Hellknight

Ajir's page

56 posts. Organized Play character for Kibbleswitch.


Full Name

Ajir

Race

Ifrit

Classes/Levels

Kineticist 4

Gender

HP: 31/39 | AC 24 (25), Tch 11, Fl 23 (24) | CMB: 6, CMD: 17 | F: +7, R: +5, W: +0 Kinetic Knight/4: | Speed 20ft | Burn: 2/6 | Perc: +4, SM: +3 | Init: +5 (Wildfire Heart) Male: LG

Size

Medium

Age

75

Special Abilities

Enlarge person

Alignment

Lawful Good

Deity

Feronia

Languages

Common Ignan

Occupation

N/A

Strength 16
Dexterity 12
Constitution 17
Intelligence 8
Wisdom 8
Charisma 14

About Ajir

Ajir (no surname)
LG Male Ifrit Kineticist 4
Init +5
Languages: Common, Ignan
FACTION Sovereign Court
HP 39 (1d8+3+1= 12; +5+1+3; +9; +9)

DEFENSE

AC 24, touch 11, flat-footed 23 (+1 Dex +10 (+1)fullplate +3(+1)Heavy wooden shield)
CMD 17
Fort +7 (4 + 3 Con)
Ref +5 (4 + 1 Dex)
Will +0 (1 - 1 Wis)

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
Base Attack +3; Melee +6; Ranged +4
CMB +5

Melee
Kinetic blade +6 (Touch), Dmg 2d6+1, Fire, Crit 20/x2 (Att: +3 BAB, +3 STR; Dmg: +1 (1/2 Con))
+1 bonus on weapon attack and damage rolls while 1 burn is present

STATISTICS
Abilities Str 16 (+3), Dex 12 (+1), Con 17 (+3), Int 8 (-1), Wis 8 (-1), Cha 14 (+2)

SKILLS 12 (4 - 1 Int/4-1/4-1/4-1)
Acrobatics -4 (Armor penalty)
Appraise -1
Bluff* +13/+15 feint # (Rank 4 + 2 Cha + 3 Class +3 Circlet of Persuasion + 1 Trait (+2 to feint with fire weapon))
Climb -1 (Rank 1 + 3 Str – 5 Armor)
Diplomacy* +10 (Rank 1 + 2 Chr + 3 Class +3 Circlet of Persuasion + 1 Trait)
Disguise* +5 (2 Chr +3 Circlet of Persuasion)
Escape Artist* +0 (Rank 1 + 1 Dex + 3 Class – 5 Armor)
Heal* -1 (- 1 Wis)
Intimidate* +11 (Rank 2 + 2 Chr + 3 Class +3 Circlet of Persuasion + 1 Trait)
Perception* +4 (Rank 2 - 1 Wis + 3 Class)
Ride -4
Sense Motive* +3 (Rank 1 - 1 Wis + 3 Class)
Stealth -4 (1 Dex - 5 Armor)
Survival -1
Swim -1 (+ 3 Str - 5 Armor)
+1 bonus on Bluff, Diplomacy, Intimidate while wearing FANCY clothes.

EQUIPMENT
+1 MW Full plate armor (2650gp)
+1 MW Heavy Darkwood wooden shield (1257 gp)
Wand of Cure Light Wounds (42 charges [2prest])
Circlet of persuasion (4500)
Bedroll (1sp)
100ft Silk rope (20gp)
Signal horn (1gp)
COINS
PP – 0
GP – 692
SP – 9
CP –

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
Dexterity bonus.

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.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.

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.
Determined: As a standard action, the kinetic knight can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the kinetic knight is at least 10th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the kinetic knight is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the kinetic knight is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

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:
HISTORY
1.1 - 3-01. The Frostfur Captives (+1XP/+2PP/+2FP/+502GP)
1.2 – 7-10. The Consortium Compact (+1XP/+2PP/+2FP/+430GP)
1.3 – 6-10. The Wounded Wisp (+1XP/+2PP/+2FP/+430GP)
2.1 – [GM Cred] 8-06. Reaping what we sow (+1XP/+2PP/+2FP/+516GP)
2.2 – [GM Cred] 6-08. The Segang Expedition (+1XP/+2PP/+2FP/+509GP)
2.3 – [GM Cred] 5-11. Library of the Lion (+1XP/+2PP/+2FP/+510GP)
3.1 – 6-05. The Slave Ships of Absalom (+1XP/+2PP/+2FP/+1198GP)
3.2 – 6-06. Hall of the Flesh Eaters (+1XP/+2PP/+2FP/+1184GP)
3.3 – [GM Cred] 7-01. Between The Lines (+1XP/+2PP/+2FP/+1186GP)
[LEVEL UP____+1 to CON]
4.1 – 5-19. The Horn of Aroden (+1XP/+2PP/+2FP/+1847GP)
4.2 – 6-01. Trial by Machine (+1XP/+1PP/+1FP/+1845GP)