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Xaivanshee Rasivrein

Meredian Adriatnaic's page

1,119 posts. Alias of wesF.


Drow Noble


Base Atk +7; CMB +6; CMD 21


The Watcher


Etheral Jaunt 10 Rds/d


SLA@ WIll: Dancing Light, Deeper Darkness, Detect Magic (Constant) Disguise Self, Faerie fire, Feather fall, Invisibility, Levtate


SLA: 1/d Dispel Magic, Divine Favor, Suggestion

Homepage URL

Note: Immune to divination (mind blank) & Mental protection per Prot from Evil (ioun in Wayfinder)

Strength 8
Dexterity 20
Constitution 27
Intelligence 16
Wisdom 12
Charisma 12

About Meredian Adriatnaic

Meredian Kineticist
Noble drow telekineticist 10 (Pathfinder RPG Bestiary 115, Pathfinder RPG Occult Adventures 10)
CN Medium humanoid (elf)
Hero Points 1
Init +7; Senses darkvision 120 ft.; Perception +16
AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 200 (10d8+100)
Fort +15, Ref +12, Will +4; +8 resistance vs. divination and mind-affecting, +2 vs. enchantments
Defensive Abilities fortification 15%; Immune sleep; SR 21
Weaknesses light blindness
Speed 30 ft.
Melee unarmed strike +6/+1 (1d3-1 nonlethal)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Spell-Like Abilities (CL 10th; concentration +11)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—dispel magic, divine favor, suggestion (DC 13)
Kineticist Spell-Like Abilities (CL 10th; concentration +11)
Constant—feather fall
Kineticist Wild Talents Known
Defense—force ward
Infusions—extended range, extreme range, foe throw (DC 20), wall
Blasts—aetheric boost (), electric blast (5d6+11 electricity), telekinetic blast (5d6+20 plus 2d8)
Utility—air cushion, air's reach, basic aerokinesis, basic telekinesis, telekinetic finesse, telekinetic haul, telekinetic maneuvers, wings of air
Str 8, Dex 20, Con 27, Int 16, Wis 12, Cha 12
Base Atk +7; CMB +6; CMD 21
Feats Extra Wild Talent[OA], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (kineticist blast)
Traits reactionary, trap finder
Skills Acrobatics +18, Bluff +1 (+5 to pretend to be undead in dim light or darker), Diplomacy +6, Disable Device +19, Disguise +14, Knowledge (engineering) +16, Perception +16, Sense Motive +7, Sleight of Hand +18, Stealth +18, Survival +1 (+3 to avoid becoming lost), Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Sakvroth, Undercommon
SQ burn (3 points/round, max 11), elemental overflow +3, expanded element (air), gather power, hero points, infusion specialization 2, internal buffer 1, poison use
Combat Gear ring of invisibility; Other Gear mosswater stained leather, clear spindle ioun stone, belt of mighty constitution +6, hat of disguise, kineticist's diadem, clear[OA], living garments[ARG], necklace of adaptation, ring of sustenance, wayfinder[ISWG], sphere of at wil: permanent greater demiplane (max1), astral projection, mind blank, 25,150 gp
Tracked Resources
Burn 3/round (10 nonlethal/burn, 11/day) - 3/11
Dancing Lights (At will) - 0/0
Deeper Darkness (At will) - 0/0
Detect Magic (Constant) - 0/0
Disguise Self (At will) - 0/0
Dispel Magic (1/day) - 0/1
Divine Favor (1/day) - 0/1
Ethereal Jaunt (10 rounds/day) - 0/10
Faerie Fire (At will) - 0/0
Feather Fall (At will) - 0/0
Feather Fall (Constant) - 0/0
Invisibility (At will) - 0/0
Levitate (At will) - 0/0
Suggestion (1/day) - 0/1
Special Abilities
Aetheric Boost (Sp) Level 5; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Air's Reach (Su) Air talents have range doubled.
Burn 3/round (10 nonlethal/burn, 11/day) Burn HP to gain greater effects on your wild talents.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Electric Blast (Sp) Level 5; Burn 0
Elemental Overflow +3/+6 (Max +3, +2 CON, +2 DEX, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Foe Throw (DC 20) Throw a creature if it fails its save.
Fortification 15% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Ioun stone (clear spindle) Sustains bearer without food or water.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kineticist's diadem, clear Deal Extra Damage with Kineticist's blast ability.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Living garments On command, change coloring, fit, and basic design. Repairs 1 hp a round.
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mosswater stained leather +4 circumstance bonus on Bluff to pretend to be undead in dim light or darker.
Necklace of adaptation Immune to all harmful vapors and gases and can breathe anywhere.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) This race is skilled in the use of poison and never risk accidentally poisoning themselves.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Requirements: Forge Ring, invisibility; Cost 10,000 gp
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Spell Resistance (21) You have Spell Resistance.
Telekinetic Blast (Sp) Level 5; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Wall Blast becomes a wall
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Requirements Craft Wondrous Item, light; Cost 250 gp
Wings of Air (Sp) You are constantly under the effects of fly.

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