Shaakhib

DJyn's page

68 posts. Alias of Evindyl.


Race

Vudrani (Half-Janni)

Classes/Levels

Havoker / Telekinetic

Strength 17
Dexterity 17
Constitution 18
Intelligence 20
Wisdom 19
Charisma 19

About DJyn

Spoiler:
JYN amir
Half-Janni Versatile Human (Vudrani) Kineticist (Overwhelming Soul) 3/Witch (Havocker) 2
NG Medium Outsider
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 48 (5 HD; 2d6+3d8+20)
Fort +7, Ref +6, Will +9
Immune disease; Resist fire 10
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Offense
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Speed 30 ft., fly 20 ft. (good)
Ranged telekinetic blast +7 (1d6+7)
Special Attacks kinetic blast
Spell-Like Abilities (CL 5th; concentration +10)
. . 3/day—speak with animals
. . 2/day—enlarge or reduce person
Witch (Havocker) Spells Prepared (CL 2nd; concentration +7)
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, extreme range, pushing infusion
. . Utility—basic telekinesis, telekinetic haul
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Statistics
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Str 17, Dex 17, Con 18, Int 20, Wis 20, Cha 20
Base Atk +3; CMB +6; CMD 19
Feats Improved Familiar
Traits natural flier, outcast's intuition
Skills Acrobatics +3 (+4 while flying), Bluff +11, Diplomacy +11, Disable Device +6, Fly +15, Heal +11, Intimidate +11, Knowledge (arcana) +11, Knowledge (engineering) +10, Knowledge (history) +10, Knowledge (nature) +11, Knowledge (planes) +11, Lore (Aether) +10, Perception +11, Sense Motive +11, Sleight of Hand +10, Spellcraft +11, Use Magic Device +11
Languages Aquan, Auran, Celestial, Common, Ignan, Terran, Vudrani
SQ burn (1 point/round, max 7), gather power, infusions, mental prowess, mind over matter, patron element, spellburn, versatile human[ARG], witch's familiar (air zhyen named Zephyr)
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Special Abilities
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Burn 1/round (5 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Enlarge or Reduce Person (2/day) (Sp) Granted by Half-Janni heritage.

Humanoid creature doubles or halves in size.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fly (20 feet, Good) You can fly!
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Immunity to Disease You are immune to diseases.
Infusions Gain infusion talents based on chosen element.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Mental Prowess (Su) You can't accept burn unless you can reduce the burn to zero.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Patron Element A havocker’s patron grants her the ability to devastate her foes with a specific element. At 1st level, rather than selecting a standard patron and gaining patron spells, the witch selects a specific kineticist element (Pathfinder RPG Occult Adv
Pushing Infusion (CMB +7) Your kinetic blasts makes Bull Rush CMB using Con.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (3/day) (Sp) Granted by Half-Janni heritage.

You can communicate with animals.
Spellburn To use infusions lose a prepared witch spell of level greater than infusion's level.
Telekinetic Blast (Sp) Level 1; Burn 0
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

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Zephyr CR –
Air zhyen (Pathfinder Player Companion: Qadira, Gateway to the East)
NG Tiny outsider (air)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 24 (2d8)
Fort +3, Ref +5, Will +6
Defensive Abilities improved evasion; Resist acid 5, cold 5, electricity 5, fire 5
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Offense
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Speed 10 ft., fly 30 ft. (perfect)
Space 2½ ft.; Reach 0 ft.
Special Attacks touch of electricity
Spell-Like Abilities (CL 2nd; concentration +3)
. . At will—mage hand, mending
. . 1/day—endure elements, touch of fatigue (DC 11)
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Statistics
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Str 6, Dex 14, Con 10, Int 9, Wis 14, Cha 12
Base Atk +3; CMB +3; CMD 11 (can't be tripped)
Feats Run
Skills Acrobatics +2 (+6 to jump with a running start, -6 to jump), Bluff +7, Diplomacy +4, Disable Device +5, Fly +21, Heal +5, Intimidate +4, Knowledge (arcana) +2, Knowledge (planes) +5, Perception +8, Sense Motive +7, Sleight of Hand +6, Spellcraft +2, Stealth +14, Use Magic Device +4
Languages Aquan, Auran, Common, Ignan, Terran
SQ empathic link
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fly (30 feet, Perfect) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Touch of Electricity (Su) The touch of an Air Zhyen does 1d4 points of electricity damage.