Chuffy Lickwound

Fezzik Mudchewer's page

57 posts. Alias of the_infidel.




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Pathfinder Rulebook Subscriber

Hello,

This is the second month in a row my Paizo Advantage discount was not applied. Hope this recurring issue can get resolved.

Order currently missing the discount is #36421549.

Thanks!


Pathfinder Rulebook Subscriber

Hello!

I don't seem to have received my Paizo Advantage discount on order 36369029.

Appreciate your help with resolving this!


Pathfinder Rulebook Subscriber

Hi team,

I'm sure you're sorting through a ton of these right now, but I'm having an issue with the complementary Pathfinder Society subscriptions. Order 18158104 was generated as an order for 1-14 and 1-15, but they haven't appeared in my Digital Content. Any assistance is appreciated!


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Pathfinder Rulebook Subscriber

I would like to cancel my Pathfinder Adventure Path subscription (only) at this time.

Thank you!


Pathfinder Rulebook Subscriber

Hello CS team!

Same problem you’ve been hit with often, I have had with order #7889972. I would like the subscription to start with the 2nd edition AP, rather than the 1st edition Tyrant’s Grasp books. Any help is much appreciated!

Full Name

Viv Voltine

Race

Android

Classes/Levels

Kineticist 13 | 120/120 HP (13 temp) | Resist Fire 10 | AC 20 T 14 FF 16 | Fort +13 Ref +15 Will +8 | Initiative +5 | Perception +21 | Nanite Revival 1/1 | Nanite Surge 1/1

Gender

Female

Size

Medium

Age

22

Alignment

Neutral Good

Deity

Brigh

Location

Torch

Languages

Common (Taldane); Androffan, Hallit, Orc

Occupation

Vagabond, escort, guard

Homepage URL

Inspirational pictures

Strength 11
Dexterity 19
Constitution 14
Intelligence 14
Wisdom 12
Charisma 12

About Viv Voltine

Viv Voltine
Female android kineticist 13
NG medium humanoid (android)
Init +5; Senses Perception +21; darkvision 60', low-light vision

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Defense
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AC 20, touch 15, flat-footed 16 (+4 Dex, +1 Dex enhancement, +5 armor)
HP 120 (13d8, +26 Con, +13 Con enhancement, +13 favored class)
Fort +13 (+8 base, +2 Con, +1 Con enhancement, +2 resistance), Ref +15 (+8 base, +4 Dex, +1 Dex enhancement, +2 resistance), Will +8 (+5 base, +1 Wis, +2 resistance)

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Offense
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Speed 30 ft.
Melee +9 Punching dagger (1d4/x3)
Ranged +15 Telekinetic blast (6d6+8 physical/x2)
Ranged +15 Force blast (6d6+8 force/x2)

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Statistics
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Str 11, Dex 19 (21 with +2 Dex enhancement), Con 14 (16 with +2 Con enhancement), Int 14, Wis 12, Cha 12
Base Atk +9/+4; CMB +9; CMD 24
Languages: Common (Taldane); Androffan, Hallit, Orc

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Feats
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Level 1
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Level 3
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Level 5
Technologist: You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

Level 7
Quick Draw (Combat): You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Level 9
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Kinetic blast

Level 11
Craft Cybernetics: You can build cyberware and install it in a creature’s body.
Prerequisite(s): Technologist, Heal 9 ranks, Knowledge (engineering) 9 ranks
Benefit: You can create cybernetic items. Creating a cybernetic item takes 1 day for every 1,000 gp in the item’s price. To create the object, you must use up raw materials costing half of this total price.
You can repair a broken cybernetic item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item from scratch.
You can also install a cybernetic item in a creature’s body.

Level 13
Craft Pharmaceutical: You can craft pharmaceuticals.
Prerequisite(s): Technologist, Heal 9 ranks, Knowledge (nature) 9 ranks
Benefit: You can create any pharmaceutical or poison. Creating a pharmaceutical takes 2 hours if its base price is 250 gp or less; otherwise, the creation of the pharmaceutical takes 1 day for every 1,000 gp in its price. To create the pharmaceutical or poison, you must use up raw materials costing half of this total price.

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Traits
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Nanite Revival (Race): You can instinctively activate your nanites to save your life.
Requirement(s): Android
Benefit: Once per day as an immediate action, you can command your nanites to stabilize you while you are dying, even while unconscious or helpless. This does not count as a use of your nanite surge ability.

Numerian Archaeologist (Campaign): You’ve studied Numeria’s eerie technological ruins extensively. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

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Adventuring Skills
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Total skill ranks: 78/26 (52 kineticist, +26 Int; 26 background)

Acrobatics +21 (13 ranks, +4 Dex, +1 Dex enhancement, +3 class skill)
Climb +1 (1 rank)
Fly +7 (2 ranks, +4 Dex, +1 Dex enhancement)
Heal +17 (13 ranks, +1 Wis, +3 class skill)
Intimidate +5 (1 rank, +1 Cha, +3 class skill)
Knowledge (dungeoneering) +7 (5 ranks, +2 Int)
Knowledge (local) +7 (5 ranks, +2 Int)
Knowledge (nature) +11 (9 ranks, +2 Int)
Perception +21 (13 ranks, +1 Wis, +3 class skill, +2 race, +2 competence from cybernetic eyes)
Survival +2 (1 rank, +1 Wis)
Swim +1 (1 rank)
Use Magic Device +17 (13 ranks, +1 Cha, +3 class skill)

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Background Skills
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Appraise +4 (2 ranks, +2 Int)
Handle Animal +3 (2 ranks, +1 Cha)
Knowledge (engineering) +18 (13 ranks, +2 Int, +3 class skill)
Knowledge (geography) +5 (3 ranks, +2 Int)
Profession (masseuse) +7 (3 ranks, +1 Wis, +3 class skill)
Sleight of Hand +11 (3 ranks, +4 Dex, +1 Dex enhancement, +3 class skill)

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Untrained Skills
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Bluff +1 (+1 Cha)
Diplomacy +1 (+1 Cha)
Disguise +1 (Cha +1)
Escape Artist +5 (+4 Dex, +1 Dex enhancement)
Handle Animal +1 (+1 Cha)
Ride +5 (+4 Dex, +1 Dex enhancement)
Sense Motive -3 (+1 Wis, -4 race)

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Gear
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Total starting wealth: 35 gp

Explorer's outfit (free)
Punching dagger (2 gp, 1 lb.)
+1 mithral chain shirt (2,100 gp, 12½ lbs.)
Timeworn hard light shield (1 lb.)
Shuriken, 80 (5 sp per 5, ½ lb. per 5)
+2 cloak of resistance
Hat of disguise
Belt of physical might (+2 Dex, +2 Con) (1 lb.)
Vest of surgery (3,000 gp, 4 lbs.)
Specialized healer's satchel (1,500 gp, 1 lb.)
Handy haversack (5 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Grenades, bang, 2
• Grenade, concussion
• Grenade, flash
• Grenade, gas
• Grenades, soft, 2
• Grenade, zero
• Poncho (5 sp, 2 lbs.)
• Potion of cure moderate wounds (cl 3)
• Timeworn black nanite hypogun
• Timeworn brown nanite hypogun
• Trail rations, 5 days (1 sp ea., 1 lb. ea.)
• Veemod goggles
• Black veemod strip
Potion of gaseous form
• Grade III hemochem (fast healing 3 for 1 min = 30 hp)
Horn of fog
Bottle of air
Ring of minor fire resistance
Surgeon's tools (20 gp, 5 lbs.)
Boline (10 gp, 2 lbs.)
Trauma pack (1,500 gp, 5 lbs., 5 uses)
Medlance (500 gp, 10 uses) loaded with 1 dose of cureall (1,400 gp)
Zortaphen, 1 dose
• 8,193 gp, 1 sp, 9 cp
]

Total weight carried: 34½ lbs.
Carrying Capacity: 38/76/115

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Implanted Cybertech
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Cybernetic eyes (4,000 gp, 1 lb., implantation 1)
Skillslot (1 lb., implantation 1)

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Special Abilities
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Android

Ability Score Racial Traits: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.

Kineticist 13

Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.

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.
Chosen Element: Aether

Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

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.

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; 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.
Chosen Blast: Telekinetic Blast
Element(s) aether; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing
• 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.

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.
Kineticist 1
Extended Range
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
• Your kinetic blast can strike any target within 120 feet.
Kineticist 3
Bowling Infusion
Element(s) aether or earth; Type substance infusion; Level 2; Burn 2
Associated Blasts earth, magma, metal, mud, telekinetic
Saving Throw none
• You bowl your foes over with the sheer mass of your kinetic blast.
• Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.
Kineticist 5
Focused Blast
Element(s) universal; Type form infusion; Level 2; Burn 2
Associated Blasts any
Saving Throw none
• You focus your blast in a concentrated attack. You gain a +1 enhancement bonus on your attack roll with the blast and your caster level check to overcome spell resistance. You can increase the burn cost of this infusion by 2 to increase the enhancement bonus by 1, to a maximum of +5 for 10 burn. You can reduce your blast’s total damage by half to reduce the burn cost of this infusion by half as well.
Kineticist 9
Mobile Blast
Element(s) universal; Type form infusion; Level 3; Burn 2
Associated Blasts any
Saving Throw Reflex negates
• You send an elemental mass, energy ball, or object into a particular square within 30 feet, dealing 1/4 the normal amount of damage (or half the normal amount of damage, for an energy blast) to all creatures in that square. The mobile blast lasts until you dismiss it as a free action, lose consciousness, or move farther than 30 feet from it. Each round on your turn as a move action, you can move the mobile blast to another square within range; either way, it continues to deal damage to all creatures in its final square each round if they fail their saving throws.
You can have only a single mobile blast in existence at a time. If the mobile blast’s total burn cost before applying any reduction for gather power is 0, it has no maximum duration. Otherwise, it lasts for a maximum number of rounds equal to your Constitution modifier, and afterward you can’t create another mobile blast for a number of minutes equal to the number of rounds it existed. A mobile blast is always extremely loud and visible. The saving throw DC is Dexterity-based.
Kineticist 11
Disintegrating Infusion
Element aether; Type substance infusion; Level 6; Burn 4
Associated Blasts force
Saving Throw Fortitude partial; see text
• You can use force to rip your targets apart. Against creatures, your kinetic blast deals double its normal amount of damage, but targets receive a saving throw to reduce the damage to half the blast’s normal amount of damage (for a total of 1/4 of the blast’s increased damage). Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell disintegrate. You can use the infused blast to destroy force effects or objects as disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can’t be reduced by effects such as infusion specialization or gather power.
Kineticist 13
Many Throw
Element(s) aether; Type form infusion; Level 8; Burn 4
Prerequisite(s) extended range
Associated Blasts telekinesis
Saving Throw none
• You grab a large number of objects and throw them all at once.
You can use your telekinetic blast to make attack rolls against a number of targets equal to your kineticist level within 120 feet, but no two targets can be more than 30 feet apart.

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Kineticist 2
Elemental Defense: Force Ward
Element(s) aether; Type defense (Su); Level —; Burn 0
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.

Kineticist 2
Utility Wild Talent: Basic Telekinesis
Element(s) 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.

Kineticist 3
Elemental Overflow +1 (Ex): 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.

Kineticist 4
Utility Wild Talent: Telekinetic Haul
Element(s) aether; Type utility (Sp); Level 2; Burn 0
Prerequisite(s) basic telekinesis
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.

Kineticist 5
Influsion Specialization (Ex): At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0.
She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Kineticist 5
Metakinesis: 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.

Kineticist 6
Utility Wild Talent: Self Telekinesis
Element(s) aether; Type utility (Sp); Level 3; Burn 0
• You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet.
You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

Kineticist 7
Composite Blast: Force Blast
Element(s) aether; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (aether), expanded element (aether)
Blast Type: energy; Damage force (see text)
• You throw a burst of force at a foe. Force blast deals damage as a simple energy blast instead of a composite energy blast.

Kineticist 7 (aether specialist)
Utility Wild Talent: Self Telekinesis, Greater
Element(s) aether; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) self telekinesis
You have greater control over your self telekinesis. Otherwise, this wild talent functions like greater flame jet.
You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action.

Kineticist 8
Utility Wild Talent: Telekinetic Finesse
Element(s) aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Kineticist 10
Utility Wild Talent: Aether Architect
Element(s) aether; Type utility (Sp); Level 9; Burn 0
You can spin a small building, bridge, or other edifice out of aether, and even use aether to tether a building to a flat surface other than the ground. By concentrating for 10 minutes, you can create an edifice out of scintillating aether (same hardness and hit points as a wall of force) as long as the edifice is no larger than one 10-foot cube per kineticist level. Unless the creation is extremely simplistic, you must succeed at a Craft or Knowledge (engineering) check to add embellishments. This ability can also create a series of tethers to securely attach a normal building to a vertical surface or even a cavern ceiling. Aether architect lasts as long as you concentrate, and you can accept 1 point of burn to make the effect last until destroyed; by accepting this burn, you can use this ability any number of times in a row to create a larger edifice.

Kineticist 12
Utility Wild Talent: Kinetic Healer
Element(s): aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.

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Backstory
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Description: Viv has a distinctive appearance with sharp electric blue hair and violet eyes. She often has a sense of verve or energy about her. She has a compact build, a somewhat round face, and a predilection for dressing in clothing that looks worn or derelict.

Hair: Blue
Eyes: Violet
Height: 5' 9"
Weight: 127 lbs.

Background: Viv is a bit of a nomad, having been to Scrapwall, Starfall, and even having spent time with a few Kellid tribes before arriving in Torch. She has had a wide range of occupations, with experiences operating as a sneak-thief, acrobat, escort, and guard. Her life has been a series of ups and downs, without significant trauma but no great successes. She is not concerned by this - she is interested more in the journey. This means that she has never had a horrible setback, but she has also never really strived for a grand success.
Viv arrived in Torch recently and has only been there for the last few weeks. She has gotten to know the locals quickly, because despite her android appearance she is vivacious and makes friends easily.

Personality Traits: Viv has a quirky sense of humor and tends to be a bit of a chatterbox, given the opportunity. Unlike many androids, she is easy to get along with and sociable. She does, however, sometimes misread cues and will sometimes say things that make people uncomfortable because she can be very blunt about culturally-charged subjects.
Viv does not have any sort of strong drive to uncover her heritage or learn "who she is." She is comfortable with her persona and her capabilities and does not question how she was created or where she came from.
Viv likes socializing with other humanoids who are peaceful and considerate - essentially, she socializes like any human, in a break from how most androids behave.
Viv also enjoys many of the activities that humans enjoy, such as experiencing new things, seeing beautiful sights, discovering new and delicious foods and beverages, and having friends.
Viv has had her telekinetic abilities as long as she can remember. She considers them a useful feature, just part of who she is.

Notable Quotes: "I've never met someone with green skin before! Is your blood green too?"
"Usually when strangers ask for me to keep them company they say they'll pay by the hour."
"I once split a man's skull open with a rock! Does that count?"
"Sure, I'll help you with that. Er... what am I supposed to be doing, exactly?"

Development: Going to build a medical clinic in Torch, starting by using the medical lab that we discovered here and moving that into the old Silverdisk Hall, which'll be rebuilt as a clinic building.