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Most fire kineticists draw flame from elemental gates within. Dragonfire Channeler instead bears a dragoncore ignited by draconic blood, an ancestral pact or a dragonfire artifact.
You channel the dragonfire within you to burn and intimidate your foes. You must choose Dragonfire Channeler as your 2nd-level class feat.
Prerequisites: You must be a Kineticist
Dragonfire Channeler Adjustments:
You lose your Channel Element and Elemental Blast activities.
You are trained in your Dragoncore’s tradition instead of Nature.
Your key attribute is Charisma instead of Constitution.
Use Charisma for kineticist abilities that use Constitution.
You gain Channel Dragonfire and Breath Blast activities.
Choose a Dragoncore instead of an elemental gate.
Breath Blasts count as Elemental Blasts.
Channel Dragonfire As Channel Elements but instead of Elemental Blast you can use a Breath Blast
Choose a damage type listed for your dragoncores, then make a melee or a ranged impulse attack against the AC of one creature. If you make a 2-action Breath Blast, you add your Charisma modifier as damage bonus. A 3-action Breath Blast affects creatures in a 15-foot cone. Make a separate impulse attack roll against each creature in the area, in any order you choose. These attacks count toward and increase your multiple attack penalty normally. The 3-action Breath Blast has the overflow trait.
Your dragoncore determines damage die, damage type and range (for a ranged blast). A damage other than physical adds its trait to the blast.
This functions as an elemental gate, except you choose a dragon below.
Breath Blast 1d6 fire, 60ft
Impulse Junction Your impulses deal 1d4 persistent fire damage per Breath Blast damage die. This increases any persistent fire damage they already deal.
Critical Blast Your Breath Blasts cause 2 splash damage per die of the same damage type
Elemental Resistance Fire, Cold
Aura Junction Enemies in your kinetic aura have their fire persistent damage DC raised by 2.
Skill Junction Survival, Stifle Flames
Breath Blast 1d6 fire or spirit, 30ft
Impulse Junction Your impulses can deal spirit damage instead of fire damage.
Critical Blast Leaves the target clumsy 1 until the end of your next turn.
Elemental Resistance Fire, Spirit
Aura Junction Squares in your kinetic aura are difficult terrain for your enemies only while moving closer to you
Skill Junction Intimidate, Intimidating Glare.
Breath Blast 1d8 fire or bludgeoning, 30ft
Impulse Junction When determining a creature's resistance or immunity to damage from this impulse, use the weaker of the target's resistance or immunity to fire or to bludgeoning.
Critical Blast If the target of the critical hit is adjacent to a surface, magma traps it. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull itself free. The target doesn't become stuck if it is incorporeal.
Aura Junction Squares in the aura are hazardous terrain, but only if moving into the square would make the enemy farther away from you. The hazardous terrain deal 1 damage per Breath Blast damage dice.
Skill Junction Crafting, Quick Repair
Breath Blast 1d6 fire, Runic, 30ft
Impulse Junction Runes circle you, protecting you from harm, granting +1 circumstance bonus to saves until the start of your next turn.
Critical Blast As Earth Element Critical Blast
Elemental Resistance Fire and the Element of your attuned rune.
Aura Junction Runes fortify around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher.
Skill Junction Society, Eye for Numbers
Runic When you Channel Dragonfire you choose one of the following energy types: acid, cold, electricity or sonic, the energy type you chose becomes your attuned rune
Breath Blast 1d8 fire, 60ft
Impulse Junction Increase the impulse’s fire damage die by one step
Critical Blast The blast gains deadly d12
Elemental Resistance Fire, Wood
Aura Junction Enemies in your kinetic aura gain weakness to your fire impulses. The weakness equals half your level (minimum 1 weakness).
Skill Junction Crafting, Alchemical Crafting
Breath Blast 1d6 fire, mental, 30ft
Impulse Junction You become concealed before or after using the impulse until the start of your next turn.
Critical Blast The target is off-guard until the end of your next turn.
Elemental Resistance Fire, Mental
Aura Junction You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn.
Skill Junction Deception, Charming Liar
Prerequisite Dragonfire Channeler
Your dragonfire intensifies, letting you wield it through your fists and weapons. You can take Fire Impulses as if they are part of this Dedication. You gain the Infuse Dragonfire Action with the traits of the dragoncore.
For 1 minute, your Strikes use your Breath Blast damage die, damage type and impulse attack modifier. These Strikes retain the weapon’s or unarmed attack traits, gain your Breath Blast’s traits and add your Strength modifier to damage rolls.
Prerequisite Diabolic Dragon
Your Breath Blasts burn with wicked hellfire. Your Breath Blasts and Impulses that deal Spirit Damage gain the unholy trait.
Prerequisite Underworld Dragon
Wood fuels your dragonfire. When you are targeted by an effect with the wood trait you can Channel Dragonfire as a free action if you aren’t channeling. If you are channeling you can use a reaction to make a 1-action Breath Blast against against the triggering creature.
Prerequisite Cinder Dragon
Your flames scatter dazzling cinders. A creature who fails the save or is hit by the Impulse is also dazzled for 1 round. On a critical failure or critical hit they are also blinded for one round and dazzled for 1 minute.
Prerequisite Vizier Dragon
Your dragonfire burns eerily. You hurl a ball of dragonfire in a 20-foot burst burning minds instead of bodies. Each creature in the area must attempt a basic Will save against your class DC or take 3d6 mental damage. A creature that critically fails is also frightened 2.
Level (+2): The damage raises by 1d6.
Prerequisite Magma Dragon
Your dragonfire commands Earth and flame. You breathe flame into the earth creating a vertical 10-foot radius, 60-foot cylinder of fire and magma. Each creature in the area must attempt a basic Reflex save against your Class DC or take 5d6 fire damage and 5d6 bludgeoning damage. On a critical failure, it is knocked prone. Each creature in the area and those in a 5-foot emanation from the cyllinder also takes 2d6 of damage of intense heat regardless of the save.
Level (+2): All damage increases by 1d6.
Prerequisite Rune Dragon
Frequency Once per 10 minutes
Your dragonfire unravels magic and burns spells to ash. In addition to its normal effects you can counteract one magical effect on one target of the impulse. Your counteract rank is half of your level. Use your impulse attack rolls as the counteract check. If the target you choose had a critically fail against your impulse or you critically hit against them improve your degree of success for the counteract.
Prerequisite You are a Dragonfire Channeler
Your breath reaches perfection. You Fly up to 100ft in a line. At any point during this movement create up to three 20-foot burst areas that don’t overlap. Creatures in the area must attempt a basic Reflex save taking 16d6 of your Breath Blast damage. The area burns for 1 minute. A creature that enters or starts their turn inside it takes 5d6 fire damage with a Basic Reflex save. After your movement, you become a dragon made of flames and you reposition to any square of the fire. The fire can only be counteracted by a Water trait effect or a dispel magic.
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