Aldern Foxglove

Arryn Dawood's page

585 posts. Alias of Nazard.


Race

AC: 18 (touch 14; FF 14; +1 vs goblinoids); CMD 15 |

Classes/Levels

F/R/W: +8/+8/+2; Init: +4; Perc: +9;

Gender

HP: 48:48; NL: 10; Force Ward: 10/10

About Arryn Dawood

CONSUMABLES:

Ammunition
arrows (20)
X X X X X X X X X X
X X X X X X X X X X

Potions
cure moderate - 1

Things to Throw
bag of flour - 4
acid flask - 2
alchemist’s fire - 2
tanglefoot bag - 4
thunderstones - 2

Spell-Like or Racial Abilities
None

Class Abilities
Ironfang Survivor (1) X
Burn (1/round; max 7) 1

ARRYN DAWOOD

Male human Telekineticist 5
NG Medium humanoid (human)
Init +4; Senses Perception +9; Sense Motive +1
Languages Common, Varisian, Goblin

DEFENSE
AC 18 (Dex +4, armour +4), touch 14, flat-footed 14 (+2 Dodge vs goblinoids)
CMD 15
HP 48 (5d8+20)
Fort (4) +8, Ref (4) +8, Will (1) +2
Defensive Abilities force ward
Immune None
Resist None

OFFENSE
Speed 30+10 ft
Melee
dagger +7 (1d4-2; 19-20/x2; P or S)
kinetic blade +8 (3d6+7; 20/x2; P, S, or B)
Ranged
dagger +7 (1d4-2; 19-20/x2; 10 feet; P)
telekinetic blast +8 (3d6+3+4; 20/x2; 30 feet or 120 feet max)

STATISTICS
Abilities Str 7 (-2), Dex 16+2 (+4), Con 19 (+4), Int 12 (+1), Wis 12 (+1), Cha 10 (+0)
Base Attack +3; Melee Touch +7; Ranged Touch +7
CMB +1

Feats
Point Blank Shot (human)
Precise Shot (1)
Weapon Focus - Kinetic Blast (3)
Weapon Finesse (5)

Traits
Recovering Alcoholic (Drawback)
Vagabond Child
Ironfang Survivor
Child of the Streets

Wild Talents CL 5; Concentration +11
Basic Telekinesis
Telekinetic Blast
Infusions
Extended Range
Pushing Infusion
Kinetic Blade
Utilities
Telekinetic Finesse
Telekinetic Haul

Skills
Acrobatics (5) +12-1 (+9 to jump)
Disable Device (5) +13-1
Escape Artist (0) +4-1
Heal (5) +9
Perception (5) +9
Stealth (5) +12-1

Background Skills
Linguistics (1) +2
Profession — soldier (4) +10
Sleight of Hand (5) +13-1

SQ
burn, defensive ward, elemental overflow +1/+2, industrious racial trait, infusion specialist 1, metakinesis (empower)

Favoured Class
Kineticist 1: +1/6 Extra Wild Talent Feat
Kineticist 2: +1/6 Extra Wild Talent Feat
Kineticist 3: +1/6 Extra Wild Talent Feat
Kineticist 4: +1/6 Extra Wild Talent Feat
Kineticist 5: +1/6 Extra Wild Talent Feat

Special Abilities
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.
Burn (Ex) At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. 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 or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Child of the Streets (Trait) +1 trait bonus to Sleight of Hand (class skill)
Elemental Overflow (Su) At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. 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. The kineticist 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 the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist’s 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, the kineticist 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. At 11th level, whenever the kineticist 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.

At 16th level, whenever the kineticist 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.
Extended Range (Form Inf.) Your kinetic blast can strike any target within 120 feet.
Force Ward (Su) 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.
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.
Industrious (Racial) Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.
Infusion Specialist (Su) At 5th level, whenever a kineticist uses one or more infusions with a blast, he reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0.

He reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
Ironfang Survivor (Trait) You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Kinetic Blade (Su) You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) 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. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.

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. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.
Metakinesis (Su) At 5th level, a kineticist gains the ability to 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). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.

At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast.

When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.
Pushing Infusion (Sub. Inf.)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 Constitution 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.
Recovering Alcoholic (Drawback) Though not currently on the sauce, the sights, sounds, and smells of others' imbibing reminds you of those times when you were, and how that falling off the wagon is just one slip away.
While you are sober, you suffer a -2 penalty to Perception and Sense Motive checks when people around you are drinking.

If you ever take even one drink of alcohol (knowingly or not), you must make a Fortitude saving throw DC 15 or immediately gain a moderate addiction to alcohol. While addicted, the penalties from this drawback are suppressed. This addiction can be cured in the standard way, though getting cured does not remove the drawback, and the penalties resume once you are sober again.

In times of unusual stress or grief, you may need to make a Will save to resist the compulsion to drink (GM's discretion).
Telekinetic Blast (Sp) 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 Constitution 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.
Telekinetic Finesse (Util. Wild) You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.
Telekinetic Haul (Util. Wild) 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.
Vagabond Child (Trait) +1 trait bonus to Disable Device (class skill)

COINS
PP – 0
GP – 1
SP – 4
CP – 5

EQUIPMENT
Carrying Capacity: Light – 23 lbs; Medium – 46 lbs; Heavy = 70 lbs; Current – 22 lbs (Light)

Weapons – dagger (2 gp, 1 lb), 20 arrows (4 gp, 2 lbs)
Armour – MW chain shirt
Alchemical
Other Combat Gear
Other Magic Items – belt of dexterity +2
Mundane Gear – backpack (2 gp, 2 lbs), belt pouch (1 gp, 1 lb), rations x 5 (2.5 gp, 5 lbs), flint & steel (1 gp, 0 lbs), waterskin (1 gp, 4 lbs), chalk x 5 (0.05 gp, 0 lbs), explorer's outfit, 2 spring-loaded wrist sheathes (20 gp, 2 lbs), oil of taggit x6

BACKGROUND
Arryn grew up well-to-do, the third son of Mitchum Woodhaver, a high-ranking Chernasardo ranger, hero of several skirmishes with the Molthuni army, and current favourite to succeed as Nirmathas’ next Forest Warden. Alas, for his miscreant of a son.

Arryn is the embodiment of many a cliche. The third son of a rich man, he held little hope of inheriting much beyond a comfortable allowance from the family trust. With no interest in scholarship, religion, or military service, Arryn seemed content to waste away his youth in meaningless games and nights on the town with other worthless young men. He might have continued in the vein of entitled apathy for a long, long while, but for one fateful night in a run-down tavern in Tamran. Slumming with his spoiled friends, they began a drunken game of blind dagger toss at the target on the wall. It was after many drinks that Arryn tossed his dagger at what he presumed was the target, only to open his eyes and witness in horror as his dagger flew straight into the throat of the innkeeper's young son.

With his money and connections, Mitchum was able to negotiate away the hangman's noose for his wayward son, and Arryn soon found himself in what passed for a military uniform in Nirmathas, a member of the Foxclaws. Though Arryn was not a strong man, he was nimble, with sharp eyes, and was easily trained as a crossbowman. The discipline of military life, and his extreme guilt at the results of his actions, worked to straighten the young man out, and he actually found, much to his surprise, that he was actually quite promising as a soldier, with a good mind for military tactics. He swore off alcohol completely and began donating large portions of his meagre pay to feed the poor whenever his unit stopped in a local village. But no amount of charitable work could end the nightmares.

Every night as he slept, the horrific scene replays in his dreams. Every night, he watched his dagger sail through the air as he reaches out to stop it, to will it to return, only to see the dagger hit home again and again. Again and again, the dream repeated, until one night when, in the dream, Arryn no longer reached out in vain. In his dream, the dagger stopped, and hung in mid-air just shy of the innkeeper's son. He had no time to enjoy this triumph, as he was awoken by a buddy’s shout. Opening his eyes, Arryn saw a burning log from one of their small campfires hovering several feet above the ground, for just a moment, before it crashed down, setting their captain’s tent ablaze. They figured that their companybmust have picked up a mischievous fey or restless spirit, but they had no time to investigate. Drawn by the shout and other noise, a passing hobgoblin squad of the Ironfang Legion attacked and decimated the unprepared Nirmathi fighters, dumping their bodies in the river. Arryn himself would have been killed, but for the nearby rock that inexplicably threw itself at a hobgoblin’s head, crushed by its skull, allowing the frightened young man to scurry into the bushes and hide. Though the screams of the dying followed him, no hobgoblins did.

When morning dawned, Arryn emerged from the bushes, crawled through the blood of men who had been his friends, found the captain’s brandy flask lying in the leaves, and drank his pain away. Then he found two wine bottles someone else had stowed in their pack and drank those. Then he found a bladder of some vile goblin brew that must have been dropped in the battle and drank that. When he came to, with the worst headache of his life, he began the slow process of staggering out of the forest. Arryn changed his last name (slightly) to Dawood, and made his way from hamlet to hamlet, getting odd jobs to earn enough to drink away, only to be run out of town after a night in a cell. When the drink was in him, objects began to move. The pattern that looked ready to repeat itself in Phaendar, except there he met Phaistea.

Phaistea Bonderman, the daughter of a local farrier, was the most beautiful sight Arryn had ever seen. She plunked his ale in front of him after a hard day milking cows and mucking the stalks of some farmer’s barn, and he was so enchanted, he never touched a drop of it. He came back the next night and the next, always ordering an ale, never drinking it. Phaistea teased him about his peculiar pastime, and Arryn asked her to go walking the next afternoon.

Five months later, Arryn hasn’t had a drink, and now works in the kitchens of the Taproot Inn stirring soup and washing pots, and has never been happier.

DESCRIPTION
Arryn is a young man of average height and slim build, with wavy brown hair and mischievous hazel eyes. He wears a sturdy set of explorer's clothes, and a single solitary dagger rests in a sheathe on his belt.

Level 1 Version:
ARRYN DAWOOD

Male human Telekineticist 1
NG Medium humanoid (human)
Init +2; Senses Perception +5; Sense Motive +1
Languages Common, Varisian

DEFENSE
AC 16 (Dex +3, studded leather armour +3), touch 13, flat-footed 13
CMD 11
HP 12 (1d8+4)
Fort (2) +6, Ref (2) +5, Will (0) +1
Defensive Abilities barbed vest (1 damage; Reflex DC 15)
Immune None
Resist None

OFFENSE
Speed 30 ft
Melee
dagger -2 (1d4-2; 19-20/x2; P or S)
Ranged
dagger +3 (1d4-2; 19-20/x2; 10 feet; P)
telekinetic blast +3 (1d6+1+4; 20/x2; 30 feet or 120 feet max)
light crossbow +3 (1d8; 19-20/x2; 80 feet; P)
Special Attacks

STATISTICS
Abilities Str 7 (-2), Dex 16 (+3), Con 18 (+4), Int 12 (+1), Wis 12 (+1), Cha 10 (+0)
Base Attack +0; Melee Touch -2; Ranged Touch +3
CMB -2

Feats
Point Blank Shot (human)
Precise Shot (1)

Traits
Pride (Drawback)
Reactionary
Ex-Recruit
Child of the Streets

Wild Talents CL 1; Concentration +7
Basic Telekinesis
Extended Range
Telekinetic Blast

Skills
Acrobatics (1) +7-1
Disable Device (1) +8-1
Escape Artist (0) +4-1
Heal (1) +5
Perception (1) +5
Stealth (1) +8-1

Background Skills
Profession - sailor (1) +4
Sleight of Hand (1) +8-1

SQ
burn, industrious racial trait

Favoured Class
Kineticist 1: +1/6 Extra Wild Talent Feat

Special Abilities
Barbed Vest (Equipment)Any creature striking you with a natural or unarmed attack must make a Reflex save DC 15 or take 1 point of damage.
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.
Burn (Ex) At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. 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 or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Child of the Streets (Trait) +1 trait bonus to Sleight of Hand (class skill)
Ex-Recruit (Trait) +1 bonus to Disable Device (class skill). Escape Artist, and Stealth. When taking 20 on Disable Device or Escape Artist, it takes half the time.
Extended Range (Su) Your kinetic blast can strike any target within 120 feet.
Industrious (Racial) Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.
Pride (Drawback)When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Reactionary (Trait) +2 trait bonus to initiative
Telekinetic Blast (Sp) ou 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 Constitution 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.

COINS
PP – 0
GP – 6
SP – 4
CP – 3

EQUIPMENT
Carrying Capacity: Light – 26 lbs; Medium – 53 lbs; Heavy = 80 lbs; Current – 49 lbs (Medium)

Weapons – dagger (2 gp, 1 lb), light crossbow (35 gp, 4 lbs), bolts x 10 (1 gp, 1 lb)
Armour – studded leather armour (25 gp, 20 lbs)
Alchemical
Other Combat Gear – barbed vest (10 gp, 4 lbs)
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear – MW backpack (50 gp, 4 lbs), belt pouch (1 gp, 1 lb), rations x 5 (2.5 gp, 5 lbs), bedroll (0.1 gp, 5 lbs), flint & steel (1 gp, 0 lbs), waterskin (1 gp, 4 lbs), chalk x 5 (0.05 gp, 0 lbs)

Feat and Wild Talent Progression:

1: Point Blank Shot; Precise Shot; Extended range
2: Telekinetic Finesse
3: Weapon Focus; Pushing Infusion
4: Telekinetic Haul
5: Weapon Finesse; Kinetic Blade
6: Invisibility; Extra Wild Talent (Kinetic Healer)
7: Combat Reflexes; Kinetic Whip; Electric Blast
8: Telekinetic Maneuvers
9: Extra Wild Talent (Air’s Leap); Blade Rush
10: Wings of Air
11: Extra Wild Talent (Celerity); Foe Throw
12: Extra Wild Talent (Expanded Defense - air); Suffocate
13: Toughness; Extreme Range
14: Telekinetic Maneuvers
15: Improved Critical; Chain; Force Hook (From expanded Aether)
16: Reverse Shift
17: Improved Iron Will; Many Throw
18: Extra Wild Talent (Kinetic Revivification); Telekinetic Globe
19: Greater Iron Will;
20: