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<blockquote data-quote="Fralex" data-source="post: 6473226" data-attributes="member: 6785902"><p>Just gonna jot down some ideas I've been thinking about... here's what I imagine the class features of a kineticist to look like:</p><p></p><p><strong>1st level:</strong> You can conjure a Medium invisible hand as an action. It appears anywhere within your aura (10-foot radius at 1st level). On any of your subsequent turns, you may forgo your action to have the hand take an action instead. It can do anything your own hands can do, with the same level of skill (however, any attack you make with the hand may use your Intelligence modifier for attack and damage rolls in place of Strength or Dexterity, and the hand's maximum carrying capacity is your Intelligence score). Once during your turn, you may move the hand to any position within your aura, even having it occupy another creature's space. At the end of your turn, if the hand is outside your aura, it vanishes. You can only keep one hand active at a time.</p><p></p><p><strong>Later level:</strong> You can have multiple psychic hands active at a time. Each one can be moved during your turn, but only one may take an action. If two hands are occupying the same space, they may use your action to do anything you can do with your own two hands as an action (grapple, attack with a two-handed weapon, etc.). The maximum number of hands you may keep active at a time starts off at two, and gets bigger as you level up. Keeping more than one hand out takes concentration. If you lose concentration, all but one of your psychic hands are destroyed.</p><p></p><p><strong>Even later level:</strong> You can convert your psychic hands into bursts of pure elemental energy. As an action, you may destroy any number of hands. Each creature with one or more of those hands in its space must make a Dexterity saving throw or take damage equal to 1d8 per hand (getting destroyed) in its space, plus your Int modifier. The damage may be fire, cold, lightning, or thunder. Later on you can also choose force damage.</p><p></p><p><strong>Much later level:</strong> Some sort of nova energy attack that targets all creatures in your aura to take a bunch of energy damage on a failed Dex save, or half as much on a successful one. Doing so destroys any psychic hands in the area and maybe does something like give you a level of exhaustion each time you do it after the first?</p><p></p><p>Oh, and I think one ability that would be available to all psions is a basic attack where one creature in your aura takes 1d4 + your Intelligence modifier psychic damage on a failed Intelligence save. Like an unarmed strike, but mental.</p></blockquote><p></p>
[QUOTE="Fralex, post: 6473226, member: 6785902"] Just gonna jot down some ideas I've been thinking about... here's what I imagine the class features of a kineticist to look like: [B]1st level:[/B] You can conjure a Medium invisible hand as an action. It appears anywhere within your aura (10-foot radius at 1st level). On any of your subsequent turns, you may forgo your action to have the hand take an action instead. It can do anything your own hands can do, with the same level of skill (however, any attack you make with the hand may use your Intelligence modifier for attack and damage rolls in place of Strength or Dexterity, and the hand's maximum carrying capacity is your Intelligence score). Once during your turn, you may move the hand to any position within your aura, even having it occupy another creature's space. At the end of your turn, if the hand is outside your aura, it vanishes. You can only keep one hand active at a time. [B]Later level:[/B] You can have multiple psychic hands active at a time. Each one can be moved during your turn, but only one may take an action. If two hands are occupying the same space, they may use your action to do anything you can do with your own two hands as an action (grapple, attack with a two-handed weapon, etc.). The maximum number of hands you may keep active at a time starts off at two, and gets bigger as you level up. Keeping more than one hand out takes concentration. If you lose concentration, all but one of your psychic hands are destroyed. [B]Even later level:[/B] You can convert your psychic hands into bursts of pure elemental energy. As an action, you may destroy any number of hands. Each creature with one or more of those hands in its space must make a Dexterity saving throw or take damage equal to 1d8 per hand (getting destroyed) in its space, plus your Int modifier. The damage may be fire, cold, lightning, or thunder. Later on you can also choose force damage. [B]Much later level:[/B] Some sort of nova energy attack that targets all creatures in your aura to take a bunch of energy damage on a failed Dex save, or half as much on a successful one. Doing so destroys any psychic hands in the area and maybe does something like give you a level of exhaustion each time you do it after the first? Oh, and I think one ability that would be available to all psions is a basic attack where one creature in your aura takes 1d4 + your Intelligence modifier psychic damage on a failed Intelligence save. Like an unarmed strike, but mental. [/QUOTE]
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