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Yoda #12

No Gender hobgoblin telekineticist 12 - CR 11


True Neutral Humanoid (Goblinoid); Atheist; Age: 170;
Height: 4' 6"; Weight: 175lb.
Ability

Score

Modifier

STR

-2

STRENGTH

DEX

20/26

+5/+8

CON

20/26

+5/+8

INT

10

WIS

11

CHA

10

DEXTERITY

CONSTITUTION

INTELLIGENCE

WISDOM

CHARISMA

Saving Throw

Total

Base

Ability

Resist

FORTITUDE

+21 =

+8

+8

+5

REFLEX

+21 =

+8

+8

+5

WILL

+12 =

+4

(CONSTITUTION)
(DEXTERITY)
(WISDOM)

Total

AC

27

Touch AC

= +9
10
18

CM Bonus
CM Defense

Misc

Size

Temp

Notes

+3

Base Attack

Dexterity

Size

Misc

+9

+8

Size

+9

-2

+8

+9

HP

183

Damage / Current HP

CHA (0)
STR (-2)
CHA (0)
CHA (0)
DEX (8)
DEX (8)
WIS (0)
CHA (0)
WIS (0)
DEX (8)
WIS (0)
DEX (8)
WIS (0)
STR (-2)
CHA (0)

Feats

Ranged: +18, 6d6+5 electricity

Crit: N/A
Rng: 60'
Elec

Telekinetic Blast (Sp)

Prerequisite: Kineticist level 6th.

Iron
WillYou gain a wild talent thats at least 2 levels lower than the highestBenefit:
You
+2 bonus
Will saving
levelget
wilda talent
you on
canallcurrently
use.throws.
You can select an infusion or a non-

infusion wild talent,


but not a blast or defense wild talent. If you have the
Point-Blank
Shot

expanded
element
class feature,
can select
a wild
from
any of your
+1 to attack
and damage
rolls withyou
ranged
weapons
at talent
up to 30
feet.
elements thats at least 2 levels lower than the highest-level wild talent from
Simple
Weapon
- All use.
your primary
elementProficiency
that you can currently
Proficient with all simple weapons.
Special: You can take this feat multiple times. Each time, you must choose a
Toughness
different wild talent.
You gain +3 hit points.
Can use Dex to attack with light and certain other weapons. Shields give ACP
penalty to attack rolls.

Traits
Indomitable Faith
+1 Will saves.

Crit: N/A
Rng: 30'
B/P/S

Ranged: +18, 6d6+15

You gain an additional wild talent.

Weapon Finesse

Electric Blast (Sp)

Celestial armor

+9

INT (0)

Temp

You can make extra attacks of opportunity.

Dexterity

30 ft

10
2
12
12
12

Extra Wild Talent

Strength

Speed

Ranks

Combat Reflexes (9 AoO/round)

BAB

+10

Ability

DEX (8)

When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

19

BAB

Initiative

Total

+19
+0
+0
-4
+0
+0
+6
+6
+0
+5
+15
+6
+0
+25
+0
-4
+15

Armor Proficiency (Light)

Flat-Footed AC

= 10

Acrobatics
Appraise
Bluff
Climb
Diplomacy
Disguise
Escape Artist
Fly
Heal
Intimidate
Perception
Ride
Sense Motive
Stealth
Survival
Swim
Use Magic Device

Natur Deflec Dodge Misc

+8

+17 =
25

Temporary

+5

Armor Shield Dex

Skill Name

Max Dex: +8, Armor Check: -2


Spell Fail: 15%, Light

Reactionary
+2 Initiative

Special Abilities
Aetheric Boost (Sp)
Element aether; Type composite blast (Sp); Level ; Burn 2
Prerequisites telekinetic blast, expanded element (any)
Blast Type special; Damage see text
You infuse a simple blast you know with aether, causing it to deal 1 additional
Air's
(Su)
pointReach
of damage
of the same type for each of its damage dice; it otherwise acts
Element
air; Type
(Su);
Level
Burn
as the simple
blast.utility
At 15th
level,
you1;can
alsoinfuse a composite blast with
When
using
air
blasts,
air wild blast
talents,
or composite
blastsaccept
that include
air,
aether. To infuse a composite
in this
way, you must
1 additional
double
blasts effective range. This effect applies after altering the range
point ofthe
burn.
due to effects such as the extended range infusion. This doubles only the
blasts
effective
range,
not the
area oftoeffect
infusions
cloud
and cyclone.
Composite
blasts
combine
elements
form for
a new
blast. like
When
a kineticist

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology,
Inc.element
Free download
http://www.wolflair.com
gains a new
throughatexpanded
element, she gains access to all
Pathfinder and associated marks and logos are trademarks
of Paizo Inc.,
used
under
license.Most composite blasts are either
composite
blastsand
forare
which
she
qualifies.

physical or energy blasts, like simple blasts. Physical composite blasts deal an
amount of damage equal to 2d6+2 + the kineticists Constitution modifier,
increasing by 2d6+2 for every 2 kineticist levels beyond 1st; energy composite
blasts deal an amount of damage equal to 2d6 + 1/2 the kineticists Constitution
modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

Gear

Experience & Wealth

Total Weight Carried: 23/70 lbs, Encumberance


Ignored
(Light: 23 lbs, Medium: 46 lbs, Heavy: 70 lbs)
Artisan's outfit (Free)
Belt of physical might +6 (Dex, Con)
Celestial armor
Cloak of resistance +5
Ring of sustenance

1 lb
20 lbs
1 lb
-

Special Abilities
Basic Aerokinesis (At will) (Sp)
Element 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
Basic
(At will)
(Sp)
subjectTelekinesis
a +2 bonus on saves
against
very hot conditions, severe heat, breath

Element
Type
utility and
(Sp);gases
Level(such
1; Burn
0
weapons,aether;
and cloud
vapors
as cloudkill,
stinking cloud, and inhaled
poisons). This wild talent doesnt function without air or while underwater. You can
This
is similar
to mage
hand,
you
can move an object that weighs up
haveability
only one
such breeze
active
atexcept
any one
time.
to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can
Bowling
Infusion
movecan
magical
objects.
Additionally,to
you
can itcreate
container
of entwined
strands
You
also
use
aerokinesis
make
harderaLevel
to
detect
you
or
Element
aether
oryour
Type substance
2; Burn
2 others by
of aether
order
toearth;
hold liquids
or piles
of infusion;
small or
objects
scent.
Youincan
designate
number
of creatures
objects equal to your
Associated
Blasts
earth,amagma,
metal,
mud, telekinetic
Constitution
bonus.
Saving Throw
noneThese creatures and objects always count as being downwind
for
purpose
of determining
thesheer
distance
atof
which
canblast.
be detected
scent.
Youthe
bowl
your foes
over with the
mass
your they
kinetic
Attempt by
a trip
Burn
4/round
(12
nonlethal/burn,
11/day)
This
effect
lasts for
1 hour
or untileach
you use
basic
aerokinesis
again,
whichever
combat
maneuver
check
against
target
damaged
by your
infused
blast, using
comes
first. a kineticist
At
1stConstitution
level,
caninstead
overexert
herself
to channel
more
thanyour
normal,
your
modifier
of your
Strength
modifier
to power
determine
pushing Maneuver
past the limit
of what is safe for her body by accepting burn. Some of her
Combat
Bonus.
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
Celerity
(Sp)
point of burn
she accepts, a kineticist takes 1 point of nonlethal damage per
Element
Type
utility
(Sp);cant
Level
Burn 0by any means other than getting a full
characterair;
level.
This
damage
be3;healed
You
can
galvanize
the flow of
your allies
to enhance
their
speed.
nights rest, which removes
allelectricity
burn and within
associated
nonlethal
damage.
Nonlethal
This
actsfrom
as haste
lasts for or
1 round.
You can
1 point
of burn of
to
damage
burn except
cant beit reduced
redirected,
andaccept
a kineticist
incapable
increase
the duration
to 1cant
round
per kineticist
level you can
possess.
taking nonlethal
damage
accept
burn. A kineticist
accept only 1 point of
Darkvision
(60
feet)
burn
per see
round.
This
limit(black
rises and
to 2 white
pointsvision
of burn
at 6th level, and rises by 1
You can
in the
dark
only).
additional point every 3 levels thereafter. A kineticist cant choose to accept burn if it
Electric
(Sp)
would putBlast
her total
number of points of burn higher than 3 + her Constitution
modifier (though
she
can be
forced
accept;
more
burn
Element
air; Type
simple
blast
(Sp);toLevel
Burn
0 from a source outside her
control).
A kineticist
has accepted
Blast
Type
energy; who
Damage
electricityburn never benefits from abilities that allow
her to
ignore
the effects
receives
from
You
shoot
an or
arcalter
of electricity
toshe
shock
a single
foe.nonlethal damage.

Elemental
Overflow
(Ex)
Note:
If something
outsideblast
your from
control
youelement
to take at
burn
your normal
A
kineticist
gains
a simple
herforces
primary
1stabove
levelsome

At
3rdadd
level,
a"Kineticist:
kineticists
body
surgesWhen
with from
energy
her chosen
limit,
the
adjustment
thefrom
Conferred
Adjustments
elements
offer
more thanBurn"
one option.
a kineticist
gains
aAbility
new element
element
via the
whenever
she
accepts
burn,
causing
to a
glow
withblast
a nimbus
of fire,
weep as
water
table on the
Adjust
tab
to
account
for her
the
excess.
expanded
element
class
feature,
she
gains
simple
from that
element
well.
from
her
pores,
or
experience
some
other
thematic
effect.
In
addition,
she
receives
Each simple blast is either a physical blast or an energy blast. Physical blasts are
a
bonusattacks
on her that
attack
rolls
kinetic
blasts equal
to to
the1d6+1
total number
of points of
ranged
deal
anwith
amount
of damage
equal
+ the kineticists
Extended
Range
burn she currently
has,
to a maximum
bonus
+1 for
every 3 kineticist
levels 1st.
she
Constitution
modifier,
increasing
by 1d6+1
forof
every
2 kineticist
levels beyond
Element
universal;
Type
form
infusion;
Level
1;
Burn
1
possesses.
She doesnt
also receives
bonusphysical
on damage
rollsEnergy
with her
kinetic
equal
Spell
resistance
apply aagainst
blasts.
blasts
areblast
ranged
Associated
Blasts
any
to double
the bonus
on an
attack
rolls.ofThe
kineticist
cantosuppress
effects of
touch
attacks
that
deal
amount
damage
equal
1d6 + 1/2the
thevisual
kineticists
Saving
Throw
none
elemental
overflow
byincreasing
concentrating
for 1forfull
round,
but doinglevels
so suppresses
all of
Constitution
modifier,
by 1d6
every
2 kineticist
beyond 1st.
Your
kinetic
blast
can
strike
any
target
within
120
feet.
this Throw
abilitys other
Foe
(DCbenefits,
24) as well. The next time the kineticist uses any wild talent,
the visualaether;
effects Type
and benefits
return instantly.
Element
form infusion;
Level 3; Burn 2

Experience Points: 145000/210000


Current Cash: You have no money!

Special Abilities
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
Kinetic
Healer
(Sp)if she doesnt have hands). All damage from a kinetic
prehensile
appendage,
Element
aetheras
ormagic
water;for
Type
(Sp);
1; Burn
1; see
text
blast is treated
the utility
purpose
of Level
bypassing
damage
reduction.
Saving
Throwcount
none;asSpell
Resistance
Kinetic blasts
a type
of weapon yes
for the purpose of feats such as
With
a touch,
youThe
cankineticist
heal a willing
living
creature to
of be
an wielding
amount of
Weapon
Focus.
is never
considered
or damage
gripping the
equal
your(regardless
kinetic blasts
damage.
Instead
of paying see
the burn
coston
yourself,
kinetictoblast
of effects
from
form infusions;
Infusion
page 12),
Kinetic
Whip
you
can
cause
the
recipient
to
take
1
point
of
burn.
If
you
do
so,
the
recipient
and she cant
use Vital
Strike
feats
with Level
kinetic3;
blasts.
Even
the weakest
kinetic
Element
universal;
Type
form
infusion;
Burn
2
takes
1
point
of
nonlethal
damage
per
Hit
Die
he
possesses,
as
usual
for
burn;
blast involves kinetic
a sizable
mass of elemental matter or energy, so kinetic blasts
Prerequisite
blade
this
damage
cant
be
healed
by
any
means
until
the
recipient
takes
a
full
nights
always deal full
damage
to swarms of any size (though only area blasts deal
Associated
Blasts
any
rest.
extra damage
swarms). A readied kinetic blast can be used to counterspell
Saving
Throwtonone
Metakinesis
(1
Empower)
any spell
of
equal
orburn:
lower
level
that
shares(Su)
itsmatter.
descriptor.
Afunctions
kinetic blast
that
You
form
a long
tendril
of energy
or elemental
This
as kinetic
Note:
If
the
recipient
takes
the
point
of burn
from
this,
they
can use
deals
ofgains
any
type
(including
force)
thesize.
corresponding
At
5th energy
level,
adamage
kineticist
the
ability
to alter
her
kinetic
blasts
as the
if most
with
blade
but
counts
as a reach
weapon
appropriate
forhas
your
Unlike
Kineticist:
Burn
adjustment
from
the
Conferred
Ability
Adjustments
table
on
the
descriptor.
metamagic
featsthe
by accepting
burn.
accepting
1 pointcreatures.
of burn, she
reach
weapons,
kinetic whip
canBy
also
attack nearby
Thecan
kinetic
Adjust
tabher
to apply
that.
empower
kinetic
blast
(as if using
Empower
Spell).
9th intervening
level, by time, it
whip
disappears
at the
beginning
of your
next turn,
but At
in the
The
various
kinetic
blasts,
additional
rules
simple
blasts,
accepting
2 points
of
burn,
she
canasmaximize
her
kinetic
blast
as
if using
threatens
all
squares
withinas
itswell
reach,
allowing
you
to for
make
attacks
of are
Metakinesis
(2
burn:
Maximize)
(Su)
described
on
pages
1516.
Maximize
Spell.
At 13th
level,
byusual
accepting
3 points of burn, she can quicken
opportunity
that
deal
thegains
whips
damage.
At
5th
level,
a
kineticist
the
ability
to
alter
her
kinetic
blasts
as
her kinetic blast as if using Quicken Spell. At 17th level, by acceptingif 4with
points of
metamagic
feats bycan
accepting
Byblast
accepting
1 point
burn,standard
she can
burn, the kineticist
use herburn.
kinetic
twice with
theof
same
empower
her
kinetic
blast
(as
if
using
Empower
Spell).
At
9th
level,
by
action, or swift action if she also uses metakinesis to quicken the blast. When
accepting
points of
burn,blast,
she can
maximize her such
kinetic
as if using
she uses a2double
kinetic
all modifications,
asblast
metakinesis
and
Suffocate
(DC
(Sp)
Maximize
Spell.
At 24)
13th of
level,
by
accepting
3 kineticist
points of needs
burn, she
can quicken
infusions,
apply
to
both
the
blasts,
but
the
to
pay
burn
Elements
aether,
air,
or water;
TypeSpell.
utilityAt
(Sp);
Level
6;byBurn
0 the
her
kinetic
blast
as
if
using
Quicken
17th
level,
accepting
4
points of
cost
onlyThrow
once. Fortitude partial; Spell Resistance yes
Saving
burn,
the kineticist
can use her kinetic blast twice with the same standard
You
useoraether
to choke
a creature
within
120 feet,toairquicken
to create
areaWhen
of
action,
swift action
if she
also uses
metakinesis
thean
blast.
unbreathable
air around
or water
to fill its throatsuch
with as
water.
If your target
she
uses a double
kineticit,blast,
all modifications,
metakinesis
and
Supercharge
(Su)
needs
to breathe,
mustofhold
its breath
for
as
long as needs
you concentrate.
On
infusions,
apply
to itboth
the blasts,
butas
the
kineticist
to pay the
burn
At
11th
when
using
gather
asave
move
kineticist
each
of level,
itsonce.
turns,
it can
attempt
apower
Fortitude
in action,
order toaspeak,
butcan
it can
cost only
reduce
the
total
burn
cost
of
a
single
wild
talent
by
2
points
instead
of
1.
When
breathe only if your concentration breaks, you leave the 120-foot range, or
you
using
power You
for 1can
full accept
round, she
canofreduce
the burn
cost ofthis
a single
break gather
line of effect.
1 point
burn when
activating
wild
wild
talent
by
3
points
instead
of
2.
talent in orderBlast
to expel(Sp)
the air from your targets lungs. If you do so and the
Telekinetic
target
failsaether;
its firstType
Fortitude
save,
becomes
disabled
and
Element
simple
blastit (Sp);
Level
; Burn
0 is reduced to 0 hit
points,
and on
its second
failedbludgeoning,
Fortitude save,
it falls or
unconscious
Blast Type
physical;
Damage
piercing,
slashing and is
reduced
toa1
hit points.
You throw
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
Telekinetic
attack hits, theHaul
target(Sp)
and the thrown object each take the blasts damage.

Element
Type
utility in
(Sp);
Level
Burn even
0
Since theaether;
object is
enfolded
strands
of 2;
aether,
if you use this power on a
Prerequisite
telekinesis
magic weaponbasic
or other
unusual object, the attack doesnt use any of the magic
When
using
basic
telekinesis,
you
can
move
an
object
weighs
up to 100
weapons bonuses or effects; it simply deals your blast that
damage.
Alternatively,
pounds
per
kineticist
level you
possess.
Whentousing
your
telekinetic
blast,
you
you
can
loosen
the
strands
of
aether
in
order
deal
damage
to
both
the object
Telekinetic
(Sp)
can
throw
an Invisibility
object
weighing
up tothrown
100 pounds
per yourself
kineticist(instead
level youofpossess,
and
the
target
as
though
you
had
the
object
dealing
Element
aether;increase
Type utility
(Sp);
Level
3; Burn
0 1 point of burn, the
but
this
doesnt
theYou
damage.
If you
accept
your
normal
blast damage).
substitute
Constitution
modifier
forworks
your as
You
weave
strands
of aether,
bending
light your
and
dampening
sound;
this
maximum
weight
increases
tothe
1,000
pounds
per
kineticist
level
you
possess
Strength
modifier
if
throwing
object
would
have
your
Strength
invisibility
except increases
that the aetheric
bending
is easieradded
to
notice
than
normal
and
the
duration
to
1
minute
per
kineticist
level
you
possess.
modifier
onso
the
damage
and youchecks
dont take
the 4(+10
penalty
onmoving
the attack
invisibility,
your
bonusroll,
on Stealth
is halved
while
androll
Telekinetic
Maneuvers
(Sp)
for
an
object
that
wasnt
designed
to be thrown.
In this you
case,
+20throwing
while perfectly
still).
However,
the dampened
sound allows
to the
avoid
objects
special
effects
apply
(including
effects
from
materials),
and
if the
Element
aether;
Type
(Sp);
Level
4; Burn
0 itsblindsight,
automatic
detection
viautility
sound-based
blindsense
and
but
you
do not
object
a weapon,
must
be proficient
withwild
it and
ableagainst
to wield
it with one
Saving
Throw
none;
Spell
Resistance
receiveisthe
bonus
onyou
Stealth
checks
fromyes
this
talent
a creature
with
hand;
otherwise,
the
item
deals
damage
as
a
one-handed
improvised
weapon
You
can
perform
combat
maneuvers
as
telekinesis,
but
you
use
your
such abilities.
for a creaturemodifier
of your to
size.
Constitution
determine your Combat Maneuver Bonus rather than
your Intelligence or Charisma modifier. If you possess the telekinetic finesse
A kineticist
a simple
blast
fromcombat
her primary
element
at 1st
wild
talent, gains
add dirty
trick and
steal
maneuvers
to the
listlevelsome
of combat
elements
offer
more
than onewhen
option.
When a kineticist
gains a new
element via
maneuvers
you
can
perform;
performing
these maneuvers,
determine
Burn
4/round
(12
nonlethal/burn,
11/day)
the expanded
element class
feature,
a simple
blastinstead
from that
element
your
Combat Maneuver
Bonus
using she
yourgains
Dexterity
modifier
of your
as well. Eachmodifier.
simple blast is either a physical blast or an energy blast. Physical
Constitution
blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the
Fly
(1/day)
kineticists
Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels
beyond 1st. Spell resistance doesnt apply against physical blasts. Energy
blasts are ranged touch attacks that deal an amount of damage equal to 1d6 +
1/2 the kineticists Constitution modifier, increasing by 1d6 for every 2 kineticist
levels beyond
1st.
Common
Goblin

Associated Blasts telekinetic


As a kineticists
body becomes
more
Saving
Throw Fortitude
negates;
seeand
textmore suffused with her element, she
begins
to gain more
benefits.
at 6th
level, whenever
Your
telekinetic
blastpowerful
can throw
a LargeStarting
or smaller
creature
instead of she
an has at
Force
hp
+6
hp/burn)
least
3Ward
points
of(12
burn,
the
kineticist
gains
a (Su)
+2 cost
size by
bonus
two aphysical
unattended
object;
you
can
increase
the burn
1 to to
affect
creatureability
of a
scores
of aether;
her
choice.
She
also
gains
chance
ignore
of a save,
criticalithit or
Element
Type
defense
(Su); aLevel
; to
Burn
0 the
larger size.
If the
creature
you attempt
to
throw
succeeds
at effects
a Fortitude
sneak
attack
equal
to
5%

her
current
number
of
points
of
burn.
At
11th
level,
negates the blast entirely. Otherwise, if your blast hits, both the thrown creature and
whenever
the kineticist
has
at least
5 points
ofofburn,
these
bonuses
increase
to a +4
You
constantly
surround
yourself
with
a ward
force.
You gain
a number
of thrown
the target
take
the
full amount
of damage
from
your
telekinetic
blast,
and the
size
bonus
to prone
one physical
ability
score
of her
choice
+2lose
size
bonus
tomisses,
each of
temporary
hit
points
equal
to
your
kineticist
level.
You and
always
these
temporary
creature
falls
in
the last
unoccupied
space
along
its apath.
If your
blast
Gather
Power
(Su)
her
other first,
two
physical
ability
scores.
At 16th
level,
whenever
thefeet
kineticist
has at it
hit
points
even before
other
temporary
hit
points.
If an attack
deals
less
the
thrown
creature
can
choose
to
any
space
within
30
offor
the
target,
If
she
both
free
(or
all
ofoccupy
her prehensile
free,
unusual
least
7has
points
ofhands
burn,
these
bonuses
to aappendages
+6 size
bonus
to itone
physical
damage
than
you
still
as
temporary
hit points
from
force
ward,
still
reduces
doesnt
fall
prone,
andhave
itcan
takes
halfenergy
theincrease
normal
amount
of
damage
from
your
blast.
kineticists),
a
kineticist
gather
or
elemental
matter
as
a
move
action.
ability
score of her
a +4otherwise
size
bonus
to a second
physical
score
of her
those
temporary
hitchoice,
points
but
counts
as a miss
for theability
purpose
of abilities
The movement
doesnt
provoke
attacks
of
opportunity.
Gathering
creates
an extremely
loud,
visible
display
inscore.
a 20-foot
choice,
andpower
a +2
size
toThese
the remaining
physical
ability
that
trigger
on
a hit
or bonus
a miss.
temporary
hit points
regenerate
at radius
a rate of 1
centered
on
the
kineticist,
as
the
energy
or
matter
swirls
around
her.
Gathering
per minute.
By accepting 1 point
burn as a standard action, you can increase the
Infusion
Specialization
3 of(Ex)
power
in this
way allows
the kineticist
to reduce
theby
total
burn
cost
of aby
blast
wild
maximum
number
of temporary
hituses
points
provided
your
force
ward
half
At 5th she
level,
whenever
a kineticist
one
orThe
more
infusions
with
a blast,
sheyour
talent
uses
in
the
same
round
by
1burn
point.
kineticist
can
instead
gather
kineticist
level
until
the
next
time
your
is
removed.
If
you
use
this
ability
multiple
reduces
combined
cost reduce
of the infusions
by
1. cost
This of
cant
reduce
the
total
power
forthe
1increases
full
roundstack.
inburn
order
the total
burn
a blast
wildway,
talent
times,
the
Fortoevery
2 points
of burn
you cost
accept
in
this
your
cost
ofon
the
used
reduces
the0burn
1 does
additional
point
used
herinfusions
next
turn
by 2below
points0.
(toShe
a minimum
of
points).
Ifby
she
so, she
can
force
wards
rate
of
regeneration
increases
by
1
hit
point
per
minute.
Whenever
you
at
8th,
11th,
14th,
17th,
and
20th
levels.
also gather
power
as
a move
action
during
heryou
next
turn tosome
reduce
theenergy
burn cost
by
Internal
Buffer
2 (Su)
accept
burn
while using
an aether
wild
talent,
siphon
of the
from
a total
of 3 flowing
points.
If
the kineticist
damage
during
or after
gathering
power
and
the
aether
through
you and
your
force
recovers
aforces
number
ofcourse
temporary
At
6th
level,
a kineticists
study
of takes
her
body
andward
the
elemental
that
before
using
theher
blast
releases
it, to
she
must
succeed
at You
a
concentration
hit
points
tokinetic
your
character
level,
up to
its
current
maximum.
can
dismiss
through
it equal
allow
to form
anthat
internal
buffer
store
extra
energy.
The
buffer
starts
check
(DC
=
10force
+ damage
taken
+day,
effective
spell
level
heraccept
kinetic
or
or
restore
ward as
an immediate
action,
but of
doing
so
doesnt
change
the
empty
andyour
doesnt
replenish
each
but the
kineticist
can
1blast)
point
oflose
burn
theadd
energy
in atowild
that
her and
to
accept
aa number
of points
points
of burn
equal
number
temporary
hit points
available,
the to
temporary
hit
dont
recover
to
1 of
point
the surge
buffer
as aforces
full-round
action,
maximum
of 1 point
total.
This
Kinetic
Blade
to the this
number
ofispoints
whichather
gathered
power
would at
have
reduced
the burn
while
ability
inactive.
maximum
increases
to 2bypoints
11th
level and
to 3 points
16th
level. Once
the
cost. Thisadds
ability
canType
never
reduce
the
cost
of
a wild
below
0 points.
Element
universal;
form
infusion;
Level
1;indefinitely
Burn
1 talent
kineticist
points
to her
buffer,
theyburn
remain
until she
spends
them.
Associated
Blasts
any
When
she would
otherwise
accept burn, a kineticist can spend 1 point from her
SavingtoThrow
none
buffer
avoid accepting
1 point of burn. She cannot spend more than 1 point from
You
form ainweapon
kinetic
abilities.
You create
a non-reach,
light
or oneher buffer
this wayusing
for a your
single
wild talent.
Points
spent from
the internal
buffer
Heroformed
Laborand
Lab logo
are Registered
Trademarks
handed
weapon
in your hand
ofthe
pure
orSimilarly,
elemental
matter.
(If
youre
a LWD Technology, Inc. Free download at http://www.wolflair.com
dont activate
elemental
overflow
add
to Hero
itsenergy
effects.
this
buffer
can
be of
Pathfinder
and associated
marks
andobject
logos held
are trademarks of Paizo Inc., and are used under license.
telekineticist,
you
instead
transfer
the
power
of your
kinetic
to any
used to exceed
the
limit on
the number
of points
of burn
theblast
kineticist
can accept
in
in
one hand.)
a single
turn. The kinetic blades shape is purely cosmetic and doesnt 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 doesnt prevent her from using gather power.

Tracked Resources

Languages

Sourcebooks Used
Advanced Player's Guide Traits / Character Traits Web
Enhancement - Reactionary (trait)
Advanced Player's Guide Traits / Character Traits Web
Enhancement / Ultimate Campaign - Indomitable Faith
(trait)
Advanced Race Guide / Bestiary / Inner Sea Races Hobgoblin (race)
Occult Adventures - Aether (special ability); Aetheric
Boost (special ability); Air's Reach (special ability);
Bowling Infusion (special ability); Celerity (special ability);
Electric Blast (special ability); Expanded Element (Air)
(special ability); Extended Range (special ability); Extra
Wild Talent (feat); Foe Throw (special ability); Force Ward
(equipment); Kinetic Blade (special ability); Kinetic Healer
(special ability); Kinetic Whip (special ability); Kineticist
(class); Suffocate (special ability); Telekinetic Blast
(special ability); Telekinetic Haul (special ability);
Telekinetic Invisibility (special ability); Telekinetic
Maneuvers (special ability)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

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