Unnamed Hero
Garuda-blooded aasimar (plumekith) hydrokineticist 12/ex-monk 8 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Bestiary 7, Pathfinder RPG Occult Adventures 10)
LG Medium outsider (native)
Init +14;
Senses darkvision 60 ft.; Perception +34
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Defense
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AC 71, touch 43, flat-footed 58 (+8 armor, +5 deflection, +12 Dex, +1 dodge, +1 insight, +3 monk, +14 natural, +6 shield, +11 Wis)
hp 195 (20d8+92) (40 Non-Lethal taken)
Fort +18,
Ref +26,
Will +21; +2 vs. [evil], +2 vs. enchantments
Defensive Abilities evasion;
Immune disease;
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 50 ft.
Melee unarmed strike +18/+13/+8 (2d6+3) or
. . unarmed strike flurry of blows +18/+18/+13/+13/+8/+3 (2d6+3)
Special Attacks flurry of blows, kinetic blast, metakinesis (empower, maximize), stunning fist (12/day, DC 31)
Kineticist Spell-Like Abilities (CL 12th; concentration +13)
. . Constant—
feather fall,
fly
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—extended range, kinetic fist, quenching infusion, snake, thundering infusion (DC 20)
. . Blasts—charged water blast (12d6+16 ½ electricity and ½ bludgeoning), electric blast (6d6+2 electricity), water blast (6d6+10)
. . Utility—air cushion, air shroud, basic aerokinesis, basic hydrokinesis, cold adaptation, heat adaptation, kinetic healer, wings of air
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Statistics
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Str 16,
Dex 34,
Con 18,
Int 16,
Wis 33,
Cha 13
Base Atk +15;
CMB +20;
CMD 61
Feats Angelic Blood[ARG], Angelic Flesh (steel)[ARG], Deflect Arrows, Dodge, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Unarmed Strike, Mobility, Stunning Fist
Traits acrobat, reactionary
Skills Acrobatics +38 (+54 to jump), Appraise +9, Climb +3 (1 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Disguise -1, Fly +28, Heal +34, Knowledge (nature) +26, Perception +34, Sense Motive +34, Stealth +10, Swim +26;
Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common
SQ burn (4 points/round, max 7), elemental overflow +4, expanded element (air), fast movement, gather power, high jump, infusion specialization 3, internal buffer 2, ki pool (15 points, cold iron, magic, silver), maneuver training, slow fall 40 ft., supercharge, wholeness of body (8 hit points)
Other Gear amulet of natural armor +5,
belt of physical perfection +6,
bracers of armor +8,
dusty rose prism ioun stone,
headband of mental superiority +6,
manual of quickness of action +5,
monk's robe,
ring of protection +5,
tome of understanding +5
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Special Abilities
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Air Cushion (Sp) Constantly under the effects of feather fall.
Air Shroud (Su) Constantly under the effects of air bubble.
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Steel) +1 natural AC and your natural attacks count as cold iron.
Burn 4/round (20 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Charged Water Blast (Sp) Level 6; Burn 2
Cold Adaptation (Sp) Endure elements against cold, and gain Cold Resistance = 2x current burn
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Electric Blast (Sp) Level 6; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
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.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +15/+15/+10/+10/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
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
Heat Adaptation (Sp) Endure elements against fire, and gain Fire Resistance = 2x current burn
High Jump (+8/+28 with ki point) (Ex) +8 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Ki Pool (15/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Fist (2d6 blast damage) Your natural and unarmed attacks do extra damage.
Kinetic Healer (Sp) Heal others equal to your blast damage
Maneuver Training (Ex) CMB = other BABs + Monk level
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Quenching Infusion Your blasts can put out fires
Slow Fall 40 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Blast can bend around corners.
Stunning Fist (12/day, DC 31) You can stun an opponent with an unarmed attack.
Supercharge (Su) Increase effectiveness of gather power by 1.
Thundering Infusion (DC 20) Blast deafens its targets
Water Blast (Sp) Level 6; Burn 0
Wholeness of Body (8 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Wings of Air (Sp) You are constantly under the effects of fly.
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