Kineticist (Air) 2 | HP 16/24 | AC 17 | FF 13 | T 14 | F: 7 | R: 7 | W: 1 | Perc +6 | Init +4
Gender
Male
Size
Medium
Age
23
Alignment
Neutral Good
Location
Absalom
Languages
Common
Strength
8
Dexterity
18
Constitution
18
Intelligence
14
Wisdom
12
Charisma
12
About Zephyrion Starset
Male Human Kineticist (Air) 1
NG Medium Humanoid (Human)
Init +4; Senses Normal; Perception +5
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DEFENSE
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex, +0 shield)
hp 24 (2d8+8 Con+3Toughness)
Fort +7, Ref +7, Will +1
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OFFENSE
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Speed 30 ft.
Melee
Ranged - Air Blast Attack: +6 Hit: 1d6+5 Crit: x2 Range 60 ft.
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STATISTICS
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Str 8, Dex 18, Con 18, Int 14, Wis 12, Cha 12
Base Atk +1; CMB 0; CMD 13
Traits Starstone Scholar (Trait bonus to religion), Suspicious
Drawbacks Feats Weapon Focus (Blast), Toughness (B)
Skills
Acrobatics* +8, Fly +7, Intimidate +6, Knowledge (Nature) +7, Knowledge (Religion) +3, Perception +6, Profession (Farmer) +6, Sense Motive +7, Stealth* +8, Use Magic Device +6, Knowledge (All other) +2
ACP -1
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common
+2/6th to a wild talent.
Special Abilities:
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SPECIAL ABILITIES
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Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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; see page 23) 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.
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 on page 12), 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.
The various kinetic blasts, as well as additional rules for simple blasts.
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.
Air Blast
Element(s) air; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning
You batter a single foe with a gust of air.
Basic Aerokinesis
Element(s) air; Type utility (Sp); Level 1; Burn 0
You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can have only one such breeze active at any one time.
You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.
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.
Air's Reach
Element(s) air; Type utility (Su); Level 1; Burn —
When using air blasts, air wild talents, or composite blasts that include air, double the blast's effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast's effective range, not the area of effect for infusions like cloud and cyclone.
Enveloping Winds
Element(s) air; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant's thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round.
You can dismiss or restore this effect as an immediate action.
Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb.
Current Load Carried 22 lb.
Hide Shirt (18lb, worn)
Entertainer's Outfit (4lb, worn)
Money 15 GP 0 SP 0 CP
Background:
Some people might be able to tell you some event in their lives 'where it all started'. 'Where it all started' is usually through some choice of their own, a choice to take up arms, a choice to keep trying, a choice to live. I envy those people, I never had any choice in the matter. 'Where it all started' for me was the day of my birth. I was born under a thunderstorm as the sun set. I'm told it was beautiful, the myriad reds of the sunset dancing with the flashes of magnificently forked lightning. It was this fact that would shape my entire life.
You see, there was a prophecy. Terrible, dreadful things those prophecies. All it takes is for one harebrained person to believe them and they become self-fulfilling. "So," you ask "What could this prophecy contain that could shape your entire life?" and the answer to that my friend is simple. It foretold of one born as the eighth month rose, as the setting of the sun and the fulmination of the clouds lay together across the heavens, sired by servants of The Inheritor. It said this person would possess unusual powers. It said that this person would be the next to pass the Test of the Starstone. So, let's make a list shall we? You already know the circumstances of the weather on my birthday, so check! I was born Arodus 7th, so as the 8th month rises, check! My father was a Paladin of Iomedae, and my mother, though not a Paladin or Cleric, was an adventurer who exalted Iomedae in her deeds. Another check, my parents are servants of the Inheritor. And unusual powers? Well it is not often that someone comes along who can control the elements with a flick of the wrist. That's the final check, the check that sealed my fate. I was seen as a 'chosen one' from the moment I was born.
I grew up in Absalom, the Starstone ever present, always on my mind. If I dared forget it for a moment someone would remind me; my parents, an aunt or uncle, a friend. We live in Green Ridge, my mother always had a way with animals and nature and she decided she wanted to build a farm when she settled down to raise me. My father retired from Paladinhood to be a Priest at an Iomedaen temple in the Ascendant Court. I, on the other hand was trained by the best my parents could afford. Private tutors of all kinds were quickly brought to me when my unique gifts were unveiled and left just as quickly when they found me "Unruly and unwilling." But I still picked up things from them, and I'd like to say I have come out of it a relatively intelligent individual.
So anyway, you are probably wondering about those gifts of mine, right? When I was very young I found myself in all sorts of unfortunate situations. You see, I've always loved heights and as a child I would often be found in all kinds of places. Countertops, walls, fences, trees, you name it. But the time I want to talk to you about is the time I fell. I had somehow found my way onto the city wall and by the time my father found me it was too late. A slip at the wrong time and I was tumbling to my probable death. That is until it happened. A gust of wind from nowhere slowed my descent and I landed with nary a scratch. From then on I had some control over the wind and the air around me. Now you might be wondering what makes this special. Wizards and Clerics and Druids and whoever else can control the wind with a spell! But see, for one I couldn't do anything else, it was only the wind (trust me, many of my tutors were magic users of some kind, none of them could get anything else out of me), but also I was not and am not limited like another user of magic. Manipulating the wind does not tire me, I can do it all day every day. Like it is another limb, a part of me.
Enough about that, let me tell you about the Starstone and perhaps about... Dahlia. I've always been obsessed with it. It was hard not to be when my family and everyone I knew couldn't speak a word about me without the Starstone coming up. I needed to know everything I could, what I was up against. I suppose I came to see the thing as my enemy, something to be defeated above all else. I embraced my destiny and became arrogant with it. I was to be a god one day, everyone said so after all.
But then I lost her and everything changed. We spent every moment we could together since the day we met, one of my few tutors that could stand me was employed to a noble family. We learned from our tutor together, Dahlia and I. And as we grew older we fell in love, she treated me differently from everyone else. Despite the fact that she was a noble and I prophesized to be a god we were just normal, everyday people when we were together. It was a simple outing where we strolled the Coins searching through the many stalls and stores together. We were accosted by a gang of thieves and in the following altercation Dahlia lost her life. I could do nothing, my power was weak compared to bared blades. I laughed when my parents tried to comfort me, my faith was broken, in the world and in myself. I was no god, and at this rate I never would be. It was then that I started training my gift to be a weapon, a weapon to make sure something like Dahlia’s death never happened under my watch again. I learned to wield not only the wind, but lightning as true as that which flashed the day I was born. I think it was then that I began to forge myself into someone who might one day take the Test of the Starstone, even though it was simply the work of an angry, angst ridden teenager.
Over the next several years I returned to my regular routine, but ever I trained myself to fight, and ever did I continue to obsess over the Starstone despite telling myself I was done with silly thoughts of grandeur. As the years have passed so too did my father’s life. I take care of my mother more than she takes care of me nowadays, I hired people to watch over the farm. It turns out the healthy fortune my parents made when adventuring can keep it running for years yet, I never plan to use that money for myself. And still I train, still I research, still I struggle to attain that which a man dare not. They call me Zephyrion Starset, if you frequent Absalom perhaps you have heard of me?
Recently I’ve heard tales of a man who calls himself the disciple of Aroden. The Last Disciple people call him. This man might be the key. The key for me to understand. I must seek his aid and his wisdom, I must find out what he knows about the Starstone. It feels strangely calming to have a goal again, like the constant noise in my head has lessened. I have clarity of purpose now. I must meet this man.
Appearance and Personality:
Zephyrion is characterized by his determination and his ego. While the death of Dahlia and later his father did a lot to mature him, he is still an individual with a high level of self-confidence as well as the ability to frustrate even the most patient of individuals. He has a working knowledge of many subjects and is perfectly willing to show (and sometimes flaunt) it. He does however care deeply for most people and hates to see people get hurt. When one of his barbs hurts someone he will often go far out of his way to set it right. He can also be surprisingly down to earth for someone raised to be a god. He has spent years caring for animals and plowing fields on his mother's farm and it has instilled discipline of a sort. If he believes something needs to be done he will do whatever hard work it takes to do it. Seeing this work ethic in action has surprised many a tutor.
He is a handsome man, but not beautiful in the way people would expect a 'chosen one' to be. Still, a strong jaw, devil-may-care locks, passionate amber eyes and a lithe figure have led more than one girl (and some men) on flights of fancy.