Strix

Kiri Windfeather's page

359 posts. Alias of Drogeney.


Full Name

Kiri Windfeather

Race

female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

About Kiri Windfeather

Build:

Kiri Windfeather
female strix kineticist 2
CN medium humanoid (strix)
Init +5; Senses Low-Light vision, Darkvision 60 ft, Perception +3 (+5 in dim light or darkness)
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Defense
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AC 16, touch 13, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 21 (2d8+8)
Fort +6, Ref +6, Will -1
Enveloping Winds 20% miss chance vs physical ranged weapons
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Offense
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Speed 30 ft.
Melee dagger 0 (1d4-1/19-20 x2)
Ranged airblast +4 (1d6+1+3 /×2)
Special Attacks air blast
Spells (concentration +5=+3+2):
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Statistics
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Str 8, Dex 16, Con 16, Int 12, Wis 10, Cha 12
Base Atk +1; CMB +0;CMD 15
Feats WP: simple; AP: light; point blank shot
Traits star struck, reactionary
Skills
acrobatics +8=3+2+3 (+2 when jumping)
bluff +6=+2+2+2
disguise +3=+2+1
knowledge (local) +2=+1+1
perception +5=-0+2+3 (+2 nocturnal)
stealth +10=3+2+3 (+2 nocturnal)
sleight of hand +5=+3+2 (bs)
lore (kintargo black market) +6=+1+2+3 (bs)
Languages common, strix (use whelch)
Combat Gear leather armor; Other Gear
Misc Gear pickpocket's outfit, backpack, bedroll, soap, belt pouch x2, mess kit, flint and steel, water skin, trail rations (6 days); 13.69 gp
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Special Abilities
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Broken Wings Kirri's wings were severly broken at a young age, so badly in fact that she could never fly with them again. At most she was able to glide after that day. She learned other skills to help her survive after that happened to and as a consequence benefits from the following:
1.) Members of this race take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
2.) Gains a +2 racial bonus on Bluff, Climb, and Diplomacy checks.
Burn: 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.
Cautious Brawler: Because strix are careful to avoid injuring other strix even when they fight with each other, they develop a talent for fighting without causing lasting harm. They gain a +1 racial bonus on damage rolls when dealing nonlethal damage and take no attack penalty when dealing nonlethal damage with a lethal weapon. This racial trait replaces hatred and suspicious.
Darkvision: Strix see perfectly in the dark up to 60 feet.
Desperate Focus: You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.
Element Focus Air: 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.

Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow or electricity, specializing in mobility and ranged combat.
Class Skills: An aerokineticist adds Fly and Knowledge (nature) to her list of class skills.
Wild Talents: 1st—aerial adaptation, air cushion, air shroud, air's leap, air's reach, basic aerokinesis, gusting infusion†, pushing infusion†, thundering infusion†, voice of the wind; 3rd—aerial evasion, celerity, engulfing winds, magnetic infusion†, torrent†, windsight, wings of air; 4th—cyclone†; 5th—air shroud (greater), chain†, windsight (greater); 6th—suffocate, wind manipulator; 7th—cloud†; 8th—weather master.
Kinetic Blast 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.
Enveloping Winds You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant's thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round.
You can dismiss or restore this effect as an immediate action.

Infusions: 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.
Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
Nocturnal: Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness. Reactionary: You gain a +2 trait bonus on initiative checks.
Star Struck
You gain a +1 trait bonus on Knowledge (local) checks. Pick one of the following celebrities with which to be obsessed. Each celebrity is associated with a particular ability score. Once per day, you can draw on your inspiration from your icon when you are about to attempt a skill check modified by that ability score. When you do so, roll the check twice and take the better of the two results as your actual result.

Strea Vestori (female tiefling; Dexterity): Strea is often regarded as the face of the slums known as the Devil’s Nursery. As Kintargo’s most outspoken and public tiefling citizen and leader of the Cloven Hoof Society, she has nearly as many admirers as she has political enemies in Cheliax.

Meeting a Contact:

The Silver Ravens have long fascinated you. You might just agree with their politics for a free Kintargo, or perhaps you admire their spirit. Maybe you just like the idea of a secret society. You might know someone who was supposedly in the Silver Ravens; that someone might even be a parent, sibling, or lover. When House Thrune established martial law a week ago, though, the Silver Ravens went dark. Rumors that their leaders have all been captured or killed circulate, and no sign of the rank-and-file members can be found. Certainly, your friend or family member has gone missing. You’re starting to worry, and hope to find out what happened to the group. After doing a bit of research, you were contacted by a friend of a friend of a friend who claimed to know something about the Silver Ravens. You don’t know who this contact is or even his name, but you do know that he’s a human man, and that he’s arranged to meet with you at the Aria Park protest. You’ll know him because he’ll be wearing one black leather glove on his right hand and no glove at all on the left. You gain a +2 bonus on all Perception and Sense Motive checks made during the protest itself.

Blasts:

Air Blast: Element(s) air; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning
You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).

You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don't take the –4 penalty on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.


Infusions:

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 Talents:
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.
Air’s Leap Element(s) air; Type utility (Su); Level 1; Burn 0
You are always considered to have a running start when jumping. You add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).

Description and Personality:

Kiri stands 5'4" tall and weighs 125 lbs with storm grey eyes and a nice figure. Her feathers are a deep black and always seem to be ruffled by an unseen wind. She wears the clothes of a pickpocket and a set of leather armor. She is fairly attractive for a strix and doesn't hold the natural hatred of humanity that many of her kind share. She is flighty and vengeful but quite loyal to those who she deems worth her friendship.

Back Story:

Kiri Windfeather was born and raised on the streets of Kintargo in the Redroof district where her parents, Mallus and Zephyr, had taken refuge after their tribe was wiped out by a pack of feral devils who had been roaming the countryside. Their life was hard and her mother died shortly after they arrived. When Kiri was old enough to learn her father began to teach her how to pick pockets and steal to survive. During her training it became obvious that Kiri had great control over the very air she breathed as it rustled her feathers of it's own accord at times and obeyed her will when she needed it to.

Around the time she reached her fifth birthday is when trouble struck, there was a gang of kids that had at times given her trouble. In the past she had always been able to just fly away from them to reach safety but this time they came prepared, one of them pulled out a sling and hit her in the head as she was flying away, stunning her long enough to fall to the ground. the gang caught her before she could flee and attacked, beating her severely and paying particular attention to her wings, breaking them so badly that only potent clerical magic could restore them. She likely would have lost her life had her power not manifested in full and she took down the leaders of the gang with concentrated blasts of air that early killed several of them. Battered and broken she tried to limp home to her father but in the state she was in she couldn't have made it on her own. It was to her luck that a tiefling named Alinzo Maleficus found her and helped her home. She had few friends growing up, largely because of how strange she was, but Alinzo Maleficus, the tiefling who saved her life. became the closest/ He told her about Strea Vestori a tiefling woman of some stature and note in their community. Her imagination was caught by these stories and it became Kiri's dream to meet her hero Strea.

Recently new management came to town and in the ensuing turmoil her father was caught stealing food by a group of hellknights who promptly arrested him and hauled him off for judgment. Finding herself all alone now Kiri was doing what she could just to stay alive. She searched for her father but her efforts were amounting to nothing when Alinzo came to her with information. She was told that Alinzo's cousin's best friend's sister's roommate had heard about someone who might be able to help and arranged to meet during the next protest in front of the opera house turned governor's residence. Kiri went there to meet the contact and would soon find herself embroiled into much greater and more dangerous things than she ever expected.