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Serizen N
Character Name Alignment
L: Kineticist (Nihilcist) 3 , Voyager (Projectionist)3
Character Level
Beguiler (Magical Beast) Small
Race Size
Male 24
Gender Age
2 ft (4 when standing) 40 lbs
Height Weight
Color Changeable Attractive
Hair Eyes
Eldwen|Astralaria STATS: 10/16/18/12/10/7
Player
Atheist -
Deity Homeland
Vision: Low-light vision, Darkvision (60ft) True Seeing (120 ft) Milestones System (tracked in discord)
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
6 -2 N/A -2
Dex
Dexterity
22 +6 N/A +6
Con
Constitution
18 +4 N/A +4
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
7 -2 N/A -2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
36
0
0
Initiative
Dex
Modifier
+8
+6
+2
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
21
+0
+0
+6
Size
Natural
Deflection
Misc
+1
+2
+0
+2
Touch
21
Flat Footed
15
Flat Footed + Touch
15
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +7 +3 CON +4 +0 +0 +0
Reflex +9 +3 DEX +6 +0 +0 +0
Will +3 +3 WIS +0 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+0 +2 -2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
16 10 +2 -2 +6 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
40
-
-
-
10
-
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +6 (DEX)  +6 +0 +0
  Bluff -2 (CHA)  -2 +0 +0
Climb +6 (DEX)  +6 +0 +0
  Diplomacy -2 (CHA)  -2 +0 +0
Disguise -2 (CHA)  -2 +0 +0
Escape Artist +6 (DEX)  +6 +0 +0
Fly +6 (DEX)  +6 +0 +0
  Heal +0 (WIS)  +0 +0 +0
  Intimidate -2 (CHA)  -2 +0 +0
Knowledge: Arcana +2 (INT)  +2 +0 +0
  Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
Knowledge: Local +2 (INT)  +2 +0 +0
Knowledge: Nature +2 (INT)  +2 +0 +0
Knowledge: Planes +2 (INT)  +2 +0 +0
Knowledge: Religion +2 (INT)  +2 +0 +0
Perception +4 (CON)  +4 +0 +0
Ride +6 (DEX)  +6 +0 +0
  Sense Motive +0 (WIS)  +0 +0 +0
Stealth +6 (DEX)  +6 +0 +0
Survival +0 (WIS)  +0 +0 +0
Swim -2 (STR)  -2 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +2 (INT)  +2 +0 +0
  Knowledge: Engineering +2 (INT)  +2 +0 +0
  Knowledge: Geography +2 (INT)  +2 +0 +0
Knowledge: History +2 (INT)  +2 +0 +0
Knowledge: Nobility +2 (INT)  +2 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc
Autohypnosis +4 (CON)  +4 +0 +0

* only usable when trained (rank 1 and higher)
Skill Notes
Trade Tradition:
Adroit level: Dilatante x2, Handler, Virtuoso
talents: Divergant Aptitude x2 (Perception, Handle Animal)
Feats

ALL FEATS LISTED:

drawback - Eternal Transformation (Animalistic)
Benefit: This functions as the Transformation feat, save that you may not return to your original form and must always remain in a form selected with the Transformation feat or a hybrid form from the Hybrid Transformation feat (the form selected at the time you take this feat, although you may change this form whenever you select a feat or talent that affects your transformation). Your transformation is not considered a magical effect and cannot be suppressed or removed by any effects which could suppress, remove, or override polymorph effects or magical effects (such as an antimagic field or the true form spell). Unlike the Transformation feat, you do not gain the shapechanger subtype.
Special: This counts as Transformation for the purpose of meeting prerequisites. Abilities that modify the Transformation feat (such as Improved Transformation) may also affect this feat. Whenever you would receive Transformation as a bonus feat, you may instead select Eternal Transformation.

background - Precise Shot
You are adept at firing ranged attacks into melee.
Prerequisites: Point-Blank Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

flaw - Dodge
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisites: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

flaw - Energy Aim
Prerequisite(s): Point-Blank Shot, any energy kinetic blast.
Benefit(s): Your energy kinetic blasts gain a +1 to attack rolls. You can also apply the Deadly Aim feat to your energy blasts.
Normal: Ranged touch attacks cannot apply the Deadly Aim feat.

occupation - Psionic Dodge
You are proficient at dodging blows.
Prerequisite: Dex 13, Dodge.
Benefit: You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat. You may expend your psionic focus as an immediate action to increase this bonus to a +4 dodge bonus to your Armor Class for a single attack made against you.

1: Weapon Focus (Kinetic Blast)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

2: Amplified Momentum
You can amplify your augmented strikes with momentum, or recycle it into your evasiveness.
Prerequisite: Momentum class feature.
Benefit: When you spend momentum to amplify an attack, you choose to gain one of the following:
Your momentum deals an additional 1 point of damage per die added to the attack. Like momentum, the additional damage from this feat is not multiplied by critical hits and similar effects.
You gain a +1 dodge bonus to AC and on Reflex saves for 1 round, that increases by 1 for every point of momentum you spent (to a maximum of your Intelligence modifier). These bonuses stack with the dodge bonuses you gain from momentum normally, but their total cannot exceed a maximum of your Intelligence modifier + 2.

3 Companion Teleport
Prerequisite: Warp sphere.
Benefit: When you teleport yourself, you may also teleport a touched creature that has a strong bond to you, such as an animal companion, cohort, Conjuration sphere companion, eidolon, or familiar. You and such a touched creature count as a single target if you use Mass Teleport.
Note: Even if you possess Ranged Warp, you must touch a creature to benefit from this feat. Also, other creatures than those listed may count as having a strong bond, at the GM’s discretion. Generally such a creature should have a mechanical link to you, though that may be waived under special circumstances.
Special: You may select this feat and benefit from it even if you possess the Personal Warp drawback.

5
6
7
9
10
11
13
14
15
17
18
19

Talents
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Special Abilities

Legendary Kineteticist (Nihilcist) Abilities

Weapon and Armor Proficiency

Kineticists are proficient with all simple weapons and light and medium armor, but not shields.
Elemental Focus (Su)

At 1st level, a kineticist chooses one primary element on which to focus. This element determines how they access the raw power of the Ethereal Plane, and grants them access to specific wild talents (see below) and additional class skills. They can select any element normally available to a kineticist. They gain their selected element's basic utility wild talent (such as basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent.

See Kineticist Elements for the specific abilities granted by each element.
Wild Talents

A kineticist can use wild talents— magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but they can select a wild talent of a higher level only if their kineticist level is at least double the wild talent's effective spell level. Wild talents are always considered to have an effective spell level equal to ½ the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + 1/2 the kineticist's class level + the kineticist's Constitution modifier. The kineticist uses their Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents they gain from their other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to them. A kineticist can select only universal wild talents or those that match their element (see Elemental Focus above). At 6th level and every 4 levels afterwards, a kineticist can replace one of their utility wild talents with another wild talent of the same level or lower. They can't replace a wild talent that they used to qualify for another of their wild talents.
Burn (Ex)

At 1st level, a kineticist can overexert themselves to channel more power than normal, pushing past the limit of what is safe for their body by accepting burn. Some of their wild talents allow them to accept burn in exchange for a greater effect, while others require them to accept a certain amount of burn to use that talent at all. For every point of burn a kineticist possesses, they take a -1 penalty to all Strength and Dexterity ability and skill checks (except initiative checks creatures which would normally be unable to take penalties to physical ability scores still take these penalties. These penalties can't be removed by any means other than getting a full night's rest, which removes all burn and associated penalties. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put their total number of points of burn higher than 3 + their Constitution modifier (though they can be forced to accept more burn from a source outside their control).
Kinetic Blast (Sp)

At 1st level, a kineticist gains a kinetic blast wild talent of their choice. This kinetic blast must be a simple blast that matches their element.

As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. they must have at least one hand free to aim the blast (or one prehensile appendage, if they don't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and they can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Gather Power (Su)

If they have one hand free (or all of their prehensile appendages free, a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around them. Gathering power in this way allows the kineticist to reduce the total burn cost of kinetic blast (including metakinesis) they use in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on their next turn by 2 points (to a minimum of 0 points). If they do so, they can also gather power as a move action during their next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, they must succeed at a concentration check (DC = 10 + damage taken + effective spell level of their kinetic blast) or lose the energy in a wild surge that forces them to accept a number of points of burn equal to the number of points by which their gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Infusion (Su)

At 1st level, a kineticist gains an infusion wild talent from the list of options available based on their elemental focus. They gain additional infusions at 3rd and every 2 levels afterwards. By using infusions along with their kinetic blasts, a kineticist can alter their kinetic blasts to suit their needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of their kinetic blast wild talents, they can apply up to one associated form infusion and up to one associated substance infusion.

Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects.

The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of their Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.

At 4th level and every 4 levels afterwards, a kineticist can replace one of their infusions with another infusion of the same effective spell level or lower. They can't replace an infusion that they used to qualify for another of their wild talents.
Elemental Defense (Su)

At 2nd level, a kineticist gains their element's defense wild talent.
Elemental Overflow (Ex)

At 3rd level, a kineticist's body surges with energy from their chosen element whenever they accept burn, causing them to glow with a nimbus of fire, weep water from their pores, or experience some other thematic effect. In addition, they receive a bonus on their attack rolls with kinetic blasts equal to the total number of points of burn they currently have, to a maximum bonus of +1 for every 3 kineticist levels they possess. They also receives a bonus on damage rolls with their kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist's body becomes more and more suffused with their element, they begin to gain more powerful benefits. Starting at 6th level, whenever they have at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of their choice. They also gain a chance to ignore the effects of a critical hit or sneak attack equal to 5% × their current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of their choice and a +2 size bonus to each of their other two physical ability scores.

At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of their choice, a +4 size bonus to a second physical ability score of their choice, and a +2 size bonus to the remaining physical ability score.
Battle Burn (Su)

At 4th level, a kineticist gains the ability to accept 1 point of battle burn which has no physical effect on the kineticist. A kineticist can accept a point of battle burn in place of burn when using an infusion or utility wild talent with a duration measured in rounds or minutes, but the infusion or utility wild talent must have a non-instantaneous duration. Whenever a kineticist accepts a point of battle burn when using a wild talent, the effects of that wild talent only last for 5 minutes or their normal duration (whichever is less). Resting for 5 minutes removes all battle burn a kineticist possesses. At 11th and 18th level, a kineticist can accept an additional point of battle burn, although they can only accept 1 point of battle burn per round and can accept battle burn alongside normal burn.
Infusion Specialization (Ex)

At 5th level, whenever a kineticist uses one or more infusions with a blast, they reduce the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0. They reduce the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
Metakinesis (Su)

At 5th level, a kineticist gains the ability to alter their kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, they can empower their kinetic blast (as if using Empower Spell).

At 9th level, by accepting 2 points of burn, if a foe makes a successful save against their kinetic blast, they can force their foe to make a second save against their kinetic blast as if using Persistent Spell.

At 13th level, by accepting 3 points of burn, they can quicken their kinetic blast as if using Quicken Spell.

At 17th level, by accepting 4 points of burn, the kineticist can use their kinetic blast twice with the same standard action, or swift action if they also use metakinesis to quicken the blast.

When they use a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.
Expanded Element (Su)

At 6th level, a kineticist learns to use another element or expands their understanding of their own element. They can choose any element, including their primary element. They gain one of that element's simple blast wild talents that they do not already possess, if any. They also gain all composite blast wild talents whose prerequisites they meet, as well as the basic wild talent of their chosen expanded element (for instance, basic aerokinesis if they choose air). See Composite Blasts for additional rules for and descriptions of composite blasts. They don't gain the defense wild talent of the expanded element.

If the kineticist chooses to expand their understanding of an element they already have, they gain an additional infusion of their choice from that element, as if from their infusion class feature.

At 14th level, the kineticist can either select a new element or expand their understanding of their original element. They can't select the same element they selected at 6th level unless it is their primary element. They gain all the benefits from their new expanded element as listed above. However, if the kineticist selected their primary element as their expanded element at both 6th and 14th levels, their mastery of that element increases. For wild talents of their element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.
Internal Buffer (Su)

At 7th level, a kineticist's study of their body and the elemental forces that course through it allow them to form an internal buffer to store extra energy. The buffer starts at 1 and replenishes each day. When they would otherwise accept burn, a kineticist can spend 1 point from their buffer to avoid accepting 1 point of burn. This buffer can reduce the burn cost of any wild talent without affecting its duration unlike battle burn.

They cannot spend more than 1 point from their buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn, but cannot be used with battle burn. This buffer increases to 2 points at 11th level and to 3 points at 16th level.
Supercharge (Su)

At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, they can reduce the burn cost of a single wild talent by 3 points instead of 2. In addition, a kineticist can use this ability as a swift action to reduce the total burn cost of a single wild talent by 1 point.
Composite Specialization (Su)

At 16th level, a kineticist becomes more adept at creating composite blasts. They reduce the burn cost of all composite blasts by 1 point. This can't reduce the cost of a composite blast below 0 points.
Metakinetic Master (Su)

At 19th level, a kineticist chooses one type of metakinesis, such as empower or quicken. They reduce the burn cost of that metakinesis by 1 point (to a minimum of 0 points).
Omnikinesis (Su)

At 20th level, a kineticist transcends the distinction between the different elements and can bend all creation to their will. By accepting 1 point of burn (in addition to any burn requirement of the kinetic blast they choose), they can use any blast wild talent they don't know.

By accepting 1 point of burn as a standard action (except for battle burn), they can change any of their wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, ignoring any elemental requirements or restrictions (but not any other requirements or restrictions).

NIHLICIST ARCHETYPE

Unfound Element: A nihilicist can never be forced to gain any element, kinetic blast, or wild talent. If the nihilicist ever willingly gains a primary element or any non-universal wild talent (with the exception of those associated with empty blast or zero blast), they permanently lose this archetype, becoming a normal kineticist and gaining any kineticist class features this archetype replaced. Only divine intervention can reverse this effect.

Null Element (Su): A nihilicist does not gain a particular element to control, granting them an unusual ability to control nothingness, gaining unique kinetic blast wild talents to this end.

At 1st level, a nihilicist gains the following kinetic blast:

Empty Blast
Element(s) none; Type simple blast (Sp Level —; Burn 0
Blast Type special; Damage untyped

You drain a small portion of your target’s existence away from it, dealing nihil damage. You can decide if this is an energy or physical blast each time you use this blast.

At 7th level, a nihilicist gains the following kinetic blast:

Zero Blast
Element(s) none; Type composite blast (Sp Level —; Burn 2
Prerequisite(s) empty blast
Blast Type special; Damage untyped

You leave those affected by your blast with gaping holes of nothingness within them, dealing nihil damage. You can decide if this is an energy or physical blast each time you use this blast.

A nihilicist can learn and apply any universal infusion to their empty blast and zero blast, as well as the following: bowling, chain, cloud, cyclone, disintegrating, enervating, explosion, grappling, pulling, pushing, singularity, torrent, and unraveling. Chain infusion used with zero blast reduces its damage dice by 2 each time it chains to a new target, explosion deals ½ damage when applied to a physical blast, and singularity deals ¼ damage when applied to a physical blast or ½ when applied to an energy blast. Their kinetic blasts benefit from the crushing blast or keen blast infusion wild talents despite not dealing a physical damage type, but the kinetic blast must still be physical to have these infusions applied. Nihilicists can only select universal utility wild talents.

In addition, at 1st level, a nihilicist receives empty infusion as a bonus infusion wild talent.

At 7th and 15th level, the nihilicist is granted a bonus feat, infusion, or utility wild talent of their choice for which they qualify.

This ability replaces the basic utility wild talent, elemental focus and expanded element, and alters utility wild talents.

Nihil Damage (Ex): A nihilicist’s kinetic blast deals nihil damage; treat nihil damage as nonlethal damage for how it is cured, except it affects creatures normally immune to nonlethal damage. A creature normally immune to nonlethal damage which possess an amount of nihil damage equal to their current hit points becomes staggered, even if they would normally be unable to be staggered. Nihil damage ignores hardness, and if an object takes an amount of nihil damage equal to its hit points, it is destroyed as though it was affected by a disintegrate spell.

Nihilistic Curse (Su): A nihilicist can select up to one creature up to 60 ft. away plus an additional one creature per three nihilicist levels they possess, converting all nihil damage those creatures possess into lethal damage as a standard action. This can be done while gathering power as a full-round action by decreasing the burn reduction it provides by 1 (but cannot be done while gathering power as a move action).

When a nihilicist is converting damage to lethal damage, they can choose to convert an amount of that nihil damage into a condition instead, its duration being a number of rounds equal to their Constitution modifier (minimum 1). These effects can be avoided with a Fort save with DC equal to 10 + 1/2 their nihilicist level + their Constitution modifier:

5 damage: dazzled, deafened, fatigued, or sickened
10 damage: staggered or blinded
20 damage: dazed, exhausted, or silenced (as per respectful quietISR)
30 damage: paralyzed or stunned

The nihilicist must convert all damage at once when using this ability, whether they apply a condition or not. They can only apply a condition if their nihilicist level is at least half the amount of nihil damage they’d need to convert.

This ability replaces the infusions gained at 1st, 9th, and 17th levels.

Nullify Wounds (Sp): At 2nd level a nihilicist can convert an amount of lethal damage they’ve sustained equal to their Constitution modifier into nonlethal damage once per day as a full-round action. They can use this ability an additional time per day at 5th level and every 3 levels thereafter (up to 7 times at 20th). Whenever they accept burn to use a wild talent, they gain damage resistance equal to their nihilicist level + their Constitution modifier against nonlethal damage for 1 round; this damage resistance does not prevent damage from burn, nor does it affect nonlethal damage converted from lethal damage by this ability.

This ability replaces elemental defense.

Reduced Existence (Ex): At 2nd level a nihilicist is constantly under the effects of negate aromaAPG, only needs to consume 1/4 as much food and water to survive, and only needs to sleep 2 hours per day. At 6th level they are constantly under the effects of nondetection with a caster level equal to their nihilicist level and no longer need to breath or sleep, gaining immunity to sleep effects (though they still must rest 2 hours to recover from burn).

At 12th level, the nihilcist is also constantly under the effects of mind blank. In addition, anyone whom the nihilicist has met will slowly forget them; one will forget their name after 1 day, finer details of their interactions and appearance after 3 days, general details of their interactions and appearance after 5 days, and will completely forget their existence after 1 week. At will, the nihilicist can, with a touch, cause a creature to be permanently immune to this effect (though this does not restore any memories lost regarding the nihilicist they can accept 1 point of burn to attempt a touch attack as a standard action to remove this immunity (subject to a Will save against DC 10 + the nihilicist’s class level; this save even applies to willing and unconscious targets).

This ability replaces the utility wild talents gained at 2nd, 6th, and 12th levels.

Nihilistic Infusion (Su): At 3rd level, the nihilicist can increase the burn cost of a kinetic blast which deals nihil damage by 1 to immediately apply the effects of their nihilistic curse on creatures damaged by their blast; however, this effect only allows them to convert the damage their blast would have normally dealt, not any nihil damage the target is currently suffering from, and reduces any lethal damage converted to 1/2. At 7th level they can instead increase the burn cost by 2 to convert nihil damage into lethal damage as normal, and at 15th they can increase the burn cost by 3 to also be able to convert nihil damage the affected foe is currently suffering from. This effect is treated as applying a 2nd level substance infusion to a kinetic blast.

This ability replaces the infusion gained at 3rd level.

Terminus (Sp): At 20th level, the amount of nihil damage which must be converted to apply a condition to a creature is reduced by 1/5.

A nihilicist can accept 6 points of burn to create an area of all-consuming nothingness. This first affects a sphere with a 15 ft. radius centered on them and everything within it (including themselves), and the area increases exponentially each round to 30 ft. on the second round, 60 ft. on the third, 120 ft. on the fourth, and 240 ft. on the fifth and final round. Everything in this space is consumed into oblivion, leaving nothing behind except for a sphere of annihilationUE where the nihilicist once stood. All memory of the nihilicist’s existence is lost (even to those made immune to the effects of reduced dependence), though those who knew them will feel as if they’ve forgotten something vital. Those the nihilicist was especially close to in life can control the remaining sphere of annihilation as if they were an arcane spellcaster in possession of a talisman of the sphereUE regardless of actual spellcasting ability. A miracle or wish can revive any one other creature that was within this area or reverse the effects of this ability on a 10 ft. cube of the space it left behind, but its effects are otherwise permanent.

This ability replaces omnikinesis.

Voyager (Projectoionist) Abilities

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Eldwen.

System

Pathfinder 1e

Statblock Type

Character Sheet

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