Silver Dragon

P33J's page

RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter. Organized Play Member. 1,611 posts (2,968 including aliases). No reviews. No lists. No wishlists. 15 Organized Play characters. 8 aliases.


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Silver Crusade

Male Human Scribe/0

You break camp early the next morning. Oleg and Svetlana pack you enough salt pork and hard tack to last at least a week. Though you may stretch it (with potential penalties) a few days longer.

You head south one hex.

Do you want to explore or push through?

Silver Crusade

Male Human Scribe/0

Hi guys.

So just as I said I was going to be back, tragedy struck again. For those in the U.S., I'm not sure if you heard about the small plane crash in Illinois right after the NCAA tournament, but one of the individuals flying it was a long time family friend and another was the cousin of one of my best friends. Needless to say it's been a rough April for me thus far.

My apologies for all the delays.

Silver Crusade

Male Human Scribe/0

Hi guys.

So just as I said I was going to be back, tragedy struck again. For those in the U.S., I'm not sure if you heard about the small plane crash in Illinois right after the NCAA tournament, but one of the individuals flying it was a long time family friend and another was the cousin of one of my best friends. Needless to say it's been a rough April for me thus far.

My apologies for all the delays.

Silver Crusade

Male Human Scribe/0

Hi guys.

So just as I said I was going to be back, tragedy struck again. For those in the U.S., I'm not sure if you heard about the small plane crash in Illinois right after the NCAA tournament, but one of the individuals flying it was a long time family friend and another was the cousin of one of my best friends. Needless to say it's been a rough April for me thus far.

My apologies for all the delays.

Silver Crusade

Male Human Scribe/0

take your time, my apologies, I came down with pnemonia and then my aunt passed and in the hustle and bustle I realized I'd never told any of you guys. my apologies, I hope all is well with those who are injured, sick and relatively malaised, I'm going to get us going back this week.

PJL

Silver Crusade

Male Human Scribe/0

Kern

Each had a shortsword and a shortbow with a quiver of 20 arrows with a pewter stag amulet, they were wearing leather armor.

The leader had a masterwork longbow wiht 40 arrows and a silver stag amulet, he was wearing studded leather.

They also all had coin purses with the equivalent of 2 gold each in them.

I would guess you allowed the collaborators to either keep their weapons or their gold, but not both.

Silver Crusade

Male Human Scribe/0

The hex marked with a K is the approximate location of Kestrel's camp. It will take a day to ride straight through a hex, 1/2 if your push (meaning you all have to make CON saves 10+Days you've pushed or be fatigued), it will take 2 days to explore a hex to make a map entry. 1 Day with a DC 25 survival check (it can be aided).

Where do you guys want to go?

Silver Crusade

Male Human Scribe/0

So I was sicker than I first imagined, but I'm better now. Lets roll

You sleep and look over the map. It seems to be a few days ride. Sir Nikolai reminds you of the charter, and that since it will be on your way it wouldn't hurt to survey the surrounding area as you approach.

Oleg provides you with enough rations to last a week and informs you of a message he's sent north, informing his trade partners that his outpost is once again open for business. He hopes a caravan will have arrived by the time you return.

[big]MAP[/big]

Silver Crusade

Male Human Scribe/0

My apologies I got sick Sunday and am just now recovering. Let me have one more day and I'll be ready to go.

Silver Crusade

Male Human Scribe/0

Sorry there was a minor family emergency. Nothing too serious, but it had my attention this weekend. Will post after Church today

Silver Crusade

Male Human Scribe/0

I'll update and post tonight :D

Silver Crusade

Male Human Scribe/0

MAP of Camp

Silver Crusade

Male Human Scribe/0

Sorry I was going to post that map, but we had a minor work emergency. After church today.

Silver Crusade

Male Human Scribe/0

I'll give you guys the map here in a few hours. My apologies, I got caught by that Chicago blizzard and I apologize its been a few days since I posted.

Silver Crusade

Male Human Scribe/0

"The camps just a clearing in the woods. There's a deep creek that runs through the middle of the clearing, providing Kestrel a natural fortification. She's got a tree stand on the western clearing and then another tree stand in the lone tree in the middle of the clearing. There's a clearing to the east as well that provides a second entry point."

He proceeds to draw you a map of the site.

Silver Crusade

Male Human Scribe/0

"The deal was we left for info into Kestrel's camp. We aren't going to be your human shields against her. We'll have before that." The bandit responds to suggestions of taking them with you. "In terms of watch, depends. Kestrel don't want nobody sleeping on watch, so she tells ya to tap out when you're tired."

Silver Crusade

Male Human Scribe/0

My uncle Passed today please excuse me until Monday, as I travel for the funeral, I will start the next section of book 1 when I return

Silver Crusade

Male Human Scribe/0

My uncle Passed away please GMNPC me until Monday as I travel for the funeral, Kalvin

Silver Crusade

Male Human Scribe/0

My uncle passed away please GMNPC me until Monday as I travel for the funeral, Ober

Silver Crusade

Male Human Scribe/0

My uncle passed away last night I will be away traveling for his funeral feel free to GMNPC me, Rogar.

Silver Crusade

Male Human Scribe/0

"Kestrel won't miss us for least four days. Even then she knows she won't have da numbers ta assault Oleg's if he 'ad enough men to take on da seven of us," The thug replies. "She's only got another six men with her at da camp in da woods, and while she's violent and vicious, she's ain't stupid."

He then proceeds to draw you a crude map in the dirt. His comrade mentions the two look out posts on the edges of the camp and the snitch marks their location.

"Sumbody's always on watch. Kestrel makes sure of it. Woe be ta those who sleep on Kestrel's watch. Theys probably better armed than us. Some scale mail, mebbe a solid wood shield. But Kestrel, she's not one fer defense, you be watchin' those axes of hers er she'll take yer 'ead off."

Based on the map, with a DC 15 Survival Check, you're fairly certain you could arrive at Kestrel's camp in a day, if you left in the morning.

Silver Crusade

Male Human Scribe/0

"I think that would be an acceptable compromise," Ser Nikolai responds. "But what of him?" he says as he kicks the limp, but breathing Happs (leader).

"Let da bastahd rot fer all we care," The bandit replied. "He's Kestrel's pet and would cut our throats if he thought it 'elp 'im get in 'er pants."

Silver Crusade

Male Human Scribe/0

"I only know one thing to do with these bandits," Oleg says, tying a not in a rope.

Svetlana solemnly shakes her head, "I'm sorry I don't have any experience in these matters, though I dislike violence if avoidable."

One of the Bandits speaks up.

"If you promise not to kill me and me mate, and grant us safe passage away from here, I will tell you were Kestrel's lair is."

Silver Crusade

Male Human Scribe/0

Bandit outside is dead dead.

Silver Crusade

Male Human Scribe/0

Charter

Silver Crusade

Male Human Scribe/0

Brok stabilizes the leader.

Oleg helps grimjaw with the rope.

"You won't hang them all will you?" Svetlana implores. "What of those who repent?"

Silver Crusade

Male Human Scribe/0

I'm going to post today sorry work and the winter vortex in Chicago have kept me occupied

Silver Crusade

Male Human Scribe/0

I'll find a version and post it tonight, good catch Kern.

Silver Crusade

Male Human Scribe/0

"I appreciate your opinion Grimjaw and your deference, but per the charter, you are the law here. I am just an advisor, for the time."

Silver Crusade

Male Human Scribe/0

Brok misses with his attack, but Kern's magic missile drops the leader, who lies on the ground bleeding out.

The remaining thugs drop their weapons at the realization they're outnumbered and surrender.

Combat over.

Ser Nikolai signals to Oleg who brings rope to bind the remaining villains, then turns to the party.

"How should we deal with them?"

Silver Crusade

Male Human Scribe/0

I've had a lack of Internet the last few days at my rents and inlaws will post this evening

Silver Crusade

Male Human Scribe/0

I'm posting tonight my net was out at my rents and inlawa

Silver Crusade

Male Human Scribe/0

I'm at my folks and there net has been down will post tonight

Silver Crusade

Male Human Scribe/0

I'll post tonight or tomorrow morning on holiday with my famuly

Silver Crusade

Male Human Scribe/0

Grimjaw hits, the leader is staggered but still standing. Ponderosa misses.

Silver Crusade

Male Human Scribe/0

Sorry guys, board at my post yesterday, and I didn't realize it til this morning.

Ser Nikolai rushes out toward the closest bandit attacking Brok. His ornate Aldori dueling sword whistles through the air.

PIrahna Strike: 1d20 + 8 ⇒ (11) + 8 = 19

Damage: 1d8 + 13 ⇒ (8) + 13 = 21 And slices cleanly through the bandits throat. Blood sprays as the bandit grabs at his neck and falls to the ground.

The Bandit nearest Brok and Ser Nikolai attacks Brok 1 Nikolai 2: 1d2 ⇒ 1.

Attack: 1d20 + 3 ⇒ (9) + 3 = 12 Missing the wounded Dragoon.

Another Bandit rushes toward Ser Nikolai

1d20 + 3 ⇒ (14) + 3 = 17 But just misses the nimble Knight.

The leader draws another arrow and fires at Kern.

1d20 + 3 ⇒ (4) + 3 = 7 But the arrow sails wide.

The thug battling with Buddra attacks back.

1d20 + 3 ⇒ (11) + 3 = 14 But the monk is too swift and ducks the swing.

Party up.

Silver Crusade

Male Human Scribe/0

The arrow whistles through the air, striking the running bandit in the back. He stumbles a few steps forward. Falls to his knees and dies.

Silver Crusade

Male Human Scribe/0

That was an unfortunate choice of words.

Silver Crusade

Male Human Scribe/0

I mounted you and had you ride out on horse back.

Silver Crusade

Male Human Scribe/0

"Warn Kessel!" The leader shouts, drawing his bow. He takes a shot at Brok on his horse.

Shot at Favored Enemy Elf: 1d20 + 5 ⇒ (16) + 5 = 21 Hits

Damage: 1d8 + 4 ⇒ (1) + 4 = 5 Brok takes 5 damage and the leader moves away from his thugs.

The thugs lifting the wagon all draw swords.

Two of the thugs charge Brok and attack him wtih Short Swords.

Thug 1: 1d20 + 4 ⇒ (14) + 4 = 18 Hit
Thug 2: 1d20 + 4 ⇒ (2) + 4 = 6
Damage T1: 1d6 + 2 ⇒ (3) + 2 = 5

One thug moves to cut off Buddra and attacks.

Attack Thug 3: 1d20 + 2 ⇒ (20) + 2 = 22 Threatens
Confirm: 1d20 + 2 ⇒ (9) + 2 = 11 does not confirm.
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

While another thug attacks Kern.

1d20 + 2 ⇒ (13) + 2 = 15 hit
1d6 + 2 ⇒ (2) + 2 = 4

And the last thug runs for his life squeezing out the rapidly closing gate. Grim recognizes him as the thug who took his first arrow.

Party up.

Silver Crusade

Male Human Scribe/0

Hit from Grim, Ponderosa bisects a thug from shoulder to hip..

Silver Crusade

Male Human Scribe/0

Fortunately, I just use a Take 10 rule for bad guys perception. So you get a surprise Kern. I'll count surprise round as 1 round for the close.

Initiatives - The thugs will go in three groups. The two taking the horses to well, the 6 helping the Leader lift the wagon and the Leader.

Thugs watering horses
Init: 1d20 + 5 ⇒ (12) + 5 = 17

Thugs Lifting Wagon
Init: 1d20 + 5 ⇒ (12) + 5 = 17

Leader
Init: 1d20 + 2 ⇒ (14) + 2 = 16

Party
Pond: 1d20 ⇒ 14
Brok: 1d20 + 1 ⇒ (10) + 1 = 11
Budd: 1d20 + 4 ⇒ (3) + 4 = 7
Grim: 1d20 + 2 ⇒ (14) + 2 = 16
Nik: 1d20 + 4 ⇒ (6) + 4 = 10
Roll Off Grim: 1d20 + 2 ⇒ (8) + 2 = 10
Roll Off Leader: 1d20 + 2 ⇒ (20) + 2 = 22

The party gets the surprise round then the thugs and their leader will act. Remember you get a move or a Standard. You can make a partial charge in the Surprise round. Up to 1 movement action and an attack.

Ser Nikolai swings open the door and Brok rides out at the thugs holding the reigns.

Charge: 1d20 + 5 ⇒ (10) + 5 = 15 Hit. I'm going to Retconn Brok having a lance, because I don't think he realized you have to roll a ride check to swing a bardiche from horseback.

Damage: 2d8 + 6 ⇒ (3, 7) + 6 = 16

The mighty charge pierces the bandit holding the reigns of the horse through the chest, killing him instantly. The other thug in shock lets go of the reigns of the horses he was holding and the 8 horses rush away from Brok toward the North west corner.

"An ambush. Oleg, you're a dead man!" The Leader shouts.

The rest of the party is up. 7 total bandits remaining.

Silver Crusade

Male Human Scribe/0

Dawn, Toilday, 14th of Gozran, 4716 AR.

Night falls and the watch begins. Svetlana and Oleg also take turns keeping the horses up and provide a bit of coffee for those on watch. The party is able to get a full eight hours and prepare any spells they can the next morning.

Brok and Kern take a barrel of grease that Svetlana had saved from the cooking of the Elk meat. They disassemble the gate and grease the hinges and then reassemble the gate. It's not perfect, but it's functional and with a DC 15 STR check can be closed as a full round action. Otherwise it will take two rounds.

The party prepares for the ambush with the wagon. Taking the wheel off the wagon and letting it sit off kilter close enough to the gate that Kern can reach it from the back of the wagon.

At noon, Oleg gives Svetlana a single horse and sends her out two miles due north with instructions to ride for Brevoy if no one comes for her by nightfall.

Brok, makes a slight change to the plan and mounts his horse inside the stables. His handle animal skill allows him to keep the animal silent. Ser Nikolai stands ready to swing the door wide open for Brok to charge into the courtyard, allowing the Dragoon the opportunity for one powerful mounted charge, before the close quarters of the outpost will leave his Horse without maneuverability, to bring the force of a charge to bare on any other opponent.

Grimjaw prepares in the balcony, his bow drawn. While the rest of the party prepares for battle.

[spoiler=Map]Map is up at top of page. You'll have the ability to manipulate your characters. I'm using your image as your tokens. Position yourself.[/map]

At about an hour after noon, you see 8 riders appear on the southern horizon. More than Nikolai expected, but not too many to abandon the plan.

As they get close, Oleg steps into the gateway.

"Yer going to have to come into the outpost t'day. Wagon's broke and I can't get the wheel on without some help! He shouts.

"Then it's going to cost you fer our labor, you weakling," The lead rider shouts back, to laughs and howls of his companions.

"Maybe we can take some time with his pretty wife for our trouble, eh boss?" A thug responds which elicits more howls.

"Not a bad idea, where is that sweetling of a wife of yers Oleg. I'd rather look at her than yer ugly mug." The leader shouts back.

"Left me," Oleg lies.

"That's a shame, well we'll figure out some other payment then I guess."

All 8 riders enter the tradepost and dismount.

"Jimmy, go water the horses. The rest of ya, help me lift the wagon."

I need Stealth Rolls from anyone not in a building.

Silver Crusade

Male Human Scribe/0

OK, i'm going to post the morning starting, do you guys have a plan?

Silver Crusade

Male Human Scribe/0

I'm going to GMPC brok, there's enough vote for Ambush. Please take some time to figure out your plan and my next post will start the next day. :D

Silver Crusade

Male Human Scribe/0

You mean Graxton, Crux is still with us lol

Silver Crusade Dedicated Voter Season 6, Star Voter Season 7

Blinking Eye of the Abyss:

Blinking Eye of the Abyss
aura strong divination; CL 9th
Slot shield; Price 72,000 gp; Weight 2 ½ lbs

Description
This +2 mithral buckler buckler is emblazoned with an burning eye that seems to follow anyone looking at it. When the wearer is the target of a ranged attack, the unnerving appearance forces the attacker to look away, granting the wearer partial cover. Additionally, whenever the wearer is the target of a gaze attack or any ability that forces the attacker to study the target, the eye on the shield stares directly at the attacker and the attacker must make a DC 17 Will Save or suffer 2 points of wisdom damage and is shaken for 5 rounds. If the attacker makes the save, she still is shaken for 5 rounds.

Construction
Requirements contact other plane; Cost 36,000 gp

This was actually the item I wanted to submit at the price I wanted to submit, but I couldn't make the pricing work. It should be over 100k according to the rules. And I thought that was way too much to get anyone to buy it.

Oh well.

Silver Crusade

Male Human Scribe/0

Ober is ready, with an 18 WIS now and Level 2 spells. I'll take 2 bull's strengths to start. Also I know have 6 uses of Fervor and I think can channel energy in a pinch.

Silver Crusade

Male Human Scribe/0

It takes Grimjaw most of the afternoon to return and the rest of the party most of the afternoon to stop quibbling over the plan.

Ser Nikolai tables the party as Svetlana takes the choicest cuts of the elk to prepare a great roast for the evening meal.

The evening meal is incredible. Reminiscent of feasts of legends, Grimjaw's elk was young and tender. And the ranger found some wild herbs and vegetables that made an aromatic side when roasted with the elk. There was no ale, as Oleg said, however he did find a small cask of wine, kept over from when he and Svetlana were married. Not enough for the 8 of you to get drunk on, but enough to eat, drink and be merry.

Brok and Kern discuss the gate. It would need to be removed from it's hinges, cleaned and then greased to operate again. With a little luck and the party working together the gate could be completed in a few hours in the morning.

Grimjaw/Brok:
Your knowledge of animals, particularly horses for Brok, lead you toe believe that if you kept the animals up during the evening, they would sleep during the day, giving you a way to keep the animals quiet. However, if you didn't do this in shifts and only one of the party did it, that person would be fatigued the next day. Additionally, the horses would be fatigued the next day as well and poor help in a chase.

After the meal, Nikolai thanks Oleg and Svetlana for their hospitality and then excuses himself and the party to the bunkhouse. There he has a great table set up with a rough map of the Greenlands, clearly needing your surveys to complete.

"I will not presume to command you yet, I've neither proven myself to you nor have you sworn any fealty to me. But the matter of tomorrow's meeting with the bandits looms large and we have no plan. I have heard you all present your thoughts. And believe you have three ideas with merit. The ambush here at Oleg's. The feigned cooperation, scouting their base and assaulting it. And poisoning the bandits. I'm uncertain if any of you have any abilities in poisoning, so that idea may be null. As such, I propose that the five of you vote now on your favored plan and agree to acquiesce to the majority. So what say you: Ambush or Assault?"

To keep things moving. Post in character as saying Ambush or Assault and we'll move on from there.

Silver Crusade

Male Human Scribe/0

Oh good!

I'll bring you back tomorrow morning. It's late and I've been on the road all day. Sleep well or enjoy your day and we'll have a new post up soon.

Full Name

Elise Emeria

Race

Aasimar

Classes/Levels

Phoenix Sorcerer 3 | Psychokineticist 3 | HP 21/21 (3 temp) | AC:13 T:12 FF:11 CMD:13 | F+4 (+6 vs death), R+6, W+7 (+9 vs fear) | Init +2 | Perc +9 (+12 bright light) |

Gender

Female

Size

Medium

Alignment

CG

Languages

Abyssal, Celestial, Common, Draconic

Strength 8
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 16
Charisma 18

About Elise Emeria

Tracked Resources:
1st lvl spells: 4/6

Background:
Elise was the child of unknown parents, raised in an orphanage in Kenabres--perhaps one of many orphaned by war. For a time, Elise seemed almost like any other child. But the signs were there. She had a birthmark, of course, the sigil of the Runewardens that suggested an unusual exposure to rift energies. She was unusually flawless in appearance. But it was Elise's mind that was truly special. Elise was surprisingly perceptive about things and people around her, as if she could sense their energies, or even their thoughts and feelings. But it was when Elise began to move objects with only a thought that those in the orphanage really took notice--and began to fear. Elise found herself chided by adults, teased by children, and shunned by everyone. Their fear was her greatest adversary; yet also the most powerful social tool she naturally could wield.

As word spread, Elise found herself adopted by the Emerias, an aristocratic family that had a special interest in those with unusual talents. There, Elise was but one of many, and her strangeness did not make her a pariah. Fear was replaced with kindness and compassion. Elise flourished in her new environment. And, like many of her peers, she began training for the most noble of causes--the Crusade against the demons of the Worldwound. She learned all she could to defeat those vile foes--their strengths, their weaknesses, even their language. And she honed her gifts so they might serve as weapons in battle.

Given her unusual talents, Elise was placed in a leadership role, one that was not entirely natural for someone who had felt socially awkward. Uncomfortable leading with words, Elise preferred to lead by example, with some success. But there came a time when Elise challenged too strong a foe, daring to charge against a massive demonic being with powerful magics. The creature called down hellfire on Elise, and her body was consumed by flames. Or so it seemed.

But Elise did not die there. Someone, or something, was watching over her, and Elise was startled to find that her mind, her will, still endured. She could feel herself gain power over the flames consuming her just as much as over solid matter. And as she sought to restore her body, knitting flesh and fire, a new being arose. A phoenix rising from the ashes to new life. The sight of her rebirth created not only fear but awe in the eyes of friend and foe. And the troops she led, inspired by the sight, battled unwaveringly in overwhelming the demon.

Now Elise had even greater gifts--the power of fire flowed within her, and she could wield it to both consume and knit flesh. But within the fire was the taint of darkness--the abyssal energies that she had made a part of herself. It remained to be seen whether that darkness could continue to be wielded in the cause of good.

Appearance and Personality:
Reference Image

Elise has lightly tanned skin with flaming orange hair. She has a penchant for bright clothing and robes. After her rebirth, Elise has found a brashness and confidence that was once missing, to the point that she sees herself as a savior of the common people. She is quick to anger but also quick to forgive, and has become passionate about enjoying what life has to offer.

Character Sheet:
Elise Emeria
Female Aasimar Sorcerer (Phoenix Sorcerer) 3 | Kineticist (Psychokineticist) 3
CG Medium Outsider (native)
Init +2; Perception +9 (+12 bright light);
Darkvision 60'
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 10 (+2 Dex, +1 Armor)
hp 21 (3d8+3)
Fort +4 (+6 vs death), Ref +6, Will +7 (+9 vs fear)
--------------------
Offense
--------------------
Speed: 30 ft
Telekinetic Blast: +4, 1d6+4
Quarterstaff: +1, 1d6-1
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 12, Wis 16, Cha 18
BAB +2; CMB +4; CMD 14
Feats: Elephant in the Room, Eschew Materials, Psychic Sensitivity, Spell Focus: Evocation, Spell Specialization (Burning Hands), Awareness
Traits:
-Riftwarden Orphan: You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.
-Planar Savant: You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier
-Reincarnated: You lived a previous life as someone—or something— else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.
Skills: Acrobatics +6(1), Appraise +5(1), Bluff +10(3), Heal +7(1), Intimidate +8(1), K. Arcana +5(1), K. Engineering +5(1), K. Planes +10(1), Linguistics +2(1), Perception +9(1) (+12 bright light), Sense Motive +9(1), Sleight of Hand +8(3), Spellcraft +7(3), Stealth +6(1), Use Magic Device +8(1)
Languages: Celestial, Common, Draconic
Aasimar Abilities:
+2 Wis / Cha
Resist Acid / Cold / Electricity 5
Crusading Magic: +2 K. Planes and SR checks
Sorcerer Abilities:
Phoenix Bloodline
Blood Havoc: +1 damage/die for evocation / bloodline spells
Eschew Materials
Spells:
1st (6/day): Burning Hands, Charm Person, Color Spray, Ear-Piercing Scream, Vanish
0th: Dancing Lights, Daze, Detect Magic, Message, Spark
Kineticist Abilities:
Psychic Sensitivity
Emotional Intensity - Wis instead of Con for kineticist abilities
Mind Burn - Each point of burn = -2 will saves, wisdom checks, and wisdom-based skill checks (instead of nonlethal damage)
Telekinetic Blast (physical) 1d6+1+Wis damage
Infusion Wild Talent: Extended Range (120' range)
Basic Telekinesis - Mage Hand 5lbs per 2 levels, liquids, 30ft/rd, open/close.
Force Ward - lvl temp HP (regens 1/minute), burn to increase by 1/2 lvl, siphon burn to recharge lvl temp HP
Elemental Whispers (hawk) - gain elemental figment familiar
Immolation - swift action, 1d6 fire damage or healing to adjacent characters or characters hit with unarmed strike, lvl+Cha rounds/day
Pushing Infusion
Mental Overflow (+1 atk / +2 dam if 1 burn accepted)
Equipment:
Quarterstaff
Haramaki (3)
Spring-Loaded Wrist Sheathe x2 (10)
Backpack (2)
Bedroll (0.1)
Belt Pouch (1)
Rope (1)
Waterskin (1)
Waterproof Bag (0.5)
Scroll of Comprehend Languages (25)
Scroll of Magic Weapon (25)
Scroll of Obscuring Mist (25)
Scroll of Protection from Evil (25)
1.9gp
Terendelev's Scale of Disguise (CL19): Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

Future Development?:

4 - Telekinetic Haul (utility)
5 - Bowling Infusion (infusion), Improved Initiative
6 - Telekinetic Invisibility (utility)
7 - Elemental Focus: fire (bloodline), Expanded Element (fire), Foe Throw (infusion), Spell Penetration
8 - Telekinetic Maneuvers (utility)
9 - Vermillion Wings (bloodline), Intensified Spell