Elemental Mutations

In the world of Porphyra, the powers of the kineticist are rarely understood, and sometimes these powers can become corrupted, leading to more ‘pure’ strains of kinetic power. Only certain types of kineticists have the ability to become corrupted, often favoring those who have more varied powers than their fellows. A character can only take 1 elemental mutation. The following mutations have been discovered, although there are still rare cases of less common ones being found:

Arrow Mutation

While kinetic blasts tend to be large masses of elemental energy and matter, some individuals shape their blasts into condensed, precise forms.

Restrictions: Must possess a kinetic blast.

Benefit: A kineticist with this mutation increases the critical threat range of their blast by 1. This effect stacks with other effects which increase a blast’s critical threat range, but is applied last. Any bludgeoning or slashing damage dealt by their blast is converted to piercing damage.

Drawback: A kineticist with this mutation does not deal full damage to swarms, instead dealing damage to it as a normal weapon depending on the swarm’s size (half damage to swarms of Tiny creatures, no damage to swarms of Diminutive or Fine creatures). In addition, their blast’s damage die size is reduced by 1 step.

Special: Blasts used with infusions which cause them to affect an area (such as explosion or cloud) still affect swarms as normal for area of effect attacks (dealing half again as much damage to them).

Avatar Mutation

While some elemental avatars are composed of the basic elements of nature, there are those who instead embrace a different natural order, choosing to summon the elements of other realms of existence, forsaking the natural order.

Restrictions: Must have the elemental avatar archetype.

Benefit: A kineticist with this mutation can choose the material or esoteric array from the entropist archetype when deciding the elements to which they have access. Avatar blast counts as poison, sound, viscera, and wood element and can be used with infusions with which bone, vibration, and/or wood blast are associated. Spirit blast counts as aether, light, time, and void element and can be used with infusions with which chrono, force, and/or light blast are associated.

Drawback: A kineticist who chooses esoteric array cannot learn avatar blast, and one that chooses material array cannot learn spirit blast.

Brutal Mutation

A brutal mutation is one that occurs when a kineticist is born with too much potential. The mutation causes their raw power to rip apart their body as it is used, often leaving lasting scars. Those who possess this mutation are far more easily able to tap into their elemental power.

Restrictions: Must possess the Burn class feature

Benefit: Whenever a kineticist with this mutation gains the expanded element class feature, if the kineticist selects a new element to expand into, they gain an infusion for that element. They are also only treated as 2 levels lower than their main element for selecting wild talents from their new element. If the kineticist chooses to expand their original element, they gain both a new infusion and utility wild talent.

Also when they select the Extra Wild Talent feat, they can increase the level of the talent they can select with this feat by 1 as well as removing the prerequisite of the feat, allowing you to select level 1 wild talents at 1st level.

Drawback: All damage a kineticist receives from burn or an ability that alters burn is treated as lethal damage instead of non-lethal damage. This damage cannot be reduced or healed except by the methods of removing non-lethal damage from burn.

Special: A fusion kineticist with this mutation treats their sub element as 2 levels lower than their main element at 1st level, removing the restriction limiting them to only 1st level talents until 7th level. At 7th level, they consider their sub element 1 level lower than their main element.

Conservative Mutation

Some kineticists don’t have the physical fortitude to channel their powers fully, causing their full strength to be locked within themselves - although they lessen the strain needed to channel their powers, leaving them in far better condition afterwards.

Restrictions: Must possess the Burn class feature

Benefit: Whenever a kineticist with this mutation receives a point of burn, they only take 1 point of non-lethal damage for every 2 levels they possess instead of for every level.

Drawback: Reduce the damage die of all kinetic blasts the kineticist possesses by 1 step (d10 to d8, d8 to d6, d6 to d4, d4 to d3, d3 to d2) as well as reducing the DCs of any infusions applied to their blast by 1.

Dense Mutation

While some kineticists wield raw elemental energy such as fire or lightning, others manage to impart too much of their own power into the blast, making them far less adept at finding weaknesses in their opponent’s armor. These blasts instead pack a far more powerful punch to them.

Restrictions: Must possess a basic energy blast

Benefit: Kineticists with this mutation determine the damage of their energy blast as though they were physical blast (dealing 1dx+1 damage + their Constitution modifier), as well as gaining a +4 on checks against spell resistance.

Drawback: The kineticist’s energy blast now targets normal AC instead of touch AC and is treated as a physical blast for how it interacts with infusions and class features.

Furyshaper Mutation

While most blood kineticists receive the benefits of hydrokinetic and sometimes corpokinetic powers, the furyshaper can use fire to the same effect.

Restrictions: Must possess the blood kineticist archetype.

Benefit: A blood kineticist with this mutation gains fire as their primary element instead of water and fire blast as their kinetic blast instead of water blast, and treats hypertensive infusion as a fire infusion. They can apply bleeding, foe throw, gut-wrenching, hypertensive, vampiric, and wrack infusions to their fire and blue flame blasts. In addition, they can apply any infusion to their blood blast which is associated with fire blast (including those previously listed), and their blood blast deals half bludgeoning, half fire damage.

Drawback: A blood kineticist with this mutation cannot apply infusions to their blood blast that are associated with water blast unless those infusions are also associated with fire blast. They do not gain blue flame blast the first time they select fire as an expanded element, gaining blood blast instead (they can gain blue flame blast by selecting fire as an expanded element a second time). The wrack infusion deals fire damage if applied to a fire or blue flame blast.

Intelligent Mutation

The power of most kineticists is in their creativity, although some kineticists manage to express this in even more unique fashions, their education far surpassing their allies’. These intelligent warriors have forsaken other ways of gaining power in a more physical sense.

Restrictions: Must possess the gather power class feature

Benefit: Kineticists with this mutation gain two additional skill points per level, and can select 2 skills, treating them as class skills.

Drawback: The kineticist can only use their gather energy or supercharge class feature as a move action.

Utilitarian Mutation

Some kineticists prefer to use their powers with more cunning and finesse than wielding their element as a tool of war.

Restrictions: Must possess gather power.

Benefit: A kineticist with this mutation can use gather power once per minute as a full-round action to reduce the cost of a utility wild talent used the next turn by 1 (to a minimum of 0). In addition, if they possess the internal buffer class feature, it is doubled in size (this effect does not stack with that provided by abilities granted by archetypes or equipment, such as the kinetic chirurgeon’s healing buffer).

Drawback: A kineticist who chooses this mutation cannot reduce the cost of their kinetic blasts with gather power or internal buffer, and their kinetic blasts’ damage die size is reduced by 1 step.

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