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About Tenebrynn.
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.
Tenebrynn... ???
Str: 8 (-1)
20 point buy:
Str 10 (0pts) Dex 16 (10pts) Con 15 (7pts) Int 10 (0pts) Wis 12 (2pts) Cha 11 (1pts) Offense/Defense
BAB: +7
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. 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. 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. 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
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
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
Precise shot Prereqs: Point-blank Shot
Iron Will Prereqs: n/a
Extra Ki Prereqs: ki pool class feature
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)
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 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
Air's Leap
Air Cushion
Celerity
Engulfing Winds
Blasts
Kinetic Blast (Electric Blast)
Thunderstorm Blast (Air Blast)
Infusions
Kinetic Blade
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
Torrent
Extended Range
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)
Ki Pool
Ki Point Uses (1 ki point, swift action)
Ki is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Ninja Tricks
Equipment
Handy Haversack
starting gear:
Starting Gold: 60 gp Total Spent: 58.53 gp Remaining: 1.47 gp daggers (2)... 4gp / 2 lbs
Backpack... 2gp / 2 lbs
Traveler's Outfit... free / 5 lbs
Background
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.
Personality/Mannerisms
Appearance
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:
Elemental overflow:
[/spoiler] [dice=Jump]1d20+90[/dice]
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