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About Mnirhat Rainsong---===Statistics===---:
Mnirhat Rainsong Male Human Hydrokineticist//Psychic 1 N Medium Humanoid (Human) Init +9; Senses Perception +5 -------------------------------=DEFENSE=------------------------------- AC: 10, Touch: 10, Flat-Footed: 10 (+2 armor, +2 dex, +0 shield,+0 NA,+0 Magic, +1 Dodge) HP: 13 {+1d10,+3 Con} Fort: +5, {+2 Base,+3 Con} Reflex: +4, {+2 Base,+2 Dex} Will: +3, {+2 Base,+1 Wis} CMD 12 {+0 Base + 0 Str +2 Dex +0 size +0 misc} -------------------------------=OFFENSE=------------------------------- Speed: 30 ft. CMB: +0; {+0 Base +0 Str +0 size +0 misc} Base Atk: +0; Melee:+0 {+0 Base,+0 Str} Ranged:+2 {+0 Base,+2 Dex} --Melee:Dagger +0 (1d4 19-20/x2) --Ranged:Kinetic Blast(Water) +3 (1d6+5 20/x2)
-------------------------------=STATISTICS=-------------------------------
-------------------------=Traits=----------------------
----------------=Race Traits=------------------- --------------=Feats=-----------------
ACP -0 *ACP applies to these skills
-=Languages=- English, , ---===Special Abilities===---:
-------------------------------=SPECIAL/CLASS ABILITIES=------------------------------- Elemental Focus: Water Kninetic Blast: Water Blast Wild Talent: --Kinetic Cover: Burn 1; Stda: select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight as well. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0 and 2 hit points per kineticist level you possess.. Knacks Psychic Discipline: Tranquility Mental Placidity (Su): Immediate action: +2 bonus on a Will saving throw you are about to attempt. This bonus increases to +4 against an enchantment spell or effect. Any ally who attempts a saving throw against the same effect gains a +1 bonus on the Will save, or a +2 bonus if against an enchantment. If your saving throw succeeds, you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Wisdom modifier. Class Abilities Written Out:
Elemental Focus (Su): At 1st level, a kineticist chooses to focus primarily in air (aerokinesis), earth (terrakinesis), fire (pyrokinesis), water (hydrokinesis), or aether (telekinesis). Her choice of element determines how she accesses the raw power of the Ethereal Plane, and it grants her access to wild talents and additional class skills. Kinetic Blast (Sp): At 1st level, a kineticist chooses one
Wild Talent: At 1st level, a kineticist gains a wild talent
Burn (Ex): At 1st level, a kineticist can overexert herself
Knacks: Psychics learn a number of knacks, or 0-level
Psychic Discipline (Ex or Sp): Each psychic accesses and
Mental Placidity (Su): As an immediate action, you can gain
---===Spells===---:
-------------------------------=Spells=------------------------------- Caster Level:1 Concentration: +4 -----------------------------=0th (at will)=-------------------------------- Light, Mage Hand, Prestidigitation, Resistance ------------------------------=1st (4/day)=------------------------------ Shield, True Strike ---===Gear/Possessions===---:
-------------------------------=GEAR/POSSESSIONS=-------------------------- ----- Leather Armor (15 lbs.) Daggers (1 lbs.) Travelers Outfit and Belt pouch Backpack (2 lbs.) -Bedroll (5 lbs.) -Compass (1/2 lb.) -Flint and Steel (---) -Mess Kit (1 lb.) -Iron Pot (4 lbs.) -Waterskin (4 lbs.) -=Carrying Capacity=-
-=Money=- 75 GP 7 SP 0 CP
---===Background===---:
Mnirhat was born in the Dinacon tribe, a small tribe that lives on the Ptuge Sund (its what they call the Puget Sound in Washington). Mnirhat spent most of his young life perfecting the use of his powers over water and, after sowing he had an aptitude for it, studying the mystic ways of his clans head mystic, his grandfather. Mnirhat always had vivid dreams of a land far the the east, with verdent forests, rolling mountains and a large blue river overflowing with life. He asked his grandfather about the valley and learned that it was where the tribe lived while he was a young man. The tribe was driven out by marauders from the south and unsure of where to go the clans mystic just walked, following latent psychic energies, and walked to where the clan lives today. From that point on Mnirhat decieded that one day he would travel to the east, find his tribes ancestral valley, and restart the tribe there. As he matured he began hunting and gathering supplies and food for the tribe, in an attempt to make himself stronger and more able to make the journey. Every few years merchants from the south arrive and trade with the Dinacon village. On their last visit, 5 hears ago Mnirhat's brother, Unapiel, left with them to learn more about the technology and the world. One week before the merchants were expected to return Mnirhat had a vision of his brother being trapped by dark forces. He kept this to himself. When they returned Unapiel was not with them, and when asked about him they said they had no memory of him. Not wanting to wait, Mnirhat told his parents about his vision, quickly packed his canoe and began his journey south. After a few months of roughing it, he decieded to stay one night in a small town before he continued traveling, but in the middle of the night the villagers tied him up and dragged him along with another prisoner to a high rock outcrop overlooking the ocean. On the outcrop Jericho and the Townspeople started performing rites to their god and sacrificed the other guy. Mnirhat used this as a distracted to escape his bonds but he wasn't fast enough and they cut off his way of escape, trapping him between them and the cliff edge. Drawing on all the strength he had, Mnirhat pulled a huge wave into the outcrop, plummeting himself and most of the townsfolk into the sea. The current took him to the south and deposited him on Pearl's beach. He was nearly dead from over exerting himself with the wave and Pearl nursed him back to health. When he was fully recovered she provided him with information about the region and said that if he ever needed help he would know where to find her. He continued south, eventually joining with the other PC's. ---===Appearance and Personality===---:
Eyes:Glacial Blue Hair:Dirty Blonde Skin:Light Tan Height:5'10" Weight:135 lbs. ---===10 Minute Background===---:
Step 1: My concept for Mnirhat is for him to be primarily a ranged damage dealer with supporting spells. He wears simple earthen-toned hunters clothing and stands around 5'10" tall. He keeps his left arm wrapped in cloth from shoulder to fingertips to hide a large blue mark that swirls down his entire arm. He usually keeps a calm and cheery demeanor, like a slow flowing river, but when he gets angry he becomes as vicious and unyielding as a raging rapid. Thankfully it takes a lot to get him worked up enough to act upon his anger. Hes afraid of getting angry, because when he was younger he lost his temper and really hurt a friend. So getting anger causes great stress and grief for him, not only because of the friend but also because he was raised beleiving anger is bad in any form. He hates seeing people hurting others more than anything else and is a sure fire thing to get him angry to the point of acting. He has a deep respect for nature. When it comes to people he shows respect to everyone until they prove unworthy of his respect, but even then he never intentionally shows disrespect. Similarly he trusts people until they are untrustworthy. Step 2: Mnirhat's main goal is to find and bring his brother back to the tribe, but his longer term goal is to travel to the east and restart his tribe in their ancestral lands. As a player I would like to see him over come his fear and guilt of getting angry, learning that violent anger can be a good thing and finding positive outlets for his anger, other than violence. I would also like to see him make some progress towards his dream of traveling back east. Step 3: Mnirhat's mains secrets are his dream of heading to the east and how bad his temper is. Mnirhat believes that Unapiel is in trouble and is being held against his will. In reality he is willingly staying with the technomancers and after the hardships he's endured the past few years he's become colder and crueler, but not evil ... yet. Step 4: The first is Unapiel (Unchained Rouge//Machinesmith), Mnirhat's missing younger brother. He is kind hearted and inventive, always looking for his next big idea. At least that's how Mnirhat remembers him. See the secret above. The second is Jericho Nazareth. He is the leader of a small fishing village on the coast. He also runs all the religious ceremonies and services to their god, Cthulhu. He is following Mnirhat to get revenge for the events during his visit to the town. The third is Pearl Sirensong. She is the healer who nursed Nnirhat back to health after his incident with Jericho's town. She knows a lot about nature and what is and isn't in northern California and southern Oregon. Step 5: He says sorry whenever he thinks he has goofed up or negatively influenced someone else. He paces a lot and finds it hard to sit still. (Always in motion, like a river) He enjoys listening to music and finds it even if there is none being actively created. (Like in the wind, in rivers, in birds chirping, etc.)
---===GM Questionaire===---:
1.How does your character interact with the others within a group? He's a kind and caring person when it comes to others, but at the same time he doesn't hold back his opinions of others and their actions, unless it would be disrespectful to share, in which case he just says nothing. 2. What is your character's role in a group?
3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
4. What are your character's goals, conscious and, perhaps, subconscious?
5. How easily does your character love? Have they been in love?
6. Is your character racist at all, either now or in their past?
7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
He believes that what people see, the material reality, is one of many equally real worlds (aka other planes of existence). 8. How is your character about material possessions?
9. What does your character perceive their major problems to be?
10. What does he perceive the solutions to those problems to be?
11. What are your character's religious beliefs?
12. What does your character fear?
13. How much of a temper does your character have? What sorts of
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