An archetype of the kineticist inspired by the second and third Tsuchikage and their Dust Release with some ideas taken from the
Nihilicist archetype
Dust Lord
Alters utility wild talents;
Replaces basic utility wild talent, elemental focus, utility wild talents of 4th, 6th, 8th, 12th, and 14th levels, expanded element, infusion specialization of 8th level, metakinesis (twice), omnikinesis
“Cinder to cinder, ash to ash”
Few can claim to wield the primordial and destructive powers of the Quasi-Elemental Plane of Dust. The Dust Lord is a kineticist who has drawn their power from the dark, decaying intersection of the Elemental Plane of Earth and the Negative Energy Plane—where everything is slowly pulled into oblivion. Unlike the more typical elementalists who command fire, water, air, or earth, the Dust Lord harnesses the power of decay, entropy, and disintegration itself, bringing ruin wherever they go.
Dust Lords are beings of strange, tenuous existence—faint and fragile, as though their very bodies are not fully tethered to the material world. Their connection to the Plane of Dust leaves them constantly on the edge of dissolution, yet with this fragility comes great power: the ability to disintegrate matter at the molecular level, reduce creatures to ash, and warp the very fabric of reality around them.
A Dust Lord’s touch can turn a hardened warrior to dust, and their presence is enough to send ripples of dread through the air. Their powers are not limited to brute force—many are masters of stealth, evading detection and slipping through the cracks of existence like the grains of sand they command. Though they may appear unassuming, those who cross a Dust Lord often find themselves destroyed not by strength, but by the subtle erosion of their very being.
Driven by their unique bond to the Quasi-Elemental Plane, Dust Lords are often solitary figures, feared by others for the sheer destructiveness of their abilities. Their existence is a paradox, as they draw upon the very forces of entropy and decay that would eventually claim them. Whether they seek to control their fate or simply revel in the ability to erase anything from existence, a Dust Lord’s path is one of isolation, power, and the inevitability of ruin.
Unfound Element: You draw energy and elemental matter from the Quasi-Elemental Plane of Dust, the intersection of the Elemental Plane of Earth and the Negative Energy Plane, rather than from the Ethereal Plane, and may never gain the Reverse Shift utility wild talent; this may have additional effects upon your abilities, at GM discretion. You can never be forced to gain any element, kinetic blast, or wild talent. If you ever willingly gains a primary element or any non-universal wild talent (with the exception of those associated with empty blast or zero blast), you permanently lose this archetype, becoming a normal kineticist and gaining any kineticist class features this archetype replaced.
Disintegrating Element (Su): You gain the ability to disintegrate to a molecular level a creature or object you hit, gaining unique kinetic blast wild talents to this end.
At 1st level, you gain the following kinetic blast:
Empty Blast
Element(s) none;
Type simple blast (Sp);
Level —;
Burn 0
Blast Type special;
Damage untyped
You destroy part of your target at a molecular level. This blast totally ignore DR, overcome a value of Hardness equal to your Kineticist level and deals always full damage to objects but deals no damage to incorporeal creatures. A creature slay or objects destroy by this blast are entirely disintegrated, leaving behind only a trace of fine dust (as
disintegrate). A disintegrated creature’s equipment is unaffected. You can decide if this is an energy or physical blast each time you use this blast. The damage dealt by this blast is one step lower than normal (1d4 instead of 1d6).
At 7th level, you gain the following kinetic blast:
Zero Blast
Element(s) none;
Type composite blast (Sp);
Level —;
Burn 2
Prerequisite(s) empty blast
Blast Type special;
Damage untyped
You destroy more of your target at a molecular level. This blast totally ignore DR, overcome a value of Hardness equal to your Kineticist level and deals always full damage to objects but deals no damage to incorporeal creatures. A creature slay or objects destroy by this blast are entirely disintegrated, leaving behind only a trace of fine dust (as
disintegrate). A disintegrated creature’s equipment is unaffected. You can use this blast to destroy force effects or objects as
disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can’t be reduced by effects such as infusion specialization or gather power. You can decide if this is an energy or physical blast each time you use this blast.
You can learn and apply any universal infusion to your empty blast and zero blast, as well as the following: bowling, chain, cloud, cyclone, disintegrating, enervating, explosion, grappling, pulling, pushing, singularity, torrent, and unraveling. Chain infusion used with zero blast reduces its damage dice by 2 each time it chains to a new target, explosion deals ½ damage when applied to a physical blast, and singularity deals ¼ damage when applied to a physical blast or ½ when applied to an energy blast. Their kinetic blasts benefit from the crushing blast or keen blast infusion wild talents despite not dealing a physical damage type, but the kinetic blast must still be physical to have these infusions applied. You can only select universal utility wild talents.
At 7th and 15th level, you gain a bonus feat, infusion, or utility wild talent of their choice for which they qualify.
This replaces the basic utility wild talent, elemental focus and expanded element, and alters utility wild talents.
Reduced Existence (Sp): At 4th level you gain the following utility wild talent.
Invisibility
Element(s) none;
Type utility (Sp);
Level 2;
Burn 1
You can hide from unwanted eyes. You can use
invisibility. At 8th level you can take 2 burn for use instead
greater invisibility, in that case the level of this talent is 4.
At 6th level you gain the following utility wild talent.
Difficult to Detect
Element(s) none;
Type utility (Sp);
Level 2;
Burn 0
You are difficult to detect with magical means. You are constantly under the effects of
nondetection (DC 15 + your kineticist level). If this effect is dispelled, you can call it forth again as a standard action. At 18th level, this improve to level 9 and give a constant
mind blank instead of
nondetection. Unlike the normal
mind blank, this does not give the usual resistance bonus against mind-affecting.
At 8th level you gain the following utility wild talent.
Fluctuation
Element(s) none;
Type utility (Sp);
Level 4;
Burn 0
Your existence is so tenuous that you can move in the air. You are constantly under the effects of
fly. If this effect is dispelled, you can call it forth again as a standard action.
At 12th level you gain the following utility wild talent.
Lurker
Element(s) none;
Type utility (Sp);
Level 6;
Burn 0
Your existence is so tenuous that you cannot be detected with strange sense. Creatures using unusual forms of sensory perception such as blindsight, greensight, scent or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. This ability foils indirect detection (such as a creature using
detect magic to search for your magical items while you are using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell-like abilities, and / or supernatural abilities specifically used to uncover information about you rather than enhancing the user's perception, such as the
augury spell.
At 14th level you gain the following utility wild talent.
Split
Element(s) none;
Type utility (Sp);
Level 7;
Burn 3
You can generate a copy of yourself. The copy follow the rules of a
simulacrum of yourself with the difference that its made of flesh (unless you are made of difference materials) instead of ice and is a transmutation effect instead of an illusion (shadow). If reduced to 0 hit points or otherwise destroyed, it reverts to a pool of blood and flesh and melts instantly into nothingness. The simulacrum last for 1 hour/caster level. You can only have a copy active at a time.
This replaces the utility wild talents of 4th, 6th, 8th, 12th, and 14th levels.
Vital Blast: At 8th level you gain the Vital Strike feat as a bonus feat and can apply it to your kinetic blast as if its a normal attack. The extra dice are not multiplied with metakinesis (empower), nor they are still maximized with metakinesis (maximize). If you later gain the Improved Vital Strike or Greater Vital Strike feats, you can apply them as above. When you apply Vital Strike to your kinetic blast, you must accept 1 point of burn, which can’t be reduced by effects such as infusion specialization or gather power. The cost increase to 2 burns when using the Improved and 3 points when using the Greater version of the feat.
This replace the infusion specialization of 8th level.
Dust Release: Detachment of the Primitive World (Sp): At 17th level, you gain access to Dust Release, one of the most destructive techniques of the Quasi-Elemental Plane of Dust. You can use Dust Release to create a structure, with a sphere located at its center, between the palms of your hands. The structure expands rapidly in size when being propelled towards its intended target and traps them inside its confines. The sphere then seems to explode with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius, resulting in the destruction of everything and anyone caught within as they are dismantle at the molecular level, reducing them to atoms. The technique isn't limited to just affecting physical matter; it can also affect incorporeal creatures at full force. The DC for saving throws against this ability is equal to 10 + ½ your kineticist level + your Constitution modifier. You use your Constitution modifier on concentration checks when using this ability and your kineticist level as your caster level. The equivalent spell level is equal to ½ your kineticist level. Spell resistance apply against this ability.
This technique can be used to produce a variety of shapes: such as pillars, cubes, spheres, or cones. The orientation of the shape can likewise change. This technique can be cast as a cone, a line, a sphere or a cube. In the case of a line or a cone the technique has a range of 400 ft + 40 ft./caster level and all creatures and unattended magical objects within the area must make a Fortitude save or be affected. In the case of a sphere or a cube, the ability has a range of 400 ft + 40 ft./caster level and a radius or a side length equal to the caster level in feet (rounded down by increments of five feet while in combat). A sphere or a cube is treated as a burst that appears in the target squares (requires a ranged touch attack against the AC of the square on which it is centered, usually 5). All creatures and unattended magical objects in the area must make a Fortitude save or take 2d8 points of damage per caster level. This damage totally ignore DR, overcome a value of Hardness equal to double the caster level and deals full damage to objects and incorporeal creatures. A successful Fortitude save means that the creature or object only takes 1d6 points of damage per 2 caster level. Any creature or magical object reduced to 0 or fewer hit points by this damage is entirely disintegrated, leaving behind nothing, not even fine dust. Only
true resurrection can return to life a creature slay with this effect (or a
wish spell for recreate the corpse followed with a
resurrection spell). A disintegrated creature’s equipment take the damage (and can be possibly disintegrated) as well. Any non-magical object or object constructed entirely of force (such as
forceful hand or a
wall of force, but not magical effects such as a
globe of invulnerability) caught in the area of Dust Release is simply disintegrated without rolling any damage or giving a save. This ability ignore the immunity against magic of creatures (like golems), but they are treated as if they have SR 11+CR (or 11+HD for creatures without racial HD) against it.
You take 4 burn for use this ability.
This replaces metakinesis (twice).
Dust Release: Release from the Mortal Coil (Su): At 20th level, you gain access to the more powerful Dust Release technique. You control Dust Release to a point in the palm of your hand. This allow you to touch a target and create a similar effect to Detachment of the Primitive World (this is a supernatural effect instead of a spell-like ability). In this case the entire object becomes the structure. You then dismantles the target at a molecular level, reducing it to atoms. This ability is not just limited to physical matter as it can also affect incorporeal creatures. You must make a melee touch attack against the target. If successful the target must make a Fortitude save 10 + ½ your kineticist level + your Constitution modifier or take (2d10 + 3) damage per kineticist level. A successful save reduces this damage to half. Any creature reduced to 0 or fewer hit points by this damage is entirely disintegrated, leaving behind nothing, not even fine dust. Only
true resurrection can return to life a creature slay with this effect (or a
wish spell for recreate the corpse followed with a
resurrection spell). A disintegrated creature’s equipment is unaffected. This ability ignore the immunity against Fortitude save effects of the construct and undead type.
You take 6 burn for use this ability.
This replaces omnikinesis.