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Count Aericnein Neska

Sejanus Corvus's page

150 posts. Alias of Tanner Nielsen.

Full Name

Sejanus Corvus




Kineticist (Aether) 5 -- HP 58 : AC 18 CMD 15 TAC 12 FAC 16 : kinetic blast+6; 3d6+7 : F+9 R+7 W+7 : INIT+8 Perc+10 CMB+3









Strength 10
Dexterity 14
Constitution 21
Intelligence 10
Wisdom 14
Charisma 10

About Sejanus Corvus


Hair: White
Eyes: Blue
Height: 5'10"
Weight: 120lb

You see a well-groomed man, with a cleanly shaven face and white shoulder-length hair gathered in a ponytail. His eyes are an icy blue, with flecks of silver near the iris. His skin taut against his frame, with an angular face and stern looks. He is in a green courtier's outfit, with white and yellow trim. He carries only a dagger on his belt. He is medium-height, with a lanky frame and straight posture.


Sejanus leads personal interactions with a no-nonsense, business-like attitude that comes from several years of mercenary work. He works hard to overcome his negative attitude to see the good in people, but has been disappointed enough in life to not expect much from those around him. He is loyal and courageous to those who have his friendship - while terrible and vindictive to those who attack or betray him.

Racial Abilities:

Bonus feat
Bonus skill point

Equipment and Money:

belt of mighty constitution +2 (4,000gp, 1lb), +2 mithral chain shirt (5,250gp, 12.5lb), cloak of resistance +1 (1,000gp, 1lb), slippers of spiderclimbing (2,400gp, --lb), dagger (2gp, 1lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), signal whistle (8sp, --lb), wooden holy symbol (1sp, --lb).


Weight: 14.5lb
Load: Light

Combat Statistics:

HP 58 (8+6, 5+6, 5+6, 5+6, 5+6)
Spd 30ft
Initiative +2
CMB +3 (+3 BAB, +0 Str)
Base Attack +3

dagger +3, 1d4/19-20x2

telekinetic blast +6, 3d6+7/20x2

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 armor)
CMD 15 (10 base, +3 BAB, +0 Str, +2 Dex, +0 Size)
Fortitude +9 (+4 base, +4 Con, +1 resistance)
Reflex +7 (+4 base, +2 Dex, +1 resistance)
Will +7 (+1 base, +2 Wis, +2 feat, +1 trait, +1 resistance)


[4 class, 1 race]

Acrobatics +10 (5 ranks, 3 class, 2 Dex)
Heal +10 (5 ranks, 3 class, 2 Wis)
Perception +10 (5 ranks, 3 class, 2 Wis)
Stealth +10 (5 ranks, 3 class, 2 Dex)
Use Magic Device +8 (5 ranks, 3 class, 0 Cha)

Class Abilities:

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

Elemental Focus (Su) - Aether

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. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but he can select a wild talent of a higher level only if his 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 his Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents he gains from his 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 him. A kineticist can select only universal wild talents or those that match his element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of his utility wild talents with another wild talent of the same level or lower. He can't replace a wild talent that he used to qualify for another of his wild talents.

Burn (Ex) - At 1st level, a kineticist can overexert himself to channel more power than normal, pushing past the limit of what is safe for him body by accepting burn. Some of his wild talents allow him to accept burn in exchange for a greater effect, while others require him to accept a certain amount of burn to use that talent at all. For each point of burn he 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 his total number of points of burn higher than 3 + his Constitution modifier (though he can be forced to accept more burn from a source outside his control). A kineticist who has accepted burn never benefits from abilities that allow him to ignore or alter the effects he receives from nonlethal damage.

Kinetic Blast (Sp) - At 1st level, a kineticist gains a kinetic blast wild talent of his choice. This kinetic blast must be a simple blast that matches his element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. He must have at least one hand free to aim the blast. 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 he 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.

Gather Power (Su) - If he has both hands free, 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 him. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent he 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 his next turn by 2 points (to a minimum of 0 points). If he does so, he can also gather power as a move action during his 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, he must succeed at a concentration check (DC = 10 + damage taken + effective spell level of his kinetic blast) or lose the energy in a wild surge that forces him to accept a number of points of burn equal to the number of points by which his 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) - At 1st level, a kineticist gains an infusion wild talent from the list of options available based on his elemental focus. He gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with his kinetic blasts, a kineticist can alter his kinetic blasts to suit his 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 his kinetic blast wild talents, he 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 his 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 his infusions with another infusion of the same effective spell level or lower. He can't replace an infusion that he used to qualify for another of his wild talents.

Elemental Defense (Su) - Force Ward (Element(s) aether; Type defense (Su); Level —; Burn 0) You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward's rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn't change the number of temporary hit points available, and the temporary hit points don't recover while this ability is inactive.

Elemental Overflow (Ex) - At 3rd level, a kineticist's body surges with energy from his chosen element whenever he accepts burn. In addition, he receives a bonus on his attack rolls with kinetic blasts equal to the total number of points of burn he currently has, to a maximum bonus of +1 for every 3 kineticist levels he possesses. He also receives a bonus on damage rolls with his 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.

Starting at 6th level, whenever he has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of his choice. He also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × his 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 his choice and a +2 size bonus to each of his 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 his choice, a +4 size bonus to a second physical ability score of his choice, and a +2 size bonus to the remaining physical ability score.

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

Metakinesis (Su) - At 5th level, a kineticist gains the ability to alter his kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, he can empower his kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, he can maximize his kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, he can quicken his kinetic blast as if using Quicken Spell.


1 - Basic Telekinesis (0)
1 - Telekinetic Finesse
2 - Telekinetic Haul (0)
4 - Kinetic Healer (1*)


1 - Extended Range (1)
3 - Pushing Infusion (1)
5 - Kinetic Blade (1)


Reactionary - +2 initiative

Indomitable Faith - +1 Will


Race - Point-Blank Shot
Campaign - Steadfast Loyalty
1 - Weapon Focus (kinetic blast)
3 - Improved Initiative
5 - Toughness

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