Elemental Inheritor (Kineticist Archetype)

## **Elemental Inheritor**:

Many Kineticists gain their powers from close connection to their element, whether by having an Elemental as an ancestor, or having been raised surrounded by the element filled with magic. However, sometimes, Kineticists with very strong connection to a specific element might miss their calling, either because they have been trained in controlling another element, or intentional decision to turn away from the element they are most connected to. Such connections are not so easily broken, however, and even while manipulating different elements, these so-called Elemental Inheritors manifest the signs of their Inherent Element in their abilities.

**Inherent Element (Ex)**

At level 1, Elemental Inheritor chooses their Inherent Element different from their Elemental Focus. Once chosen, this cannot be changed. Whenever Elemental Inheritor would gain access to additional Element, such as through Expanded Element class feature, the new element cannot be the same one as Inherent Element. Otherwise, when gaining a new element and choosing their Inherent Element as the new element, the Elemental Inheritor archetype is lost, becoming normal Kineticist (and exchanging Inherent Release infusion for another infusion if it was taken). Elemental Inheritor gains the bonus class skills of their Inherent Element instead of their Elemental Focus.

**Inherent Blast (Ex)**

Also at level 1, Elemental Inheritor chooses a simple blast accessible to their Inherent Element to be their Inherent Blast. Whenever Elemental Inheritor uses their Kinetic Blast (or, if it’s replaced by another archetype, it’s equivalent in that archetype), the blast also counts as being the Inherent Blast, not changing the damage of the blast, but granting appropriate descriptors and being affected by effects that work only on Inherent Blast (for example, Elemental Inheritor with Fire Element and Poison Inherent Element would make blasts that deal fire damage, but have fire and acid descriptor, and have it’s damage increased by an ability that increases all acid damage dealt by Elemental Inheritor). This replaces the first free Utility Wild Talent granted from the class (usually the one gained at level 2, but some archetypes may delay it). If an archetype removes all free Utility Wild Talents (free UWT are those that allow Kineticist to choose what Utility Wild Talent they wish, rather than being granted specific one like Elemental Defense), it cannot be combined with this archetype, but otherwise this can be combined with archetypes that alter or remove Wild Talents.

**Inherent Infusion (Su)**

Whenever Elemental Inheritor gains an infusion, they can choose any substance Infusion available to their Inherent Blast, and apply it to all Blasts they make no matter the element. However, the burn cost of substance infusions cannot be applied to their Inherent Blast is raised by 1 (this increase is ignored when calculating the limit of burn a kineticist can take in a single round). Elemental Inheritor also can choose new infusion limited to them called Inherent Release:

*Inherent Release*

*Elements: any; Type: substance infusion; Level 2; Burn 1 or 2;*

*Associated Blasts: all;*

*Saving Throw: none;*

*Elemental Inheritor discovers how to release the power of their Inherent Element, mixing it with their blast. The damage of the blast becomes divided equally between all the damage types it was already dealing, as well as the damage type of their Inherent Blast (for example, an Elemental Inheritor with Light Inherent Blast, when a simple electric blast with Inherent Release would deal half electric and half bludgeoning damage, while composite Injecting Blast would deal ⅓ acid, ⅓ piercing and ⅓ bludgeoning damage). This infusion normally costs 1 burn, but it can be increased to 2 burn to make this infusion not count against the standard limit of one substance infusion per blast.*

This alters but otherwise counts as Infusion, and can be altered or replaced by other archetypes.

**Inherent Elemental Defense (Su)**

Rather than gaining the Elemental Defense Wild Talent of their Elemental Focus, Elemental Inheritor gain Elemental Defense of their Inherent Element, although it still manifests as if it was a Wild Talent of their Elemental Focus (for example, Elemental Inheritor with Viscera Element Focus and Light Inherent Element might create weightless silhouettes from bones that surround them, confusing their enemies). They can gain the Elemental Defense of their Elemental Focus through Expanded Elemental Defense. This alters but otherwise counts as Elemental Defense, and can be altered or replaced by other archetypes.

**Inherent Elemental Overflow (Ex)**

Whenever Elemental Inheritor can deal extra damage with their blasts thanks to Elemental Overflow feature, the extra damage is of the type their Inherent Blast deal, rather than dependant on the blast used. This alters but otherwise counts as Elemental Overflow, and can be altered or replaced by other archetypes.

**Inherent Signature Infusion (Ex)**

Whenever Elemental Inheritor gains Signature Infusion bonus feat from Kineticist levels (so not for example from taking it as feat granted at odd level), they must choose an infusion available to their Inherent Blast. If Elemental Inheritor does not have any such infusion, they are instead granted this feat only once they gain such infusion. This alters but otherwise counts as Signature Infusion, and can be altered or replaced by other archetypes.

**Inherent Manifestation (Su)**

Starting at level 6, Elemental Inheritor can pay 1 additional point of burn when using Kinetic Blast with substance infusion that cannot be applied to their Inherent Blast (in addition to the usual burn cost increase from Inherent Infusion feature) to apply a second substance infusion to this Kinetic Blast. This additional infusion has to be one that can be applied to their Inherent Blast, and cannot cost more then 1 burn (after the cost decreases such as from Signature Infusion). Elemental Inheritor still has to pay the burn cost for the second infusion too. At level 11, the max burn cost of the second infusion is increased to 2, and at level 16 it’s increased to 3. This ability replaces Internal Buffer.