Where the Winds of Limbo Roar

Monday, September 12, 2016

The Strange Aeons Adventure Path is in the wild, and for some characters, that means questioning the reality that they wake up and find themselves in. But whether coincidence or stars aligning correctly, another recent media release goes quite well with Strange Aeons, and is the focus of our latest Design Challenge!

If you can't tell by the image above, I mean the Stranger Things series, which is full of '80s nostalgia for folks 'round my age (which, turns out, also happens to be a good chunk of the Paizo staff), not to mention just a whole lot of fun. Without getting too spoilery, let's just say that a small town is about to get its world flipped Upside-Down, and conspiracies are afoot in the town of Hawkins, Indiana. But this is a challenge—and the challenge is: make Eleven for the Pathfinder Roleplaying Game.

I like to give away prizes, so let's get to the meat of it: First prize is the ENTIRE Strange Aeons Adventure Path (all six volumes!), as well as a custom Paizo.com avatar with a piece of art from Strange Aeons. We will also be selecting a second place winner, who will win hardcover copies of both Occult Adventures and Horror Adventures! Your entry will be judged on presentation and theme, so let's get down to the rules for designing Eleven:

But that's not all! Here are the participation rules:

  • One entry per poster. Employees of Paizo, their immediate family members, and persons with whom such employees are domiciled are ineligible. Anyone who is currently employed full-time as a designer for a game company is ineligible. Anyone with a cover credit on a hardcover RPG book is ineligible. Anyone who has a design credit in 3 or more of Paizo's Pathfinder products is ineligible.
  • You must post your entries in this blog's discussion thread (please use spoiler tags).
  • Entries must be in the following format:

Stat Block Format:

[b]Eleven  CR XX[/b]
[b]XP xxx[/b]
zzRace zzClass zzLevel
zzAlignment zzSize zzType
[b]Init[/b] +##; [b]Senses[/b] zz, zz,; Perception +##
[b]Aura[/b] zz (## ft., DC ##)

[b]----- Defense -----[/b]
[b]AC[/b] ##, touch ##, flat-footed # (+## zzModifier, +##zzModifier)
[b]hp[/b] ## (##d##+##); fast healing ##
[b]Fort[/b] +##, [b]Ref[/b] +##, [b]Will[/b] +##
[b]Defensive Abilities[/b] ##/zzAbility; [b]DR[/b] ##/zzMaterial; [b]Immune[/b] zz; [b]Resist[/b] zz ##, zz ##; [b]SR[/b] ##
[b]Weaknesses[/b] zz, zz

[b]----- Offense -----[/b]
[b]Speed[/b] ## ft., fly ## ft. (zzManeuverability)
[b]Melee[/b] zzAttacktype +## (zzDamage plus zzOthereffect), zzAttacktype +## (zzDamage)
[b]Ranged[/b] zzAttacktype +## (zzDamage)
[b]Space[/b] ## ft.; [b]Reach[/b] ## ft.
[b]Special Attacks[/b] zz, zz
[b]Spell-Like Abilities[/b] (CL ##zz; concentration +##)
At will—[i]zz[/i], [i]zz[/i]
1/day—[i]zz[/i], [i]zz[/i]

[b]zzClassName Spells[/b] (CL ##zz; concentration +##)
1st—[i]zz[/i], [i]zz[/i]
0 (at will)—[i]zz[/i], [i]zz[/i]

[b]----- Tactics -----[/b]
[b]Before Combat[/b] zzBeforeCombat
[b]During Combat[/b] zzDuringCombat
[b]Morale[/b] zzMorale

[b]----- Statistics -----[/b]
[b]Str[/b] ##, [b]Dex[/b] ##, [b]Con[/b] ##, [b]Int[/b] ##, [b]Wis[/b] ##, [b]Cha[/b] ##
[b]Base Atk[/b] +##; [b]CMB[/b] +## (+## zzConditionalmaneuverbonus); [b]CMD[/b] ## (## vs. zzManeuvername)
[b]Feats[/b] zzFeatname, zzFeatname
[b]Skills[/b] zzSkillname +##, zzSkillname +## (+## zzCondition); [b]Racial Modifiers[/b] +## zzSkillname, +## zzSkillname when zzCondition
[b]Traits[/b] zzTrait, zzTrait
[b]Languages[/b] zzLanguage
[b]SQ[/b] zz

[b]----- Special Abilities -----[/b]
[b]zzName (Ex/Sp/Su)[/b] zzDescription

  • All entries due by Monday, October 10, 2016 at midnight Pacific time.
  • You may use any Paizo-published material, but you must cite your sources.
  • Selection of avatar art is subject to Paizo.com's Community Guidelines.

Remember, all entries must be posted in this blog's discussion thread by Monday, October 10, 2016!

Until We Meet in the Upside-Down,

Liz Courts
Community Manager

Logo is from the MakeItStranger.com website by Nelson Cash. You should totally go have fun with it.

More Paizo Blog.
Tags: Community Design Challenge Pathfinder Adventure Path Strange Aeons
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Silver Crusade

Pathfinder Adventure Path Subscriber

Here it goes!

Spoiler:

Eleven CR 11
XP 12,800
Female young human psychic 13
CG Small humanoid (human)
Init +8; Senses Perception +18
----- Defense -----
AC 21, touch 19, flat-footed 17 (+2 deflection, +4 Dex, +2 enhancement, +2 natural, +1 size)
hp 47 (13d6-1)
Fort +7, Ref +12, Will +14 (+2 against attempts to scry on Eleven or read her mind)
----- Offense -----
Speed 30 ft.
Ranged +2 sling +11 (1d4+1)
Special Attacks dream leech, mind heist, oneiromancy, phrenic amplifications (defensive prognostication, focused force, intense focus, synaptic shock), phrenic pool, waking dream
Spell-Like Abilities (CL 13th; concentration +22)
1/day—detect thoughts (DC 12), telepathic bond
Psychic Spells Known (CL 13th; concentration +22)
6th (5/day)—cloak of dreams, disintegrate, dream travel
5th (7/day)—lesser astral projection, greater command, explode head, nightmare
4th (7/day)—coordinated effort, ego whip II, phantasmal killer, sleepwalk, telekinesis
3rd (8/day)—clairaudience/clairvoyance, deep slumber, force punch, minor dream, telekinetic maneuver
2nd (8/day)—augury, hold person, inflict pain, levitate, locate object, oneiric horror
1st (8/day)—alarm, command, ear-piercing scream, mind thrust I, psychic reading, sleep
0 (at will)—daze, detect magic, detect psychic significance, know direction, lullaby, mage hand, message, prestidigitation, telekinetic projectile
Psychic Discipline Dream
----- Tactics -----
Before Combat Eleven attempts to avoid direct confrontation if possible, relying on her stealth, size and age to go unnoticed and evade the threat. However, she never abandons her allies.
During Combat Faced with non-lethal threat, Eleven uses spells which subdue opponents and take them out of the fight without causing them harm. If engaged by enemies who are intent on killing, she responds with deadly force, using spells such as disintegrate or explode head to take out the enemy in a quick (and gruesome) manner.
Morale Eleven attempts to break off the fight and flee as soon as possible, unless innocent bystanders or her friends are in danger. In such case, she fights with all means at her disposal in order to ensure their safety, disregarding her own security and holding nothing back.
----- Statistics -----
Str 8, Dex 18, Con 8, Int 25, Wis 14, Cha 13
Base Atk +6; CMB +4; CMD 20
Feats Careful Speaker, Combat Casting, Ectoplasmic Spell, Go Unnoticed, Low Profile, Secret Signs, Telepathy Tap, Improved Initiative
Skills Acrobatics +9, Bluff +5 (+9 to pass secret signs, +7 to fool someone or pass secret messages), Climb +4, Craft (mechanical) +13, Disguise +3, Escape Artist +13, Fly +12, Intimidate +9, Knowledge (arcana) +11, Knowledge (planes) +23, Perception +18, Sense Motive +18, Sleight of Hand +8, Spellcraft +23, Stealth +21, Survival +13, Swim +5, Use Magic Device +10
Traits Suspicious, Unafraid
Languages Aklo, English, Russian, French, Elder Thing, Mi-go, D’ziriak, Yithian
SQ detect thoughts, dowsing (survival), gatekeeper (knowledge [planes]), phrenology (knowledge [arcana]), prognostication (sense motive), read aura (perception), telepathic bond
Other Gear +2 sling, mesmerizing tattooo, pauper's robes
----- Special Abilities -----
Defensive Prognostication (Su) When casting a divination spell, Eleven sees a glimmer of her future. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell’s level. She can instead spend 2 points to increase the bonus to +4. This amplification can be linked only to divination spells.
Detect Thoughts (Sp) Eleven can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC.
Dream Leech (Su) While adjacent to a sleeping or unconscious creature, Eleven can take a swift action to siphon that creature’s dreams, thereby learning new things about her own mind. The creature can attempt a Will save to negate this effect; such creatures are never considered willing. Creatures that don’t dream are immune to this effect. If the subject fails the save, Eleven gains a +4 bonus on her next Bluff, Diplomacy, or Intimidate check against the subject within the next 24 hours, and she regains 1 point in her phrenic pool. Eleven can use this ability a number of times per day equal to her Charisma modifier, but no more than once per hour and no more than once per creature per day.
Focused Force (Su) When casting a force spell, Eleven can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.
Intense Focus (Ex) Eleven can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.
Mind Heist (Sp) Eleven can delve into the subconscious mind of a sleeping target. She can cast detect thoughts as a spell-like ability on any adjacent sleeping creature. Additionally, she can gain the benefit of detect thoughts on a target of her dream, minor dream, or nightmare spells as if she had studied the target for 3 rounds. If Eleven casts dream scan, she knows whether she received false information from the dream. A successful Will save negates mind heist. Eleven can use this ability a number of times per day equal to her Charisma modifier.
Oneiromancy (Su) As a standard action, Eleven can tamper with the minds of sleeping creatures. She plants a subconscious thought in a sleeping creature’s mind by attempting a Diplomacy or Intimidate check to modify the sleeping creature’s attitude or request a service from it. If she succeeds, when the creature wakes it behaves in the way she dictated with the normal restrictions for the Diplomacy or Intimidate skill. The target of oneiromancy remains unaware of this manipulation, though if Eleven fails her Diplomacy check the subject might have its starting attitude toward her negatively impacted, as normal. Eleven must be adjacent to the sleeping creature to use this ability. Alternatively, she can use this ability as part of the casting of dream, minor dream, or nightmare. In this case, the oneiromancy effect takes place when the spell is cast. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Creatures that don’t dream are immune to this effect.
Phrenic Pool (Su) Eleven has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in her phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. Eleven might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
Synaptic Shock (Su) Eleven manipulates an enemy’s mind with brute force, causing mental harm beyond that done by her linked spell. She can spend 1 point from her phrenic pool when casting a mind-affecting linked spell to select one of the spell’s targets. If the target is affected by the linked spell, that target is confused for 1 round after the duration of the spell expires (or immediately, if the spell has an instantaneous duration). If the target succeeds at its save against the linked spell, it is instead confused for 1 round immediately. For each additional point Eleven spends from her phrenic pool, she can confuse one additional target of the linked spell. This amplification can be applied only to a mind-affecting spell that can affect a number of targets or that has an area. It has no effect on creatures that are immune to mind-affecting effects, unless the linked spell is able to affect such creatures (such as a spell that has both will of the dead and synaptic shock applied to it via dual amplification).
Telepathic Bond (Sp) Eleven can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can’t leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action.
Waking Dream (Sp) As a standard action, Eleven can take control of the body of a sleeping creature within 30 feet for 1 hour per level. This ability functions like magic jar, except that her soul travels directly into the sleeping target with no receptacle necessary and the target creature’s consciousness remains dreaming and unaware of its body’s actions. When waking dream ends or the host body is destroyed, Eleven immediately wakes up in her body regardless of the distance from the host body, provided her body hasn’t been destroyed. She can use this ability a number of times per day equal to her Charisma bonus. Creatures that don’t dream are immune to this effect.

Sources used: Core Rulebook, Advanced Player's Guide, Advanced Race Guide, Occult Adventures, Ultimate Intrigue, Ultimate Magic, Inner Sea World Guide, Blood of Shadows, Heroes of the Streets, Orcs of Golarion


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Going for short and simple.

Spoiler:

Eleven CR 1
XP 400
Female young human sorcerer 3 (Pathfinder RPG Bestiary 295)
N Small humanoid (human)
Init +3; Senses Perception +2

----- Defense -----
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 16 (3d6+3)
Fort +2, Ref +5, Will +3; +2 vs. mind-affecting
Resist mental resistance +2

----- Offense -----
Speed 30 ft.
Bloodline Spell-Like Abilities (CL 3rd; concentration +9)
7/day—psychic strike (1d6+1)

Sorcerer Spells Known (CL 3rd; concentration +9)
1st (6/day)—break[APG] (DC 15), disguise self, ears of the city[HotS], mind thrust I[OA] (DC 15)
0 (at will)—breeze[UM], detect magic, flare (DC 14), mage hand, open/close (DC 14)
Bloodline Psychic[OA]

----- Tactics -----
Before Combat Eleven will cast disguise self to change her appearance.
During Combat Eleven prefers to use her psychic strike spell-like ability and mind thrust I to make quick work of her enemies.
Morale If Eleven senses her friends or herself are in immediate danger she will use her spell-like abilities and spells. Otherwise, she will attempt to flee.

----- Statistics -----
Str 8, Dex 16, Con 10, Int 12, Wis 9, Cha 18
Base Atk +1; CMB -1; CMD 12
Feats Ability Focus (psychic strike), Eschew Materials, Psychic Sensitivity[OA], Sorcerous Bloodstrike[UM]
Skills Appraise +5, Disguise +5, Intimidate +8, Knowledge (planes) +4, Perception +2, Sense Motive +5
Traits augmented disguise, focused mind
Languages Aklo, Common
SQ bloodline arcana: psychic
Other Gear tattoo[UE], wig[AA], traveler's outfit

----- Special Abilities -----
Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Mental Resistance +2 (Ex) +2 save vs. mind-affecting
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Psychic Strike (1d6+1, 7/day, DC 17) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken
Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points

Sources: Advanced Player's Guide[APG], Adventurer's Armory[AA], Heroes of the Streets[HotS], Occult Adventures[OA], Pathfinder RPG Bestiary, Pathfinder Core Rulebook, Pathfinder Unchained, Ultimate Equipment[UE], Ultimate Magic[UM]


I've decided I don't have the time to write up my concept, but I wanted to say that while I understand the concerns about over leveling, everyone is playing this too safe and most of these cannot accomplish a majority of her demonstrated powers, let alone all of them.

The minimum level I can image doing it all is a level 16 Psychic with the Pain discipline (Horrid Wilting bonus spell for the big "kill all bad government guys" take down in the high school) and the Amnesiac archetype (refluff as uncontrolled power or something for the amnesiac slots), so you have a random and most likely unrepeatable method to access 9th level spells and pull a one time Gate (fluff with some dimensional instability that makes it permanent).

Fill out the lower spell levels with Lesser Astral Projection, Greater Scrying, Disintegrate, Planar Shift, Shadow Walk, Telekinesis, Force Punch, Suggestion (or fear effects for a pee your pants capability), Hold Person (I give every one lacking Hold Person an automatic failing grade). You also need some vanish/escape ability, either Invisibility or Dimension Door for the forest argument that she ran away from without being observed.

Temporary blackouts that you quickly recover from aren't something you can simulate in Pathfinder, and the Kineticists trying with Burn are a dead end that are especially deficient on the needed. You've just got to fluff it, and Pain discipline works as well as anything there, I guess. Enlightened is in many ways a better choice overall, and a popular one in this thread, but I don't think there are any Psychic list spells that can handle the mass kill in the last episode, but Horrid Wilting does it nicely.

Psychic bloodline sorcerer is probably the only reasonable non-Psychic class and the fluff works well with her mom's background, but I don't see her as charismatic, maybe crossblood with arcane/sage to get Int based casting. You'd also have to either write off the Gate or go higher level. You still need a mass non-elemental method of killing, and I still think Horrid Wilting is the best choice, so I'm not sure you can go much lower level than 16.


Note: I do not watch the show and I know little about it besides some stuff that I have read.

But what I might do is make a regular little girl, give her a range of mental conditions in which she thinks she is doing all of this stuff but in reality she is not.
Or she is in a coma and this is how her mind is trying to heal from the various damage it has sustained.

But those concepts are probably way outside of the premis of the show and the illusion it projects.
MDC


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A strange girl with a stranger past, Eleven, also known as 'El', is gifted with a host of psychokinetic powers even she doesn't fully understand. Mike Wheeler believes she is the best clue to help find his missing friend Will Byers, who disappeared mysteriously the night before Mike and his friends found Eleven wandering the same woods he vanished in.

Eleven:
Eleven CR 11
XP 12,800
Female young human telekineticist 13
NG Small humanoid (human)
Init +4; Senses Perception +19

----- Defense -----
AC 19, touch 17, flat-footed 15 (+2 armor, +2 deflection, +4 Dex, +1 size)
hp 153 (13d8+78 plus 13)
Fort +17, Ref +16, Will +11; +2 vs. emotion spells and effects

----- Offense -----
Speed 30 ft.
Melee +2 unarmed strike +10/+5 (1d2+1)
Special Attacks elemental overflow +4, kinetic blast, metakinesis (empower, maximize, quicken)
Spell-Like Abilities (CL 13th; concentration +18)
2/day – detect thoughts (DC 12)
3/day – detect psychic significance
Kineticist Wild Talents Known
Defense–force ward +13*
Infusions–bowling infusion, disintegrating infusion (DC 21), extended range, flurry of blasts, foe throw (DC 20), pushing infusion
Kinetic Blasts–aetheric boost (+6), force blast +14 (6d6+2), spying touchsight +14, telekinetic blast +14 (6d6+6)
Utility–basic telekinesis, kinetic cover, reactive touchsight, suffocate (DC 21), touchsight, telekinetic finesse, telekinetic haul, telekinetic maneuvers

----- Tactics -----
Before Combat At the beginning of each day Eleven allocates her armor attunement +2 to her clothing, and her weapon attunement +2 to her fists. Not one for fighting, Eleven flees or hides from any confrontation to the best of her ability. If backed into a corner, she ultimately is not afraid to unleash the full force of her psychokinetic abilities against her foes.
During Combat Eleven prefers to keep her enemies away from herself and her friends, using bowling infusion, foe throw, pushing infusion, and telekinetic haul to maintain a healthy distance from foes. She is not afraid to rack up burn, sometimes to her own detriment, especially if her friends are in severe danger. When under the effects of elemental overflow, she prioritizes Constitution, followed by Dexterity and Strength.
Morale Although she will flee if hurt and alone, Eleven will stand tall in the face of incredible danger to protect her friends. She will unleash her most potent abilities even at the cost of her own life, continuing to accrue burn even when staggered due to nonlethal damage.

----- Statistics -----
Str 8, Dex 18, Con 20, Int 13, Wis 16, Cha 12
Base Atk +9; CMB +7; CMD 21
Feats Diehard, Endurance, Go Unnoticed, Psychic Adept (detect psychic significance), Psychic Disciple (detect thoughts), Psychic Sensitivity, Telepathy Tap, Weapon Focus (kinetic blast)
Skills Bluff +7, Diplomacy +7, Disguise +7, Escape Artist +17, Knowledge (planes) +4, Perception +19, Sense Motive +20, Stealth +24, Swim +4
Traits grief-filled*, suspicious*
Languages English, Russian
SQ basic telekinesis, burn (4 points/round, maximum 8), expanded element* (aether), gather power, infusion specialization 3, internal buffer 2
Other Gear blonde wig, stolen dress
*The effects of these abilities have already been calculated into Eleven's statistics.


Special Abilities:

----- Special Abilities -----
Burn (Ex) Eleven can choose to accept 1 point of burn to use her infusion wild talents, which can modify her kinetic blasts. She can accept only 4 points of burn per round and a maximum of 8 points of burn total. For each point of burn she accepts, Eleven takes 13 points of nonlethal damage. This damage can be healed only by a full night's rest, and cannot be reduced or redirected.

Elemental Overflow (Ex) When Eleven accepts burn, she will begin to slowly bleed from her nose, ears, and eyes depending on how much nonlethal damage she receives. She receives a bonus on attack rolls equal to the amount of burn she has accepted (maximum +4). She also receives double that bonus on her kinetic blast's damage rolls.

Whenever she has at least 3 points of burn, she gains a +2 size bonus to two physical ability scores of her choice. Whenever she has at least 5 points of burn, she gains 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. 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.

Force Ward (Su) Eleven is constantly surrounded by a wall of force. She gains a number of temporary hit points equal to her kineticist level. She always loses 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 miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, she can increase the maximum number of temporary hit points provided by the force ward by half her kineticist level until the next time her burn is removed.

If she uses this ability multiple times, the increases stack. For every 2 points of burn she accepts this way, her force ward's rate of regeneration increases by 1 hit point per minute. Whenever she accepts burn while using an aether wild talent, she siphons some of the energy from the aether flowing through her and her force ward recovers a number of temporary hit points equal to her character level, up to its current maximum. She may dismiss or restore her 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, Eleven can gather power as a move action. This creates a loud, visible display in a 20-foot radius centered on Eleven, and it allows her to reduce the burn cost of her infusion wild talents by 1 point (as long as she uses the talent in the same round). If she gathers power for a full round, she can reduce the cost by 2 points (minimum 0). If she does this, she can also gather power as a move action during her next turn to reduce the cost by 3.

If Eleven takes damage during or after gathering power but before she releases her infused blasts, 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.

Grief-Filled Eleven is no stranger to loss and intense emotions, and gains a +2 trait bonus on all saving throws against emotion spells and effects.

Infusion Specialization Whenever Eleven uses one or more infusions with her kinetic blasts, she reduces the combined cost of the infusions by 3. This cannot reduce the total cost of the infusions used below 0.

Infusions The following infusions alter Eleven's kinetic blasts. She can apply at most 1 form infusion and 1 substance infusion to her blasts.

Bowling Infusion (substance): If Eleven accepts 2 points of burn, her kinetic blast can bowl her foes over. She may attempt a trip combat maneuver check against each target damaged by her infused blast, using her Constitution modifier instead of her Strength modifier to determine her Combat Maneuver Bonus.

Disintegrating Infusion (substance): If Eleven accepts 4 points of burn, she can use force to rip her targets apart. Against creatures, her kinetic blast deals double its normal amount of damage, but targets receive a saving throw to reduce the damage to half the blast's normal amount (for a total of ¼ of the blast's increased damage). Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell disintegrate. She can use the infused blast to destroy force effects or objects, but for each force effect or 10-foot cube of nonliving matter she destroys in this way, she must accept 1 point of burn, which can't be reduced by effects such as infusion specialization or gather power.

Extended Range (form infusion): If Eleven accepts 1 point of burn, her kinetic blast can strike any target within 120 feet.

Flurry of Blasts (form infusion): If Eleven accepts 2 points of burn, she may shoot multiple kinetic blasts in a single standard action. She may shoot up to three blasts, each of which deals damage as though her kineticist level were 1st (effects or abilities that increase her kinetic blast's damage don't apply). No two targets can be more than 30 feet apart. She must assign the targets of her blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don't apply. If she is using a substance infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If she is using a substance infusion that requires a caster level check or combat maneuver check, she rolls the check only once against each target, but gains a bonus on the check equal to the number of times that target was hit beyond the first. If she is using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first.

Foe Throw (form infusion): If Eleven accepts 2 points of burn, she can throw a Large or smaller creature instead of an unattended object; she can increase the burn cost by 1 to affect a creature of a larger size. If the creature she attempts to throw succeeds at a Fortitude save, it negates the blast entirely. Otherwise, if her blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If her blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn't fall prone, and it takes half the normal amount of damage from her blast. The movement doesn't provoke attacks of opportunity.

Pushing Infusion (substance infusion): If Eleven accepts 1 point of burn, the momentum of her kinetic blast knocks foes back. She may attempt a bull rush combat maneuver check against each target damaged by her infused blast, using her Constitution modifier instead of her Strength modifier to determine her bonus. This infusion can push a foe back by a maximum of 5 feet. Eleven can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. She can't use this infusion with a form infusion such as cloud that causes her kinetic blast to lack a clear direction to push.

Internal Buffer (Su) As a full-round action, Eleven can accept 2 points of burn to add 2 points to her buffer. When she would otherwise accept burn, she can spend these points 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 Yoon’s buffer do not activate or augment her elemental overflow. Once points are added to this buffer, they remain indefinitely until she spends them.

Kinetic Blast (Sp) Eleven can 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 she uses 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 her blast damage. Alternatively, she can loosen the strands of aether in order to deal damage to both the object and the target as though she had thrown the object yourself (instead of dealing your normal blast damage). She substitutes her Constitution modifier for her Strength modifier if throwing the object would have added her Strength modifier on the damage roll, and she doesn'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, she 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 her size.

Alternately, Eleven may accept 2 points of burn to use a Force Blast, which is resolved as a ranged touch attack and deals damage as a simple energy blast.

If Eleven accepts 2 points of burn, she may apply Aetheric Boost to her Telekinetic Blast, causing it to deal 1 additional point of damage of the same type for each of its damage dice; it otherwise acts as a simple blast.

Eleven may also attach a strand of aether to a target, which requires a successful ranged touch attack. If her target is under the effect of her touchsight, she may use the strands from that ability instead. One she has activated spying touchsight, she may concentrated on it to spy on the target with any of her five senses (though her own body no longer benefits from the senses she projects). The strand lasts as long as she concentrates, though she can switch which senses she is projecting each round. A creature using see invisibility or a similar effect can notice the trailing strand of aether and follow it back to Eleven. A creature can break Eleven's spying touchsight by dispelling it, but otherwise, the only way to break the strand is if Eleven or her target uses a teleportation effect, moves more than 1 mile from the other, or is completely blocked from the other in all directions.

Metakinesis (Su) Eleven may empower her kinetic blasts. By accepting 1 point of burn, she can empower her kinetic blast as if using the Empower Spell feat. By accepting 2 points of burn, she can maximize her kinetic blast as if using the Maximize Spell feat. By accepting 3 points of burn, she can quicken her kinetic blast as if using the Quicken Spell feat.

Psychic Adept Eleven has the ability to cast detect psychic significance three times per day as a spell-like ability.

Psychic Disciple Eleven has the ability to cast detect thoughts two times per day as a spell-like ability.

Psychic Sensitivity Eleven has access to the occult skill unlocks for any skills in which she has ranks. If she has no ranks in the appropriate skill, she can't use the occult skill unlock, even if that skill can be used untrained.

Small Because of Eleven's age, she is Small, and her statistics reflect the appropriate size and ability score adjustments.

Suspicious Discovering that the people who raised her never had her best intentions at heart, Eleven has become suspicious of others, and gains a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for her.

Telepathy Tap When a creature within range of Eleven's detect thoughts uses telepathy to communicate, including when that creature sends or receives a magical message such as dream or sending, she may notice the attempt with a successful DC 30 Sense Motive check. At this point, she may spend a use of detect thoughts as an immediate action. If she does so, for every 5 points by which her check exceeds the DC, she gleans one fragment of information about the communication, such as the identity of its sources; its general nature; the emotional state of the sender or recipient, or a specific person, place, or thing mentioned in the message. In addition, the creature must attempt a saving throw (with a DC equal to that of detect thoughts). If the target fails its save, Eleven can listen to both sides of the telepathic or magical communication as long as she continues to concentrate each round as a standard action.

Utility (Su) Eleven has the following utility wild talents.

Basic Telekinesis: This ability is similar to mage hand,
except Eleven can move an object that weighs up to 5 pounds per 2 kineticist levels she possesses (minimum 5 pounds), and she can move magical objects. Additionally, she can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. Eleven can dip the container to pick up or drop a liquid as a move action. If she possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if she possess the extreme range wild talent, she can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. She can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Kinetic Cover: Eleven can call up elemental matter to defend herself and her allies from attacks. As a standard action, she 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 she selects must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Telekinetic force is translucent. A creature who strikes the cover can easily destroy it. The cover has hardness 0, AC 5, and 2 hit points per kineticist level she possesses. She can have a number of kinetic covers in existence equal to her Constitution modifier + 1/2 her kineticist level.

Reactive Touchsight: Strands of aether surround Eleven, making it virtually impossible for a violent motion to catch her off guard so long as the motion originates within their range. Eleven is never denied her dexterity bonus to AC against attacks within 30 feet because of being flat-footed or because her assailant is unseen or invisible. She always succeeds on any Perception check to act in the surprise round against opponents within 30 feet.

Suffocate: Eleven can use aether to choke a creature within 120 feet. If her target needs to breathe, it must hold its breath for as long as she concentrates. On each of its turns, it can attempt a Fortitude save in order to speak, but it can breathe only if your concentration breaks, she leaves the 120-foot range, or she breaks line of effect. Eleven can accept 1 point of burn when activating this wild talent in order to expel the air from her target's lungs. If she does so and the target fails its first Fortitude save, it becomes disabled and is reduced to 0 hit points, and on its second failed Fortitude save, it falls unconscious and is reduced to –1 hit points.

Touchsight: Eleven attaches strands of aether to everything her telekinesis touches. Any time she damages a creature using her telekenetic blast, as long as that creature doesn't use a teleportation effect, she can see that creature at any distance as if using blindsight until the end of her next turn. Immediately after damaging a creature, she may 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.

Telekinetic Finesse: Eleven can perform any sort of fine manipulation she chooses within close range, including Sleight of Hand and Disable Device checks.

Telekinetic Haul: When using basic telekinesis, Eleven can move an object that weighs up to 100 pounds per kineticist level she possesses. When using her telekinetic blast, she can throw an object weighing up to 100 pounds per kineticist level she possesses, but this doesn't increase the damage. If Eleven accepts 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level she possesses and the duration increases to 1 minute per kineticist level she possesses.

Telekinetic Maneuvers: Eleven can perform combat maneuvers as telekinesis, but she uses her Constitution modifier to determine her Combat Maneuver Bonus rather than her Intelligence or Charisma modifier. Eleven may also use the dirty trick and steal combat maneuvers in this way; when performing these maneuvers, Eleven determines her Combat Maneuver Bonus using her Dexterity modifier instead of her Constitution modifier.

Sources:

----- Sources -----
Advanced Player's Guide – Go Unnoticed
Occult Adventuresdetect psychic significance, kineticist, Psychic Adept, Psychic Disciple, Psychic Sensitivity,
Ultimate Campaign – grief-filled, suspicious
Ultimate Intrigue – spying touchsight, Telepathy Tap

Additional Musings:

I feel that the kineticist (specifically telekineticist) best fits Eleven, as it can well represent most of the abilities she demonstrated in the show, in particular the abilities which she needed no outside help to perform (the sensory deprivation tank/pool, and the mental amplification headgear being examples). For a while I debated making her a psychic, as telekinetic abilities can obviously be represented by a number of psychic spells, telekinises not least among them. However, what bothered me about psychic was that not only did she not really seem to be casting 'spells' (and even with the psychic components, spells still supposedly give off a good deal of visual effects), but she never displayed, to my knowledge, any overt telepathic capabilities such as mind reading. Of course it's possible in the next season that if Eleven returns she may grow in power and gain such abilities, but that's not what this contest focused on.

Ultimately Eleven can duplicate everything she does 'on her own' with the powers presented above. Telekinetic Haul can save Mike Wheeler and flip the government car (assuming we allow both to be considered 'unattended objects'. Some game rules DO clash, sadly). Telekinetic maneuvers works to hold both Troy the bully in place and helps to detain the 'Demagorgon' against the wall in the science lab in the final episode. A combination of bowling infusion, pushing infusion, and foe throw added on top of force blasts work for the blunt-force impact of Eleven's various battles against government agents, culminating in the combined use of a quickened flurry of blasts and a normal flurry of blasts when they're surrounded in the school. Die Hard allows her to remain standing if she chooses, which is just what she does when she goes against the Demagorgon. I like to think when she destroys the Demagorgon, she uses the disintegrating infusion to destroy it, all the while burning through the last of her hp in her final sacrificial act.

Thanks to the Psychic Sensitivity/Disciple/Adept chain, followed by Telepathy Tap, her ability to 'listen in' to conversations becomes feasible even as a kineticist. I don't think it's a stretch that the telepathic and magical communication covered by the feat could stretched to include telecommunications, especially when the sensory deprivation tank is thrown into the mix. Further abilities allowing her to make contact with other planes all took place when under the effects of an 'outside' influence, so I consider this version of her to be as accurate as I can get her.

Anywho, here's my entry! It was a lot of fun and frustration making it, as I was essentially learning the kineticist class, along with other occult fun, for the first time. Good luck to everyone who entered!


I cannot stress how much I need this in my life. 2016 has been such a soul crushing year for me.

Sczarni Order of the Amber Die

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Thanks for putting this out there, it was a lot of fun!

Side Note:
I initially drafted her as a single-classed kineticist, but decided to give her levels in bloodrager so she could gain access to psychic magic to perform the Breach the Veil of Dreams occult ritual, and the shadow trap spell to emulate the effect she used against the "gug" to prevent it from moving. Her bloodrage ability is also helpful in negating her Strength penalty in case she has to resort to melee, and the increase in Constitution makes her telekinetic blast more effective. Plus, that mean face she makes has Hated Target written all over it!

Stat Block:

Eleven (CR 11)
XP 12,800
Young female human kineticist (elemental annihilator) 9/bloodrager (id rager) 4
CG Small Humanoid (human)
Init +5; Senses Perception +23
----- Defense -----
AC 25, touch 18, flat-footed 25 (+5 armor, +2 deflection, +5 Dex, +2 natural, +1 size)
hp 159 (9d8+4d10+87)
Fort +20 Ref +19, Will +12
Defensive Abilities force ward, uncanny dodge, internal buffer, blood sanctuary
----- Offense -----
Speed 40 ft.
Melee +1 small defending armor spikes +11/+6 (1d3-1), +1 small dagger +11/+6 (1d3-1/19-20)
Ranged telekinetic blast +17 (5d6+8/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks devastating infusion +21 (1d8+18/19-20), elemental overflow, extended range infusion, ever-present threat, blast training +2, metakinesis (maximize spell), foe throw infusion (DC 21), flurry of devastation +19/+19/+14/+9 (1d8+18/19-20), extreme range infusion
Bloodrager Spells Known (CL 4th, concentration +8)
1st–(2/day) phantom blood, shadow trap (DC 15)
----- Tactics -----
Before Combat Eleven casts phantom blood, reads a scroll of blood armor and a scroll of false life, then activates her wand of shield if she has enough time to prepare.
During Combat Eleven uses the extended range and foe throw infusions with a ranged telekinetic blast maximized with metakinesis, and accepts 3 points of burn. In subsequent rounds, she uses flurry of devastation with the deadly aim and rapid shot feats. If an enemy moves to within reach of its melee attacks, she takes a 5-ft step back and casts shadow trap to prevent it from moving, activates her bloodrage ability, selects the enemy as her hated target, then uses flurry of devastation as above.
Morale Eleven retreats from combat when she is at less than half her hit points. However, as long as her allies are in danger she fights to the death.
----- Statistics -----
Str 6, Dex 20, Con 22, Int 10, Wis 12,Cha 18
Base Atk +10; CMB +7;CMD 24
Feats Point-Blank Shot, Weapon Focus (Kinetic Blast), Deadly Aim, Skill Focus (Perception), Recovered Rage, Extra Wild Talent, Rapid Shot, Improved Critical (Kinetic Blast), Weapon Specialization (Kinetic Blast), Iron Will, Improved Iron Will
Skills Knowledge (arcana) +16, Knowledge (planes) +14, Perception +23, Stealth +25
Traits Carefully Hidden, Lucid Dreamer
Languages Common
SQ elemental focus (aether), burn, gather power, bloodrage, atavistic avatar (hatred), fast movement, infusion specialization, atavistic caster, blood casting
Combat Gear wand of shield, scroll of heroism, scroll of blood armor, scroll of delay pain, scroll of false life, scroll of resist energy; Other Gear +1 small defending armor spikes, +2 small glamered studded leather, +1 small dagger, 2 scroll cases, wrist sheath, peasant’s outfit
----- Special Abilities -----
Burn (Ex) Eleven can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. For each point of burn she accepts, she takes 8 points of nonlethal damage. 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, and if she is incapable of taking nonlethal damage she can’t accept burn. She can accept only 3 points of burn per round. She can’t choose to accept burn if it would put her total number of points of burn higher than 9 (though she can be forced to accept more burn from a source outside her control). If she has accepted burn, she never benefits from abilities that allow her to ignore or alter effects she receives from nonlethal damage.
Kinetic Blast (Sp) Eleven gains the Telekinetic Blast wild talent. As a standard action, she 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. 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. 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 Eleven has both hands free she can gather energy as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on her. Gathering power in this way allows her to reduce the total burn cost of a blast wild talent used in the same round by 1 point. She 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 she 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.
Devastating Infusion (Su) Eleven can either shoot her kinetic blast at a target within 30 feet or make a single melee attack as an attack action. For this attack, her base attack bonus from her kineticist levels is equal to her full kineticist level. A devastating infusion always deals 1d8+6 damage regardless of class level or use of composite blasts. When making a melee attack with devastating infusion, she doesn’t provoke attacks of opportunity, and if she uses two hands, the attack deals 1d8+9 damage. This is a 1st-level form infusion that costs 0 points of burn and can be used with any physical blast. The damage bonus from elemental overflow doesn’t apply to devastating infusion’s damage rolls.
Elemental Overflow (Ex) Eleven surges with energy whenever she accepts burn, causing her nose to bleed. 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 +3. She 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 she uses any wild talent, the visual effects and benefits return instantly. As her 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, she gains a +2 size bonus to Strength and Constitution.
Bloodrage (Su) Eleven can bloodrage for up to sixteen rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. She can enter a bloodrage as a free action. While in a bloodrage, a she gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a -2 penalty to Armor Class. The increase to Constitution grants her 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, she cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Intimidate) or any ability that requires patience or concentration. She can end her bloodrage as a free action. When the bloodrage ends, she is fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. She cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If she falls unconscious, her bloodrage immediately ends, placing her in peril of death.
Atavistic Avatar (Su) Eleven chooses hatred to focus her core. She gains Skill Focus (Perception) as a bonus feat. When she enters a bloodrage, she gains additional powers as if she were a phantom with the hatred focus. At 4th level, she gains Iron Will as a bonus feat.
Hated Target (Su) Eleven can take a move action to designate one creature within her line of sight as a hated target. She gains a +2 bonus on attack rolls and damage rolls against her hated target. She is so focused on this hated target that she takes a –2 penalty on attack rolls against all other creatures. She can maintain these bonuses against only one target at a time, and these bonuses remain in effect until either the hated opponent is dead or it has been out of her line of sight for at least 1 minute.
Fast Movement (Ex) Eleven is faster than is normal for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying her speed due to any armor worn or load carried.
Ever-Present Threat (Su) Eleven threatens all foes within her natural reach. If anyone provokes an attack of opportunity from her, she can form her melee devastating infusion and make the attack.
Infusion Specialization (Ex) Whenever Eleven uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 2. This can’t reduce the total cost of the infusions used below 0.
Blast Training (Ex) Eleven gains a +2 bonus on attack rolls and damage rolls with her devastating infusion.
Metakinesis (Su) Eleven can alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast as if using Empower Spell.
Uncanny Dodge (Ex) Eleven cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized, or if an opponent successfully uses the feint action against her.
Internal Buffer (Su) The elemental forces that course through Eleven allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn’t replenish each day, but she can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point. Once she adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, she 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 she can accept in a single turn.
Flurry of Devastation (Su) Eleven can make a full attack of devastating infusions against targets within 120 feet as a full-attack action. Each individual attack deals damage as a devastating infusion. This is a 3rd-level form infusion that costs 1 point of burn and can be used with the same blast types as devastating infusion. She can never use metakinesis or substance infusions with flurry of devastation.
Expanded Element (Su) Eleven expands her understanding of her own element, and gains an additional infusion from that element, as appropriate.
Blood Sanctuary (Su) Eleven gains a +2 bonus on saving throws against spells that she or an ally casts.
Blood Casting (Su) Eleven gains the ability to cast spells even while in a bloodrage. She can also cast these spells defensively and can make concentration checks for these spells while in a bloodrage.
Atavistic Caster Eleven is considered to be a psychic spellcaster for the purposes of prerequisites (such as psychic duels and occult skill unlocks).

Grand Lodge

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Aerick, the same creature from your side note came to my mind too. I wanted to give the character Dedicated Adversary (Favored Enemy to a specific creature).

Grand Lodge

Eleven:
Eleven CR 9
XP 6,400
Female young human (Jadwiga) psychic (amnesiac) 10
NG Medium humanoid (human)
Init +3; Senses Perception +18
----- Defense -----
AC 18, touch 17, flat-footed 15 (+2 deflection, +3 Dex, +2 enhancement, +1 natural)
hp 46 (10d6+4)
Fort +6, Ref +9, Will +12; +2 trait bonus vs. Shadow descriptor spells and effects., +2 trait bonus vs. fear
----- Offense -----
Speed 30 ft.
Special Attacks dark half (2 bleed, 11 rounds/day), phrenic amplifications (intense focusOA, overpowering mindOA, relentless castingOA), phrenic pool (8 points)
Psychic Spell-Like Abilities (CL 10th; concentration +15)
1/day—detect thoughts (DC 14), telepathic bond
Psychic (Amnesiac) Spells Known (CL 10th; concentration +15)
5th (3/day)—dismissal (DC 19), explode head
4th (6/day)—black tentacles, mass pain strike (DC 18), telekinesis
3rd (7/day)—excruciating deformation (DC 17), fly, mind thrust III (DC 17), mindscape door (DC 17), synaptic pulse(DC 17), telekinetic maneuver
2nd (7/day)—alter self, hold person (DC 16), inflict pain (DC 16), mind thrust II (DC 16), pain strike (DC 16), sonic scream (DC 16)
1st (7/day)—command (DC 15), detect thoughts (DC 15), ear-piercing scream (DC 15), feather fall, heightened awareness, hold portal, mind thrust I (DC 15), ray of enfeeblement (DC 15)
0 (at will)—daze (DC 14), detect psychic significance, know direction, lullaby (DC 14), mage hand, open/close (DC 14), prestidigitation, read magic, telekinetic projectile
Psychic Discipline Abomination
----- Tactics -----
Before Combat Eleven senses the motives of those near her and casts detect thoughts to determine if they are friend or foe. If she is alone and threatened, she chooses to flee. If she is with allies, she uses her powers to defend them.
During Combat Eleven begins combat with nonviolent spells, such as daze, command, hold person, open/close, telekinetic maneuver, and prestidigitation, in an effort to distract, embarrass, and slow her opponents. Once her allies are threatened or she foresees violence from her opponents, she manifests her dark half and targets opponents with pain in the forms of mass pain strike, sonic scream, telekinesis, and dismissal. Her captors trained her to use powers on small, innocent animals, but so long as Eleven is in full control of her powers, she refuses to use powers like explode head on creatures who pose no threat.
Morale Eleven takes all steps necessary to defend her allies, including placing her own self in danger to distract and/or remove their greatest threat.
----- Statistics -----
Str 8, Dex 16, Con 10, Int 18, Wis 12, Cha 16
Base Atk +5; CMB +4; CMD 19
Feats Additional Traits, Alertness, Greater Spell Penetration, Magical Aptitude, Spell Penetration, Unforgotten
Traits courageous, desperate resolve, shadow dissident (nidal), suspicious
Skills Disguise +9, Escape Artist +8, Knowledge (planes) +17, Perception +18, Sense Motive +19, Sleight of Hand +6, Spellcraft +21, Stealth +7, Survival +5, Use Magic Device +13
Languages Aklo, Common, Dark Folk, Orvian, Yithian
SQ amnesia spell slots, amnesia spell slots, detect thoughts, dowsing (survival), gatekeeper (knowledge [planes]), prognostication (sense motive), read aura (perception), repressed memories, spell recollection, telepathic bond
Other Gear Commset (borrowed from party), courtier’s outfit, disguise kit, fashionable accessories, travel cake mix (2 lbs)
----- Special Abilities -----
Amnesia Spell Slots (4th-Level spells, 1/day) Recall a spell from the psychic list.
Amnesia Spell Slots (5th-Level spells) Recall a spell from the psychic list.
Dark Half (2 bleed, 11 rounds/day) (Su) Dark side grants spells bleed damage to one target.
Detect Thoughts (Sp) Cast detect thoughts, or expend 1st or higher spell slot to do so.
Dowsing (Survival, 1/day) You can produce mysterious writing that pertains to the immediate future.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Intense Focus (Ex) 1 pool point for +2 to conc. check as part of casting spell, 2 for +5.
Overpowering Mind (Ex) 2/4 pool: increase Will save DC of linked mind-affecting spell by +1/+2.
Phrenic Pool (8/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Repressed Memories Your past is blank slate, your memories gone.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.
Telepathic Bond (Sp) Cast telepathic bond, or expend 4th or higher spell slot to do so.
Unforgotten Reduce any nonlethal damage you take by 1 point, to a minimum of 1 point.

Sources and Notes:

Sources: Advanced Class Guide, Advanced Player’s Guide, Character Traits Web Enhancement, Heroes of the Streets, Inner Seas Races, Monster Summoner’s Handbook, Occult Adventures, People of the North, Technology Guide, Ultimate Campaign, Ultimate Equipment, Ultimate Magic

I liked the flavor of the amnesiac psychic, because throughout the show, we’re seeing many of the flashbacks of Eleven’s captivity. I considered the tranquility psychic discipline, because the bonus spells fit very well with her powers and she is quite peaceful throughout the show. In the end, I chose the ambomination discipline, because I think we’re still learning more about how she gained her powers. I felt that manifesting the dark half was a good description of what she endures when using her powers. It clearly causes problems for her if she goes too far. It also adds a bleed effect on opponents when using some spells, which we saw her use near the end of the season.

I like traits and I think the right ones can really help provide a good background. I chose the Additional Traits feat, in order to pick up a couple more. Suspicious details her relationship with “papa” and the “bad men”. Courageous helps identify her rough childhood and how she will persevere.

Her gear is quite limited, but has to include the right disguise, walkie-talkie or “Commset”, and travel cake mix for waffles. "Lego my travel cake mix" doesn't have a nice ring to it, but you make do.

The spells all seem to fit quite well. Apart from what is detailed in her tactics, I liked feather fall, hold portal, and a few others. I think even Papa mentioned something about lullabies growing up, so I threw that 0-level in as a nod to it. I think it is clear that they trained her to attempt other powers we haven't seen. Explode head isn't too far off from the combat spells we've seen her use, but it seems like she still has limits to what she wants to use on certain creatures.

If the Ley Line Guardian Witch could use psychic spells, I think that one would have been great to use too. It has a good cost-benefit effect of making your spells more powerful, but with a chance to become staggered.


This is my first competition submission, go easy on me.

I found this pretty challenging to match up the wide array of powers she demonstrated in the show (which is otherwise a very mundane and low-fantasy world) with the very narrowly tailored and high-fantasy Pathfinder classes. Also, I wasn't too familiar with the Occult material going into this.

Without further ado:

Eleven:
Eleven CR 8
XP 4,800
Human Psychic (Amnesiac archetype) 5 / Kineticist (Psychokineticist archetype) 4
CG Small humanoid (human)
Init +6; Senses Perception +15
----- Defense -----
AC 17, touch 14, flat-footed 15 (+2 Armor, +2 Dex, +1 Size, +1 Deflection, +1 Natural)
hp 30 (9 HD; 5d6+4d8-9+4 temporary)
Fort +5, Ref +8, Will +11 (+2 trait bonus on all save vs emotion spells and effects)
Defensive Abilities Force Ward: 4 temporary hit points
----- Offense -----
Speed 20 ft.
Melee Punch +4 (1d2-1 nonlethal)
Space 5 ft.; Reach 5 ft.
Special Attacks Telekinetic Blast (2d6+2)
Spell-Like Abilities (CL 4; concentration +8)
At will—Basic Telekinesis, Telekinetic Finesse, Telekinetic Haul
Psychic Spells (CL 5; concentration +9)
2nd—Hold Person, amnesia slot, amnesia slot, amnesia slot, amnesia slot
1st—Acute Senses, Detect Aberration, Charm Person, amnesia slot, amnesia slot, amnesia slot, amnesia slot
0 (at will)—Daze, Detect Psychic Significance, Message, Telekinetic Projectile, Know Direction, Ghost Sound
Psychic Discipline: Enlightenment
----- Tactics -----
During Combat Defends and supports her allies at all costs, avoids melee combat.
Morale If cornered, Eleven will do everything in her power to avoid being captured.
----- Statistics -----
Str 8, Dex 14, Con 8, Int 16, Wis 20, Cha 13
Base Atk +5; CMB +2; CMD 14
Feats Psychic Sensitivity, Improved Initiative, Point-Blank Shot, Precise Shot, Spell Focus: Enchantment, Combat Casting
Skills [24 skill ranks from kineticist; 20 from psychic] Acrobatics +7, Bluff +5, Climb +2, Diplomacy +5, Escape Artist +3, Fly +2, Intimidate +7, Knowledge (Planes) +10, Knowledge (Arcana) +9, Perception +15, Sense Motive +12, Spellcraft +10 , Stealth +8, Survival +6, Swim +1 Traits Grief-filled
Languages Common
----- Special Abilities -----
Psychic Discipline (Ex) Enlightenment.

Expanded Awareness (Su) As a move action, you can focus on your senses and gain one of the following sensory abilities: blindsense (10 feet), darkvision (30 feet), low-light vision, or scent. This new sense lasts for 1 round per psychic level. You can use this ability 5 times per day.

Patient Insight (Ex) When you attempt a Heal, Knowledge, Sense Motive, or Survival check, you can spend 1 point from your phrenic pool to roll the check twice and take the higher result.

Focused Trance (Ex) You can enter a deep meditation, allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can take only move actions and gain a bonus equal to your psychic level on all saves against sonic effects and gaze attacks. When you come out of your trance, you can attempt a single Appraise, Knowledge, or Spellcraft check with a +20 circumstance bonus. You can enter a focused trance 5 times per day.

Phrenic Pool (Su) 7 points. A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is equal to 1/2 her psychic level + her Wisdom modifier. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.

Overpowering Mind (Ex) The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

Intense Focus (Ex) The psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.

Spell Recollection (Ex) Once per hour as a swift action, an amnesiac can attempt to remember any spell from the psychic spell list of her choice from either of the 2 highest spell levels she can cast. When she does, she rolls on Table 2–1: Spell Recollection to determine the result. Because the mental stress of combat brings memories to the surface more easily, the amnesiac adds 1d10 to this roll's result if she's in combat when she attempts to recall a spell. Regardless of the result, the amnesiac expends an amnesia slot of the appropriate level for the spell she is attempting to remember; she must cast the spell remembered (if any) using that amnesia slot during the same round, or the spell slot is lost without effect.
Once a spell has been remembered in this way, the amnesiac can cast it as one of her spells known for the rest of the day (even if she failed to cast the spell during the round in which she remembered it), unless spell recollection allowed her to cast a spell of a higher level than she would normally be able to cast.

Elemental Focus (Su) Aether (telekinesis) - 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 and additional class skills. She gains her selected element's basic utility wild talent (basic telekinesis) as a bonus wild talent.

Emotional Intensity (Ex) A psychokineticist uses her Wisdom modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, her bonus on concentration checks for wild talents, and other Constitution-based effects of all her wild talents.
She can’t use any of her wild talents whenever she would be unable to use a spell with an emotion component, and if she ever gains immunity to charm, compulsion, emotion effects (even if such immunity extends only to a subcategory of these effects like fear effects or compulsion effects from creatures of certain alignments), she loses all her kineticist abilities. This includes effects that she previously activated that normally last until the next time her burn is removed, like elemental defenses, though she still keeps all her penalties from burn. She can always choose to ignore such immunities when she would normally gain them, even if they are granted by another class feature (such as the paladin’s aura of courage), but once she decides whether or not to ignore an immunity she would have gained, the choice cannot be changed.
A psychokineticist adds Sense Motive to her list of class skills and gains Psychic Sensitivity as a bonus feat.

Gather Power (Su) If she 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 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 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.

Mind Burn (Ex) A psychokineticist’s mind strains when she overtaxes herself. She takes a –2 penalty on Will saves, Wisdom checks, and Wisdom-based skill checks for each point of burn she has accepted, rather than taking nonlethal damage from burn. She can accept an amount of burn equal to her Wisdom modifier (rather than 3 + her Wisdom modifier). Otherwise, her burn works just like a normal kineticist’s.

Mental Overflow (Ex) A psychokineticist’s elemental energy sends strange elemental humors and planar echoes through her brain instead of reshaping her body with matter from her element. Instead of gaining size bonuses to physical ability scores from elemental overflow, she gains alchemical bonuses to her mental ability scores in equal amounts. 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.

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.

Pushing Infusion (Sp)
Type substance infusion; Level 1; Burn 1
Saving Throw none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Wisdom modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can't use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

Extended Range Infusion (Sp)
Type form infusion; Level 1; Burn 1
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

Telekinetic Blast (Sp) As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. 2d6+7 damage. She 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 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.

Element(s) 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 Wisdom 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.

Force Ward (Su) 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.

Basic Telekinesis (Sp) This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

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) Burn 0; 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

Sources:
Pathfinder Core Rule Book, Ultimate Campaign, Occult Adventures, Horror Adventures

And as a side note: I would not want to play this build as a PC or run her as NPC - WAY too many abilities and pools to keep track of. :) However, I think it captures the breadth and style of Eleven's powers for the most part.


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My aim here was to craft a NPC that has all of the abilities she demonstrated in the show, which means that she ends up with a lot of other abilities as well, because that's just how the system works. Hey, no translation between media types is perfect. Also, because PF is a level-based game and it prioritizes abilities differently than the narrative does, some of those abilities are high level, making her high-level as well. Surprisingly, to me, the highest-level ability that Eleven demonstrates in the show is mass fly - I thought it would have been disintegrate when I started.

I didn't care for the telekinetic builds I tried, since they didn't have any of her remote sensing abilities. I tried out a telekinetic with the clairaudiant & clairvoyant templates from the Advanced Bestiary, but in the end I thought a straight psychic with a focus on telekinetic and farseeing spells was a better fit. Kineticists are at-will "blasters", which doesn't really match what Eleven does in the show. Aside from cantrip-level tricks, she tends to hang back in a stressful situation until she unleashes some ability to devastating effect - acting much more like a spellcaster, in my opinion.

The one downside is that her abilities in the show are powered by fear, which is actually anathema to psychics and psychic magic users. She lashes out when she is deathly afraid, and generally not before. To that end I used the Abomination psychic discipline - her extreme fear in the show is represented by manifesting her "dark half", which renders her immune to fear and makes her spells more dangerous.

Spoiler:
Eleven CR 12
XP 19,200
Female young human psychic 14 (Pathfinder RPG Bestiary 295, Pathfinder RPG Occult Adventures 60)
NG Small humanoid (human)
Init +4; Senses Perception +18
--------------------
Defense
--------------------
AC 19, touch 17, flat-footed 15 (+2 deflection, +4 Dex, +2 natural, +1 size)
hp 79 (14d6+28)
Fort +10, Ref +13, Will +15
Resist psychic safegaurd; SR 22
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks dark half (1d6 bleed, 14 rounds/day), phrenic amplifications (dispelling pulse[OA], focused force[OA], overpowering mind[OA], relentless casting[OA]), phrenic pool (11 points)

Psychic Spell-Like Abilities (CL 14th; concentration +20)
. . 1/day—detect thoughts (DC 15), telepathic bond

Psychic Spells Known (CL 14th; concentration +20)
. . 7th (3/day)—mass fly[APG] (DC 25), insanity (DC 23)
. . 6th (6/day)—disintegrate (DC 24), enemy hammer[APG] (DC 24), repulsion (DC 22)
. . 5th (7/day)—lesser astral projection[UM], dismissal (DC 21), explode head[OA], hold monster (DC 21)
. . 4th (7/day)—black tentacles, dream, resilient sphere (DC 20), scrying (DC 20), telekinesis (DC 22)
. . 3rd (7/day)—clairaudience/clairvoyance, excruciating deformation[UM] (DC 21), force punch[UM] (DC 19), slow (DC 21), telekinetic maneuver[OA]
. . 2nd (8/day)—alter self, daze monster (DC 18), mental barrier I[OA], pilfering hand[UC], resist energy, see invisibility
. . 1st (8/day)—animate rope, hold portal, jump, mage armor, ray of enfeeblement (DC 17), shield
. . 0 (at will)—daze (DC 16), detect psychic significance[OA], know direction, mage hand, open/close (DC 18), resistance, stabilize, telekinetic projectile[OA], virtue
. . Psychic Discipline Abomination
--------------------
Statistics
--------------------
Str 7, Dex 18, Con 12, Int 22, Wis 13, Cha 18
Base Atk +7; CMB +4; CMD 20
Feats Fearsome Spell[OA], Greater Spell Focus (transmutation), Heighten Spell, Intuitive Spell[OA], Spell Focus (transmutation), Spell Specialization[UM], Spontaneous Metafocus[UM], Weapon Finesse
Skills Climb +5, Escape Artist +18, Knowledge (arcana) +23, Knowledge (planes) +23, Perception +18, Sense Motive +18, Sleight of Hand +18, Spellcraft +23, Stealth +22, Swim +5
Languages Common
SQ detect thoughts, gatefinder (perception), gatekeeper (knowledge [planes]), phrenology (knowledge [arcana]), prognostication (sense motive), read aura (perception), telepathic bond
Combat Gear potion of guidance, potion of remove fear (3), ring of forcefangs[APG]
--------------------
Special Abilities
--------------------
Dark Half (1d6 bleed, 14 rounds/day) (Su) Dark side grants spells bleed damage to one target.
Detect Thoughts (Sp) Cast detect thoughts, or expend 1st or higher spell slot to do so.
Dispelling Pulse (Ex) 1 pool: target of spell is affected by targeted dispel magic.
Fearsome Spell Creature takes dmg and becomes shaken for rds = original spell lev.
Focused Force (Su) 1 pool: increase increase die size of force spell one step, from d4 to d6, etc.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Intuitive Spell You can avoid the need for thought components by trusting your instincts.
Overpowering Mind (Ex) 2/4 pool: increase Will save DC of linked mind-affecting spell by +1/+2.
Phrenic Pool (11/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychic Safegaurd (Su) Gain spell resistance., more when dark half is active.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (22) You have Spell Resistance.
Spell Specialization (Telekinesis) Pick one spell and cast it as if you were higher level
Spontaneous Metafocus (Telekinesis) Apply metamagic to one spell and keep the standard casting time
Telepathic Bond (Sp) Cast telepathic bond, or expend 4th or higher spell slot to do so.


Here is my last second entry; Eleven, the Telekineticist.

Eleven:
Eleven CR 14
xp
Young Female Human Kineticist 16
CG Small Humanoid(Human)
Init+8 SensesPerception+24
-----Defense-----
AC:25, Touch:18, Flat Footed:17(+4 Armor, +1 Dodge +3 Deflection, +4 Dex, +3 Natural Armor)
HP:163(16d8+80)
Fort+18,Ref+19,Will+17
Defensive AbilitiesForce Ward
-----Offense-----
Speed20ft.
MeleeUnarmed Strike+10(1d2-2)
RangedTelekinetic Blast+17(8d6+13 Bludgeoning, Piercing or Slashing)Range 30ft, Force Blast+17 Touch(8d6+3 Force)Range 30ft
Space5ft.;Reach5ft.
Special AttacksElemental Overflow+5, Kinetic Blast, Metakinesis (Empower, Maximize, Quicken)
Spell like Abilities
3/D-Detect Psychic Significance
2/D-Detect Thoughts(DC12)
Kineticist Wild Talents Known
Defense-Force Ward.
Kinetic Blasts-Telekinetic, Force
Infusions-Extended Range, Extreme Range, Draining Infusion, Pushing Infusion, Bowling Infusion, Foe Throw, Flurry of Blasts, Wall, Disintegrating Infusion, Grappling Infusion.
Utility-Basic Telekinesis, Telekinetic Finesse, Telekinetic Haul, Touchsight, Telekinetic Maneuvers, Touchsight(Reactive), Suffocate, Reverse Shift.
-----Tactics-----
Before CombatEvery day, Eleven subconsciously activates her force ward, but she spends no burn to improve it.
During CombatEleven attempts to keep her distance, running if possible; if cornered, she lashes out with Pushing, and foe throw blasts to clear her path, if she feels excessively threatened, she uses her telekinetic power to snap their necks, causing them to suffocate.
MoraleUnused to combat, Eleven dose everything in her power to avoid fighting; but if forced, she will fight to the death to protect herself and her friends.
-----Statistics-----
Str6, Dex19, Con18, Int13, Wis20, Cha14
Base Atk+12, CMB10, CMD24
FeatsCombat Casting, Iron Will, Improved Iron Will, Psychic Sensitivity, Empath, Improved Initiative, Psychic Adept, Psychic Disiciple, Dodge.
SkillsEscape Artist+20, Intimidate+21 Perception+24, Sense Motive+21,Survival+21
TraitsFocused Mind, Rest For the Wicked.
LanguagesCommon
SQBasic Telekinesis, Burn(5 Points/Round; maximum 7, Currently 0)Expanded Element Aether, Expanded Element Aether, Gather Power, Supercharge, Internal buffer 0/3, Infusion Specialization, Composite Specialization.
Gear:29,250
-----Special Abilities-----
Burn(Ex)Eleven can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. For each point of burn she accepts, Eleven takes 16 points of nonlethal damage. This damage can't be healed by any means other than getting a full night's rest. Eleven can accept only up to 5 points of burn per round. Eleven can't choose to accept burn if it would put her total number of points of burn higher than 7
Gather Power(Su)If she has both hands free, Eleven can gather energy as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on her, as the energy swirls around her. Gathering power in this way allows Eleven to reduce the total burn cost of a blast wild talent she uses in the same round by 2 point. She 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 3 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 5 points. If Eleven 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.
Force Ward(Sp)Eleven Gains 16 Temporary Hit points; these points regenerate at a rate of 1 per minute; Eleven may accept 1 point of burn as a standard action to increase the Temporary hit points by 8 until the next time her burn is removed, for every 2 points of burn she accepts this way, the rate of regeneration increases by 1 point per minute. Whenever eleven accepts burn, she regains 16 temp HP.
Elemental Overflow:(Ex)Elevens body surges with energy whenever she accepts burn, causing her Bleed from her nose and ears. 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 +5. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls.
In addition, whenever she has at least 3 points of burn, Eleven 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. Whenever Eleven 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.
Whenever Eleven 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.
Infusion Specialization(Ex):whenever Eleven uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 4.
Metakinesis(Su)Eleven can alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). By accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. By accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.
Internal Buffer(Su)Eleven can form an internal buffer to store extra energy.
The buffer starts empty and doesn't replenish each day, but Eleven can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 3 points total. Once Eleven adds points to her buffer, they remain indefinitely until she spends them.
When she would otherwise accept burn, Eleven 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 Eleven can accept in a single turn.
Composite BlastEleven can create a blast of Pure Force by spending 1 point of Burn, this is a Ranged touch attack that deals (8d6+2) points of force damage.

Sources:
Occult Adventures, Core Rule Book, Ultimate Campaign, Bastards of Golarion

RPG Superstar Season 9 Top 8

Anyone know what was the end result of this?


The Rasputin redesign challenge published results 12 days after the competition closed. Which would be equivalent to...today! Maybe we'll see something next week.

Paizo Employee Developer

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Oh, sorry folks! Since I developed the Strange Aeons Adventure Path and watched the Netflix series in two sittings, I was the one to judge this contest. However, I got distracted by work stuff (finishing development of Strange Aeons, choosing the Pawn Collection, and getting started on Ruins of Azlant), so I slipped up on making my final call.I've been reading the submissions as they've come in, and they've been great.

It's also a really tough call to make, and I know that all y'all likely struggled really hard to approximate Eleven. So, thanks to everyone who took up the challenge. There's no real way to approximate such a character in Pathfinder rules that works the best for everything. I mean, look at the debates we have about rules and flavor in this system and campaign setting! :) I'm gonna give the entries another solid read-through and kick my decision up to Chris. We'll reveal the winners very soon.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

DON'T LET THESE SHAKES GO ON!


Adam Daigle wrote:

Oh, sorry folks! Since I developed the Strange Aeons Adventure Path and watched the Netflix series in two sittings, I was the one to judge this contest. However, I got distracted by work stuff (finishing development of Strange Aeons, choosing the Pawn Collection, and getting started on Ruins of Azlant), so I slipped up on making my final call.I've been reading the submissions as they've come in, and they've been great.

It's also a really tough call to make, and I know that all y'all likely struggled really hard to approximate Eleven. So, thanks to everyone who took up the challenge. There's no real way to approximate such a character in Pathfinder rules that works the best for everything. I mean, look at the debates we have about rules and flavor in this system and campaign setting! :) I'm gonna give the entries another solid read-through and kick my decision up to Chris. We'll reveal the winners very soon.

Kicking the person above you is rarely a good idea, unless you are in a job that supports that kid of thing. :)

MDC

Community & Digital Content Director

Congratulations to the design challengers!

I'll be sending out some messages to square away prizes tomorrow morning! Thanks again to all for participating :)

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