Izinio

Sejanus Corvus's page

352 posts. Alias of Tanner Nielsen.


Full Name

Sejanus Corvus

Race

Human

Classes/Levels

Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Gender

Male

Age

25

Alignment

LN

Languages

Common

Strength 10
Dexterity 14
Constitution 18
Intelligence 14
Wisdom 14
Charisma 10

About Sejanus Corvus

Description:

Hair: Bald
Eyes: Blue
Height: 5'10"
Weight: 120lb
Ethnicity: Chelaxian

You see a well-groomed man, with a cleanly shaven head and face. His eyes are an icy blue, with flecks of silver near the iris. His skin taut against his frame, with an angular face and stern looks. He is in a black courtier's outfit, with red trim. His left leg below the knee is an ornately-carved darkwood peg leg. He is medium-height, with a lanky frame and straight posture.


Racial Abilities:

Bonus feat
Bonus skill point

Resistance +1
Armor attunement +1, weapon attunement +1
Deflection +1


Equipment and Money:

dagger (2gp, 1lb), leather armor (10gp, 15lb), darkwood peg leg (25gp, 2.5lb), oil (5) (5sp, 5lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), belt pouch (1gp, 0.5lb), signal whistle (8sp, --lb), iron holy symbol (Dispater) (5gp, --lb).

Scourge's skull

47.09gp (stored in peg leg hidden compartment)

Weight: 24.0lb
Load: Light


Combat Statistics:

HP 42 (14+14+14)
Spd 30ft
Initiative +8
CMB +2 (+2 BAB, +0 Str)
Base Attack +2

Melee
dagger +2, 1d4+1/19-20x2

Ranged
kinetic blast +6, 2d6+2/20x2

AC 16, touch 13, flat-footed 14 (+2 armor, +1 attunement, +1 deflection, +2 Dex)
CMD 14 (10 base, +2 BAB, +0 Str, +2 Dex, +0 Size)
Fortitude +9 (+3 base, +4 Con, +1 trait +1 auto)
Reflex +6 (+3 base, +2 Dex, +1 auto)
Will +5 (+1 base, +2 Wis, , +1 trait, +1 auto)


Traits:

Carefully Hidden - +1 bonus to Will saves and a +2 bonus to saving throws versus divination effects.
Reactionary - +2 to initiative checks.
Peg Leg - You've had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you've hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.

Class Abilities:

Weapon and Armor Proficiency - Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Su) - FIRE. Pyrokiesis as a free utility wild talent.

Wild Talents - A kineticist can always select 1st-level wild talents, but he can select a wild talent of a higher level only if his 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. 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 his Constitution modifier on all concentration checks for wild talents. At 6th, 10th, and 16th levels, a kineticist can replace one of his utility wild talents with another wild talent of the same level or lower.

Burn (Ex) - 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. A kineticist can’t choose to accept burn if it would put his total number of points of burn higher than 3 + his Constitution modifier. A kineticist who has accepted burn never benefits from abilities that allow him to ignore or alter the effects he receives from nonlethal damage. [1 burn/round, 7 burn maximum]

Kinetic Blast (Sp) - At 1st level, a kineticist gains a kinetic blast wild talent. This kinetic blast must be a simple blast that matches his element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. He must have at least one hand free to aim the blast. 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), and he 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.

Gather Power (Su) - If he has both hands 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, as the energy or matter swirls around him. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent he 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 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 him 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.

Infusion (Su) - At 1st level, a kineticist gains an infusion wild talent from the list of options available based on his elemental focus. He gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. 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 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. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of his 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 his infusions with another infusion of the same effective spell level or lower.

Elemental Defense (Su) - At 2nd level, a kineticist gains his element’s defense wild talent.

Elemental Overflow (Ex) - At 3rd level, a kineticist’s body surges with energy from his chosen element whenever he accepts burn. In addition, he receives a bonus on his attack rolls with kinetic blasts equal to the total number of points of burn he currently has, to a maximum bonus of +1 for every 3 kineticist levels he possesses. He also receives a bonus on damage rolls with his 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. Starting at 6th level, whenever he has at least 3 points of burn, the kineticist 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% × his 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 his 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 his choice, a +4 size bonus to a second physical ability score of his choice, and a +2 size bonus to the remaining physical ability score.


Wild Talent:

UTILITY

1 - Basic Pyrokinesis (Sp): Level 1; Burn 0 - You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

1 - Fire Blast (Sp): Level —; Burn 0; Blast Type: energy; Damage fire - You unleash a gout of flickering fire to burn a single foe.

2 - Fire Sculptor (Sp): Level 1; Burn 0 - You can sculpt shapes out of flame or alter a fire’s spread. As a standard action, you can move one 5-foot square of an ongoing fire per kineticist level you possess to any square contiguous to that fire. The fire continues to spread normally after you sculpt it.

DEFENSE

1 - Searing Flesh (Su): Level —; Burn 0 - Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times. Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

INFUSION

1 - Burning Infusion: Level 1; Burn 1; Saving Throw Reflex negates - Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance. (DC 16)

3 - Extended Range: Level 1; Burn 1; Saving Throw none - Your kinetic blast can strike any target within 120 feet.


Skills:

[4 class, 2 Int, 1 race, 2 background]

Acrobatics +8 (3 ranks, 3 class, 2 Dex)
Appraise (+8 (3 ranks, 3 class, 2 Int)
Fly +8 (3 ranks, 3 class, 2 Dex)
Knowledge (engineering) +8 (3 ranks, 3 class, 2 Int)
Knowledge (geography) +8 (3 ranks, 3 class, 2 Int)
Perception +8 (3 ranks, 3 class, 2 Wis)
Profession (merchant) +8 (3 ranks, 3 class, 2 Wis)
Profession (sailor) +8 (3 ranks, 3 class, 2 Wis)
Stealth +8 (3 ranks, 3 class, 2 Dex)


Feats:

Race - Improved Initiative
1 - Ability Focus (kinetic blast): Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
1 - Elemental Focus (fire): Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
2 - Kinetic Counter: You can ready an action to use your blast to counter an opponent’s elemental abilities. If you ready a fire simple blast, you can counter any spell or activated extraordinary, supernatural, or spell-like ability that has the water or ice descriptor. In order to successfully counter the effect, you must succeed at a caster level check with a DC equal to either 11 + the opponent’s caster level (for spells and spell-like abilities) or 11 + the opponent’s Hit Dice (for extraordinary and supernatural abilities). Against spells and spell-like abilities, treat a success as if you had counterspelled the effect using dispel magic. Against activated supernatural and extraordinary abilities, a successful kinetic counter negates the ability’s effect entirely while still expending the ability.
3 - Toughness: +1 hp per HD.
3 - Weapon Focus (kinetic blast): +1 attack with selected weapon.

Future Plans:

4

4 - Delay Blast: When you use a kinetic blast, you can specify a number of rounds between 1 and 5. When that number of rounds has passed, the kinetic blast takes effect at the beginning of your turn. In the interim, you can take a standard action that provokes attacks of opportunity to cause the blast to take effect earlier than you initially selected. If you delay another blast while you already have a delayed blast pending, the previous delayed blast dissipates harmlessly.
You must make any decisions you would make about the delayed blast—including designating target positions, choosing infusions, and determining or shaping the area—when you first use the blast. The blast originates from your position at the time you used the blast, not your current position when the blast takes effect, and it targets the position or area you had specified (which may or may not include any targets). A delayed blast radiates an aura of magic appropriate for its spell level even while it is delayed, and during that time, it can be dispelled by dispel magic.

4 - Searing Flame (Su): Level 2; Burn —; Prerequisite(s) burning infusion - Over time, your burning infusion sears away your foe’s fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe’s fire resistance by an amount equal to the unmodified burn damage; don’t apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level. These decreases stack, to a minimum resistance of 0.

5

5 - Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

5 - Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Infusion Specialization (Ex) - At 5th level, whenever a kineticist uses one or more infusions with a blast, he reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. He reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Metakinesis (Su) - At 5th level, a kineticist gains the ability to alter his kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, he can empower his kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, he can maximize his kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, he can quicken his kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use his kinetic blast twice with the same standard action, or swift action if he also uses metakinesis to quicken the blast. When he 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.

6

6 - Extra Wild Talent: Torrent

Flame Jet (Sp): Level 3; Burn 0 - You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

Torrent: Level 3; Burn 2; A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.

Internal Buffer (Su) - At 6th level, a kineticist’s can form an internal buffer to store extra energy. The buffer starts empty and doesn’t replenish each day, but the kineticist can accept 1 point of burn to add 1 point 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. Once the kineticist adds points to his buffer, they remain indefinitely until he spends them. When he would otherwise accept burn, a kineticist can spend 1 point from his buffer to avoid accepting 1 point of burn. He cannot spend more than 1 point from his 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.

7

7 - Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

7 - Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Expanded Element (Su) - At 7th level, a kineticist learns to use another element or expands his understanding of his own element. He can choose any element, including his primary element. He gains one of that element’s simple blast wild talents that he does not already possess, if any. He also gains all composite blast wild talents whose prerequisites he meets, as well as the basic wild talent of his chosen expanded element. He doesn’t gain the defense wild talent of the expanded element. If the kineticist’s expanded element is different from his primary element, he treats his kineticist level as 4 levels lower for the purpose of determining which wild talents he can learn from his expanded element. If the kineticist chooses to expand his understanding of an element he already has, he gains an additional utility wild talent or infusion of his choice from that element, as if from his infusion or wild talent class feature, as appropriate. At 15th level, the kineticist can either select a new element or expand his understanding of his original element. He can’t select the same element he selected at 7th level unless it is his primary element. He gains all the benefits from his new expanded element as listed above. However, if the kineticist selected his primary element as his expanded element at both 7th and 15th levels, his mastery of that element increases. For wild talents of his element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs. [7 - Earth]

Earth Blast (Sp): Level —; Burn 0; Blast Type: physical; Damage bludgeoning, piercing, or slashing - You shape earth into clumps or shards and send them flying at a foe.

Magma Blast (Sp): Level —; Burn 2; Blast Type: physical; Damage half bludgeoning, half fire - You use your fire to superheat the earth into a flow of magma, Which you send against a single foe.

Basic Geokinesis (Sp): Level 1; Burn 0 - You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

8

8 - Shot on the Run: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Firesight (Su): Level 3; Burn —; You can see through flames and smoke as if they were transparent. Creatures that are on fire or have the fire subtype never benefit from concealment or total concealment against you.

9

9 - Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

9 - Defiant Luck: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.

Flash Infusion - Level 4; Burn 3; Saving Throw Will negates - Your kinetic blast is so bright that it blinds your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe must succeed at a Will save or be blinded for 1 round, regardless of whether it takes damage from the blast. You can reduce the blast’s damage by half to increase the DC of this save by 2.