Sub-Epic Offerings

Obly99

Hero

Herald of the Fissile (Kineticist Archetype)

All kineticists in one way or another are bearers of enormous destructive power but few among them can in any way rival the herald of the fissile. Conscious or unconscious carriers of the terrible power of the atom and of the radiation, very few entities can say that they sleep peacefully knowing that one of them is circulating in their vicinity.

Nuclear Focus (Su)
At 1st level, a herald of the fissile must choose radiation as her primary element. She gains her power from the Elemental Plane of the Earth and the Material Plana instead of the Ethereal Plane.
This alter Elemental Focus.

Radiation
Kineticists who focus on the element of radiation—a terrible poison capable of killing all life—are called nuclearkineticists. Nuclearkineticists use strands of radiation to destroy anyone who opposes them. Radiation can have multiple form but the more common are blue, green or purple flames.

Class Skills: A nuclearkineticist adds Knowledge (dungeoneering and nature) to her list of class skills.

Basic Manipulation: A nuclearkineticist gains basic nuclearkinesis.

Basic Nuclearkinesis

Element
radiation; Type utility (Sp); Level 1; Burn 0

A nuclearkineticist can harness radiation for nondestructive purposes. A nuclearkineticist can channel lesser radiation as a standard action, causing herself to glow like a torch. This effect lasts until she dismisses it as a standard action. Additionally, she can generate small amounts of heat with her hands. This radiation can slowly heat unattended objects with a touch to a warm (but not painfully hot) temperature, or cook raw meat or vegetable matter at a rate of 1 pound per minute. If used on a living creature, this ability deals 1 point of radiation damage per minute of contact, which manifests as reddened and blistering skin.


Simple Blast: A nuclearkineticist gains radiation blast as a simple blast wild talent.

Radiation Blast

Element
radiation; Type simple blast (Sp); Level —; Burn 0

Blast Type: energy; Damage radiation

You bomb an enemy with a massive dose of radiation

Defense: a nuclearkineticist’s defensive wild talent is radiation ward.

Radiation Ward
Element
radiation; Type defense (Su); Level —; Burn 0

Your affinity for radiation grants you a level of immunity to its baleful effects. You gain resistance to radiation 5. At 6th level, you gain resistance to radiation 10. At 12th level, you gain resistance to radiation 20. At 20th level, you are immune to radiation (this reduces other nuclearkineticist's radiation damage and both drain and ability damage from the radiation) (ex: a 12th nuclearkineticist fail the initial save against the severe radiation effect and instead of suffer 23 (6+6+6+5 from the 4d6) drain to constitution, she only suffers 3 drain (23-20) and 0 from the following Strength damage (2d6 even if maximized they will never exceed 20).

Saturation: Radiation saturations are normally sites of terrible nuclear disasters. From the devastation of an abominable atomic warhead detonated, to the melting of a reactor that forced the city to evacuate, passing through the passage of naturally radioactive creatures, all these places have in common an abnormal accumulation of radiation. The nuclearkineticist must reach the most radioactive part of the area (the reactor core, the site with the remains of the bomb, etc.) and pass a Constitution check DC 25 every hour, for 4 hours straight to make the radiation his own. The nuclearkineticist gains a cumulative +1 on the check for each day that passes within 100 feet of the epicenter. When you manage to do all 4 tests in a row, the whole area stops being radioactive (including the one that caused the radiation, in the case of a nuclear reactor or atomic warhead, this permanently renders the reactor or warhead inert and harmless) and she can learn the little boy wild talent. If she fails two checks in a row, she takes 40d6 points of radiation damage. If she fails three or more checks in a row, she must succeed at a DC 25 Fortitude save or suffers 6d6 constitution drain.


Little Boy

Element
radiation; Type utility (Su); Level 9; Burn 5

An immense explosion devast an area of 200 ft. centered on you with a deafening blast of force and burning radiance. All creatures within the spread take 200 points of damage from the blast (half radiation, half force). Also, creatures of Huge size or smaller are thrown back 1d10x10 feet, taking 1d6 points of damage for every 10 ft. traveled, and are considered knocked prone. A successful Reflex save reduces the damage to half and negates the knockback. Creatures reduced to 0 hit points by this effect are blasted into dust, and can only be restored to life with a true resurrection, miracle or wish spell.

Structures within the area of the blast fare just as poorly against the force of the atom. All structures and unattended objects within the blast take 20d10+20 points of force damage, which ignores hardness. Objects destroyed by this effect are blasted into dust and can be recovered only through a wish or miracle spell. Little Boy make the area radioactive for months, though, which start as severe. Creatures must make a save according to the intensity of the radiation left behind, which fades from severe to low over the course of 6d6x10 days and dissapear entirely after 1 year of low level radiation.

Focusing such intense power does have its toll on the nuclearkineticist however. After using Little Boy, the nuclearkineticist takes 1d8 points of Strength and Dexterity damage, and is Fatigued for 1d4 minutes. While the nuclearkineticist is fatigued from this effect, she cannot use Little Boy.

*radiation damage: radiation damage is a very special form of radiation. Instead of doing the usual drains or ability damage, it does direct hit point damage, as if it were a normal attack (ignore Damage Reduction). Radiation damage is a poison effect and creatures immune to it are also immune to radiation damage. Radiation damage even objects composed mainly of organic material and objects with hardness less than 11.

Nuclear Infusion (Su)
The save DC of the Infusion Wild Talent for the nuclearkineticist are Constitution-based instead of Dexterity-based.
This alter Infusion.

Internal Reactor (Su)
At 3rd level the inside of the body of the nuclearkineticist starts mini thermonuclear reactions, harmless but which keep she warm even in the coldest places. She gain immunity to mundane cold: she would be unaffected by the coldness of artic, outer space, liquid nitrogen or other non magical cold. However, she would be susceptible to damage from a cone of cold spell, the breath weapon of a white dragon or the cold blast of a hydrokineticists.
This ability replaces the 3rd-level infusion.

Nuclear Focus (Su)
Nuclearkineticist cannot select other element and must select radiation at 7th and 15th level but gains the following composite blast.

Burning Radiation
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: energy; Damage half fire and half radiation

Contaminated Water
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: physical; Damage half bludgeoning and half radiation

Nuclear Winter
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: energy; Damage half cold and half radiation

This alter expanded element.

Radiation Venom (Su)
At 11th level the nuclearkineticist ignore immunity or resistance to poison or radiation or Fortitude save for the purpose of dealing radiation damage. Nuclearkineticist can chose whether to ignore or not this ability (ex: when using nuclear explosion infusion wild talent or little boy utility wild talent for not ignoring her own resistance or immunity).
This ability replaces the 11th-level infusion.

Fat Man (Ex)
At 20th, the nuclearkineticist have obteined the supreme power of destruction at the cost of her own life. As a full-round action a nuclearkineticist can detonate, disintegrating herself and create a massive atomic explosion, mimicking the effects of twenty-one kiloton of TNT. The area of effect is a mushroom cloud 100 ft. radius long and 500 ft. high (a cylinder), the nuclearkineticist can accept burn for multiply the area (200 radius long and 1000 high with one burn, 300 radius long and 1500 high with 2 burns, etc., 700 radius long and 3500 high with 6 burns) up to the maximum burn she can accept (with this ability she can take the maximum points of burn per round allowed for a kineticist of her level, even if this exceed the maximum total points of burn she can have). The conflagration has four different effects. Firstly, anyone within 100 ft. of the epicenter must make a Fortitude save DC 10 + ½ kineticist level + Constitution modifier or be disintegrated. Secondly, anyone standing in the area suffers 3d6 radiation damage per kineticist level (60d6 at 20th level) (Fortitude save for half ). Thirdly the shockwave deals 4d6 per kineticist level force damage in the area (80d6 at 20th level) (Fortitude save for half). Lastly, anyone within the area suffers radiation poisoning, which deals 8 points of Constitution, Dexterity and Strength damage and 8 points of damage Constitution, Dexterity and Strength drain (no save). Creatures reduced to 0 hit points by Fat Man are blasted into dust, and can only be restored to life with a true resurrection, miracle or wish spell. Structures within the area of the blast fare just as poorly against the force of the atom: Fat Man damage ignore hardness and this radiation damage effect every substance in the area, not only objects composed mainly of organic material or objects with hardness less than 11. Objects destroyed by Fat Man are blasted into dust and can be recovered only through a wish or miracle spell. Fat Man make the effected area radioactive for years, which start as severe. Creatures must make a save according to the intensity of the radiation left behind, which fades from severe to low over the course of 10d10x10 years and dissapear entirely after 300 year of low level radiation. Creature immune to Fortitude save (like Construct and Undead) are not immune to Fat Man.
This replace omnikinesis.

Nuclear Rebirth (Su)
At 20th level, the nuclearkineticist gain fast healing 10 while in an area with at least low level of radiation. If the nuclearkineticist is killed while in an area with at least low level of radiation (like the area generated by Little Boy or Fat Man) or her remains are brought in an area with at least low level of radiation within a number of days from the death not higher of her constitution modifier she return to life as per the spell true resurrection. This process takes 1 year, after which the nuclearkineticist emerges from the area with a mini mushroom cloud (this is only visual), though without its gear. If the whole area is purified from the radiation before she rebirth, she still return to life after the year but with a number of negative level equal to the months she spends in the area without radiation. This means that the nuclearkineticist, when using Fat Man, automatically return to life after 1 year.

This replace metakinetic master.


Utility Wild Talent

Absorb Radiation

Element
radiation; Type utility (Su); Level 2; Burn 1

As a standard action the nuclearkineticist can absorb the radiation of nearby object. This work like greater remove radioactivity with the difference that you instead of make a normal caster level check against 5 + the Fortitude DC associated with the radiation effect you make a 1d20+ your kineticist level+ your Constitution modifier against 5 + the Fortitude DC associated with the radiation effect. After absorb radiation you glow with energy for a number of rounds equal to your kineticst level, during which you can discharge the energy as a swift action for making all your kinetic blast, manufated and natural attacks deals extra radiation damage for 1d4+2 rounds. The extra damage is based on the severity of the absorbed radiation and the extra damage dice are not multiplied on a critical hit or Vital Strike, but are added to the total.

low radiation = 1d8

medium radiation = 2d8

high radiation = 4d8

severe radiation = 6d8

You can stacks multiple absorption, which everyone reset the period when you are glowing and can discharge the energy, but at maximum of severe level, other absorption only reset the duration. You can chose to absorbe the radiation for heal yourself as a move action instead of deal extra damage.

low radiation = 2d6 hp damage

medium radiation = 4d6 hp damage

high radiation = 6d6 hp damage and 1d4 ability damage to one characteristic

severe radiation = 12d6 hp damage and 1d6+2 ability damage or drain to one characteristic


Channel Radiation

Element
radiation; Type utility (Sp); Level 3; Burn 1

This work similarly to the channel energy of the cleric. As a standard action the nuclearkineticist can channel in 30-foot radius centered on herself radiation. The amount of radiation damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two kineticist levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). A Fortitude save half the damage (creature made of flesh immune to Fortitude save (like corporeal non-skeletal undead, and constructs crafted from flesh (such as flesh golems)) are not immune to channel radiation, if the nuclearkineticist has obtained the Radiation Venom class feature). Nuclearkineticist with this ability counts as having channel energy and Charisma 13 for the purposes of meeting the prerequisites for Selective Channel. With Selective Channel you can choose a number of targets in the area up to your Constitution modifier (instead of your Charisma modifier). These targets are not affected by your Channel Radiation.


Greater Channel Radiation

Element
radiation; Type utility (Sp); Level 7; Burn 2 (special)

Prerequisites channel radiation

This work similarly to the channel energy of the cleric. As a standard action the nuclearkineticist can channel in 30-foot radius centered on herself true radiation. All creatures must save against low level radiation. The nuclearkineticist can take additional burn for increase the severity of the radiation. For every point of burn take after the initial two the severity increase by 1 level:

2 burn = low radiation

3 burn = medium radiation

4 burn = high radiation

5 burn = severe radiation

The save DC remain the same of Greater Channel Radiation. If you have Selective Channel, you can use it with Greater Channel Radiation in the same way as Channel Radiation.


Nuclear Propulsion

Element
radiation; Type utility (Sp); Level 4; Burn 0

You can use the power of the atom to propel yourself. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.


Nuclear Reactor

Element
radiation; Type utility (Su); Level 8; Burn 0

You gains immunity to ability damage and drain, cold, death effects and energy drain.


Radiactive Breath

Element
radiation; Type utility (Sp); Level 4; Burn 2

As a standard action the nuclearkineticist emit a blast of searing radiation in a 30 ft. cone of green flame from her mouth. All creatures and objects in the area take 1d6 radiation damage per level and are stunned for one round by the power of the blast. A successful Reflex save halves the damage and negates the stun effect.


Infusion Wild Talent

Nuclear Explosion

Element
radiation; Type form infusion; Level 6; Burn 4

Associated Blasts burning radiation, contaminated water, nuclear winter, radiation

Saving Throw Reflex half

Instead of striking a single targed you give despair to multiple enemies. A blast with this infusion, instead of targeting a single enemy, you target a single square and all creatures and objects in a 20 ft. radius area takes the damages and effects (like extra infusion such as radiation infusion) of your blast. A Reflex saving throw half the blast damage.


Radiation Infusion

Element
radiation; Type substance infusion; Level 6; Burn 3

Associated Blasts burning radiation, contaminated water, nuclear winter, radiation

Saving Throw Fortitude negates

You apply deadly radiation to your blast. Any creature or object hit by your blast must make a Fortitude save or be exposed to radiation. This work like the Irradiate spell using your kineticist level as your caster level with the difference that it has a single target and not an area. Objects don’t takes direct damage from the radiation but start to emits radiation equivalent to the power of radiation infusion for one minute per kineticst level. Unattended object don’t gain a saving throw. You can target one square or object for make it radioactive and take advantage of your absorb radiation utility wild talent or your nuclear rebirth class feature.
 

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Herald of the Fissile (Kineticist Archetype)

All kineticists in one way or another are bearers of enormous destructive power but few among them can in any way rival the herald of the fissile. Conscious or unconscious carriers of the terrible power of the atom and of the radiation, very few entities can say that they sleep peacefully knowing that one of them is circulating in their vicinity.

Nuclear Focus (Su)
At 1st level, a herald of the fissile must choose radiation as her primary element. She gains her power from the Elemental Plane of the Earth and the Material Plana instead of the Ethereal Plane.
This alter Elemental Focus.

Radiation
Kineticists who focus on the element of radiation—a terrible poison capable of killing all life—are called nuclearkineticists. Nuclearkineticists use strands of radiation to destroy anyone who opposes them. Radiation can have multiple form but the more common are blue, green or purple flames.

Class Skills: A nuclearkineticist adds Knowledge (dungeoneering and nature) to her list of class skills.

Basic Manipulation: A nuclearkineticist gains basic nuclearkinesis.

Basic Nuclearkinesis

Element
radiation; Type utility (Sp); Level 1; Burn 0

A nuclearkineticist can harness radiation for nondestructive purposes. A nuclearkineticist can channel lesser radiation as a standard action, causing herself to glow like a torch. This effect lasts until she dismisses it as a standard action. Additionally, she can generate small amounts of heat with her hands. This radiation can slowly heat unattended objects with a touch to a warm (but not painfully hot) temperature, or cook raw meat or vegetable matter at a rate of 1 pound per minute. If used on a living creature, this ability deals 1 point of radiation damage per minute of contact, which manifests as reddened and blistering skin.


Simple Blast: A nuclearkineticist gains radiation blast as a simple blast wild talent.

Radiation Blast

Element
radiation; Type simple blast (Sp); Level —; Burn 0

Blast Type: energy; Damage radiation

You bomb an enemy with a massive dose of radiation

Defense: a nuclearkineticist’s defensive wild talent is radiation ward.

Radiation Ward
Element
radiation; Type defense (Su); Level —; Burn 0

Your affinity for radiation grants you a level of immunity to its baleful effects. You gain resistance to radiation 5. At 6th level, you gain resistance to radiation 10. At 12th level, you gain resistance to radiation 20. At 20th level, you are immune to radiation (this reduces other nuclearkineticist's radiation damage and both drain and ability damage from the radiation) (ex: a 12th nuclearkineticist fail the initial save against the severe radiation effect and instead of suffer 23 (6+6+6+5 from the 4d6) drain to constitution, she only suffers 3 drain (23-20) and 0 from the following Strength damage (2d6 even if maximized they will never exceed 20).

Saturation: Radiation saturations are normally sites of terrible nuclear disasters. From the devastation of an abominable atomic warhead detonated, to the melting of a reactor that forced the city to evacuate, passing through the passage of naturally radioactive creatures, all these places have in common an abnormal accumulation of radiation. The nuclearkineticist must reach the most radioactive part of the area (the reactor core, the site with the remains of the bomb, etc.) and pass a Constitution check DC 25 every hour, for 4 hours straight to make the radiation his own. The nuclearkineticist gains a cumulative +1 on the check for each day that passes within 100 feet of the epicenter. When you manage to do all 4 tests in a row, the whole area stops being radioactive (including the one that caused the radiation, in the case of a nuclear reactor or atomic warhead, this permanently renders the reactor or warhead inert and harmless) and she can learn the little boy wild talent. If she fails two checks in a row, she takes 40d6 points of radiation damage. If she fails three or more checks in a row, she must succeed at a DC 25 Fortitude save or suffers 6d6 constitution drain.


Little Boy

Element
radiation; Type utility (Su); Level 9; Burn 5

An immense explosion devast an area of 200 ft. centered on you with a deafening blast of force and burning radiance. All creatures within the spread take 200 points of damage from the blast (half radiation, half force). Also, creatures of Huge size or smaller are thrown back 1d10x10 feet, taking 1d6 points of damage for every 10 ft. traveled, and are considered knocked prone. A successful Reflex save reduces the damage to half and negates the knockback. Creatures reduced to 0 hit points by this effect are blasted into dust, and can only be restored to life with a true resurrection, miracle or wish spell.

Structures within the area of the blast fare just as poorly against the force of the atom. All structures and unattended objects within the blast take 20d10+20 points of force damage, which ignores hardness. Objects destroyed by this effect are blasted into dust and can be recovered only through a wish or miracle spell. Little Boy make the area radioactive for months, though, which start as severe. Creatures must make a save according to the intensity of the radiation left behind, which fades from severe to low over the course of 6d6x10 days and dissapear entirely after 1 year of low level radiation.

Focusing such intense power does have its toll on the nuclearkineticist however. After using Little Boy, the nuclearkineticist takes 1d8 points of Strength and Dexterity damage, and is Fatigued for 1d4 minutes. While the nuclearkineticist is fatigued from this effect, she cannot use Little Boy.

*radiation damage: radiation damage is a very special form of radiation. Instead of doing the usual drains or ability damage, it does direct hit point damage, as if it were a normal attack (ignore Damage Reduction). Radiation damage is a poison effect and creatures immune to it are also immune to radiation damage. Radiation damage even objects composed mainly of organic material and objects with hardness less than 11.

Nuclear Infusion (Su)
The save DC of the Infusion Wild Talent for the nuclearkineticist are Constitution-based instead of Dexterity-based.
This alter Infusion.

Internal Reactor (Su)
At 3rd level the inside of the body of the nuclearkineticist starts mini thermonuclear reactions, harmless but which keep she warm even in the coldest places. She gain immunity to mundane cold: she would be unaffected by the coldness of artic, outer space, liquid nitrogen or other non magical cold. However, she would be susceptible to damage from a cone of cold spell, the breath weapon of a white dragon or the cold blast of a hydrokineticists.
This ability replaces the 3rd-level infusion.

Nuclear Focus (Su)
Nuclearkineticist cannot select other element and must select radiation at 7th and 15th level but gains the following composite blast.

Burning Radiation
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: energy; Damage half fire and half radiation

Contaminated Water
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: physical; Damage half bludgeoning and half radiation

Nuclear Winter
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: energy; Damage half cold and half radiation

This alter expanded element.

Radiation Venom (Su)
At 11th level the nuclearkineticist ignore immunity or resistance to poison or radiation or Fortitude save for the purpose of dealing radiation damage. Nuclearkineticist can chose whether to ignore or not this ability (ex: when using nuclear explosion infusion wild talent or little boy utility wild talent for not ignoring her own resistance or immunity).
This ability replaces the 11th-level infusion.

Fat Man (Ex)
At 20th, the nuclearkineticist have obteined the supreme power of destruction at the cost of her own life. As a full-round action a nuclearkineticist can detonate, disintegrating herself and create a massive atomic explosion, mimicking the effects of twenty-one kiloton of TNT. The area of effect is a mushroom cloud 100 ft. radius long and 500 ft. high (a cylinder), the nuclearkineticist can accept burn for multiply the area (200 radius long and 1000 high with one burn, 300 radius long and 1500 high with 2 burns, etc., 700 radius long and 3500 high with 6 burns) up to the maximum burn she can accept (with this ability she can take the maximum points of burn per round allowed for a kineticist of her level, even if this exceed the maximum total points of burn she can have). The conflagration has four different effects. Firstly, anyone within 100 ft. of the epicenter must make a Fortitude save DC 10 + ½ kineticist level + Constitution modifier or be disintegrated. Secondly, anyone standing in the area suffers 3d6 radiation damage per kineticist level (60d6 at 20th level) (Fortitude save for half ). Thirdly the shockwave deals 4d6 per kineticist level force damage in the area (80d6 at 20th level) (Fortitude save for half). Lastly, anyone within the area suffers radiation poisoning, which deals 8 points of Constitution, Dexterity and Strength damage and 8 points of damage Constitution, Dexterity and Strength drain (no save). Creatures reduced to 0 hit points by Fat Man are blasted into dust, and can only be restored to life with a true resurrection, miracle or wish spell. Structures within the area of the blast fare just as poorly against the force of the atom: Fat Man damage ignore hardness and this radiation damage effect every substance in the area, not only objects composed mainly of organic material or objects with hardness less than 11. Objects destroyed by Fat Man are blasted into dust and can be recovered only through a wish or miracle spell. Fat Man make the effected area radioactive for years, which start as severe. Creatures must make a save according to the intensity of the radiation left behind, which fades from severe to low over the course of 10d10x10 years and dissapear entirely after 300 year of low level radiation. Creature immune to Fortitude save (like Construct and Undead) are not immune to Fat Man.
This replace omnikinesis.

Nuclear Rebirth (Su)
At 20th level, the nuclearkineticist gain fast healing 10 while in an area with at least low level of radiation. If the nuclearkineticist is killed while in an area with at least low level of radiation (like the area generated by Little Boy or Fat Man) or her remains are brought in an area with at least low level of radiation within a number of days from the death not higher of her constitution modifier she return to life as per the spell true resurrection. This process takes 1 year, after which the nuclearkineticist emerges from the area with a mini mushroom cloud (this is only visual), though without its gear. If the whole area is purified from the radiation before she rebirth, she still return to life after the year but with a number of negative level equal to the months she spends in the area without radiation. This means that the nuclearkineticist, when using Fat Man, automatically return to life after 1 year.

This replace metakinetic master.


Utility Wild Talent

Absorb Radiation

Element
radiation; Type utility (Su); Level 2; Burn 1

As a standard action the nuclearkineticist can absorb the radiation of nearby object. This work like greater remove radioactivity with the difference that you instead of make a normal caster level check against 5 + the Fortitude DC associated with the radiation effect you make a 1d20+ your kineticist level+ your Constitution modifier against 5 + the Fortitude DC associated with the radiation effect. After absorb radiation you glow with energy for a number of rounds equal to your kineticst level, during which you can discharge the energy as a swift action for making all your kinetic blast, manufated and natural attacks deals extra radiation damage for 1d4+2 rounds. The extra damage is based on the severity of the absorbed radiation and the extra damage dice are not multiplied on a critical hit or Vital Strike, but are added to the total.

low radiation = 1d8

medium radiation = 2d8

high radiation = 4d8

severe radiation = 6d8

You can stacks multiple absorption, which everyone reset the period when you are glowing and can discharge the energy, but at maximum of severe level, other absorption only reset the duration. You can chose to absorbe the radiation for heal yourself as a move action instead of deal extra damage.

low radiation = 2d6 hp damage

medium radiation = 4d6 hp damage

high radiation = 6d6 hp damage and 1d4 ability damage to one characteristic

severe radiation = 12d6 hp damage and 1d6+2 ability damage or drain to one characteristic


Channel Radiation

Element
radiation; Type utility (Sp); Level 3; Burn 1

This work similarly to the channel energy of the cleric. As a standard action the nuclearkineticist can channel in 30-foot radius centered on herself radiation. The amount of radiation damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two kineticist levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). A Fortitude save half the damage (creature made of flesh immune to Fortitude save (like corporeal non-skeletal undead, and constructs crafted from flesh (such as flesh golems)) are not immune to channel radiation, if the nuclearkineticist has obtained the Radiation Venom class feature). Nuclearkineticist with this ability counts as having channel energy and Charisma 13 for the purposes of meeting the prerequisites for Selective Channel. With Selective Channel you can choose a number of targets in the area up to your Constitution modifier (instead of your Charisma modifier). These targets are not affected by your Channel Radiation.


Greater Channel Radiation

Element
radiation; Type utility (Sp); Level 7; Burn 2 (special)

Prerequisites channel radiation

This work similarly to the channel energy of the cleric. As a standard action the nuclearkineticist can channel in 30-foot radius centered on herself true radiation. All creatures must save against low level radiation. The nuclearkineticist can take additional burn for increase the severity of the radiation. For every point of burn take after the initial two the severity increase by 1 level:

2 burn = low radiation

3 burn = medium radiation

4 burn = high radiation

5 burn = severe radiation

The save DC remain the same of Greater Channel Radiation. If you have Selective Channel, you can use it with Greater Channel Radiation in the same way as Channel Radiation.


Nuclear Propulsion

Element
radiation; Type utility (Sp); Level 4; Burn 0

You can use the power of the atom to propel yourself. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.


Nuclear Reactor

Element
radiation; Type utility (Su); Level 8; Burn 0

You gains immunity to ability damage and drain, cold, death effects and energy drain.


Radiactive Breath

Element
radiation; Type utility (Sp); Level 4; Burn 2

As a standard action the nuclearkineticist emit a blast of searing radiation in a 30 ft. cone of green flame from her mouth. All creatures and objects in the area take 1d6 radiation damage per level and are stunned for one round by the power of the blast. A successful Reflex save halves the damage and negates the stun effect.


Infusion Wild Talent

Nuclear Explosion

Element
radiation; Type form infusion; Level 6; Burn 4

Associated Blasts burning radiation, contaminated water, nuclear winter, radiation

Saving Throw Reflex half

Instead of striking a single targed you give despair to multiple enemies. A blast with this infusion, instead of targeting a single enemy, you target a single square and all creatures and objects in a 20 ft. radius area takes the damages and effects (like extra infusion such as radiation infusion) of your blast. A Reflex saving throw half the blast damage.


Radiation Infusion

Element
radiation; Type substance infusion; Level 6; Burn 3

Associated Blasts burning radiation, contaminated water, nuclear winter, radiation

Saving Throw Fortitude negates

You apply deadly radiation to your blast. Any creature or object hit by your blast must make a Fortitude save or be exposed to radiation. This work like the Irradiate spell using your kineticist level as your caster level with the difference that it has a single target and not an area. Objects don’t takes direct damage from the radiation but start to emits radiation equivalent to the power of radiation infusion for one minute per kineticst level. Unattended object don’t gain a saving throw. You can target one square or object for make it radioactive and take advantage of your absorb radiation utility wild talent or your nuclear rebirth class feature.
You know, the Kineticist is probably my least favorite class in PF but I know a lot of people who love this class. I have a character who has a nuclear energy type shtick in my current campaign, I might actually use this for him.
 

Obly99

Hero

Sith

Races: Any race can become a Sith.

Alignment: Any non-Lawful Good or Lawful Neutral. Although most Sith are evil, not all Sith are (although good-aligned Sith are extremely rare).

Starting Gold: 6d4x10 gp (120 gp).

Starting Age: Simple.

Hit Die: d10.

Sith Code:

Although the Sith have no real code of conduct, they must follow the principles of the origin of their powers: the pure surge of their emotions (fear for Tenebrae, anger for Sidious and Vader). A Sith who gains an inappropriate alignment or transgresses the Sith code (control his emotion) loses his powers: he loses access to all of his Sith class features except his weapon proficiency. Only through hard work or an atonement spell offered by a chaotic creature he can regain his powers.

Inner Peace is a lie. There is only Passion.

Through Passion I gain Strength.

Through Strength I gain Power.

Through Power I gain Victory.

Through Victory my chains are Broken.

The Force shall free me.


The Sith’s class skills (and the key ability modifier for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: The Sith
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+0​
+2​
+2​
Access to the Force, Dark Mind, Force Block, Lightsaber, Sith Mage Hand
2nd​
+2​
+0​
+3​
+3​
Force Strength
3rd​
+3​
+1​
+3​
+3​
Sith Mind Trick, Dark Grace
4th​
+4​
+1​
+4​
+4​
Evasion, Uncanny Dodge
5th​
+5​
+1​
+4​
+4​
Deflection, Force Lightning
6th​
+6/+1​
+2​
+5​
+5​
Sith Reflexes
7th​
+7/+2​
+2​
+5​
+5​
Throw Lightsaber
8th​
+8/+3​
+2​
+6​
+6​
Force Jump
9th​
+9/+4​
+3​
+6​
+6​
Improved Deflection, Telekinesis
10th​
+10/+5​
+3​
+7​
+7​
Improved Evasion, Improved Uncanny Dodge
11th​
+11/+6/+1​
+3​
+7​
+7​
Force Choke, Dark Command
12th​
+12/+7/+2​
+4​
+8​
+8​
Improved Sith Reflexes
13th​
+13/+8/+3​
+4​
+8​
+8​
Wholeness of Body
14th​
+14/+9/+4​
+4​
+9​
+9​
Improved Throw Lightsaber
15th​
+15/+10/+5​
+5​
+9​
+9​
Sith Mind Poison, Improved Force Blast
16th​
+16/+11/+6/+1​
+5​
+10​
+10​
Force Field
17th​
+17/+12/+7/+2​
+5​
+10​
+10​
Improved Telekinesis
18th​
+18/+13/+8/+3​
+6​
+11​
+11​
Greater Sith Reflexes
19th​
+19/+14/+9/+4​
+6​
+11​
+11​
Control the Force
20th​
+20/+15/+10/+5​
+6​
+12​
+12​
Sith Lord

Class Features​

All of the following are class features of the Sith.

Weapon and Armor Proficiency
Sith are proficient with all simple weapons, the lightsaber (see below) and light armor. However, they are not proficient with any shields.

Access to the Force
Sith gains Psychic Sensitivity as a bonus feat.

Dark Mind (Ex)
Sith use his Charisma modifier in place of Wisdom to modify his Will saving throws and the Perception and Sense Motive skills.

Force Block (Su)
At 1st level, a Sith can make a concentration check as an immediate action, using is Sith level plus is charisma modifier, versus a DC of 10 + rounds concentrating + any damage taken in this round, for block any airborne object coming his way. In case of projectile the DC is instead equal to the result of the attack roll. A Sith can block 10 pounds of matter per Sith level. This ability can only affect objects within 30 ft. from the Sith.

Lightsaber
The Lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt and whatever color of a crystal he wishes. His Lightsabers is a one-handed exotic weapon, belongs to the heavy blades weapon group, deal force damage, score a critical hit on a natural 20/x2 and scaling like a monk unarmed strike, using his Sith level in place of a monk level. The Lightsaber count as a light weapon for the Weapon Finess feat. This weapon can only be used by those who have access to occult power (see Pathfinder Roleplaying Game Occult Adventures) and they too have a -8 penalty to attack rolls with the weapon and treat their occult level as equivalent to half a monk level (minimum 1) for calculating the damage of the lightsaber if they don’t have the Lightsaber class feature. Occult level from multiple source (ex: Sith 4/Mesmerist 2, Occultist 3/Kyneticist 6) stack when calculating the lightsaber final damage. If the Sith or another class with the lightsaber class feature take level in a non-occult class, that level stack with the Sith level for calculating the final damage of the lightsaber but those levels count as half when calculated in monk levels. Occult character who do not have the lightsaber class feature can’t use non-occult level when calculating the lightsaber final damage damage. The Sith starts the game with a lightsaber he already owns.
A lightsaber cost 2,000 gp and require the Craft Technological Item and Technologist feats and the Lightsaber class feature to be crafted.

Sith Mage Hand (Sp)
Starting at 1st level, a Sith gains the ability to use Mage Hand once per Sith Level + Cha modifier per day with a caster level equal to his Sith level. They may use this to call their lightsaber, regardless of it's usual weight restrictions. The Sith gains Magic Trick (mage hand) as a bonus feat.

Force Strength (Su)
At 2nd level, a Sith gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.

Sith Mind Trick (Su)
At 3rd level, once per day per point of Charisma modifier (minimum 1), a Sith is capable of slightly influencing the minds of others. This works exactly like a suggestion spell. The save DC is 10 + ½ Sith level + Sith’s Charisma modifier.

Dark Grace (Su)
At 3rd level, when unarmored and unencumbered, the Sith adds his Charisma bonus (if any) to his AC and his CMD. In addition, a Sith gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Sith levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Sith is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Sith Evasion (Ex)
At 4th level, a Sith gains the Evasion ability as a monk of the same level.

Uncanny Dodge (Ex)
At 4th level, a Sith gains the Uncanny Dodge ability as a barbarian of the same level.

Deflection
At 5th level, a Sith gains Cut from the Air as a bonus feat without the need to meet its prerequisites but can only use it with his Lightsaber.

Force Lightning (Su)
At 5th level, a Sith can launch a bolt of lightning to an object or creature within 30 ft. + 10 ft. for every 3 level after 5. This ability require a ranged touch attack roll, deals 1d6 damage per 2 Sith levels which half is electricity damage, but the other half results directly from the Force and is therefore not subject to being reduced by resistance or immunity to electricity. If the target does not succeed a Reflex save (10+ ½ Sith level + Sith’s Charisma modifier) he is knocked prone. A Sith can use this ability a number of times per day equal to 3 + Charisma modifier.

Sith Reflexes (Ex)
At 6th level, a Sith is so adept at feeling the will of others, he add half his Sith level to initiative.

Throw Lightsaber (Su)
At 7th level, a Sith as a full-round action may throw his lightsaber 10 ft. + 10 ft. per 2 Sith level. The lightsaber is treated as having the "Returning" magic weapon ability.

Force Jump (Ex)
At 8th level, a Sith is always considered having a running start when trying an Acrobatics check made for jump, don’t have a maximum vertical reach and add double the Sith level as a profane bonus on Acrobatics check made for jump.

Improved Deflection
At 9th level, a Sith gains Smash from the Air as a bonus feat without the need to meet its prerequisites.

Telekinesis (Sp)
At 9th level, a Sith gains the use of the spell telekinesis as a spell-like ability once per day for every three Sith level using his Sith level as caster level.

Improved Evasion (Ex)
At 10th level, a Sith gains the use of the Improved Evasion ability as a monk of the same level.

Improved Uncanny Dodge (Ex)
At 10th level, a Sith gains the use of the Improved Uncanny Dodge ability, as a barbarian of the same level.

Dark Command (Sp)
At 11th level, the Sith gains the use of the spell dominate person as a spell-like ability once every six Sith level per day using his Sith level as caster level.

Force Choke (Su)
At 11th level, a Sith gains the ability to use Force Choke. This ability can be used one per day for every four Sith level, deals 2d8 + Cha mod bludgeoning damage and can be maintained for a number of rounds equal to the Sith level + Cha modifier. This is a ranged combat maneuver, with a range of 5 ft.+5 ft./2 Sith level and using the Sith Charisma modifier in place of the Sith Strength or Dexterity modifier. Every round in which the Sith successfully maintains the maneuver (every round the Sith must make the combat maneuver as a standard action and if the Sith take damage it must make a concentration check using his Sith level plus his Charisma modifier against a DC of 10 + damage taken or stop maintaining the Force Chock), the creature cannot speak or use spell with verbal component and if the creature effected need to breathe, it must hold his breath or immediately begin to suffocate.

Improved Sith Reflexes (Ex)
At 12th level, a Sith is so adept at feeling the will of others, he can always act in the surprise round even if he fail a Perception check to notice foes.

Wholeness of Body (Su)
At 13th level, a Sith can heal his own wounds. He can heal, one per day, as an immediate action when brought below 1 hit point, a number of hit points of damage equal to twice his Sith level. If this effect bring back the Sith above 0 hit points, the Sith is not disabled and can keep fight. If this effect bring back the Sith below 0 hit points but is not dead, the Sith is unconscious and stable (unless the Sith use Diehard or similar ability).

Improved Throw Lightsaber (Su)
At 14th level, a Sith can now throw his lightsaber as a standard action instead of a full-round action.

Improved Force Lightning (Su)
At 15th level, Force Lightning now use d8 in place of d6.

Sith Mind Poison (Sp)
At 15th level, a Sith mind is so tanted it is able to tant the mind on the enemy one per day for every seven Sith level. This spell-like acts like the Command Undead spell (using his Sith level as caster level and with an effective spell level of ½ the Sith level instead of 2 and as an enchantment (compulsion) [mind-affecting] instead of necromancy) but that works on all races.

Force Field (Su)
At 16th level, a Sith gains spell resistance equal to 11 + Sith level.

Improved Telekenesis (Sp)
At 17th level, the Sith may now manipulate with his telekinesis spell-like ability triple the amount of weight that can normally be manipulated and no longer has a maximum limit at 15th level (this effective allow a Sith to manipulate 75 pound of object per level with telekinesis).

Greater Sith Reflexes (Ex)
At 18th level, a Sith is so adept at feeling the will of others, that he can 1/day act first in initiative. The decision must be made before initiative is rolled. Two beings with the ability to act first would roll for initiative normally against each other. He also gain blindsense 60 ft.

Control the Force (Sp)
At 19th level, a Sith has grown so close to the Force that they can listen to it more clearly than other Sith. A Sith gains Detect Thoughts as constant spell-like ability and Clairaudience/Clairvoyance as at will spell-like ability, both with caster level equal to his Sith level.

Sith Lord (Sp/Su)
When the Sith reach the 20th level, they attain the status of Sith Lord, which confers the ability to have the spells Freedom of Movement and Mind Blank as a constant spell-like ability with caster level equal to their Sith level. He add as a profane bonus is Charisma modifier to attack and damage rolls. The Sith lord can no longer die from old age. If the Sith lord have penalties to his physical ability scores due to aging, he no longer take those penalties. He still continue to age, and he gain all the benefits to his mental ability scores. The Sith lord can now use Sith mage hand, force choke, force lightning and telekinesis at will and wholeness of body a number of time per day equal to his Charisma modifier.
 

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Obly99

Hero
Can you make stats for Palpatine himself?
Yes, he would be a Sith of 19th level. All he did was not of strength but of pure cunning and intelligence. Something truly terrifying would be Darth Vitiate / Tenebrae / Valkorion. Yes, he was a truly monster about to ascend to God.
 

Sith

Races: Any race can become a Sith.

Alignment: Any non-Lawful Good or Lawful Neutral. Although most Sith are evil, not all Sith are (although good-aligned Sith are extremely rare).

Starting Gold: 6d4x10 gp (120 gp).

Starting Age: Simple.

Hit Die: d10.

Sith Code:

Although the Sith have no real code of conduct, they must follow the principles of the origin of their powers: the pure surge of their emotions (fear for Tenebrae, anger for Sidious and Vader). A Sith who gains an inappropriate alignment or transgresses the Sith code (control his emotion) loses his powers: he loses access to all of his Sith class features except his weapon proficiency. Only through hard work or an atonement spell offered by a chaotic creature he can regain his powers.

Inner Peace is a lie. There is only Passion.

Through Passion I gain Strength.

Through Strength I gain Power.

Through Power I gain Victory.

Through Victory my chains are Broken.

The Force shall free me.


The Sith’s class skills (and the key ability modifier for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: The Sith
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+0​
+2​
+2​
Access to the Force, Dark Mind, Force Block, Lightsaber, Sith Mage Hand
2nd​
+2​
+0​
+3​
+3​
Force Strength
3rd​
+3​
+1​
+3​
+3​
Sith Mind Trick, Dark Grace
4th​
+4​
+1​
+4​
+4​
Evasion, Uncanny Dodge
5th​
+5​
+1​
+4​
+4​
Force Lightning
6th​
+6/+1​
+2​
+5​
+5​
Sith Reflexes
7th​
+7/+2​
+2​
+5​
+5​
Throw Lightsaber
8th​
+8/+3​
+2​
+6​
+6​
Force Jump
9th​
+9/+4​
+3​
+6​
+6​
Telekinesis
10th​
+10/+5​
+3​
+7​
+7​
Improved Evasion, Improved Uncanny Dodge
11th​
+11/+6/+1​
+3​
+7​
+7​
Force Choke, Dark Command
12th​
+12/+7/+2​
+4​
+8​
+8​
Improved Sith Reflexes
13th​
+13/+8/+3​
+4​
+8​
+8​
Wholeness of Body
14th​
+14/+9/+4​
+4​
+9​
+9​
Improved Throw Lightsaber
15th​
+15/+10/+5​
+5​
+9​
+9​
Sith Mind Poison, Improved Force Blast
16th​
+16/+11/+6/+1​
+5​
+10​
+10​
Force Field
17th​
+17/+12/+7/+2​
+5​
+10​
+10​
Improved Telekinesis
18th​
+18/+13/+8/+3​
+6​
+11​
+11​
Greater Improved Sith Reflexes
19th​
+19/+14/+9/+4​
+6​
+11​
+11​
Controll the Force
20th​
+20/+15/+10/+5​
+6​
+12​
+12​
Sith Lord

Class Features​

All of the following are class features of the Sith.

Weapon and Armor Proficiency
Sith are proficient with all simple weapons, the lightsaber (see below) and light armor. However, they are not proficient with any shields.

Access to the Force
Sith, like Kineticist and Mesmerist is an occult class and gains access to the occult skill unlocks.

Dark Mind (Ex)
Sith use his Charisma modifier in place of Wisdom to modify his Will saving throws and the Perception and Sense Motive skills.

Force Block (Su)
At 1st level, a Sith can make a concentration check as an immediate action, using is Sith level plus is charisma modifier, versus a DC of 10 + rounds concentrating + any damage taken in this round, for block any airborne object coming his way. In case of projectile the DC is instead equal to the result of the attack roll. A Sith can block 10 pounds of matter per Sith level. This ability can only affect objects within 30 ft. from the Sith.

Lightsaber
The Lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt and whatever color of a crystal he wishes. His Lightsabers is a one-handed exotic weapon, belongs to the heavy blades weapon group, deal force damage, score a critical hit on a natural 20/x2 and scaling like a monk unarmed strike, using his Sith level in place of a monk level. The Lightsaber count as a light weapon for the Weapon Finess feat. This weapon can only be used by those who have access to occult power (see Pathfinder Roleplaying Game Occult Adventures) and they too have a -8 penalty to attack rolls with the weapon and treat their occult level as equivalent to half a monk level (minimum 1) for calculating the damage of the lightsaber if they don’t have the Lightsaber class feature. Occult level from multiple source (ex: Sith 4/Mesmerist 2, Occultist 3/Kyneticist 6) stack when calculating the lightsaber final damage. If the Sith or another class with the lightsaber class feature take level in a non-occult class, that level stack with the Sith level for calculating the final damage of the lightsaber but those levels count as half when calculated in monk levels. Occult character who do not have the lightsaber class feature can’t use non-occult level when calculating the lightsaber final damage damage.

Sith Mage Hand (Sp)
Starting at 1st level, a Sith gains the ability to use Mage Hand once per Sith Level + Cha modifier per day with a caster level equal to his Sith level. They may use this to call their lightsaber, regardless of it's usual weight restrictions. The Sith gains Magic Trick (mage hand) as a bonus feat.

Force Strength (Su)
At 2nd level, a Sith gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.

Sith Mind Trick (Su)
At 3rd level, once per day per point of Charisma modifier (minimum 1), a Sith is capable of slightly influencing the minds of others. This works exactly like a suggestion spell. The save DC is 10 + ½ Sith level + Sith’s Charisma modifier.

Dark Grace (Su)
At 3rd level, when unarmored and unencumbered, the Sith adds his Charisma bonus (if any) to his AC and his CMD. In addition, a Sith gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Sith levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Sith is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Sith Evasion (Ex)
At 4th level, a Sith gains the Evasion ability as a monk of the same level.

Uncanny Dodge (Ex)
At 4th level, a Sith gains the Uncanny Dodge ability as a barbarian of the same level.

Force Lightning (Su)
At 5th level, a Sith can launch a bolt of lightning to an object or creature within 30 ft. + 10 ft. for every 3 level after 5. This ability require a ranged attack roll, deals 1d6 damage per 2 Sith levels which half is electricity damage, but the other half results directly from the Force and is therefore not subject to being reduced by resistance or immunity to electricity. If the target does not succeed a Reflex save (10+ ½ Sith level + Sith’s Charisma modifier) he is knocked prone. A Sith can use this ability a number of times per day equal to 3 + Charisma modifier.

Sith Reflexes (Ex)
At 6th level, a Sith is so adept at feeling the will of others, he add half his Sith level to initiative.

Throw Lightsaber (Su)
At 7th level, a Sith as a full-round action may throw his lightsaber 10 ft. + 10 ft. per 2 Sith level. The lightsaber is treated as having the "Returning" magic weapon ability.

Force Jump (Ex)
At 8th level, a Sith is always considered having a running start when trying an Acrobatics check made for jump, don’t have a maximum vertical reach and add double the Sith level as a profane bonus on Acrobatics check made for jump.

Telekinesis (Sp)
At 9th level, a Sith gains the use of the spell telekinesis as a spell-like ability once per day for every three Sith level using his Sith level as caster level.

Improved Evasion (Ex)
At 10th level, a Sith gains the use of the Improved Evasion ability as a monk of the same level.

Improved Uncanny Dodge (Ex)
At 10th level, a Sith gains the use of the Improved Uncanny Dodge ability, as a barbarian of the same level.

Dark Command (Sp)
At 11th level, the Sith gains the use of the spell dominate person as a spell-like ability once every six Sith level per day using his Sith level as caster level.

Force Choke (Su)
At 11th level, a Sith gains the ability to use Force Choke. This ability can be used one per day for every four Sith level, deals 2d8 + Cha mod bludgeoning damage and can be maintained for a number of rounds equal to the Sith level + Cha modifier. This is a ranged combat maneuver, with a range of 5 ft.+5 ft./2 Sith level and using the Sith Charisma modifier in place of the Sith Strength or Dexterity modifier. Every round in which the Sith successfully maintains the maneuver (every round the Sith must make the combat maneuver as a standard action and if the Sith take damage it must make a concentration check using his Sith level plus his Charisma modifier against a DC of 10 + damage taken or stop mantaining the Force Chock), the creature cannot speak or use spell with verbal component and if the creature effected need to breathe, it must hold his breath or immediately begin to suffocate.

Improved Sith Reflexes (Ex)
At 12th level, a Sith is so adept at feeling the will of others, he add his full Sith level to initiative. This ability replace Sith Reflexes.

Wholeness of Body (Su)
At 13th level, a Sith can heal his own wounds. He can heal, one per day, as an immediate action when brought below 1 hit point, a number of hit points of damage equal to twice his Sith level. If this effect bring back the Sith above 0 hit points, the Sith is not disabled and can keep fight. If this effect bring back the Sith below 0 hit points but is not dead, the Sith is unconscious and stable (unless the Sith use Diehard or similar ability).

Improved Throw Lightsaber (Su)
At 14th level, a Sith can now throw his lightsaber as a standard action instead of a full-round action.

Improved Force Lightning (Su)
At 15th level, Force Lightning now use d8 in place of d6.

Sith Mind Poison (Sp)
At 15th level, a Sith mind is so tanted it is able to tant the mind on the enemy. This spell-like acts like the Command Undead spell (using his Sith level as caster level and with an effective spell level of ½ the Sith level instead of 2) but works on all races.

Force Field (Su)
At 16th level, a Sith gains spell resistance equal to 11 + Sith level.

Improved Telekenesis (Sp)
At 17th level, the Sith may now manipulate with his telekinesis spell-like ability triple the amount of weight that can normally be manipulated and no longer has a maximum limit at 15th level (this effective allow a Sith to manipulate 75 pound of object per level with telekinesis).

Greater Improved Sith Reflexes (Ex)
At 18th level, a Sith is so adept at feeling the will of others, he can always act in the surprise round even if he fail a Perception check to notice foes, but he is still considered flat-footed until he take an action. He gain blindsight 60 ft.

Control the Force (Sp)
At 19th level, a Sith has grown so close to the Force that they can listen to it more clearly than other Sith. A Sith gains Detect Thoughts as constant spell-like ability and Clairaudience/Clairvoyance as at will spell-like ability, both with caster level equal to his Sith level.

Sith Lord (Su/Sp)
When the Sith reach the 20th level, they attain the status of Sith Lord, which confers the ability to have the spells Freedom of Movement and Mind Blank as a constant spell-like ability with caster level equal to their Sith level. He add as a profane bonus is Charisma modifier to attack and damage rolls, half his Charisma modifier to saving throw (which stack with force strength) and armor class. The Sith lord can no longer die from old age. If the Sith lord have penalties to his physical ability scores due to aging, he no longer take those penalties. He still continue to age, and he gain all the benefits to his mental ability scores. The Sith lord can now use force choke, force lightning and telekinesis at will and wholeness of body a number of time per day equal to his Charisma modifier.
Wow this is awesome, I think Improved Sith Reflexes, their full level to initiative is busted af, like nothing can compare to that, but otherwise I think the class is really cool.
 


Because I wanted them to go first most of the time. But eventually how would you put it?
I would give them an ability that once per day they could simply go first in initiative, only needing to roll if someone has a similar power. Or make it so they could instead act normally on a surprise round. Half your level to initiative is still way stronger than what you can really get. I think if you have improved initiative, Combat veteran and reactionary you can boost your initiative by +7 I think, I may be off on Combat Veteran giving you +1 to initiative, but that's totally maxed out, a 14th level Sith can match that passively.

With a single feat they can basically ensure they're always first in initiative anyway because there's no reason they can't take Improved Initiative themselves.
 

Obly99

Hero
Or make it so they could instead act normally on a surprise round.
They can act is the surprise round at 18th level with Greater Sith Reflexes.
I would give them an ability that once per day they could simply go first in initiative, only needing to roll if someone has a similar power.
Giving 1/day the Divine Ability?
Swaping the 18th level ability maybe it would work better

Improved Sith Reflexes (Ex)
At 12th level, a Sith is so adept at feeling the will of others, he can always act in the surprise round even if he fail a Perception check to notice foes.

Greater Sith Reflexes (Ex)
At 18th level, a Sith is so adept at feeling the will of others, that he can 1/day act first in initiative. The decision must be made before initiative is rolled. Two beings with the ability to act first would roll for initiative normally against each other. He also gain blindsight 60 ft.
 
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They can act is the surprise round at 18th level with Greater Sith Reflexes.

Giving 1/day the Divine Ability?
Swaping the 18th level ability maybe it would work better

Improved Sith Reflexes (Ex)
At 12th level, a Sith is so adept at feeling the will of others, he can always act in the surprise round even if he fail a Perception check to notice foes.

Greater Sith Reflexes (Ex)
At 18th level, a Sith is so adept at feeling the will of others, that he can 1/day act first in initiative. The decision must be made before initiative is rolled. Two beings with the ability to act first would roll for initiative normally against each other. He also gain blindsight 60 ft.
Blindsight 60 I don't think really makes sense, but blindsense I think would. I can imagine Sith knowing someone was around but I've never seen a Sith just acting without penalty in pure darkness.
 

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