I wanted to have the gunslinger ready, today, but that didn’t happen. It turns out that building a prestige class is pretty hard.
Instead, I’m continuing my work with the kineticist, this time with the aerokineticist. I expect the rest of the kineticist paths to follow in the coming weeks, and maybe an Iron Gods recap (which might involve me having to write rules for psychic duels and performance combat in 5e).
First, though, a couple of changes to the kineticist and the aether:
As your connection with the elemental forces of the universe deepens, you gain the ability to shape your powers in new ways. At 1st level, you gain one talent from the list at the end of the class description. As you increase in level, you can choose more talents, as shown in the Talents Known column of the Kineticist table. Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level. Unless the description of the talent says otherwise, activating a talent is an action.
Prerequisites: aether element, 5th level
If you take 1 point of burn as a reaction, you gain resistance to bludgeoning, slashing, and piercing damage until the beginning of your next turn.
Prerequisite: aether element, 3rd level
Your mage hand can perform any action that your hands could perform, up to its weight limit, including performing Dexterity-based skill checks.