Warren Chief

Daratas Blackstar's page

11 posts. Organized Play character for Adaeku.


About Daratas Blackstar

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INFORMATION
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Daratas Blackstar
Pathfinder Society# 285664-1
The Exchange
Small Male CN Wayang (Humanoid, Shapechanger)
Kineticist 1
Languages: Common, Wayang, Goblin, Tengu, Abyssal, Aklo
Initiative +5 (+2 Reactionary, +3 DEX)
Senses Perception +5 (+1 Rank, +3 Class Skill, +2 Racial Trait, -1 WIS) Darkvision
Strength 10
Dexterity 16 (+2 Racial Ability)
Constitution 16
Intelligence 16
Wisdom 8 (-2 Racial Ability)
Charisma 10 (+2 Racial Ability)

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DEFENSE
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AC 17, Touch 14, Flat-footed 14(+3 Armor, +3 DEX, +1 size)
HP 11 (+8 Kineticist 1, +3 CON)
Fort +5 (+2 Kineticist, +3 CON)
Ref +5 (+2 Kineticist 1, +3 DEX)
Will -1 (-1 WIS)
CMD 12 (-1 Size Bonus, +3 DEX)

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OFFENSE
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Speed 20 Feet / 4 Spaces (Base 30, Size -10)
BAB +0 (Kineticist 1)
CMB -1 (-1 Size, +0 STR)
Melee Dagger (+1) (+1 Size Bonus) (1d4+0) / 19-20x2) (+0 STR)
Ranged Kinetic Blast (+4) (+1 Size Bonus, +3 DEX) (1d6+4 / 20x2) (Kineticist 1, +3 CON) (S)

Skills and Favored Class Bonuses:

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SKILLS AND FAVORED CLASS BONUSES
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Armor Check Penalty 0
Skill Ranks Per Level 7 (+4 Kineticist 1, +3 INT Per Level)

Skills
Acrobatics* +3 (+3 DEX)
Appraise +3 (+3 INT)
Bluff +0 (+0 CHA)
Climb* +0 (+0 STR)
Craft +3 (+3 INT)
Diplomacy +0 (+0 CHA)
Disable Device +3 (+3 DEX)
Disguise +0 (+0 CHA)
Escape Artist* +3 (+3 DEX)
Fly* +7 (+1 Rank, +3 Class Skill, +3 DEX)
Handle Animal +0 (+0 CHA)
Heal -1 (-1 WIS)
Intimidate +0 (+0 CHA)
Knowledge (Arcana) +3 (+3 INT)
Knowledge (Dungeoneering) +3 (+3 INT)
Knowledge (Engineering) +3 (+3 INT)
Knowledge (Geography) +3 (+3 INT)
Knowledge (History) +3 (+3 INT)
Knowledge (Local) +3 (+3 INT)
Knowledge (Nature) +7 (+1 Rank, +3 Class Skill, +3 INT)
Knowledge (Nobility) +3 (+3 INT)
Knowledge (Planes) +3 (+3 INT)
Knowledge (Religion) +3 (+3 INT)
Linguistics +4 (+1 Rank, +3 INT)
Perception +5 (+1 Rank, +3 Class Skill, +2 Lurker, -1 WIS)
Perform +0 (+0 CHA)
Profession -1 (-1 WIS)
Ride* +3 (+3 DEX)
Sense Motive -1 (-1 WIS)
Sleight of Hand +3 (+3 DEX)
Spellcraft +3 (+3 INT)
Stealth* +9 (+4 Size, +2 Lurker, +3 DEX)
Survival -1 (-1 WIS)
Swim* +0 (+0 STR)
Use Magic Device +1 (+1 Rank, +0 CHA)

*These skills have Armor Check Penalty Applied.
These are Class Skills.
These Skills can only be used Trained.

Favored Class Bonuses

Level 1 - Skill Point

Traits and Feats:

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TRAITS AND FEATS
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Wayang Racial Traits
Ability Score Racial Traits: Wayang are nimble and cagey, but their perception of the world is clouded by shadows. They gain +2 Dexterity, +2 Intelligence, and –2 Wisdom.
Size: Wayangs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.
Type: Wayangs are humanoids with the Wayang subtype.
Base Speed: Wayangs have a base speed of 20 feet.
Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.
Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks.
Shadow Magic: Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang’s level. The DC for these spells is equal to 10 + the spell’s level + the wayang’s Charisma modifier.
Darkvision: Wayangs can see in the dark up to 60 feet.
Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Background Traits
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Focused Mind:Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Feats
Point-Blank Shot You are especially accurate when making ranged attacks against close targets. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


Special Abilities:

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SPECIAL ABILITIES
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Weapon and Armor Proficiency:
Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Su):
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.
[bigger]Air Chosen

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.

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. Simple blasts are listed with their corresponding elements.

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.

Each simple blast is either a physical blast or an energy blast.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements.

Most composite blasts are either physical or energy blasts, like simple blasts.

Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.

Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

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.

Infusion (Su):
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her 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 her kinetic blast wild talents, she 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 her 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 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.


Kineticist Powers:

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KINETICIST POWERS
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Basic Aerokinesis:
Element(s) air; Type utility (Sp); Level 1; Burn 0
You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33lbs. Medium 34-66lbs. Heavy 67-100lbs.
Current Load Carried Light, 22.5lbs
Money 22 GP 9 SP 0 CP
Equipment
Studded Leather (25gp, 10lbs)
-Dagger
Gear
Hammock (1sp, 3lbs)
Monk Outfits (5gp, 2lbs)
Pathfinder Kit (12gp, 7.5lbs)
-Backpack, Common
-Bedroll
-Clay Mug
-2 Fishhooks
-Flint And Steel
-7 Rations
-Sewing Needle
-Signal Whistle
-50 Feet of String
-50 Feet of Thread
-Waterskin
-Whetstone
Skeleton Key (85gp, --)