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About KyzenStatblock:
Kyzen 6
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At a very young age Kyzen was ridiculed and bullied by the other children and even adults, so he learned very fast how to react quickly to avoid any confrontations and humiliations. He also developed his skills to make friends with the other mistreated peoples and also to talk bullied out of hurting others. He spent some time alone in the mountain and one time and he was about 13 years old he felt a close connection to the earth and surroundings and even felt he was able to kind of sense it and feel the energy in it. So after that he spent all of his time alone to try to develop his connection with the earth. He learn quickly that a lot of constitution was required to enhance his new power. After 4 years he was able to use the earth to protect him and even attack others if needed. He then decided to leave the tribe that never accepted him and said his last goodbye to his mother whom he loves very much. Leaving the Five King Mountains, Kyzen arrived in the small town of Bellis. There he was hired as a caravan guard. His first official job. The majority of the journey went well and he arrived in Belhaim. Once there, the merchant sold half of his stock before continuing for Maheto. As the caravan was now smaller, it also took advantage of it to reduce its staff. That included you, a half-elf and a few others. The others left by boat for Cassomir. Remaining only Kyzen and the half-elf who stayed in the hope of finding somemore work in the region and find ways to enhance his knowledge of the earth and make friends everywhere he goes. Kyzen is smaller than usual Hobgoblins, but he's very quick and enduring. Kinetecist Abilities:
-------------------------------------------------------------------- Infusions -------------------------------------------------------------------- Kinetic Blade [1 burn] (Light Weapon) Create a blade of pure energy. Extended Range [1 burn] Kinetic blast has range of 120ft. Entangling Infusion [2 burn] Your blast can entangle a foe. Jagged Flesh (Sp) [1 burn until removed] Natural and Unarmed attacks against you cause 1d6 damage. --------------------------------------------------------------------
Feats - Traits - Racial:
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Special Abilities Details:
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SIFT School: divination;Level bard 0, inquisitor 0
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a –5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures. --------------------------------------------------------------------
Note: If something outside your control forces you to take burn above your normal limit, add the "Kineticist: Burn" adjustment from the Conferred Ability Adjustments table on the Adjust tab to account for the excess. --------------------------------------------------------------------
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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
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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. --------------------------------------------------------------------
You use your connection to earth to meld slightly into stone and
Appears In : Occult Adventures --------------------------------------------------------------------
Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm, wood Saving Throw Reflex negates Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place
Appears In : Occult Adventures --------------------------------------------------------------------
She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels. --------------------------------------------------------------------
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. --------------------------------------------------------------------
Element(s) earth; Type utility (Sp); Level 3; Burn 1
You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 points of piercing damage. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. PBP Codes - Perseption + Saves + Skills:
[dice=Perception]1d20 + 9[/dice] [dice=Fortitude]1d20 + 12[/dice]
[dice=Acrobatics]1d20 + 15[/dice]
PBP Codes - Blast:
Kinetic "Magical" Blast (Point-Blank + Elemental Overflow)
Kinetic "Magical" Blast (+ Elemental Overflow)
Kinetic "Magical" Blast (Point-Blank)
Kinetic "Magical" Blast
Kinetic "Magical" Blade (+ Elemental Overflow)
Kinetic "Magical" Blade
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