infusion at 3rd level, gaining an addition infusion every 3 levels after.

This ability alters the infusion class feature.

Delayed Utility Wild Talent (Ex): An elemental avatar gains their first utility wild talent at 2nd level, gaining an additional utility wild talent every 3 levels after.

This ability alters the utility wild talent class feature.

Elemental Fusion (Su): At 7th level, an elemental avatar can choose between two composite blasts listed below, gaining 1 of them. At 15th level, they gain the other composite blast.

This ability replaces expanded element.

United Defense (Ex): At 9th level for every 2 points of burn an elemental avatar accepts to increase the effect of one of their elemental defenses, they may select a second elemental defense, treating it as though they had accepted 1 point of burn for the purposes of its effects.

This ability replaces metakinesis (maximize).

Expanded Basics (Ex): At 10th level, an elemental avatar can select a simple blast wild talent from one of their primary elements as though it was a 1st level utility wild talent, adding it to the simple blast available to them.

Apex State (Su): At 20th level, an elemental avatar has reached the zenith of their skill, becoming a true avatar. As a free action, an elemental avatar can enter an apex state. While in this apex state, an elemental avatar treats all of their elemental defenses as well as your elemental overflow as though they have accepted 10 points of burn for the purpose of their effects, and reduces the total burn required for all kinetic blast by 2.

At the end of each round an elemental avatar spends in apex state, they take 1 point of burn. An elemental avatar can only remain in the avatar state for a number of rounds equal to their Constitution modifier (minimum 1.) As a free action at the beginning of their round, an elemental avatar may leave apex state, becoming exhausted for a number of rounds equal to twice that which they spent in apex state.

This ability replaces omnikinesis.


Elemental Avatar Composite Blasts

The following composite blasts are available to elemental avatars.

Avatar Blast

Element(s) air, earth, fire, water; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) special
Blast Type physical; Damage bludgeoning, piercing, and slashing

You combine all of the physical aspects of the elements into a single focused blast. The damage dealt by this blast is 1 step lower than normal (2d4 instead of 2d6.) An avatar blast is treated as air blast, earth blast, and water blast for the purposes of being considered an associated blast for an infusion.

Spirit Blast

Element(s) air, earth, fire, water; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) special
Blast Type energy Damage untyped

You fuse all of the energies of the elements into a perfectly balanced blast. The damage dealt by this blast is 1 step lower than normal (2d4 instead of 2d6.) A spirit blast is treated as electric blast, fire blast, and cold blast for the purposes of being considered an associated blast for an infusion.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.