Sorcerer

Xuan Fung's page

649 posts. Organized Play character for kuey.


Full Name

Xuan Fung

Race

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) |

Classes/Levels

Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Age

28

Deity

Irori

About Xuan Fung

Current Scenario Notes:
potion of cure serious wounds

Player Name: kuey
Character Name: Xuan Fung
Chronicles Completed: 21
Fame: 42
PP: 17
XP: 21
GP: 1036.9
Society ID: 215076-4
Faction: The Grand Lodge

During this Scenario:

Xuan Fung
Human (Tian-Shu) aerokineticist 8 (Pathfinder RPG Occult Adventures 10)
LG Medium humanoid (human)
Init +3; Senses Perception +14
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Defense
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AC 23, touch 14, flat-footed 20 (+7 armor, +1 deflection, +3 Dex, +2 shield)
hp 99 (8d8+56)
Fort +16, Ref +12, Will +8
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Offense
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Speed 30 ft.
Melee spiked gauntlet +10/+5 (1d4+1)
Ranged light crossbow +10 (1d8+1/19-20)
Special Attacks kinetic blast, metakinesis (empower)
Kineticist Spell-Like Abilities (CL 8th; concentration +6)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—kinetic blade, kinetic whip, thundering infusion (DC 21)
. . Blasts—air blast (4d6+12), electric blast (4d6+4 electricity), thunderstorm blast (8d6+16 ½ electricity and ½ bludgeoning)
. . Utility—air cushion, air shroud, basic aerokinesis, celerity, elemental whispers, elemental whispers, greater, wings of air
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Statistics
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Str 10, Dex 16, Con 24, Int 12, Wis 12, Cha 7
Base Atk +6; CMB +7; CMD 20
Feats Alertness, Iron Will, Point-Blank Shot, Precise Shot, Weapon Finesse, Weapon Focus (kineticist blast)
Traits armor expert, vagabond child (urban)
Skills Acrobatics +14, Disable Device +17, Escape Artist +9, Fly +10, Heal +5, Knowledge (nature) +5, Perception +14, Profession (herbalist) +10, Sense Motive +3, Stealth +14, Survival +1 (+3 to avoid becoming lost)
Languages Auran, Common, Tien
SQ burn (2 points/round, max 10), elemental overflow +2, expanded element (air), gather power, infusion specialization 2, internal buffer 1
Combat Gear cold iron crossbow bolts (10), crossbow bolts (10), oil of daylight, scroll of darkvision, scroll of lesser (x4) restoration, silver crossbow bolts (10), wand of cure light wounds (37-4 charges), wand of heightened awareness (42 charges), wand of longstrider (38 charges), alchemist's fire; Other Gear +1 mithral breastplate, +1 buckler, light crossbow, spiked gauntlet, belt of mighty constitution +4, cloak of resistance +3, handy haversack, ioun torch ioun stone[APG], lesser pentacle talisman[HA], lesser talisman of life's breath[OA], lesser talisman of warrior's courage[OA], ring of protection +1, wayfinder, jade[ISWG], bedroll, masterwork thieves' tools, masterwork tool, retraining of l1 and l5 utility wild talent (worth 600 gp), trail rations (4), waterskin, 1,036 gp, 9 sp
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Special Abilities
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ABILITIES
Burn 2/round (8 nonlethal/burn, 10/day) Burn HP to gain greater effects on your wild talents.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.

BLASTS
Air Blast (Sp) Level 4; Burn 0
Electric Blast (Sp) Level 4; Burn 0
Thunderstorm Blast (Sp) Level 4; Burn 2

FAMILIAR
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.

FEATS
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

INFUSIONS
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Whip (Light Weapon) Form a kinetic blade with reach.
Thundering Infusion (DC 21) Blast deafens its targets

UTILITIES
Air Cushion (Sp) Constantly under the effects of feather fall.
Air Shroud (Su) Constantly under the effects of air bubble.
Celerity (Sp) Grant ally haste for 1 rd, or 1 rd/level if accept 1 burn.
Elemental Whispers (Su) You gain a familiar.
Elemental Whispers, Greater (Su) You gain an air wysp as a familiar.
Wings of Air (Sp) You are constantly under the effects of fly.

bot me:

In combat, Fung will fly to come within reach range but keep overhead the target and use kinetic whip. If he can't come within range, he'll fire kinetic blast. He'll use air blast for creatures without DR or electric blasts for creatures with high AC and without SR or electricity resistance / immunity. He would almost definitely have taken at least 3 burn, and hence, elemental overflow would be active (with con and dex by +2). In melee, if his air wysp can get into melee range, it will aid for +4 to attack.

If melee:
Air Wysp Aura, Elemental Overflow (Dex & Con)
[dice=electric blast vs TAC]1d20+10+1+2+1[/dice] [dice=electric dmg]4d6+3+1+4+1[/dice]
[dice=air blast]1d20+10+1+2+1[/dice] [dice=dmg]4d6+11+1+4+1[/dice]

If range within 30ft:
Air Wysp Aura, Elemental Overflow (Dex & Con), PBS
[dice=electric blast vs TAC]1d20+10+1+2+1+1[/dice] [dice=electric dmg]4d6+3+1+4+1+1[/dice]
[dice=air blast]1d20+10+1+2+1+1[/dice] [dice=dmg]4d6+11+1+4+1+1[/dice]

If he has burn to spare (e.g. gather power using move action), he'll use Empower Metakinesis for additional 50% damage.

If the party is fighting spellcasters, Fung will spend a move action to gather power, then use thundering infusion as part of the electric blast, fort DC22, to deafen the spellcaster.