Giant Hunter

Tenebrynn's page

1,073 posts. Alias of John Hathaway.


Race

Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

About Tenebrynn

.
Patient File
Name: Tenebrynn
Height: 3' 1"
Weight: 32 lbs
Hair: gray, wisps of red throughout (back to a vibrant, tulip-red w/ a singular stipe of bleach-white when the game begins)
Eyes: gray (as with her hair, restored to a shining carnelian)
Skintone: ashen white (dusky pink now rather than the alabaster hue from when she was bleached)
Next of kin: none
Contact: none
Home: unknown/not given
Behavioral notes: subject's companions state subject has gradually become chronically lethargic and laconic, is now refusing food and drink
Diagnosis: Bleaching
Treatment: [[[illegible]]]

NEW Patient Files found to be fabricated. Subject is former associate of Count Lowls and was brought to Brairstone Asylum in catatonic state by the count for assessment/disposal.

---

Te... Tin? Tan? Ten? Ten. No, not Ten. Tene... something.
Tene...brynn? Tenebrynn, yeah.

Tenebrynn... ???
CN gnome Kineticist 9 / Ninja 2
Favored Class: Kineticist (+1hp/lvl)
Languages: Common, Gnome, Sylvan
Vision: normal, low-light
HP: 142 (8+Con+Fav Class) + 9*(1/2HD+1+Con+Fav Class) + 2*(1/2HD+1+Con)

Str: 8 (-1)
Dex: 18 (+4)
Con: 24 (+7)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 14 (+2)
Stat Improvements: [+2 Con, +2 Cha, -2 Str] (racial), +1 Con (lvl 4), +2 Con (belt), [+2 Dex, +2Con] (Elemental Overflow), +1 Cha (lvl 8), +2 Con (Mad Poet)

20 point buy:

Str 10 (0pts)
Dex 16 (10pts)
Con 15 (7pts)
Int 10 (0pts)
Wis 12 (2pts)
Cha 11 (1pts)

Offense/Defense
AC: 17 (Tch 15 // FF 13) (armor +2, dex +4, size +1)
Fort: +13 (+6 base, +7 con)
Ref: +13 (+9 base, +4 dex)
Will: +7 (+4 base, +1 wis, +2 feat)

BAB: +7
CMB: +4
CMD: 19
Initiative: +3
Speed: 20ft

Racial Traits:

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Warden of Nature: Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces defensive training and hatred.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan.

Traits
Foe of the Strange (campaign): You awake feeling emboldened after a terrifying nightmare. Instead of being frightened by the bizarre creatures from your nightmares, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You’ll take the fight to them.

You gain a +2 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s confusion). In addition, whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result.

Criminal (social): +1 on Disable Device, Disable Device is a class skill

Feats
Lvl 1: Point Blank Shot
Lvl 3: Kinetic Leap
Lvl 5: Precise Shot
Lvl 7: Iron Will
Lvl 9: Extra Wild Talent
Lvl 11: Extra Ki

Detailed Feats:

Point Blank Shot: Prereqs: none
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Kinetic Leap Prereqs: Acrobatics 3 ranks, kinetic blast class feature
Benefit: Once per day as a swift action, you can conjure a burst of energy from your kinetic blast to help you jump a long distance, adding a +10 bonus on your Acrobatics check to jump; if you have at least 10 ranks in Acrobatics, the bonus increases to +20. By accepting 1 point of burn, you can use this ability at will until your burn is removed.

Precise shot Prereqs: Point-blank Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Iron Will Prereqs: n/a
Benefit: You get a +2 bonus on all Will saving throws.

Extra Ki Prereqs: ki pool class feature
Benefit: Your ki pool increases by 2.

Detailed Skills:

Kineticist Skill Points/level: 4 = 4(class) +0(int)
Ninja Skill Points/level: 8 = 8(class) +0(int)
class skill // Armor Check Penalty = 0 // Total Skill Pts: 52

Acrobatics: +17 = +11(ranks) +3(trained) +3(dex)
Appraise: +0 = +0(ranks) +0(int)
Bluff: +2 = +0(ranks) +2(cha)
Climb: -1 = +0(ranks) -1(str)
Craft (): +0 = +0(ranks) +0(int)
Diplomacy: +2 = +0(ranks) +2(cha)
Disable Device: +20 = +11(ranks) +3(trained) +3(dex) +1(trait) +2(circumstance)
Disguise: +2 = +0(ranks) +2(cha)
Escape Artist: +7 = +1(ranks) +3(trained) +3(dex)
Fly: +3 = +0(ranks) +3(dex)
Handle Animal: +1 = +0(ranks) +1(wis)
Heal: +1 = +0(ranks) +1(wis)
Intimidate: +2 = +0(ranks) +2(cha)
Knowledge (Arcana): +0 = +0(ranks) +0(int)
Knowledge (Dungeoneering): +0 = +0(ranks) +0(int)
Knowledge (Engineering): +0 = +0(ranks) +0(int)
Knowledge (Geography): +0 = +0(ranks) +0(int)
Knowledge (History): +0 = +0(ranks) +0(int)
Knowledge (Local): +0 = +0(ranks) +0(int)
Knowledge (Nature): +2 = +0(ranks) +0(int)
Knowledge (Nobility): +0 = +0(ranks) +0(int)
Knowledge (Planes): +10 = +5(ranks) +3(trained) +0(int) +2(trait)
Knowledge (Religion): +0 = +0(ranks) +0(int)
Linguistics: +0 = +0(ranks) +0(int)
Perception: +11 = +5(ranks) +3(trained) +1(wis) +2(race)
Perform: +2 = +0(ranks) +2(cha)
Profession: +1 = +0(ranks) +1(wis)
Ride: +3 = +0(ranks) +3(dex)
Sense Motive: +1 = +0(ranks) +1(wis)
Sleight of Hand: +11 = +5(ranks) +3(trained) +3(dex)
Spellcraft: +0/+2 = +0(ranks) +0(int) +2(ID only)
Stealth: +21 = +6(ranks) +3(trained) +3(dex) +4(size) +5(cloak)
Survival: +1 = +0(ranks) +1(wis)
Swim: -1 = +0(ranks) -1(str)
Use Magic Device: +2 = +0(ranks) +2(cha)

Proficiencies:

Weapon: All simple weapons + kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizaski
Armor: Light armor, but not shields

Kineticist Class Abilities:

Elemental Focus: Air

Wild Talents: at will use, standard action unless otherwise specified, Save DCs = 10 + talent effective spell level + Con mod

Burn: Accrue no more than 1/turn, max Burn = 3 + Con mod

Gather Power: move action = reduce burn of next talent by 1 // full round action = reduce burn of next talent by 2

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.

Internal Buffer (Su): At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Basic Aerokinesis
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.

Enveloping Winds
Element air; Type defense (Su); Level —; Burn 0
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.

Air's Leap
Element 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).

Air Cushion
Element air; Type utility (Sp); Level 1; Burn 0
You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.

Celerity
Element air; Type utility (Sp); Level 3; Burn 0
You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

Engulfing Winds
Element air; Type utility (Sp);
Level 3; Burn 0
Prerequisite enveloping winds
You bend your winds into a formidable barrier. Until the start of your next turn, you lose the benefits of enveloping winds, but can create a wind wall as the spell. You can extend the wall's duration to 1 round per kineticist level by accepting 1 point of burn.

Blasts
Kinetic Blast (Air Blast)
Element air; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage 1d6+1+Con Mod, no SR (bludgeoning) (+ an additional 1d6+1 every odd level)

Kinetic Blast (Electric Blast)
Element air; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage 1d6+ 1/2Con Mod, SR (electricity) (+ an additional 1d6 every odd level)

Thunderstorm Blast (Air Blast)
Element air + air; Type composite blast (Sp); Level —; Burn 2
Blast Type physical; Damage 2d6+2+Con Mod, no SR (1/2 bludgeoning, 1/2 electricity) (+ an additional 2d6+2 every odd level)

Infusions
Gusting Infusion
Element air; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, sandstorm, thunderstorm
Saving Throw Fortitude negates
The wind from your infusion causes your blast to act as an instantaneous gust of wind. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path.

Kinetic Blade
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action, using this wild talent doesn't provoke any additional attack sof opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your strength modifier). The blad edisappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it ineteracts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn't add the damage bonus from elemental overflow.

Kinetic Whip
Element universal; Type form infusion; Level 3; Burn 2
Associated Blasts any
Saving Throw none
You form a long tendril of energy or elemental matter. This functions as a kinetic blade, but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip's usual damage.

Torrent
Element air, fire, or water; Type form infusion; Level 3; Burn 2
Associated Blasts air, blizzard, blue flame, charged water, fire, magma, mud, plasma, sandstorm, steam, thunderstorm, water
Saving Throw Reflex half
A torrent of energy buffets or burns all foes in a 30-foot line, dealing half your normal amount of blast damage (or full damage for energy blasts). The saving throw DC is Dexterity-based.

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

Ninja Class Abilities:

Poison Use
At first level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack (1d6)
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC or when the ninja flanks ehr target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter.

Ki Pool
At 2nd level, a ninja gains a pool of ki points. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2.

Ki Point Uses (1 ki point, swift action)

  • +1 attack at highest BAB as full attack
  • +20 feet movement speed
  • +4 insight bonus to Stealth checks for 1 round

    Ki is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

    Ninja Tricks
    Vanishing Trick
    Action Swift; Cost 1 ki point
    The ninja can disappear for 1 round per level. This ability functions as invisibility.

  • Equipment
    Coins: 7,123.47 gp
    Daggers (2)
    Leather Armor
    Burglar's Bracers
    Cloak of Elvenkind
    belt of mighty constitution +2

    Handy Haversack
    Backpack
    Blanket
    Bullseye Lantern
    Candle (3)
    Thieves' Tools
    Traveler's Outfit
    Healer's Kit (10 charges)

    starting gear:

    Starting Gold: 60 gp
    Total Spent: 58.53 gp
    Remaining: 1.47 gp

    daggers (2)... 4gp / 2 lbs
    leather armor... 10gp / 15 lbs

    Backpack... 2gp / 2 lbs
    Blanket ... 0.5gp / 3 lbs
    Bullseye lantern... 12gp / 3 lbs
    Candle (3)... 0.03gp / --
    Thieves' Tools... 30gp / 1 lb

    Traveler's Outfit... free / 5 lbs

    Background
    Who- <brushes nose> ...knows?

    Tenebrynn isn't herself even sure how old she is, but prior to the events that robbed her of her memory she lived a simple, but enjoyable life. She traveled nearly the whole breadth of the Inner Sea with a caravan of minstrels and other travelers for the bulk of her adolescence and adulthood, and she'd ply her trade on the gathered crowds at each stop, slipping into their homes and relieving them of their valuables while the entertainers kept them rapt in the square. But the thrill of snatching shinies grew more and more mundane, their travels eventually began to lose their luster, and the cities grew less wondrous with each visit.
    After two decades, Tenebrynn had begun to grow dangerously bored. It was with some dawning alarm that others in the caravan noticed the color fading from her hair: Tenebrynn had started to undergo the Bleaching.
    Knowing it would be a death sentence for the gnome if it wasn't treated, but with Tenebrynn herself too laconic at this stage to care, the caravan wheeled its way through Thrushmoor in Ustalav, hoping that a particular facility in the outskirts of the town might be able to help her.
    Tenebrynn doesn't remember any of that, but the stripe of stark white in her hair shows plainly enough what almost befell her. The scar just beneath it though carries some darker portent and perhaps suggests some events which are best left forgotten.

    Formerly a catbuglar and envoy of Count Lowls, Tenebrynn had reached the end of her usefulness after acquiring a rare item from a museum for the count which enabled him to complete his pilgrimage to the Dreamlands. There, Lowls sought out the Mad Poet and sacrificed Tenebrynn and his other lackeys to the Poet's pool. Tenebrynn was drowned, her memories and sense of self fragmented, and her ruined mind was cast adrift. She came to somehow within the bowels of Briarstone Asylum and has only just recently had her mind restored. Now, she and her friends pour all their efforts and energies into hunting down Lowls and stopping him from completing his mad scheme of bringing Golarion into alignment with Carcosa.
    For a time, while her mind was still fragmented, Tenebrynn was the unwilling host to the frought soul of Nestor, a hunter from the Mwangi who died horribly in his pursuit of a plane-hopping big game hunter, Kelvetta. The Mad Poet was able to separate Nestor's phantom from Tenebrynn shortly before her mind was restored, but the repeated traumas have left their mark upon the little gnome. Though she has tried to shore up her mental defenses and reinforce her sense of self, both remain woefully fragile.

    Personality/Mannerisms
    Her words are often quick and evasive, and she frequently asks questions which she then herself answers in the next breath - almost as if the questions tumble forth before she even takes a moment to consider if she already knows the answer or not.

    Appearance
    Thin and willowy with a shock of wild red hair, Tenebrynn is a slight gnome with wide, darting eyes and unkempt clothes. She bears a scar above her left eye as well as a stripe of white hair, the latter originating just above the crossed reminder of a wound which she cannot recall received at Count Lowl's hands as he betrayed her as the Dreamlands Oasis.

    Macros:

    [spoiler=Status]
    Waking HP: 142/142
    Nonlethal: 30
    AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
    Fort: +13 // Ref: +13 // Will: +7 (+2 vs illusion)
    Burn Accrued: 3/10
    Ki Pool Spent: 0/5

    Ongoing Effects:
    Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
    Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
    Point Blank Shot: +1/+1
    Haste (x/9): +1 to hit, +1 reflex, +30ft movement speed

    Elemental overflow:
    [*]+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 3)
    [*]Ability Score increases (+2): Dex, Con

    [/spoiler]

    [dice=Jump]1d20+90[/dice]
    [dice=Jump + burn(1)]1d20+170[/dice]
    [dice=Concentration Check]1d20+17[/dice]
    [dice=CL Check vs SR]1d20+9[/dice]
    [dice=Air Blast]1d20+12[/dice][dice=for]5d6+13[/dice]
    [dice=Electric Blast]1d20+12[/dice][dice=for]5d6+4[/dice]
    [dice=Electric Torrent (Ref Save DC 21 for 1/2)]5d6+4[/dice]
    [dice=Thunderstorm Blast]1d20+12[/dice][dice=for]10d6+18[/dice]
    [dice=Thunderstorm Torrent (Ref Save DC 21 for 1/2)]10d6+18[/dice]