Elemental Brethren (Kineticist Archetype)

Unlike other kineticists, an elemental brethren holds a closer connection to the raw elements, infused with their power from birth. Born with bonds to the elements that cannot be broken, an elemental brethren can tap into their heritage to draw even greater strength from the elements, tapping into sources of power unknown to most kineticists, granting them strength beyond what was thought possible. An Elemental Brethren must be from the Ifrit, Oread, Suli, Sylph, or Undine race.

Elemental Focus (Su): Depending on their race, an elemental brethren must select the element associated with their race:

  • Ifrit: Fire
  • Oread: Earth
  • Suli: Air, Earth, Fire, or Water
  • Sylph: Air
  • Undine: Water

Blood of the Elements (Su): At 1st level, a non-suli elemental brethren gains the suli race’s energy strike alternate racial ability using their primary element. Suli elemental brethren with elemental assault do not need to change it, but those with energy strike may only use their primary element for it. All elemental brethren gain Incremental Elemental Assault as a bonus feat. Non suli elemental brethren are also treated as a suli for the purpose of selecting the Extra Elemental Assault feat. An elemental brethren can apply their elemental assault to their kinetic blast as though it was a weapon. The type of damage that can be chosen with this is determined by the race of the character, and cannot be changed by non suli:

  • Ifrit: Fire
  • Oread: Acid
  • Suli: Acid, Cold, Electric, or Fire
  • Sylph: Electric
  • Undine: Cold

This ability replaces the basic utility talent gained at this level.

Elemental Fuel (Su): At 3rd level, as a free action an elemental brethren can spend 1 round of their elemental assault to reduce the burn cost of an infusion of up to 3rd level by 1. At 8th level, they can spend 2 rounds of their elemental assault to reduce the burn cost of an infusion of up to 6th level by 1. At 12th level, they can spend 3 rounds of their elemental assault to reduce the burn cost of an infusion of up to 9th level by 1.

Augmented Internal Buffer (Su): At 6th level, an elemental brethren can spend 4 rounds of their elemental assault to fill 1 point of their internal buffer as a full round action.

This ability alters internal buffer.

Elemental Genius (Su): At 7th level, an elemental brethren selects one infusion on the list of those available to their element, reducing its level by 1. They also gain an infusion and utility wild talent.

This replaces the expanded element gained at this level.

Blast Burst (Su): At 9th level, as a free action an elemental brethren can spend 3 rounds of their elemental assault to increase the damage die of their kinetic blast by 1 step (d4 to d6, d6 to d8, d8 to d10, d10 to d12) for 1 round.

This replaces the infusion gained at this level.

Improved Expanded Element (Su): At 10th level, an elemental brethren gains the expanded element class feature, although they may only select air, earth, fire, or water for their expanded elements. Unlike normal kineticists, they treat their kineticist level as two levels lower instead of four for the purpose of determining which wild talents they can select from their expanded element.
If an elemental brethren chooses to expand their understanding of an element they already have, select one infusion on the list of those available to their element, reducing its level by 1. They also gain an infusion and utility wild talent.

This ability replaces the utility wild talent gained at this level.

Efficient Assault (Su): At 15th level, an elemental brethren reduces the amount of rounds of elemental assault they need to spend to use elemental fuel, augmented internal buffer, and blast burst by 1. This cannot reduce the amount of rounds needed to 0. They also gain an infusion or utility wild talent for which they qualify.

This ability replaces the expanded element gained at this level.

Efficient Omnikinesis (Su): At 20th level, an elemental brethren can spend 4 rounds of elemental assault to use any kinetic blast wild talent they don’t know for 1 round or change any of their wild talents into any other wild talent of the same category for 24 hours. An elemental brethren cannot use or change a wild talent into an element other than an air, earth, fire, water, or universal.

This ability alters omnikinesis

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