Svetocher

Xullra Ahep's page

21 posts. Alias of VikingIrishman.


Race

HP 135/135

Classes/Levels

Fetchling Kineticist 12, Init +8, AC/FF/T 21/21/15 | CMD 25 | F+8 R+8 W+4 | Darkvision 90 ft, Low-Light Vision, See in Darkness, Perception +15

About Xullra Ahep

Xullra Ahep
Fetchling Kineticist (Elemental Purist) 12
CN Medium Outsider (native)
Init +8; Senses Darkvision 90 ft., Low-Light Vision, See in Darkness, Perception +15

DEFENSE
AC 21, touch 21, flat-footed 15 (+6 Dex, +5 deflection)
HP 135 (12d8+72)
Fort +8, Ref +8, Will +4
Special Defenses Emptiness, No Breath, Shadow Blending, Shadowy Resistance

OFFENSE
Speed 30 ft.
Melee Kinetic Blade +10 (6d6+12/x2)
Ranged Kinetic Blast +16 (6d6+12/x2)
Special Attacks Many different infusions

DESCRIPTION
Race fetchling
Age 23
Skin alabaster
Hair jet black, long, bangs
Eyes black
Height 5'9"
Weight 101 lb
Build lithe
Voice smoky
Religion areligious

STATISTICS
Str 11, Dex 22, Con 22, Int 14, Wis 11, Cha 11
Base Atk +9; CMB +9 (+15 with blasts); CMD 25
Feats Extra Wild Talent (x3), Point Blank Shot, Precise Shot, Weapon Focus (Kinetic Blast)
Traits Reactionary, Scholar of the Ancients
Skills Acrobatics +27, Knowledge (dungeoneering) +23, Knowledge (planes) +19, Knowledge (arcana) +15, Knowledge (history) +15, Perception +15, Stealth +23
Languages Aklo, Common (Taldane), Thassilonian, Varisian
Other Gear Belt of Physical Prowess (Dex/Con) +4, Cloak of Resistance +4, Ring of Protection +5, Handy Haversack, Adventurer's Kit

Class Features:
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 and additional class skills. She gains her selected element’s basic utility wild talent (basic chaokinesis) as a bonus wild talent.

Void
Like aether, void forms where elemental energy meets another material, in this case the substance of the Negative Energy Plane. Kineticists who command this strange force are referred to as chaokineticists.

Class Skill(s): A chaokineticist adds Knowledge (dungeoneering) and Escape Artist to her list of class skills.

Basic Manipulation: A chaokineticist gains basic chaokinesis.

Simple Blast: A chaokineticist can select either gravity blast or negative blast as her simple blast. She gains one of them when she first selects void, and must select void again with expanded element to gain the other. She can use pushing infusion with gravity blast and void blast.

Defense: A chaokineticist’s defense wild talent is emptiness.

Wild Talents: 1st—basic chaokinesis, pulling infusion*, pushing infusion*, void healer; 2nd—eyes of the void, no breath; 3rd—darkness infusion*, gravity control; 4th—singularity*; 5th—eyes of the void (greater), gravity control (greater); 6th—darkness infusion (greater)*, suffocate; 7th—enervating infusion*; 9th—gravity master.

* Indicates an infusion wild talent.

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 (void? does it have its own descriptor now?) 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.

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.

2-Skilled Kineticist, 4-No Breath, 6-Gravity Control, 8-Eyes of the Void, 10-Greater Gravity Control, 12-Greater Eyes of the Void

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.

(Currently 3 burn/rd, max 9)

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.

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, 13th, and 17th 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.

1-Extended Range, 3-Pushing Infusion, 5-Pulling Infusion, 9-Snake

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

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 (currently +4). 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.

(currently -3)

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.

Elemental Impossibility (Su)
At 7th level, an elemental purist learns one composite blast as if she had an expanded element that matched her primary element.

In addition, she learns one impossible infusion—a form infusion or substance infusion that does not need to be associated with her primary element’s type. If the infusion can be applied to her kinetic blasts normally, she can use it as normal. If the infusion is not an associated infusion, she can accept 1 point of burn as a free action to enter a state of elemental impossibility for one minute. This burn cannot be reduced in any way. While in this state, she can apply her impossible infusions to her kinetic blast, even if it is not an associated infusion for the blast type; however, if an infusion can be applied only to energy blasts or only to physical blasts, she can apply it only to a kinetic blast of that type. The elemental purist learns one additional impossible infusion at 11th, 15th, and 19th levels.

7-Bowling Infusion, 11-Cyclone

Internal Buffer (Su)
At 11th 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 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.

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.


Feats:
Extra Wild Talent (x3)
You gain a wild talent that’s at least 2 levels lower than the highest-level wild talent you can currently use. You can select an infusion or a non-infusion wild talent, but not a blast or defense wild talent. If you have the expanded element class feature, you can select a wild talent from any of your elements that’s at least 2 levels lower than the highest-level wild talent from your primary element that you can currently use. You can take this feat multiple times. Each time, you must choose a different wild talent.

(Extreme Range, Greater Skilled Kineticist, Kinetic Blade)

Point-Blank Shot
You get 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 standard –4 penalty on your attack roll.

Weapon Focus (Kinetic Blast)
You gain a +1 bonus on all attack rolls you make using the selected weapon.


Racial Abilities:
Darkvision
Fetchlings can see perfectly in the dark up to 60 feet.

Low-Light Vision
In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Shadow Blending (Su)
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance
Fetchlings have cold resistance 5 and electricity resistance 5.

Skilled
Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Spell-Like Abilities (Sp)
A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling’s caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains displacement as a spell-like ability usable twice per day as a spell-like ability. A fetchling’s caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling’s caster level is equal to his total Hit Dice.


Traits:
Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Scholar of the Ancients
Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the
landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks,
and begin play able to speak and read Thassilonian.


Wild Talents:
Basic Chaokinesis
Element void; Type utility (Sp); Level 1; Burn 0

You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature’s carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.

Each benefit lasts 1 hour or until you use basic chaokinesis again.

Bowling Infusion
Element(s) aether or earth; Type substance infusion; Level 2; Burn 2
Associated Blasts earth, magma, metal, mud, telekinetic
Saving Throw none

You bowl your foes over with the sheer mass of your kinetic blast.

Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

Cyclone
Element(s) air; Type form infusion; Level 4; Burn 3
Associated Blasts air, blizzard, sandstorm, thunderstorm
Saving Throw Reflex half

You create a circular rush of wind. All creatures and objects within a 20-foot-radius burst centered on you take half your blast’s normal amount of damage. The saving throw DC is Dexterity-based.

Emptiness
Element void; Type defense (Su); Level —; Burn 0

Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects. By accepting 1 point of burn, you can increase the resistance to negative energy by 2, the chance to ignore critical hits and sneak attacks by 5%, and the bonus on Will saves against emotion effects by 1 until the next time your burn is removed. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow to a maximum of 100%.

When you accept burn while using a void wild talent, your bonus on Will saves applies against all mind-affecting effects for 1 round. You can dismiss and restore this effect as an immediate action.

Extended Range
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Extreme Range
Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 480 feet.

Eyes of the Void
Element void; Type utility (Su); Level 2; Burn —

You gain darkvision with a range of 60 feet (if you already have darkvision, your darkvision’s range increases by 30 feet).

Eyes of the Void, Greater
Element void; Type utility (Su); Level 5; Burn —
Prerequisite(s) eyes of the void

You can see in darkness, as per the monster special ability.

Gravity Blast
Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning

You manipulate gravity to distort and buffet your foe’s body.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

(Currently 6d6+12)

Gravity Control
Element void; Type utility (Sp); Level 3; Burn 0

You use your gravitic abilities 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 gravity control again.

Gravity Control, Greater
Element void; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) gravity control

You can use gravity control as a move action and can emanate a mild gravity well, allowing you to hover without spending an action.

Kinetic Blade
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

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.

No Breath
Element void; Type utility (Su); Level 2; Burn —
Prerequisite(s) emptiness

You gain no breath, as per the universal monster ability, and you can survive in the vacuum of space.

Pulling Infusion
Element void; Type substance infusion; Level 1; Burn 1
Associated Blasts: gravity, void
Saving Throw: none

Your kinetic blast pulls foes toward you. Attempt a drag combat maneuver check against each target damaged by your infused blast (the blast always drags the foe closer to you), using your Constitution modifier instead of your Strength modifier to determine your CMB. This infusion can pull a foe a maximum of 5 feet. You can increase the maximum distance pulled by 5 feet per additional point of burn accepted.

Pushing Infusion
Element(s) aether, air, earth, or water; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw none

The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

Skilled Kineticist
Element(s) universal; Type utility (Su); Level 1; Burn —

You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class skill list (Knowledge(dungeoneering) and Escape Artist), and you can use the Knowledge skill associated with your primary element to identify elementals of your primary element’s subtype (Void subtype? Negative Energy subtype? Undead? I don't know how this is supposed to work here).

Skilled Kineticist, Greater
Element(s) universal; Type utility (Su); Level 2; Burn —
Prerequisite(s) skilled kineticist

By delving into study of the Ethereal and Elemental Planes, you are able to use your primary element to assist with your skills in an unusual way. Add Knowledge (planes) to your list of class skills.

Choose one of your kineticist class skills that wasn’t granted by your primary element to also receive the bonus from skilled kineticist (Acrobatics).

Snake
Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none

You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.

Void Blast
Element void; Type composite blast (Sp); Level —; Burn 2
Prerequisite(s) primary element (void), expanded element (void)
Blast Type physical; Damage half bludgeoning, half negative energy

You call forth the power of the void to annihilate your foe.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

(Currently 6d6+12)