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About Xullra AhepXullra Ahep
DEFENSE
OFFENSE
DESCRIPTION
STATISTICS
Class Features:
Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields. Elemental Focus (Su)
Void
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
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)
(Currently 3 burn/rd, max 9) Kinetic Blast (Sp)
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)
Infusion (Su)
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)
Elemental Overflow (Ex)
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)
She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels. (currently -3) Metakinesis (Su)
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)
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)
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)
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
Precise Shot
Weapon Focus (Kinetic Blast)
Racial Abilities:
Darkvision
Fetchlings can see perfectly in the dark up to 60 feet. Low-Light Vision
Shadow Blending (Su)
Shadowy Resistance
Skilled
Spell-Like Abilities (Sp)
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
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
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
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
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
Your kinetic blast can strike any target within 120 feet. Extreme Range
Your kinetic blast can strike any target within 480 feet. Eyes of the Void
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
You can see in darkness, as per the monster special ability. Gravity Blast
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
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
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
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
You gain no breath, as per the universal monster ability, and you can survive in the vacuum of space. Pulling Infusion
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
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
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
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
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
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) |