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<blockquote data-quote="Obly99" data-source="post: 8667483" data-attributes="member: 7035194"><p><h3 style="text-align: center"><strong><span style="font-size: 26px">Herald of the Fissile (Kineticist Archetype)</span></strong></h3><p>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.</p><p></p><p><strong>Nuclear Focus (Su)</strong></p><p>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.</p><p>This alter Elemental Focus.</p><p></p><p><strong>Radiation</strong></p><p>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.</p><p></p><p><strong>Class Skills: </strong>A nuclearkineticist adds Knowledge (dungeoneering and nature) to her list of class skills.</p><p></p><p><strong>Basic Manipulation:</strong> A nuclearkineticist gains basic nuclearkinesis.</p><p></p><p><strong>Basic Nuclearkinesis</strong></p><p><strong></strong></p><p><strong>Element </strong>radiation; <strong>Type</strong> utility (Sp); <strong>Level</strong> 1;<strong> Burn</strong> 0</p><p></p><p>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.</p><p></p><p></p><p><strong>Simple Blast:</strong> A nuclearkineticist gains radiation blast as a simple blast wild talent.</p><p></p><p><strong>Radiation Blast</strong></p><p><strong></strong></p><p><strong>Element</strong> radiation; <strong>Type</strong> simple blast (Sp);<strong> Level </strong>—; <strong>Burn</strong> 0</p><p></p><p><strong>Blast Type</strong>: energy; <strong>Damage </strong>radiation</p><p></p><p>You bomb an enemy with a massive dose of radiation</p><p></p><p><strong>Defense:</strong> a nuclearkineticist’s defensive wild talent is radiation ward.</p><p></p><p><strong>Radiation Ward</strong></p><p><strong>Element </strong>radiation; <strong>Type</strong> defense (Su);<strong> Level </strong>—; <strong>Burn</strong> 0</p><p></p><p>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).</p><p></p><p><strong>Saturation</strong>: 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.</p><p></p><p></p><p><strong>Little Boy</strong></p><p><strong></strong></p><p><strong>Element</strong> radiation; <strong>Type</strong> utility (Su); <strong>Level</strong> 9; Burn 5</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>*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.</p><p></p><p><strong>Nuclear Infusion (Su)</strong></p><p>The save DC of the Infusion Wild Talent for the nuclearkineticist are Constitution-based instead of Dexterity-based.</p><p>This alter Infusion.</p><p></p><p><strong>Internal Reactor (Su)</strong></p><p>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.</p><p>This ability replaces the 3rd-level infusion.</p><p></p><p><strong>Nuclear Focus (Su)</strong></p><p>Nuclearkineticist cannot select other element and must select radiation at 7th and 15th level but gains the following composite blast.</p><p></p><p><strong>Burning Radiation</strong></p><p><strong>Element </strong>radiation; <strong>Type</strong> composite blast (Sp); <strong>Level </strong>—; <strong>Burn </strong>2</p><p></p><p><strong>Prerequisite</strong> radiation blast, expanded element (radiation)</p><p></p><p><strong>Blast Type</strong>: energy; <strong>Damage</strong> half fire and half radiation</p><p></p><p><strong>Contaminated Water</strong></p><p><strong>Element </strong>radiation; <strong>Type</strong> composite blast (Sp); <strong>Level </strong>—; <strong>Burn </strong>2</p><p></p><p><strong>Prerequisite</strong> radiation blast, expanded element (radiation)</p><p></p><p><strong>Blast Type</strong>: physical; <strong>Damage</strong> half bludgeoning and half radiation</p><p></p><p><strong>Nuclear Winter</strong></p><p><strong>Element </strong>radiation; <strong>Type</strong> composite blast (Sp); <strong>Level </strong>—; <strong>Burn </strong>2</p><p></p><p><strong>Prerequisite</strong> radiation blast, expanded element (radiation)</p><p></p><p><strong>Blast Type</strong>: energy; <strong>Damage</strong> half cold and half radiation</p><p></p><p>This alter expanded element.</p><p></p><p><strong>Radiation Venom (Su)</strong></p><p>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).</p><p>This ability replaces the 11th-level infusion.</p><p></p><p><strong>Fat Man (Ex)</strong></p><p>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.</p><p>This replace omnikinesis.</p><p></p><p><strong>Nuclear Rebirth (Su)</strong></p><p>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.</p><p></p><p>This replace metakinetic master.</p><p></p><p></p><p><strong>Utility Wild Talent</strong></p><p><strong></strong></p><p><strong>Absorb Radiation</strong></p><p><strong></strong></p><p><strong>Element</strong> radiation; <strong>Type</strong> utility (Su); <strong>Level </strong>2; <strong>Burn</strong> 1</p><p></p><p>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.</p><p></p><p>low radiation = 1d8</p><p></p><p>medium radiation = 2d8</p><p></p><p>high radiation = 4d8</p><p></p><p>severe radiation = 6d8</p><p></p><p>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.</p><p></p><p>low radiation = 2d6 hp damage</p><p></p><p>medium radiation = 4d6 hp damage</p><p></p><p>high radiation = 6d6 hp damage and 1d4 ability damage to one characteristic</p><p></p><p>severe radiation = 12d6 hp damage and 1d6+2 ability damage or drain to one characteristic</p><p></p><p></p><p><strong>Channel Radiation</strong></p><p><strong></strong></p><p><strong>Element</strong> radiation; <strong>Type</strong> utility (Sp); <strong>Level </strong>3; <strong>Burn</strong> 1</p><p></p><p>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.</p><p></p><p></p><p><strong>Greater Channel Radiation</strong></p><p><strong></strong></p><p><strong>Element</strong> radiation; <strong>Type</strong> utility (Sp); <strong>Level </strong>7; <strong>Burn</strong> 2 (special)</p><p></p><p><strong>Prerequisites</strong> channel radiation</p><p></p><p>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:</p><p></p><p>2 burn = low radiation</p><p></p><p>3 burn = medium radiation</p><p></p><p>4 burn = high radiation</p><p></p><p>5 burn = severe radiation</p><p></p><p>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.</p><p></p><p></p><p><strong>Nuclear Propulsion</strong></p><p><strong></strong></p><p><strong>Element</strong> radiation; <strong>Type</strong> utility (Sp); <strong>Level </strong>4; <strong>Burn</strong> 0</p><p></p><p>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.</p><p></p><p></p><p><strong>Nuclear Reactor</strong></p><p><strong></strong></p><p><strong>Element</strong> radiation; <strong>Type</strong> utility (Su); <strong>Level </strong>8; <strong>Burn</strong> 0</p><p></p><p>You gains immunity to ability damage and drain, cold, death effects and energy drain.</p><p></p><p></p><p><strong>Radiactive Breath</strong></p><p><strong></strong></p><p><strong>Element</strong> radiation; <strong>Type</strong> utility (Sp); <strong>Level </strong>4; <strong>Burn</strong> 2</p><p></p><p>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.</p><p></p><p></p><p><strong>Infusion Wild Talent</strong></p><p><strong></strong></p><p><strong>Nuclear Explosion</strong></p><p><strong></strong></p><p><strong>Element</strong> radiation; <strong>Type</strong> form infusion; <strong>Level</strong> 6; <strong>Burn</strong> 4</p><p></p><p><strong>Associated Blasts</strong> burning radiation, contaminated water, nuclear winter, radiation</p><p></p><p><strong>Saving Throw</strong> Reflex half</p><p></p><p>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.</p><p></p><p></p><p><strong>Radiation Infusion</strong></p><p><strong></strong></p><p><strong>Element</strong> radiation; <strong>Type</strong> substance infusion; <strong>Level</strong> 6; <strong>Burn</strong> 3</p><p></p><p><strong>Associated Blasts</strong> burning radiation, contaminated water, nuclear winter, radiation</p><p></p><p><strong>Saving Throw</strong> Fortitude negates</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8667483, member: 7035194"] [HEADING=2][CENTER][B][SIZE=7]Herald of the Fissile (Kineticist Archetype)[/SIZE][/B][/CENTER][/HEADING] 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. [B]Nuclear Focus (Su)[/B] 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. [B]Radiation[/B] 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. [B]Class Skills: [/B]A nuclearkineticist adds Knowledge (dungeoneering and nature) to her list of class skills. [B]Basic Manipulation:[/B] A nuclearkineticist gains basic nuclearkinesis. [B]Basic Nuclearkinesis Element [/B]radiation; [B]Type[/B] utility (Sp); [B]Level[/B] 1;[B] Burn[/B] 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. [B]Simple Blast:[/B] A nuclearkineticist gains radiation blast as a simple blast wild talent. [B]Radiation Blast Element[/B] radiation; [B]Type[/B] simple blast (Sp);[B] Level [/B]—; [B]Burn[/B] 0 [B]Blast Type[/B]: energy; [B]Damage [/B]radiation You bomb an enemy with a massive dose of radiation [B]Defense:[/B] a nuclearkineticist’s defensive wild talent is radiation ward. [B]Radiation Ward Element [/B]radiation; [B]Type[/B] defense (Su);[B] Level [/B]—; [B]Burn[/B] 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). [B]Saturation[/B]: 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. [B]Little Boy Element[/B] radiation; [B]Type[/B] utility (Su); [B]Level[/B] 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. [B]Nuclear Infusion (Su)[/B] The save DC of the Infusion Wild Talent for the nuclearkineticist are Constitution-based instead of Dexterity-based. This alter Infusion. [B]Internal Reactor (Su)[/B] 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. [B]Nuclear Focus (Su)[/B] Nuclearkineticist cannot select other element and must select radiation at 7th and 15th level but gains the following composite blast. [B]Burning Radiation Element [/B]radiation; [B]Type[/B] composite blast (Sp); [B]Level [/B]—; [B]Burn [/B]2 [B]Prerequisite[/B] radiation blast, expanded element (radiation) [B]Blast Type[/B]: energy; [B]Damage[/B] half fire and half radiation [B]Contaminated Water Element [/B]radiation; [B]Type[/B] composite blast (Sp); [B]Level [/B]—; [B]Burn [/B]2 [B]Prerequisite[/B] radiation blast, expanded element (radiation) [B]Blast Type[/B]: physical; [B]Damage[/B] half bludgeoning and half radiation [B]Nuclear Winter Element [/B]radiation; [B]Type[/B] composite blast (Sp); [B]Level [/B]—; [B]Burn [/B]2 [B]Prerequisite[/B] radiation blast, expanded element (radiation) [B]Blast Type[/B]: energy; [B]Damage[/B] half cold and half radiation This alter expanded element. [B]Radiation Venom (Su)[/B] 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. [B]Fat Man (Ex)[/B] 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. [B]Nuclear Rebirth (Su)[/B] 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. [B]Utility Wild Talent Absorb Radiation Element[/B] radiation; [B]Type[/B] utility (Su); [B]Level [/B]2; [B]Burn[/B] 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 [B]Channel Radiation Element[/B] radiation; [B]Type[/B] utility (Sp); [B]Level [/B]3; [B]Burn[/B] 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. [B]Greater Channel Radiation Element[/B] radiation; [B]Type[/B] utility (Sp); [B]Level [/B]7; [B]Burn[/B] 2 (special) [B]Prerequisites[/B] 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. [B]Nuclear Propulsion Element[/B] radiation; [B]Type[/B] utility (Sp); [B]Level [/B]4; [B]Burn[/B] 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. [B]Nuclear Reactor Element[/B] radiation; [B]Type[/B] utility (Su); [B]Level [/B]8; [B]Burn[/B] 0 You gains immunity to ability damage and drain, cold, death effects and energy drain. [B]Radiactive Breath Element[/B] radiation; [B]Type[/B] utility (Sp); [B]Level [/B]4; [B]Burn[/B] 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. [B]Infusion Wild Talent Nuclear Explosion Element[/B] radiation; [B]Type[/B] form infusion; [B]Level[/B] 6; [B]Burn[/B] 4 [B]Associated Blasts[/B] burning radiation, contaminated water, nuclear winter, radiation [B]Saving Throw[/B] 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. [B]Radiation Infusion Element[/B] radiation; [B]Type[/B] substance infusion; [B]Level[/B] 6; [B]Burn[/B] 3 [B]Associated Blasts[/B] burning radiation, contaminated water, nuclear winter, radiation [B]Saving Throw[/B] 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. [/QUOTE]
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