Dark Ice Brownie

Inëlûkii's page

272 posts. Alias of JAF0.


Full Name

Inëlûki 'Luke' Desmodeis

Race

bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image

Classes/Levels

skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Gender

18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 |

Size

* +2 charm/compulsion +2 vs divine spells (all but Asmodeus)

Age

21

Alignment

NE

Deity

none

Languages

common, auran, elven, necril

Homepage URL

stats: str 0, dex +5, con +10, int +2, wis +5, cha +3 = 25

Strength 10
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 12
Charisma 13

About Inëlûkii

picture of Ineluki in hybrid form and in human form

appearance:

Ineluki is a bit unusual looking for his race. His hair went prematurely grey in his teens, then almost dead white by the age of 20. He typically dresses in drab colors - black, grey, brown, with little fashion sense, just whatever garments cover most of him and won't impede his shapechange abilities. He has a tendency to mix and match 'styles', wearing whatever he can afford. He carries very few weapons, as his voice is a weapon and he doesn't feel the need for more.

racial special abilities:

Ability Score Racial Traits: Bloodmarked gain +2 Int, –2 Wisdom. (1 RP). While in their bestial form, they gain a +2 racial bonus to Dexterity (see Change Shape).
Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.
Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.
Base Speed: Skinwalkers have a base speed of 30 feet.
Languages: Skinwalkers speak Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Animal-Minded (2 RP): Skinwalkers have a +2 racial bonus on Fly and Perception at night checks.
Change Shape (Su, 5 RP): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a bloodmarked gains a +2 racial bonus to Dexterity. These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits.
Spell-Like Ability: Bloodmarked with a Wisdom score of 11 or higher can use obscuring mist once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level.
Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.
Bestial Features
- Bite attack that deals 1d6 points of damage
- +4 racial bonus on Perception checks
- Scent to a range of 30 feet
- Treat falling damage as 20 feet less than it actually is

traits:

Awakened from Stasis(regional) You recently awakened in a strange vault with no memory of how you got there, surrounded by sleeping creatures of every shape and size in smooth glass eggs, all watched over by uncommunicative crab-like automatons. Benefit(s): As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.

High Treason (campaign) punishment: death by drawing and quartering benefit: +1 will saves.

Disdainful Defender (faith) You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.

Nervous Living under constant threat of death or worse from your oppressive government, your nerves have frayed terribly. Effect: Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.

“Quiet as death” (training) The Cardinal trained in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks.

feats:

Bat Shape Your powers of transformation have been honed to the point where you can wholly become a bat. Prerequisite: Cha 13, werebat-kin. Benefit: You can take the form of a bat whose appearance is static and cannot be changed each time you assume this form. You gain a +10 racial bonus on Disguise checks to appear as a bat. Changing from werebat-kin to bat shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.
If you wear a bat pelt, you may choose to adopt a form resembling the bat whose skin you wear instead of your normal bat form.
- see spoiler below for info on beast shape II and stats in bat form

point blank shot +1 hit and damage with ranged attacks within 30'.

kineticist class features:

class skills The kineticist’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha). Skill Ranks per Level: 4 + Int modifier.

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 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) as a bonus wild talent. See 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 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), 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.

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.

Elemental Overflow (Ex) At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her 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 her element, she begins to gain more powerful benefits.

Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her 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 her choice and a +2 size bonus to each of her 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 her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

vibrokinesis:

The arrival of a vibrokineticist is cause for celebration to the masses, on par with a bard in terms of importance. Of the most social kineticists, a vibrokinetcist brings with them good cheer more often than not with at least a passing knowledge of where they’re visiting. More nomadic than other kineticists, vibrokineticists are also some of the sneakier despite their loud abilities, using their talents to pass along secret messages amid their assaults and pass unnoticed where others would draw attention. The strongest of their ilk are aware of how to manipulate others however they wish, making them dangerous enemies to have.
The heart of a vibrokineticist always desires an audience though, and rarely will one travel alone for long. Even loners who develop such powers find themselves seeking company, wanting to perform for others and perfect their craft, no matter how they must go about this.

Unless otherwise stated, all sound wild talents are sonic effects.

Class Skills: A vibrokineticist adds Diplomacy and Knowledge (local) to their list of class skills.

Basic Manipulation: A vibrokineticist gains basic vibrokinesis

Basic Vibrokinesis Element(s) sound; Type utility (Sp); Level 1; Burn 0
You can alter sounds around you. You are able to create sounds as per the spell ghost sound, as well as alter your voice however you wish, granting a +2 competence bonus on performance (sing) checks.

Simple Blast: A vibrokineticist can select either sonic blast or vibration blast as their simple blast. They gain one of them when they first select sound, and must select sound again with expanded element to gain the other. A vibrokineticist can use all infusions listed below with sonic blast, vibration blast, and their composites.

Defense: A vibrokineticist’s defense is victorious aria.

Wild Talents: 1st-*attuning infusion, basic vibrokinesis, charming tone, distant voice, kinetic healer, *pushing infusion, *ringing infusion, sound’s intensity, *thundering infusion; 2nd-absolute silence, *bowling infusion, deafening burst, *sickening infusion; 3rd-*cacophonous infusion, inspiration amp, shatter, slumbering serenade, *torrent; 4th-charming tone (greater), *cyclone, deafening burst (greater), *disorientating infusion; 5th-auditory hallucination, echolocation, *lingering infusion; 6th-inspiration amp (greater), *destabilizing infusion; 7th-*cloud, echolocation (greater), *overload infusion; 9th-sound chamber
*Indicates an infusion wild talent.

Kineticist Wild Talents Known:

Blasts:

Sonic Blast ranged touch energy attack, 1d4+3 sonic (1d4+1+1/2 con mod)

Defense:

Victorious Aria Element(s) sound; Type defensive (Sp); Level —; Burn 0
The sounds of a glorious sonata lift you to great heights. You gain a +1 resistance bonus to all saves. By accepting 1 point of burn, you can increase this resistance bonus by 1 until the next time your burn is removed. For every 4 levels beyond 2nd, you can accept 1 additional point of burn to further increase this resistance bonus by 1 (to a maximum of +6 by 18th level.)
When you accept a point of burn using a sound wild talent, all creatures within 5 feet of you are deafened for 1 round.

Infusions:

Attuning Infusion Element(s) sound; Type substance infusion; Level 1; Burn 1 Associated Blasts sonic, sonic boom, vibration Saving Throw none
You are able to attune enemies to your particular soundwaves. Whenever an infused blast hits a foe, that foe is attuned for 1 minute. An attuned creature’s square can be used as the point of origin for your ranged kinetic blast and composite blast that include sound components as long as they are within 30 feet of you. You must have a line of effect to the attuned creature to use this effect. You can reduce this blast’s damage to 0 to double the duration of this effect.

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

Utility:

Distant Voice Element(s) sound; Type utility (Sp); Level 1; Burn —
Your words can travel great distances. This acts as message, although the dis­tance is doubled.

equipment:

silver holy symbol of Asmodeus
hat of disguise in the form of an iron circlet
backpack
waterskin
dagger
clothing
ioun torch
tanglefoot bag
alchemist fire x4
Gloves, Apprentice’s Cheating, minor These nondescript white gloves are a boon to minor spellcasters and fakes who are limited or lacking in magical ability or versatility. The wearer of these gloves can employ mage hand or prestidigitation once per day.

Ineluki had no items of great note when he was arrested (a couple of daggers, his street clothes, a belt pouch with a few coins... nothing special... all those were taken from him when he was taken to Branderscar)

background:

Provide a physical description of your character in attire typical for him;
Ineluki… anomaly of sorts, that’s what he is… an oddity, if you will. His hair went prematurely grey in his teens, then almost dead white by the age of 20. He typically dresses in drab colors - black, grey, brown, with little fashion sense, just whatever garments cover most of him and won't impede his shapechange abilities.

• Describe where the character is from (where he was born or grew up and his family of origin);

Ineluki’s mother, Laurinel, was an elven maiden, but she was relatively meek in temperament, so she put up little fight when the bat-faced humanoid with fleshy and leathery wings attacked her one night and took his pleasure from her. Nine months later, Ineluki was born. Laurinel gave him the name of a semi-divine being of light, hoping it would guide him to the good in life. She never revealed to family or friends how she came to be with child, so his true parentage was never known to anyone but her. Though it was obvious to the elves that he was of mixed blood, they thought him a common half-elf child and treated him as such - a half-breed and social outcast.

Ineluki was always a moody, sullen child, shunned by most of the other children for his moods and mixed blood. Always seeking acceptance and inclusion, this made him angry and hurt. When he reached puberty in his early teens, his hair began to turn grey, and his moodiness turned to rages and violence. One night in a fit of anger, he attacked his mother and killed her. He fled rather than face the consequences of a murder conviction.

He lived in the wild for a time, surviving by a combination of his bestial rages and cunning. It was during this time that his powers began to develop. He learned to control the power of his voice and kill with the sounds he could make while he was transformed. In time, he discovered he could use the tones he could produce without changing. Despite his ability to survive on his own, he was lonely and wanted the comfort of others around him. He was ready to return to civilization, or so he thought.

By the time he arrived in Matharyn, his hair had turned completely white, and he looked older than his actual age. Half-naked, his clothing in rags, he came to the city as an oddity to say the least. He looked the part of a half-mad wild man. Eventually, he found a place to live and got employment on the docks, where no great skills were needed. He lacked the strong arms and back of a stevedore, so he ended up being a runner and messenger. He developed a rather strong work-ethic during his year working for the Harbormaster.

He was still relatively quiet and sullen, but did make some friendships, something he had been craving since childhood, and it was in those that his downfall began. His new friends were political radicals, who drew him into their world. He developed a strong hatred of the monarchy of Talingarde while among them, and got drawn into a plot to bring about the downfall of the king. Plans were made to kill the king during a procession and public appearance he was to make. While Ineluki was on the fringes of this group of radicals, uninvolved in the actual planning of the deed, he WAS one of them, and had a minor roll to play in the plot. His one task was to serve as a diversion.

When their plan was discovered and the guard intervened in time to stop them, Ineluki was arrested along with the rest. Though in truth, he knew only a little about the actual plot, he was sent to Branderscar Prison along with the others. They were put in separate cells and interrogated for many hours, but in the end, Ineluki had nothing to reveal other than his own role as a diversion, and he was sentenced to death, as were the other radicals he was arrested with. He is the last remaining of them all, surviving by sheer luck of the draw so far – he was placed in the wrong cell, and just overlooked for a couple of days. His time is coming near.

• Describe the character’s motives for adventuring;

Ineluki just wants his freedom back and a chance to live… Beyond that he has developed a true hatred of Talingarde and the Monarchy while in Branderscar, and now he truly wants to see it brought to its knees. If only he could get free, he will work towards what his friends wanted – the downfall of king and country. While that motivates him, gives him the anger necessary to want to survive, what he truly wants is friends who trust him and who he can trust - his own colony (the proper term for a group of bats).

bat shape:

Beast Shape II School transmutation (polymorph); Level alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4

DESCRIPTION: This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.

Common Bat CR 1/8

XP 50
N Diminutive animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
DEFENSE

AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +4, Will +2
OFFENSE

Speed 5 ft., fly 40 ft. (good)
Melee bite +6 (1d3–4)*
Space 1 ft.; Reach 0 ft.
STATISTICS

Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 3
Feats Weapon Finesse
Skills Fly +16, Perception +6; Racial Modifier +4 Perception

link to guide to vibrokineticists: