Kellid

Aerek's page

59 posts. Alias of Blayde MacRonan.


Full Name

Aerek

Race

Male NG Kellid geokineticist (elemental ascetic) 1; hp 12; AC 12, T 12, FF 10; Init +2; F +5, R +4, W +4 (+1 to Fort and Will when below 1/2 hit points); Perc +8

Strength 14
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 14
Charisma 13

About Aerek

Speed 30 ft.
Melee weighted spear +2 (1d8+2/x3) or weighted spear -2/-6 (1d8+2/1d6+1/x3/x2)
Special Attacks elemental flurry (+0/+0, 1d6), kinetic blast
Kineticist Wild Talents Known
Infusions – kinetic blade, kinetic fist
Kinetic Blasts – earth blast (1d6+4)
Utility – basic geokinesis

Base Atk +0; CMB +2; CMD 14
Feats Alertness*, Familiar Bond (raven), Iron Will
Skills Acrobatics +6, Heal +7, Intimidate +5, Perception +8, Sense Motive +4, Stealth +8, Survival +9, Use Magic Device +5
Traits Pain Is Pleasure (+1 to Fort and Will when below ½ hit points), Witness to Nature's Cruelty (+1 trait bonus to Heal and Survival checks, Survival is class skill)
Languages Common, Giant, Hallit
SQ basic geokinesis, burn (1 point/round, maximum 6), elemental wisdom, gather power, practiced hunter

Familiar Bond
You have learned a ritual that allows you to gain a familiar.

Prerequisites: Iron Will.
Benefits: You gain a familiar, as the wizard arcane bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities. Otherwise, your total Hit Dice are used as your wizard level for determining the familiar's abilities.
Special: If you have (or later gain) levels in a class that grants a familiar, whenever you select a familiar, you can either base your familiar's abilities on your total Hit Dice per this feat (including the restrictions on its special abilities), or choose to apply only your levels in classes that grant a familiar (and thus gain all the special abilities that familiar would grant based on those class levels). You can never have more than one familiar.

Burn (Ex) Aerek can accept 1 point of burn to use his kinetic blade wild talent, which modifies his earth blast. He can accept only 1 point of burn per round (maximum 6 points total). For each point of burn he accepts, Aerek takes 1 point of nonlethal damage. This damage can only be healed by a full night's rest, and it can't be reduced or redirected.
Elemental Flurry (Su) When using the kinetic fist form infusion with a full attack, Aerek can make a flurry of blows as the monk class feature. He may only use his fists to make this flurry, no matter what other abilities he possesses.
Like a monk, Aerek can use this ability only when unarmored, not using a shield, and unencumbered.
Elemental Wisdom Aerek can use his Wisdom modifier instead of his Constitution modifier to determine the DCs of Constitution-based wild talents, the duration of wild talents with a Constitution-based duration, and his bonus on concentration checks for wild talents.
Gather Power (Su) If he has both hands free, Aerek can gather power as a move action. This creates a loud display in a 20-foot radius centered on Aerek, and it allows him to reduce the burn cost of his kinetic blade wild talent to 0 (as long as he uses kinetic blade in the same round). If Aerek takes damage during or after gathering power but before he releases his kinetic blade, he must succeed at a concentration check or lose the gathered energy. The DC is equal to 11 + the amount of damage Aerek took. If he fails, Aerek must accept 1 point of burn.
Infusions The following infusions alters Aerek's earth blast.
Kinetic Blade (form): As part of an attack action, a charge action, or a full-attack action, Aerek can accept 1 point of burn to form a non-reach, light or one-handed weapon of earth. The blade deals the same amount of damage as his earth blast. Holding a kinetic blade does not prevent Aerek from gathering power. The blade disappears at the end of Aerek's turn.
Kinetic Fist (form): As part of an attack action, a charge action, or a full-attack action, Aerek can add damage to to each of his unarmed strikes until the beginning of his next turn. Aerek deals an additional 1d6 points of damage, and this damage is the same type as his earth blast's damage. This extra damage doesn't apply any modifiers to his energy blast's damage, such as his Constitution modifier.
Kinetic Blast (Sp) As a ranged attack, Aerek can unleash an earth blast at a single target up to a range of 30 feet. He must have one hand free to aim the blast. The blast is considered magical for the purposes of overcoming damage reduction. He can't use his kinetic blast without a form infusion, nor can he ever use his kinetic blast with the chain, extended range, extreme range, foe throw, flurry of blasts, many throw, or snake form infusions, or with any other form infusion that requires a ranged attack roll or ranged touch attack roll.
Practiced Hunter Trained from youth to find and follow trails of vital game and at the same time hide evidence of his passage, Aerek gains a +2 racial bonus on Stealth and Survival checks. This racial trait replaces skilled.
Utility Aerek has the following utility wild talent.
Basic Geokinesis: Aerek can move up to 5 pounds of rock, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. He can search earthen and stone areas from a distance as if using the sift cantrip.

Ruhk
Raven familiar (figment)
N Tiny animal
Init +2; Senses low-light vision; Perception +6

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +2
Defensive Abilities recurring dream

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
Languages Hallit
SQ alertness, empathic link

Recurring Dream (Su) If Ruhk dies, it vanishes, appearing again with 1 hit point after Aerek awakens from a full night's sleep. If he ever strays more than 100 feet from its master, enters an antimagic field, or Aerek is rendered unconscious, Ruhk disappears until the next day.