Jadrenka the Maiden

Aylya's page

18 posts. Alias of Johnny_Panic.


Full Name

Aylya Pen

Race

Dhampir [Humanoid]

About Aylya

Dhampir | Female | Portrait

STATISTICS]

Race: Dhampir
Classes/Levels: kineticist Overwhelming Soul [L20]

Init +4; Senses Low Light/Dark Vision 90' see in darkness, Perception +12
Detect magic at will [item]

OFFENSE

-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft. [Fly 420', Hover at will,]
CMB: +6; {+10Base +3Str +0size +0misc}
Base Atk: +15/+10/+5;
Melee:+6/+10{+6/+1Base,+0Str/+4Dex}[Weapon Finesse]
Ranged:+10{+6Base,+4Dex}

--Melee:+5 [Weapon Finesse]
Unarmed attack TH+10 DMG[1d3+0+1d6*] x2 (NL+L) [AoO][*Energy] [Magic]
Bite [Fangs] TH+10 DMG[1d3+0+1d6*] 20x2 [AoO][*Energy] [Magic]
Energy Blade (Rapier) RA TH+23 [DMG As Blast Bellow] 20x2 [Magic]
Cold Iron Dagger TH+10 [DMG1d4+0] 10' 19/20x2

--Ranged:+8
Negative (Energy) Blast RTA TH+24/26* [DMG 5d6+2Cha+6Class+1Feat*] Range 30'/120' 20x2 [Magic] [Negative Energy] [counts a +6 Weapon]
Gravity (Physical) Blast RA TH+13/14* [DMG 10d6+10Level+9cha+6Class+1Feat*] Range 30'/120' 20x2 [Magic] [Bludgeoning] [counts a +6 Weapon]
[*Point Blank Shot TH+1 DMG+1 if blast Range inside 30']
[Blasts can be Empowered +2d6+1d3 DMG] [+1Burn]
[Blasts can have extended Range 120'] [+1Burn]
[Blasts can have extrem Range 480'] [+2Burn]
Spell resistance doesn't apply against physical blasts
[For AoO always Defensive casting Concentration +32, DC22 Auto 5% fail]

-------------------------------=DEFENSE=-------------------------------

AC [19/23] TAC[15/19] FF[15/19] 10+5Armor+7Dex+0Items*+0other]

Armor DR:

Spells
3/day Shield 3mins

*Deflection bonus
**Enhancement bonus

HP: [6+4]+[19x(4+4)] = [162/162]
Fort: [+21]{+`12Base,+4Con+5Item}
Reflex: [+24]{+12Base,+7Dex+5Item}
Will: [+17]{+6Base,+5Wis+1Trait+5Item}

Resistance: 7
+2 against disease [Race]
+2 against mind-affecting effects. [Race]
+2 against mind-affecting effects [Trait]
+2 against Negative energy 2, [Class]
+1 against emotion effects [Class]

Immunity's
Negative Energy Damage
level drain [part].

Other
5% chance to ignore critical hits and sneak attacks [Class]
positive and negative energy as if it were undead—positive energy harms.
negative energy heals

CMD 25 {10 +15Base +3Str +7Dex +0size +0misc +0Item}

STATISTICS=-[/url:

25 Point Buy

Str 17 [+3][10][1p][+6Item]
Dex 22 [+6][14][5p][+2Race][+6Item]
Con 18 [+4][12][2p][-2Race][+6Item]
Int 20 [+5][14][5p][+6Item]
Wis 20 [+5][14][5p][+6Item]
Cha 28 [+9][15][7p][+2Race][+6Item][+5Level]

-------------------------=Traits=----------------------

Traits
1:Deathtouched (Bloodline) (Race)
At some point you were tainted with the corruption of the undead, and you have gained some of their defenses.
Benefit: You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice).
2:Focused Mind [Magic]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
From Feat- Additional Traits
3:Indomitable Faith [Faith]
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
Benefit: You gain a +1 trait bonus on Will saves.
4:Arcane Dabbler [Regional] [Mend 1/day] [Prestidigitation 1/day]
Your study of magic is shown by your expertise in the simplest of magical exploits.
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.

----------------=Drawbacks=-----------------

1:Light Sensitivity: [Race]
Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell. (Race)

2:Negative Energy Affinity: [Race]
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. (Race)

--------------=Feats=-----------------
Level Feats:
1:Additional Traits
2:Combat Casting
3:Point Blank Shot [Blast]
4:Weapon Finesse
5:-
6:-
7:-
8:-
9:-
10:-

Item
-:Blind-Fight [Item]

Weapon and Armor Proficiency:
Kineticists are proficient with all simple weapons and light armor, but not shields.

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Fangs [Race]
Natural Attack [1d3][10d6+6]
Endure elements [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure. [Item]
Dos not need to eat or drink
can sleep 2 hours a night to get benefit of 8 hours sleep [Item]
No Breath [Constant] as per the universal monster ability, and you can survive in the vacuum of space. [Class]
Emptiness [Class]
Element void; Type defense (Su); Level —; Burn 0
Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects.
*By accepting 1 point of burn, you can increase the resistance to negative energy by 2, the chance to ignore critical hits and sneak attacks by 5%, and the bonus on Will saves against emotion effects by 1 until the next time your burn is removed. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow to a maximum of 100%. When you accept burn while using a void wild talent, your bonus on Will saves applies against all mind-affecting effects for 1 round. You can dismiss and restore this effect as an immediate action.
Can do this at will 0 burn as per reduction, but time limited.
Basic Chaokinesis
Can create a shadow that protects a target from bright light. You can also change gravity to increase a creature's carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.
Each benefit lasts 1 hour or until you use basic chaokinesis again.
Blast
See Class
Blast Blade
See Class
Void Heal [Negative Energy]
[Self+others that are healed by Negative Energy]
Heal 10d6+6 HP [2 full round action]
Spells
-:Detect magic at will [Item]
-:3/day Shield 3mins [item]
-:Mend 1/day [trait] [Su] (OoA's)
-:Prestidigitation 1/day [Trait] [Su] (OoA's)

----------------=Race Traits=-------------------
Dhampir

Racial TraitsStandard Racial Traits
Ability Score Racial Traits: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Undead Resistance:
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex):
A Dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a Dhampir takes are removed without the need for an additional saving throw.

Feat and Skill Racial Traits
Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.

Magical Racial Traits
Fangs A Dhampir may inherit his father's lengthy canines. Whenever the Dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the Dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
This racial trait replaces the spell-like ability racial trait.

Darkvision:
Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft,
Dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Weakness Racial Traits

Light Sensitivity:
Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity:
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Skills:

-=Skills=- (72 points; 20x[+4class+5Int])[172 spent]

^Acrobatics*(Dex)____+10{+3rank,+4Dex}[+4Jump]
Appraise(Int)____+3{+0rank,+3Int}
^Bluff(Cha)____+20{+7rank,+5Cha+2race+3Item}
Climb*(Str)____+0{+0rank,+0Str}
^Craft(ALL) (Int)____+3{+0rank,+3Int}
^Diplomacy(Cha)____+20{+9rank,+5Cha+3Item}
Disable Device____+5{+1rank,+4Dex}
Disguise (Cha)____+8{+0rank,+5Cha+3Item}
^Escape Artist*(Dex)____+10{+3rank,+4Dex}
^Fly*(Dex)____+12{+5rank,+4Dex}
Handle Animal (Wis)____+3{+0rank,+3Wis}
^Heal(Wis)____+10{+2rank,+3Wis+2Item}
^Intimidate(Cha)____+20{+9rank,+5Cha+3Item}
Knowledge (Arcana)(Int)____+4{+1rank,+3Int}
^Knowledge (Dungeoneering)(Int)____+7{+1rank,+3Int}
Knowledge (Engineering)(Int)____+4{+1rank,+3Int}
Knowledge (Geography)(Int)____+4{+1rank,+3Int}
Knowledge (Mathematics) (Int)____+4{+1rank,+3Int}
Knowledge (History)(Int)____+4{+1rank,+3Int}
Knowledge (Local)(Int)____+4{+1rank,+3Int}
Knowledge (Nature)(Int)____+4{+1rank,+3Int}
Knowledge (Nobility)(Int)____+4{+1rank,+3Int}
Knowledge (Planes) (Int)____+4{+1rank,+3Int}
Knowledge (Religion) (Int)____+4{+1rank,+3Int}
Knowledge (Science) (Int)____+4{+1rank,+3Int}
Knowledge (Technology) (Int)____+4{+1rank,+3Int}
Linguistics(Int)____+4{+1rank,+3Int}
^Perception(Wis)____+20{+9rank,+3Wis+2Race}
Perform (ALL)(Cha)____+8{+0rank,+5Cha+3Item}
^Profession(all)(Wis)____+3{+0rank,+3Wis}
Ride*(Dex)____+4{+0rank,+4Dex}
Sense Motive(Wis)____+10{+6rank,+3Wis+1Item}
Sleight of Hand*(Dex)____+4{+0rank,+4Dex}
Spellcraft(Int)____+4{+1rank,+3Int}
^Stealth*(Dex)____+10{+3rank,+4Dex}
Survival(Wis)____+2{+0rank,+3Wis}
Swim*(Str)____+0{+0rank,+0Str}
^Use Magic Device(Cha)____+12{+1rank,+5Cha+3Item}

Concentration [+23][9CL+5Cha+2traits+4Feats+3Item]

ACP [0]

*ACP applies to these skills

^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-
+2 Heal [Item]
Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.

-=Languages=- Common
Common + Necril + Infernal + Aklo + Undercommon

kineticist (Overwhelming Soul) L20:

kineticist -Overwhelming-soul

Alignment: Any.
Hit Die: d8.
BAB +9/+4
Saves +12/+12/+6

Class Skills
The kineticist's class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier

Class Features
The following are the class features of the kineticist.

Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Su) Void (chaokineticist) [No AoO's]
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), Void (chaokineticist) or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis, basic chaokineticist as a bonus wild talent.
See Elements for the specific abilities granted by each element.
1: Basic Chaokinesis [AoO's]
Element void; Type utility (Sp); Level 1; Burn 0
You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature's carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.
Each benefit lasts 1 hour or until you use basic chaokinesis again.

Mind Over Matter (Ex)
An overwhelming soul uses her Charisma modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution based wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitution based effects of all her wild talents. She adds Bluff and Diplomacy to her list of kineticist class skills.
This ability alters the kineticist's class skills and the key ability score of wild talents.

Wild Talents x10
A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Charisma modifier.
The kineticist uses her Charisma modifier on all concentration checks for wild talents. In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her.
A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can't replace a wild talent that she used to qualify for another of her wild talents.

1:Void Healer [AoO's]
[HP 10d6+10 healed] [Can use Gather Power]
Element void; Type utility (Sp); Level 1; Neg Level 1
This functions as kinetic healer, except it heals undead (and others healed by negative energy).
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing undead creature of an amount of damage equal to your kinetic blast's damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can't be healed by any means until the recipient takes a full night's rest.

2:Elemental Whispers
Element(s) universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.

3:Eyes of the Void
Element void; Type utility (Su); Level 2; Burn —
You gain darkvision with a range of 60 feet (if you already have darkvision, your darkvision's range increases by 30 feet).

4:No Breath [No AoO's]
Element void; Type utility (Su); Level 2; Burn —
Prerequisite(s) emptiness
You gain no breath, as per the universal monster ability, and you can survive in the vacuum of space.

5:Elemental Whispers, Greater
Element(s) universal; Type utility (Su); Level 3; Burn 0
Prerequisite(s) elemental whispers
Your friendship with the elements has grown. You gain your choice of a wysp or Small elemental of your primary element as an improved familiar, without needing to meet any of the usual prerequisites for gaining such a familiar. Unlike with elemental whispers, this improved familiar acts in all ways like a familiar: it’s always manifested, it has hit points equal to 1/2 your own, and so on. You no longer receive the familiar benefits from the original creature you selected. If your improved familiar dies, you can still contact its voice in your mind and gain the Alertness feat, but you can’t cause it to manifest. If you pay the usual costs for replacing a familiar, you manifest a new form for your elemental friend.

6:Eyes of the Void, Greater
Element void; Type utility (Su); Level 5; Burn —
Prerequisite(s) eyes of the void
You can see in darkness, as per the monster special ability.

7:Spark of Life
Element(s) universal; Type utility (Sp); Level 5; Burn 0
You breathe a semblance of life into elemental matter, which takes the form of a Medium elemental of any of your elements as if summoned by summon monster IV with a caster level equal to your kineticist level, except the elemental gains the mindless trait. Each round on your turn, you must take a move action to guide the elemental or it collapses back into its component element. By accepting 1 point of burn, you can pour a bit of your own sentience into the elemental, removing the mindless quality and allowing it to persist for 1 round per kineticist level without requiring any further actions. At 12th level, you can choose to form a Large elemental as if by summon monster V; at 14th level, you can choose to form a Huge elemental as if by summon monster VI; at 16th level, you can choose to form a greater elemental as if by summon monster VII; and at 18th level, you can choose to form an elder elemental as if by summon monster VIII.

8:Suffocate
Element(s) aether, air, void, or water; Type utility (Sp); Level 6; Burn 0
Saving Throw Fortitude partial; Spell Resistance yes
You use aether to choke a creature within 120 feet, air to create an area of unbreathable air around it, or water to fill its throat with water. If your target needs to breathe, it must hold its breath for as long as you concentrate. On each of its turns, it can attempt a Fortitude save in order to speak, but it can breathe only if your concentration breaks, you leave the 120-foot range, or you break line of effect. You can accept 1 point of burn when activating this wild talent in order to expel the air from your target’s lungs. If you do so and the target fails its first Fortitude save, it becomes disabled and is reduced to 0 hit points, and on its second failed Fortitude save, it falls unconscious and is reduced to –1 hit points.

9:Ride the Blast
Element(s) universal; Type utility (Sp); Level 6; Burn 0
You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).

10:Curse Breaker
Element(s) void; Type utility (Sp); Level 4; Burn 0
Prerequisites emptiness
The power of void protects you from curses and allows you to remove or suppress them. You gain a +4 bonus on saving throws against curses and hexes. You can accept 1 point of burn as a standard action to attempt a caster level check to remove a curse on yourself or another as per remove curse. If the curse normally could not be removed by remove curse, you can instead suppress the curse until the next time your burn is removed with a successful caster level check. When your burn is removed, you can choose not to remove the burn you spent in this way to continue suppressing the curse without interruption. If you die, any curse suppressed in this way returns instantly.

-:Kinetic Restoration From feat
Element(s) universal; Type utility (Su); Level 3; Burn 1
You recover from 1d4 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution).
This also eliminates any fatigue that you suffer, and improves an exhaustion condition to fatigued.
If you have the kinetic healer utility wild talent, you can use both kinetic restoration and kinetic healer on the same target with one standard action.

Kinetic Blast (Sp) [AoO's]
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Simple Blasts
A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Charisma modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Charisma modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Gravity Blast RA 10d6+8+6 [20d8+8+6] 30' [AoO's]
Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning
You manipulate gravity to distort and buffet your foe's body.

Gather Power (Su) -2 Burn [No AoO's]
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su) x8 [No AoO's]
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.

1:Extended Range [No AoO's]
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

2:Kinetic Blade [No AoO's]
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power. You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

3:Kinetic Fist [No AoO's] [+1d6]
Element(s) universal; Type form infusion; Level 1; Burn 1[-1]
Associated Blasts any
Saving Throw none
You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Cha modifier.

4:Darkness Infusion
Element void; Type substance infusion; Level 3; Burn 2
Associated Blasts: gravity, negative, void
Saving Throw: none
Your kinetic blast creates darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a darkness effect that lasts until the end of your next turn. This effect counts as a 3rd-level darkness spell.

5:Extreme Range
Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 480 feet.

6:Vampiric Infusion
Element void; Type substance infusion; Level 5; Burn 3
Prerequisite void healer
Associated Blasts negative, void
Saving Throw none
Your kinetic blast can drain your foes’ vitality to replenish your own. If your blast hits (or the enemy fails its saving throw against a blast without an attack roll), you can activate the void healer utility wild talent on yourself by accepting its burn cost; you don’t need to take an action to do so. The void healer utility wild talent heals you when used in this way even if you are a living creature.

7:Darkness Infusion, Greater
Element void; Type substance infusion; Level 6; Burn 4
Prerequisite(s) darkness infusion
Associated Blasts: gravity, negative, void
Saving Throw: none
Your blast creates supernatural darkness, as per the darkness infusion, except it acts as deeper darkness and counts as a 6th-level darkness spell.

8:Enervating Infusion
Element void; Type substance infusion; Level 7; Burn 4
Associated Blasts: negative, void
Saving Throw: Fortitude negates
Your kinetic blast drains life force. Foes that take damage from your infused blast also take 1 temporary negative level. Negative levels from this infusion fade after 24 hours and never become permanent.

Elemental Defense (Su) [No AoO's]
At 2nd level, a kineticist gains her element's defense wild talent.
1: Emptiness
Element void; Type defense (Su); Level —; Burn 0
Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects.
You can dismiss and restore this effect as an immediate action.

Overwhelming Power (Ex) +6TH +6DMG
At 3rd level, an overwhelming soul gains a +1 bonus on attack rolls and damage rolls with her kinetic blasts. The damage bonus doesn't apply to kinetic blade, kinetic whip, or other infusions that don't apply the damage bonus from elemental overflow. This bonus increases by 1 at 6th level and every 3 levels thereafter.
This ability replaces elemental overflow.

Infusion Specialization (Ex) -7 Burn cost
At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 2. This can't reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Metakinesis (Su) +1/+2Burn - 50% / 100% to Blasts DMG [No AoO's]
At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell.

Mental Prowess (Su) -1 Burn 1/Day [No AoO's]
An overwhelming soul's mind is strong enough to protect her body from the stress of channeling the elements. However, in exchange, she is unable to push her limits quite as far as other kineticists. She can't choose to accept burn, though she can use wild talents with a burn cost if she can reduce that cost to 0 points with abilities such as gather power and infusion specialization. If she would be forced to accept burn against her will (for example, if she fails a concentration check), instead of taking burn she takes 1 temporary negative level, which never kills her and can't be removed with restoration or greater restoration, but which disappears automatically after 24 hours. At 6th level, once per day, she can reduce the total burn cost of any wild talent by 1.
This ability alters burn and replaces internal buffer.

Expanded Element (Su)x2 [Void] [No AoO's]
At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate.

Supercharge (Su) [-3]
At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

Composite Specialization (Su)
At 16th level, a kineticist becomes more adept at creating composite blasts. She reduces the burn cost of all composite blasts by 1 point.
This can’t reduce the cost of a composite blast below 0 points.

Metakinetic Master (Su)
At 19th level, a kineticist chooses one type of metakinesis, such as empower or quicken. She reduces the burn cost of that metakinesis by 1 point (to a minimum of 0 points).

Omnikinesis (Su)
At 20th level, a kineticist transcends the distinction between the different elements and can bend all creation to her will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast she chooses), she can use any blast wild talent she doesn’t know.
By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any elemental requirements or restrictions (but not any other requirements or restrictions).

-:Void Blast [AoO's]
Element void; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (void), expanded element (void)
Blast Type physical; Damage half bludgeoning, half negative energy
You call forth the power of the void to annihilate your foe.

-:Negative Blast RTA 20d6+4 [20d8+4] 30' [AoO's]
Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage: Negative Energy
You blast your foe with negative energy. This blast and its composite blasts never heal creatures, even if they would normally be healed by negative energy (though such creatures still take no damage).

1:Gravitic Boost
Element void; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) gravity blast, any other physical simple blast
Blast Type special; Damage see text
You infuse a simple physical blast with added gravity, increasing its damage dice from d6s to d8s; it otherwise deals damage as per the simple blast. At 15th level, you can also infuse a composite blast with gravity, though to do so you must accept 1 additional point of burn.

======================================================================

Void
Like aether, void forms where elemental energy meets another material, in this case the substance of the Negative Energy Plane. Kineticists who command this strange force are referred to as chaokineticists.

Class Skill(s): A chaokineticist adds Knowledge (dungeoneering) and Escape Artist to her list of class skills.

Basic Manipulation: [AoO's]
A chaokineticist gains basic chaokinesis.
1:Basic Chaokinesis
Element void; Type utility (Sp); Level 1; Burn 0
You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature's carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.
Each benefit lasts 1 hour or until you use basic chaokinesis again.

Simple Blast: [AoO's]
A chaokineticist can select either gravity blast or negative blast as her simple blast. She gains one of them when she first selects void, and must select void again with expanded element to gain the other. She can use pushing infusion with gravity blast and void blast.

Defense:
A chaokineticist's defense wild talent is emptiness.

Wild Talents:
1st—basic chaokinesis, pulling infusion*, pushing infusion*, void healer;
2nd—eyes of the void, no breath;
3rd—darkness infusion*, gravity control;
4th—singularity*;
5th—eyes of the void (greater), gravity control (greater);
6th—darkness infusion (greater)*, suffocate;
7th—enervating infusion*;
8th-
9th—gravity master.

Gear/Possessions:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Starting cash 46,000Cr [spent 23,500,] [Left 22,500]

Clothing
Fine Black/Silver Uniform 50gp 6lb

Weapons:
Cold Iron - Combat Knife 1/5lb 4gp on belt.

Armor
Mithral Shirt [Bodice] [+1] 2100gp 10lb

Belt: Belt of Incredible Dexterity [+ Unilty Belt] 4,020gp [+2Dex] 1lb
Body: CyberArt [Modesty Protection] 100gp --lb
Chest:-
Eyes: Sun Classes [when not using shadow]
Feet: Fine black Boots
Hands: Black Gloves
Head: Magic Tattoo of persuasion (4,600gp) --lb
Headband:Headband-of-alluring-charisma +2Cha (4,000gp) 1lb
Neck: -
Shoulders: -
Wrists: -
Ring L: Ring of Sustenance 2,500gp --lb
Ring R: -

None slotted Items
On belt
-: Combat Knife.

-:intelligent Wayfinder Campos [+2Ego] [Lawful neutral] [4400gp]
Wayfinder + Intelligent 1000gp
Stats 10int/10wis/10cha
Skills
All Base.
Senses and Communication
Every intelligent magic item begins with the ability to see and hear within 30 feet, as well as the ability to communicate empathically with its owner. Empathy only allows the item to encourage or discourage certain actions through urges and emotions.
Communication
Empathy (Su): --gp
Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.
Speech (Su): [common] 500gp
An intelligent item with the capability for speech can talk using any of the languages it knows.
Intelligent Item Powers
-:Give off light at will. [slow silver glow]
-:detect-magic spell at will [+1Ego] 1000gp
-:Shield 3/day 3mins [+1Ego] 1200gp
Intelligent Item Purpose
Protect Law enforcement Agents.
EGO [+4]
Functions
Clock, Compos, light, Environmental shielding, Magic detection, proximity detection 30'.
Slotted Ioun Stone
-:Iridescent Spindle (Ioun Stone Cracked)
This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: 500 gp.
*Slotted power, Iridescent spindle: Endure elements, [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure.
-:Incandescent blue sphere: (Ioun Stone Cracked)
This stone grants a +1 competence bonus on one Wisdom-based skill. Price: 200 gp.
*Slotted power, Blind-Fight

Pathfinder Pouch 1000gp 1lb
--In normal space
Note Book and Pen 4p --lb
Sun Glasses 10gp --lb

--Hidden space
Odd looking ID [no writing just an image with barcode] --gp
Hand cuff keys x2 --lb
Signal Whistle 5sp --lb
A set a black chopsticks and spoon. 1gp
Clean Undergarments / pants/socks x3 10gp 3lb
Grooming set 1gp 2lb
-:traveler-s-any-tool 250gp 2lb
-:Hand cuffs [Steel] 15gp 1/4Lb
-:1st aid [healers] kit 10/10 50gp 1lb
-:Wand of infernal-healing Small black rod 20/50 300gp

-=Carrying Capacity=- .
Light 0-36 lb. Medium 27–53 lbsHeavy 54–80 lbs
-=Current Load Carried=- 21lb [light]
Starting cash 46,000Cr
-=Money=- 0 GP 0 SP 0 CP

Background - narrative
None

NOTES:

Other image

Supernatural Abilities (Su)
These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.

Spell-Like Abilities (Sp)
Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained.

kineticist

1: situation one, the kineticist is at melee range and uses a basic blast.
-By using a spell-like ability, the kineticist must either provoke or attempt a concentration check.
-By making a ranged attack, the kineticist provokes(period).
These are two separate events, even though they're part of the same action. Thus, if the opponent has combat reflexes and you choose not to cast defensively, you'll provoke two AoO's.

2: situation two, the kineticist is at melee range and uses an AoE augmented blast.
-By using a spell-like ability, the kineticist must either provoke or attempt a concentration check.
This is a single event, and the kineticist is not making a ranged attack to do this, thus there's only one provocation.

3: situation three, the kineticist is at melee range and makes a melee basic attack, choosing to activate kinetic blade as part of the action.
-By using the "kinetic blade" infusion, the "does not provoke any additional attacks of opportunity" text applies to the casting of this spell-like ability, and thus you don't provoke.
-Because it is a melee attack now, and not a ranged attack, you do not provoke.
Thus, the kinetic blade does not provoke in any way.

Casting Defensively DC 15/17/19/21
If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.

My back ground idea of Ynja is simple, she is from a high tech place where they make Ynja, she has no memory of the past because she dos not have one. She is a type, a manufactured model, A replican such as in blade runner, she could be weeks or even hours old and there could be 1000s of Ragnavold units out there, all identical.

Shortcuts

Skills

[dice=Acrobatics]1d20+14[/dice]
[dice=Acrobatics]1d20+18[/dice] With talent Jump
[dice=Appraise]1d20+3[/dice]
[dice=Bluff]1d20+15[/dice]
[dice=Climb]1d20+0[/dice]
[dice=Diplomacy]1d20+10[/dice]
[dice=Disguise]1d20+5[/dice]
[dice=Escape Artist]1d20+8[/dice]
[dice=Fly]1d20+14[/dice]
[dice=Heal]1d20+8[/dice]
[dice=Intimidate]1d20+15[/dice]
[dice=Knowledge (arcana)]--[/dice]
[dice=Knowledge (dungeoneering)]1d20+6[/dice]
[dice=Knowledge (engineering)]1d20+3[/dice]
[dice=Knowledge (geography)]1d20+3[/dice]
[dice=Knowledge (history)]--[/dice]
[dice=Knowledge (Mathematics)]1d20+3[/dice]
[dice=Knowledge (local)]--[/dice]
[dice=Knowledge (nature)]--[/dice]
[dice=Knowledge (nobility)]--[/dice]
[dice=Knowledge (planes)]--[/dice]
[dice=Knowledge (religion)]--[/dice]
[dice=Knowledge (Science)]1d20+3[/dice]
[dice=Lore (Undead)]1d20+3[/dice]
[dice=Perception]1d20+16[/dice]
[dice=Perform(dance)]1d20+5[/dice]
[dice=Profession (Criminal)]1d20+6[/dice]
[dice=Ride]1d20+0[/dice]
[dice=Sense Motive]1d20+2[/dice]
[dice=Sleight of Hand]1d20+10[/dice]
[dice=Spellcraft]1d20+2[/dice]
[dice=Stealth]1d20+10[/dice]
[dice=Survival]1d20+2[/dice]
[dice=Swim]1d20+0[/dice]
[dice=Use Magic Device]1d20+10[/dice]

Combat Shortcuts:

[dice=Initiative]1d20+4[/dice]

--Melee: +5 [Weapon Finesse]
Unarmed attack TH+9 DMG[1d3] x2 (NL)
Fangs +9 DMG[1d3] 20x2
Energy Blade (Rapier) RA TH+9 [DMG As Blast Bellow] 20x2 [Magic] [See blade infusion below]
Cold Iron Blade [Dagger] TH +9 DMG[1d4] 19/20x2

--Ranged:+9
Defensive Casting - Concentration roll [dice=]1d20+20[/dice]

[b=]Negative Energy Blast[/b]
RTA Negative Blast [dice=]1d20+5[/dice] 20x2 30'
DMG [dice=]4d6+4[/dice] 30' [Magic]
DMG (Empowered) [dice=]6d6+4[/dice] 120/460' [Magic]

RTA Negative Blast [dice= ]1d20+5[/dice] 20x2 30'
DMG [dice= ]4d6+4[/dice] 120/480' [Magic]
DMG (Empowered) [dice= ]6d6+11[/dice] 120/480' [Magic]

[b=]Gravity Blast[/b]
RA Gravity Blast [dice=]1d20+12[/dice] 20x2 30'
DMG [dice=]4d6+12[/dice] 30' [Magic]
DMG (Empowered) [dice=]6d6+11[/dice] 120/480' [Magic]

RA Gravity [dice=]1d20+11[/dice] 20x2 120'/480
DMG [dice=]6d6+11[/dice] 120/460' [Magic]
DMG (Empowered) [dice=]6d6+11[/dice] 120/480' [Magic]

[*Point Blank Shot TH+1 DMG+1 if blast Range inside 30']
[Blasts can be Empowered +2d6 DMG] [+1Burn]
[Blasts can have extended Range 120'] [+1Burn]
[Blasts can have extended Range 480'] [+1Burn]

Dagger Thrown RA [dice=]1d20+9[/dice] DMG [dice=]1d319/20x2 10'

Healing Shortcuts
Negative Energy heal [dice=]4d6+5[/dice]

Saving Throw Shortcuts
[dice=Fortitude]1d20+1[/dice]
[dice=Reflex]1d20+9[/dice]
[dice=Will]1d20+5[/dice]

Ability Check Shortcuts
[dice=Strength]1d20+0[/dice]
[dice=Dexterity]1d20+4[/dice]
[dice=Constitution]1d20+1[/dice]
[dice=Intelligence]1d20+2[/dice]
[dice=Wisdom]1d20+2[/dice]
[dice=Charisma]1d20+5[/dice]

PERSONALITY-DESCRIPTION:

PERSONALITY
In thee words
Charismatic, Disciplined, Deadly

Charismatic: Ynja can be very persuasive, charming and affable, seeking to work past the hostilities and suspicions of overs. Finding it easy to get along with them and enjoying their company. She finds such both stimulating and interesting. She will seek to get others to open up to her and talk to her and then will tend to let others do the talking after that. She can be very good listener. Her sexuality is ambiguous, seeming to flirts with males and females she likes. When with others she seeks to have at all times impeccable manners and will try to always be respectful and polite. However she may not take kindly to others who are rude or act in a vulgar way. When in any big city of large group of races, Ynja has a very cosmopolitan outlook. Its the small back water places she my have problems in, finding them lacking and not developed socially. Ynja is no fool, under that pleasant and beautiful exterior she seeks to offer the world is a hard, logical cunning mind and at times she come over as suspicious and paranoid. Her mind tends to lock on to whatever benefits she thinks can be gotten from a situation for a group she is with. As for ideas such as good and evil, Ynja understands the terms but also views them as being deeply subjective viewpoints relative to the ones labeling actions and things. To her Good and evil and such terms are just perspectives formed by one's culture. Her views on most cultural norms may seem complicated to others. But she respects laws and rules. for they can be outlined and followed. One knows if they are broken the or not. This may make others see Ynja as authoritarian. Ynja is not evil or unkind; she just acts from a strong set of internal rules. She is friendly and will caring for those she knows and trusts.

Disciplined: Ynja may seem to have a high level of self-control and self-discipline both of which are very important to her. Her world view can be put like this, "How can one seek to rule others when one cannot rule oneself". The ability to have control over ones emotions and actions represent to her law and meaning. She likes things to be in order; she can seem a little OCD at times about that. She likes to do things by the numbers, form checking her gear, going to bed the same time, getting up that the same time.. She likes to plans and orderliness in her life. She likes things to follow rules for without rules things would become chaotic, unmanageable, they would lose meaning and form. In this way she may seem to others a deeply pragmatic and logical as a person. Each day Ynja will try and do her combat and fitness training, check her gear, get a group ready and make plans for the day. Ynja is well trained and works hard at getting better. If you ask her how she knows what moves to make she will tell you she just knows.

Deadly: Ynja will not be quick to violence; she sees it as a last resort when all other options have failed. If violence is to be used she will try to give the recipient fear warning it will come. Then once combat has been started Ynja will act without hesitation in a seemingly military trained why. She will assess, plan and execute actions, never acting rash or from emotion. She will order and form any group she is with into a tactical unit of she can. Ynja’s form of violence is targeted and controlled, disciplined strikes. Aimed at ending combat as efficiently as possible given the situation at hand, she will always try and end a combat in the most effective way. However the levels of blast power she can project with preparation can be deviating and seem brutal for a woman who looks so frail. Her blast attacks ripping apart objects and living beings alike. There is something deeply militaristic about her combat styles.

DESCRIPTION
Dhampir Female
Age N/A Height 6'1" Weight 41lb, Hair: Jet Black, Eyes: Jet Black Body: Slender and tall, Skin Pale, Voice: Husky.

Physical Looks: Ynja Eva Ragnavold is a tall, slender and well-defined female Dhampir and to put it bluntly she is also shocking beautiful. Perfectly jet black hair reaching her shoulders, slender legs, and a fine figure all add to this. From her pale blemish free skin to her jet black glinting eyes. Ynja seems a statuesque of unearthly human beauty. In ideal conditions she could even pass for human, but then again at times her looks are just too fine, her movements just to graceful, even unnaturally fluid and perfect. They may give away her true heritage or when she is in combat and bears her teeth, her long and sharp teeth.

Clothing: Ynja's clothing is some form of well-made advanced black leather like uniform. It's practical and it speaks of a highly civilized look. For a start it has zips, Velcro and studs and an over all machine manufactured look. It would seem very out of places next to spell slingers and sell swords down the local Inn, but fine on any modern city street. This odd uniform consists of Fine Boots, Pants, undergarments, a combat bodice and a long Leather Jacket. Around her wast is also a light well made utility belt from which hangs at times a combat Blade, a pouch and some kind of small oval like device.

Clean and Tidy: Ynja always dos her best to be well presented clean and tidy. She keeps her uniform well-kept and mended. Her body, face, hair, teeth all clean as well. In fact she is a bit obsessive about cleanliness in herself and in others, if others travel with her.

Cyber Tattoo: Ynja only has one bit of none magic tech, and its decorative. She has an animated cyber body Tattoo kinked to parts of her body. Then there is her magic tattoo, which is inked around her privet parts as a fine lace like tattoo that animates slowly in a repeating cascading cycle. This covers her modesty when she is nude. She can with a thought make parts of it translucent or give off a low silver blue glow.

Fangs: Ynja has a pair of retractable vampire fangs, that she displays to intimidate or when in combat. When she do's she can manifest her talents into them to make more deadly. She knows they are there but tries not to show them unless she needs to.

Unusually Light: Ynja is infused with Dark Energy [Negative Energy] which gives her talents power but also reduces her body-mass greatly. Her weight is only 25% of what a being of her size would normally be.

Personal Shadow: Ynja can user her dark Energy to manifest a weave of dark shadow shapes around her as a reaction to bright light. It acts as a means to protect herself from such light as she is sensitive to it.

Eating Habits
Miss Ragnavold, do's not need to eat or drink only doing so it fit in if someone asks but even then she may look like she is eating but in fact the food is still on her plat at the end, all she has been doing is picking at it, its seems to be a thing with her, she keeps away from 'normal' food.

Breathing
Ynja dos not breath, she takes in air to talk but she dos not need to breath and when not talking she dos not. This may be a little off putting if noticed.

Environmental durability
Ynja by means of her equipment and talents is not affected by normal Environmental ranges, such as arctic cold and jungle heat. She can also survive at grate depths underwear and even in the Vacuum of deep space without the need of a environment suit.

Flight: Being of such light mass, Ynja is able to use her control over gravity to allow herself to fly, her flight is simple and in strait lines but it is fast. It takes concentration to fly so she will only do it when really needed.

Blasts: This is a key part of Ynja, she does not rely on hard weapons as others do, she has no need. Yes she has a dagger but that is more for show and to be a tool then combat. You see when she needs to be deadly she uses her energy Blasts to inflict precise and devastating attacks at short and long ranges. Simply put she is a walking weapon. Her blasts come in two forms. A, Negative Energy blast that harms living flesh and A, gravitational force blast that pummels objects and none living. When Ynia manifests them, she uses a precise set of 1 or 2 hand motions that seem to have been drilled into her. They are always the same no matter what the situation. She two kinds of blasts have very difference appearances. Her Negative energy [Dark Energy] one is straight line of darkness from her hand/s to the target, Like a shadow in ray form. On impact it bathes the target in shadow. Her Gravity blast is a distorting point in space that moves from her hand/s to the target, Light bends as it passes and on impact it implodes out of being. She can also form an Energy blade and place energy into her unarmed attacks, When she dos they take the form of Negative energy or Gravity force as well.