Everyman Minis: Kineticist Archetypes

Everyman Minis: Kineticist Archetypes

This Everyman Mini clocks in at 9 pages, 1 page front cover, 1 page editorial,  4 pages of SRD, leaving us with 3 pages of content, the first of which contains, as always, an introduction – and this time around, also a new composite blast for air, which requires air blast and expanded element air, and requires you to accept 2 burn. The gale-force blast increases the damage die size to d8, and starting at 15th level, you can use this in conjunction with all blasts that list air as a prerequisite, though at the cost of one additional point of burn.

The pdf sports a total of 3 archetypes, the first of which would be the breath bender, who is locked into air as elemental focus, and air as simple blast wild talent at 1st level. 1st, 5th and 9th level infusion are replaced with the exhaling infusion class feature, which nets the exhaling blast form infusion wild talent: This one is associated with air and gale-force and makes the blast a 15-ft. cone or 30-ft. line for a burn cost of 1. Save DC is Dex-based, interestingly. 5th level nets the exhaling cyclone form infusion wild talent, also associated with air and gale-force, with a burn cost of 2: this one increases the cone and line to 30 and 60 ft., respectively. 9th level gets Exhaling Derecho – or is it typhoon? The class ability refers to the incorrect name. This is another straight increase to 90 and 120 ft., respectively – however, I’m pretty sure that the burn cost is incorrect: At level 5, it should have a burn cost of 3, not 1! That’s a pretty nasty snafu!

Instead of the 7th and 11th level infusion, the archetype gets the mobile blast infusion at a by 1 reduced burn cost when used in conjunction with air blasts. 11th level nets the cyclone infusion, and this may explicitly be used with the mobile infusion as if it were a substance instead of a form infusion. (Minor nitpick: One reference to whirlwind spell of 2 not italicized correctly.).

The second archetype would be the loom savant: These guys need to choose wood as the elemental focus and wood blast as the 1st level simple blast wild talent. Wood blast fired dried vines, cotton and similar platlife. Neat visuals! Starting at 2nd level, the loom savant can treat a variety of spells, ranging from animate rope to treasure stitching as a utility wild talent with a burn cost of 1, treating this as psychic spellcasting governed by Constitution. The spells are utility focused and well-chosen. 2nd level provides a fate reservoir of 3 + Constitution modifier points (doubles as the maximum), which refills 3 points each day when burn is removed. The loom savant also gains one point when she accepts a point of burn. When an ally within 100 ft. makes an attack roll, saving throw or skill check and fails, the loom savant can spend one point to grant a reroll, but this requires line of effect. This replaces elemental defense and precludes the loom savant from learning the expanded defense wild talent. At 3rd level, the loom savant (once erroneously referred to as “loom spinner” accept 1 burn to grant herself or an ally a +1 morale bonus to attack rolls, saves and skill checks, which lasts until burn is removed. The bonus increases by +1 at 6th level and every 3 levels thereafter, capping at +4. 15th level doubles that bonus vs. fear effects. 18th level nets class level temporary hit points that replenish at a rate of 1 per 10 minutes while the target isn’t affected by a variety of negative conditions, which are clearly laid out. This replaces elemental overflow and is a SP, juts fyi – so standard action as the default action. 7th level allows the loom savant to gain both positive and wood blast when choosing wood as expanded element, but when she does, she doesn’t gain an additional wild talent or infusion. This one is potent with its free action rerolls, but considering that wood really needed an upgrade sans N. Jolly’s work, I can see it work. GMs should be a bit careful when using the whole catalog of wood upgrades out there with it, though.

The final archetype would be the magneticist, who must choose earth as elemental focus and earth blast as the simple wild blast. The archetype gains basic magnesis instead of basic geokinesis at 1st level. This works like…wait? Basic magnesis works like “basic magnesis” except you can only affect objects that are made of metal or have metal components? Pretty sure that should be referring to basic geokinesis. The archetype can use her earth blast simple blast wild talent with any metal composite blast wild talent, and when attacking a foe in metal armor or made mostly of metal with earth, metal or electricity simple blasts, she gains +1 circumstance bonus to atk and +1 to the save DC of any applied infusions. This replaces the first level infusion. The ability header of electromagnetic might, gained at 2nd level, has erroneously been italicized. The ability allows for the taking of magnetic finesse, haul and maneuvers as utility wild talents.

Magnetic finesse behaves as a magnetic variant of telekinetic finesse; magnetic haul is nowhere to be found. Magnetic maneuvers lets you use combat maneuvers via magnetism, as though using telekinetic maneuvers. Works better with magnetism utility wild talent from the elemental master’s handbook – source-indicator would have been nice here, as it took me forever to remember where that one was from. 5th level locks into magnetic infusion. 7th and 15th level lock the archetype into aether, air or earth as expanded element; aether allows for telekinesis and magnetism synergy; air locks into electricity simple blast and blends it with magnetism. 10th level nets polarizing magnetism, which reduces DR and resistance by kineticist level – the verbiage is non-standard here: It should read “or electricity resistance”; immunity to the energy is temporarily reduced to resistance 30. The ability doesn’t stack with itself and only lasts until the end of the next turn.

Conclusion:

Editing and formatting are okay on a formal and rules-language level – there are quite a bunch of glitches herein, some of which impede rules-integrity, alas. Layout adheres to the 2-column full-color standard of the series, and the pdf has a nice artwork and no bookmarks, but needs none at this length.

Alexander Augunas and Sasha Hall can do better – this mini is rushed and sports quite a few unfortunate hiccups that could and should have been caught. The loom savant is the most intriguing archetype here, with the other two being somewhat one-trick ponies. All in all, I am not impressed. Unless you want the loom savant, which is creative and interesting, this doesn’t have that much to offer. Still, as a whole, I can see folks getting something out of this. Hence, I will round up from my final verdict of 2.5 stars.

You can get this pdf here on OBS!

Endzeitgeist out.

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