Spell Sovereign

Aulden Frantael's page

5 posts. Alias of Michael_Hopkins.


Full Name

Aulden Frantael

Race

Half Elf

Classes/Levels

Aether Kineticist 1 HP 12/12 | AC 16 T 15 FF 11 | Fort +6 Ref +7 Will +0 | Init +7 | Init +4 Low Light Vision

Gender

Male

Size

Medium

Age

26

Alignment

Chaotic Good

Deity

Desna

Location

Taldor - Maheto

Languages

Common

Occupation

Travelling Priest

Strength 8
Dexterity 20
Constitution 18
Intelligence 10
Wisdom 10
Charisma 14

About Aulden Frantael

Aulden Frantael
Male Half Elf (Taldan) Kineticist 1
CG Medium half elf (humanoid/elf)
Init +7; Senses Low Light Vision Perception +4
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Defense
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AC 16, touch 15, flat-footed 11 (+5 dexterity, +1 armor)
hp 12 (1d8+4)
Fort +6, Ref +7, Will +0
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20x2)
Kineticist Wild Talents CL1 (Concentration +6)
-Basic Wild Talents
--Telekinetic Blast +5 (1d6+5)
-Infusions
--Extended Range (1 burn)
-Utility
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Statistics
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Str 8, Dex 20, Con 18, Int 10, Wis 10, Cha 14
Base Atk 0; CMB -1; CMD 14
Feats Point Blank Shot, Precise Shot, Skill Focus (Stealth)
Traits Reactionary, Teacher's Pet (Religion)
Skills Acrobatics +9, Knowledge Religion +6, Perception +4, Sleight of Hand +9, Stealth +12
Languages Common
Combat Gear alchemist's fire, alkali flask, dagger
Other Gear backpack, bedroll belt pouch, flint and steel, sunrod (2), waterskin
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Special Abilities
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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.

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 can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.

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.

Kinetic Blast (Sp): 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. 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), 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.
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Wild Talents
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BASIC TELEKINESIS
Element aether; Type utility (Sp); Level 1; Burn 0
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.

EXTENDED RANGE
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.