Race: Demon-Spawn Tiefling
Alignment: NG
Gender: Female
Class: Telekineticist 4
Init: +3
Senses Perception +7, Survival +6
*Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
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BUFFS AND CONSUMABLES
Magical Racial Traits
*Spell-like ability: Govrina can use
shatter once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
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DEFENSE
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AC 19, touch 13, flat-footed +16
(+4 Armor, +2 Natural Armor, +3 Dex, +0 Dodge/Deflection)
Hp: 28 (+3 Temp) [Base 11hp, +2d8+6; +3 favored class]
Defense(Force Ward): 4 Temp Hit Points
Fort +7 , Ref +7 , Will +1
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
~+2 vs any spell with the [Evil] descriptor!
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OFFENSE
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Speed 30 (Ground);
Melee + 4
Ranged + 6
Special Attacks
*Simple Blast: A telekineticist gains telekinetic blast as a simple blast wild talent.
Telekinetic Blast: 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st
Element(s) aether; Type simple blast (Sp); Level —; Burn 0
Current Damage (4th): 2d6+2+3 (2d6+2+3+1 w/PBS)
Blast Type: physical; Damage bludgeoning, piercing, or slashing (magic)
~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.
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.
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.
Elemental Defense (Su)
At 2nd level, a kineticist gains her element’s defensive wild talent.
*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.
STATISTICS
Str 12, Dex 16, Con 17, Int 12, Wis 10, Cha 12
Base Atk +3; CMB +4; CMD+17
Favored Class Bonuses
HP’s: +4
Skills: +0
Feats
1st: Armor of the Pit (Tiefling) (+2 Natural AC)
3rd: Point Blank Shot
@5th: Precise Shot
@7th: TBD
Traits
*(Race-Tiefling)Repel Sin
You have an instinctive revulsion for the sins that led to the rise of demons and subsequent downfall of qlippoth.
Benefit: You gain a +2 trait bonus on saving throws made against spells and effects with the [evil] descriptor.
*(Social)Orphaned
You grew up separated from your birth parents, and had to learn to watch out for yourself.
Benefit: You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
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SKILLS *= Class Skills (4+1/lvl) +0 Favored Class
15pts
[ +7 ]*Acrobatics (1 rank, 3 class, 3 dex, 0 trait)
[ +4 ]*Heal (1 rank, 3 class, 0 wis, 0 trait)
[ +6 ]*Intimidate (2 rank, 3 class, 1 cha, 0 trait)~**
[ +7 ]*Perception (4 rank, 3 class, 0 wis, 0 trait)*
[ +10 ]*Stealth (4 rank, 3 class, 3 dex, 0 trait)~*
[ +6 ]*Survival (2 rank, 3 class, 0 wis, 1 trait)*
[ +8 ]*Use Magic Device (4 rank, 3 class, 1 cha, 0 trait)*
[ +7 ]Fly (0 rank, 0 class, 3 dex, 4 trait)
[ +0 ]Sense Motive (0 rank, 0 class, 0 wis, 0 trait)~
[ +3 ]Knowledge/Planes (2 rank, 0 class, 1 int, 0 trait)
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Background Skills (2/lvl)
6pts
[ ]*Profession/? (0 rank,0 class, 1 int, 0 trait)
[ ]*Craft/? (0 rank, 0 class, 1 int, 0 trait)
[ ]Linguistics (0 rank, 0 class, 1 int, 0 trait)
[ ]Knowledge/geography (0 rank, 0 class, 1 int, 0 trait)
[ +6 ]*Knowledge/engineering (2 rank, 3 class, 1 int, 0 trait)
[ +4 ]Knowledge/history (3 rank, 0 class, 1 int, trait)
[ +3]Handle Animal (2 rank, 0 class, 1 cha, 0 trait)
[ +7 ]*Sleight of Hand (1 rank, 3 class, 3 dex, 0 trait)
Languages: Common and Abyssal, Orc
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SPECIAL QUALITIES
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SQ
Elemental Focus (Su): Aether (Telekinesis)
*Wild Talents (Effective Spell Level is 1/2 the Creator's Level)
~Basic Telekinesis
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.
*Burn (Ex)
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 Overflow (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.
*Kinetic Blast (Sp)
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 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.
*Metakinesis (Su)
At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.
*Infusion Wild Talents
~Kinetic Fist: Element(s) universal; Type form infusion; Level 1; Burn 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 Constitution modifier.
~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.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.
*Utility 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.
~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."
~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.
EQUIPMENT AND GOLD
Starting GP Total 3000 gp = Remainder: 48gp, sp, cp
~MW Cold Iron Dagger
~Quarterstaff
~small bag with 100cp (TK ammo) -6cp used
~Tindertwig (x4)
~Fighter's Kit
*This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
~Mithral Chain Shirt (+4 AC, Dex bonus +6, no ACP)
~Alchemist’s fire (x4) [-2 used!]
~Sunrod (x2)
~Wand of Snapdragon Fireworks-1st lvl (20ch)
~Wand of Cure Lt. Wounds-1st lvl (30ch-2ch= 28ch remaining)
~Feather Token (Tree)
~MW Silver Dagger (Treasure)
~Handy Haversack
[A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.]
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APPEARANCE
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Height 5'10"
Weight 120lbs
Eye Color Black w/Silver Highlights
Hair Color Red/Orange
Region of Origin Unknown/Nirmathas
Deity Seranrae
Alternate Racial traits
*Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces ‘fiendish sorcery’.
*Vestigial Wings
Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearers. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces ‘skilled’.
Basic History: The actual daughter of a rare good-aligned Alu demon, Govrina was delivered as a baby to Gad'larr under mysterious circumstances from a distant land. Raising her as his own, Gad’larr raised her with the iron will of an Iroran monk. Her mother left her there, with only one thing…a jagged-toothed iron dagger with a stylized symbol of unknown extraplanar origin. She only told Gad that it was a ‘key’ for a better future.