Kineticist (Playtest)

The following is an attempt to make a Kineticist for 2nd edition playtest as close to it's representation in 1st edition as I can.
== Class Abilities ==
You gain these abilities as a Kineticist. Abilities gained at higher levels list the requisite levels next to the features’ names.
Your class will often get powers and cantrips (if this was in the printed book they would all be found in the spells chapter). In addition here is a list of blast cantrips and infusions organized by element (if this was in the printed book it would be a set tables somewhere on the class' pages much like the totem tables in the Barbarian's entry).
Key Ability: Constitution
Hit Points: 8 plus your Constitution modifier.
== Proficiencies ==
Perception: Trained
Saving Throws: Expert in Fortitude, Expert in Reflex, Trained in Will
Skills: Trained in one skill determined by your choice of Elemental Focus. Trained in a number of skills equal to 4 plus your Intelligence modifier.
Weapons: Trained in all simple weapons.
Armor: Trained in unarmored, and light armor.
Your key spellcasting ability score is Constitution, and you’re trained in spell rolls and spell DCs for your cantrips, powers, and infusions.
== Elemental Focus ==
Upon becoming a Kineticst, you choose one primary element on which to focus. This element determines how you access the raw power of the Ethereal Plane, and grants you access to specific class abilities.
=== Aether ===
Kineticists who focus on the element of aether - a rare substance formed when elemental energy affects the Ethereal Plane - are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
You are trained in Deception. You gain the Telekinetic Blast cantrip. You gain the Basic Telekinesis cantrip and can cast mage hand as a cantrip with the option to manifest a bowl instead of hand. If you possess the extended range wild talent, increase the range of basic telekinesis to 60 feet and increase the rate of movement to 40 feet. If you possess the extreme range wild talent, increase the range of basic telekinesis to 120 feet and increase the rate of movement to 80 feet. 
At 2nd level you learn to use the element of aether to protect yourself. You gain the Force Ward power, which you can cast by spending 1 spell point. You also gain the Increase Ward action, and the Boost Ward reaction. 
==== Increase Ward <1 action> (concentrate) ====
By spending 1 spell point you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 spell points you spend in this way, your force ward’s rate of regeneration increases by 1 hit point per minute.
==== Boost Ward <reaction> ====
Trigger: You spend a spell point while using an aether power without the blast trait.
You siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum.
=== Air ===
Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow or electricity, specializing in mobility and ranged combat.
You are trained in Acrobatics. You gain either the Air Blast cantrip or Electric Blast cantrip. You gain the Basic Aerokinesis cantrip.
At 2nd level you learn to use the element of air to protect yourself. You gain the Enveloping Winds power, which you can cast by spending 1 spell point. You also gain the Increase Winds action, and Strengthen Winds reaction.
==== Strengthen Winds <1 action> ====
You spend spell points to increase the DC of your Enveloping Winds. You can increase the DC by 1 for each spell point you spend up to a maximum of making the DC 15.
==== Boost Winds <reaction> ====
Trigger: You spend spell points while using an air power without the blast trait.
The energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round.
=== Earth ===
Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.
You are trained in Athletics. You gain the Earth Blast cantrip. You gain the Basic Geokinesis cantrip.
At 2nd level you learn to use the element of earth to protect yourself. You gain the Flesh of Stone power, which you can cast by spending 1 spell point. You also gain the Increase Hardness action, and the Boost Hardness reaction.
==== Increase Hardness <1 action> ====
You spend spell points to increase the DR of your Flesh of Stone. You can increase the DR by 1 for each spell point you spend up to a maximum DR equal to your level.
==== Boost Hardness <reaction> ====
Trigger: You spend spell points while using an earth power without the blast trait.
The energy surging through you causes your damage reduction from Flesh of Stone to change from DR/adamantine to DR/— for 1 round.
=== Fire ===
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.
You are trained in Acrobatics. You gain the Fire Blast cantrip. You can cast produce flame, and light as cantrips but the light you create produces heat like a normal flame.
At 2nd level you learn to use the element of fire to protect yourself. You gain the Searing Flesh power, which you can cast by spending 1 spell point. You also gain the Increase Heat free action, and the Boost Heat reaction.
==== Increase Heat <1 action> (concentrate) ====
You spend spell points to increase the damage of your Searing Flesh. You can increase the damage by 1 point per 4 kineticist levels you possess for each spell point you spend up to a maximum of 7 spell points, this lasts until the next time your spell points are restored.
==== Boost Heat <reaction> ====
Trigger: You spend spell points while using a fire power without the blast trait.
The surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal).
=== Water ===
Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.
You are trained in Athletics. You gain either the Cold Blast cantrip or Water Blast cantrip. You gain the Basic Hydrokinesis power and can cast create water, purify food and drink as cantrips but effecting only liquid, and prestidigitation as a cantrip but only to dry wet creatures and objects.
At 2nd level you learn to use the element of water to protect yourself. You gain the Shroud of Water power, which you can cast by spending 1 spell point. You also gain the Switch Shroud action, the Increase Shroud action, and the Boost Shroud reaction.
==== Switch Shroud <1 action> (concentrate) ====
You change the type of bonus of your shroud of water from armor to shield, or shield to armor.
==== Increase Shroud <1 action> (concentrate) ====
You spend spell points to increase the AC bonus from your Shroud of Water. You can increase the bonus by 1 point for each spell point you spend up to a maximum of 50% of its starting value, this lasts until the next time your spell points are restored. If you change the shroud to grant a shield bonus via the Switch Shroud action, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again.
==== Boost Shroud <reaction> ====
Trigger: You accept burn while using a water wild talent.
The water coalescing around you allows your shroud of water to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as a free action.
== Burn ==
You can overexert yourself to channel more power than normal, pushing past the limit of what is safe for your body. Some of your abilities allow you to burn your own life force in exchange for a greater effect, while others require you to do so to use that ability at all. You gain a pool of Spell Points. Your maximum number of Spell Points is equal to 3 plus your key ability modifier. You regain all your Spell Points when you get a full night’s rest.
For each spell point you use you, you take 1 point of nonlethal damage per character level. You can spend only 1 spell point per round. Increase this limit by 1 at 6th level and every 3 levels thereafter. This damage can’t be healed by any means other than getting a full night’s rest, which removes all nonlethal damage received in this way. Nonlethal damage from spending spell points can’t be reduced or redirected, and if you are incapable of taking nonlethal damage you can’t spend spell points. If you have spent at least 1 spell point for the day you can never benefit from abilities that allow you to ignore or alter the effects you receive from nonlethal damage until you have regained all your spell points.
== Gather Power <1 action> (concentrate) ==
Prerequisites: You have both hands free. 
You can gather energy or elemental matter a creating an extremely loud, visible display in a 20-foot radius centered on you, as the energy or matter swirls around you. Gathering power in this way allows you to reduce the total spell point cost of the next kinetic blast, infusion, or metakinesis you use by 1 point (to a minimum of 0 points). You can do this to reduce the spell point cost by a maximum of 3 points. 
At level 11 change the amount of spell points reduced to 2 points, and the maximum to 4 points. 
== Infusion ==
You gain an infusion. You must have one of the kinetic blasts in it's entry, and you can only select infusions whose level is half of your character level or less. You gain an additional infusion at 3rd level and every 2 levels thereafter. 
By using infusions along with your kinetic blasts, you can alter your kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way.
Each time you use one of your kinetic blasts, you can apply up to one associated form infusion and up to one associated substance infusion.
When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
The DCs for form infusions are calculated using your Dexterity modifier instead of your Constitution modifier. 
At 5th, 11th, and 17th levels, you can replace one of your infusions with another infusion of the same effective spell level or lower. You can’t replace an infusion that you have used to qualify for another of her wild talents.
== Kineticist Feats ==
At 1st level and every even-numbered level, you gain a kineticist class feat. They are listed on their own page for your convenience (if this was in the printed book they would all be found in the back section of the class' entry in the class chapter).
== Skill Feats [2] ==
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
== General Feats [3] ==
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
== Skill Increases [3] ==
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.If you’re at least 7th level, you can use this increase to become a master in a skill in which you’re already an expert. If you’re at least 15th level, you can use it to become legendary in a skill in which you’re already a master.
== Elemental Overflow [4] ==
Your body surges with energy from your chosen element whenever you spend spell points, causing you to glow with a nimbus of fire, weep water from your pores, or experience some other thematic effect. You receive a bonus on your attack rolls with kinetic blasts equal to the total number of spell points you have spent, to a maximum bonus of +1 for every 3 levels you possesses. You also receive a bonus on damage rolls with your kinetic blast equal to double that bonus on attack rolls. You also treat yourself as if you had the standard fortification rune on your armor/clothes. You gain the Suppress Overflow activity.
Whenever you have spent at least 5 spell points, choose a physical ability score you either increase your score by 2 or increase it to 18, whichever would give you a higher score. The ability score you choose does not have to be the same every time. Treat this ability score effect as having the potent trait when determining how it interacts with items that have the potent trait. In addition treat yourself as if you had the greater fortification rune on your armor/clothes instead of standard.
==== Suppress Overflow <3 actions> (concentrate) ====
You suppress the visual effects of elemental overflow, but doing so suppresses all of this ability’s other benefits, as well. The next time you use any power or cantrip, the visual effects and benefits return instantly.
== Ability Boosts [5] ==
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
== Ancestry Feats [5] ==
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
== Infusion Specialization [5] ==
You become more adept at using infusions. Whenever you use one or more infusions with a kinetic blast, reduce the combined spell point cost of the infusions you have added to the blast by 1 point. This can’t reduce the total cost of the infusions used below 0.
You reduce the spell point cost by 1 additional point at 8th level and ever 3 levels thereafter.
== Empower Metakinesis <1 action> (metakinesis) [5] ==
Requirements: Your deal damage with a kinetic blast.
Spend 1 spell point and increase number of damage dice of your kinetic blast by half rounded down. For example if your kinetic blast did 5d6 it would do 7d6, or if it did 6d6 it would do 9d6. 
== Internal Buffer [6] ==
You have studied your body and the elemental forces that course through it allowing you to form an internal buffer to store extra energy. You gain the Fill Buffer action and Use Buffer reaction. The buffer starts empty and doesn’t replenish each day, and can hold a maximum of 1 point. Once you add points to your buffer, they remain indefinitely until you spend them. Points spent from the internal buffer using the Use Buffer reaction don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of spell point the kineticist can use in a single turn.
This maximum increases to 2 points at 11th level and to 3 points at 16th level.
=== Fill Buffer <2 actions> ===
You spend 1 spell point to add 1 point to the buffer. 
=== Use Buffer <reaction> ===
Trigger: You are about to spend a spell point.
You spend 1 point from your buffer to avoid spending 1 spell point.
== Expanded Element [7] ==
You either learn to use another element, or expand your control over one you already wield.
If you choose to learn to use another element, select an elemental focus you don't have, you gain focus in that element with all that comes with it (kinetic blast, wild talent, and skill proficiency). You learn all kinetic blast cantrips with the composite trait that you meet the prerequisites for except for ones that only have a single element in it's prerequisites.
If you choose to expand your control over an element you already wield, your mastery of your primary element increases. Select an elemental focus you have. For kinetic blasts with that element's trait, you gain a +1 circumstance bonus on attack rolls and damage rolls. For wild talents and infusions with that element's trait you gain a +1 circumstance bonus to DCs. If you have chosen air or water you get the blast that you did not choose when you first gained focus in it. You also learn all kinetic blast cantrips with the composite trait that you meet the prerequisites for.
You make this choice again at 15th level choosing a different element.
== Maximized Metakinesis <1 action> (metakinesis) [9] ==
Requirements: Your deal damage with a kinetic blast.
Spend 2 spell points and treat all damage dice of your kinetic blast as if you had rolled the maximum. 
== Quicken Metakinesis <free> (metakinesis) [13] ==
Requirements: You next action or activity is to attack with a Kinetic Blast.
Spend 3 spell points and reduce your next kinetic blast by one action (to a minimum of 1 action)
== Composite Specialization [16] ==
You become more adept at creating composite blasts. Reduce the spell point cost of all kinetic blasts with the composite trait by 1 point. This can’t reduce the cost of a kinetic blast with the composite trait below 0 points.
== Behind the Scenes ==
* I tried to reflect the first edition base Kineticists as much as possible. Some language was taken from the 1st edition Kineticist entry. Every Kinetic Blast, Wild Talent, and Infusion was painstakingly translated to 2nd edition language and formatting. It took over 50 hours.
* Formatting is peculiar in 2nd edition where there is a little box next to certain items that list it's traits. I can't duplicate that here, so instead I use parentheses. I didn't add 'Kineticist' trait to them, assume they are there. Similarly I left out the infusion traits.
* I left out the lore info that usually accompanies class entries since 2nd edition has the same lore as first you can just use first edition lore in the Kineticist class entry.
* I had to move some wild talents (feats) around, combine some, use some from other first-party sources, remove some, and create a small amount of new ones to make sure every level had at least two choices, and the same number of choices for each element. As such there may be a feat or two that aren't quite equivalent in power level to the other ones of the same feat level.__NOEDITSECTION__
Category:Homebrew