Umagro

Temüjin Sartaq Linseed's page

106 posts. Alias of rpblue.


Full Name

Temüjin Sartaq Linseed

Race

Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17

Classes/Levels

Resources:
Burn: 8/15 (119 Non-lethal) | Overflow (+5): Active | DR 14/Adamantine | Kinetic Form

About Temüjin Sartaq Linseed

Male Halfling Terrakineticist 17
NG Small Humanoid (halfling)
Initiative +5;

Defense::

AC 33, touch 25, flat-footed 22 (+5 armor, +11 Dex, +1 size. +3 deflection, +3 natural armor)
HP 326 (17d8+204+17+17)
Fort +27 [10], Ref +26 [10], Will +13 [5]
Defensive Abilities DR 8+X/Adamantine

Offense::

Speed 30 ft.
Melee kinetic blade +30/+25/+20 (9d6+9+12)
Melee composite blade +30/+25/+20 (18d6+18+12)
Melee cestus or dagger +24/+19/+14 (1d4)
Ranged kinetic blast +30 (9d6+9+12+10)
Ranged composite blast +30 (18d6+18+12+10)

Statistics::

Str 10 (8), Dex 32 (26), Con 34 (30), Int 10, Wis 16, Cha 9
Base Attack +12; CMB +11; CMD 32
Feats: Weapon Focus(Kinetic Blast), Weapon Finesse, Deadly Aim, Point Blank Shot, Precise Shot, Toughness, Extra Wild Talent, Extra Wild Talent, Extra Wild Talent
Skills (68 Ranks)
Acrobatics +19 [5]; Climb +6 [3]; Kn. Planes +18 [15]; Perception +21 [15]; Stealth +29 [15]; Use Magic Device +17 [15]
Languages Common, Halfling
Traits Armor Expert - Reduce your ACP by 1; Lessons of Chaldira - Once per day, when you fail a saving throw, you may reroll that saving throw. You must take the second roll, even if it is worse.
Racial Traits Small: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Normal Speed: 30’ move speed; Fearless: +2 racial bonus on saves against fear; Halfling Luck: +1 racial bonus to all saves; Keen Senses: +2 to Perception; Weapon Familiarity: Halfling
SQ Elemental Focus (Terrakinesis), Kinetic Blast, Wild Talent, Burn, Elemental Defense, Elemental Overflow (+5/+10), Infusion Specialization (5), Metakinesis
Combat Gear Cestus, Dagger, Bracers of Armor +5, Belt of Physical Might +6 (Dex/Con), Headband of Wisdom +4, Cloak of Resistance +5, Amulet of Natural Armor +3, Ring of Protection +3, Ring of Invisibility, Manual of Bodily Health +4, Manual of Quickness of Action +2
Other Gear Masterwork Backpack, Medium Tent, Trail Rations (x10), Bedroll, Heavy Blanket, Silk Rope 50 ft., Ioun Torch, Holy Water (x3), Yak with Pack Saddle
Character Wealth 412,232 GP
Remaining Gold 35,232 GP

Special Abilities::

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

Elemental Focus (Su) At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.

Wild Talents A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her 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 (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, 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 her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can't replace a wild talent that she used to qualify for another of her wild talents.
1st-Infusion: Kinetic Blade (1 Burn) [Universal] - You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.
2nd-Utility: Kinetic Cover - You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.
3rd-Infusion:
4th-Utility: Earth Climb - You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.
5th-Infusion:
6th-Utility: Tremorsense - You can take a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. While benefiting from this tremorsense, your earth blasts and composite blasts that include earth components don't suffer a miss chance from concealment or total concealment against creatures you detect with your tremorsense.
8th-Utility: Shift Earth - As a standard action, you can push or pull a 5-foot cube of earth or unworked stone within 30 feet, moving the cube 5 feet in any direction. You can create raised platforms, stairs up a cliff, holes, or other useful features. This doesn't cause the earth to float in the air, although in areas with plenty of earth, you can move a cube upward, creating a short pillar. If you move the earth beneath a creature's feet, it can attempt a DC 20 Reflex save to leap elsewhere and avoid moving along with the earth.
9th-Infusion: Impale (2 Burn) [Earth/Metal] - You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn't continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage.
10th-Utility: Earth Glide - You can glide through earth, as an earth elemental's earth glide ability, with a burrow speed equal to your base land speed.
11th-Infusion: Fan of Flames (1 Burn) [Fire] - Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. The saving throw DC is Dexterity-based.
12th-Utility: Kinetic Form (Burn 1) - You are able to suspend your body in a large mass of elemental matter. Until the next time your burn is removed, you can change your size to Large or shift back to your original size as a standard action. This doesn't change your ability scores in any way. At 16th level, you can accept 1 additional point of burn to instead change your size to Huge. You cannot use kinetic form to decrease your size.
13th-Infusion: Eruption (2 Burn) [Fire/Magma] - Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. An energy blast infused with eruption deals its normal damage to each target, while a physical blast deals half its normal amount of damage. The saving throw DC is Dexterity-based.
13th-Bonus: Spark of Life - You breathe a semblance of life into elemental matter, which takes the form of a Medium elemental of any of your elements as if summoned by summon monster IV with a caster level equal to your kineticist level, except the elemental gains the mindless trait. Each round on your turn, you must take a move action to guide the elemental or it collapses back into its component element. By accepting 1 point of burn, you can pour a bit of your own sentience into the elemental, removing the mindless quality and allowing it to persist for 1 round per kineticist level without requiring any further actions. At 12th level, you can choose to form a Large elemental as if by summon monster V; at 14th level, you can choose to form a Huge elemental as if by summon monster VI; at 16th level, you can choose to form a greater elemental as if by summon monster VII; and at 18th level, you can choose to form an elder elemental as if by summon monster VIII.
14th-Utility: Ride the Blast - You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast's path, adjacent to the blast's target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn't work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).
15th-Bonus: Fragmentation (4 Burn) [Earth/Metal] - You throw a volatile sphere of solid matter that shatters into countless shards. Attempt a ranged attack roll against a target within 120 feet. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect. The saving throw DC is Dexterity-based.
16th-Utility: Greater Shift Earth - You can move greater quantities of earth, as the spell move earth.
17th-Infusion: Explosion (4 Burn) [Fire] - You focus your energy on a point in space and create a controlled explosion. You can center the explosion anywhere within 120 feet of you, and you can choose the radius of the spread to be 5, 10, 15, or 20 feet. All creatures and objects within the explosion take your blast's damage. The saving throw DC is Dexterity-based.
17th-Bonus:

Burn (Ex) At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she 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 her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Kinetic Blast (Sp) At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). 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; see Infusion), and she 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.
Earth Blast (Sp): You shape earth into clumps or jagged shards and send it flying at a foe as a ranged attack. If you hit, the target suffers an amount of bludgeoning, piercing, or slashing damage equal to 1d6+1 + your Constitution modifier. This damage increases by 1d6+1 for every 2 kineticist levels you possess beyond 1st. Spell resistance does not apply.
Fire Blast (Sp): You unleash a gout of flickering fire to burn a single foe as a ranged touch attack. If you hit, the target suffers an amount of fire damage equal to 1d6 + 1/2 your Constitution modifier. This damage increases by 1d6 for every 2 kineticist levels you possess beyond 1st. Spell resistance applies.
Magma Blast (Sp) - Burn 1: You use your fire to superheat the earth into a flow of magma and slam a single foe as a ranged attack. If you hit, the target suffers an amount of bludgeoning damage equal to 1d6+1 + your Constitution modifier as well as 1d6+1 points of fire damage. The bludgeoning and fire damage each increase by 1d6+1 for every 2 kineticist levels you possess beyond 1st.
Metal Blast (Sp) - Burn 1: You shape metal into clumps, shards, or blades and send them flying. If you hit, the target suffers an amount of bludgeoning, piercing or slashing damage equal to 2d6+2 + your Constitution modifier. The damage increases by 2d6+2 for every 2 kineticist levels you possess beyond 1st.

Gather Power (Su) If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), 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 her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she 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 her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her 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, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her 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 her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. 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 her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects.
The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
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 her 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 her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.

Elemental Defense (Su) At 2nd level, a kineticist gains her element's defense wild talent.
Flesh of Stone (Su): Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.
Searing Flesh (Su): 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.

Elemental Overflow (Ex) 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.
As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits.
Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her 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 her 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 her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Infusion Specialization (Ex)
At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0.
She 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 her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.
At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast.
When she 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.

Internal Buffer (Su)
At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to 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 her buffer, they remain indefinitely until she spends them.
When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her 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.

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

Supercharge (Su) At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

Composite Specialization (Su) At 16th level, a kineticist becomes more adept at creating composite blasts. She reduces the burn cost of all composite blasts by 1 point.
This can't reduce the cost of a composite blast below 0 points.

Earth Attacks - Regular AC:

Melee:
[dice=Earth Kinetic Blade | Overflow +5] 1d20+30 [/dice]
[dice=Damage] 9d6+9+12[/dice]
[dice=Earth Kinetic Blade | Overflow +5] 1d20+25 [/dice]
[dice=Damage] 9d6+9+12[/dice]
[dice=Earth Kinetic Blade | Overflow +5] 1d20+20 [/dice]
[dice=Damage] 9d6+9+12[/dice]

[dice=Earth Kinetic Blade | Overflow +5/Empowered | 1 Burn] 1d20+30 [/dice]
[dice=Damage] 9d6+21[/dice] (Multiply by 1.5)
[dice=Earth Kinetic Blade | Overflow +5/Empowered | 1 Burn] 1d20+25 [/dice]
[dice=Damage] 9d6+21[/dice] (Multiply by 1.5)
[dice=Earth Kinetic Blade | Overflow +5/Empowered | 1 Burn] 1d20+25 [/dice]
[dice=Damage] 9d6+21[/dice] (Multiply by 1.5)

Ranged:
[dice=Earth Kinetic Blast | Overflow +5] 1d20+30 [/dice]
[dice=Damage] 9d6+9+12+10[/dice]
[dice=Earth Kinetic Blast | Overflow +5/Empowered | 1 Burn] 1d20+30 [/dice]
[dice=Damage] 9d6+9+12+10[/dice] (Multiply by 1.5)

Fire Attacks - Touch AC:

Melee:
[dice=Fire Kinetic Blade | Overflow +5] 1d20+30 [/dice]
[dice=Damage] 9d6+5[/dice]
[dice=Fire Kinetic Blade | Overflow +5] 1d20+25 [/dice]
[dice=Damage] 9d6+5[/dice]
[dice=Fire Kinetic Blade | Overflow +5] 1d20+20 [/dice]
[dice=Damage] 9d6+5[/dice]

[dice=Fire Kinetic Blade | Overflow +5/Empowered | 1 Burn] 1d20+30 [/dice]
[dice=Damage] 9d6+5[/dice] (Multiply by 1.5)
[dice=Fire Kinetic Blade | Overflow +5/Empowered | 1 Burn] 1d20+25 [/dice]
[dice=Damage] 9d6+5[/dice] (Multiply by 1.5)
[dice=Fire Kinetic Blade | Overflow +5/Empowered | 1 Burn] 1d20+25 [/dice]
[dice=Damage] 9d6+5[/dice] (Multiply by 1.5)

Ranged:
[dice=Fire Kinetic Blast | Overflow +5] 1d20+30 [/dice]
[dice=Damage] 9d6+5+10[/dice]
[dice=Fire Kinetic Blast | Overflow +5/Empowered | 1 Burn] 1d20+30 [/dice]
[dice=Damage] 9d6+5+10[/dice] (Multiply by 1.5)

Magma Attacks - Regular AC (Composite):

Melee:
[dice=Magma Kinetic Blade | Overflow +5 | 1 Burn] 1d20+30 [/dice]
[dice=Damage] 18d6+9+12[/dice]
[dice=Magma Kinetic Blade | Overflow +5 | 1 Burn] 1d20+25 [/dice]
[dice=Damage] 18d6+9+12[/dice]
[dice=Magma Kinetic Blade | Overflow +5 | 1 Burn] 1d20+20 [/dice]
[dice=Damage] 18d6+9+12[/dice]

[dice=Magma Kinetic Blade | Overflow +5/Empowered | 2 Burn] 1d20+30 [/dice]
[dice=Damage] 18d6+21[/dice] (Multiply by 1.5)
[dice=Magma Kinetic Blade | Overflow +5/Empowered | 2 Burn] 1d20+25 [/dice]
[dice=Damage] 18d6+21[/dice] (Multiply by 1.5)
[dice=Magma Kinetic Blade | Overflow +5/Empowered | 2 Burn] 1d20+25 [/dice]
[dice=Damage] 18d6+21[/dice] (Multiply by 1.5)

Ranged:
[dice=Magma Kinetic Blast | Overflow +5 | 1 Burn] 1d20+30 [/dice]
[dice=Damage] 18d6+9+12+10[/dice]
[dice=Magma Kinetic Blast | Overflow +5/Maximized | 1 Burn] 1d20+30 [/dice]
[dice=Damage] 108(18d6)+9+12+10[/dice]