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A Kineticist Class Archetype
You have an innate connection to dragons and the magical traditions they are associated with. The source of this varies - draconic ancestors, pacts with creatures far more powerful than you, maybe even a freak accident in a mana storm. No matter the case, you're able to channel their power as your own. If you choose this class archetype, you must choose the Dracokineticist Class Dedication as your 2nd-level class feat.
Prerequisites You must be a Kineticist.
You do not become trained in Nature, instead you become trained in Athletics or Acrobatics. You do not gain an elemental gate but instead gain a Draconic Gate and a Parallel Element. You are unable to open the gates of the normal Kineticist elements. You do not gain Elemental Blast but instead gain Draconic Armament. You do not gain Base Kinesis. After opening your gate(s) you only choose one Impulse feat, but you automatically receive the Dragon's Breath Impulse. You do not gain Extract Elements.
Each Draconic Gate is tied to one of the four magical traditions and their associated dragons. Every Impulse you use gains the trait of your chosen Draconic Gate. Every time you open a Draconic Gate select a Draconic Armament from the associated list, which you can use whenever you use the Draconic Armament Impulse. Your Draconic Armaments also determines the properties of your Dragon's Breath Impulse. Whenever you would have the option to open a new gate you can instead choose to select a new Draconic Armament from your existing gate.
Whenever you gain a Draconic Armament, also select a Parallel Element - one of the Kineticist's normal elements. You count as having a gate for this element for the purpose of selecting class feats. Whenever you deal damage with an Impulse that comes from Kineticist class feats you can choose to change the damage type to a Breath Weapon type that you have access to.
Range varies Target 1 creature or object
Defense AC
You manifest the body part of a dragon and attack an enemy. Choose one of your Draconic Armaments and make an attack. If an ability requires the use of an Elemental Blast you can choose to use Draconic Armament instead. If your Draconic Armament option is melee add your Strength Modifier to the damage. You always have access to the Claws Armament.
Claws 1d6 slashing (agile)
Critical Success The target takes double damage
Success The target takes damage
Level(+4) The damage increases by one die.
After deciding between Single Gate or Dual Gate you choose one less Impulse feat than normal. In exchange you receive the Dragon's Breath Impulse. If you are a Dual Gate Kineticist you must decide which gate receives Dragon's Breath as the granted Impulse, but you can use any Draconic Armament you have to determine Dragon's Breath's properties.
Range varies Area varies
Defense varies
You let loose your draconic breath. You deal 2d8 damage to creatures within the area with a basic saving throw. Use the available options from one of your your Draconic Armaments to determine the damage type, area, and defense of this ability.
Burst 10 foot burst within 30 feet
Cone 20 foot cone
Line 40 foot line
Level(+2) The damage increases by 2d8
Barrage 1d6 force, 60 feet; force, burst, reflex
Phase 1d10 piercing; force, cone, reflex
Rune 1d8 bludgeoning (versatile fire); fire, burst, reflex
Time 1d8 force (backswing); force, cone, will
Vorpal 1d8 slashing (fatal d12); slashing, line, reflex
Wailing 1d6 sonic, 30 feet; sonic, cone, fortitude
Creatures hit by your Impulses take persistent damage equal to half your level (minimum 1). The damage type is the same as one of your Dragon's Breath options.
Critical Armament Your target becomes Stupefied 1 until the end of their next turn.
Elemental Resistance force & sonic
Aura Junction Enemies that start their turn in your aura are unable to Step.
Skill Junction arcana, arcane sense
Conspirator 1d8 mental, 60 feet; poison, cone, fortitude
Despair 1d8 piercing (reach); sonic, cone, will
Mocking 1d6 acid, 30 feet; acid, burst, reflex
Omen 1d8 force (sweep); mental, cone, will
Sage 1d10 mental; mental, cone, will
Vizier 1d10 piercing; fire, cone, reflex
You become Concealed until the end of your next turn to any creature damaged by your Impulses, attempting to erase yourself from their minds. A creature can use the Seek action to automatically end your Concealment towards them.
Critical Armament You increase a creature's Frightened Condition by 1, up to a maximum of 2.
Elemental Resistance mental & poison
Aura Junction Any target in your aura that is Off-Guard to your allies is also Off-Guard to you.
Skill Junction occultism, oddity identification
Adamantine 1d8 bludgeoning (backswing, razing); bludgeoning, cone, reflex
Cinder 1d10 slashing; fire, cone, reflex
Coral 1d10 piercing; bludgeoning, cone, reflex
Crystal 1d8 piercing, 20 feet; piercing, line, reflex
Rime 1d10 piercing; cold, cone, reflex
Stormcrown 1d8 electricity, 20 feet; electricity, burst, reflex
Your Draconic Armaments deal 1 extra damage per damage die. This damage's type is the same as the Armament's Dragon's Breath.
Critical Armament You can choose to knock the target back 10 feet, and can Stride the same distance and direction as a Free Action.
Elemental Resistance pick 2 between fire, cold, acid, or electricity
Aura Junction Your Draconic Armaments ignore the resistances of any enemies in your aura.
Skill Junction nature, natural medicine
Delight 1d8 bludegoning (reach); spirit, cone, will
Diabolic 1d8 slashing (forecful, unholy); fire, cone, reflex
Empyreal 1d8 bludgeoning (forceful, holy); spirit, cone, reflex
Oath 1d10 spirit; spirit, cone, will
Requiem 1d8 piercing (versatile vitality); spirit, line, will
Resurrection 1d8 slashing (versatile void); void, cone, fortitude
You and any allies in your aura gain fast healing equal to your level until the start of your next turn.
Critical Armament The target's Enfeebled condition increases by 1, to a maximum of 2.
Elemental Resistance spirit & vitality or void
Aura Junction You and any allies in the aura gain the Holy or Unholy trait, decided when Channeling Elements.
Skill Junction religion, student of the canon
Prerequisite Draconic Connection
You have a connection to dragons and can make their power your own through kinetic gates. You gain the Draconic Momentum action.
Trigger you critically hit with an Impulse attack or reduce a creature to 0 HP with an Impulse
You immediately Channel Elements if it deactivated and you add your Constitution modifier to the damage roll of your next Impulse.
You tap into your connection with life giving energies. For every action you spend, you and all allies in your aura gain temporary HP equal to your level. The temporary HP lasts for 1 minute.
You grow scales mimicing your connected dragons. Until the start of your next turn you gain a +1 status bonus to AC and saving throws against magical effects.
Level (+6) The bonus increases by 1
Trigger you or an ally within your aura succeed at a saving throw against a mental effect
You use your power over minds to strike back at any mental invaders. The source of the mental effect takes 2d6 mental damage.
Level (+2) The damage increases by 1d6
You use your aura to shape an enemy's soul, increasing the effectiveness of your Impulses. Make a Relgion or Occultism check against the Will DC of a creature with a soul in your aura.
Critical Success Until the end of your turn the creature gains weakness to your Impulses equal to your level.
Success As success, but only half your level.
Failure The creature is unaffected.
You learn the best ways to augment your Dragon's Breath Impulse. You can combine the Breath Weapon options from the all the Draconic Armaments that you have.
Make 2 Claw Armament attacks and one attack from any other Armament you have. The attacks can be in any order.
You approach the pinnacle of power, held only by Archdragons. While in this stance you gain a 60 foot fly speed, you can activate Draconic Momentum whenever you deal damage to a creature, and your overflow Impulses gain a status bonus to damage equal to half your level.
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