I dream of Heaven
I dream of Heaven
I dream of Heaven
Yeah
High time we made a stand
And shook up the views of the common man
And the love train rides from coast to coast
DJ's the man we love the most
Could you be, could you be squeaky clean
And smash any hope of democracy?
As the headline says you're free to choose
There's egg on your face and mud on your shoes
On one of these days they're gonna call it the blues
Johnny Panic
Johnny Panic and The Bible Of Dreams
I get excited by the news of today
What seems unstable may be able to stay
Johnny Panic
Johnny Panic and The Bible Of Dreams
I dream of Heaven
Yeah
I spy, tears in your eyes
They look into the skies for some kind of divine intervention
Food goes to waste
So nice to eat, so nice to taste
Politician Grannie with your high ideals
Have you no idea how the majority feels?
So without love and a promise land
We're fools to the rules of the government plan
Kick out the style, bring back the jam, bring back the jam
My flame is heart, my baby do as she please
What good is living when you live in disease
Johnny Panic
Johnny Panic and The Bible Of Dreams
I dream of Heaven, it's a heavenly place
Why fall in love when you can fall from grace
With Johnny Panic
Johnny Panic and The Bible Of Dreams
I dream of Heaven
I dream of Heaven
I dream of Heaven
Yeah
DESCRIPTION Dhampir | Female | Portrait Age N/A Height 5'1" Weight 41lb, Hair: Jet Black, Eyes: Jet Black Body: Slender and short, Skin Pale white, Voice: Husky: CN:
Ynja Eva Ragnavold is short, slender, a well-defined, beautiful female Dhampir. Jet black hair, pale blemish free skin, jet black glinting eyes. Clothing. Her clothing is a fine black uniform with the Silver Insignia that points her as being in the Intelligence corp Officer. It's practical and it speaks of a highly civilized look. Around her wast is also a light well made utility belt from which hangs at times a combat Blade, a pouch and some kind of small oval like device. She seems to be always clean. Ynja seems a statuesque of unearthly human beauty. In ideal conditions she could even pass for human, but then again her movements seem unnaturally fluid and perfect. That may give away her true heritage but the one thing that dos, is the fangs, that and drinking human blood, for she is Vampire-Kin. In Battle she is dealy, thou weak in body she can level ranks of enermys with her powerful blasts. She is green in comand but is learning fast.
--Ranged:+8
kineticist - Elemental Blast
Neg Energy (NE) Blast RTA TH+11 [DMG 3d6+2cha+2Class] Range 30'/120' 20x2 [Magic] [NG] [counts a +2 Weapon] 20x2
[^Point Blank Shot TH+1 DMG+1 if blast Range inside 30']
[Blasts are auto with NE Elemental in her Maximized +20 DMG] [NE Elemental]
[Blasts can have extended Range 120'] [+1Burn] [-1Class]
[For AoO always Defensive casting Concentration +11, DC22]
Warlock - Arcane Bolt (Su) [No AaO or SR]
RTA TH +8 DMG[4d6DMG] of [Cold/Fire/Acid/Electricity] [Counts as Magic]
[Can be used as a burst effect with a 20 foot radius]
[If used alone [RTA+8]] 20x2 range 160'
[^Point Blank Shot TH+1 DMG+1 if blast Range inside 30']
DEFENSE:
Init +4; Senses Low Light/Dark Vision 60' Perception +11
Detect magic at will [class]
-------------------------------=DEFENSE=-------------------------------
AC 20/24*] TAC[15/19*] FF[15/19*] [10+5Armor+4Dex+1Items*+0other+4Spell]
Resistance:
+3 insight bonus on saving throws against spells and spell-like abilities.
+2 against disease [Race]
+2 against mind-affecting effects. [Race]
+2 against Negative energy 2, [Class]
+1 against emotion effects [Class]
*[+2 Blood Drinker]
Immunity's
Negative Energy Damage
level drain [part].
Protection from possession and mental control (as protection from evil).[Constent]
Other
5% chance to ignore critical hits and sneak attacks [Class]
positive and negative energy as if it were undead—positive energy harms.
negative energy heals
-------------------------------=STATISTICS=-------------------------------
20 Point Buy
Str 09 [+0][09][-1][-1biuld]
Dex 18 [+4][12][2p][+2Race][+2item][+2Class]
Con 10 [+0][10][2p][-2Race]
Int 14 [+2][14][5p]
Wis 14 [+2][14][5p]
Cha 20 [+5][15][7p][+2Race][+2Item][+1Level]
1:Light Sensitivity: [Race]
Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell. (Race)
2:Negative Energy Affinity: [Race]
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. (Race)
Weapon and Armor Proficiency:
Kineticists are proficient with all simple weapons and light armor, but not shields.
Warlocks are proficient with all simple weapons + As the warlock increases in level, his school abilities are less subject to arcane failure while the warlock is wearing armor. At 1st level, the warlock does not suffer an arcane failure penalty when using a school ability while wearing light armor. This extends to medium armor at 5th level and heavy armor at 9th level.
-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Fangs [Race]
Natural Attack [1d3][+ blood drinker]
Endearments on Protection from possession and mental control (as protection from evil).
Dos not need to eat or drink
can sleep 2 hours a night to get benefit of 8 hours sleep [Item]
No Breath [Constant] as per the universal monster ability, and you can survive in the vacuum of space. [Class]
Emptiness [Class]
Element void; Type defense (Su); Level —; Burn 0
Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects.
*By accepting 1 point of burn, you can increase the resistance to negative energy by 2, the chance to ignore critical hits and sneak attacks by 5%, and the bonus on Will saves against emotion effects by 1 until the next time your burn is removed. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow to a maximum of 100%. When you accept burn while using a void wild talent, your bonus on Will saves applies against all mind-affecting effects for 1 round. You can dismiss and restore this effect as an immediate action.
Can do this at will 0 burn as per reduction, but time limited.
Basic Chaokinesis
Can create a shadow that protects a target from bright light. You can also change gravity to increase a creature's carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.
Each benefit lasts 1 hour or until you use basic chaokinesis again. Blast
See Class
Blast Blade
See Class
Spells
1:Detect magic [at will Class]
2:Mend [at will Class]
3:Prestidigitation [at will Class]
4:Canny-effort +2 to skill rolls. [at will Class]
5:Mage-Hand 20' 5lb [at will Class]
Benefit: Choose one humanoid subtype, such as “goblinoid” (this subtype cannot be “dhampir”). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.
Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.
Racial TraitsStandard Racial Traits
Ability Score Racial Traits: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Undead Resistance:
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex):
A Dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a Dhampir takes are removed without the need for an additional saving throw.
Feat and Skill Racial Traits
Vampiric Empathy Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir's Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.
Magical Racial Traits Fangs A Dhampir may inherit his father's lengthy canines. Whenever the Dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the Dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
This racial trait replaces the spell-like ability racial trait.
Darkvision:
Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft,
Dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Weakness Racial Traits
Light Sensitivity:
Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell. [Countered with Void Shadow, always on]
Negative Energy Affinity:
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. [Takes DMG when healed with Postive Eng]
-=Non-Standard Skill Bonuses=-
+2 Heal [Item]
Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Canny Effort +2 to skill rolls.
-=Languages=- Common
Common + Necril + Infernal + Aklo + Undercommon
Alignment: Any.
Hit Die: d8.
Starting Wealth: 1d6 × 10 gp (Average 35 gp.) In addition, each character begins play with an outfit worth 10gp or less.
BAB +4
Saves +5/+5/+2
Class Skills
The kineticist's class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier
Class Features
The following are the class features of the kineticist.
Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.
Elemental Focus (Su) Void (chaokineticist) [No AoO's]
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), Void (chaokineticist) or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis, basic chaokineticist as a bonus wild talent.
See Elements for the specific abilities granted by each element.
1: Basic Chaokinesis [AoO's]
Element void; Type utility (Sp); Level 1; Burn 0
You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature's carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.
Each benefit lasts 1 hour or until you use basic chaokinesis again.
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 Constitution based wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitution based 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.
Wild Talents x3
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 Charisma modifier.
The kineticist uses her Charisma 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.
1:No Breath [No AoO's]
Element void; Type utility (Su); Level 2; Burn —
Prerequisite(s) emptiness
You gain no breath, as per the universal monster ability, and you can survive in the vacuum of space.
2:Gravity Control [flight 60'] [AoO's]
Element void; Type utility (Sp); Level 3; Burn 0
You use your gravitic abilities to move yourself as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double [0x2=0]. If you end your turn mid-air, you fall on your next turn unless you use gravitic jet again.
3:Void Healer [Gather power to use -1 20HP back 1r]
Element void; Type utility (Sp); Level 1; Burn 1
Saving Throw none; Spell Resistance yes
This functions as kinetic healer, except it heals undead (and others healed by negative energy).
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.
Kinetic Blast (Sp) [AoO's]
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.
Simple Blasts
A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. 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 Charisma 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 Charisma modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
Negative Blast RTA 3d6+2 [Maximized with NE Elemental 20DMG]
Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage negative energy
You blast your foe with negative energy. This blast and its composite blasts never heal creatures, even if they would normally be healed by negative energy (though such creatures still take no damage).
Gather Power (Su) -2 Burn [No AoO's]
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) x3 [No AoO's]
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.
1:Extended Range [No AoO's]
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.
2:Kinetic Blade [No AoO's]
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a nonreach, 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.
3:Kinetic Fist [No AoO's] [+1d6]
Element(s) universal; Type form infusion; Level 1; Burn 1[-1]
Associated Blasts any
Saving Throw none
You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Cha modifier.
Elemental Defense (Su) [No AoO's]
At 2nd level, a kineticist gains her element's defense wild talent.
1: Emptiness
Element void; Type defense (Su); Level —; Burn 0
Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects.
You can dismiss and restore this effect as an immediate action.
Overwhelming Power (Ex) +2TH +2DMG
At 3rd level, an overwhelming soul gains a +1 bonus on attack rolls and damage rolls with her kinetic blasts. The damage bonus doesn't apply to kinetic blade, kinetic whip, or other infusions that don't apply the damage bonus from elemental overflow. This bonus increases by 1 at 6th level and every 3 levels thereafter.
This ability replaces elemental overflow.
Infusion Specialization (Ex) -1 Burn cost
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.
Metakinesis (Su) +1Burn - 50% to Blasts DMG [No AoO's]
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).
Mental Prowess (Su) -1 Burn 1/Day [No AoO's]
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.
This ability alters burn and replaces internal buffer.
Void
Like aether, void forms where elemental energy meets another material, in this case the substance of the Negative Energy Plane. Kineticists who command this strange force are referred to as chaokineticists.
Class Skill(s): A chaokineticist adds Knowledge (dungeoneering) and Escape Artist to her list of class skills.
Basic Manipulation: [AoO's]
A chaokineticist gains basic chaokinesis.
1:Basic Chaokinesis
Element void; Type utility (Sp); Level 1; Burn 0
You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature's carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.
Each benefit lasts 1 hour or until you use basic chaokinesis again.
Simple Blast: [AoO's]
A chaokineticist can select either gravity blast or negative blast as her simple blast. She gains one of them when she first selects void, and must select void again with expanded element to gain the other. She can use pushing infusion with gravity blast and void blast.
Defense:
A chaokineticist's defense wild talent is emptiness.
Wild Talents:
1st—basic chaokinesis, pulling infusion*, pushing infusion*, void healer;
2nd—eyes of the void, no breath;
3rd—darkness infusion*, gravity control;
4th—singularity*;
5th—eyes of the void (greater), gravity control (greater);
6th—darkness infusion (greater)*, suffocate;
7th—enervating infusion*;
8th-
9th—gravity master.
The warlock’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
BAB+4
Saves +2/+2/+5
Arcane armor mastery (Light/medium)
School Ability x5
Damage reduction 2
Arcane Armor Mastery
As the warlock increases in level, his school abilities are less subject to arcane failure while the warlock is wearing armor. At 1st level, the warlock does not suffer an arcane failure penalty when using a school ability while wearing light armor. This extends to medium armor at 5th level and heavy armor at 9th level. The warlock may still select feats to reduce the arcane failure chance when wearing armor that he has yet to master.
Cantrips
At 1st level, the warlock learns a number of cantrips equal to their Cha modifier.
1:Detect magic [at will Class]
2:Mend [at will Class]
3:Prestidigitation [at will Class]
4:canny-effort +2 to skill rolls.
5:mage-hand
School Ability
The warlock does not cast spells. Instead, he is infused with supernatural energy that allows him to perform magical powers at will. At 1st level, the warlock may select two school abilities; he also gains new school abilities at higher levels (see the warlock table).
School abilities come from the arcane school lists. In addition, the warlock may learn additional school abilities listed in this section. The warlock does not gain any specialist bonuses or bonus spells. The warlock may only take a school ability less than or equal to his warlock level. He may also take a cantrip in place of a school ability. For example, a 2nd level warlock gets a new school ability. Since he is not yet fourth level, he must select a 1st level ability or cantrip.
The warlock does not need to take a lower level school ability in order to select a higher one. For example, a 4th level warlock can select summon monster even if he doesn’t have acid dart. In addition, the warlock may swap school abilities whenever he is able to take a new school ability, but he must replace the old one with a school ability of equal or lesser value (cantrips can only be swapped for other cantrips).
The warlock’s level is used to determine the caster level for school abilities. The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modifier. School abilities are not spells and thus cannot be affected by metamagic feats. Using a school ability is a standard action.
1st -1:Physical Enhancement (Su) [Transmutation school L1] [+2]
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
1st -2:Arcane Bolt (Su): +4d6DMG r160' [1st,2ed,4th,6th]
You can make a ranged touch attack that does 1d6 points of damage, +1d6 for every two warlock levels. The warlock may choose whether the damage is acid, cold, electricity, or fire. The range on an Arcane Bolt is 100ft. + 10ft./level.
2ed: Void Awareness (Su) +3 Saves
Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.
4th -3:Summon Monster (Su): *
You can summon monsters to aid you as per the summon monster II spell. The duration lasts a day. Creatures summoned always have maximum hit points.
6th -4:Arcane Burst (Su):
You can use his arcane bolt as a burst effect with a 20 foot radius.
Damage Reduction: DR2/cold iron, electricity,silver.
As the warlock increases in level, he becomes resistant to certain effects. At 3rd level, the warlock receives damage reduction 2 against physical attacks. The warlock must also choose three effects from the following list: cold, cold iron, electricity, fire, or silver. The damage reduction does not count against the three chosen effects. At higher levels the damage reduction increases. In lieu of an increase, the warlock can remove one of the three effects from his list. He may only do this twice; at least one effect must always be able to overcome his damage reduction.
Negative Energy Elemental, Small
This creature appears as a shimmering and wavering sphere of translucent gray energy with small motes of light winking in and out of existence along its spherical form.
Small Negative energy Elemental CR 2
N Small outsider (elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +5
Aura negative energy (10 ft. radius)
DEFENSE
AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +1; Ref +6; Will +3
Immune elemental traits
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not breathe, eat, or sleep.
OFFENSE
Speed fly 60 ft. (good)
Melee slam +6 (1d4 plus 1d4 negative energy)
Special Attacks death throes (10 ft. radius, DC 12, 1d8 negative energy damage) negative energy
STATISTICS
Str 10, Dex 17, Con 12, Int 6, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 15
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Fly +14, Knowledge (planes) +3, Perception +5, Stealth +12
Languages Negative Energy Fluctuation
SPECIAL ABILITIES
Death Throes (Su)
A negative energy elemental that is killed explodes in a flash of swirling negative energy that affects all within the area (the radius for its death throes ability is the same as the radius for its negative energy aura). Living creatures within the area take 1d8 points of negative energy damage per two HD of the elemental. Negative energy based creatures and undead gain hit points equal to the amount of damage the death throes would have otherwise dealt. (The rules for temporary hit points and doubling hit points as detailed under the elemental's negative energy apply here.) A successful Reflex DC (save DC same as the elemental's negative energy save DC) reduces the damage by half.
Negative Energy (Ex) +38 Temp HP + fast healing [1d4]
A negative energy elemental infuses a target hit by its slam attack with negative energy. This deals extra damage to a living target (as listed in the statistics block) but heals undead (and other negative energy based creatures) by the same amount. Undead (and other negative energy based creatures) can be healed above their normal hit point total, gaining extra hit points as temporary hit points. These temporary hit points disappear 1 minute later. Creatures healed to twice their normal hit points (that is, a creature whose hit points are effectively doubled) must succeed on a Fortitude save or explode in a burst of negative energy. The save DC is Constitution-based. See the table below for each negative energy elemental's save DC.
Negative energy (such as an inflict spell or negative energy channeling) can heal negative energy elementals.
Negative Energy Aura (Su)
A negative energy elemental radiates an aura of pure negative energy around it. (See the table for the area each elemental affects.)
Within a negative energy elemental's aura, class abilities that use negative energy, such as negative energy channeling or the Command Undead feat, function as if the user were 2 levels higher. Additionally, spells and spell-like abilities that use negative energy are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. This aura does not affect the negative energy channeling ability of the negative energy elemental using it, and its effects do not stack with those of other negative energy elemental.
None slotted Items On belt
-:Cold Iron Combat Knife
-Wand clip 1gp
->Wand of shield 24/50 [1min] [*Activated by Elemental] 325gp
Pathfinder Pouch ---gp
-:Normal space
Silver Wayfinder 500gp 1lb
Slotted-(Ioun Stones)
1:incandescent-blue-sphere-ioun-stone Cracked price: 200gp [cracked]
Blind-Fight Feat +1 competence bonus on one Wisdom-based skill
2:Pink and Green Sphere price: [loot] [cracked]
-:This stone sustains the wearer on half the normal amount of food.
-:Protection from possession and mental control (as protection from evil).
Hidden space
-:Orders and peesonal Documenets.
-:Note Book and Pen 4p --lb
Sun Glasses 10gp --lb
-:Signal Whistle 5sp --lb
-:traveler-s-any-tool [Loot]
Background - narrative
In normal life drinking blood was seen as evil, But in war time it was seen as a terror weapon to be used on the enemy. Her city offered a place to live, a life or her and others like her, the missfits and freaks. A place of tolarance, where as the Enermy, all they wanted was the pour races and to wipe out ones like her. She was fighting for a home, a place to be exspeted and repsected.
PERSONALITY-DESCRIPTION:
PERSONALITY Charismatic and Deadly
Charismatic: Ynja can be very persuasive, charming and affable. Ynja has a very cosmopolitan outlook. Ynja is no fool, under that pleasant and beautiful exterior she seeks to offer the world is a hard, cunning mind and at times she come over as suspicious and paranoid. Her mind tends to lock on to whatever benefits she thinks can be gotten from a situation for a group she is with. As for ideas such as good and evil, Ynja understands the terms but also views them as being deeply subjective viewpoints relative to the ones labeling actions and things. To her Good and evil she has little time for such things.
Deadly: Ynja will act without hesitation in a seemingly military trained. She will assess, plan and execute actions, never acting rashly. Ynja’s form of violence is targeted and controlled, disciplined strikes. Aimed at ending combat as efficiently as possible given the situation at hand, she will always try and end a combat in the most effective way. However the levels of blast power she can project with preparation can be deviating and seem brutal for a woman who looks so frail. Her blast attacks ripping apart objects and living beings alike. There is something deeply militaristic about her combat styles.
Physical Looks: Ynja Eva Ragnavold is a tall, slender and well-defined female Dhampir and to put it bluntly she is also shocking beautiful. Perfectly jet black hair reaching her shoulders, slender legs, and a fine figure all add to this. From her pale blemish free skin to her jet black glinting eyes. Ynja seems a statuesque of unearthly human beauty. In ideal conditions she could even pass for human, but then again at times her looks are just too fine, her movements just to graceful, even unnaturally fluid and perfect. They may give away her true heritage or when she is in combat and bears her teeth, her long and sharp teeth.
Clothing: Ynja's clothing is some form of well-made advanced black leather like uniform. It's practical and it speaks of a highly civilized look. For a start it has zips, Velcro and studs and an over all machine manufactured look. It would seem very out of places next to spell slingers and sell swords down the local Inn, but fine on any modern city street. This odd uniform consists of Fine Boots, Pants, undergarments, a combat bodice and a long Leather Jacket. Around her wast is also a light well made utility belt from which hangs at times a combat Blade, a pouch and some kind of small oval like device.
Clean and Tidy: Ynja always dos her best to be well presented clean and tidy. She keeps her uniform well-kept and mended. Her body, face, hair, teeth all clean as well. In fact she is a bit obsessive about cleanliness in herself and in others, if others travel with her.
Fangs: Ynja has a pair of retractable vampire fangs, that she displays to intimidate or when in combat. When she do's she can manifest her talents into them to make more deadly. She knows they are there but tries not to show them unless she needs to.
Unusually Light: Ynja is infused with Dark Energy [Negative Energy] which gives her talents power but also reduces her body-mass greatly. Her weight is only 25% of what a being of her size would normally be.
Personal Shadow: Ynja can user her dark Energy to manifest a weave of dark shadow shapes around her as a reaction to bright light. It acts as a means to protect herself from such light as she is sensitive to it.
Eating Habits
Miss Ragnavold, do's not need to eat or drink only doing so it fit in if someone asks but even then she may look like she is eating but in fact the food is still on her plat at the end, all she has been doing is picking at it, its seems to be a thing with her, she keeps away from 'normal' food.
Environmental durability
Ynja by means of her equipment and talents is not affected by normal Environmental ranges, such as arctic cold and jungle heat. She can also survive at grate depths underwear and even in the Vacuum of deep space without the need of a environment suit.
Flight: Being of such light mass, Ynja is able to use her control over gravity to allow herself to fly, her flight is simple and in strait lines but it is fast. It takes concentration to fly so she will only do it when really needed.
Blasts: This is a key part of Ynja, she does not rely on hard weapons as others do, she has no need. Yes she has a dagger but that is more for show and to be a tool then combat. You see when she needs to be deadly she uses her energy Blasts to inflict precise and devastating attacks at short and long ranges. Simply put she is a walking weapon. Her blasts come in two forms. A, Negative Energy blast that harms living flesh and A, gravitational force blast that pummels objects and none living. When Ynia manifests them, she uses a precise set of 1 or 2 hand motions that seem to have been drilled into her. They are always the same no matter what the situation. She two kinds of blasts have very difference appearances. Her Negative energy [Dark Energy] one is straight line of darkness from her hand/s to the target, Like a shadow in ray form. On impact it bathes the target in shadow. Her Gravity blast is a distorting point in space that moves from her hand/s to the target, Light bends as it passes and on impact it implodes out of being. She can also form an Energy blade and place energy into her unarmed attacks, When she dos they take the form of Negative energy or Gravity force as well.
Supernatural Abilities (Su) These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.
Spell-Like Abilities (Sp) Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained.
kineticist
1: situation one, the kineticist is at melee range and uses a basic blast.
-By using a spell-like ability, the kineticist must either provoke or attempt a concentration check.
-By making a ranged attack, the kineticist provokes(period).
These are two separate events, even though they're part of the same action. Thus, if the opponent has combat reflexes and you choose not to cast defensively, you'll provoke two AoO's.
2: situation two, the kineticist is at melee range and uses an AoE augmented blast.
-By using a spell-like ability, the kineticist must either provoke or attempt a concentration check.
This is a single event, and the kineticist is not making a ranged attack to do this, thus there's only one provocation.
3: situation three, the kineticist is at melee range and makes a melee basic attack, choosing to activate kinetic blade as part of the action.
-By using the "kinetic blade" infusion, the "does not provoke any additional attacks of opportunity" text applies to the casting of this spell-like ability, and thus you don't provoke.
-Because it is a melee attack now, and not a ranged attack, you do not provoke.
Thus, the kinetic blade does not provoke in any way.
Casting Defensively DC 15/17/19/21
If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.