——DEFENSE——
AC 28 =10 +4+3 (mithral chain shirt) +4 (Dex) +4 (Shield) +2 (deflection, RoP) +1 (natural, amulet) touch 16, flat-footed 24
+1 Mithral chain shirt (+4+1 AC, -0 Armor Check Penalty, +6 max Dex, 10% Arcane Spell Failure)
Shroud of Water(Shield) (3 AC, accept 1 burn (always) for additional +1, up to +1)
Shroud of Water(Armor) (5 AC, accept 1 burn for additional +1, up to +2) (Take 1 burn daily to boost Shroud of Water; typically use Shroud of Water(shield) and wears armor.)
Fortification (15%) 5% × current burn; per Elemental Overflow
Daily starting burn: 1 for Shroud of Water; 1 for Buffer; 1 just because (needed to activate Overflow)
HP 87 = 7d8 (8+6×5; Kin1–7) +42 (+6 Con×Kin1–7) +7 (Toughness)
Cold Resistance 6 (=2× current burn; also endure elements for cold only; per Cold Adaptation utility talent)
Fort +11 =5 (Kin7) +6 (Con) Ref +9 =5 (Kin7) +4 (Dex) Will +3 =2 (Kin7) +0 (Wis) +1 (trait) * +2 bonus on saves versus hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons) (Basic Aerokinesis)
Cold Blast [Kinetic Blast:Energy:Cold] +11+2 (overflow) (20/x2) = +5 (BAB) +1 (WFocus) +4 (Dex) +1 (Point Blank Shot) +2 (Overflow: burn, max lvl/3) / 4d6+4+4 (+50%) = 4d6 (Kin7) +3 (½ Con mod) +1 (Point Blank Shot) +4 (Overflow: 2× to hit overflow bonus)
At will. Up to 30' range. (Up to 120' with form infusion; Burn 1)
Ranged touch, deals 1d6 + ½ the kineticist’s Con modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Deals full damage to swarms (but only AoE bonus damage with area infusions). Counts as weapon for feats (e.g., Weapon Focus), but kineticist is not treated as wielding or gripping the kinetic blast (regardless of infusions).
Air Blast [Kinetic Blast: Physical] +11+2 (overflow) (20/x2) = +5 (BAB) +1 (WFocus) +4 (Dex) +1 (Point Blank Shot) +2 (Overflow: burn, max lvl/3) / 4d6+11+4 (+50%) = 4d6 + 4 (Kin7; physical) +6 (Con mod) +1 (Point Blank Shot) +4 (Overflow: 2× to hit overflow bonus)
At will. Up to 30' range. (Up to 120' with form infusion; Burn 1)
'Normal' ranged attack. Spell resistance doesn't apply against physical blasts. 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.
Blizzard Blast [Composite Blast; Physical]
Element(s) air and water; Type composite blast (Sp); Level —; Burn 2
+11+2 (overflow) (20/x2) = +5 (BAB) +1 (WFocus) +4 (Dex) +1 (Point Blank Shot) +2 (Overflow: burn, max lvl/3)
Damage: (half piercing, half cold) 8d6+15+4 (+50%) = 8d6 + 8 (Kin7; physical) +6 (Con mod) +1 (Point Blank Shot) +4 (Overflow: 2× to hit overflow bonus) Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.
Kinetic Blade [Cold; touch attack/or use any other blast] +8 (20/x2) = +5 (BAB) +1 (WFocus) +0 (Str) +2 Overflow 3d6+3 (Same dmg as Kinetic Blast, except no Overflow bonus)
——ATTRIBUTES——
STR 10
DEX 18 16 +2 (size)
CON 23 = 16 +2 (racial) +1 (level 4) +2 (belt) +2 (size)
INT 10
WIS 10
CHA 10
Alignment: CN
——SKILLS—— 5 per level = +4 (Kin) +1 (Human) +0 (Int) Kineticist Clas skills: Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha). A hydrokineticist adds Knowledge (nature) and Swim to her list of class skills. Trait: Sleight of Hand is always a class skill. Armor chek penalty -0
Point Blank Shot:(Level 1) +1 bonus on attack and damage with ranged weapons up to 30'.
Toughness:(Human) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Precise Shot:(Level 3) Can make ranged attacks at an opponent engaged in melee without taking the standard –4 penalty to attack roll.
Weapon Focus(kinetic blast):(Level 5) Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Initiative:(Level 7)
Elemental Focus (Su):(Kin1) Water
Elemental Focus (Su):(Kin7) Air
Gather Power (Su):(Kin1)
If both hands are free, 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. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent used 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 his next turn by 2 points (to a minimum of 0 points). If he does so, he can also gather power as a move action during his 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, he must succeed at a concentration check (DC = 10 + damage taken + effective spell level of his kinetic blast) or lose the energy in a wild surge that forces his to accept a number of points of burn equal to the number of points by which his gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Burn (Ex):(1 nonlethal dmg per Kineticist level) For each point of burn he 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.
Total max burn: 3 + Con modifier (though can be forced to accept more burn from a source outside kineticist's control). A kineticist who has accepted burn never benefits from abilities that allow him to ignore or alter the effects he receives from nonlethal damage.
Internal Buffer (Su)(Kin6)
The buffer starts empty and doesn't replenish each day; accept 1 point of burn to add 1 to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Points added to the buffer remain indefinitely until spent.
Spend 1 point from the buffer to avoid accepting 1 point of burn, but cannot spend more than 1 point from the buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.
Basic Hydrokenisis (Sp)(Kin1)
Element water; Type: utility (Sp); Level 1; Burn 0 (Kin1, from choosing element)
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.
Basic Aerokinesis (Sp)
Element(s) air; Type utility (Sp); Level 1; Burn 0 (Kin7, Expanded Element: Air)
You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can have only one such breeze active at any one time.
You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.
Elemental Overflow (Ex)(Kin3)
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.
Starting at 6th level, whenever Masao has at least 3 points of burn, he gains a +2 size bonus to two physical ability scores of his choice. He also gains a chance to ignore the effects of a critical hit or sneak attack equal
to 5% × current number of points of burn.
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
Infusions:
Each time the kineticist uses one of his kinetic blast wild talents, he can apply up to one associated form infusion and up to one associated substance infusion.
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. (Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level.) 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.
Kinetic Blade:(Kin1; infusion wild talent) Form infusion; Level 1; Burn 1
Kineticist creates a non-reach, light, or one-handed weapon in 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. This form infusion doesn’t prevent using gather power ability.
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. The kinetic blade doesn’t add the damage bonus from elemental overflow.
Extended Range(Kin3; infusion wild talent) Element: all; Form infusion; Level 1; Burn 1; Associated Blasts any
Your kinetic blast can strike any target within 120 feet
Entangling Infusion(Kin5 infusion) Substance infusion; Level 2; Burn 2; Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
Saving Throw: Reflex negates; DC 19 10 +6 (Con) +3 (½ Kin)
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 as though anchored to an immobile object.
Entangled: An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Pushing Infusion(Kin 7, FCB: Extra Wild Talent) Element: air; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, [...]
Saving Throw: none
Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can't use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
Metakinesis (Empower) (Su):(Kin5) By accepting 1 point of burn, empower kinetic blasts as if using Empower Spell feat. (All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables.)
Infusion Specialization (Ex):(Kin5) Whenever a kineticist uses one or more infusions with a blast, reduce the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. Reduce the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
Shroud of Water (Su) Level —; Burn 0 (Kin2 defense talent)
You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.
Slick (Sp) (Kin2 utility wild talent)
Element water; Type utility (Sp); Level 1; Burn 0
Saving Throw Reflex negates (DC 17 =10 + 1 (spell level) + 6 (Con)); Spell Resistance 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.
* 10' square: Ref save or fall; moving through requires DC 10 Acrobatics for half-speed; failure means can't move, if fail by 5 or more, creature falls. Creatures that make no move do not make this check.
* Item: Ref save or drop item. If picked back up, Ref must be made each round. Slippery armor/clothing provides +10 circumstance bonus to Escape Artist check, to combat maneuver checks made to escape a grapple, and to CMD to avoid being grappled.
Kinetic Cover (Sp) (Kin4 utility wild talent)
Element aether, earth, or water; Type utility (Sp); Level 1; Burn 0
As a standard action, select one face of a square within 30 feet; elemental matter moves to block that face, providing total cover from that direction. The selected face must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, ... A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and (8 hp @ Kin4) 2 hit points per kineticist level. You can have a number of kinetic covers in existence equal to your Constitution modifier +½ kineticist level. (7 = +5 (Con) +2 (½ Kin4)[smaller])
Cold Adaptation[smaller](Kin6 utility wild talent)
Element fire or water; Type utility (Sp); Level 1; Burn 0
You are constantly protected by endure elements against cold temperatures only. You gain cold resistance equal to twice your current amount of burn.
Considered/Future notes:
Kinetic Healer
Has Cold Adaptation as prereq Cold Snap (Sp)
Element water; Type utility (Sp); Level 3; Burn 1 Prerequisites cold adaptation, shroud of water
You chill your shroud of water and send the cold around you, creating an aura of numbing cold around yourself. Until the next time your burn is removed, you can begin or end the cold aura at will as a swift action. The temperature in the area 30 feet around you lowers by 5° F per kineticist level you possess, to a minimum modifed temperature of –10° F. If this brings the temperature in the area below 40° F, all creatures within 5 feet of you take a –4 penalty to Dexterity. You are immune to these effects, as are creatures that are immune to cold or that benefit from effects that protect against temperature, such as endure elements.
Feats: Penetrate Spell Resistance, Opening Volley (UC) (hits give +4 to hit on next round)
Equip: Dusty Rose Prism Ioun Stone +1 Insight AC, 5K
TRAITS Indomitable Faith: +1 trait bonus on Will saves.
Child of the Streets: +1 trait bonus on Sleight of Hand checks; Sleight of Hand is always a class skill for you.
BOONS:
Goblin Bane(The Tower Ruins)
+2 Intimidate versus humanoids with the goblinoid subtype.
Trap Intuition(The Cellars)
When attempting a Reflex save versus a trap, may remove this boon to reroll before knowing result, with a bonus equal to ½ character level (rounded down).
Splinter Slayer(Splinterden)
Remove this boon to negate 2 dice of sneak damage from a single attack.
Troglodyte Friend(Godhome)
+1 on saves versus Extraordinary abilities of humanoids with the reptilian subtype, and +2 Diplomacy against the same. Remove this boon to double bonuses for five minutes.
Notable equipment: potion of cure light wounds, wand of cure light wounds, ioun torch, MW mithral chain shirt, MW club ("Clanky's arm"), dagger, silk rope, belt of mighty constitution +2, ring of protection, amulet of natural armor.
Completed:
LEVEL ONE
* Emerald Spire, Tower Ruins (3 XP, 4 PP)
LEVEL TWO
* Emerald Spire, Cellar (3 XP, 4 PP)
LEVEL THREE
* Emerald Spire, Splinterden (3 XP, 4 PP)
LEVEL FOUR
* Emerald Spire, Godhome (1 XP, 1 PP)
* Emerald Spire, The Drowned Level (3 XP, 4 PP)
LEVEL FIVE
* (1 XP carryover)
* Emerald Spire, The Clockwork Maze (3 XP, 4 PP)
LEVEL SIX
* (1 XP carryover)
* Emerald Spire, Shrine of the Awakener (3 XP, 4 PP)
LEVEL SEVEN
* (1 XP carryover)
Level Up:
Favored class bonuses:
+1 hp OR +1 skill rank OR Kineticist (The kineticist gains ⅙ of a Extra Wild Talent feat). 1: +1 skill rank
LEVEL 1: FCB +1 skill; Skills: Knowledge(nature), Linguistics, Perception, Sleight of Hand, Swim, Use Magic Device
LEVEL 2: FCB ⅙ of a Extra Wild Talent feat; Skills: Acrobatics, Linguistics, Perception, Stealth, Use Magic Device
LEVEL 3: FCB ⅙ (total, ⅓) of Extra Wild Talent Feat; Skills: Diplomacy, Linguistics, Perception, Stealth, Use Magic Device; Feat: Precise Shot
LEVEL 4: FCB ⅙ (total, ½) of Extra Wild Talent Feat; Skills: Profession(scribe), Linguistics, Intimidate, Sleight of Hand, Use Magic Device; Ability: +1 Con; Utility: Kinetic Cover
LEVEL 5: FCB ⅙ (total, ⅔) of Extra Wild Talent Feat; Skills: Intimidate, Profession(scribe), Linguistics, Swim, UMD; Feat: Weapon Focus; Infusion: Entangling
LEVEL 6: FCB ⅙ (total, ⅚) of Extra Wild Talent Feat; Skills: Acrobatics, Intimidate, Knowledge(nature), Linguistics (Draconic), UMD; Utility: Cold Adaptation
LEVEL 7: FCB ⅙ (total, 1) of Extra Wild Talent Feat (Pushing Infusion); Expanded Element (Air→Basic Aerokinesis) Skills: Acrobatics, Intimidate, Knowledge(nature), Linguistics (Aklo), UMD; Feat: Improved Initiative
Backstory:
寂海 正男, or in Common, "Masao Sabiumi" ("Correct Man" "Lonely Ocean") Description:
Sabi has dark hair, so black it's almost blue, shaved close save for a ponytail. His skin is well tanned, due both to his heritage and time outdoors. His eye are pale and a striking shade of blue, the color of sea ice.
Age 19
Height 5'6"
Weight 130 lbs.
Backstory:
Masao ("Sabi" to his friends), was born in a small fishing village in Minkai. His affinity with water was first seen by the village elders as a blessing, and then as a curse as water turned to ice and the village suffered successive seasons of poor fishing. Determined to make a name for himself, Sabi begged, thieved, and worked his way to Golarion. He found people less accepting of his ethnicity than he'd hoped, and like driftwood on the wide ocean, he floated from village to village. He has had to set aside his precious honor to survive, turning at times to menial labor, or when work was scarce, picking pockets.
As his adventure begins, he is found washing dishes in a decrepit tavern. It's been years since he left home, and he has heard no word from his family. He has been saving for adventure, and has some gear stored away should an opportunity present itself. One day, he met some Pathfinders, and jumped at their invitation.
Ethnicity: Tian-Min
Tian-Mins hail from Minkai, and their strong cultural influence can be felt throughout much of the Dragon Empires. Tian-Mins possess great variation in eye color, ranging from black or brown to blue and various shades of orange and yellow, and some believe that eye color reflects a person’s personality and station in life. Highly cultured, they follow strict social codes bound to a complex system of etiquette, and place great value upon personal honor, which determines how one is perceived in Minkai culture.
Diety: Hei Feng (CN), Duke of Thunder, is the god of the sea, storms, wind, and tengus. He is worshiped by sailors
praying for safe voyage as well as by farmers hoping for rain, but he is an unpredictable and chaotic god, and his gentle breeze can just as quickly turn into a violent tempest.
Philosophy: Tamashigo is a philosophy that teaches that every aspect of nature has a soul, and one should take care to appease such holy things.