Mannequin

Blaze Oriel's page

313 posts. Alias of bluedove.


Race

Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight)

Classes/Levels

HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13

Languages

Abyssal(Fluent), Common(Basic), Goblin(Fluent), Ignan(Fluent), Infernal(Fluent), Orc(Fluent)

About Blaze Oriel

Appearance:
Blaze's hair is a shock of bright color, a deep red like glowing coals. In contrast, her skin is a pale shade that will not deepen in tone with sun exposure the way others' skin seemed to. Her eyes are a golden yellow with a slightly serpentine iris slit and shine as if lit from within. When she channels her power, her eyes fill with glowing flames. Her throat and jaw are terribly scarred on her left side, the flesh there looking like it had melted and run like wax only to harden again misshapen and malformed. These burn scars run down most of the left side of her body, down her neck and onto her shoulder and much of her upper arm. She also has many knife scars over most of her skin. She wears a self-inflicted brand in the image of her holy flame on her lower thigh which she re-inflicts whenever it fades from healing. She also wears other artistic brands over most of her exposed skin, including her tail. Were it not for the odd prehensile appendage and her strange glowing eyes, she might be mistaken for a human.

Personality:
Blaze is naturally intimidating and intense when she meets people for the first time. As such, she finds it difficult to make friends. She understands little about the ways that people relate to each other and can be very naive about the ways of the world.
The Holy Flame is her only constant companion and she believes it to be living, sentient and firmly on her side. She prays and speaks to The Flame just as she would another being. Though this might seem crazy to some, evidence seems to support her idea that her connection with the elemental plane of fire runs deeper than just her pyrokinetic powers.
New friends will become equally important to her, so long as they do not try to come between her and The Holy Flame. She channels her trauma through her art and will often gift her works to people she likes. She is very self conscious about her burns and scars and hopes to one day use her artistry and her powers to re-sculpt her own face.

Quirks and Flaws:

✯Blaze is fascinated by fire and cannot help but gaze at it lovingly, sweep her hands through it and even openly speak to flame as it were alive and listening.
✯She seeks to be purified and redeemed through fire. She seeks to do good deeds to make up for what she is and what she perceives she has done wrong. She both loves and fears the fire, just as she imagines others must love and fear gods.
✯She is actually quite fond of her tail and uses it as often as other people use their off hand. She only conceals it when she must go into settlements.
✯She hates the cold, seeing every bad thing in her early life associated with cold. In her world, fire is warmth and life and everything good in the world. Cold is blades and chains and death.

✯Baze despises all witches and thinks they are all like her captor and tormenter. She hunts witches, hoping to find and kill the hag who imprisoned her.
✯She mistrusts all spell casters to some degree but is very curious about divine casters.
✯She likes to drink “firewater” and becomes much less shy when she does.
✯She is desperate to be accepted and loved, especially in a romantic capacity though she will not admit this, even to herself, as she does not believe it is possible.

Full Background:
Some childhoods are filled with love and laughter, some are fraught with peril and strife. Others still cannot really be called childhoods at all. Mine falls under this last category, for I never knew myself as a child. I was merely another animal kept in captivity. A witch's livestock. I remember little from this time. Pater says it is good that it fades from my memory, but we should not lose the past completely. He asked me to write down what I remember and so for him, I do this.

I remember the cage, cold and metal with crossed bars so close together that I could not push more than a finger through the gaps. Even my tail could not slide through the gap more than a few inches. But the gaps were far enough apart to be painful as they pressed and dug into my skin from beneath me. I remember the chains and the manacles and collar. These were used to tether me in place so I would not rush the door when it was opened for feedings. The slack was fed through the bars and she would pull them tight, forcing me to the sides when it was time to bleed me or harvest my flesh.

Time is a difficult thing to reckon in the void of isolated captivity. Especially when you have no frame of reference. I might have marked time by counting my meals or my bleedings, but such things never occurred to me. As the most interesting thing that happened to me involved pain, I began to look forward to it. I even bit open my wounds to continue bleeding in hopes to draw the witch back. Finally I weakened myself almost to the point of death and was rewarded for my efforts. When she came to feed me, I heard her exclaim in anger as she noticed the puddle of blood beneath my cage. This excited me, as she never spoke to me, though I could hear her voice through the walls sometimes.

She hauled me out of my cage, which was a first to my memory and carried me up the basement stairs. The room above seemed bathed in light and warmth like I had never experienced. She laid me upon a wooden table before the heat of a roaring fire on the hearth and set to tending my wounds and casting healing magics to prevent me from escaping my mortal body. I thought later I should have watched what she did or tried to escape her and explore the mysterious upper level. But I was too weak to fight and I cared only for the roaring flickering flames that danced before my eyes upon the hearth. Though the light hurt my eyes, I stared at it, entranced, and felt some echoing warmth kindle deep within my breast, as if my very heart now held a glowing ember that longed to be stoked into a proper blaze.

When the witch finished her ministrations and lifted me up to return me to my cage, I began to fight at once, squalling for all I was worth, stretching my hands toward the fire like I have seen children do when they seek their mother's embrace. She shook me and gave me a ringing slap and rewarded me again by speaking at last. I did not realize I had been speaking, thinking my cries held meaning only to me, but she answered in a language I seemed to understand with my very soul. "Stop your wriggling, you infernal wretch! Else I will give you to the flames and you will cry in pain as you burn and blacken into a lump of dead coal!" I might have asked her to follow through with her threat, but I was shocked into silence as I realized she could understand me perfectly.

I looked at her ugly face through narrowed eyes and recognized her as my enemy for the first time in my life. She could speak to me if she wished, could keep me in this room with the beautiful warmth and light that danced before my eyes. But she chose not to. She chose to keep me in the cold, in the dark and dank basement all by myself. I reached up with my small hand and raked her flesh with my claws across her withered cheek, opening a series of four marks that began to weep blood immediately. She shrieked in pain and rage and flung me into my cage with all the strength she could bring to bear. It hurt me, but I was too focused on all the newness I had just experienced to cry out. I crouched there and watched her seal me in again, burning with the knowledge that I had bled her in return which meant we were more equal than I had ever dared to believe before. She glared back at me and seemed to sense the shift in our relationship as she balled a fist and shook it toward me and screamed, "You belong to me, Hellspawn! You will always be mine!"

From then on, I devoted myself to being as much trouble as I could manage. She began checking me more often, sometimes even leaving the basement door open to hear me better when I began using my manacles to weaken parts of my cage. But this only benefited me as I could now hear voices much more clearly as they wafted down the steps to my eager ears. I began to pick up on the languages she used to speak with her visitors and customers and soon added to my knowledge of the spoken word. I can still see the shocked look on her worn face as I began to curse her in the common tongue!

I overheard her planning a great undertaking, a trip somewhere far away. I did not know if she meant to leave me to die or bring me along but I was eager for any change, so I simply began to think and plan my escape. The ember of hope I held within my heart began to flare and flicker at the prospect of freedom, at long last. Then one day, they came with a heavy wooden crate to pack me into and the witch spun out her magics to subdue me. Knowing it was my last chance, I spoke the question that had long been on my mind. "Who is my mother? What is her name, witch?" She smiled a wicked grin that did not touch her eyes and said, "Why my dear child, I thought you knew. I am your mother!" My shock must have pleased her, for her evil cackle chased me into the darkness of magical sleep.

I awoke later in the creaking, shuddering confines of the wooden crate. Something rumbled beneath me, the wagon, I would later learn it was called. The only light that pierced the dark interior of the box leaked through the cracks between the wooden slats and the few knotholes in the cheap lumber. The holes were still too tight to put out more than a pair of fingers out at a time, but my tail could slip much further through the round knothole. With my tail, I groped around, feeling more crates and something made of cloth, but nothing I could get a hold on. I called out, but received no answer so I decided I must be the only living cargo in the area. I decided to rest and bide my time. I was no longer chained, and suspected I could move quickly enough to elude the hired man once he pried open the crate to retrieve me. But I began to doubt this as the hollow place in my middle began to growl and ache with hunger. I had been given no food or water in some time... perhaps he meant for me to be weakened from hunger and thirst before he opened the crate. That would put me at a disadvantage, so I reformed my plan to look for an opening to seize an opportunity.

It came sometime later when a noise like a great beast sounded rhythmically somewhere near me. I could see enough to know that the man was reclining nearby, perhaps at rest. But soon a brightness drew my eyes and my heart leaped as I realized there was a fire nearby! I slipped my tail through the hole where the glow was brightest and groped around again until I encountered something smooth and rounded that singed my skin as I touched it. Feeling more carefully, I found a narrow metal handle and drug the item closer so that I could see it clearly within my wooden box. What I beheld was a wonder to my light starved eyes. A small flame burned within a globe of glass that was bound in a metal cage. As I watched, it flickered and reached toward me in an echo of how I had once reached desperately for it. Tears of joy stung my eyes as I realized that my old friend fire still remembered me. My fury burned within me at seeing my friend caged as I had been for so long. Freedom! it seemed to cry in a voice so quiet I thought I must only hear it within my own head. Touch me! Hold me in your mind and we will both be free... and I will be with you always!

The ember in my heart flared with a maddening hope and I flicked my tail and struck the device against the side of my crate to free the fire from it's bindings. The glass shattered and the flame was unleashed! It grew and spread quickly with a roar of fiery triumph. The confines of my box became very warm as the man woke with screams of pain and terror. I pressed myself flat against the bottom of my box as the heat grew to an uncomfortable level. The man thrashed wildly and kicked at my crate as the fire rushed up his torso to his face and consumed him whole. I was both awed and frightened by the fire's wrath. But then I knew why, for in his death throes, the man had broken several slats of my packing crate. Coughing now from the smoke and stink of burnt flesh, I kicked with all my might and bit by bit, opened a hole wide enough for me to wriggle through. As soon as I was free from the crate, the fire rushed upon me as well. My loose wrap of clothing caught aflame and soon my hair was catching too. I wanted to revel in the fire's embrace, but the pain was excruciating and I knew then what a weak vessel I was for such a brilliant and dynamic entity. I ran blindly, on all four of my limbs until I had escaped the confines of the wagon and plunged into a snowbank. The fire hissed it's displeasure with me and I wept as it was extinguished and the burning pain was lessened by the cooling melt of snow. I wanted to move, but such pain came on me at the slightest twitch of muscle, I could only lay still and hope that sleep or death would soon come and relieve me. Eventually, sleep did.

Much of what happened next is with me only because Pater has told me the story. He was traveling back from the city with his freshly bought supplies when the coach-master of his transport stopped to investigate the smoking ruin of the cultist's wagon. The coach-master mistook me for a badly burnt half-grown human girl-child and wrapped me in a scrap of fabric and placed me inside the coach with Pater and rushed to get us to the healer in Pater's village as quickly as his team could run. Pater says my whimpers were the saddest sound he had ever heard in his long life and his heart went out to me. He says he prayed for me the whole trip. However it was achieved, I was gotten to the healer on time to save my life. But the priestess noticed that which the coach-master had missed in his panic, my tail. She refused to heal me at first, and it was only when Pater offered tribute and vowed to take me in that she finally deigned to save my life. I awoke some time later in a soft and warm bed in the dark. At first I feared the witch had somehow found and taken me back, but then I realized I was far too comfortable for that to be true. A man sat still near the door and his head turned toward me as I stirred. He spoke to me first in a language I did not know at all and then tried the language I understood the least, the common tongue of the Taldane. He told me gently that my father had died in the fire and I explained with venom in my voice that the dead man was not my father, but merely my most recent captor who transported me for the witch.
Yet more pity painted his features, if possible, and I felt nauseated at the sight of it. When he asked my name, I knew I would see that pity again if I revealed that I had none or at least that I did not know it. I considered for a moment and named myself for that which I aspired to be worthy of. "Blaze", I said simply. I remembered that I had not eaten for a long time and I dared to ask for food and was very pleasantly surprised when I was given a bowl of delicious stew and a roll of fresh bread instead of the usual slop of scraps I had eaten all my life. Pater learned about me slowly as I was hesitant to trust him enough to share information about myself. But eventually his kindness won me over and I proved to be useful enough to him that his sister and her family stopped objecting to his keeping a treacherous tiefling under his roof.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pater was a sturdy man with wide shoulders and great strength in his arms and hands. He had been a swordsmith before an accident had robbed him of his sight and with my help, he was able to renew his trade and we wanted for little in the years we spent together. He often grumbled over how slowly my body grew, but he was gratified that my mind improved rapidly with regular conversation and instruction. I learned much from him, though I was ill-suited to making blades of my own. The fire still entranced me whenever I was near it, and it was difficult to hear Pater's instructions when so distracted. But I did manage to make a decent dagger once. I still carry it with me to remind me of him. He seemed to understand my fascination with the fire. He explained at length how the fire purifies the metal with the many firings it undergoes. "Each time, the metal is fired and it loses only that which has kept it weak and coarse. It emerges pure and strong, refined and beautiful. You see how it gleams now?" I knew that he spoke of me too, willing me to see myself bettered by all that I had been through.

I was able to stay with Pater for 23 years. In the last few, he often put his heavy hands on my narrow shoulders and judged me to be nearly grown, finally. I think he always hoped I would become strong enough to protect myself from the evils of the world before he had to leave me. As I watched his strong shoulders become hunched and weakened with age and his salt and pepper hair turn to silvery grey, I learned one terrible lesson. Loving a human man is like building a house of stones upon a foundation of ice. With time and patience and a good long winter, you might build a great edifice, both tall and wide. But one day the thaw will come and it will all come tumbling down upon you and you will be crushed and buried by your grief.

I was laying our dinner on the table when I heard him fall. I dropped the plates and rushed to see what had happened and I found him clutching at his chest with his eyes wide with panic. I told him I would run for the healer, but he shook his head and held fast to my hand. "Stay with me." He had uttered through his gasps, and so I did. I stroked his brow until the pain left his eyes and his breath had stopped hitching his chest. And soon I heard a familiar voice inside my head. He is gone, but I remain with you... always. Through eyes blurred with tears, I looked down at my hands and gasped in shock as a glowing nimbus of flame had surrounded them. I noticed too late that Pater's clothing had caught fire and I tried to smother the flames with my hands, but as they were engulfed with flames, I only managed to ignite his body further. Soon the fire had spread and I knew that I had to leave this place. There was nothing left for me here. Pater had always been kind, but the other villagers had never even bothered to temper their hateful glares and mistrustful glances, since Pater could not see them. As I fled the house, I thought I heard screams like the cultist had voiced in his death throes and I feared that perhaps Pater had merely been ill, until I destroyed him. I still am not sure. I screamed out "Fire! Get help!" and ran into the night before the fire spread to yet more homes, still surrounded by an aura of flame.

Since those days, I have traveled on my own. I try to learn about the nature of what I am. How tieflings are conceived, what typically happens when they are born, and what they go on to do with their lives. The news is not good... But I find I have an aptitude toward artistry and am sometimes able to sell some of my work, but I must spend my gold carefully to make it last and hunt for my food whenever possible. The fire is my constant companion and I am learning to control the power it lends me. I do not know what the future holds for us, but at least we are together and free.

Example prologue, from her previous build. Will write a new one for this campaign.

Full Character Sheet:

BLAZE ORIEL

Female Tiefling (Devil-Spawn) PyroKineticist 4 (Kinetic Knight)
CG Medium outsider (native)
Init +4; Senses Darkvision (60 ft.), Perception +10,

DEFENSE

AC 24, touch 14, flat-footed 20 (+4 Dex, +2 shield, )
hp 53 (4d8)+27
Fort +10, Ref +8, Will +4
Resistances Cold 5, Electricity 5, Fire 5,

OFFENSE

Speed 20 ft.
Melee kinetic blast +8 (2d6+2+6)
Ranged kinetic blast +8 (2d6+2+3)
Spiked Shield Bash +6 (1d6+3)
Spell-Like Abilities: pyrotechnics ( DC 11, 1/day)

STATISTICS

Str 16, Dex 18, Con 23, Int 16, Wis 17, Cha 9
Base Atk +3; CMB +6; CMD 20
Feats Armor Proficiency, Heavy, Armor Proficiency, Medium, Combat Casting, Shield Proficiency, Skill Focus(Linguistics), Weapon Focus (Kinectic Blast)
Story Feat: Nemesis

Skills Acrobatics -2, Acrobatics (When Jumping) -6, Appraise +3, Bluff -3, Craft (Untrained) +3, Diplomacy +8, Disguise -6, Escape Artist +8, Fly +1, Heal +7, Intimidate +6, Linguistics(Ignan) +10, Perception +10, Perform (Untrained) -1, Ride +1, Sense Motive +12, Spellcraft +7, Stealth +1, Survival +3, Use Magic Device +10,

Skills:
Acrobatics -2, (+4 Dex, - 3 AC)
Appraise +3, (+3 Int)
Artistry +5, (+2 rank, +3 Int)
Bluff -3, (-1 Cha. -2 DB)
Climb +0, (+3 Str, - 3 AC)
Craft (Untrained) +3, (+3 Int)
Diplomacy +8, (+4 rank, -1 Cha, +3 CS, + 2 race)
Disguise -6, (-1 Cha, -5 DB)
Escape Artist +8, (+4 rank, +4 Dex, +3 CS, -3 AC)
Fly +1, (+0 rank, +4 Dex, -3 AC)
Handle Animal +0 (+1 rank, -1 Cha)
Heal +7, (+1 rank, +3 Wis, +3 CS)
Intimidate +6, (+4 rank, -1 Cha, +3 CS)
Linguistics(Ignan, 3 for fluency) +10, (+4 rank, +3 Int, +3 SF)
Perception +10, (+4 rank, +3 Wis, +3 CS)
Perform (Untrained) -1, (-1 Cha)
Sense Motive +12, (+4 rank, +3 Wis, +3 CS, +2 race)
Spellcraft +7, (+4 rank, +3 Int)
Survival +3, (+3 Wis)
Swim +0, (+3 Str, -3 AC)
Use Magic Device +10, (+4 rank, +3 Int*, +3 CS)

Languages:
Abyssal(Fluent*),
Common(Basic),
Goblin(Fluent*),
Ignan(Fluent),
Infernal(Fluent),
Orc(Fluen*t)

*Bonus starting language upgraded to Fluent with Linguistics ranks

SQ Basic Pyrokinesis, Burn, Burning Infusion, Darkvision, Elemental Defense, Elemental Focus, Elemental Overflow, Fiendish Language, Fiendish Resistance, Fire, Fire's Fury, Fire Blast, Gather Power, Infusion, Kinetic Blade, Kinetic Blast, Pass for Human, Prehensile Tail, Searing Flame, Searing Flesh, Simple Blasts, Skilled, Spell-Like Ability, Universal, Weapon and Armor Proficiency, Wild Talents, +1 Bonus Feat (4x), +1 Skill Bonus (Diplomacy, Diplomacy, Diplomacy, Sense Motive, Sense Motive, Sense Motive), +1 Skill Point, +1 Trait (Trait ~ Armor Expert), -1 Skill Bonus (Acrobatics, Acrobatics, Acrobatics), , , , , , , , , ,

Possessions explorer's outfit; masterwork tatami-do (nimble); belt of mighty constitution +2; mithral heavy shield (shield spikes); Backpack, Masterwork [ Wandermeal (Per Day) (x10); Fishing Kit; Pyrography Kit; Blanket, Winter; Scrivener's Kit; Grooming Kit; ]; Sack [ Healer's Kit; Survival Kit (Masterwork); Climber's Kit; Cooking Kit; Pathfinder's Kit; ];

SPECIAL ABILITIES

Armor Expert (Trait) You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Basic Pyrokinesis Element fire; Type utility (Sp); Level 1; Burn 0 You can use your inner flame to reproduce the effects of a flare, light, or sparkAPG cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

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.

Burning Infusion Element fire; Type substance infusion; Level 1; Burn 1 Associated Blasts blue flame, fire, magma, plasma Saving Throw Reflex negates Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

Darkvision
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Elemental Defense (Su) At 2nd level, a kineticist gains her element's defense wild talent ( the descriptions of defense wild talents begin on page 16).

Elemental Focus (Su) 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; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.

Elemental Overflow (Ex) At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% x her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fire
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.
Class Skills: A pyrokineticist adds Escape Artist and Knowledge (nature) to her list of class skills.
Wild Talents: (Fire): The following wild talents are available to all pyrokineticists.
1st-basic pyrokinesis, burning infusion, cold adaptation, fan of flames, fire sculptor, fire's fury, heat adaptation; 2nd-searing flame; 3rd-eruption, firesight, flame jet, heat wave, smoke storm, torrent; 4th-flash infusion; 5th-flame jet (greater), flame shield, trail of flames, unraveling infusion; 6th-brilliant infusion; 7th- explosion, pure-flame infusion; 9th-from the ashes.

Fire's Fury Element fire; Type utility (Su); Level 1; Burn - When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

Fire Blast Element fire; Type simple blast (Sp); Level -; Burn 0 Blast Type energy; Damage fire You unleash a gout of flickering fire to burn a single foe.

Focused Mind (Trait) Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Gather Power (Su) 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.

Infernal

Infusion (Su) 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. The descriptions of infusions begin on page 17.

Kinetic Blade Element 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.

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 on page 12), 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. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15-16.

Paranoid You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check. (Drawback, standing in for Scarred)
Scarred
An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance.
Effect You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.

Pass for Human (Ex) (Alternate Racial Trait) No need for a Disguise check to appear to be human. You count as humanoid (human) as well as outsider (native) for all purposes.

Pragmatic Activator (Trait) While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Searing Flame
Element fire; Type utility (Su); Level 2; Burn -
Over time, your burning infusion sears away your foe's fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe's fire resistance by an amount equal to the unmodified burn damage; don't apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level. These decreases stack, to a minimum resistance of 0.

Searing Flesh Element fire; Type defense (Su); Level -; Burn 0 Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times. Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

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 Constitution 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 Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Skilled (Ex) Devil-Spawn tieflings have a +2 racial bonus on Diplomacy and Sense Motive checks.

Spell-Like Ability (Sp) Devil-Spawn tieflings can use pyrotechnics 1/day as a spell-like ability.

Tiefling (Devil-Spawn)

Campaign Trait:
Unhappy Childhood (Campaign Trait) You spent a period of time as one of Gaedren's enslaved orphans. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of his "Little Lamms" before escaping. You've nursed a grudge for the old man ever since. You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 trait bonus on Concentration checks.
Trait rewrite for custom campaign:
You had a long period of imprisonment and enslavement at the hands of an evil witch. The only bright point in your existence was when you could gaze into the beautiful flames. Once you carved a crude image of the Holy Flame into your flesh that brought you comfort, but when the wicked hag noticed it, she sliced the flesh away, leaving you yet another scar. Now, you brand the image there to declare that your faith cannot be stripped from you. You gain a +2 trait bonus on Concentration checks.

Universal The following wild talents are available to all kineticists. Wild Talents: 1st-draining infusion, extended range, kinetic blade, kinetic fist, skilled kineticist; 2nd-skilled kineticist (greater); 3rd-elemental grip, extreme range, flurry of blasts, kinetic whip, mobile blast, snake; 4th- expanded defense; 5th-grappling infusion, kinetic form, spark of life, wall; 6th-ride the blast; 8th-reverse shift.

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

Wild Talents
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 Constitution modifier. The kineticist uses her Constitution 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.

Sheet Mechanics to Implement Archetype:
+1 Bonus Feat (3x) GM awarded PC with +1 feat.
+1 Skill Bonus (Diplomacy, Diplomacy, Diplomacy, Sense Motive, Sense Motive, Sense Motive) GM awarded PC with +1 skill bonus.
+1 Skill Point GM awarded PC with +1 skill point.
+1 Trait (Trait ~ Armor Expert) GM awarded PC with +1 Trait.
-1 Skill Bonus (Acrobatics, Acrobatics, Acrobatics) GM Penalized PC with -1 skill bonus.

Kinetic Knight (Archetype)
A kinetic knight dons armor and wields a blade of elemental energy.

Courtly
The kinetic knight adds Diplomacy and Sense Motive to her list of class skills instead of Acrobatics and Stealth.
This ability alters the kineticist’s class skills.

Elemental Blade (Su)
At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.
At 3rd level, the kinetic knight gains the blade rush infusion.
At 5th level, she gains the kinetic whip infusion. Her kinetic whip has the disarm, performance, and trip weapon qualities.
At 9th level, she gains the blade whirlwind infusion.
At 11th level, she gains the whip hurricane infusion.
At 13th level as a swift action, she can accept 2 points of burn to unleash a kinetic blast with the blade rush infusion.
This ability alters kinetic blast and infusions, and replaces metakinesis and metakinetic master.

Kinetic Warrior (Ex)
The kinetic knight can use her Constitution score in place of her Intelligence score when qualifying for combat feats. This ability counts as having Combat Expertise for the purpose of feat prerequisites.

Elemental Bastion (Ex)
At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time her burn is removed. Wielding an attuned shield doesn’t prevent the kinetic knight from gathering power.
A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd, and its benefits apply only while she is wearing heavy armor and wielding an attuned shield. If the kinetic knight selects the expanded defense talent, its benefits also apply only under these conditions. If she has the shroud of water defense wild talent, whenever its bonus would be increased by accepting burn, she instead increases the enhancement bonus of her armor or attuned shield by an equal amount (to a maximum of +5).
This ability alters elemental defense.

Knight’s Resolve (Ex)
At 3rd level, the kinetic knight gains the samurai’s resolve class feature, as a samurai of her kineticist level – 2. At 11th level, she gains the samurai’s greater resolve ability.
If she also has samurai levels, those levels stack with her kineticist levels to determine the benefits of this ability.
This ability replaces the kineticist infusion gained at 3rd level and supercharge.