Valeros

Cel Runil's page

585 posts. Alias of eMagdAeH.


Full Name

Cel Runil

Race

Sylph

Classes/Levels

Aerokineticist - 1

Stats:
CONDITION:None, AC 15 (13/12), Fort +5, Ref +6, Will +0, Init +6, Perc +4, HP 12/12, Burn 0/6 (0/12 Nonlethal)

Gender

Male

Size

Medium

Age

74

Alignment

True Neutral

Deity

Gozreh

Languages

Common, Elven, Auran

Strength 7
Dexterity 18
Constitution 16
Intelligence 12
Wisdom 11
Charisma 7

About Cel Runil

Init: +6 (+4 Dex, +2 Trait); Senses: Darkvision

DEFENSE:

AC: 15, 13 touch, 12 flat-footed (+2 armor, +3 Dex)
HP: 12
Fort: 5 (2 base, +3 Con)
Reflex: 6 (2 Base, +4 Dex)
Will: 0 (0 base, +0 Wis)
Defensive Abilities: None

OFFENSE:

Speed: 30
Ranged: Air Blast +4 (+0 BAB, +4 Dex), 1d6+4
Melee Touch: -2 (+0 BAB, -2 Str)
Ranged Touch: +4 (+0 BAB, +4 Dex)

STATISTICS:

Space: 5 ft
Reach: 5 ft
BAB: +0 (+0 Kineticist)
CMB: -2 (+0 BAB, -2 Str)
CMD: 12/8 Fl (+0 BAB, -2 Str, +4 Dex)

Feats:

-Point-Blank Shot: +1 Attack and Damage up to 30 ft

Traits:

-Reactionary: +2 Initiative
-Thunderborn: 1x/day can choose to make half of any electricity based spell sonic instead

Kineticist Abilities:

BLAST:
-Air: Level 0, 0 Burn - targets AC

INFUSIONS:
-Extended Range: Kinetic Blast has a range of 120 ft - Level 1, 1 Burn

UTILITY WILD TALENTS:
-None

SPECIAL:
-Basic Aerokinesis (At Will): Can create a light breeze that blows against target thing granting +2 saves against heat, breath weapons, and cloud effects. Can also hinder ability to detect target via scent for 1 hour (count as being downwind from smeller) and is applied to number of creatures/objects equal to Con bonus.
-Burn 1/round (1 nonlethal/burn, 6/day): Accept Burn to enable abilities, cannot be healed except by full night's rest.
-Gather Power: With a loud, visible display in a 20 ft radius around the Kineticist, he may take a move action to reduce the cost of a Burn by 1 or as a full round action reduce the cost of a Burn by 2. These can stack to a total reduction of 3. If damaged while Gathering Power, you must make a Concentration Check (DC 10 + damage done + amount of Burn that would have been reduced) or take the full Burn that would have been reduced.

Skills: Total Points 5 (4 Kineticist, +1 Int)
Acrobatics: +8 (+1 Rank, +3 Class, +4 Dex)
Appraise: +1 (+0 Rank, +0 Class, +1 Int)
Bluff: -2 (+0 Rank, -2 Cha)
Climb: -2 (+0 Rank, -2 Str)
Diplomacy: -2 (+0 Rank, -2 Cha)
Disguise: -2 (+0 Rank, -2 Cha)
Escape Artist: +8 (+5 Rank, +0 Class, +3 Dex)
Fly: +8 (+1 Rank, +3 Class, +4 Dex)
Heal: +0 (+0 Rank, +0 Wis)
Intimidate: -2 (+0 Rank, -2 Cha)
Perception: +4 (+1 Rank, +3 Class, +0 Wis)
Ride: +4 (+0 Rank, +4 Dex)
Sense Motive: +0 (+0 Rank, +0 Wis)
Stealth: +8 (+1 Rank, +3 Class, +4 Dex)
Survival: +0 (+0 Rank, +0 Wis)
Swim: -2 (+0 Rank, -2 Str)

Equipment: 37 lb/70 lb, 131 gp, 14 sp
Backpack (2 lb, 2 gp)
Bedroll (5 lb, 1 sp)
Blanket (1 lb, 5 sp)
Trail Rations x10 (1 lb, 5 gp)
Traveler's Outfit (0 lb, 0 gp)
Waterskin (4 lb, 1 gp)

Special Abilities:

-Breeze-Kissed (Supernatural Ability): +2 AC vs non-magical ranged attacks, 1x/day can attempt a Bull Rush or Trip combat maneuver but then lose the +2 AC bonus for 24 hours.
-Darkvision: Can see 60 ft in total darkness.
-Energy Resistance (Electricity): +5 Electricity Resistance
-Feather Fall: Can use Feather Fall 1x/day as a spell-like ability with caster level equal to character level.

Background:
Cel was born to parents who were worriers. They weren’t necessarily afraid of anything specific, just always concerned about the “what if” side of life. This normally annoying, but not malignant, trait would have been fine if it weren’t for the fact that their child manifested the bloodline descendant from the air djinn. Worrier plus some of the skittish nature of Sylphs is not a good combination.

Cel is twitchy and nervous at all times. His hair is messy, and clothes unkempt. He is often startled by the breeze that tends to follow most Sylph around, which of course creates the fear emotional response that magnifies the breeze, which startles him further…it’s a vicious cycle. One that he still falls for to this day.

It isn’t completely clear why he began to manifest ability to control the air a little more than most Sylph, but it wouldn’t be a stretch to assume it was an innate manifestation that was significantly exacerbated by the fear response. He did end up learning to control the use of the power, but counter to what one might expect, accidentally discovering he has this power didn’t embolden him or give him more confidence to handle the things that cause him fear. An observer would think that he was completely unaffected by gaining something that takes him from the mundane to the special.

The funny part about his nervousness is that he still picked up one of the other major traits of a Sylph: curiosity. It ultimately ends up being that he is effectively the humanoid embodiment of a house cat. Endlessly curious, investigating something he doesn’t know only to be startled by the thing he’s investigating. When he was younger, and the control of air was newer this often resulted in him getting scared by someone he was spying on coughing and Cel reflexively bowling the person over with a blast of air. Frequently, the person didn’t even know they were being observed, so being blown over out of nowhere created extensive confusion although it was never more than minor bumps and bruises.

As he’s gone through life and gained more control over his abilities he spent large amounts of time practicing increasing the distance he could be when utilizing air. He is still curious, and that has led him to often team up with adventurers, but he prefers to keep far back from the action and investigate after the dust settles. He’s working on being able to hear things from far away, but that’s a little harder. Once he can master this, maybe he’ll become less skittish. Spying from afar, casting from afar, sounds like a perfect set-up for Cel…but those who know him expect that even these abilities won’t change his frightened nature.