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Falshin Korvaska's page

210 posts. Organized Play character for Faelyn.


Full Name

Falshin Korvaska

Race

Varisian

Classes/Levels

2nd Level Kinetic Chirurgeon | HP 21/21 (NLD 0) (THP 2/2) | AC 16 | T 12 | FF 14 | CMD 13 | Fort +7 | Ref +5 | Will +2 | Init +3 | Perc +6 | Burn: 0/7

Gender

Male

Size

Medium

Age

20

Special Abilities

Burn; Elemental Focus; Gather Power; Kinetic Chirurgery; Kinetic Blast; Elemental Defense

Alignment

Neutral Good

Deity

Sarenrae

Location

Absalom

Languages

Taldan, Varisian, Shoanti

Occupation

Fortune-Teller

Homepage URL

Character Sheet

Strength 10
Dexterity 15
Constitution 18
Intelligence 12
Wisdom 13
Charisma 8

About Falshin Korvaska

Falshin Korvaska
Male Varisian Kineticist (Kinetic Chirurgeon)
Neutral Good Humanoid
Init +3; Senses Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
hp 21
Fort +7, Ref +5, Will +1
Defensive Abilities Force Ward
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Offense
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Speed 30 ft.
Melee
Hanbo +1 (1d6+0/x2) Monk, Trip
Dagger +1 (1d4+0/19-20/x2)
Ranged
Telekinetic Blast +4 (1d6+6/x2) – 30 ft.
Dagger +4 (1d4+1/19-20/x2) – 10 ft.
Special Attacks Kinetic Blast
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Statistics
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Str 10, Dex 15, Con 18, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Point-Blank Shot, Precise Shot

Skills:

Acrobatics +6 (1 Rank, +2 Dex, +3 CS)
Climb +0 (0 Rank, +0 Str)
Diplomacy +6 (2 Rank, -1 Cha, +3 CS, +2 Trait)
Disable Device +10 (2 Rank, +2 Dex, +3 CS, +1 Trait, +2 Tool)
Escape Artist +2 (0 Rank, +2 Dex)
Heal +7 (1 Rank, +1 Wis, +3 CS, +2 Tool)
Knowledge: Engineering +5 (1 Rank, +1 Int, +3 CS)
Knowledge: History +2 (0 Rank, +1 Int, +1 Boon)
Perception +6 (2 Rank, +1 Wis, +3 CS)
Profession: Fortune-Teller +5 (1 Rank, +1 Wis, +3 CS)
Sense Motive +1 (0 Rank, +1 Wis)
Sleight of Hand +6 (1 Rank, +2 Dex, +3 CS)
Spellcraft +1 (0 Rank, +1 Int)
Stealth +6 (1 Rank, +2 Dex, +3 CS)
Use Magic Device +3 (1 Rank, -1 Cha, +3 CS)

Languages Taldan (Common), Varisian, Shoanti
SQ Burn, Elemental Focus, Gather Power, Kinetic Chirurgery, Kinetic Blast
Other Gear Walking stick (Hanbo), Dagger, Mithral Shirt, Monk's Outfit, Kapenia (Pocketed Scarf), Masterwork Backpack (Bedroll, Mess Kit, Grooming Kit, Silk Rope (50 ft.), Waterskin, Flint & Steel, Healer's Kit, Journal, Ink w/ Inkpen), Bandolier (Dagger, Deck of Cards (54), M/W Thieves' Tools, Wand of CLW (CL1) - 50 charges, Alexandrite Gem w/ CL5 Heightened 3rd level Continual Flame spell)

0pp 36gp 0sp 0cp
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Traits
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Illuminator: When you are filled with the light of Sarenrae, your speech takes on a fiery eloquence. Benefit: You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Vagabond Child: You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. Benefit: You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
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Special Abilities
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Kineticist Features (Kinetic Chirurgeon):
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 can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 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 she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 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 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her 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 her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

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. 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 on page 12), 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. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

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.

Kinetic Chirurgery (Su): A kinetic chirurgeon must select either aether or water as her primary element. She gains kinetic healer as a bonus wild talent at 1st level. At 3rd level and every 2 levels thereafter, the kinetic chirurgeon can select any one paladin mercy that a paladin of that level could select. Each time she uses kinetic healer, she can apply one of these mercies to the target of the healing. A kinetic chirurgeon can never use infusions. This ability replaces infusions.

Elemental Defense (Su): At 2nd level, a kineticist gains her element’s defense wild talent ( the descriptions of defense wild talents begin on page 16).

Aether Element:
Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.

Wild Talents
Simple BlastTelekinetic blast
Composite Blasts – Aetheric boost, Force blast
DefenseForce Ward
1st – Basic Telekinesis, Elemental Whispers, Kinetic Awe, Kinetic Cover, Kinetic Healer, Skilled Kineticist, Telekinetic Finesse, Venom Speaker
2nd – Skilled Kineticist (Greater), Telekinetic Haul
3rd – Elemental Grip, Elemental Whispers (Greater), Kinetic Restoration, Primal Aether, Self Telekinesis, Telekinetic Invisibility, Touchsight
4th – Expanded Defense, Healing Burst, Spying Touchsight, Telekinetic Maneuvers
5th – Aether Puppet, Force Barrier, Kinetic Form, Self Telekinesis (Greater), Spark of Life, Touchsight (Reactive)
6th – Kinetic Revivification, Ride the Blast, Suffocate

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Standard Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


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Background:

Description:
Reference Image!!
Height 5’ 11” Weight 160 lbs
Skin Tanned Eyes Violet Hair Brown

PFS Character Information:

PFS#: 13693-11
Faction: Silver Crusade
XP: 4
Fame: 8
Prestige: 6/8
Inventory Tracking Sheet
Scenarios:
Trail by Machine (#6-01) [1 XP, 2 PP, 511gp, 0gp Day Job] Chronicle Sheet
- Boons: Envoy of Peace (Silver Crusade): Redeeming a few wayward souls makes the task easier in the future. You gain a +1 bonus on Diplomacy checks made against creatures with a hostile starting attitude toward you, and you reduce the penalty to use a weapon to deal nonlethal damage by 1. You can cross this boon off your Chronicle sheet to reroll such a Diplomacy check or nonlethal attack roll and use the higher result.

The Sky Key Solution (#7-00) [1 XP, 2 PP, 500gp, 0gp Day Job] Chronicle Sheet
- Boons:
Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.

Champion of Time: You survived the Society’s ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327–330 of Pathfinder RPG Advanced Player’s Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.

Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Scars of the Third Crusade (#5-22) [1 XP, 2 PP, 510gp, 0gp Day Job] Chronicle Sheet
- Boons:
Light of Redemption (Silver Crusade faction): You have helped to redeem a wayward priest, and in doing so you have affirmed your own beliefs and convictions. Whenever you would receive more than one Will save to overcome an enchantment (compulsion) effect, you gain a +1 bonus on the extra Will save against that effect. You can cross this boon off your Chronicle sheet to reduce the Prestige Point cost of an atonement spell by 2.

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma based skill and ability checks made to influence crusaders of Mendev (maximum +3)

The Wounded Wisp (#6-10) [1 XP, 2 PP, 510gp, 10gp Day Job] Chronicle Sheet
- Boons:
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).