Shaakhib

Zephyr emir's page

178 posts. Alias of Evindyl.


Race

HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12

Classes/Levels

| Speed 35ft | COND=

Gender

Non-Binary CG Sylph Psychokineticist (Aether) 9 |

About Zephyr emir

Unnamed Hero
Male sylph telekineticist 9 (Pathfinder RPG Bestiary 2 258, Pathfinder RPG Horror Adventures 56, Pathfinder RPG Occult Adventures 10)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 51 (9d8+3)
Fort +6, Ref +8, Will +8; +4 vs. [air] or [electricity] spells, or electricity damage
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Offense
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Speed 35 ft., fly 35 ft. (good)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, extreme range, foe throw (DC 16), force hook
. . Blasts—aetheric boost (), force blast (5d6+2 force), telekinetic blast (5d6+10)
. . Utility—basic telekinesis, elemental whispers, self telekinesis, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers, touchsight
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Statistics
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Str 7, Dex 14, Con 10, Int 12, Wis 20, Cha 13
Base Atk +6; CMB +4; CMD 16
Feats Airy Step[ARG], Extra Wild Talent[OA], Extra Wild Talent[OA], Kinetic Invocation, Psychic Sensitivity[OA], Wings Of Air[ARG]
Traits influence, natural flier
Skills Acrobatics +2 (+3 while flying), Diplomacy +5, Disable Device +9, Fly +19, Intimidate +12, Knowledge (nature) +5, Knowledge (planes) +5, Linguistics +2, Lore (SKY FATHER) +10, Lore (SUN) +10, Perception +15, Sense Motive +15, Sleight of Hand +10
Languages Aquan, Auran, Ignan, Terran
SQ breeze-kissed[ARG], burn (3 points/round, max 5), elemental overflow +3, emotional intensity, expanded element (aether), gather power, infusion specialization 2, internal buffer 1, mental overflow, mind burn, weather savvy[ARG]
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Special Abilities
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Aetheric Boost (Sp) Level 4; Burn 2
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Burn 3/round (5/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elemental Whispers (Su) Element universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a famil
Emotional Intensity (Ex) Can't use wild talents if influenced by a non-harmless emotion or fear effect
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Fly (35 feet, Good) You can fly!
Foe Throw (DC 16) Throw a creature if it fails its save.
Force Blast (Sp) Level 4; Burn 2
Force Hook Blast drags you to your target
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Invocation You have learned to channel your element’s energy into the magic used by traditional spellcasters.

Prerequisites: Kineticist level 1st, elemental focus class feature.

Benefit: For each kineticist element to which you have access
Mental Overflow (Ex) A psychokineticist’s elemental energy sends strange elemental humors and planar echoes through his brain instead of reshaping his body with matter from his element. Instead of gaining size bonuses to physical ability scores from elemental overflow,
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mind Burn A psychokineticist’s mind strains when he overtaxes himself. He takes a -2 penalty on Will saves, Wisdom checks, and Wisdom-based skill checks for each point of burn he has accepted, rather than taking nonlethal damage from burn. He can accept an a
Self Telekinesis (Sp) Propel self any direction up to 60 ft. in a line, if midair, fall next turn unless used again.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Telekinetic Blast (Sp) Level 4; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Touchsight (Su)

Your telekinesis allows you to keep track of unseen things that it touches.
Weather Savvy You can predict the weather for the next 24 hours.
Wings of Air +4 bonus vs. effects with air or elctricity descriptor.