Kinetic Duelist (Kineticist Archetype)

In the more martial minded parts of the world, the way of the kinetic duelist is drilled into the training regimens of any potential kineticist, wanting to train them for conflict as soon as possible. The Jheriak Continuance in particular are known for their education of kinetic duelists, emphasizing their fondness for individual combat. In other parts of Porphyra, such as the duel-loving bravos of Iffud, the art of the kinetic duelist is taught to the most sneaky and swift of their numbers, knowing that a warrior who can carry a blade at all times without suspicion is a far more valuable unit. Kinetic duelists themselves are more prone to fighting a single opponent, and abstain from larger combat whenever possible.

Weapon and Armor Proficiencies (Ex): Kinetic duelist are proficient with all simple weapons, light armor, medium armor, and bucklers.

These proficiencies replace a normal kineticist’s weapon and armor proficiencies.

Kinetic Blade Mastery (Su): At 1st level, a kinetic duelist begins along their martial path. As a free action, they can channel their power into one of their hands for as long as they wish, dismissing it as a free action. A kinetic duelist may attack with this energy as though using the kinetic blade infusion, as well as being able to make attacks of opportunity with it. This ability is considered as kinetic blast as well as kinetic blade for all effects relating to it. A kinetic duelist cannot make a ranged kinetic blast without the ranged blast infusion, nor can they add a form infusion to their kinetic blast except kinetic whip, ranged blast, kinetic assault, or dual blades.

This ability alters kinetic blast.

Ranged Blast (Ex): At 1st level and beyond, a kinetic duelist can select the following infusion:

Ranged Blast
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

You have learned to use your elemental weapon as a ranged attack. As a standard action, you may make a ranged attack with your kinetic blast with a range of up to 30 feet. You may apply a second form infusion to this blast in addition to this one except for dual blades, kinetic assault, kinetic blade, kinetic fist, or kinetic whip.

Kinetic Whip Mastery (Ex): At 10th level, a kinetic duelist can select the following utility wild talent:

Kinetic Whip Mastery
Element(s) universal; Type utility (Sp) Level 5; Burn 1
Prerequisite(s) kinetic whip

Until the next time you recover burn, your kinetic blade mastery class feature is treated as though you were using the kinetic whip infusion instead of kinetic blade.

Synchronous Charge (Su): At 11th level, a kinetic duelist can use their gather power class feature as part of a full round attack, allowing them to reduce the total burn cost of a blast used on their next round by 1. A kinetic duelist may also continue to gather power on their next round as a move action to reduce the total cost of an infusion used this round by 2.

This ability replaces supercharge.

Kinetic Assault (Su): At 13th level, a kinetic duelist gains the following infusion:

Kinetic Assault
Element(s) universal; Type form infusion; Level 6; Burn 4
Prerequisite(s) kinetic blade
Associated Blast any
Saving Throw none

You are capable of putting incredible power into a charge. As a full round action, you may make a charge attack using the kinetic blade infusion; the movement from this charge does not provoke an attack of opportunity. If this attack is successful, the damage is doubled and all DCs associated with this blast are increased by 2. If you possess the kinetic whip infusion, you can treat this infusion as using the kinetic whip infusion instead of kinetic blade.

This ability replaces metakinesis (quicken)

Dual Blades (Su): At 17th level, a kinetic duelist gains the following infusion:

Dual Blades
Element(s) universal; Type form infusion; Level 8; Burn 4
Prerequisite(s) kinetic blade
Associated Blast any
Saving Throw none

You can form more than one kinetic blade at a time. This infusion is treated as kinetic blade, allowing you to form two kinetic blades instead of one until the beginning of your next round. You are unable to wield either blade in two hands, and both are treated as light weapons for the purposes of two-weapon fighting. You can increase the burn cost by 1 to be treated as though you possess both the Two-Weapon Fighting and Improved Two-Weapon Fighting feats for the purposes of the attacks you can make and their penalties. You can increase the burn cost by 1 to use this form infusion with kinetic assault, allowing you to make 2 attacks at the end of your charge. If you have the kinetic whip mastery utility wild talent, you can treat this infusion as using the kinetic whip infusion instead of kinetic blade.

This ability replaces metakinesis (twice).

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