Pathfinder Society -hahmot

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Gender Syplh0 Kineticist 7
Lawful Good Medium Outsider(Sylph, Native)
Player mosillan (37103-22)
XP 15
Prestige/Fame 17/21

Init +3 (+3 dex)
Senses Perception +12, Darkvision 60'

AC 20, touch 15, flat-footed 16; (+4 dex, +5 armor, +1 deflection)
HP 52/73 (7d8 + 7x 4 con + 7 fc)(21 non-lethal damage from burn)
Fort +11 (con +4, class +5, resistance +2)
Refl +11 (dex +4, class +5, resistance +2)
Will +7 (wis +2, class +2, resistance +2, +1 trait)
Special Defenses:

  • Whispering Wind5
    • +2 racial bonus to AC against ranged attacks
  • Enveloping Winds
    • 25/40 miss chance against physical ranged attacks
  • Basic Aerokineticst
    • +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases.
  • Elemental Overflow
    • 5% per burn chance to ignore sneak and critical damage.

Speed 35ft, fly 60ft

  • Quarterstaff +5 1d6 (x2)


  • range: 30'
    • Simple Blast +9 4d6+8 (x2) B/E PBS
    • Simple Blast +10 4d6+10 (x2) ^ + Burn 16
    • Simple Blast +11 4d6+12 (x2) ^ + Burn 26
    • Simple Blast +12 4d6+13 (x2) ^ + Burn 3+6
  • Range: 30' - 120'
    • Simple Blast +8 4d6+7 (x2) B/E
    • Simple Blast +9 4d6+9 (x2) ^ + Burn 16
    • Simple Blast +10 4d6+11 (x2) ^ + Burn 26
    • Simple Blast +11 4d6+12 (x2) ^ + Burn 3+6

Special Offenses:

  • Composite Blast
    • Thunderstorm Blast
      • 8d6+10 1/2 B + 1/2 E

Talents Aerokineticists

  • Simple Blast
    • Air Blast:
      • Element air; Type simple blast (Sp); Level —; Burn 0
      • Blast Type physical; Damage bludgeoning
        • You batter a single foe with a gust of air.
  • Simple Blast
    • Electirc Blast:
      • Element air; Type simple blast (Sp); Level —; Burn 0
      • Blast Type energy; Damage electricity
        • You shoot an arc of electricity to shock a single foe.
  • Composite Blast
    • Thunderstorm Blast:
      • Element air; Type composite blast (Sp); Level —; Burn 2
      • Blast Type physical; Damage half bludgeoning, half electricity
        • You batter a single foe with a gust of air crackling with electricity.
  • Defense Wild Talents
    • Enveloping Winds
      • Element air; Type defense (Su); Level —; Burn 0
        • As an immediate action, you 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. This 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 you recover your burn. You can continue to accept points of burn to increase the miss chance further, to a maximum of 75%. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it. 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.
  • Infusion Wild Talents
    • Pushing Infusion:
      • Element aether, air, earth or water; 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 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. Bullrush +8
    • Gusting Infusion:
      • Element air; Type substance infusion; Level 1; Burn 1
      • Saving Throw Fortitude negates
        • The wind from your infusion causes your blast to act as an instantaneous gust of wind. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path.
    • Extended Range
      • Element universal; Type form infusion; Level 1; Burn 1
      • Associated Blasts any
      • Saving Throw none
        • Your kinetic blast can strike any target within 120 feet.
    • Torrent
      • Element(s) air, fire, or water; Type form infusion; Level 3; Burn 2
      • Associated Blasts air, lightning, thunderstorm
      • Saving Throw Reflex half
        • A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.
  • Utility Wild Talents
    • Basic Aerokinesis
      • 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 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.

Str 10 Dex 186 (16) Con 196 (14+1) Int 12 Wis 14 Cha 8
Base Atk +5; CMB +5; CMD 19

Skills acp: -0; total skill ranks: 7*(4+1)

  • Acrobaticsc (5) +11
  • Appraise +1
  • Bluff -1
  • Climb +0
  • Craftc +1
  • Diplomacyc (1) +3 | +2 to gather information & half time
  • Disable device +3
  • Disguise -1
  • Escape artist +3
  • Flyc (1) +7 | +3 from fly
  • Handle animal -1
  • Healc (1) +6
  • Intimidatec (1) +3
  • Knowledge (arcana) (1) +2
  • Knowledge (dungeoneering) +1
  • Knowledge (engineering) +1
  • Knowledge (geography) +1
  • Knowledge (history) (1) +2
  • Knowledge (local)c (5) +9 | +2 to gather information & half time
  • Knowledge (nature)c (1) +5
  • Knowledge (nobility) +1
  • Knowledge (planes) (1) +2
  • Knowledge (religion) (1) +2
  • Linguistics (1) +2
  • Perceptionc (7) +12
  • Perform -1
  • Professionc +2
  • Ride +3
  • Sense motive +2
  • Sleight of hand +3
  • Spellcraft +1
  • Stealthc (1) +11
  • Survival +2
  • Swim (1) +1
  • Use magic devicec (7) +9

Traits Affable1 Indomitable Faith2
RSQ Like The Wind3, Breeze-Kissed4, Whispering Wind5
Languages Common, Auran, Aquan, Ignan
SQ Burn, Elemental focus(air), Gather Power, Infusion(Gusting Infusion, Pushing Infusion, Torrent), Kinetic Blast, Elemental Defense, Utility Wild Talent(Air cushion, Air shroud, Wings of Air), Elemental Overflow6 +2, infusion specialization 1, metakinesis (empower), Infernal Buffer 1, Expanded element(air)

On person: Quarterstaff[4]
Handy Haversack[5]: KTS ITS, Pathfinder's Kit[10-22]
Miscs: -100gp
Ioun Stones:
Encumbrance 17.5 lb. without backpack (33/66/100), 22.5 lb. with backpack (33/66/100)

Wondrous Items


  • Age 88, Height 5'11" (180cm), Weight 140lb (63.5kg)
  • 0 Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. Sylphs are outsiders with the native subtype.
  • 1 You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
  • 2 +1 trait bonus to will-saves.
  • 3 A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
  • 4 Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
  • 5 Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.
  • 6 Kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. 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. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

Things to buy


  1. : Kineticist
  2. : Kineticist
  3. : Kineticist
  4. : Kineticist
  5. : Kineticist
  6. : Kineticist
  7. : Kineticist
  8. : Kineticist; 8hp; bab6; 5sr; Infusion Specialization 2, utility wild talent: ; CON+1
  9. : Kineticist; 8hp; bab6; 5sr; Elemental overflow +3, infusion, Metakinesis (Maximize); FEAT?
  10. : Kineticist; 8hp; bab7; 5sr; Utility wild talent
  11. : Kineticist; 8hp; bab8; 5sr; Infusion, infusion specialization 3, internal buffer 2, supercharge; FEAT?

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