| Zanzabarb |
This is my first competition submission, go easy on me.
I found this pretty challenging to match up the wide array of powers she demonstrated in the show (which is otherwise a very mundane and low-fantasy world) with the very narrowly tailored and high-fantasy Pathfinder classes. Also, I wasn't too familiar with the Occult material going into this.
Without further ado:
XP 4,800
Human Psychic (Amnesiac archetype) 5 / Kineticist (Psychokineticist archetype) 4
CG Small humanoid (human)
Init +6; Senses Perception +15
----- Defense -----
AC 17, touch 14, flat-footed 15 (+2 Armor, +2 Dex, +1 Size, +1 Deflection, +1 Natural)
hp 30 (9 HD; 5d6+4d8-9+4 temporary)
Fort +5, Ref +8, Will +11 (+2 trait bonus on all save vs emotion spells and effects)
Defensive Abilities Force Ward: 4 temporary hit points
----- Offense -----
Speed 20 ft.
Melee Punch +4 (1d2-1 nonlethal)
Space 5 ft.; Reach 5 ft.
Special Attacks Telekinetic Blast (2d6+2)
Spell-Like Abilities (CL 4; concentration +8)
At will—Basic Telekinesis, Telekinetic Finesse, Telekinetic Haul
Psychic Spells (CL 5; concentration +9)
2nd—Hold Person, amnesia slot, amnesia slot, amnesia slot, amnesia slot
1st—Acute Senses, Detect Aberration, Charm Person, amnesia slot, amnesia slot, amnesia slot, amnesia slot
0 (at will)—Daze, Detect Psychic Significance, Message, Telekinetic Projectile, Know Direction, Ghost Sound
Psychic Discipline: Enlightenment
----- Tactics -----
During Combat Defends and supports her allies at all costs, avoids melee combat.
Morale If cornered, Eleven will do everything in her power to avoid being captured.
----- Statistics -----
Str 8, Dex 14, Con 8, Int 16, Wis 20, Cha 13
Base Atk +5; CMB +2; CMD 14
Feats Psychic Sensitivity, Improved Initiative, Point-Blank Shot, Precise Shot, Spell Focus: Enchantment, Combat Casting
Skills [24 skill ranks from kineticist; 20 from psychic] Acrobatics +7, Bluff +5, Climb +2, Diplomacy +5, Escape Artist +3, Fly +2, Intimidate +7, Knowledge (Planes) +10, Knowledge (Arcana) +9, Perception +15, Sense Motive +12, Spellcraft +10 , Stealth +8, Survival +6, Swim +1 Traits Grief-filled
Languages Common
----- Special Abilities -----
Psychic Discipline (Ex) Enlightenment.
Expanded Awareness (Su) As a move action, you can focus on your senses and gain one of the following sensory abilities: blindsense (10 feet), darkvision (30 feet), low-light vision, or scent. This new sense lasts for 1 round per psychic level. You can use this ability 5 times per day.
Patient Insight (Ex) When you attempt a Heal, Knowledge, Sense Motive, or Survival check, you can spend 1 point from your phrenic pool to roll the check twice and take the higher result.
Focused Trance (Ex) You can enter a deep meditation, allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can take only move actions and gain a bonus equal to your psychic level on all saves against sonic effects and gaze attacks. When you come out of your trance, you can attempt a single Appraise, Knowledge, or Spellcraft check with a +20 circumstance bonus. You can enter a focused trance 5 times per day.
Phrenic Pool (Su) 7 points. A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is equal to 1/2 her psychic level + her Wisdom modifier. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.
Overpowering Mind (Ex) The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
Intense Focus (Ex) The psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.
Spell Recollection (Ex) Once per hour as a swift action, an amnesiac can attempt to remember any spell from the psychic spell list of her choice from either of the 2 highest spell levels she can cast. When she does, she rolls on Table 2–1: Spell Recollection to determine the result. Because the mental stress of combat brings memories to the surface more easily, the amnesiac adds 1d10 to this roll's result if she's in combat when she attempts to recall a spell. Regardless of the result, the amnesiac expends an amnesia slot of the appropriate level for the spell she is attempting to remember; she must cast the spell remembered (if any) using that amnesia slot during the same round, or the spell slot is lost without effect.
Once a spell has been remembered in this way, the amnesiac can cast it as one of her spells known for the rest of the day (even if she failed to cast the spell during the round in which she remembered it), unless spell recollection allowed her to cast a spell of a higher level than she would normally be able to cast.
Elemental Focus (Su) Aether (telekinesis) - 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 telekinesis) as a bonus wild talent.
Emotional Intensity (Ex) A psychokineticist uses her Wisdom modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, her bonus on concentration checks for wild talents, and other Constitution-based effects of all her wild talents.
She can’t use any of her wild talents whenever she would be unable to use a spell with an emotion component, and if she ever gains immunity to charm, compulsion, emotion effects (even if such immunity extends only to a subcategory of these effects like fear effects or compulsion effects from creatures of certain alignments), she loses all her kineticist abilities. This includes effects that she previously activated that normally last until the next time her burn is removed, like elemental defenses, though she still keeps all her penalties from burn. She can always choose to ignore such immunities when she would normally gain them, even if they are granted by another class feature (such as the paladin’s aura of courage), but once she decides whether or not to ignore an immunity she would have gained, the choice cannot be changed.
A psychokineticist adds Sense Motive to her list of class skills and gains Psychic Sensitivity as a bonus feat.
Gather Power (Su) If she has both hands free, 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 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.
Mind Burn (Ex) A psychokineticist’s mind strains when she overtaxes herself. She takes a –2 penalty on Will saves, Wisdom checks, and Wisdom-based skill checks for each point of burn she has accepted, rather than taking nonlethal damage from burn. She can accept an amount of burn equal to her Wisdom modifier (rather than 3 + her Wisdom modifier). Otherwise, her burn works just like a normal kineticist’s.
Mental Overflow (Ex) A psychokineticist’s elemental energy sends strange elemental humors and planar echoes through her brain instead of reshaping her body with matter from her element. Instead of gaining size bonuses to physical ability scores from elemental overflow, she gains alchemical bonuses to her mental ability scores in equal amounts. 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.
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.
Pushing Infusion (Sp)
Type substance infusion; Level 1; Burn 1
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 Wisdom 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.
Extended Range Infusion (Sp)
Type form infusion; Level 1; Burn 1
Saving Throw none
Your kinetic blast can strike any target within 120 feet.
Telekinetic Blast (Sp) As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. 2d6+7 damage. She must have at least one hand free to aim the blast. 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.
Element(s) aether; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).
You substitute your Wisdom modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don't take the –4 penalty on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.
Force Ward (Su) Burn 0 ; You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level.
You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed.
If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward's rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn't change the number of temporary hit points available, and the temporary hit points don't recover while this ability is inactive.
Basic Telekinesis (Sp) This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.
Telekinetic Finesse (Sp) You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Burn 0; When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn't increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess
And as a side note: I would not want to play this build as a PC or run her as NPC - WAY too many abilities and pools to keep track of. :) However, I think it captures the breadth and style of Eleven's powers for the most part.