Sunlord Thalachos

Sojourner Hanif's page

62 posts. Organized Play character for ChesterCopperpot (RPG Superstar 2015 Top 32).

Full Name

Sojourner Hanif


| HP 80/80 (+14 Non-lethal)| AC 23 T 14 FF 19 | CMB +6, CMD 20 | F: +12, R: +11, W: +4 | Init: +4 | Perc: +12, SM: +4


| Speed 30ft, fly 60 ft | Burn: 2, Glitterdust 0/1 | Active conditions: Enveloping winds (25%), elemental overflow 2.[/ooc]


CG Male Aasimar Kineticist 7

About Sojourner Hanif

Sojourner Hanif
Male aasimar aerokineticist 7
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.Perception +12
AC 23, touch 14, flat-footed 19 (+7 armor, +4 Dex, +2 natural)
hp 80 (7d8+42)
Fort +12, Ref +11, Will +4 (+2 vs heat, breath weapons, clouds)
Resist acid 5, cold 5, electricity 5
Speed 30 ft., fly 60 ft. (good)
Melee aerokinetic blade +6 touch (4d6+2 electic) or aerokinetic blade +6 (4d6+9)
Ranged +1 composite longbow <+1 STR> +10 (1d8+2/x3 + 2d6 electric) or +1 composite longbow <+1 STR> +8/+8 (1d8+2/x3 + 2d6 electric)
Special Attacks elemental overflow +2, kinetic blast, metakinesis (empower)
Aasimar Spell-Like Abilities
1/day--glitterdust (DC 12)
Kineticist Wild Talents Known
Defense—wind shroud (1 point)
Infusions—energize weapon (F 2d6 Burn: 1), extended range (Burn: 1), kinetic blade (Burn:1), spindle (DC 17, Burn: 2 )
Kinetic Blasts—air blast +9 (4d6+9), lightning +9 (4d6+2), thunderstorm blast +9 (8d6+13)
Utility—air’s leap, basic aerokinesis, celerity, elemental whispers, wings of air
Str 13, Dex 18, Con 20, Int 12, Wis 10, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Extra Wild Talent, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +10 (+17 to jump), Diplomacy +4, Fly +17, Heal +4, Intimidate +4, Knowledge (local) +12, Knowledge (planes) +5, Knowledge (religion) +2, Linguistics +14, Perception +12, Sense Motive +4, Use Magic Device +4
Traits friend in every town, librarian
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Hallit, Jistka, Kelish, Polyglot, Shoanti, Skald, Tekritanin, Thassilonian, Tien, Varisian, Vudrani, Shadowtongue
SQ basic aerokinesis, burn (2 points/round, maximum 8), expanded element* (air), gathis power, infusion specialization, internal buffer 1,
Combat Gear potion of fly, potions of cure moderate wounds, wand of cure light wounds (50 charges)
Othis Gear +1 studded leathis armor, +1 composite longbow <+1 STR>, cloak of resistance +2, mw morningstar, dagger (2), arrows (40), cold iron arrows (20), silver arrows (40), adamantine arrows (20), blunt arrows (20), phisomone arrows (10), ghost salt arrows (10), bracers of archisy, belt of mighty constitution +2 (Con), backpack, rope (60ft. Knotted, grappling hook), healer’s kit (10), inkpen, ink (2 vials), heet paper, trail rations (2), waterskin

Special Abilities
Burn Hanif can accept 1 point of burn to use his infusion wild talents. He can accept only 2 points of burn per round and a maximum of 8 points of burn total. For each point of burn he accepts, Hanif takes 7 points of nonlethal damage. This damage can be healed only by a full night’s rest, and it can’t be reduced or redirected.
Defense Hanif has the following defense wild talent.
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 When Hanif accepts burn, he his hair and skin crackle with electricity. He receives a bonus on attack rolls equal to the amount of burn he has accepted (maximum +2). He also receives double that bonus on his electric blast’s damage rolls. Whenever Hanif 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% × his current number of points of burn.
Gather Power If he has both hands free, Hanif can gathis power as a move action. This creates a loud, visible display in a 20-foot radius centered on Hanif, 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 gathers power as a move action during his next turn to reduce the cost by 3.
If Hanif takes damage during or after gathering power but before he releases his infused blasts, he must succeed at a concentration check (1d20+12) or lose the gathered energy. The DC is equal to 11 + the amount of damage Hanif took. If he fails this check, Hanif must accept 1 point of burn.
Infusion Specialization Whenever Hanif uses one or more infusions with his air or electric blast, he reduces their combined burn cost by 1.
Infusions The following infusions alter Hanif’s fire blast. Hanif can apply at most to 1 form infusion and 1 substance infusion to his fire blast or blue flame blast.
Energize Weapon (form): Choose a manufactured weapon in your hand (not an unarmed strike or natural attack); if the weapon is a double weapon, you must choose one of its ends to receive this benefit. You imbue the chosen weapon with your elemental energy as part of an attack action, charge action, or full-attack action to add extra damage to each of your attacks with that weapon until the beginning of your next turn. Your attacks with the chosen weapon during that action deal 1d6 additional points of damage. At 7th level and every 6 levels thereafter, this bonus damage increases by 1d6 points. Blue flame blasts deal double this additional damage. The additional damage is of the same type as the infused blast’s damage. This additional damage ignores spell resistance and doesn’t apply any modifiers to your kinetic blast’s damage (such as your Constitution modifier).
Extended Range (form): If Hanif accepts 1 point of burn, his fire blast can strike any target within 120 feet.
Kinetic Blade (form): As part of an attack action, a charge action, or a full-attack action, Hanif can accept 1 point of burn to form a non-reach, light or one-handed weapon of pure air or electricity. The blade deals the same amount of damage as his blast. Holding a kinetic blade does not prevent Hanif from gathering power. The blade disappears at the end of Hanif’s turn. Hanif does not add his elemental overflow to damage rolls with his kinetic blade.
Spindle (form): You throw a long, roughly 5-foot-by-10-foot spindle of elemental matter or energy (or nearby unattended objects in the case of telekineticists) up to 30 feet away, damaging all creatures and objects within any two adjacent 5-foot squares unless they succeed at a Reflex save. An energy blast infused with spindle deals its normal damage to each target, while a physical blast infused with spindle deals half its normal damage to each target. The saving throw DC is Dexterity-based.
Internal Buffer As a full-round action, Hanif can accept 1 point of burn to add 1 point to his buffer. When he would otherwise accept burn, he can spend this point to avoid accepting 1 point of burn. Points spent from Hanif’s buffer do not activate or augment his elemental overflow.
Metakinesis By accepting 1 point of burn, Hanif can increase the damage his fire blast deals by half (as per the Empower Spell metamagic feat).
Utility Hanif has the following utility wild talents.
Air’s Leap: You are always considered to have a running start when jumping, you add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).
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 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.
Celerity: You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.
Elemental Whispers: You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.
Wings of Air: The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.

Momentarily inspired by the work of the angel Tabris, Hanif's father (a powerful azata) sent him on a mission to chronicle and understand humanity. After years of interviewing humans all over Golarion, he's not closer to understanding these stange creatures. While his father has long-since moved on to other projects, Hanif plods along, interviewing every human he comes across.

Familiar (Elemental Whispers):

Thrush familiar N Diminutive magical beast
Init +2; Senses low-light vision; Perception +14; Language: Common
AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 34; Fort +3, Ref +7, Will +4
Speed 10 ft., fly 40 ft. (average)
Melee bite +7 (1d2–5)
Skills Fly +12, Perception +14, Stealth +14
Abilities: improved evasion, share spells, empathic link, deliver touch spells, speak with master


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