TEXT: 1
  Kineticists 
  Occult Character Codex
  
  2
  Kineticists 
  Occult Character Codex
  Credits
  Authors: Julian Neale
  Artist: Ivan Dixon, Tawny Fritz, William Hendershot, Tim 
  Kings-Lynne, Eric Lofgren, Steve Wood
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. Boomer, 
  Robert Brookes, Benjamin Bruck, Matthew Goodall, 
  Jim Groves, Thurston Hillman, Tim Hitchcock, Victoria 
  Jaczko, Jonathan H. Keith, Jeff Lee, Nicolas Logue, Will 
  McCardell, Julian Neale, Jason Nelson, Richard Pett, Tom 
  Phillips, Alistair Rigg, Amber Scott, Mark Seifter, Tork 
  Shaw, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, 
  Greg A. Vaughan, Mike Welham, Linda Zayas-Palmer, 
  and Clark Peterson
  Editing and Development: Jason Nelson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and 
  the Paizo staff for their excellent Pathfinder Roleplaying 
  Game Occult Adventures.
  Open Content: Subject to designation as Product Identity (see below), 
  the only portion of this Legendary Games product designated as Open 
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  including all text not specifically designated as Open Game Content 
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  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Occult Character Codex: Kineticists © 2016, 
  Legendary Games; Author Julian Neale.
  First printing April 2016.
  Printed in USA. 
  
  3
  Welcome to Occult Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with 
  the rules for psychic magic and occultism found in the Pathfinder Roleplaying Game Occult Adventures rulebook. 
  When you see the “Occult Plug-In” logo at the top of a Legendary Games product, you can expect it is designed to fit 
  directly with the themes of that book, from mysterious magic and esoteric alchemy to psychics, dreamlands, cabalistic 
  spiritualism, and creatures of mind-altering mystery. The all-star team of designers here at Legendary Games is 
  committed to bringing you—the busy GM or player—the absolute best third party support for your Pathfinder 
  campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming authors, designers 
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  legal and well-designed content you can find anywhere. 
  Special Electronic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official 
  Pathfinder Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally didn’t link to it unless 
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  accessing the rules, especially those from newer books or that you may not have memorized.
  About LegendAry gAmes
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  4
  The following superscript notations are used to denote 
  official Pathfinder RPG rulebooks:
  ACG = Pathfinder Roleplaying Game Advanced Class Guide
  APG = Pathfinder Roleplaying Game Advanced Player’s Guide
  ARG = Pathfinder Roleplaying Game Advanced Race Guide
  B1 = Pathfinder Roleplaying Game Bestiary
  B2 = Pathfinder Roleplaying Game Bestiary 2
  B3 = Pathfinder Roleplaying Game Bestiary 3
  B4 = Pathfinder Roleplaying Game Bestiary 4
  GMG = Pathfinder Roleplaying Game Gamemastery Guide
  OA = Pathfinder Roleplaying Game Occult Adventures
  PU = Pathfinder Roleplaying Game Pathfinder Unchained
  UCam = Pathfinder Roleplaying Game Ultimate Campaign
  UC = Pathfinder Roleplaying Game Ultimate Combat
  UE = Pathfinder Roleplaying Game Ultimate Equipment
  UM = Pathfinder Roleplaying Game Ultimate Magic
  Table of Contents
  Introduction 
  6
  Kineticists 
  8
  Urlin Yash  (CR 1/2; 200 XP) 
  9
  Quantina Cabral (CR 1; 400 XP) 
  9
  Davril Hodam (CR 2; 600 XP) 
  10
  Swin Zagoreos  (CR 3; 800 XP) 
  10
  Sambasivarao  (CR 4; 1,200 XP) 
  11
  Sharag Karakousis   (CR 5; 1,600 XP) 
  11
  Trillian Ganyasarim   (CR 6; 2,400 XP) 
  12
  Bernis Akognon  (CR 7; 3,200 XP) 
  14
  Zehner Tazorac   (CR 8; 4,800 XP) 
  14
  Sreenivasala   (CR 9; 6,400 XP) 
  15
  Arnulfo Caravine  (CR 10; 9,600 XP) 
  17
  Kelenna Kyler (CR 11; 12,800 XP) 
  18
  Antulor Doan (CR 12; 19,200 XP) 
  19
  Yuzu Geremia   (CR 13; 25,600 XP) 
  20
  Tiras Laybourn (CR 14; 38,400 XP) 
  21
  Ceal Karandikar (CR 15; 51,200 XP) 
  22
  Eruch Guballa   (CR 16; 76,800 XP) 
  23
  Brekke Forssblad  (CR 17; 102,400 XP) 
  25
  Petrog Ljubicic  (CR 18; 153,600 XP) 
  26
  Ionica Louvain (CR 19; 204,800 XP) 
  28
  
  5
  What You Will Find Inside the 
  Occult Character Codex?
  The Occult Character Codex series brings you a fantastic collection of detailed, ready-to-use stat blocks for psychic 
  characters using the new classes in the Pathfinder Roleplaying Game Occult Adventures rulebook. These characters can be 
  used by GMs as allies or villains, friends or rivals, helpful characters or mysterious strangers, or any other use the GM can 
  think of. Every installment includes 20 fully developed premade characters from 1st to 20th level, drawn from many races 
  and specialties within each class and designed with a full array of spells, magic items, feats, psychic abilities, and detailed 
  tactics for ease of use. If you’d love to introduce elements of the new psychic and occult rules into your campaign but feel 
  a bit overwhelmed by the sheer volume of new material to absorb, this is the book for you. Each Occult Character Codex is 
  an ideal complement to the Pathfinder Roleplaying Game NPC Codex from Paizo, Inc. 
  Occult Character Codex: Kineticists contains 20 detailed kineticist stat blocks, including kineticists that master every form 
  of matter and energy, from the quadrate pillars of the classical elements of air and earth, fire and water, to the deepest 
  mysteries of living wood, boundless aether, and endless void. These psychokinetic powerhouses wield an array of 
  talented both offensive and defensive, and are presented with fully realized battlefield tactics to take best advantages of 
  their power. Besides their diversity in wild talents, you’ll find kineticist humans and half-orcs, dwarves and gnomes, but 
  also stranger races like hobgoblins, merfolk, giants, and leprechauns, running the gamut from good to evil and all points 
  in between. With the Occult Character Codex, you’ll have an entire arsenal of medium characters waiting and ready to 
  blow your players’ minds! 
  The Legendary Games tradition is to combine rich story and background, innovative layout, beautiful aesthetics, 
  and excellence in design that is second to none, allowing you to enliven and enrich your campaign in amazing and 
  exciting ways. This product is the latest in that tradition, and we hope you enjoy using it as much as we enjoyed 
  making it. Game on!  
   
  
  6
  INTRODUCTION
  Much like the Pathfinder Roleplaying Game NPC Codex, 
  each Occult Character Codex contains 20 stat blocks, one at 
  each level from 1st to 20th, with each installment focusing 
  on one of the new classes presented in that book. Most of 
  the characters presented herein are single-classed, though 
  some have a small number of levels in other classes if it 
  suits their theme and role. With few exceptions, the Occult 
  Character Codex does not use archetypes for the new 
  occult and psychic classes, instead focusing on the classes 
  themselves and the inherent variety of options available 
  to each one. While these characters are not specifically 
  built to use the rituals system introduced in Pathfinder 
  Roleplaying Game Occult Adventures, they can certainly 
  make use of them if the GM decides to make rituals a 
  feature of an occult campaign. 
  Automatic Bonus Progression
  The stat blocks in this book make use of the Automatic 
  Bonus Progression rules, as detailed in Pathfinder 
  Roleplaying Game Pathfinder Unchained. This grants NPCs 
  a bit of a statistical boost in terms of their raw numbers, 
  but without an accompanying increase in their wealth 
  and loot left behind when the PCs defeat them. Where 
  possible, NPC statistics are also designed to correspond 
  to Table 1-1: Monster Statistics by CR from Appendix 
  1 of Pathfinder Roleplaying Game Bestiary. The NPCs all 
  have favored class bonuses included. Where an NPC 
  has particular buffing potions or special abilities, Power 
  Attack, and so on, such items and abilities are meant 
  to be used to ensure that the NPCs match the statistics 
  provided by that table for the particular CRs.
  Player Use and GM Use
  The Occult Character Codex series is designed with 
  GMs in mind, of course, as it provides ready-made allies 
  and adversaries for new and complex classes. However, 
  it is also a resource for players in that it provides a 
  wide variety of templates for building characters with 
  these new classes, many of which are fairly complex 
  and require a bit of forethought. These characters 
  could even be used as pregenerated player characters, 
  adjusting their character wealth (and the automatic 
  bonus progression as well) up by one level to match the 
  expected abilities of player characters rather than NPCs.
   
  Combat with Codex Characters
  When planning combat encounters, ensure that the 
  individuals you find here are encountered with other 
  creatures or characters. They may be masterminds, 
  but any combat encounter involving a team of heroes 
  against a single bad guy encounters is usually a bad idea, 
  because action economy issues generally ensure a quick 
  victory for player characters. In addition, the characters 
  you find here are not necessarily locked and loaded for 
  combat alone; they are intended as “living characters,” 
  not as individuals who stand in a room waiting to be 
  slaughtered by rampaging player characters. Each NPC 
  is named and has a quick personality sketch to help 
  build out that character as a unique individual, but those 
  names can also be ignored if the goal is simply to provide 
  a set of similar stock characters in an encounter. While it 
  makes sense to encounter one “John Doe,” encountering 
  4 “John Does” just sounds silly; however, encountering 4 
  “psychic initiates” or “trainee soldiers” makes sense.
  Tactics
  Each NPC has a tactics section, though no notes are 
  provided for morale, except in a few cases where the NPCs 
  are intended as spies. It is up to the GM to determine if an 
  NPC fights to the death or otherwise. No tactics section 
  can cover every eventuality or situation, but these serve 
  as guides to the typical strategy each character will take, 
  at least at the beginning of most encounters. Beyond that, 
  their responses will develop organically and intelligently, 
  using their spells, abilities, and items to their best effect. 
  Regarding potential allies for player characters, the 
  notes are short, because it is impossible to know what 
  the PCs will be facing; it’s important to note that NPC 
  allies should never try to steal the PCs’ limelight. Before 
  running a combat encounter, GMs should ensure that they 
  thoroughly understand what an NPC can do. In addition, 
  for the stat blocks and tactics you see in this book, the 
  following general guidelines apply:
   
  Where the tactics say “The individual casts [x],” 
  this refers to long-duration spells like detect scrying, 
  greater false life, and so on. The effects of those spells 
  are included in the “before pre-buffing” section of the 
  individual’s tactics. For the spells that are cast when 
  combat is imminent, spells of 10 minutes per level 
  duration are likely cast as soon as the individual is aware 
  of intruders in their lair, while spells that last 1 round per 
  level are likely cast when intruders are in the next room if 
  they are fighting something, for example.
   
  Where a spellcaster’s tactics suggest casting 
  black tentacles, repulsion, or similar ongoing nasty area of 
  effect spells, his or her allies should have some means to 
  attack or affect their enemies without being affected by 
  that effect!
  
  7
   
  For ease of reference, the save DCs listed in 
  each stat block are marked with an F, R, or W, indicating 
  whether the saving throw in question is a Fortitude, 
  Reflex, or Will save. 
  As always, GMs can and should change any details of a 
  character and its stat block as needed to suit their games. 
  This is especially helpful when a GM wants to reuse a 
  particular stat block. For example, changing a stat block’s 
  alignment, race, a few spells, and/or maybe some magic 
  items creates a whole new NPC.
  
  8
  Kineticists
  Here are some notes that may be helpful in running 
  encounters with mediums:
  •	   Remember that they can change their role by 
  channeling a different spirit. The stat blocks that 
  follow simply present them with the spirits they most 
  usually channel.
  •	   None of the NPCs are regarded as having selected a 
  taboo for that day. If a GM wishes to select one, they 
  may, although some cannot gain a taboo because 
  their archetype prevents it.
  •	   Some of the spirits (archmage and hierophant) grant 
  additional spells known, and the stat block states 
  that the relevant bonus spells are treated as arcane or 
  divine spells. Wearing armor does not interfere with 
  the casting of the arcane spells.
  •	   The tactics sections are written with the assumption 
  that the NPC does not gain additional influence, 
  unless otherwise specified. GMs can decide otherwise, 
  of course.
  There are two important issues for kineticists: their 
  ability to hit with their attacks, and burn management. 
  Using energy forms presents few difficulties, as they use 
  touch attacks. After a certain point however, kineticists 
  will have difficulty hitting targets when using physical 
  blast/blade/whip forms. For example, if they need a 
  13+ to hit an AC appropriate for their CR, then that 
  isn’t good enough, especially if they are gaining burn 
  to make the attack. Elemental overflow can be used to 
  increase the attack roll bonus, which requires successful 
  burn management. Allies can also help, by providing 
  competence and morale bonuses to attacks through the 
  use of spells and/or class features, for example. Therefore, 
  take this into account when planning combat encounters 
  for kineticists!
  The other key issue for kineticists is burn management. 
  A kineticist shouldn’t maximise the amount of burn they 
  can take; for example, a 20th-level kineticist with 12 
  burn suffers 240 points of nonlethal damage (potentially 
  reduced to 180), which is ridiculous. Fortunately, there 
  is an optimum level of burn at particular levels. An 
  optimum level is achievable once the elemental overflow 
  class feature starts providing bonuses to physical ability 
  scores, provided that the highest ability score bonus 
  is given to Constitution. The following table shows 
  the optimum burn level. One massive help for burn 
  management is the force ward defense wild talent (some 
  stat blocks below demonstrate this point), gained by 
  telekineticists automatically, although it can be gained 
  as an option by other kineticists who choose aether as an 
  expanded element.
  Kineticist Level
  Optimum Burn
  Max Attack Bonus*
  Net Nonlethal Damage Gained**
  1-5
  None
  n/a
  n/a
  6-10
  3
  2-3
  2x HD (instead of 3x HD)
  11-15
  5
  3-5
  3x HD (instead of 5x HD)
  16-20
  7
  5-6
  4x HD (instead of 7x HD)
  * The maximum attack bonus provided by elemental overflow is equal to kineticist level divided by three, rounding down.
  ** Assuming optimum burn level, and the highest ability score bonus is applied to Con. Gaining additional burn after the 
  optimum level increases the net nonlethal damage.
  Here are some additional notes that may be helpful in running encounters with kineticists:
  * In the Special Quality line for each of the kineticist stat blocks, the wild talents have a superscript after the name that details the type of talent 
  (form, substance, or utility) and burn cost.
  * Deadly Aim and Power Attack can be applied to blasts/kinetic blade/whip that deal physical damage, but not with energy damage.
  * Air’s reach doubles the reach for any element that uses air, including electricity and any composite blast using air or electricity.
  * The tactics sections are written with the assumption that the NPC does not gain burn other than that noted below, such as to reach the optimal 
  level. The NPCs do not gain additional burn unless otherwise noted.
  
  9
  Urlin Yash  
   
   
    (Cr 1/2; 200 XP)
  Male half-elf kineticist 1
  CG Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +8
  Defense
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 10 (1d8+2)
  Fort +3, Ref +4, Will +2; +2 vs enchantment spells 
  and effects
  Immune magic sleep effects
  Offense
  Speed 30 ft.
  Melee dagger +0 (1d4/19-20)
  Ranged telekinetic blast +2 (1d6+2)
  Special Attacks burn (max 4), gather power, 
  telekinetic blast (max range extended)
  TaCTiCs
  During Combat Urlin uses telekinetic blast to attack 
  foes. If needed, he can use gather power to make 
  attacks at extended range.
  sTaTisTiCs
  Abilities Str 10, Dex 14, Con 12, Int 15, Wis 15, Cha 8
  Base Atk +0; CMB +0; CMD 12
  Feats Point-Blank Shot, Skill Focus (Heal)
  Skills Appraise +3, Heal +9, Perception +8, 
  Profession (herbalist) +6, Sense Motive +3, 
  Stealth +6; Racial Modifiers +2 Perception
  Languages Celestial, Common, Elven, Halfling
  SQ element focus (aether), wild talent (basic 
  telekinesisU0, extended rangeF1)
  Gear mwk studded leather, dagger, pouch with 
  17 gp worth of mixed coins
  Urlin is something of a healer, working as an 
  herbalist by trade. Regardless of where he lives, there 
  should be a herb garden, park, or forest area where herbs 
  grow not too far away from his home, so that he can 
  forage to find most of what he needs.
  QUanTina Cabral  
   
       (Cr 1; 400 XP)
  Female gnome kineticist 2
  NG Small humanoid (gnome)
  Init +2; Senses low-light vision; Perception +9
  Defense
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 
  natural, +1 size); +4 dodge vs giants
  hp 18 (2d8+6)
  Fort +5, Ref +5, Will +2; +2 vs illusion spells and 
  effects
  Defensive Ability flesh of wood (+1 natural armor)
  Offense
  Speed 20 ft.
  Melee dagger +2 (1d3/19-20)
  Ranged wood blast +4 (1d6+3)
  Special Attacks +1 attack bonus vs humanoids 
  (goblins and reptilians), burn (max 5), wood blast 
  (max range extended), gather power
  Gnome Spell-Like Abilities (CL 2nd; concentration +2)
  1/day—dancing lights, ghost sound (W-DC 11), 
  prestidigitation, speak with animals
  TaCTiCs
  Before Combat Quantina activates flesh of wood 
  when combat is imminent.
  During Combat Quantina uses wood blast to attack 
  foes. If needed, she can use gather power to make 
  attacks at extended range.
  sTaTisTiCs
  Abilities Str 10, Dex 14, Con 15, Int 10, Wis 15, Cha 10
  Base Atk +1; CMB +0; CMD 12
  Feats Point-Blank Shot
  
  10
  Skills Knowledge (nature) +7, Perception +9, 
  Profession (gardener) +9, Stealth +11; Racial 
  Modifiers +2 Perception, +2 Profession (gardener)
  Languages Common, Gnome, Sylvan
  SQ elemental defense (flesh of wood), element 
  focus (wood), gnome magic, weapon familiarity 
  (gnome), wild talents (basic phytokinesisU0, 
  extended rangeF1, skilled kineticistU-)
  Combat Gear potions of cure light wounds (4); Gear 
  mwk leather, dagger, pouch with 27 gp worth of 
  mixed coins
  Quantina works as a gardener, either on the estate 
  of some grand figure, or looking after the gardens of a 
  number of middle-class houses. She has heard tales of a 
  legendary master of wood (this is the CR 14 leprechaun; 
  page 21), and wants to follow in his footsteps. She knows 
  this will take time!
  Davril hODam  
   
       (Cr 2; 600 XP)
  Male halfling kineticist 3
  CE Small humanoid (halfling)
  Init +2; Senses Perception +10
  Defense
  AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 
  size)
  hp 23 (3d8+6)
  Fort +6, Ref +6, Will +4 (+5 vs emotion effects); +2 
  vs fear
  Defensive Ability emptiness, 5% chance to ignore 
  the extra damage of a critical hit or sneak attack; 
  Resist negative 2
  Offense
  Speed 20 ft.
  Melee mwk dagger +6 (1d3/19-20), or kinetic blade 
  (gravity) +5 (2d6+4)
  Ranged gravity blast +5 (2d6+4)
  Special Attacks burn (max 5), gravity blast (max 
  range extended), elemental overflow +1, gather 
  power, kinetic blade
  TaCTiCs
  Before Combat Davril activates emptiness.
  During Combat Davril uses gravity blast to attack foes. 
  If needed, he can use gather power to make attacks at 
  extended range or to use kinetic blade. If difficult terrain 
  is present, he uses it to full advantage, and he prefers to 
  stay out of melee combat.
  sTaTisTiCs
  Abilities Str 10, Dex 15, Con 14, Int 10, Wis 15, Cha 10
  Base Atk +2; CMB +1; CMD 13
  Feats Point-Blank Shot, Weapon Finesse
  Skills Acrobatics +10, Climb +4 (+6 with climber’s 
  kit), Escape Artist +7, Knowledge (dungeoneering) 
  +9, Perception +10, Stealth +12; Racial Modifiers 
  +2 Acrobatics, +2 Climb, +2 Perception
  Languages Common, Halfling
  SQ elemental defense (emptiness), element focus 
  (void), weapon familiarity (halfling), wild talents 
  (basic chaokinesisU0, extended rangeF1, kinetic 
  bladeF1, skilled kineticistU-)
  Combat Gear potions of cure light wounds (4); Gear 
  mwk studded leather, mwk dagger, climber’s kit, 
  pouch with 67 gp worth of mixed coins and gems
  Davril always wanted to be strong, because he was 
  bullied mercilessly as a child. In time, he discovered that 
  he could manipulate gravity, and such abilities became 
  his pride. They also became his ruin as he became cruel 
  and evil. He is now part of a criminal group that lives in a 
  city’s sewer system.
  swin ZagOreOs  
   
       (Cr 3; 800 XP)
  Female dwarf kineticist 4
  LN Medium humanoid (dwarf)
  Init +6; Senses darkvision 60 ft.; Perception +9 (+11 
  to notice unusual stonework)
  Defense
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex); 
  +4 dodge vs giants
  hp 33 (4d8+6)
  Fort +7, Ref +7, Will +4; +2 vs poison, spells, and 
  spell-like abilities
  Defensive Ability heat adaptation, searing flesh (1 fire)
  Offense
  Speed 20 ft.
  Melee mwk battleaxe +7 (1d8+4/x3) (used two-
  handed)
  Ranged fire blast +5 touch (2d6+1 fire)
  Special Attacks +1 attack bonus vs humanoids 
  (goblins and orcs), burn (max 5), burning infusion 
  (R-DC 14), fire blast (max range extended), 
  elemental overflow +1, fire sculptor, gather power
  TaCTiCs
  Before Combat Swin activates searing flesh.
  
  11
  During Combat Swin prefers using her axe with 
  Power Attack to attack her enemies. If needed, 
  she can use gather power to make fire blasts at 
  extended range. If she is not able to engage in 
  melee combat and has time to do so, she uses 
  gather power as a full-round action to use burning 
  infusion and extended range with her blast.
  sTaTisTiCs
  Abilities Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 6
  Base Atk +3; CMB +6; CMD 18 (22 vs bull rush and trip)
  Feats Improved Initiative, Power Attack
  Skills Appraise +4, Craft (armor) +7, Perception +9 
  (+11 to notice unusual stonework), Stealth +8
  Languages Common, Dwarven
  SQ elemental defense (searing flesh), element focus 
  (fire), weapon familiarity (dwarf), wild talents 
  (basic pyrokinesisU0, burning infusionS1, extended 
  rangeF1, fire sculptorU0, heat adaptationU0)
  Combat Gear potions of cure light wounds (2); Gear 
  mwk chain shirt, mwk battleaxe, dagger, elixir of 
  hiding, elixir of vision, pouch with 37 gp worth 
  of mixed coins; Automatic Bonus Progression 
  resistance +1
  Swin makes armor for a living. As she learns her trade, 
  she is also becoming increasingly skilled in her abilities to 
  manipulate fire, and others within her community have 
  noticed. They see her as destined for great things, either 
  as an armor crafter, as a powerful wielder of fire, or both.
  sambasivaraO  
   
    (Cr 4; 1,200 XP)
  Male merfolkB1 kineticist 5
  N Medium humanoid (aquatic)
  Init +6; Senses low-light vision; Perception +10
  Defense
  AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 
  natural)
  hp 41 (5d8+15)
  Fort +7, Ref +7, Will +4
  Defensive Ability cold adaptation, shroud of water
  Offense
  Speed 5 ft., swim 50 ft.
  Melee +1 spear +7 (1d8+5/x3)
  Ranged cold blast +5 touch (3d6+1 cold)
  Special Attacks burn (max 5), cold blast (max range 
  extended), elemental overflow +1, entangling 
  infusion (R-DC 14), gather power, infusion 
  specialization -1, kinetic fist (+1d6 cold), kinetic 
  healer, metakinesis (Empower) 
  TaCTiCs
  During Combat Sambasivarao uses cold blast to 
  attack foes. If needed, he can use gather power 
  to make cold blasts at extended range. If he has 
  time to do so, he might use gather power as a full-
  round action to use entangling infusion with his 
  blast. If forced into melee combat, he uses kinetic 
  fist (without gaining burn), Furious Focus and 
  Power Attack with his spear.
  sTaTisTiCs
  Abilities Str 16, Dex 15, Con 14, Int 10, Wis 14, Cha 10
  Base Atk +3; CMB +6; CMD 18 (cannot be tripped)
  Feats Furious FocusAPG, Improved Initiative, Power 
  Attack
  Skills Knowledge (nature) +10, Perception +10, 
  Stealth +10, Swim +19
  Languages Aquan, Common
  SQ amphibious, element focus (water), kinetic 
  defense (shroud of water), wild talents (basic 
  hydrokinesisU0, cold adaptationU0, entangling 
  infusionS2, extended rangeF1, kinetic fistF1, kinetic 
  healerU1)
  Gear mithril shirt, mwk spear, dagger, elixir of 
  hiding, pouch with 70 gp worth of mixed coins 
  and gems; Automatic Bonus Progression 
  armor attunement +1, resistance +1, weapon 
  attunement +1 (spear)
  Sambasivarao is the lieutenant of a merfolk shoal (see 
  Pathfinder Roleplaying Game Bestiary for more details of 
  merfolk organization), and is pleased to have risen to 
  such a level, but hopes eventually to become a captain. 
  Still, he enjoys the responsibility of looking after the 
  merfolk community that he is part of.
  sharag KaraKOUsis  
   
    (Cr 5; 1,600 XP)
  Female hobgoblinB1 kineticist 6
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +12
  Defense
  AC 19, touch 14, flat-footed 16 (+5 armor, +1 
  deflection, +3 Dex)
  hp 57 (6d8+30; base 60, +15 force ward, 18 hp 
  nonlethal damage)
  Fort +12, Ref +11, Will +6
  Defensive Ability force ward (+15 hp; regenerates 
  2 hp per minute), 15% chance to ignore the extra 
  damage of a critical hit or sneak attack
  
  12
  Offense
  Speed 30 ft.
  Melee +1 spear +10 (1d8+5/x3)
  Ranged telekinetic blast +12 (3d6+11)
  Special Attacks burn (max 6), elemental overflow 
  +2, gather power, infusion specialization -1, 
  internal buffer 1, kinetic fist (+1d6), kinetic healer, 
  metakinesis (Empower), telekinetic blast (max 
  range extreme), telekinetic invisibility
  TaCTiCs
  Before Combat Sharag activates force ward, 
  gaining 3 points of burn to improve the ward’s hit 
  points to 15 and the ward regeneration to 2 hp 
  per minute. She drinks a potion of heroism and 
  activates telekinetic invisibility when combat is 
  imminent.
  During Combat Sharag uses telekinetic blast to 
  attack foes at up to extended range (without 
  gaining burn). If needed, she can use gather 
  power to make blasts at extreme range. If forced 
  into melee combat, she uses kinetic fist (without 
  gaining burn) and Power Attack (with Furious 
  Focus) with her spear.
  If at optimal burn (3 points) Sharag gains +2 attack 
  and +4 damage bonuses with telekinetic blast. 
  She also gains a +2 size bonus to Dexterity and 
  Constitution, and a 15% chance to ignore the 
  extra damage of a critical hit or sneak attack. She 
  takes 18 points of nonlethal damage. (With the 
  enhanced force ward in place and bonus to Con, 
  the net hp situation is a gain of 3 hp at 3 burn.) 
  These bonuses are included above. 
  Basic Statistics Without optimal burn and pre-
  buffing, Sharag’s statistics are Init +2; AC 18, 
  touch 13, flat-footed 16; hp 54; Fort +9, Ref +8, 
  Will +4; no chance to ignore extra damage; Melee 
  +1 spear +8 (1d8+5/x3); Ranged telekinetic blast 
  +7 (3d6+6); Dex 15, Con 16; CMD 19; Skills -2 to 
  skills or -3 to Dex-based skills
  sTaTisTiCs
  Abilities Str 16, Dex 17, Con 18, Int 10, Wis 12, Cha 8
  Base Atk +4; CMB +7; CMD 20
  Feats Furious FocusAPG, Power Attack, Weapon Focus 
  (kinetic blast)
  Skills Acrobatics +14, Heal +12, Perception +12, 
  Stealth +18; Racial Modifiers +4 Stealth
  Languages Common, Goblin
  SQ elemental defense (force ward), element 
  focus (aether), wild talents (basic telekinesisU0, 
  extended rangeF1, extreme rangeF2, kinetic fistF1, 
  kinetic healerU1, telekinetic haulU0, telekinetic 
  invisibilityU0)
  Combat Gear potions of heroism (2); Gear 
  mithril shirt, mwk spear, dagger, elixir of vision, 
  pouch with 70 gp worth of mixed coins and 
  gems; Automatic Bonus Progression armor 
  attunement +1, deflection +1, resistance +1, 
  weapon attunement +1 (spear)
  Sharag could be the leader of a hobgoblin tribe, or a 
  skilled mercenary. Like many hobgoblins, she is a sneaky 
  type, having decent Stealth skills and the ability to become 
  invisible. She uses these to good effect to organize 
  ambushes against enemies or targets to be raided.
  Trillian ganYasarim   
    (Cr 6; 2,400 XP)
  Male gnome kineticist 7
  CG Small humanoid (gnome)
  Init +4; Senses low-light vision; Perception +16
  Defense
  AC 21, touch 16, flat-footed 17 (+5 armor, +1 
  deflection, +4 Dex, +1 size); +4 dodge vs. giants
  hp 56 (7d8+42; base 77, 21 hp nonlethal damage)
  Fort +11, Ref +11, Will +7; +2 vs illusion spells and 
  effects
  Defensive Ability enveloping winds (40% miss 
  chance), 15% chance to ignore the extra damage 
  of a critical hit or sneak attack
  Offense
  Speed 20 ft., fly 60 ft. (good); wings of air
  Melee +1 morningstar +9 (1d6+1/x3)
  Ranged air blast +15 (4d6+12), or electricity blast 
  +15 touch (4d6+6), or thunderstorm blast +15 
  (8d6+16)
  Special Attacks +1 attack bonus vs humanoids 
  (goblins and reptilians), burn (max 6), elemental 
  overflow +2, gather power, gusting infusion (F-
  DC 17), infusion specialization -1, internal buffer 
  1, kinetic blasts (air, electricity, thunderstorm; 
  max range extreme, air’s reach), metakinesis 
  (Empower), torrent (30 ft.; R-DC 17)
  Gnome Spell-Like Abilities (CL 7th; concentration +7)
  1/day—dancing lights, ghost sound (W-DC 11), 
  prestidigitation, speak with animals
  TaCTiCs
  Before Combat Trillian activates enveloping winds 
  
  13
  and wings of air, gaining 3 points of burn to 
  improve the miss chance by 15%. He drinks his 
  potion of heroism when combat is imminent.
  During Combat Trillian normally uses air blast to 
  attack foes at up to extended range (without 
  gaining burn), unless his foe has damage 
  reduction that he can’t deal with, in which case he 
  uses electricity blast instead. If needed, he can use 
  gather power to make blasts at extreme range. If 
  he has time to do so, he might use gather power 
  as a full-round action to use gusting infusion or 
  torrent with his blast, or to make a thunderstorm 
  blast. He tries to stay out of melee range.
  If at optimal burn (3 points) Trillian gains +2 
  attack and +4 damage bonuses with his blasts. 
  He also gains a +2 size bonus to Dexterity and 
  Constitution, and a 15% chance to ignore the 
  extra damage of a critical hit or sneak attack. He 
  takes 21 points of nonlethal damage. (With the 
  bonus to Con, the net hp situation is a loss of 14 
  hp at 3 burn.) These bonuses are included above. 
  Basic Statistics Without optimal burn and pre-
  buffing, Trillian’s statistics are Init +3; AC 20, touch 
  15, flat-footed 17; hp 70 (7d8+35); Fort +9, Ref 
  +9, Will +5; no chance to ignore extra damage; 
  Melee +1 morningstar +7 (1d6+1/x3); Ranged 
  air blast +10 (4d6+7), or electricity blast 
  +10 touch (4d6+1), or thunderstorm 
  blast +10 (8d6+11); reduce save DC for 
  infusion-based saves by 1; Dex 16, Con 
  16; CMD 17; Skills -2 to skills or -3 to Dex-
  based skills
  sTaTisTiCs
  Abilities Str 11, Dex 18, Con 18, Int 10, Wis 14, Cha 10
  Base Atk +5; CMB +4; CMD 18
  Feats Point-Blank Shot, Precise Shot, Toughness, 
  Weapon Focus (kinetic blast)
  Skills Craft (jewelry) +14, Fly +25, Perception +16, 
  Stealth +20; Racial Modifiers +2 Craft (jewelry), 
  +2 Perception
  Languages Common, Gnome, Sylvan
  SQ elemental defense (enveloping winds), 
  element focus (air), expanded element (air), 
  gnome magic, weapon familiarity (gnome), 
  wild talents (air cushionU0, air’s reachU-, basic 
  aerokinesisU0, extended rangeF1, extreme rangeF2, 
  gusting infusionS3, torrentF2, wings of airU0)
  Combat Gear potions of heroism (4); Gear mithril 
  shirt, mwk morningstar, dagger, elixir of hiding, 
  pouch with 139 gp worth of mixed coins and 
  gems; Automatic Bonus Progression armor 
  attunement +1, deflection +1, mental prowess 
  +2, resistance +1, weapon attunement +1 
  (morningstar)
  Trillian makes jewelry for a living in the town where he 
  lives. He is also very proud of his supernatural abilities, 
  and uses them to help protect the town from threats. 
  The locals sometimes call Name “That crazy gnome!” for 
  the way he flies above the town; he just says that he is 
  practising.
  
  14
  bernis aKOgnOn  
   
    (Cr 7; 3,200 XP)
  Female dwarf kineticist 8
  NE Medium humanoid (dwarf)
  Init +3; Senses darkvision 60 ft., tremorsense; 
  Perception +15 (+17 to notice unusual stonework)
  Defense
  AC 21, touch 14, flat-footed 18 (+7 armor, +1 
  deflection, +3 Dex); +4 dodge vs. giants
  hp 71 (8d8+56; base 95, 24 hp nonlethal damage)
  Fort +14, Ref +12, Will +7; +2 vs poison, spells, and 
  spell-like abilities
  Defensive Ability flesh of stone (DR 6/adamantine), 
  15% chance to ignore the extra damage of a 
  critical hit or sneak attack
  Offense
  Speed 20 ft.; earth walk
  Melee +1 battleaxe +14/+9 (1d8+7/x3) (used two-
  handed), or kinetic blade (earth) +15/+10 (4d6+9)
  Ranged earth blast +13 (4d6+13), or metal blast +13 
  (8d6+17)
  Special Attacks +1 attack bonus vs humanoids 
  (goblins and orcs), burn (max 7), kinetic blasts (earth, 
  metal; max range extended), elemental overflow 
  +2, gather power, impale, infusion specialization -2, 
  internal buffer 1, kinetic blade, kinetic cover (16 hp), 
  metakinesis (Empower), snake
  TaCTiCs
  Before Combat Bernis activates flesh of stone, 
  gaining 2 points of burn to improve the DR by 2. 
  She drinks potions of bull’s strength and heroism, 
  and uses 1 burn to activate tremorsense when 
  combat is imminent. Ideally, she is located in a 
  place with difficult terrain.
  During Combat Bernis prefers using kinetic earth 
  blade (without gaining burn) with Power Attack 
  (with Furious Focus) in melee combat. However, 
  if difficult terrain is present, she uses earth walk 
  to take full advantage of the terrain while using 
  earth blast, possibly using extended range or 
  impale (without gaining burn).
  If at optimal burn (3 points) Bernis gains a +2 
  attack bonus with her blasts and kinetic blade, 
  and +4 damage bonus with her blasts. She 
  also gains a +2 size bonus to Dexterity and 
  Constitution, and a 15% chance to ignore the 
  extra damage of a critical hit or sneak attack. She 
  takes 24 points of nonlethal damage. (With the 
  bonus to Con, the net hp situation is a loss of 16 
  hp at 3 burn.) These bonuses are included above. 
  Basic Statistics Without optimal burn and pre-
  buffing, the Bernis’ statistics are Init +4; AC 20, 
  touch 13, flat-footed 18; hp 87 (8d8+48); Fort 
  +11, Ref +9, Will +5; no chance to ignore extra 
  damage; Melee +1 battleaxe +10/+5 (1d8+5/x3) 
  (used two-handed), or kinetic blade (earth) +9/+4 
  (4d6+8); Ranged earth blast +8 (4d6+8), or metal 
  blast +8 (8d6+12); Str 16, Dex 14, Con 18; CMB 
  +9; CMD 21 (25 vs bull rush and trip); Skills -2 to 
  skills or -4 to Climb
  sTaTisTiCs
  Abilities Str 20, Dex 16, Con 20, Int 10, Wis 14, Cha 8
  Base Atk +6; CMB +11; CMD 24 (28 vs bull rush and trip)
  Feats Armor Proficiency (medium), Furious FocusAPG, 
  Power Attack, Toughness
  Skills Climb +22, Knowledge (engineering) +10, 
  Knowledge (dungeoneering) +17, Perception +15 
  (+17 to notice unusual stonework)
  Languages Common, Dwarven
  SQ elemental defense (flesh of stone), element 
  focus (earth), expanded element (earth), weapon 
  familiarity (dwarf), wild talents (basic geokinesisU0, 
  earth walkU0, extended rangeF1, impaleF2, kinetic 
  bladeF1, kinetic coverU0, skilled kineticistU-, snakeF2, 
  tremorsenseU0)
  Combat Gear potions of bull’s strength (2), cure 
  moderate wounds (3) and heroism (2); Gear mwk 
  breastplate, mwk battleaxe, dagger, robe of infinite 
  twineUE, pouch with 137 gp worth of mixed coins 
  and gems; Automatic Bonus Progression armor 
  attunement +1, deflection +1, mental prowess 
  +2, physical prowess +2, resistance +1, weapon 
  attunement +1 (battleaxe)
  Bernis lives in underground dwarf strongholds, where 
  she works as civil engineer on dwarf constructions, 
  repairing or building new ones. She is selfish and greedy. 
  GMs with access to Occult Character Codex: Spiritualists 
  might give her a connection to the evil oreads, Gavrilla 
  and Zara (pages 17 and 20 of that book).
  Zehner TaZOraC  
   
    (Cr 8; 4,800 XP)
  Male hobgoblinB1 kineticist 9
  LE Medium humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Perception +16
  Defense
  AC 23, touch 15, flat-footed 19 (+7 armor, +1 
  deflection, +4 Dex, +1 natural)
  
  15
  hp 80 (9d8+63; base 107, 27 hp nonlethal damage)
  Fort +15, Ref +14, Will +9
  Defensive Ability flame shield (4 fire), searing flesh 
  (6 fire), 15% chance to ignore the extra damage of 
  a critical hit or sneak attack
  Offense
  Speed 20 ft. (base 30 ft.); greater flame jet
  Melee +1 spear +12/+7 (1d8+5/x3), or kinetic whip 
  (fire) +13/+8 touch (5d6+2 fire)
  Ranged blue flame blast +15 touch (10d6+6 fire), or 
  fire blast +15 touch (5d6+6 fire)
  Special Attacks burn (max 7), burning infusion (R-
  DC 19; searing flame), elemental overflow +3, fire 
  sculptor, expanded element (fire), gather power, 
  infusion specialization -2, internal buffer 1, kinetic 
  blasts (blue flame, fire; max range extended), 
  kinetic whip, metakinesis (Empower, Maximize)
  TaCTiCs
  Before Combat Zehner activates searing flesh, 
  gaining 2 points of burn to triple the ability’s 
  damage. He drinks a potion of heroism, activates 
  greater flame jet, and uses 1 burn to activate 
  flame shield when combat is imminent. 
  During Combat Zehner prefers using kinetic fire 
  whip (without gaining burn) at reach to attack 
  foes, while hovering. However, if foes need a little 
  “softening up” first or are some distance away, he 
  sometimes likes to use his fire blast with burning 
  infusion at up to extended range (all without 
  gaining burn), but he can also do that at extreme 
  range if he uses gather power.
  If at optimal burn (3 points) Zehner gains a +3 
  attack bonus with his blasts and kinetic blade/
  whip, and +6 damage bonus with his blasts. 
  He also gains a +2 size bonus to Dexterity and 
  Constitution, and a 15% chance to ignore the 
  extra damage of a critical hit or sneak attack. He 
  takes 27 points of nonlethal damage. (With the 
  bonus to Con, the net hp situation is a loss of 18 
  hp at 3 burn.) These bonuses are included above.
  Basic Statistics Without optimal burn and pre-
  buffing, Zehner’s statistics are Init +3; AC 22, 
  touch 14, flat-footed 19; hp 98 (9d8+54); Fort 
  +12, Ref +11, Will +7; no chance to ignore extra 
  damage; Melee +1 spear +10/+5 (1d8+5/x3), 
  or kinetic whip (fire) +9/+4 touch (5d6+2 fire); 
  Ranged blue flame blast +10 touch (10d6+2), or 
  fire blast +10 touch (5d6+2 fire); Dex 16, Con 18; 
  CMD 22; Skills -2 to skills or -3 to Stealth
  sTaTisTiCs
  Abilities Str 16, Dex 18, Con 20, Int 10, Wis 14, Cha 8
  Base Atk +6; CMB +9; CMD 23
  Feats Armor Proficiency (medium), Lunge, Point-
  Blank Shot, Toughness, Weapon Focus (kinetic 
  blast)
  Skills Intimidate +13, Knowledge (local) +11, 
  Perception +16, Stealth +27; Racial Modifiers +4 
  Stealth
  Languages Common, Goblin
  SQ elemental defense (searing flesh), element 
  focus (fire), expanded element (fire), wild talents 
  (basic pyrokinesisU0, burning infusionS1, extended 
  rangeF1, fire sculptorU0, flame jetU0, flame shieldU1, 
  greater flame jetU0, kinetic bladeF1, kinetic whipF2, 
  searing flameU-)
  Combat Gear oil of darkness, potions of cure 
  moderate wounds (3) and heroism (2); Gear mwk 
  breastplate, mwk spear, dagger, cloak of elvenkind, 
  pouch with 70 gp worth of mixed coins and 
  gems; Automatic Bonus Progression armor 
  attunement +1, deflection +1, mental prowess +2, 
  physical prowess +2, resistance +2, toughening 
  +1, weapon attunement +1 (spear)
  Zehner is an elite hobgoblin who specialises in arson 
  for military purposes, whether he serves a particular 
  military or as a mercenary from a hobgoblin city. He has 
  a code of honor, and it is not inconceivable that he might 
  work with a group of player characters for a time if a 
  campaign arc allows for it.
  sreenivasala   
                (Cr 9; 6,400 XP)
  Female merfolkB1 kineticist 10
  N Medium humanoid (aquatic)
  Init +5; Senses low-light vision, watersense; 
  Perception +18
  Defense
  AC 27, touch 16, flat-footed 22 (+8 armor, +1 
  deflection, +5 Dex, +3 natural)
  hp 88 (10d8+70; base 118, 30 hp nonlethal damage)
  Fort +16, Ref +16, Will +12
  Defensive Ability cold adaptation, shroud of 
  water (+8 armor), 15% chance to ignore the extra 
  damage of a critical hit or sneak attack
  Offense
  Speed 5 ft., swim 70 ft.; waterdancer
  Melee +2 spear +14/+9 (1d8+6/x3), or kinetic whip 
  
  16
  (cold) +15/+10 touch (5d6+2 cold)
  Ranged cold blast +18 touch (5d6+8 cold), or ice 
  blast +18 (10d6+21), or water blast +18 (5d6+16)
  Special Attacks burn (max 7), chilling infusion, 
  cold snap (-50o F), elemental overflow +3, kinetic 
  blasts (cold, ice, water; max range extended), 
  gather power, infusion specialization -2, internal 
  buffer 1, kinetic healer, kinetic whip, metakinesis 
  (Empower, Maximize), torrent (R-DC 20)
  TaCTiCs
  Before Combat Sreenivasala activates shroud of 
  water, and gaining 2 points of burn to improve 
  the AC bonus by 2. She drinks potions of cat’s 
  grace and heroism, and uses 1 burn to activate 
  cold snap when combat is imminent.
  During Combat Sreenivasala prefers using kinetic 
  cold whip (without gaining burn) at reach to 
  attack foes. However, sometimes she likes to 
  use water blast, adding torrent or extended 
  range, or cold blast with or without extended 
  range (in either case, without gaining burn), or 
  using cold blast with chilling infusion if she uses 
  gather power (or at extended range if gathering 
  power as a full-round action). She tries to keep 
  foes within range of her cold snap area of effect 
  (unless they are immune).
  If at optimal burn (3 points) Sreenivasala gains a 
  +3 attack bonus with her blasts and kinetic blade/
  whip, and +6 damage bonus with her blasts. 
  She also gains a +2 size bonus to Dexterity and 
  Constitution, and a 15% chance to ignore the 
  extra damage of a critical hit or sneak attack. She 
  takes 30 points of nonlethal damage. (With the 
  bonus to Con, the net hp situation is a loss of 20 
  hp at 3 burn.) These bonuses are included above. 
  Basic Statistics Without optimal burn and pre-
  buffing, Sreenivasala’s statistics are Init +2; AC 24, 
  touch 13, flat-footed 22; hp 108 (10d8+60); Fort 
  +13, Ref +11, Will +10; no chance to ignore extra 
  damage; Melee +2 spear +12/+7 (1d8+6/x3), or 
  kinetic whip (cold) +10/+5 touch (5d6+2 cold); 
  Ranged cold blast +10 touch (5d6+2 cold), or ice 
  blast +10 (10d6+14), or water blast +10 (5d6+9); 
  reduce save DC for Dex-based save by 3; Dex 14, 
  Con 18; CMD 22 (cannot be tripped); Skills -2 to 
  skills
  sTaTisTiCs
  Abilities Str 16, Dex 20, Con 20, Int 10, Wis 16, Cha 10
  Base Atk +7; CMB +10; CMD 25 (cannot be tripped)
  Feats Deadly Aim, Iron Will, Point-Blank Shot, 
  Toughness, Weapon Focus (kinetic blast)
  Skills Intimidate +15, Knowledge (nature) +13, 
  Perception +18, Swim +31
  Languages Aquan, Common
  SQ amphibious, elemental defense (shroud of 
  water), element focus (water), expanded element 
  (water), wild talents (basic hydrokinesisU0, 
  chilling infusionS3, cold adaptationU0, cold 
  snapU1, extended rangeF1, kinetic bladeF1, kinetic 
  healerU1, kinetic whipF2, torrentF2, waterdancerU0, 
  watersenseU-)
  Combat Gear potions of cat’s grace (2), cure light 
  wounds (6), and heroism (2); Gear mwk spear, 
  dagger, ring of sustenance, ring of swimming, 
  pouch with 70 gp worth of mixed coins and 
  gems; Automatic Bonus Progression armor 
  attunement +2 (clothes*), deflection +1, mental 
  prowess +2, physical prowess +2, resistance +2, 
  toughening +1, weapon attunement +2 (spear) 
  * Unused when shroud of water armor is active.
  Sreenivasala might be the leader of a big merfolk 
  shoal (see Pathfinder Roleplaying Game Bestiary for more 
  details of merfolk organization), a captain in a merfolk 
  town, or a powerful merfolk hermit. He might even be 
  a more powerful version of Sambasivarao (page xx), 
  encountered by a group of PCs over time has passed.
  
  17
  arnUlfO Caravine  
   
  (Cr 10; 9,600 XP)
  Male human kineticist 11
  LN Medium humanoid (human)
  Init +10; Senses Perception +18
  Defense
  AC 25, touch 18, flat-footed 19 (+6 armor, +2 
  deflection, +6 Dex, +1 natural)
  hp 124 (11d8+88; base 141, +38 force ward, 55 hp 
  nonlethal damage)
  Fort +18, Ref +18, Will +12
  Defensive Ability force ward (+38 hp; regenerates 
  3 hp per minute), 25% chance to ignore the extra 
  damage of a critical hit or sneak attack
  Offense
  Speed 30 ft.; greater self telekinesis
  Melee +2 sickle +18/+13 (1d6+3), or kinetic whip 
  (cold) +19/+14 touch (6d6+3 cold) or kinetic whip 
  (telekinesis) +19/+14 (6d6+12)
  Ranged telekinetic blast +20 (6d6+18), or cold blast 
  +20 touch (6d6+9 cold)
  Special Attacks burn (max 7), elemental overflow 
  +3, gather power (supercharge), kinetic blasts 
  (aetheric boost, cold, telekinetic; max range 
  extended), kinetic healer, infusion specialization 
  -3, internal buffer 2, kinetic whip, metakinesis 
  (Empower, Maximize), snake, wall
  TaCTiCs
  Before Combat Arnulfo activates force ward, 
  gaining 5 points of burn to improve the ward’s 
  hit points to 38 and the ward regeneration to 3 
  hp per minute. He drinks potions of cat’s grace 
  and heroism, and activates greater self-telekinesis 
  when combat is imminent.
  During Combat Arnulfo prefers using kinetic 
  cold whip (without gaining burn) at reach to 
  attack foes. However, sometimes he likes to use 
  telekinetic blast at any range up to extended 
  range (without gaining burn), or using cold blast 
  against fire-vulnerable foes.
  If at optimal burn (5 points) Arnulfo gains a +3 
  attack bonus with his blasts and kinetic blade/
  whip, and +6 damage bonus with his blasts. 
  He also gains a +2 size bonus to Strength and 
  Dexterity, +4 size bonus to Constitution, and 
  a 25% chance to ignore the extra damage of a 
  critical hit or sneak attack. He takes 55 points 
  of nonlethal damage. (With the enhanced 
  force ward in place and bonus to Con, the net 
  hp situation is a gain of 6 hp at 6 burn.) These 
  bonuses are included above. 
  Basic Statistics Without optimal burn and pre-
  buffing, Arnulfo’s statistics are Init +7; AC 22, 
  touch 15, flat-footed 19; hp 118 (11d8+66); Fort 
  +14, Ref +13, Will +10; no chance to ignore extra 
  damage; Melee +2 sickle +13/+8 (1d6+2), or 
  kinetic whip (cold) +11/+6 touch (6d6+2 cold), 
  or kinetic whip (telekinetic) +11/+6 (6d6+10); 
  Ranged telekinetic blast +12 (6d6+10), or cold 
  blast +12 touch (6d6+2 cold); Str 10, Dex 16, Con 
  19; CMB +8; CMD 21; Skills -2 to skills
  sTaTisTiCs
  Abilities Str 12, Dex 22, Con 23, Int 14, Wis 14, Cha 8
  Base Atk +8; CMB +9; CMD 25
  Feats Combat Reflexes, Improved Initiative, Iron Will, 
  Point-Blank Shot, Toughness, Weapon Finesse, 
  Weapon Focus (kinetic blast)
  Skills Appraise +15, Diplomacy +13, Knowledge 
  (engineer) +18, Knowledge (nobility) +15, 
  Perception +18, Profession (engineer) +18, Sense 
  Motive +15
  Languages Common, Elven, Sylvan
  SQ elemental defense (force ward), element focus 
  (aether), expanded element (water), wild talents 
  (basic hydrokinesisU0, basic telekinesisU0, extended 
  rangeF1, greater self telekinesisU0, kinetic bladeF1, 
  kinetic healerU1, kinetic whipF2, self telekinesisU0, 
  snakeF2, telekinetic haulU0, telekinetic invisibilityU0, 
  wallF3)
  Combat Gear potions of cat’s grace (2), cure light 
  wounds (2), and heroism (2); Gear mithral shirt, 
  mwk sickle, dagger, bandages of rapid recovery (7), 
  figurine of wondrous power (silver raven), healer’s 
  kit (3), pouch with 145 gp worth of mixed coins 
  and gems; Automatic Bonus Progression armor 
  attunement +2, deflection +2, mental prowess +2, 
  physical prowess +2, resistance +3, toughening 
  +1, weapon attunement +2 (sickle)
  Arnulfo is a successful civil engineer, and is famous for 
  it. He is skilled in all aspects of that profession, and has 
  developed many contacts with high society throughout 
  his career. He is a useful person to know, and might 
  possess knowledge of secret entrances into a location 
  that a group of PCs need to enter.
  
  18
  Kelenna KYler  
            (Cr 11; 12,800 XP)
  Female half-elf fighter 1/kineticist 11
  LN Medium humanoid (elf, human)
  Init +10; Senses low-light vision, greater windsight; 
  Perception +22
  Defense
  AC 30, touch 17, flat-footed 25 (+8 armor, +2 
  deflection, +5 Dex, +5 natural)
  hp 94 (11d8+1d10+95; base 154, 60 hp nonlethal 
  damage)
  Fort +20, Ref +18, Will +13; +2 vs enchantment 
  spells and effects
  Defensive Ability enveloping winds (50% miss 
  chance), 25% chance to ignore the extra damage 
  of a critical hit or sneak attack; Immunity magic 
  sleep effects
  Offense
  Speed 30 ft., fly 60 ft. (good); wings of air
  Melee +2 morningstar +14/+9 (1d8+3), or kinetic 
  whip (electricity) +20/+15 touch (6d6+3 
  electricity), or kinetic whip (air) +20/+15 (6d6+12)
  Ranged air blast +21 (6d6+18), or electricity blast 
  +21 touch (6d6+9 electricity), or thunderstorm 
  blast +21 (12d6+24)
  Special Attacks burn (max 7), chain, elemental 
  overflow +3, kinetic blasts (air, electricity, 
  thunderstorm; max range extreme, air’s 
  reach), gather power (supercharge), infusion 
  specialization -3, internal buffer 2, kinetic whip, 
  metakinesis (Empower, Maximize) 
  TaCTiCs
  Before Combat Kelenna activates enveloping wings 
  and wings of air, gaining 5 points of burn to 
  improve the miss chance provided by this effect 
  by 25%. She drinks potions of barkskin, cat’s grace, 
  and heroism when combat is imminent.
  During Combat Kelenna prefers using kinetic 
  electricity whip (without gaining burn) at reach 
  to attack foes. However, sometimes she likes to 
  use either blast at any range up to extreme range 
  (without gaining burn), or when multiple foes are 
  present, using electricity blast with chain.
  If at optimal burn (5 points) Kelenna gains a +3 
  attack bonus with her blasts and kinetic blade/
  whip, and +6 damage bonus with her blasts. 
  She also gains a +2 size bonus to Strength and 
  Dexterity, +4 size bonus to Constitution, and 
  a 25% chance to ignore the extra damage of a 
  critical hit or sneak attack. She takes 60 points of 
  nonlethal damage. (With the bonus to Con, the 
  net hp situation is a loss of 36 hp at 5 burn.) These 
  bonuses are included above.
  Basic Statistics Without optimal burn and pre-
  buffing, Kelenna’s statistics are Init +7; AC 25, 
  touch 15, flat-footed 22; hp 130 (11d8+1d10+72); 
  Fort +16, Ref +13, Will +11; no chance to ignore 
  extra damage; Melee +2 morningstar +11/+6 
  (1d8+2), or kinetic whip (electricity) +12/+7 touch 
  (6d6+2 electricity), or kinetic whip (air) +12/+7 
  (6d6+10); Ranged air blast +13 (6d6+10), or 
  electricity blast +13 touch (6d6+2 electricity), or 
  thunderstorm blast +13 (12d6+16); Str 10, Dex 
  16, Con 19; CMB +9; CMD 22; Skills -2 to skills or 
  -5 to Dex-based skills
  sTaTisTiCs
  Abilities Str 12, Dex 22, Con 23, Int 14, Wis 16, Cha 8
  Base Atk +9; CMB +10; CMD 26
  Feats Improved InitiativeB, Iron Will, Lunge, Point-
  Blank Shot, Skill Focus (Diplomacy), Toughness, 
  Weapon Finesse, Weapon Focus (kinetic blast)
  Skills Diplomacy +19, Fly +21, Knowledge (local, 
  nobility) +15, Perception +22, Sense Motive +17, 
  Stealth +23; Racial Modifier +2 Perception
  Languages Auran, Celestial, Common, Elven
  SQ elemental defense (enveloping winds), element 
  focus (air), expanded element (air), wild talents 
  (basic aerokinesisU0, air cushionU0, air’s reachU-, 
  chainF3, extended rangeF1, extreme rangeF2, 
  greater windsightU0, kinetic bladeF1, kinetic whipF2, 
  voice of the windU0, windsightU-, wings of airU0)
  Combat Gear potions of barkskin (2; +3, CL 6), 
  cat’s grace (2), eagle’s splendor (3), and heroism 
  (2); Gear mithral breastplate, mwk morningstar, 
  dagger, circlet of persuasion, ring of sustenance, 
  nonmagical rings (worth 100 gp), pouch with 89 
  gp worth of mixed coins and gems; Automatic 
  Bonus Progression armor attunement +2, 
  deflection +2, mental prowess +4, physical 
  prowess +2, resistance +3, toughening +1, 
  weapon attunement +2 (morningstar)
  Kelenna is a professional diplomat and mediator 
  for hire. She can be a cunning operator, using greater 
  windsight to listen in on conversations or create 
  demonstrations of her elemental contro to move 
  things along, as well as conventional skill use. She can 
  legitimately get into some places with her skills and 
  reputation that many cannot.
  
  19
  anTUlOr DOan  
            (Cr 12; 19,200 XP)
  Male stone giantB1 kineticist 8
  N Large humanoid (giant)
  Init +10; Senses Perception +28
  Defense
  AC 30, touch 16, flat-footed 25 (+2 armor, +2 
  deflection, +5 Dex, +12 natural, -1 size)
  hp 113 (20d8+80; base 173, 60 hp nonlethal 
  damage)
  Fort +23, Ref +21, Will +15
  Defensive Ability flesh of stone (DR 6/adamantine), 
  improved rock catching, 15% chance to ignore the 
  extra damage of a critical hit or sneak attack
  Offense
  Speed 40 ft., climb 40 ft.*; earth climb, earth walk
  * On stone and earthen surfaces only.
  Melee +2 imperviousUE greatclub +26/+21/+16 
  (2d8+14), or 2 slams +24 (1d8+8)
  Ranged earth blast +24 (4d6+12), or metal blast +24 
  (8d6+16), or rock +22/+17/+12 (1d8+12)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (max 6), elemental overflow 
  +2, gather power, impale, infusion specialization 
  -2, internal buffer 1, kinetic blasts (earth, metal; 
  max range extended), kinetic cover (16 hp), 
  kinetic fist (+1d6), metakinesis (Empower), rock 
  throwing (180 ft.), shift earth, snake
  TaCTiCs
  Before Combat Antulor activates flesh of stone, 
  gaining 2 points of burn to improve the DR by 2. 
  He drinks a potion of heroism, and uses 1 burn to 
  activate tremorsense when combat is imminent. 
  Ideally, he is located in a place with difficult terrain.
  During Combat Antulor prefers using his greatclub 
  with kinetic fist (without gaining burn) in melee 
  combat, possibly while using Lunge. If difficult 
  terrain is present, he uses earth walk to take 
  full advantage of the terrain. If foes are distant 
  or close together, he might use earth blast 
  using extended range or impale, as appropriate 
  (without gaining burn).
  If at optimal burn (3 points) Antulor gains +2 
  attack and +4 damage bonuses with his blasts. 
  He also gains a +2 size bonus to Dexterity and 
  Constitution, and a 15% chance to ignore the 
  extra damage of a critical hit or sneak attack. He 
  takes 60 points of nonlethal damage. (With the 
  bonus to Con, the net hp situation is a loss of 40 
  hp at 3 burn.) These bonuses are included above. 
  Basic Statistics Without optimal burn and pre-
  buffing, Antulor’s statistics are Init +9; AC 30, 
  touch 16, flat-footed 25; hp 153 (20d8+60); Fort 
  +20, Ref +18, Will +13; no chance to ignore 
  extra damage; Melee +2 greatclub +24/+19/+14 
  (2d8+14), or 2 slams +22 (1d8+8); Ranged earth 
  blast +20 (4d6+7), or metal blast +20 (8d6+11), 
  or rock +20/+15/+10 (1d8+12); Dex 21, Con 17; 
  CMD 39; Skills -2 to skills or -3 to Stealth
  sTaTisTiCs
  Abilities Str 27, Dex 23, Con 19, Int 14, Wis 14, Cha 16
  Base Atk +15; CMB +24; CMD 40
  Feats Combat Reflexes, Improved Initiative, Improved 
  Iron Will, Iron Will, Lunge, Martial Weapon 
  Proficiency (greatclub), Point-Blank Shot, Precise 
  Shot, Quick Draw, Weapon Focus (kinetic blast)
  Skills Climb +21 (+29 using earth climb), 
  Intimidate +28, Knowledge (dungeoneering) 
  +23, Knowledge (geography) +24, Perception 
  +33, Stealth +32 (+40 in rocky terrain); Racial 
  Modifiers +8 Stealth in rocky terrain
  
  20
  Languages Common, Draconic, Dwarven, Giant
  SQ elemental defense (flesh of stone), element focus 
  (earth), expanded element (earth), wild talents 
  (basic geokinesisU0, earth climbU0, earth walkU-, 
  extended rangeF1, impaleF2, kinetic fistF1, kinetic 
  coverU0, shift earthU0, snakeF2)
  Combat Gear potions of cure moderate wounds (6) 
  and heroism (2); Gear Large mwk imperviousUE 
  greatclub, Large dagger, cloak of elvenkind, eyes 
  of the eagle, ring of sustennce, pouch with 285 
  gp worth of mixed coins and gems; Automatic 
  Bonus Progression armor attunement +2 
  (clothes), deflection +2, mental prowess +4, 
  physical prowess +4, resistance +3, toughening 
  +1, weapon attunement +2 (greatclub)
  Some of Antulor’s giant friends call him “Invisible 
  One” for his excellent stealth skills, but he also has great 
  knowledge of dungeoneering and geography, and is 
  sometimes employed as a guide. He is intended as a wild 
  card NPC, and would be especially useful in a giant-
  related campaign, where he can serve many purposes.
  YUZU geremia  
            (Cr 13; 25,600 XP)
  Female half-orc fighter 1/kineticist 13
  CN Medium humanoid (human, orc)
  Init +9; Senses darkvision 60 ft.; Perception +22
  Defense
  AC 30, touch 18, flat-footed 24 (+8 armor, +2 
  deflection, +5 Dex, +1 dodge, +4 natural)
  hp 143 (14d8+139; base 203, 70 hp nonlethal 
  damage)
  Fort +24, Ref +19, Will +15 (+21 vs emotion effects)
  Defensive Ability emptiness, orc ferocity, 55% 
  chance to ignore the extra damage of a critical hit 
  or sneak attack; Resist negative 12
  Offense
  Speed 30 ft.; greater gravity control
  Melee +2 falchion +15/+10 (2d4+3/18-20), or kinetic 
  whip (fire) +21/+16 touch (7d6+4 fire), or kinetic 
  whip (negative) +21/+16 touch (7d6+4 negative)
  Ranged fire blast +22 touch (7d6+16 fire), negative 
  blast +22 touch (7d6+12 negative), or negative 
  admixture +22 touch (14d6+16)
  Special Attacks burn (max 9), burning infusion (R-
  DC 24), elemental overflow +4, fire’s fury, gather 
  power (supercharge), infusion specialization -3, 
  internal buffer 2, kinetic blasts (fire, negative, 
  negative admixture; max range extreme), kinetic 
  whip, metakinesis (Empower, Maximize, Quicken), 
  searing flame
  TaCTiCs
  Before Combat Yuzu activates emptiness, gaining 
  5 points of burn to multiply the bonuses by six. 
  She drinks potions of barkskin and heroism, and 
  activates greater gravity control, when combat is 
  imminent. 
  During Combat Yuzu prefers using kinetic fire whip 
  with burning infusion (without gaining burn) at 
  reach to attack foes, while hovering. However, if 
  foes need a little “softening up” first or are some 
  distance away, she sometimes likes to use her 
  fire blast with burning infusion at up to extreme 
  range (all without gaining burn). She can also 
  make similar attacks using negative blast against 
  fire immune creatures, although burning infusion 
  cannot be used. If she is able to, she uses gather 
  power to enhance her blasts with metakinesis.
  If at optimal burn (5 points) Yuzu gains a +4 attack 
  bonus with her blasts and kinetic blade/whip, and 
  +8* damage bonus with her blasts. She also gains 
  a +2 size bonus to Strength and Dexterity, +4 
  size bonus to Constitution, and a 25% chance to 
  ignore the extra damage of a critical hit or sneak 
  attack. She takes 70 points of nonlethal damage. 
  (With the bonus to Con, the net hp situation 
  is a loss of 42 hp at 5 burn.) These bonuses are 
  included above.
  * +12 for fire and negative admixture blasts because 
  of fire’s fury.
  Basic Statistics Without optimal burn and pre-
  buffing, Yuzu’s statistics are Init +8; AC 27, touch 
  17, flat-footed 22; hp 175 (14d8+111); Fort 
  +20, Ref +16, Will +13; no energy resistance, 
  no chance to ignore extra damage; Melee +2 
  falchion +12/+7 (2d4+2/18-20), or kinetic whip 
  (fire) +14/+9 touch (7d6+3 fire), or kinetic whip 
  (negative) +14/+9 touch (7d6+3 negative); 
  Ranged fire blast +15 touch (7d6+15 fire), 
  negative blast +15 touch (7d6+11 negative), or 
  negative admixture +15 touch (14d6+15); reduce 
  save DC for Con-based save by 2; Str 10, Dex 18, 
  Con 22; CMB +10; CMD 25; Skills -3 to Dex-based 
  skills, -2 to other skills
  sTaTisTiCs
  Abilities Str 12, Dex 20, Con 26, Int 10, Wis 16, Cha 13
  Base Atk +10; CMB +11; CMD 27
  
  21
  Feats DodgeB, Improved Initiative, Iron Will, Point-
  Blank Shot, Precise Shot, Toughness, Weapon 
  Finesse, Weapon Focus (kinetic blast)
  Skills Escape Artist +29, Intimidate +22, Knowledge 
  (dungeoneering) +25, Perception +22; Racial 
  Modifiers +2 Intimidate
  Languages Common, Orc
  SQ elemental defense (emptiness), element focus 
  (void), expanded element (fire), no breath, 
  weapon familiarity (half-orc), wild talents (basic 
  chaokinesisU0, basic pyrokinesisU0, burning 
  infusionS1, extended rangeF1, extreme rangeF2, 
  fire’s furyU-, gravity controlU0, greater gravity 
  controlU0, kinetic bladeF1, kinetic whipF2, no 
  breathU-, searing flameU-, skilled kineticistU-)
  Combat Gear potions of barkskin (4) and heroism 
  (3); Gear mithral breastplate, mwk falchion, 
  dagger, ring of sustenance, ring of mind shielding, 
  pouch with 222 gp worth of mixed coins and 
  gems; Automatic Bonus Progression armor 
  attunement +2, deflection +2, mental prowess 
  +4/+2, physical prowess +4/+2, resistance +4, 
  toughening +2, weapon attunement +2 (falchion)
  With Yuzu’s abilities and lack of need to breathe or eat, 
  there are few places she cannot go. She has astounding 
  knowledge of underground areas; indeed, these serve 
  her well as a guide and explorer of underground 
  areas. Woe betide anyone who upsets her, as she has 
  sometimes abandoned those who offended her to their 
  fates deep underground!
  Tiras laYbOUrn  
            (Cr 14; 38,400 XP)
  Male leprechaunB2 kineticist 14
  N Small fey
  Init +9; Senses greensight 60 ft., low-light vision; 
  Perception +41
  Defense
  AC 33, touch 18, flat-footed 28 (+7 armor, +2 
  deflection, +5 Dex, +8 natural, +1 size)
  hp 166 (4d6+14d8+176; base 256, 90 hp nonlethal 
  damage)
  Fort +25, Ref +25, Will +20
  Defensive Ability flesh of wood (+6 natural armor), 
  25% chance to ignore the extra damage of a 
  critical hit or sneak attack; DR 5/cold iron; Resist 
  fire 10; SR 13
  Offense
  Speed 40 ft.; greater woodland step
  Melee +3 club +23/+18/+13 (1d8+4), or kinetic whip 
  (cold) +24/+19/+14 touch (7d6+4 cold), or kinetic 
  whip (wood) +24/+19/+14 (7d6+15)
  Ranged cold blast +25 touch (7d6+12 cold), or 
  winter blast +25 (14d6+30), or wood blast +25 
  (7d6+23)
  Special Attacks burn (max 9), elemental overflow 
  +4, gather power (supercharge), infusion 
  specialization -4, internal buffer 2, kinetic blasts 
  (cold, winter, wood; max range extended), 
  entangling infusion (R-DC 25), grappling infusion 
  (CMB +24), impale, kinetic whip, metakinesis 
  (Empower, Maximize, Quicken), toxic infusion 
  (F-DC 25)
  Spell-Like Abilities (CL 4th (or 8th); concentration 
  +9 (or +13))
  Constant—shillelagh
  At will—dancing lights, ghost sound (DC 15), 
  invisibility (self only), mage hand, major image 
  (visual and auditory elements only, DC 18), 
  prestidigitation, ventriloquism (DC 16)
  3/day—color spray (DC 16), fabricate (1 cubic foot of 
  material only)
  1/day—major creation
  TaCTiCs
  Before Combat Tiras activates flesh of wood, 
  gaining 5 points of burn to improve the natural 
  armor bonus by 6. He drinks a potion of heroism 
  when combat is imminent. 
  During Combat Tiras prefers using entangling 
  kinetic wood whip (without gaining burn) at 
  reach to attack foes. However, sometimes he likes 
  to use entangling wood blast with impale, or toxic 
  wood blast (in either case, without gaining burn). 
  He uses his other talents intelligently and as 
  needed, using gather power if necessary.
  If at optimal burn (5 points) Tiras gains a +4 attack 
  bonus with his blasts and kinetic blade/whip, and 
  +8 damage bonus with his blasts. He also gains 
  a +2 size bonus to Strength and Dexterity, +4 
  size bonus to Constitution, and a 25% chance to 
  ignore the extra damage of a critical hit or sneak 
  attack. He takes 90 points of nonlethal damage. 
  (With the bonus to Con, the net hp situation 
  is a loss of 54 hp at 5 burn.) These bonuses are 
  included above. 
  Basic Statistics Without optimal burn and pre-
  buffing, Tiras’ statistics are Init +8; AC 26, touch 
  17, flat-footed 22; hp 220 (4d6+14d8+140); Fort 
  +21, Ref +22, Will +18; no chance to ignore 
  
  22
  extra damage; Melee +3 club +20/+15/+10 
  (1d8+4), or kinetic whip (cold) +17/+12/+7 touch 
  (7d6+3 cold), or kinetic whip (wood) +17/+12/+7 
  (7d6+13); Ranged cold blast +18 touch (7d6+3 
  cold), or winter blast +18 (14d6+20), or wood 
  blast +18 (7d6+13); reduce save DCs by 2; Str 11, 
  Dex 18, Con 22; CMB +11; CMD 25 (roots); Skills 
  -3 to Dex-based skills, -2 to other skills
  sTaTisTiCs
  Abilities Str 13, Dex 20, Con 26, Int 14, Wis 21, Cha 20
  Base Atk +12; CMB +12; CMD 27 (roots)
  Feats Combat Reflexes, Extra Wild Talent (2; kinetic 
  whip, toxic infusion), Improved Initiative, Point-
  Blank Shot, Precise Shot, Toughness, Weapon 
  Finesse, Weapon Focus (kinetic blast)
  Skills Bluff +14, Escape Artist +14, Handle Animal 
  +31, Heal +24, Knowledge (geography) +21, 
  Knowledge (nature) +32, Perception +41, Perform 
  (comedy) +12, Perform (dance) +12, Sense Motive 
  +14, Sleight of Hand +18, Stealth +32; Racial 
  Modifiers +8 Perception, +4 Sleight of Hand
  Languages Common, Elven, Halfling, Sylvan
  SQ elemental defense (flesh of wood), element focus 
  (wood), expanded element (water), leprechaun 
  magic, wild talents (basic hydrokinesisU0, basic 
  phytokinesisU0, entangling infusionS2, extended 
  rangeF1, grappling infusionS3, greater woodland 
  stepU0, greensightU-, green tongueU-, impaleF2, 
  kinetic bladeF1, kinetic whipF2, rootsU-, toxic 
  infusionS3, wallF3, warp woodU0, wild growthU0, 
  woodland stepU0)
  Combat Gear potions of cure moderate wounds (4), 
  fly (2), and heroism (4); Gear mithril shirt, mwk 
  club, dagger, eyes of the eagle, handy haversack 
  (with 600 gp worth of nonmagical items and 
  clothing), ring of minor fire resistance, pouch with 
  97 gp worth of mixed coins and gems; Automatic 
  Bonus Progression armor attunement +3, 
  deflection +2, mental prowess +4/+2, physical 
  prowess +4/+2, resistance +5, toughening +2, 
  weapon attunement +3 (club)
  Some scholars believe that Tiras is a myth, some that 
  he is a legendary figure. The truth is that he is an unusual 
  leprechaun who heals damaged lands, sometimes helps 
  crops to grow, and sometimes uses his abilities to defeat 
  land harmers. He is friends with many powerful druids, 
  who respect him greatly.
  Ceal KaranDiKar  
            (Cr 15; 51,200 XP)
  Female gnome kineticist 16
  NG Small humanoid (gnome)
  Init +10; Senses low-light vision, reactive 
  touchsight; Perception +26
  Defense
  AC 30, touch 18, flat-footed 25 (+10 armor, +2 
  deflection, +5 Dex, +2 natural, +1 size); +4 dodge 
  vs giants
  hp 211 (16d8+176; base 251, +72 force ward, 112 hp 
  nonlethal damage)
  Fort +26, Ref +23, Will +15; +2 vs illusion spells and 
  effects
  Defensive Ability force ward (+72 hp; regenerates 
  4 hp per minute), telekinetic deflection, 35% 
  chance to ignore the extra damage of a critical hit 
  or sneak attack
  Offense
  Speed 20 ft.; greater self telekinesis
  Melee +4 heavy mace +20/+15/+10 (1d6+5), or 
  kinetic whip (telekinetic) +26/+21/+16 (8d6+17)
  Ranged force blast +27 touch (8d6+14), or 
  telekinetic blast +27 (8d6+27)
  Special Attacks +1 attack bonus vs humanoids 
  (goblins and reptilians), burn (max 9), composite 
  specialization (-1), elemental overflow +5, gather 
  power (supercharge), grappling infusion* (+27 
  CMB), infusion specialization -4, internal buffer 
  3, kinetic healer, kinetic whip, metakinesis 
  (Empower, Maximize, Quicken), kinetic blasts 
  (aetheric boost, force, telekinetic; max range 
  extreme), snake, telekinetic finesse, telekinetic 
  haul (up to 1,600 lbs.), wall*
  * Gains a +1 bonus to attack and damage rolls.
  Gnome Spell-Like Abilities (CL 16th; concentration 
  +16)
  1/day—dancing lights, ghost sound (W-DC 11), 
  prestidigitation, speak with animals
  TaCTiCs
  Before Combat Ceal activates force ward, gaining 7 
  points of burn to improve the ward’s hit points to 
  72 and the ward regeneration to 4 hp per minute. 
  She drinks a potion of heroism and activates 
  greater self-telekinesis when combat is imminent.
  During Combat Ceal uses telekinetic blast to attack 
  foes at up to extreme range (without gaining 
  burn). Against exceptionally powerful foes, she 
  uses her internal buffer to make empowered 
  
  23
  telekinetic blasts until the buffer is empty. She 
  uses her other talents intelligently and as needed, 
  using gather power if necessary. She tries to stay 
  out of melee range.
  If at optimal burn (7 points) Ceal gains a +5 attack 
  bonus with her blasts and kinetic blade/whip, 
  and +10 damage bonus with her blasts. She 
  also gains a +2 size bonus to Strength, +4 size 
  bonus to Dexterity, +6 size bonus to Constitution, 
  and a 35% chance to ignore the extra damage 
  of a critical hit or sneak attack. She takes 112 
  points of nonlethal damage. (With the enhanced 
  force ward in place and bonus to Con, the net 
  hp situation is a gain of 8 hp at 7 burn.) These 
  bonuses are included above.
  Basic Statistics Without optimal burn and pre-
  buffing, Ceal’s statistics are Init +8; AC 29, touch 
  17, flat-footed 25; hp 203 (16d8+128); Fort +21, 
  Ref +19, Will +13; no chance to ignore extra 
  damage; Melee +4 heavy mace +19/+14/+9 
  (1d6+4), or kinetic whip (telekinetic) +17/+12/+7 
  (8d6+14); Ranged force blast +18 touch (8d6+3), 
  or telekinetic blast +18 (8d6+14); reduce infusion-
  based CMB by 3; Str 10, Dex 18, Con 22; CMB +11; 
  CMD 25; Skills -2 to skills or -4 to Dex-based skills
  sTaTisTiCs
  Abilities Str 12, Dex 22, Con 28, Int 16, Wis 16, Cha 
  10
  Base Atk +12; CMB +12; CMD 28
  Feats Armor Proficiency (Medium), Improved 
  Initiative, Far Shot, Point-Blank Shot, Precise 
  Shot, Toughness, Weapon Finesse, Weapon Focus 
  (kinetic blast)
  Skills Craft (locks) +26, Disable Device +24 (+29 
  to repair or understand mechanical devices), 
  Knowledge (engineering) +24, Knowledge 
  (local, nobility) +21, Perception +26, Sleight of 
  Hand +27; Racial Modifiers +2 Craft (locks), +2 
  Perception
  Languages Common, Draconic, Dwarven, Elven, 
  Gnome, Sylvan
  SQ elemental defense (force ward), element 
  focus (aether), expanded element (aether x2), 
  gnome magic, weapon familiarity (gnome), 
  wild talents (basic telekinesisU0, extended 
  rangeF1, extreme rangeF2, grappling infusionS3, 
  greater self telekinesisU0, kinetic bladeF1, kinetic 
  healerU1, kinetic whipF2, reactive touchsightU0, 
  self telekinesisU0, snakeF2, telekinetic deflectionU0, 
  telekinetic finesseU0, telekinetic haulU0, 
  touchsightU0, wallF3)
  Combat Gear potions of cure moderate wounds (6) 
  and heroism (2); Gear mithral breastplate, mwk 
  heavy mace, dagger, cocoon cloakUE, engineer’s 
  workglovesUE, necklace of adaptation, pouch with 
  335 gp worth of mixed coins and gems; Automatic 
  Bonus Progression armor attunement +4, 
  deflection +2, mental prowess +6/+2, physical 
  prowess +4/+2, resistance +5, toughening +2, 
  weapon attunement +4 (heavy mace)
  Ceal used to be an adventurer, and fought well against 
  the forces of darkness. She is now an expert lockmaker, 
  and famous for her creations. She keeps in touch with her 
  former adventuring allies (including Name2, page xx), 
  and also keeps an ear out for rumors of dark deeds which 
  she gives to young adventurers.
  erUCh gUballa  
            (Cr 16; 76,800 XP)
  Male half-orc kineticist 17
  CE Medium humanoid (human, orc)
  Init +10; Senses darkvision 60 ft., windsight; 
  Perception +25
  Defense
  AC 31, touch 18, flat-footed 26 (+10 armor, +3 
  deflection, +5 Dex, +3 natural)
  hp 233 (17d8+204; base 284, +68 force ward, 119 hp 
  nonlethal damage)
  Fort +27, Ref +25, Will +17
  Defensive Ability cold adaptation, enveloping 
  winds (30% miss chance), force ward (+68 hp; 
  regenerates 4 hp per minute), orc ferocity, 35% 
  chance to ignore the extra damage of a critical hit 
  or sneak attack; Resist acid 10, electricity 10
  Offense
  Speed 30 ft., fly 60 ft. (good); wings of air
  Melee +4 greataxe +20/+15/+10 (1d12+7/x3), or 
  kinetic whip (telekinetic or water) +25/+20/+15 
  (9d6+19), or kinetic whip (electricity) 
  +25/+20/+15 touch (9d6+5)
  Ranged telekinetic or water blast +26 (9d6+29), or 
  charged water blast +26 (18d6+38), or electricity 
  blast +26 touch (9d6+15)
  Special Attacks burn (max 10), chain, cold snap 
  (-85o F), composite specialization (-1), elemental 
  overflow +5, gather power (supercharge), infusion 
  specialization -5, internal buffer 3, kinetic blasts 
  (aetheric boost, charged water, electricity, 
  
  24
  telekinetic, water; max range extreme, air’s reach), 
  kinetic whip, magnetic infusion, metakinesis 
  (Double, Empower, Maximize, Quicken), 
  thundering infusion (F-DC 28), wind manipulator
  TaCTiCs
  Before Combat Eruch activates enveloping wings, 
  force ward, and wings of air, gaining 6 points of 
  burn to improve the ward’s hit points to 68 and 
  the ward regeneration to 4 hp per minute. He 
  drinks a potion of heroism, and uses 1 burn to 
  activate cold snap when combat is imminent.
  During Combat Eruch’s first action in combat 
  against close opponents is to use a chain 
  thundering electricity blast against foes, hoping 
  to deafen them*. Against groups of opponents 
  (after using the tactic noted above), he uses 
  chained magnetic electricity blasts. He also 
  uses his internal buffer to empower any chain 
  electricity blasts he makes until the buffer 
  empties, and then uses thundering kinetic 
  electricity whip (without gaining burn) at reach to 
  attack foes. 
  * Note that deaf creatures suffer a -4 penalty to their 
  initiative score, amongst other penalties.
  If at optimal burn (7 points) Eruch gains a +5 
  attack bonus with his blasts and kinetic blade/
  whip, and +10 damage bonus with his blasts. He 
  also gains a +2 size bonus to Strength, +4 size 
  bonus to Dexterity, +6 size bonus to Constitution, 
  and a 35% chance to ignore the extra damage 
  of a critical hit or sneak attack. He takes 119 
  points of nonlethal damage. (With the enhanced 
  force ward in place and bonus to Con, the net 
  hp situation is a gain of 0 hp at 7 burn.) These 
  bonuses are included above. 
  Basic Statistics Without optimal burn and pre-
  buffing, Eruch’s statistics are Init +8; AC 30, 
  touch 17, flat-footed 26; hp 233 (17d8+153); 
  Fort +22, Ref +19, Will +15; no chance to ignore 
  extra damage; Melee +4 greataxe +17/+11/+7 
  (1d12+5/x3), or kinetic whip (telekinetic or water) 
  +16/+11/+6 (9d6+16), or kinetic whip (electricity) 
  +16/+11/+6 touch (9d6+3); Ranged telekinetic 
  or water blast +17 (9d6+16), or charged water 
  blast +17 (18d6+25), or electricity blast +17 touch 
  (9d6+3); reduce save DC for Con-based save by 3; 
  Str 12, Dex 18, Con 24; CMB +13; CMD 27; Skills 
  -2 to skills or -4 to Dex-based skills
  sTaTisTiCs
  Abilities Str 14, Dex 22, Con 30, Int 14, Wis 16, Cha 10
  Base Atk +12; CMB +14; CMD 30
  Feats Combat Reflexes, Improved Initiative, Iron 
  Will, Parting Blast, Point-Blank Shot, Precise Shot, 
  Toughness, Weapon Finesse, Weapon Focus 
  (kinetic blast)
  Skills Fly +34, Intimidate +24, Knowledge (local) 
  +21, Knowledge (nature) +14, Perception +25, 
  Stealth +31, Use Magic Device +22; Racial 
  Modifiers +2 Intimidate
  Languages Abyssal, Common, Gnoll, Orc
  SQ elemental defense (enveloping winds, force 
  ward), element focus (air), expanded element 
  (aether, water), weapon familiarity (half-orc), wild 
  talents (basic aerokinesisU0, basic hydrokinesisU0, 
  basic telekinesisU0, air cushionU0, air’s reachU-, 
  
  25
  chainF3, cold adaptationU0, cold snapU1, 
  expanded defense (aether), extended rangeF1, 
  extreme rangeF2, kinetic bladeF1, kinetic whipF2, 
  magnetic infusionS2, thundering infusionS1, wind 
  manipulatorU0, windsightU-, wings of airU0)
  Combat Gear potions of cure moderate wounds (6) 
  and heroism (2); Gear mithral breastplate, mwk 
  greataxe, dagger, haunted shoesUE, ring of minor 
  acid resistance, ring of minor electricity resistance, 
  pouch with 97 gp worth of mixed coins and gems; 
  Automatic Bonus Progression armor attunement 
  +4, deflection +3, mental prowess +6/+2, physical 
  prowess +4/+4, resistance +5, toughening +3, 
  weapon attunement +4 (greataxe)
  Eruch is a lieutenant of an evil organization that is 
  controlled by Ionica Louvain (page xx). This organization 
  controls a city state which covers an island, and 
  engages in all sorts of criminal activities worldwide. As a 
  lieutenant, he does whatever Ionica demands of him.
  breKKe fOrssblaD  
          (Cr 17; 102,400 XP)
  Female dwarf kineticist 18
  LG Medium humanoid (dwarf)
  Init +10; Senses darkvision 60 ft., tremorsense; 
  Perception +26 (+28 to notice unusual stonework)
  Defense
  AC 34, touch 19, flat-footed 29 (+11 armor, +4 
  deflection, +5 Dex, +4 natural); +4 dodge vs. 
  giants
  hp 246 (18d8+216; base 300, +72 force ward, 126 hp 
  nonlethal damage)
  Fort +28, Ref +24, Will +18; +2 vs poison, spells, and 
  spell-like abilities
  Defensive Ability flesh of stone (DR 9/adamantine), 
  force ward (+72 hp; regenerates 4 hp per minute), 
  35% chance to ignore the extra damage of a 
  critical hit or sneak attack
  Offense
  Speed 20 ft., burrow 20 ft.*, climb 20 ft.*; earth 
  climb, earth glide
  * Through/on stone and earthen surfaces only.
  Melee +5 battleaxe +23/+18/+13 (1d8+8/x3), or 
  kinetic whip (earth) +27/+22/+17 (9d6+19)
  Ranged earth blast +28 (9d6+31), or metal blast +28 
  (18d6+40)
  Special Attacks +1 attack bonus vs humanoids 
  (goblins and orcs), burn (max 10), composite 
  specialization (-1), deadly earth, entangling 
  infusion (R-DC 29), elemental overflow +6, 
  fragmentation (R-DC 25), gather power 
  (supercharge), grappling infusion (+30 CMB), 
  impale, infusion specialization -5, internal buffer 
  3, kinetic blasts (aetheric boost, earth, metal, 
  telekinetic; max range extreme), kinetic cover (36 
  hp), kinetic whip, metakinesis (Double, Empower, 
  Maximize, Quicken), ride the blast, seismic master, 
  shift earth, stone sculptor
  TaCTiCs
  Before Combat Brekke activates flesh of stone, 
  and force ward, gaining 6 points of burn to 
  improve the ward’s hit points to 72 and the ward 
  regeneration to 4 hp per minute. She drinks a 
  potion of heroism, and uses 1 burn to activate 
  tremorsense when combat is imminent.
  During Combat Brekke always uses an entangling 
  earth blast against foes, hoping to anchor them 
  to the ground. She uses different form infusions 
  as seems best at the time, gathering power 
  if needed. Against groups of ground-bound 
  opponents, she first uses grappling deadly earth 
  (using a move action to gather power), then 
  fragmentation. Against flying groups, she just 
  uses fragmentation or ranged attacks. She also 
  uses her internal buffer to empower any of these 
  blasts against groups or against a particularly 
  powerful enemy until the buffer empties. She tries 
  to stay out of melee range.
  If at optimal burn (7 points) Brekke gains a +6 
  attack bonus with her blasts and kinetic blade/
  whip, and +12 damage bonus with her blasts. She 
  also gains a +2 size bonus to Strength, +4 size 
  bonus to Dexterity, +6 size bonus to Constitution, 
  and a 35% chance to ignore the extra damage 
  of a critical hit or sneak attack. She takes 126 
  points of nonlethal damage. (With the enhanced 
  force ward in place and bonus to Con, the net 
  hp situation is a gain of 0 hp at 7 burn.) These 
  bonuses are included above.
  Basic Statistics Without optimal burn and pre-
  buffing, Brekke’s statistics are Init +8; AC 33, 
  touch 18, flat-footed 29; hp 246 (18d8+162); Fort 
  +23, Ref +20, Will +16; no chance to ignore extra 
  damage; Melee +5 battleaxe +20/+15/+10 (1d8+7/
  x3), or kinetic whip (earth) +17/+12/+7 (9d6+16); 
  Ranged earth blast +18 (9d6+16), or metal blast 
  +18 (18d6+25); reduce save DC for Dex-based 
  saves by 2, infusion-based CMB by 3, and save DCs 
  
  26
  for Con-based saves by 3; Str 14, Dex 18, Con 24; 
  CMB +15; CMD 29 (33 vs bull rush and trip); Skills 
  -2 to skills, or -3 Climb, -4 Stealth
  sTaTisTiCs
  Abilities Str 16, Dex 22, Con 30, Int 16, Wis 16, Cha 10
  Base Atk +13; CMB +16; CMD 32 (36 vs bull rush 
  and trip)
  Feats Armor Proficiency (Medium), Extra Wild 
  TalentOA (grappling infusion), Improved Initiative, 
  Iron Will, Point-Blank Shot, Precise Shot, 
  Toughness, Weapon Finesse, Weapon Focus 
  (kinetic blast)
  Skills Climb +25 (+33 using earth climb), Knowledge 
  (arcana) +23, Knowledge (dungeoneering) +22, 
  Knowledge (geography) +13, Perception +26 
  (+28 to notice unusual stonework), Stealth +28, 
  Survival +19, Use Magic Device +23
  Languages Common, Dwarven, Orc, Terran, 
  Undercommon
  SQ elemental defense (flesh of stone, force ward), 
  element focus (earth), expanded element (aether, 
  earth), weapon familiarity (dwarf), wild talents 
  (basic geokinesisU0, basic telekinesisU0, deadly 
  earthF4, earth climbU0, earth glideU0, expanded 
  defense (aether)U-, entangling infusionS2, extended 
  rangeF1, extreme rangeF2, fragmentationF4, 
  grappling infusionS3, impaleF2, kinetic bladeF1, 
  kinetic coverU0, kinetic whipF2, ride the blastU0, 
  seismic masterU0, shift earthU0, stone sculptorU0, 
  tremorsenseU0)
  Combat Gear potions of cure moderate wounds (4) 
  and heroism (2); Gear mithral breastplate, mwk 
  battleaxe, dagger, earth root bootsUE, treasure 
  hunter’s gogglesUE, headband of intuitionUE, 
  portable hole, rings (worth 200 gp), pouch with 87 
  gp worth of mixed coins and gems; Automatic 
  Bonus Progression armor attunement +5, 
  deflection +4, mental prowess +6/+2/+2, physical 
  prowess +4/+4/+2, resistance +5, toughening +4, 
  weapon attunement +5 (battleaxe)
  Brekke used to be an adventurer, and fought well 
  against the forces of darkness. She now lives quietly in 
  a city somewhere. She keeps in touch with her former 
  adventuring allies (including Ceal Karandikar, page xx), 
  and sometimes mentors young adventurers by providing 
  them with adventuring tips and rumors that she hears.
  PeTrOg ljUbiCiC 
          (Cr 18; 153,600 XP)
  Male hobgoblinB1 kineticist 19
  LE Medium humanoid (goblinoid)
  Init +11; Senses darkvision 60 ft., firesight; 
  Perception +27
  Defense
  AC 36, touch 22, flat-footed 29 (+9 armor, +5 
  deflection, +7 Dex, +5 natural)
  hp 279 (19d8+190; base 336, +76 force ward, 133 hp 
  nonlethal damage)
  Fort +29, Ref +25, Will +18
  Defensive Ability flame shield (9 fire), force ward 
  (+76 hp; regenerates 4 hp per minute), from the 
  ashes, heat adaptation, searing flesh (4 fire), 35% 
  chance to ignore the extra damage of a critical hit 
  or sneak attack
  Offense
  Speed 30 ft.; greater flame jet
  Melee +5 morningstar +22/+17/+12 (1d8+6), or 
  
  27
  kinetic whip (fire) +29/+24/+19 touch (10d6+5 
  fire), or kinetic whip (telekinetic) +29/+24/+19 
  (10d6+21)
  Ranged blue flame blast +30 touch (20d6+17 
  fire), or fire blast +30 touch (10d6+17 fire), or 
  telekinetic blast +30 (10d6+33)
  Special Attacks burn (max 11), burning infusion 
  (R-DC 30), composite specialization (-1), explosion 
  (R-DC 26, elemental overflow +6, gather power 
  (supercharge), grappling infusion (CMB +32), 
  infusion specialization -5, internal buffer 3, kinetic 
  blasts (aetheric boost, blue flame, fire, telekinetic; 
  max range extreme), kinetic whip, metakinesis 
  (Double, Empower, Maximize, Quicken), 
  metakinetic mastery (Empower -1), reverse shift, 
  ride the blast, searing flame, smoke storm (F-DC 
  30), unraveling infusion, wall
  TaCTiCs
  Before Combat Petrog activates force ward, greater 
  flame jet, and searing flesh, gaining 6 points of 
  burn to improve the ward’s hit points to 76 and 
  the ward regeneration to 4 hp per minute. He 
  drinks a potion of heroism, and uses 1 burn to 
  activate flame shield when combat is imminent.
  During Combat When making blast attacks, Petrog 
  always uses Empower*; this does not need burn. 
  He uses different form infusions as seems best 
  at the time, gathering power if needed. He most 
  likely creates blue flame explosions against 
  powerful adventurers (ie, player characters), 
  using his internal buffer to pay the burn cost for 
  the composite blast in the first three rounds of 
  combat (composite specialisation reduces the 
  burn cost to 1). If he knows or suspects that his 
  foes have magical fire protection when attacking 
  with fire, he also uses unraveling infusion, but 
  otherwise uses burning infusion. Once his buffer 
  is empty, he likely continues attacking with 
  telekinetic blast. He tries to stay out of melee 
  range, but is quite prepared to use kinetic fire 
  whip if necessary. He does not acquire additional 
  burn, unless he needs to use from the ashes. He 
  realizes that discretion is sometimes the better 
  part of valor, and tactically withdraws once from 
  the ashes has been used.
  * Note that empower effects are calculated after 
  adding the +12 damage bonus from elemental 
  overflow.
  If at optimal burn (7 points) Petrog gains a +6 
  attack bonus with his blasts and kinetic blade/
  whip, and +12 damage bonus with his blasts. He 
  also gains a +2 size bonus to Strength, +4 size 
  bonus to Dexterity, +6 size bonus to Constitution, 
  and a 35% chance to ignore the extra damage 
  of a critical hit or sneak attack. He takes 133 
  points of nonlethal damage. (With the enhanced 
  force ward in place and bonus to Con, the net 
  hp situation is a gain of 0 hp at 7 burn.) These 
  bonuses are included above.
  Basic Statistics Without optimal burn and pre-
  buffing, Petrog’s statistics are Init +9; AC 34, touch 
  20, flat-footed 29; hp 279 (19d8+190); Fort +24, 
  Ref +21, Will +16; no chance to ignore extra 
  damage; Melee +5 morningstar +19/+14/+9 
  (1d8+5), or kinetic whip (fire) +19/+14/+9 
  touch (10d6+4 fire), or kinetic whip (telekinetic) 
  +19/+14/+9 (10d6+18); Ranged blue flame blast 
  +20 touch (20d6+4 fire), or fire blast +20 touch 
  (10d6+4 fire), or telekinetic blast +20 (10d6+18); 
  reduce save DC for Dex-based saves by 2, infusion-
  based CMB by 3, and save DCs for Con-based saves 
  by 3; Str 10, Dex 20, Con 26; CMB +14; CMD 29; 
  Skills -2 to skills, or -4 to Dex-based skills
  sTaTisTiCs
  Abilities Str 12, Dex 24, Con 32, Int 16, Wis 16, Cha 16
  Base Atk +14; CMB +15; CMD 32
  Feats Extra Wild TalentOA (2; firesight, smoke storm), 
  Improved Initiative, Iron Will, Far Shot, Point-Blank 
  Shot, Precise Shot, Toughness, Weapon Finesse, 
  Weapon Focus (kinetic blast)
  Skills Diplomacy +24, Escape Artist +27, Knowledge 
  (arcana, local) +21, Knowledge (nature) +19, 
  Perception +27, Stealth +34, Use Magic Device 
  +27; Racial Modifier +4 Stealth
  Languages Common, Draconic, Giant, Goblin, 
  Infernal
  SQ elemental defense (force ward, searing flesh), 
  element focus (fire), expanded element (aether, 
  fire), wild talents (basic pyrokinesisU0, basic 
  telekinesisU0, burning infusionS1, expanded 
  defense (aether), explosionF4, extended rangeF1, 
  extreme rangeF2, firesightU-, flame jetU0, flame 
  shieldU1, from the ashesU2, grappling infusionS3, 
  greater flame jetU0, heat adaptationU0, kinetic 
  bladeF1, kinetic whipF2, reverse shiftU0, ride the 
  blastU0, searing flameU-, smoke stormU0, unraveling 
  infusionS3, wallF3)
  Combat Gear potions of cure moderate wounds 
  (5) and heroism (2); Gear mithral shirt, mwk 
  morningstar, dagger, bracelet of friends (full set*), 
  
  28
  brooch of amber sparksUE, cloak of the scuttling 
  ratUE, rod of ruinUE, pouch with 189 gp worth 
  of mixed coins and gems; Automatic Bonus 
  Progression armor attunement +5, deflection 
  +5, mental prowess +6/+4/+2, physical prowess 
  +6/+4/+2, resistance +5, toughening +5, weapon 
  attunement +5 (morningstar)
  * GMs should give some thought to whom the 
  magic bracelet is linked to.
  Petrog is a lieutenant to Queen Mab, a secretive being 
  of unknown origin (her identity is left vague so as to best 
  fit the campaign). For all his power, if he learned that 
  Mab’s plans might annihilate all that he loves, it might be 
  possible to convince him to switch sides. 
  iOniCa lOUvain ( 
           Cr 19; 204,800 XP)
  Female human kineticist 20
  NE Medium humanoid (human)
  Init +11; Senses windsight; Perception +29
  Defense
  AC 36, touch 22, flat-footed 29 (+9 armor, +5 
  deflection, +7 Dex, +5 natural)
  hp 313 (20d8+280; base 373, +80 force ward, 140 hp 
  nonlethal damage)
  Fort +31, Ref +26, Will +19
  Defensive Ability air cushion, cold adaptation, force 
  ward (+80 hp; regenerates 4 hp per minute), heat 
  adaptation, shroud of water, 35% chance to ignore 
  the extra damage of a critical hit or sneak attack
  Offense
  Speed 30 ft., fly 60 ft. (good); wings of air
  Melee +5 morningstar +25/+20/+15 (1d8+7), or 
  kinetic whip (air or telekinetic) +30/+25/+20 
  (10d6+22), or kinetic whip (cold) +30/+25/+20 
  touch (10d6+6 cold)
  Ranged air or telekinetic blast +31 (10d6+34), or 
  blizzard blast +31 (20d6+44), or cold blast +31 
  touch (10d6+18 cold)
  Special Attacks burn (max 12), cold snap (-100o F), 
  composite specialization (-1), chilling infusion 
  (F-DC 26), cloud (12 rounds), disintegrating 
  infusion (F-DC 31), entangling infusion (R-DC 
  31), elemental overflow +6, gather power 
  (supercharge), grappling infusion (CMB +34), 
  infusion specialization -6, internal buffer 3, 
  kinetic blasts (aetheric boost, air, blizzard, cold, 
  telekinetic; max range extreme), kinetic whip, 
  metakinesis (Double, Empower, Maximize, 
  Quicken), metakinetic mastery (Empower -1), 
  omnikinesis, ride the blast, telekinetic invisibility, 
  tidal wave (F-DC 31; CMB +40)
  TaCTiCs
  Before Combat Ionica activates force ward 
  and wings of air, gaining 6 points of burn to 
  improve the ward’s hit points to 80 and the ward 
  regeneration to 4 hp per minute. She drinks a 
  potion of heroism, activates telekinetic invisibility, 
  and uses 1 burn to activate cold snap when 
  combat is imminent.
  During Combat When making blast attacks, Ionica 
  always uses Empower*; this does not need burn. 
  She uses different form infusions as seems best at 
  the time, gathering power if needed. She begins 
  combat with a grappling cloud blizzard against 
  powerful adventurers (ie, player characters), using 
  chilling or entangling blizzard blasts in rounds 
  two and three**; she uses her internal buffer 
  to pay the burn cost for the composite blast in 
  these first three rounds of combat (composite 
  specialisation reduces the burn cost to 1). Once 
  her buffer is empty, she likely continues attacking 
  with disintegrating telekinetic blasts. She tries to 
  stay out of melee range, but is quite prepared to 
  use kinetic cold whip if necessary.
  * Note that empower effects are calculated after 
  adding the +12 damage bonus from elemental 
  overflow.
  ** Remember that because of windsight, she can see 
  through the cloud.
  If at optimal burn (7 points) Ionica gains a +6 
  attack bonus with her blasts and kinetic blade/
  whip, and +12 damage bonus with her blasts. She 
  also gains a +2 size bonus to Strength, +4 size 
  bonus to Dexterity, +6 size bonus to Constitution, 
  and a 35% chance to ignore the extra damage 
  of a critical hit or sneak attack. She takes 140 
  points of nonlethal damage. (With the enhanced 
  force ward in place and bonus to Con, the net 
  hp situation is a gain of 0 hp at 7 burn.) These 
  bonuses are included above. 
  Basic Statistics Without optimal burn and pre-
  buffing, Ionica’s statistics are Init +9; AC 34, touch 
  20, flat-footed 29; hp 313 (20d8+220); Fort +26, 
  Ref +22, Will +17; no chance to ignore extra 
  damage; Melee +5 morningstar +22/+17/+12 
  (1d8+7), or kinetic whip (air or telekinetic) 
  +20/+15/+10 (10d6+19), or kinetic whip (cold) 
  +20/+15/+10 touch (10d6+4 cold); Ranged air or 
  
  29
  telekinetic blast +21 (10d6+19), or blizzard blast 
  +21 (20d6+29), or cold blast +21 touch (10d6+4 
  cold); reduce save DC for Dex-based saves by 2, 
  infusion-based CMB by 3, and save DCs for Con-
  based saves by 3; Str 14, Dex 20, Con 28; CMB +17; 
  CMD 32; Skills -2 to skills, or -4 to Dex-based skills
  sTaTisTiCs
  Abilities Str 16, Dex 24, Con 34, Int 16, Wis 18, Cha 12
  Base Atk +15; CMB +18; CMD 35
  Feats Extra Wild TalentOA (grappling infusion), 
  Improved Initiative, Iron 
  Will, Kinetic CounterOA, Lunge, Parting ShotAPG, 
  Point-Blank Shot, Precise Shot, Toughness, 
  Weapon Finesse, Weapon Focus (kinetic blast)
  Skills Appraise +25, Diplomacy +23, Fly +41, 
  Knowledge (local, nobility) +25, Perception +29, 
  Sense Motive +26, Stealth +32
  Languages Aquan, Auran, Common, Draconic
  SQ elemental defense (force ward, shroud of 
  water), element focus (water), expanded element 
  (aether, air), wild talents (basic aerokinesisU0, basic 
  hydrokinesisU0, basic telekinesisU0, air cushionU0, 
  cold adaptationU0, chilling infusionS3, cloudF4, 
  cold snapU1, disintegrating infusionS4, entangling 
  infusionS2, expanded defense (aether), extended 
  rangeF1, extreme rangeF2, grappling infusionS3, 
  heat adaptationU0, kinetic 
  bladeF1, kinetic whipF2, 
  ride the blastU0, telekinetic 
  invisibilityU0, tidal waveU1, 
  windsightU-, wings of airU0)
  Combat Gear potions of 
  heroism (2); Gear mithral shirt, mwk 
  morningstar, dagger, amulet of proof against 
  detection and location, comfort’s cloakUE, helm 
  of underwater action, ring of sustenance, rings 
  (nonmagic, worth 700 gp), pouch with 189 gp 
  worth of mixed coins and gems; Automatic 
  Bonus Progression armor attunement +5, 
  deflection +5, legendary gifts (ability (Con 
  +1), body), mental prowess +6/+4/+2, 
  physical prowess +6/+6/+4, resistance +5, 
  toughening +5, weapon attunement +5 
  (morningstar)
  Ionica is leader of an evil organization that includes 
  a wide variety of members; the organization is cell-
  based. This organization controls a city state which 
  covers an island. As leader, she has an incredible amount 
  of power and resources available to her; few would dare to 
  cross her.
  
  30
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Occult Character Codex: Kineticists © 2016, Legendary Games; Author Julian Neale.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Campaign Setting: Occult Mysteries © 2014, Paizo Inc.; Authors: Jason 
  Bulmahn, Crystal Frasier, Jim Groves, Brandon Hodge, James Jacobs, Erik Mona, F. 
  Wesley Schneider, and Jerome Virnich.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob 
  McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, 
  Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James 
  L. Sutter, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal Maclean, 
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and 
  Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim 
  Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, 
  Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Game Mastery Guide. © 2010, Paizo Publishing, LLC; 
  Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
  Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, 
  Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, 
  Amber Scot, Doug Seacat, Mike Seliker, Lisa Stevens, James L. Sutter, Russ Taylor, 
  Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game NPC Codex. © 2014, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, 
  Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Authors: John  Bennett, Logan Bonner, Robert Brookes, 
  Jason Bulmahn, Ross Byers, Adam Daigle, John Compton, Jim Groves, Thurston 
  Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, 
  Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, F. Wesley 
  Schneider, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game: Ultimate Campaign. © 2013, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, 
  Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason 
  Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason 
  Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  
  31
  
  32
  Kineticists 
  Occult Character Codex
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Occult/Occult Character Codex - Kineticists.pdf