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About AjirAjir (no surname)
DEFENSE AC 24, touch 11, flat-footed 23 (+1 Dex +10 (+1)fullplate +3(+1)Heavy wooden shield)
Defensive Abilities Elemental Bastion: Gain medium and heavy armor proficiency, and proficiency with shields (except tower shields). Can accept 1 burn to attune a carried shield to not interfere with gathering energy. Defensive wild talent only applies while wearing medium or heavy armor and wielding attuned shield. Searing flesh: Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times. Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action. OFFENSE Speed 20 ft
Melee
STATISTICS
SKILLS 12 (4 - 1 Int/4-1/4-1/4-1)
EQUIPMENT
FEATS Combat Expertise (Combat): Gain no benefits but treated as having this feat for the purposes of qualifying for feats(Kinetic knight Bonus) Improved Feint (Combat): Can make a Bluff check to feint as a move action (Level 1 Choice) Blistering Feint (Combat, Ifrit): You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy. TRAITS Efreeti Magic: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. Fire-Starter: Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. Extremely fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. Bluff is a class skill. Expert Duelist: During your youth, you spent countless hours perfecting the art of the duel, focusing your efforts on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class against touch attacks or when you are denied your
Darkvision: Ifrits can see perfectly in the dark up to 60 feet. SPECIAL ABILITIES Kinetic Blast(Fire): Touch attack deals 2d6 +1 Fire damage Kinetic Blade(Form infusion): You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
Blade Rush(Form infusion): You use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. You gain a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does. If you have the kinetic whip infusion, you can manifest a kinetic whip instead of a kinetic blade at the end of your movement by increasing the burn cost of this infusion by 1. The blade or whip vanishes instantly after the rush. Burning Infusion(Substance Infusion)[Lvl:1 Burn:1]: Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance. Fire’s Fury(Utility)[Level 1]: When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack. Heat Adaptation(Utility)[Level 1]: You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn. Knight’s Resolve: Starting at 3rd level, the Kinetic Knight gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 3rd level, plus one additional time per day for every two levels beyond 3rd. He can use this resolve in a number of ways.
DESCRIPTION A carefully polished set of full plate armor hide all features of this large imposing Ifrit in attempts to hide his race from his peers and foes. Though rarely seen without a full set of armor, a simple but hearty man smiles beneath it. Ajir actively files his horns and shaves his firy hair to accommodate his beloved armor, and requested his armor to be slotted and otherwise modified to accommodate his kineticist flames. A slow witted, and unlearned, but driven by righteousness, he often runs headfirst into situations and needs to be reminded or instructed in subtler situations. BACKGROUND Ajir was sold as a slave at a very early age to a newly wed couple seeking a novelty heirloom to be passed down for coming generations. Denied education and socialization greater than one would give a pet, he easily and happily grew into a noble’s servant, and a plaything for their many children as they outgrew him. Ajir got along well with the masters and their younger children, but the older of his children saw him more as a waste of space and money. When his master died Ajir was then passed on to the eldest of his master’s children, who threw him out onto the streets to fend for himself for the first time in his life. He decides to pursue knighthood, but due to social class and lack of training he wasn’t the best prospect. Never quite making it to knighthood he found himself falling for lady Gloriana Morilla and joining the Sovereign Court in attempts to woo her. He sees that when he brings more noble families into allegiance with the pathfinder society he receives praise from Lady Morilla, and thus believes that the best way to win her heart is to marry a powerful noble woman to strengthen the society’s ties. BOONS Available via Chronicles:
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