Trinia Sabor

Shayla Grey's page

4 posts. Alias of Diego Rossi.


Full Name

Shayla Grey, the Eternal dilettante

Race

Human (Varisian)

Classes/Levels

telekineticist (kinetic chirurgeon) 6/magus (mindblade) 6/gestalt 6/Champion 2 HP: 84| AC: 21; T: 15; FF: 18: Kukri +1, +8, 1d4+3 CMB +6; CMD 21 | Fort: +11; Ref: +10; Will: +10 | Perception: +11 | Init +6

Gender

Female

Size

height 5’ 10” (178 cm) weight 160 lbs (73 Kg)

Age

apparent 18-20, real 34

Alignment

CG

Deity

Desna

Location

Jalmeray

Languages

Catfolk, Osiriani, Taldan (Common), Polyglot, Draconic, Varisian, Elven, Vudrani, Kelish

Occupation

Traveler, painter, fortune teller,

Strength 14
Dexterity 16
Constitution 18
Intelligence 23
Wisdom 14
Charisma 12

About Shayla Grey

Background:
Shayla Grey, the Eternal Dilettante

Shayla Grey is a Varisian woman. She was born at midnight the Nigth of the Pale (31 Kuthona[31 December]) of in Magnimar. As she was born while the day was traveling from a year into another her family did see that as an omen that she would live is life travelling from a location to another, an auspicious fate for a Varisian.
When she was four, while she was visiting the Fane of Desna in the Echo woods with her family she uttered the phrase: “I will visit all this world and all the worlds in the sky!” His family did take that as a child amusing outburst, but Desna was listening and she decided to give the small child a chance to realize his vow. Growing up she maintained it and after visiting all of Varisia and the nearby lands with her family, at the age of fourteen she left to travel to more distant lands. In her wanderings she follow her readings of the family Harrow deck, a deck that she has enchanted to make it more durable. Each card now bear her arcane mark to allow her to find it more easily if it ever lost.
During her early years of traveling she visited the all land of northern Avistan, included a brief foray in Sarkoris, then moved south. 30 years after leaving her family Shayla has visited all the nation around the Inner Sea and she is now moving south and east .
The time she spend in each location is very variable, sometime she stay only a few days, sometime she linger for a few years. but she always move onward after a time. In each location in which she pass she try to learn something of the land traditions, culture and knowledge. She has often been praised by its teachers for her ability to quickly learn something and as often scolded for her impatience and fickleness as she left after learning something but before truly mastering it.
While she prefer to resolve disputes with her tongue more than with her weapons she has often helped travelers and common people and is seen as a minor saint of Desna by some of the deity followers. Shayla has never done something extremely noteworthy as an adventurer but she has done numerous act of kindness, saving lives, opening new trails or reopening old ones that were made impassable by brigands or monsters.
While she had received some good windfall from his adventuring, her disposal income come from Harrow readings, selling some of the paints she make of the location she visit, small time healing and other odd jobs. She isn’t a master painter, but her vistas of the lands she has visited have a small following of aficionados.
Desna blessing has stopped her aging and her apparent age is that of a woman in her late teens or early twenty.

Why Shayla is in Jalmeray?:

Why Shayla is in Jalmeray?
Beside her lifetime goal of visiting all the lands, the immediate goal was to learn new painting techniques from the Vudra artists. She has just spent 2 months Niswan learning the basis of the vudran stile, but now she feel the urge to visit all the corners of the island.

Character description: :

Appearance:
Shayla is a blonde woman apparently in the late teen early twenty age, her eyes are blue, with a tanned skin and a very athletic build.
Her height is 5’ 10” (178 cm) and weight 160 lbs (73 Kg), she is pleasant looking but not a great beauty [think some Olympic swimmer to visualize her aspect]. Generally she wear comfortable clothing appropriate to the area in which she is. She like to wear jewels and has a small selection of rings and necklaces in her backpack.
Behavior:
she is generally friendly and easygoing, rarely keeping a personal grudge for long. If she can’t bear to meet someone again her reaction normally is to move on to another location.
That change if her friends or innocent people are in direct danger. If people unable to react or leave is tormented or harassed she is willing to step in and help them. While she hasn’t visited them in years she like to keep in contact with her family by mail or magic. One of her long term goals is to acquire a way to teleport, to be able to regularly visit her family. When exploring new lands the trek is as important as the destination, but rapid transportation to old haunts sometime can be acceptable.

Statblock:

Female human (Varisian) telekineticist 6/magus (mindblade) 6/gestalt 6/Champion 2 ( Pathfinder RPG
Occult Adventures 10, 90, 121, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +6; Senses Perception +11
—————
Defense
—————
AC 21, touch 15, flat-footed 18 (+5 armor, +1 deflection, +3 Dex, +1 insight, +1 natural)
hp 84 (6d8+40)
Fort +11, Ref +10, Will +10
Defensive Abilities hard to kill
—————
Offense
—————
Speed 30 ft.
Melee +1 mithral kukri +8 (1d4+4/18-20) or mindblade +8 (1d6+4/15-20)
Ranged +1 composite longbow +8 (1d8+3/×3) or sling +7 (1d4+2)
Special Attacks kinetic blast, magus arcana (arcane accuracy UM, intuitive protection), mythic power (7/day, surge +1d6), psychic pool (+3, 9 points), spell combat, spellstrike Magus (Mindblade) Spells Known (CL 6th; concentration +12)
2nd (5/day)— bladed dash , glitterdust (DC 18), mirror image, resist energy
1st (6/day)— chill touch (DC 17), magic missile , obscuring mist , shield
0 (at will)— arcane mark , dancing lights , detect magic , disrupt undead , prestidigitation, read magic

Kineticist Wild Talents Known
Defense—force ward
Blasts—telekinetic blast (3d6+7)
Utility—basic telekinesis, kinetic cover, kinetic healer, telekinetic finesse, telekinetic haul, touchsight
—————
Statistics
—————
Str 14, Dex 16, Con 18, Int 23, Wis 14, Cha 12
Base Atk +4; CMB +6; CMD 21
Feats Combat Reflexes, Craft Wondrous Item, Power Attack, Toughness, Weapon Finesse M
Traits friend in every town, harrow born (varisian)
Skills Acrobatics +11, Bluff +2, Climb +5, Craft (painting) +12, Diplomacy +3, Disable Device +5, Disguise +2, Fly +11, Heal +8 (+11 to treat poison), Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +12, Knowledge (martial) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +10, Knowledge (psionics) +7, Knowledge (religion) +7, Linguistics +7, Perception +11, Profession (fortuneteller)+8, Ride +6, Sense Motive +3, Sleight of Hand +6, Spellcraft +15, Stealth +6, Survival +3, Swim +5, Use Magic Device +10
Languages Catfolk, Common, Draconic, Elven, Kelish, Osiriani, Polyglot, Varisian, Vudrani
SQ amazing initiative, burn (2 points/round, max 7), elemental overflow +2, gather power, internal buffer 2, kinetic chirurgery, metahealer
Combat Gear antitoxin, bloodblock APG, healer's kit; Other Gear +1 chain shirt , +1 composite longbow (+2 Str), +1 mithral kukri , sling, sling bullets (5), sling bullets (5), dusty rose prism ioun stone , amulet of natural armor +1 , cape of free will +2/+3 , handy haversack , headband of aerial agility (int +2) UE, ring of protection +1 , adventurer's sash, antidote kit UE, artisan's outfit, bedroll, belt pouch, blotter (0.2 lb), flint and steel, glass cutter UE, glue paper UE (5), grappling hook, ink, inkpen (2), jewelry UE, journal UE, knife for cutting quills into pens (0.5 lb), masterwork artisan's tools, masterwork thieves' tools, mess kit, pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), scholar's outfit, silk rope (50 ft.), silver holy symbol of Desna, soap (3), torch (2), trail rations (7), vial, waterskin, family harrow deck enchanted +2 furtunetelling (worth 200 gp), 597 gp, 9 sp, 6 cp
—————
Tracked Resources
—————
Amazing Initiative (1/round) (Ex) - 0/1
Antidote kit (10 uses) - 0/10
Antitoxin - 0/1
Bloodblock - 0/1
Burn 2/round (6 nonlethal/burn, 7/day) - 0/7
Healer's kit - 0/10
Mythic Power (7/day, Surge +1d6) - 0/7
Psychic Pool +3 (9/day) (Su) - 0/9
Remove Fear (One mythic power, At will) - 0/0
Remove Paralysis (One mythic power, At will) - 0/0
Sling bullets - 0/5
Sling bullets - 0/5
Torch - 0/2
Trail rations - 0/7
—————
Special Abilities
—————
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't
be used to cast a spell).
Antidote kit (10 uses) +3 circumstance bonus to Heal checks to treat poison.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5
alchemical bonus on Fortitude saving throws against poison for 1 hour. Alchemical Power Component Like antiplague, this substance can augment certain healing spells. Antitoxin has no effect when you cast the spell on an object.
Arcane Accuracy +6 (Su) 1 Arcane Pool: +6 to attack rolls until the end of your turn.
Burn 2/round (6 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Cape [shirt] of free will +2/+3 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
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
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of aerial agility (Int +2, Fly) +1 CL for spells/extracts that grant flight.
Internal Buffer 2 (Su) Store burn for use later
Intuitive Protection (6 minutes) (Sp) 1 arcane pool, imm. act. conuration (summoning) enables casting of protection spell.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Chirurgery (Su) You can apply mercies when using kinetic healer.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Healer (Sp) Heal others equal to your blast damage
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition
Metahealer (+1d6) (Su) You can accept a point of burn to enhance the kinetic healer wild talent.
Mortal Herald (Desna, Liberation) (Sp) Spend 1 power to cast spell from domain lower than your tier as spell-like ability.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Psychic Pool +3 (9/day) (Su) Summon a weapon made of pure psychic energy.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telekinetic Blast (Sp) Level 3; 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.
Touchsight (Su)
Your telekinesis allows you to keep track of unseen things that it touches.

More detailed statblock

Combat:

attack
+1 composite longbow, +8, 1d8+3, Crit: ×3 Rng: 110' P
+1 mithral kukri, +8, 1d4+4, Crit: 18-20/×2, Light, S
Mindblade (rapier +1 keen form) +8, 1d6+4, Crit: 15-20/×2, 1-hand, P
Telekinetic Blast (Sp) Ranged: +7, 3d6+7, Crit: N/A ?, Rng: 30' B/P/S
Sling +7 damage B 1d4+2 20/x2
CM Bonus +6
BAB +4
Ranged touch +7
Concentration, Magus +12, Kineticist +10

Defense
AC 21, touch 15, FF 18
chain mail +1, Amulet n.a. +1, ring +1, dex 16
CM Defense 21
HP 84, Force Ward: temporary hit points 6

Saves
Fortitude +11
Reflex +10
Will +10
Cape of Free Will: If the wearer fails a Will saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.

Miscellaneous
Initiative +6, speed 30',

Saves: Fort +11, Ref +10, Will +10 (reroll with 1 mythic point)

Skills:

Skill points are the values within the parenthesis
All values are already modified by the armor and equipment where appropriate

Acrobatics -(6) +11
Appraise +6
Bluff +2
Climb -(1) +5
Craft (Painting) (1) +12
Diplomacy (1) +3
Disable Device (1) +5
Disguise (1) +2
Escape Artist +2
Fly (6) +11
Heal (1) +8
Intimidate +1
Knowledge (arcana) (3) +12
Knowledge (dungeoneering) (1) +10
Knowledge (engineering) (1) +10
Knowledge (geography) (1) +7
Knowledge (history) (1) +7
Knowledge (local) (2) +12
Knowledge (martial) (1) +7
Knowledge (nature) (1) +7
Knowledge (nobility) (1) +7
Knowledge (planes) (1) +10
Knowledge (psionics) (1) +7
Knowledge (religion) (1) +7
Linguistics (1) +7
Perception (6) +11
Profession (fortune-teller) (1) +8
Ride (1) +6
Sense Motive (1) +3
Spellcraft (6) +15
Stealth (1) +6
Survival (1) +3
Swim (1) +5
Use magic Devices (6) +10

Traits, feats and special abilities:

Class abilities
Magus
Arcane Accuracy +6 (Su)
The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
Intuitive Protection (6 minutes) (Sp)
When a conjuration (summoning) spell is cast by an opponent and the magus successfully identifies the spell with a Spellcraft check, he can spend 1 point form his arcane pool as an immediate action to cast protection from chaos, evil, good, or law (chosen when using this ability) on himself; this lasts a number of rounds equal to his magus level. At 7th level, he can instead cast magic circle against chaos, evil, good, or law when using this ability. The magus must be at least 3rd level before selecting this arcana.

Psychic Pool +3 (9/day) (Su)
A mindblade gains a psychic pool, similar to a normal magus’s arcane pool. At 1st level, a mindblade can expend 1 point from her psychic pool as a standard action to manifest a light melee weapon of her choice, formed from psychic energy. By spending 2 points, the mindblade can manifest a one-handed melee weapon, and by spending 3 points, she can manifest a two-handed melee weapon (but not a double weapon). This psychic weapon can last indefinitely, but it vanishes if it leaves the mindblade’s hand. The mindblade can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, the mindblade regains the psychic energy used to create it. She can maintain only one weapon at a time.
At 1st level, a psychic weapon counts as a magic weapon of whatever type the mindblade selected, with a +1 enhancement bonus. At 3rd level and every 3 levels thereafter, the weapon’s enhancement bonus increases by 1, up to maximum of +5 at 12th level. Starting at 5th level, the mindblade can add any of the weapon special abilities listed in the arcane pool class feature in place of these bonuses, although the weapon must maintain at least a +1 bonus to benefit from any weapon special abilities. At 15th and 18th levels, the weapon gains an additional +1 enhancement bonus, which the mindblade can spend only on weapon special abilities.
This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features.

Spell Combat (Ex)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or onehanded melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Spellstrike (Su)
At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Kineticist
Basic Telekinesis (At will) (Sp)
Element 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

Burn 2/round (6 nonlethal/burn, 7/day)
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.
.
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% × 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.

Force Ward (6 hp +3 hp/burn) (Su)
Element 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.

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.

Internal Buffer 2 (Su)
At 6th level, a kineticist’s study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn’t replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.
Modification from Healing Buffer: At 6th level, a kinetic chirurgeon’s internal buffer has double the usual maximum size, and she can use it only when she would accept points of burn for the kinetic healer wild talent.

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.

Kinetic Chirurgery (Su)
A kinetic chirurgeon must select either aether or water as her primary element. She gains kinetic healer as a bonus wild talent at 1st level. At 3rd level and every 2 levels thereafter, the kinetic chirurgeon can select any one paladin mercy that a paladin of that level could select. Each time she uses kinetic healer, she can apply one of these mercies to the target of the healing. A kinetic chirurgeon can never use infusions. This ability replaces infusions

Kinetic Healer (Sp)
Element aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living 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.
Note: If the recipient takes the point of burn from this, they can use the Kineticist: Burn adjustment from the Conferred Ability Adjustments table on the Adjust tab to apply that.

Mercy (Fatigued) (Su)
When you use your lay on hands ability, it also removes the fatigued condition.

Mercy (Sickened) (Su)
When you use your lay on hands ability, it also removes the sickened condition.

Metahealer (+1d6) (Su)
Starting at 5th level, a kinetic chirurgeon can apply any one of the following metahealer abilities to her kinetic healer wild talent instead of using her mercies.
At 5th level, she can choose to roll one additional die when using kinetic healer. This increases to two
additional dice at 11th level, and to three additional dice at 17th level.
At 9th level, she can choose to bring an ally who died within 1 round back from the dead; this functions similarly to the breath of life spell. The ally regains the normal number of hit points from kinetic healer. An ally revived in this way takes 1 additional point of burn, beyond the normal 1 point of burn that either the kinetic chirurgeon or the ally must accept as a cost of the kinetic healer wild talent.
At 13th level, a kinetic chirurgeon can choose to use kinetic healer on herself as a swift action. At 17th level, she can choose to heal both herself and another target with the same use of kinetic healer, although in that case, both she and her target must each accept 1 point of burn, instead of only one of them needing to do so as normal for kinetic healer.
Regardless of her level, the kinetic chirurgeon can apply only one metahealer ability to a single use of kinetic healer. For instance, she could not bring back a dead ally and also roll extra dice for healing. This ability replaces metakinesis and infusion specialization.

Kinetic Cover (Sp)
Element aether, earth, or water; Type utility (Sp); Level 1; Burn 0
You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

Telekinetic Blast (Sp)
Element aether; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.
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.

Telekinetic Finesse (Sp)
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Telekinetic Haul (Sp)
Element aether; Type utility (Sp); Level 2; Burn 0
Prerequisite basic telekinesis
When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Touchsight (Su)
Element aether; Type utility (Su); Level 3; Burn 0
You attach strands of aether to everything your telekinesis touches. Any time you damage a creature using your telekinetic blast, as long as that creature doesn’t use a teleportation effect, you can see that creature at any distance as if using blindsight until the end of your next turn. Immediately after damaging a creature, you can accept 1 point of burn to strengthen the strands of aether attached to that creature, increasing the duration of the touchsight on that creature to 1 round per kineticist level.

Champion
Fleet Charge (Ex)
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Mythic abilities
Mythic Power (7/day, Surge +1d6)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Amazing Initiative (1/round) (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Longevity (Su)
Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores

Mortal Herald (Desna, Liberation) (Sp)
You become a mortal herald of your chosen deity. Choose a domain granted by your deity. Once chosen, this cannot be changed. By expending one use of mythic power, you may cast a domain spell granted by that domain as a spell-like ability (caster level equal to your character level), provided the spell's level is not greater than your tier. In addition, if you are at least 6th tier, once per day you may commune with your deity (as the commune spell). If you expend one use of mythic power while doing so, this ability is a free action and time stops (from the point of view of everyone else) to allow you to ask your questions and receive answers instantly.

Surge (1d6) (Su)
challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Feats & traits
Combat Reflexes (4 AoO/round)
Craft Wondrous Item
Power Attack -2/+4
Toughness

Weapon Finesse
Friend in Every Town (Knowledge [local]) Trait
You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. Knowledge [local] is always a class skill for you.

Weapon Finesse [Mythic]
You're an expert with weapons that rely on your agility.
Prerequisite: Weapon Finesse.
Benefit: When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check penalty doesn't apply to either the attack rolls or the damage rolls

Harrow Born (Varisian) Trait
You grew up around the mysterious fortune-tellers known throughout Ustalav and Varisia. You start play with a harrow deck passed down from a relative. Because of your skill with fortunetelling, you gain a +1 trait bonus on initiative checks.

Alternate race trait
Dual Talent
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Gear:

Total Weight Carried: 52/175 lbs, Light Load
(Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs)
Gear
+1 chain shirt 25 lbs
+1 composite longbow 3 lbs
+1 mithral kukri 1 lb
Adventurer's sash (empty) 3 lbs
Amulet of natural armor +1 -
Antidote kit (10 uses) <In: Handy haversack (39 @ 44.8 lbs)> 3 lbs
Antitoxin -
Artisan's tools, masterwork (Craft [painting]) 5 lbs
Belt pouch (empty) 0.5 lbs
Bloodblock -
Blotter 0.2 lbs
Cape [actually a shirt] of free will +2/+3 1 lb
Explorer's outfit (Free) -
Family Harrow deck enchanged +2 furtunetelling -
Flint and steel -
Handy haversack 5 lbs
Headband of aerial agility (Int +2, Fly) -
Healer's kit 1 lb
Holy symbol, silver (Desna) 1 lb
Ioun stone (dusty rose prism) -
Jewelery –(100 gp worth of it)
Ring of protection +1
Sling -
Sling bullets x5 0.5 lbs
Waterskin 4 lbs

Handy haversack (41 @ 49 lbs)>
Artisan's outfit 4 lbs
Bedroll 5 lbs
Glass cutter
Glue paper x5
Grappling hook 4 lbs
Ink, black
Inkpen x2
Journal
Knife for cutting quills into pens 0.5 lbs
Mess kit
Pen nibs
Pigment for making ink 0.2 lbs
Pot
Ruler, small 0.1 lbs
Scholar's outfit 6 lbs
Silk rope 5 lbs
Sling bullets x5 0.5 lbs
Soap x3 0.5 lbs
Thieves' tools, masterwork 2 lbs
Torch x2 1 lb
Trail rations x7 7lbs
Vial -

Money
59 pp, 7 gp,9 sp, 6 cp