Consortium Agent

Senerio Uvirith's page

No posts. Alias of Xelaaredn.


Full Name

Senerio Uvirith

Race

Human

Classes/Levels

Kineticist 1

Gender

Male

Size

Medium

Age

24

Alignment

LN

Languages

Common, Elven, Auran

Strength 11
Dexterity 16
Constitution 15
Intelligence 12
Wisdom 14
Charisma 10

About Senerio Uvirith

Male human kineticist 1
LN Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 15, touch 13, flat-footed 12 (+2 leather armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +5, Will +2
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Offense
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Speed 30 ft
Melee dagger (1d4)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense -
Infusions - gusting infusion
Kinetic Blasts - air blast +4 (1d6+4)
Utility - basic aerokinesis
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Statistics
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Str 11, Dex 16, Con 15, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Point-blank Shot, Precise Shot
Skills Acrobatics +7, Intimidate +4, Knowledge (arcana) +3, Knowledge (history) +3, Knowledge (nature) +6, Linguistics +6, Perception +6, Stealth +7
Languages Common, Elven, Auran
SQ basic aerokinesis, burn (1 point/round, maximum 5), gather power
Combat Gear dagger
Clothing explorer's outfit
Defensive Items leather armor
Gear on Hand backpack, belt pouch (13gp, flint and steel), blanket, canteen, chalk (10), compass, mess kit, trail rations (5)
Stored Gear
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Special Abilities
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Methodical Mind When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation.
Choose three Knowledge skills (arcana, history and nature). You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill (history). When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). See Pathfinder RPG Ultimate Intrigue for more information on research rules.
Weathered Emissary Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
Burn For each point of burn you accept, you take 1 point of nonlethal damage. This damage can be healed only by a full night’s rest, and it can’t be reduced or redirected
Gather Power If he has both hands free, he can gather power as a move action. This creates a loud, visible display in a 20-foot radius centered on him, and it allows him to reduce the burn cost of his infusion wild talents by 1 point (as long as he uses the talent in the same round). If he gathers power for a full round, he can reduce the cost by 2 points (minimum 0). If he does this, he can also gather
power as a move action during his next turn to reduce the cost by 3.
If he takes damage during or after gathering power but
before he releases his infused air blasts, he must succeed at a concentration check (1d20+4) or lose the gathered energy. The DC is equal to 11 + the amount of damage he took. If he fails this check, he must accept points of burn equal to the amount he would have reduced
Infusions
Gusting Infusion (substance 1) The wind from your infusion causes your blast to act as an instantaneous gust of wind. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path.
Kinetic Blast As a ranged attack, he can unleash an air blast at a single target up to a range of 30 feet. He must have one hand free to aim the blast. The blast is considered magical for the purposes of overcoming damage reduction.
Utility
Basic Aerokinesis 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 coudkill, stinking cloud, and inhaled poisons. This wild talent doesn't function without air or while underwater. You can only have 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.
Point-Blank Shot You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the stanard -4 penalty on your attack roll.