Woman

Aylyr's page

11 posts. Alias of Johnny_Panic.


Full Name

Aylyr

Race

Dhampir

Classes/Levels

Kineticist (Overwhelming Soul)

Gender

Female

Size

6'1"

Age

N/A

Special Abilities

Blood Drinker

Alignment

N/A

Deity

None

Location

N/A

Languages

Common + others

Occupation

N/A

Homepage URL

N/A

About Aylyr

Ynja Eva Ragnavold [Dhampir]

PERSONALITY Charismatic, Cunning, Deadly.
Ynja is Charismatic cunning and deadly, but its is not heartless. She just works to her own moral compass and plans. She is not by any means a a loner, she likes the company of others. Finding it stimulating and interesting. She also knows there is strength in numbers. Her mind tends to lock on what benefits can be gotten from any situation. Easy to get along with will to hear others out. She is fine until attract or provoked, at which point the deadly comes into play.

DESCRIPTION
Tall, slender and with well-defined musculature, Aylyr look's like statuesque of unhuman unearthly beauty. Her hair is jet Black, her eyes dark orbs, her skin colors pal white, particularly in the sunlight. She can however pass as humans in ideal conditions, but her features are inevitably a little more pronounced and they do tend to move with an unnaturally fluid grace. The one really odd thing is the fact she has retractable fangs, which when out give away her heritage. For clothing she has on a simple and practical travel outfit, wearing no armor and only having a dagger for protection.

Age N/A Height 6'1" Weight 218kg
Hair: Jet Black
Eyes: Silver Gray
Body: Slender and tall
Skin Very Pale
Voice: Husky

Race:Dhampir
Classes/Levels: kineticist Overwhelming Soul [L7]

---===Statistics===---:

Init +4; Senses Dark Vision 60' Perception +15
-------------------------------=DEFENSE=-------------------------------

AC [19] TAC[14] FF[15] 10+5Armor+4Dex+0Items+0other]

Armor DR:

Spells

*Deflection bonus
**Enhancement bonus

HP: 58/58 7x{+1d8,+2Con} [10+8+8+8+8+8+8]
Fort: +7, {+5Base,+2Con}
Reflex: +9, {+5Base,+4Dex}
Will: +4,{+2Base,+2Wis}

Resistance:
+2 racial bonus on saving throws against disease and mind-affecting effects. [Race]
Negative energy resistance 2, [Class]
5% chance to ignore critical hits and sneak attacks [Class]
+1 bonus on Will saves against emotion effects [Class]

Immunity's

Other

CMD 19 {10 +5Base +0Str +4Dex +0size +0misc}

-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft. [Fly 60]
CMB: +5; {+5Base +0Str +0size +0misc}
Base Atk: +5;
Melee:+5{+5Base,+0Str}
Ranged:+9{+5Base,+4Dex}

--Melee:+6
Unarmed attack TH+9 DMG[1d3] x2 (NL)
Cold Iron Blade [Dagger] TH +9 DMG[1d4] 19/20x2
Fangs +9 DMG[1d3] 19/20x2 [See Blood Drinker feat] [Human]

--Ranged:+8
Negative Blast RTA TH+12 [DMG 4d6+2+1] Range 30' 20x2 [Magic]
Gravity Blast RA TH+12 [DMG 4d6+5+4+2+1] Range 30' 20x2 [Magic]

-------------------------------=STATISTICS=-------------------------------
25 Point Buy

Str 11 [+0][11][1p]
Dex 18 [+4][14][5p][+2Race][+2Item]
Con 14 [+2][14][5p][-2Race][+2Item]
Int 14 [+2][14][5p]
Wis 14 [+2][12][2p][+2Item]
Cha 20 [+5][15][7p][+2Race][+2Item][+1Level]


Traits and Feats:

-------------------------=Traits=----------------------
Traits:
1:

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.

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

2: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.

----------------=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.

--------------=Feats=-----------------
Level Feats:
1:Weapon Finesse
2:Point Blank Shot [Blast]
3:Blood Drinker [Race]
4:Extra wild talent

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

Skills:

---------------=Skills=- (49 points; 4class, 2INT +1FC)---------------
[Back ground Skill Points 14 points - Background skills !]

^Acrobatics*(Dex)____+14{+7rank,+4Dex}
Appraise(Int)____+0{+0rank,+2Int}
^Bluff(Cha)____+17{+7rank,+5Cha+2race}
Climb*(Str)____+0{+0rank,+0Str}
^Craft(ALL) (Int)____+2{+0rank,+2Int}
^Diplomacy(Cha)____+15{+7rank,+5Cha}
Disable Device____+4{+0rank,+4Dex}
Disguise (Cha)____+5{+0rank,+5Cha}
Escape Artist*(Dex)____+4{+0rank,+4Dex}
^Fly*(Dex)____+10{+3rank,+4Dex}
Handle Animal (Wis)____+2{+0rank,+2Wis}
^Heal(Wis)____+10{+3rank,+2Wis}(+2Items)
^Intimidate(Cha)____+13{+7rank,+5Cha}
Knowledge (Arcana)(Int)____+0{+0rank,+4Int}
^Knowledge (Dungeoneering)(Int)____+6{+1rank,+2Int}
Knowledge (Engineering)!(Int)____+2{+0rank,+2Int}
Knowledge (Geography)(Int)____+2{+0rank,+2Int}
Knowledge (Mathematics)! (Int)____+2{+0rank,+2Int}
Knowledge (History)(Int)____+2{+0rank,+2Int}
Knowledge (Local)(Int)____+2{+0rank,+2Int}
Knowledge (Nature)(Int)____+2{+0rank,+2Int}
Knowledge (Nobility)(Int)____+2{+0rank,+2Int}
Knowledge (Planes) (Int)____+2{+0rank,+2Int}
Knowledge (Religion) (Int)____+2{+0rank,+2Int}
Knowledge (Science)!(Int)____+2{+0rank,+2Int}
Linguistics(Int)____+2{+0rank,+2Int}
^Perception(Wis)____+16{+7rank,+4Wis+2Race}
Perform (ALL)(Cha)____+5{+0rank,+5Cha}
^Profession!(ALL)(Wis)____+2{+0rank,+2Wis}
Ride*(Dex)____+4{+0rank,+4Dex}
Sense Motive(Wis)____+2{+0rank,+2Wis}
Sleight of Hand*(Dex)____+4{+0rank,+4Dex}
Spellcraft(Int)____+2{+0rank,+2Int}
^Stealth*(Dex)____+14{+7rank,+4Dex}
Survival(Wis)____+2{+0rank,+2Wis}
Swim*(Str)____+0{+0rank,+0Str}
^Use Magic Device(Cha)____+10{+2rank,+5Cha}

concentration [+11][+2Int+2trait+7CL]
[trait, Focused Mind You gain a +2 trait bonus on concentration checks.]

ACP [-1]

*ACP applies to these skills

^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-
+5 Heal x2 [Items]
Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.

-=Languages=- Common
Common + other

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------

Endure elements [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure. [Item]

No Breath [Constant] as per the universal monster ability, and you can survive in the vacuum of space. [Class]

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.
*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.

kineticist (Overwhelming Soul) L7:

kineticist -overwhelming-soul

Alignment: Any.
Hit Die: d8.
Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

BAB+5
Saves +5/+5/+2

Burn,
elemental focus,
gather power,
kinetic blast
Elemental defense,
infusion x2
Utility wild talentx2
Infusion,
infusion specialization 1,
metakinesis (empower)
Elemental overflow +2,
internal buffer 1,
utility wild talent x1
Expanded element

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)
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), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
1: Basic Telekinesis (SP) 15lb 30' [Concentration]
Element(s) aether; Type utility (Sp); Level 1; Burn 0
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

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 x3
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 [can only be used with gather power [HP 4d6+6]
Element void; Type utility (Sp); Level 1; Burn 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:No Breath
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.

3:Gravity Control [flight 60']
Element void; Type utility (Sp); Level 3; Burn 0
You use your gravitic abilities to move yourself as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double [0x2=0]. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

Burn (Ex)
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Kinetic Blast (Sp)
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 4d6+4+5 30'
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
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) x3
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: Draining Infusion [Negative Energy]
Element(s) universal; Type substance infusion; Level 1; Burn 1
Associated Blasts any simple
Saving Throw Fortitude partial; see text
You can drain elemental energy and matter from your foes to strengthen your next attack. When you use this infusion, your kinetic blast affects only creatures with a subtype matching your kinetic blast's element (for instance, a fire blast would damage only creatures of the fire subtype). Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. Because you are draining energy from the target, your blast doesn't apply your elemental overflow bonuses or Constitution modifier. The target can attempt a Fortitude save to take 1/4 the normal amount of damage. Draining infusion ignores any damage reduction, resistances, and immunities the creature might possess. If at least one creature fails its saving throw against your draining infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1, or by 2 if you have the supercharge ability. If you use draining infusion again before applying this reduction, you still deal the damage from that draining infusion, but the burn reductions don't stack.

2:Extended Range
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.

3:Kinetic Blade
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.

Elemental Defense (Su)
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. 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.

Overwhelming Power (Ex) +2TH +2DMG
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) -1 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 1. This can't reduce the total cost of the infusions used below 0.

Metakinesis (Su) +1Burn - 50% to Blasts DMG
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).

Mental Prowess (Su) -1 Burn 1/Day
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. She can use this ability an additional time per day at 10th level and every 4 levels thereafter.
This ability alters burn and replaces internal buffer.

Expanded Element (Su)
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). See Composite Blasts for additional rules for and descriptions of composite blasts. She doesn't gain the defense wild talent of the expanded element. If the kineticist's expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.
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. At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can't select the same element she selected at 7th level unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 7th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.

-:Negative Blast RTA 4d6+2 30'
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:Elemental Grip [Negative Energy]
Element(s) universal; Type utility (Sp); Level 3; Burn 0
Saving Throw Will negates; Spell Resistance yes
You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate.

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

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:
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:
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 23,500Cr [spent 18,400]

Weapons:
Cold Iron Dagger 4gp

Armor
Mithral Shirt +1 2100gp

Belt: Belt of physical might 10,000gp [+2Dex +2Con]
Body: -
Chest:-
Eyes: Smoked Glasses 10gp
Feet: -
Hands: -
Head: -
Headband: headband-of-mental-prowess +2Cha +2wis (10,000Cr) [As a gem stone]
Neck: -
Shoulders: -
Wrists: sleeves-of-many-garments 200gp
Ring L: -
Ring R: -

None slotted Items
On Belt
Pathfinder Pouch 1000gp
-:Notebook and pen. 5gp
-:Signal whistle 5sp
-:Healing kit x1 50gp 1lb [+2 Heal checks] 10/10
-:Smoked Glasses x2 20gp

Wayfinder Campus 1000gp
On a belt clip
Wayfinder Cr500
Slotted- 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.

-=Carrying Capacity=-
Light 0-67 lb. Medium 67-100 lb. Heavy 100-150 lb.
-=Current Load Carried=- 15lb.
Starting cash 23,500Cr
-=Money=- 0 GP 0 SP 0 CP

---=== Background - narrative ===---:

None

NOTES: