Olvan

Ramul Rilen's page

297 posts. Alias of Zektolna.


Full Name

Ramul Rilen

Race

Half-elf

Classes/Levels

Kineticist 3 | HP 16/32 | AC 16 T 13 FF 13 | F +7 R +6 W +4* | Init +3 | Perc +9

Age

24

Alignment

CG

Deity

Milani

Languages

Common, Elven, Aklo, Auran, Draconic, Abyssal

Strength 7
Dexterity 16
Constitution 18
Intelligence 12
Wisdom 12
Charisma 10

About Ramul Rilen

Stats:

Aerokineticist 3
CG Medium humanoid (half-elf)
Init +3; Senses Perception +9, Low-Light Vision (twice as far as humans in dim light)
Alternate Racial Trait – Dual Minded (Replaces Adaptability)
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Defense 
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AC 16 touch 13 ff 13
HP 32
Fort 7, Ref 6, Will 4 -- +2 against enchantment spells & effects & immune to magic sleep effects, +2 trait bonus on saving throws against charm and compulsion effects, +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures.
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Offense 
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Speed 30 ft. 
Melee weapon +0
Ranged weapon +5
Abilities (CL 2nd; concentration +6) 
Electric Blast (2d6+2) [0 burn]
-- Energy Blast (Ranged Touch Attack)
[dice=Electric Blast]d20+5+1[/dice] (+1 from Point-Blank Shot, against touch)
[dice=Damage]2d6+2+1[/dice]

Str 7, Dex 16, Con 18, Int 12, Wis 12, Cha 10
BAB 2; CMB +0; CMD 13 
Feats Point-Blank Shot, Precise Shot
Traits Driven by Guilt, Focused Disciple
Skills Acrobatics +9, Disable Device +6, Heal +5, Knowledge (nature) +6, Perception +9, Stealth +9, Linguistics +4, Knowledge (geography) +4
Languages Common, Elven, Aklo, Auran, Draconic, Abyssal
Money 35gp
Combat Gear
Studded Leather (+3)

Elemental Defense:

Elemental Defense:
Enveloping Winds
You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. You can dismiss or restore this effect as an immediate action.

Elemental Overflow:

Elemental Overflow - 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.

Infusions:

Extended Range - form infusion; Level 1; Burn 1
Your kinetic blast can strike any target within 120 feet.

Air Cushion - You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wi

Utility Wild Talents:

Basic Aerokinesis - Level 1; Burn 0
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.

Air’s Reach:
When using air blasts, air wild talents, or composite blasts that include air, double the blast’s effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast’s effective range, not the area of effect for infusions like cloud and cyclone.