Undine

Alaneo White-whiskers's page

206 posts. Organized Play character for Zinou.


Race

HP: 33/33 | AC: 20 | T: 13 | FF: 17 | CMD: 14 | Fort: +8 | Ref: +7 | Will: +4 | Init: +5 | Perc: +8 | Sense Motive: +2 | Speed: 30 ft ; Swim 30 ft.

Classes/Levels

Tracked resources:
Burn: 7/7 ; Ooze Acid Breath: 1/1

Gender

Undine Ice Master 3 | Energy Resistance: Cold 5 |

Deity

Gozreh

Strength 8
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 14
Charisma 7

About Alaneo White-whiskers

Macros:
[dice=Perception]1d20+8[/dice]
[dice=Initiative]1d20+5[/dice]
[dice=Kinetic Cold Blast (Ranged Touch), PBS]1d20+5+1[/dice] for [dice=Cold, PBS]2d6+2+1[/dice]

[ooc ]Slick utility wild talent (it acts like the grease spell). Ref DC 15 or fall.[/ooc]

Alaneo White-Whiskers
Male Undine Kineticist (Water) 3.0
N Medium outsider (Native)
Init +5 ; Senses Darkvision 60 ft. ; Perception +8

Appearance:
Coming Soon !

Background:
Coming soon !

Defense
AC 20, touch 13, flat-footed 17 (+5 Armor, +3 Dex, +2 Shield)
HP 33
Fort +8, Ref +7, Will +4
Energy Resistance Cold 5

Offense
Speed 30 ft. | Swim 30 ft.
Melee Morgenstern +1 (1d8-1/19-20/x2)
Ranged Kinetic Cold Blast +5 (2d6+2), 30ft.

Special Abilities
Active
Ooze Breath : 5-foot cone of slime usable once per day. The slime deals 1d4 points of acid damage per two character levels (maximum 5d4) and sickens creatures in the area for 3 rounds. A successful Reflex saving throw (DC 10 + 1/2 the undine’s level + the undine’s Constitution modifier) halves the damage and negates the sickened effect.

Kinetic Blast (Sp):

At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn'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 she 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.

Level 1 : Cold Blast : Element : water ; Type : simple blast (Sp) ; Level — ; Burn 0
Blast Type : energy ; Damage : cold
You emit a beam of utter cold to freeze a single foe.

Gather Power (Su):

If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), 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 her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses 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 her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her 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, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusions (Su):

Extended Range : Element: universal ; Type : form infusion ; Level: 1 ; Burn: 1
Associated Blasts: any
Saving Throw: none
Your kinetic blast can strike any target within 120 feet.

Slick : Element: water ; Type: utility (Sp) ; Level: 1 ; Burn: 0
Saving Throw Reflex negates ; Spell Resistance: no

As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.

Draining Infusion : Element: universal ; Type: substance infusion ; Level: 1 ; Burn: 1
Associated Blasts: any simple
Saving Throw: Fortitude partial; see text

You can drain elemental energy and matter from your foes to strengthen your next attack. When you use this infusion, your kinetic blast affects only creatures with a subtype matching your kinetic blast’s element (for instance, a fire blast would damage only creatures of the fire subtype). Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. Because you are draining energy from the target, your blast doesn’t apply your elemental overflow bonuses or Constitution modifier. The target can attempt a Fortitude save to take 1/4 the normal amount of damage. Draining infusion ignores any damage reduction, resistances, and immunities the creature might possess. If at least one creature fails its saving throw against your draining infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1, or by 2 if you have the supercharge ability. If you use draining infusion again before applying this reduction, you still deal the damage from that draining infusion, but the burn reductions don’t stack.

Wild Talents:

Basic Hydrokinesis : Element(s) : water ; Type : utility (Sp) ; Level 1 ; Burn 0
You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

Passive
Darkvision 60 ft. ; Energy Resistance (5 cold) ;
Hydrated Vitality : fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Elemental Focus (Su) : Water

Burn (Ex):

At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn.
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 her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Elemental Defense (Water):

Shroud of Water

Element(s) water; Type defense (Su); Level —; Burn 0

You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value.

When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but it remains if you change the shroud's bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Statistics
Str 8, Dex 16, Con 18, Int 10, Wis 14, Cha 7
Base Atk +1; CMB +0 ; CMD 13

Feats Point Blank Shot ;

Traits Reactionnary (+2 to initiative) ; Rice Runner (+1 to acrobatics)

Skills (ACP -2 applied)
Acrobatics +7 (2 ranks)
Appraise +0
Bluff -2
Climb -3
Diplomacy -2
Disguise -2
Escape Artist +1
Fly +1
Heal +7 (2 ranks)
Intimidate -2
Knowledge (Nature) +5 (1 rank)
Perception +6 (1 rank)
Ride +1
Sense Motive +2
Stealth +7 (2 ranks)
Survival +2
Swim -3 (but has a Swim speed, thus doesn't need to make a swim check.)

Languages Common, Aquan

Consumables
Wand of CLW (50 charges)

Other Gear
Morgenstern ; Chain Shirt ; Silk rope ; masterwork bag, cloak of resistance

Boons:

None!

PFS information for the GM:
PFS #93583-15
XP: 3 (normal advancement)
Faction: Silver Crusade
Fame: 6 / Prestige: 2
Alaneo's additional resources can be scanned on demand for GMs, please ask via PM.

Chronicles applied:
#1 - GM Reward (Summer 2015) : Elemental Ancestry (Water)
#2 - 2-11 The Penumbral Accords (1 xp, 2 fame)