Demon Slayer

Kaelaah's page

514 posts. Alias of Zesdead.


Classes/Levels

Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

About Kaelaah

Male Human Pyrokineticist 4 (favoured class – kineticist)
N Medium Humanoid, Initiative +3, Perception +9

Defense

AC 17, Touch 13, Flat-Footed 14
HP 40 (8 at first level, 5 for subsequent levels, 4 per level for Con, 1 for Favoured Class at level 1)
Fort +9, Ref +8, Will +4 (+2 trait bonus on all saving throws against charm and compulsion effects)

Offense

Kinetic Blast: Fire Blast, 30ft, +6 vs Touch, 2d6+2 fire damage.
Kinetic Blast (Point-Blank Shot: ranged attacks to 30ft): Fire Blast, 30ft, +7 vs Touch, 2d6+3 fire damage.
Kinetic Blade, +6 vs Touch, 2d6+2 fire damage

With 1 Burn
Kinetic Blast: Fire Blast, 30ft, +7 vs Touch, 2d6+5 fire damage.
Kinetic Blast (Point-Blank Shot: ranged attacks to 30ft): Fire Blast, 30ft, +8 vs Touch, 2d6+6 fire damage.
Kinetic Blade, +7 vs Touch, 2d6+5 fire damage

Cestus, +6, 1d6-1 damage.

Speed 30ft

Statistics

Str 8, Dex 17 (increased by 1 at level 4), Con 18 (increased by 2 for human), Int 10, Wis 14, Cha 14 (increased by 2 for human)
BAB +3, CMB +2, CMD 15

Feats
(1 bonus feat for human)
(3/6 of Extra Wild Talent Feat through Favoured Class)

Point-Blank Shot
Weapon Finesse
Precise Shot

Feat Mechanics:
Point-Blank Shot: 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.

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier (+3) instead of your Strength modifier on attack rolls. If you carry a shield, its armour check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Precise Shot: 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.

Traits

Birthmark
Illuminator
Adopted - Varisian: Tattooed Focus

Trait Mechanics:
Campaign / Basic Trait - Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god — you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Religion Trait - Illuminator (Sarenrae): When you are filled with the light of Sarenrae, your speech takes on a fiery eloquence. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you. (Inner Sea Gods – p220).

Basic Trait - Adopted: You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. Race Trait – Tattooed Focus (Varisian): You possess an intricate tattoo that proclaims your skill at your chosen vocation. Choose a Craft, Perform, or Profession skill – Perform (Act). You gain a +2 trait bonus on checks with that skill, and it is always a class skill for you. (Inner Sea Races – p196).

Class / Marked Features

Weapon and Armour Proficiency
Elemental Focus
Wild Talents
Basic Pyrokinesis
Fire Sculptor
Fire’s Fury
Burn
Kinetic Blast
Fire Blast
Gather Power
Infusion
Kinetic Blade
Extended Range
Elemental Defense
Elemental Overflow

Spell-Like Ability from Deity’s Domain
Protection from Evil
Align Weapon

Class Feature Mechanics:
Weapon and Armour Proficiency: Kineticists are proficient with all simple weapons and light armour, 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.

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.

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 (+4). The kineticist uses her Constitution modifier (+4) 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.

Basic Pyrokinesis
Element(s) fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

Fire’s Fury
Element fire; Type utility (Sp); Level 1; Burn 0
When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

Fire Sculptor
Element fire; Type utility (Sp); Level 1; Burn 0
You can sculpt shapes out of flame or alter a fire’s spread. As a standard action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. For instance, a 4th-level kineticist could move 4 contiguous squares from the centre of a 20-foot-by-20-foot fire to the fire’s edge in order to create a safe path to escape. The fire continues to spread normally after you sculpt it.

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 (+4) (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.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 plus 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 (+4), increasing by 1d6 for every 2 kineticist levels beyond 1st.

Fire Blast
Element(s) fire; Type simple blast (Sp); Level —; Burn 0
Blast Type: energy; Damage: fire

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 (+3) 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.

Kinetic Blade
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 non reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. 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.

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.

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.

Elemental Defense (Su): At 2nd level, a kineticist gains her element's defense wild talent.

Searing Flesh
Element: fire; Type defense (Su); Level —; Burn 0
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

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.

Spell-Like Ability from Deity’s Domain (Sp); At 2nd level, a Marked gains their domain’s first level spell 1/day as a spell-like ability.

Protection from Evil
School abjuration [good]; Casting Time 1 standard action, Components V, S, M/DF
Range touch, Target creature touched, Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance no

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

At 4th level, a Marked gains their domain’s second level spell 1/day as a spell-like ability.

Align Weapon (Good)
School transmutation, Casting Time 1 standard action
Components V, S, DF
Range touch, Target; weapon touched or 50 projectiles (all of which must be together at the time of casting)
Duration 1 min/level
Saving Throw, Will Negates; Spell Resistance, Yes

Align Weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.

You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.

Skills
(5 Skill Ranks per Level – 4 plus Int (0) for kineticist plus 1 for Human)
(2 Background Skill Ranks per Level)
The kineticist’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex) and Use Magic Device (Cha) – a pyrokineticist adds Escape Artist (Dex) and Knowledge (nature) (Int) to her class skills. The following are class skills due to selected traits / campaign houserules; Diplomacy (Cha), Knowledge (religion) (Int) and Perform (act) (Cha).

Acrobatics +10 (+3 Dex, +3 Trained Class Skill, 4 Skill Ranks)
Diplomacy +11 (+2 Cha, +3 Trained Class Skill, +2 Trait Bonus, 4 Skill Ranks)
Heal +9 (+2 Wis, +3 Trained Class Skill, 4 Skill Ranks)
Knowledge (religion) +7 (+3 Trained Class Skill, 4 Background Skill Ranks)
Perception +9 (+2 Wis, +3 Trained Class Skill, 4 Skill Ranks)
Perform (act) +10 (+2 Cha, +3 Trained Class Skill, +2 Trait Bonus, 4 Background Skill Ranks)
Stealth +10 (+3 Dex, +3 Trained Class Skill, 4 Skill Ranks)

Languages
Common

Equipment

Cloak of Resistance
Masterwork Studded Leather Armour
Masterwork Fire-Forged Steel Cestus
Masterwork Dagger
2 x Potions of Cure Light Wounds
1 x Potion of Cure Moderate Wounds
Gold: 25gp