Ossumancer (Kineticist)

November 29th, 2018

Alex Riggs

Best in Class Archive

“Bone” isn’t really an element, but I couldn’t help but find myself thinking that a kineticist who could manipulate bone would be pretty cool. Today’s archetype is for kineticists whose elemental energy is channeled through their bones, giving them a variety of bone-themed powers and abilities without having too much of an impact on their other abilities.


New Kineticist Archetype

Some kineticists say that the elemental energy that they channel runs in their blood. Some say they feel it in their bones. For a rare handful, this is not metaphor, but an actual fact, as the kineticist’s bones are infused with elemental energy that courses through their marrow, suffusing their entire body. These kineticists, known as ossumancers, are able to tap into the elemental power stored in their bones, using it to enhance their control of the elements.

Bone Armor (Su): At 3rd level, as an ossumancer channels elemental energy through her bones, they rapidly grow and expand, piercing the skin and wrapping around her body to serve as impromptu armor. She gains an enhancement bonus to her natural armor bonus to AC equal to the number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. Additionally, whenever her natural armor bonus to AC increases in this way, she gains 5 temporary hit points. The natural armor bonus and temporary hit points last until the next time the ossumancer rests and recovers from her burn, at which time the excess bone growths shrivel and dissolve into calcium dust.

Starting at 6th level, whenever she has at least 3 points of burn, the ossumancer gains DR 2/bludgeoning. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% x her current number of points of burn. At 11th level, whenever the ossumancer has at least 5 points of burn, the DR granted by this ability increases to 5/bludgeoning, and at 16th level, as long as she has at least 7 points of burn, it increases to 10/bludgeoning.

This ability replaces the elemental overflow class feature.

Elemental Marrow (Su): Beginning at 6th level, every cut, scrape, bruise, and break to the ossumancer’s bones releases a flood of the elemental energy that surges through her skeleton, giving her greater power. Keep track of how much damage the ossumancer suffers each round. If she suffers an amount equal to or greater than 10% of her maximum hit points, then she adds 1 point to an internal reservoir of elemental power. When she would otherwise accept burn, the ossumancer can spend 1 point from her reservoir to avoid accepting 1 point of burn. Points spent from her reservoir don’t activate bone armor or add to its effects. Similarly, this ability can be used to exceed the limit on the number of points of burn the ossumancer can accept in a single turn. Unless spent, points remain in the ossumancer’s reservoir for 1 round. At 11th level, they last for 2 rounds, instead, and at 16th level, they last for up to 3 rounds.

This ability replaces the internal buffer class feature.

Energetic Animation (Su): At 10th level, an ossumancer gains the ability to animate bones into skeletal creatures in a fashion similar to animate dead, but using elemental energy instead of necromancy. To use this ability, the ossumancer must accept 4 points of burn as a standard action. It functions as animate dead, except that it can only be used to create special elementally-infused skeletons. The ossumancer’s caster level for this effect is equal to her kineticist level.

Skeletons animated by this ability function similarly to burning skeletons, and count as double their normal Hit Dice for the purposes of determining how many the ossumancer can animate and control. The energy type that the skeleton’s fiery aura and fiery death inflict, as well as the energy type that the skeleton gains immunity and vulnerability to varies depending on the ossumancer’s elemental focus, as outlined below.

Aether: Bludgeoning damage; Immune electricity; Vulnerable cold
Air: Electricity damage; Immune electricity; Vulnerable acid
Earth: Acid damage; Immune acid; Vulnerable electricity
Fire: Fire damage; Immune fire; Vulnerable cold
Void: Bludgeoning; Immune cold; Vulnerable electricity
Water: Cold damage; Immune cold; Vulnerable fire
Wood: Acid damage; Immune cold; Vulnerable fire

If you have more than one elemental focus, you must select which one to use for each use of this ability. All skeletons animated by a given use of this ability are animated by the same energy type. Once created, the skeletons remain indefinitely.

This ability replaces the utility wild talent gained at 10th level.