Initi +2 speed 30f [Low light V] [Dark vision 60']
BAB=[+0]
Ranged=[+2]
Hand=[+0]
Combat
Unarmed Combat [1d3+0] x2
Dagger +0th DMG [1d4+0] x2
Shadow Blade +0th DMG [1d6+0] x2
Ranged
Kinetic Blast (Sp) [Fire]
-:RTA +2 DMG [1d6+3] 30' x2
Hit Points
HP=[8+0]= 8/8
Armor Class
AC[12/16/20] FF[10/14/18] Tch[12/16]
[10+4Armor*+2Dex]
[1 hour* +4AC Amge Armor]
[1 Min* +4AC Shild]
Saves
Fort = [+2][+2class][+0Con]
REF = [+4][+2Class][+2Dex]
Will = [+4][+2Class][+2Wis]
Other
Hero Point [0/3]
CMB+0
CMD 12/10FI
States. 20 point Buy]
Str [10][+0][0p][]
Dex [14][+2][5p][]
Con [10][+0][0p][]
Int [18][+4][5p][Race+4]
Wis [14][+2][5p][]
Cha [16][+3][5p][Race+2]
Feats & Traits
Feats
1:Eschew Materials
Class Feats
-:-
Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane.
They are proficient in light armors, but not shields.
Traits
1:Rich Parents [Social]
2:Lesser Noble [Regional]
Drawback
1:Family Ties
Aasimars
Standard Racial Traits
Ability Score Modifiers: Aasimars are insightful, confident, and personable. They gain +2 intelligence and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Skilled:
Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
+2 to int
Darkvision:
Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
The kineticist’s class skills
Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
The investigator’s [psychic detective] class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier. [6+4] [+2Background]
+02 Acrobatics*(+2dex,+0rank +0class)<
+04 Appraise(+4int, +0rank +0class)<
+03 Bluff(+3cha, +0rank +0class)<
+00 Climb*(+0str, 0rank +0class)
+00 Craft (all)(+4Int, 0rank +0class)<
+08 Diplomacy(+3Cha, +1rank +3class+1trait)<
+04 Disable Device (+4Int, +0rank +0class)<
+03 Disguise(+3Cha, +0rank +0class)<
+02 Fly (+2Dex +0Rank +0Level)
+02 Escape Artist(+2Dex, +0rank +0class)<
+02 Heal (+3Wis +0rank +0class)<
+03 Intimidate(+3Cha, +0rank +0class)<
+07 Perception(+2Wis, +1rank +3class)<
+02 Ride (+2Dex +0ranks +0class)<
+03 Perform (all) (+3Cha +0Rank+0Class)<
+04 Profession [all](+4Int, +0rank +0class)<
+06 Sense Motive(+2Wis, +1rank +3class)<
+02 Sleight of Hand(+2Dex, +0rank +0class)<
+04 Spellcraft (+4Int, +0rank +0class)[+1d6]<
+02 Stealth (+2Dex, +0rank +0class)<
+02 Survival (+2Wis +0rank +0class)<
+00 Swim (+0Str +0rank+0Class)<
+03 Use Magic Device(+3Cha, +0rank +0class)<
^Knowledge (Arcana)(Int)____+8{+4Int +1Rank +3class}[+1d6]<
^Knowledge (Dungeoneering)(Int)____+8{+4Int +1Rank +3class}[+1d6]<
^Knowledge (Engineering)(Int)____+8{+4Int +1Rank +3class}[+1d6]<
^Knowledge (Geography)(Int)____+8{+4Int +1Rank +3class}[+1d6]<
^Knowledge (History)(Int)____+8{+4Int +1Rank +3class}[+1d6]<
^Knowledge (Local)(Int)____+8{+4Int +1Rank +3class}[+1d6]<[/SB]
^Knowledge (Nature)(Int)____+8{+4Int +1Rank +3class}[+1d6]<
^Knowledge (Nobility)(Int)____+8{+4Int +1Rank +3class+1trait}[+1d6]<[BS]
^Knowledge (Planes) (Int)____+8{+4Int +1Rank +3class}[+1d6]<
^Knowledge (Religion) (Int)____+8{+4Int +1Rank +3class}[+1d6]<
Concentration [10+1+4=16]
Linguistics+04 {+4Int +0Rank +0class}[+1d6]<
1:Common
2:Celestial
3:Ignan (“Tongue of Fire”)
4:Abyssal
5:Infernal
6:Sylvan
Investigator
Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective’s spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a psychic detective’s spell is 10 + the spell’s level + the psychic detective’s Intelligence modifier. Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.
At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard. In effect, the psychic detective loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast. A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.
1st—Detect chaos, detect evil, detect good, detect law, find traps.
3rd—Calm spirit*, daylight. 4th—Modify memory. 6th—Banishment, moment of prescience, scrying (greater).
This ability replaces alchemy.
Spells
Spells
[from Class]
Level 0 DC14 4/u limited a day
1:Detect chaos
2:Detect Evil
3:Detect good
3:Detect law
Level 0 DC14 4/u limited a day
1:Telekinetic Projectile 25' [1d6]
2:Mage Hand 25' 5lb
3:Prestidigitation
4:Mending
Level 1 DC15 2+2/day
1:Mage Armor [+4AC 1hour]
2:Shield [+4AC 1min]
3:Find Traps
Inspiration (Ex)[5/5 a day][+1d6]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Class Features
The following are the class features of the kineticist.
Kineticists Overwhelming Soul
Some kineticists have such a powerful personality that they can seize control of their element with their minds alone, without endangering their bodies.
Elemental Focus (Su)
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 (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.
Mind Over Matter (Ex)
An overwhelming soul uses her Charisma modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitutionbased wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitutionbased effects of all her wild talents.
She adds Bluff and Diplomacy to her list of kineticist class skills.
This ability alters the kineticist’s class skills and the key ability score of wild talents.
Mental Prowess (Su)
An overwhelming soul’s mind is strong enough to protect her body from the stress of channeling the elements. However, in exchange, she is unable to push her limits quite as far as other kineticists. She can’t choose to accept burn, though she can use wild talents with a burn cost if she can reduce that cost to 0 points with abilities such as gather power and infusion specialization. If she would be forced to accept burn against her will (for example, if she fails a concentration check), instead of taking burn she takes 1 temporary negative level, which never kills her and can’t be removed with restoration or greater restoration, but which disappears automatically after 24 hours.
At 6th level, once per day, she can reduce the total burn cost of any wild talent by 1. She can use this ability an additional time per day at 10th level and every 4 levels thereafter.
This ability alters burn and replaces internal buffer.
Kinetic Blast (Sp) [1d6+3]
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), 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. Each simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.
Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements.
Most composite blasts are either physical or energy blasts, like simple blasts.
Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.
Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.
A complete listing of kinetic blasts and composite blasts can be found within the Kineticist Elements page, here: Kineticist Elements
Gather Power (Su)
* If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
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.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.
Fire
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.
Class Skills:
A pyrokineticist adds Escape Artist and Knowledge (nature) to her list of class skills.
Basic Manipulation:
A pyrokineticist gains basic pyrokinesis.
Basic Pyrokinesis
Element(s) fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
Simple Blast:
A pyrokineticist gains fire blast as a simple blast wild talent.
Fire Blast [1d6+3][30']
Element(s) fire; Type simple blast (Sp); Level —; Burn 0
Blast Type: energy; Damage fire
You unleash a gout of flickering fire to burn a single foe.
Defense:
A pyrokineticist’s defensive wild talent is searing flesh.
Searing Flesh Element(s) fire; Type defense (Su); Level —; Burn 0
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.
Wild Talents:
A pyrokineticist qualifies for the following wild talents in addition to all those listed as universal:
Infusion:
1st—burning infusion, dazzling infusion, energize weapon, fan of flames; 2nd—penetrating infusion; 3rd—eruption, foxfire infusion, torrent; 4th—detonation, flash infusion; 5th—unravelling infusion; 6th—brilliant infusion; 7th—explosion, pure flame infusion
Burning Infusion
Element(s) fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates
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.
Dazzling Infusion
Element fire or wood; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, plasma, positive, verdant
Saving Throw Will negates
Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe (and penetrates SR if applicable), that foe must succeed at a Will save or be dazzled for 1 minute, whether or not it takes damage from the blast. You can reduce the blast’s damage by half to increase the DC of this save by 2.
Energize Weapon
Element air, fire, void, or water; Type form infusion; Level 1; Burn 1
Associated Blasts blue flame, cold, electric, fire, negative
Saving Throw none
Choose a manufactured weapon in your hand (not an unarmed strike or natural attack); if the weapon is a double weapon, you must choose one of its ends to receive this benefit. You imbue the chosen weapon with your elemental energy as part of an attack action, charge action, or full-attack action to add extra damage to each of your attacks with that weapon until the beginning of your next turn. Your attacks with the chosen weapon during that action deal 1d6 additional points of damage. At 7th level and every 6 levels thereafter, this bonus damage increases by 1d6 points. Blue flame blasts deal double this additional damage.
The additional damage is of the same type as the infused blast’s damage. This additional damage ignores spell resistance and doesn’t apply any modifiers to your kinetic blast’s damage (such as your Constitution modifier).
Fan of Flames
Element(s) fire; Type form infusion; Level 1; Burn 1
Associated Blasts blue flame, fire
Saving Throw Reflex half
Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. The saving throw DC is Dexterity-based.
Utility:
1st—Basic pyrokinesis, Cold adaptation, Fire sculptor, fire’s fury, heat adaptation;
2nd flame trap, foxfire, searing flame; 3rd firesight, heatwave, flame jet, smoke storm; 5th flame jet (greater), flame shield, trail of flames; 9th from the ashes
Basic Pyrokinesis
Element(s) fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
Cold Adaptation
Element(s) fire or water; Type utility (Sp); Level 1; Burn 0
You are constantly protected by endure elements against cold temperatures only.
You gain cold resistance equal to twice your current amount of burn.
Fire Sculptor
Element(s) fire; Type utility (Sp); Level 1; Burn 0
You can sculpt shapes out of flame or alter a fire’s spread. As a standard action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the center of a 20-foot-by-20-foot fire to the fire’s edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it.
Fire’s Fury
Element(s) fire; Type utility (Su); Level 1; Burn —
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
Element(s) fire or water; Type utility (Sp); Level 1; Burn 0
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.
Saturation:
Elemental saturations of fire tend to occur near, or even inside, of active volcanoes or wildfires, and embody the purifying essence of flame. A pyrokineticist must impress a mighty kami overseeing such a saturation. This might involve an appropriate gift or a successful DC 30 Diplomacy check attempted by the kineticist or by an ally who speaks Ignan. If she impresses the kami, the kineticist is immediately affected as if using the purging flame wild talent and can learn that wild talent.
Spells
[from Class]
Level 0 DC14 4/u limited a day
1:Flare
2:Light
3:Spark
Level 0 DC14 4/u limited a day
1:Detect Magic
2:Message 25'
3:Read Magic
4:Sift [10']
Level 1 DC15 2+2/day
1:Shadow Weapon +1min
2:Detect Thoughts 25'
-=GEAR/POSSESSIONS=-
Clothing
Nobles Outfit, [25gp]
Armor
Weapon
Dagger
Belt: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Head: -
Headband: -
Neck: -
Shoulders: -
Wrists: sleeves-of-many-garments [200gp]
Ring L: -
Ring R: -
hourse + Saddle + Bags 25gp+10gp+10Gp
Bedroll, Tent, water flask, Travelers kit.
-=Carrying Capacity=-
Light 0-50lb. Medium 50–100lb. Heavy 101–150lb.
-=Current Load Carried=- 10.5 lb.
-=Money=- 0 GP 0 SP 0 CP