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Here's this week's paying-member-exclusive post of Horrifically Overpowered Class Features for the Hybrid and Occult character classes of Pathfinder 1st edition. This goes along with the paying-member-exclusive Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered product or article goes up. The index also has the Horrifically Overpowered Feat I suggest using to allow characters to access these HO class features.

Today we do the H.O Kineticist, the first of the Occult classes. The Kineticist is built on multiple unique mechanics not uses for any other Pathfinder 1st-ed class. This makes it popular with people who love exploring brand new play experiences and rules, and less popular with players who don't. It also means there are fewer feats and magic items to support a Kineticist than most classes, since it doesn't benefit as much from things designed to support common class features such as spells, weapon attacks or damage, and so on.

But the Horrifically Overpowered version of the Kineticist not only has its own H.O. class features, it gets some options to access benefits of more typical, ordinary magic items.

Horrifically Overpowered Kineticist Class Features 

You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).

(It's almost as if he's.... bending the fire. Art by Iobard.)

Horrifically Overpowered Kineticist Skills (Horrifically Overpowered): You gain a bonus to all Kineticist class skill checks equal to the amount of burn damage on you times 5.

Horrifically Overpowered Kineticist Weapons and Armor Proficiency (Horrifically Overpowered): With a ritual that bonds over the course of one hour, you can bond with one simple weapon. Whenever you make a kinetic blast, if it its requires an attack roll, it gains any enhancement bonus to attacks the bonded weapon grands (including situational ones, such a a bane weapon's higher enhancement bonus against specific targets). If the blast damages one or more targets, you can select one of those targets to take additional effects from the weapon as if the weapon has hit that target (including enhancement bonuses to damage, and any magic weapon quality or weapon trait triggered by a a successful attack).

When wearing light armor, you gain a bonus to AC and hardness equal to your burn.

Horrifically Overpowered Burn (Horrifically Overpowered): You gain the internal buffer class feature. You cannot accept burn to the internal buffer unless you are 6th level or higher. However, your burn pool begins with 3 points of burn in it, and gains 1 additional point at level 4, and 1 more every 4 kineticist level thereafter. You regain 1 of these points from your internal buffer every 4 hours, and refill it with a full night's sleep.

Horrifically Overpowered Elemental Focus (Horrifically Overpowered): When you select an elemental focus or gain an additional utility wild talent, you gain an additional utility wild talent.

Horrifically Overpowered Gather Power (Horrifically Overpowered): You can recover burn by consuming scrolls and potions. To recover one point of burn, you must absorb scrolls and potions with a combined caster level equal to double your Kineticist level. The scrolls and potions must also have a spell level equal to at least half your Kineticist level -1. For example, a 6th-level Kineticist can recover 1 point of burn by absorbing potions and scrolls of 2nd-level or higher spells with a total combined caster level of 12 or more.

You can only recover 1 point of burn at a time. You can absorb power from as many potions and scrolls as you wish as a single standard action. You can bundle potions and scrolls together so they can be removed from bags as a single item, allowing you remove such a bundle as a move action. Bundling them in this way takes 1 minute, as does unbundling them. Potions and scrolls bundled in such a way cannot be drunk or cast--they must be unbundled to be used normally.

Horrifically Overpowered Infusion (Horrifically Overpowered): When you select a infusion wild talent, you gain an additional infusion wild talent.

Horrifically Overpowered Kinetic Blast (Horrifically Overpowered): The base range of your kinetic blast is 100 feet +10 feet/level. You threaten your natural reach with your kinetic blast and can use kinetic blast of your choice to make attacks of opportunity. You do not not need a limn free to use kinetic blast. You can counterspell with a kinetic blast as a swift or immediate action.

Horrifically Overpowered Elemental Defense (Horrifically Overpowered): While your elemental defense is active, ranged attacks against you suffer a 50% miss chance.

Horrifically Overpowered Elemental Overflow (Horrifically Overpowered): When making calculations for elemental overflow, treat yourself as if you had 3 additional points of burn on you and your kineticist class level was 3 higher.

Horrifically Overpowered Infusion Specialization (Horrifically Overpowered): You may choose to reduce the combined burn cost of infusion blasts by an additional 1 (or by an additional 2 of your are 10th level or higher).

Horrifically Overpowered Metakinesis (Horrifically Overpowered): You can choose for your metakinesis to have no burn cost.

Horrifically Overpowered Internal Buffer (Horrifically Overpowered): Triple the number of points of burn you can add to your internal bugger by accepting a point of burn, the maximum number of points of burn your internal buffer can hold, and the number of points you can spend from the internal buffer for a single wild talent.

Horrifically Overpowered Expanded Elemental (Horrifically Overpowered): Each time you gain an additional element or expanded understanding of an element you already have with this class feature, you gain a bonus additional element or expanded understanding.

Horrifically Overpowered Supercharge (Horrifically Overpowered): You can accept up to 3 points of burn a round. If you fall unconscious from taking too much burn, there is a 50% chance you heal 1d6 burn. If this would prevent you from falling unconscious, you do not fall unconscious.

Horrifically Overpowered Composite Specialization (Horrifically Overpowered): You can cast dispel magic or greater dispel magic at will, at a swift or immediate actions, against any spell that has any of your elemental blast's descriptors.

Horrifically Overpowered Metakinetic Master (Horrifically Overpowered): Select three metamagic feats that could apply to one or more of your elemental blasts. You can use them as metakinetic abilities by accepting 3 burns (before any modifications).

Horrifically Overpowered Omnikinesis (Horrifically Overpowered): By accepting 2 points of burn, you can cast any spell from any spell list as a spell-like ability, as long as it has the acid, air, cold, electric, earth, fire, or force descriptor.

WANT MORE KINETICIST MATERIAL?

Check out these products from Rogue Genius Games

Everyman Options: Kineticists

https://www.opengamingstore.com/products/everyman-options-kineticists

or

https://www.drivethrurpg.com/en/product/182742/everyman-options-kineticists

Everyman Minis: Kineticist Archetypes

https://www.opengamingstore.com/products/everyman-minis-kineticist-archetypes

or

https://www.drivethrurpg.com/en/product/260110/everyman-minis-kineticist-archetypes

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Comments

DragoDorn

These are great. I already know a player who will want all of them.

Ecaeka Ecaicio

I would like to suggest an Horribly Overpowered version of one of the 52 in 52 classes, Starfinder flavor, just for the almost pure Oweny experience at each step. (I apologize for using your name as an adjective by adding a 'y' to it)

Owen K.C. Stephens

I'm okay being an adjective. I was once hired to take a manuscript and "Owen it up," so I've already been a verb. :)