Bard

Kinet's page

25 posts. Organized Play character for Kenjitsu.


Full Name

Kenit Flumen

Race

HP 12/12 (-0 Nonleathal)|AC 15/10/15 | F +6 R +6 W +1 | Perception +5; Darkvision 60 feet | Stealth +10 | Initiative +6 |

Classes/Levels

Speed 20 | Burn: 0 of 5 | Active Conditions: none

Gender

CG Male Gnome Hydrokineticists 1 |

Age

18

Alignment

CG

Languages

Common, Gnome, and Sylvan

Occupation

Sailor

Strength 5
Dexterity 18
Constitution 18
Intelligence 11
Wisdom 10
Charisma 9

About Kinet

Kinet's Past:
Kinet grew up on the street after being abandoned by his parents when he started showing signs of manipulating water and more specifically blood. Growing up on the streets was tough, and Kinet did whatever he had to in order to survive.

At an early age he heard the sea calling to him and he answered the call by being a sailor. While always being on the frail side, Kinet proved his worth by not working hard at hoisting sails and swabbing decks, but rather by being able to control and manipulate water. By being at the bow of the ship, he was able to create a current that allowed the ship to travel faster in open sea. The faster the ship reached its destination, the more runs a ship could do and the more money they could make. He became kind of a mascot for whatever ship he was able to sign on to and he was always welcomed back to a ship with a captain he had worked with before.


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Dice Rolls:

Save Rolls (+2 vs Illusions)
[dice=Fortitude Save]1d20+6[/dice]
[dice=Reflex Save]1d20+6[/dice]
[dice=Will Save]1d20+1[/dice] (+2 vs fear and despair)

Skill Checks
[dice=Knowledge (Nature) Check]1d20+4[/dice]
[dice=Perception Check]1d20+6[/dice]
[dice=Profession (Sailor) Check]1d20+6[/dice]
[dice=Stealth Check]1d20+10[/dice]
[dice=Swim Check]1d20+1[/dice]

Combat Rolls
[dice=Initiative]1d20+4[/dice]
[dice=Cold Blast vs Touch]1d20+5;1d6+2[/dice]
[dice=Crossbow 19-20/x2 120ft]1d20+5;1d8[/dice]
+1 from Point-Blank Shot if within 30 feet.

Stats:
Ability Mod

  • Strength -3 (5 STR)
  • Dexterity +4 (18 DEX)
  • Constitution +4 (18 CON)
  • Intelligence +0 (11 INT)
  • Wisdom +0 (10 WIS)
  • Charisma -1 (9 CHA)

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Saves


  • Fortitude +6 (Kineticist:2, Constitution:4)
  • Reflex +6 (Kineticist:2, Dexterity:4)
  • Will +1 (Kineticist:0, Wisdom:0, Indomitable Faith:1)

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Combat

  • Initiative +6 (Dexterity:4, Reactionary:2)
  • Ranged to hit +6 (BAB:0, Dexterity:4, Size:1, Point-Blank:1)
  • Cold Blast 1d6+2 (1*(1d6) + CON:4/2) Cold Damage
  • AC 15 / FF 10 / Touch 15 (Armor:0, Size:1, Dexterity:4)
  • Land Speed 20

Feats:

  • Point-Blank Shot

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Point-Blank Shot (Combat)
Source PRPG Core Rulebook pg. 131
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.

Skills:
Kineticist Class Skills:

  • Acrobatics +4 (Dexterity: +4, Class:0, Ranks:0)
  • Craft(?) N/A (Intelligence: 0, Class:0, Ranks:0)
  • Heal N/A (Wisdom: +0, Class:0, Ranks:0)
  • Intimidate -1 (Charisma: -1, Dimdweller: +2, Class:0, Ranks:0)
  • Perception +6 (Wisdom: +0, Dimdweller: +2, Class:3, Ranks:1)
  • Profession(Sailor) +6 (Wisdom: +0, Obsessive:2, Class:3, Ranks:1)
  • Stealth +10 (Dexterity: +4, Dimdweller: +2, Class:3, Ranks:1)
  • Use Magic Device N/A (Charisma: -2, Class:0, Ranks:0)

Water Class Skills

  • Knowledge (Nature) +4 (Intelligence: 0, Class:3, Ranks:1)
  • Swim +1 (Strength: -3, Class:3, Ranks:1) +1

Wild Talents:

Kinetic Blast

  • Cold Blast (Water, simple blast, 0 burn)

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Wild Talents


  • Basic Hydrokinesis (utility, level 1, cost 0 burn)
  • Extended Range (form infusion, level 1, cost 1 burn)

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Simple Blast 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 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.

Cold Blast (Type: energy, Damage: cold)

Basic Hydrokinesis: You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

Extended Range: Your kinetic blast can strike any target within 120 feet.

Gear:

Owned
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gold: 396.5


  • Clothes: Traveler's Outfit
    Spoiler:
    1 gp, 5 lbs
    This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

  • Masterwork Backpack
    Spoiler:
    50gp, 4 lbs
    Masterwork Backpack: This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.

  • Waterskin
    Spoiler:
    1 gp, 4 lbs
    This bag is made of an animal bladder or treated leather. It is watertight and holds about 1/2 gallon of liquid. The listed weight is for a waterskin full of water; empty, it weighs about 2 pounds.

  • Belt Pouch
    Spoiler:
    1 gp, 1/2 lb
    A typical leather or cloth belt pouch has a leather cord to cinch it shut and another to tie it to your belt. It is large enough to hold 100–200 coins or two apples.

  • Blanket
    Spoiler:
    5sp, 3 lbs
    This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

  • Small Heavy Crossbow
    Spoiler:
    350gp - 150gp discount (Highdelve's Hero boon), 8 lbs
    1d8 P damage, 19-20/x2 120 ft.

    You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. A heavy crossbow fires crossbow bolts.

    Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.


Picked Up
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  • Item:

Encumbrance
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  • Weight Gear: 22.5 lb
  • Carrying Capacity: Strength 5+1(Masterwork Backpack): 0-20/21-40/41-60
  • Light Load

Level 1:


  • Race: Gnome (+2 CON, +2 CHA, -2 STR)
  • 20 point buy: 7 STR (-4), 18 DEX (+17), 16 CON (+10), 11 INT (+1), 10 WIS (+0), 7 CHA (-4)
  • Trait 1 (Combat) Reactionary: +2 trait bonus on initiative checks
  • Trait 2 (Faith) Indomitable Faith: +1 trait bonus on Will Saves
  • Feat (level 1) Point-Blank Shot
  • Skills (Kineticist:4 + Int:0 + Favored Class:1) Knowledge(Nature), Perception, Profession (Sailor), Stealth, Swim
  • Favored Class +1 HP

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Gnome
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Alternate Trait - Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Alternate Trait - Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Alternate Trait - Dimdweller: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.

Reactionary
Source Ultimate Campaign pg. 53, Second Darkness Player's Guide pg. 11, Advanced Player's Guide pg. 1
Category Basic (Combat)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Indomitable Faith
Source Ultimate Campaign pg. 55, Second Darkness Player's Guide pg. 12, Advanced Player's Guide pg. 1
Category Basic (Faith)
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Point-Blank Shot (Combat)
Source PRPG Core Rulebook pg. 131
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.
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Level 1 Kineticist: BAB:+0, Fort Save:+2, Ref Save:+2, Will Save:+0


  • Burn
  • Elemental Focus (Water)
  • Gather Power
  • Infusion (Extended Range)
  • Kinetic Blast (Cold Blast)
  • Favored Class +1 Skill

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Kineticist
Source Occult Adventures pg. 10
Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.

Role: Kineticists generally use their powers to assail their foes from range, but based on the way their talents develop, they can channel their kinetic abilities for a variety of situations. Kineticists are usually quite different from their families and friends, so they often strike out on their own or alongside others with extraordinary talents.

Alignment: Any.
Hit Die: d8.
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; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.

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 on page 12), 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. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

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.

The descriptions of infusions begin on page 17.

Favored Class Kineticis: +1 HP or +1 Skill


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Character Roadmap:
Gnome Hydrokineticists
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Level 1
Feat (Point-Blank Shot)
Elemental Focus (Water, Water Blast)
Infusion (Extended Range)

Spoiler:
Extended Range
Source Occult Adventures pg. 19
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

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Level 2
Elemental Defense (Shroud of Water)
Utility Wild Talent (Elemental Whispers)

Spoiler:
Elemental Whispers
Source Horror Adventures pg. 57
Element universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.

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Level 3
Feat (Precise Shot)
Infusion (Kinetic Blade)

Spoiler:
Kinetic Blade
Source Occult Adventures pg. 20
Element 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. (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.


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Level 4 (+1 DEX)
Utility Wild Talent (Slick)

Spoiler:
Slick
Source Occult Adventures pg. 27
Element water; Type utility (Sp); Level 1; Burn 0
Saving Throw Reflex negates; SR no
As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.

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Level 5
Feat (Weapon Focus (Kinetic Blast))
Infusion (Penetrating Infusion)

Spoiler:
Penetrating Infusion
Source Elemental Master's Handbook pg. 22
Element air, fire, water; Type substance infusion; Level 2; Burn 2
Associated Blasts blue flame, cold, electric, fire
Saving Throw none
The intensity of your blasts allows you to break through your foes’ resistances. Treat your foe’s cold, electricity, or fire resistance as if it were 5 lower for the purpose of determining the infused blast’s damage; this doesn’t stack with the reduction from searing flame. You can increase the burn cost of this infusion to further reduce the foe’s resistance against the infused blast by 5 per additional point of burn accepted. This has no effect on creatures with immunity.

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Level 6
Utility Wild Talent (Blood Tell)
Extra Wild Talent (Waterdancer)

Spoiler:
Waterdancer
Source Occult Adventures pg. 29
Element water; Type utility (Sp); Level 3; Burn 0
You call forth a current of water to increase your speed and allow you to swim with ease, as if under the effects of slipstream with unlimited duration.

Slipstream - You create a low-cresting wave of water that carries the target along the surface of water or the ground. When moving across level ground, the target’s speed increases by 10 feet. If going downhill, speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill. While swimming, the slipstream increases the target’s swim speed by 20 feet—if the target does not have a swim speed, this spell grants a swim speed of 20 ft.


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Level 7
Feat (Spell Penetration)
Expanded Element (Air, Air Blast, Blizzard Blast)
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Level 8 (+1 DEX)
Utility Wild Talent (Wings of Air)

Spoiler:
Wings of Air
Source Occult Adventures pg. 29
Element air; Type utility (Sp); Level 3; Burn 0
Prerequisite air cushion or air's leap
The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.

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Level 9
Feat (Greater Spell Penetration)
Infusion (Wall)

Spoiler:
Wall
Source Occult Adventures pg. 22
Element universal; Type form infusion; Level 5; Burn 3
Associated Blasts any
Saving Throw none
You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall’s squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.

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Level 10
Utility Wild Talent (Body of Air)

Spoiler:
Body of Air
Source Psychic Anthology pg. 22
Element air; Type utility (Sp); Level 4; Burn 0
You transform yourself into gas, as per gaseous form. You can’t use kinetic blasts while in this form.

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History:
History

Starting 96.5 GP
Gained 480
Day Job 20
- 200gp (Small Heavy Crossbow) (350 gp - 150 gp from Highdelve's Hero boon)
Total after mission 1 = 396.5 gp

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Initiate's Edge: Golarion can be a dangerous place, and the Pathfinder Society takes care to equip its newest recruits. You can apply one of the following benefits to your first character (XXXXXX–1); cross out the other two options. The first time you serve as a game master for a Pathfinder Society game and apply the credit to this character, you may double your maximum number of uses for the selected benefit.

Elixir of Renewal: You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfinder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir.

Not every character can use healing magic, but anyone can consume a potion. This elixir is especially good at curing ability damage, which often accompanies poison, disease, and the special attacks of many undead creatures. Consider this option if you cannot cast healing spells but want a powerful way to heal yourself in an emergency.
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Blessing of Aurelliax: By helping the people of Highdelve, you have also earned the favor of its protector, Aurelliax. As a sign of her appreciation, she has provided you a small golden dragon statuette.

Dragon's Friend: The statuette permanently transforms into a golden parrot. Once per day, the parrot can either deal an additional 1d6 fire damage with one natural attack or can gain fire resistance 10 against one attack. You can keep the creature as a loyal pet.
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(Used) Highdelve's Hero: You were instrumental in saving Highdelve from imminent attack and preserving its Brightbloom tradition.

Torgen: You have tracked down an errant shipment of expensive goods, which has earned you the favor of Brevoy's finest merchants. When purchasing a weapon or armor of masterwork quality, you can reduce that item's cost by 150 gp.

Experience: 1
Prestige: 2