Elessia

Abadia Summers's page

No posts. Alias of Silver2195.


Full Name

Abadia Summers

Race

Human (Changeling)

Classes/Levels

Kineticist 1 (Fire/Water)

Gender

F

Size

Medium

Age

20

Alignment

NG

Languages

Common, Hallit, Skald, Jotun

Occupation

Northern Ancestry

Strength 12
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 14
Charisma 10

About Abadia Summers

Ancestry feats: Natural Ambition, Snow May
Class feats: Flying Flame, Burning Jet, Winter’s Clutch, Deflecting Wave
Starting skills: Society, Nature, Acrobatics, Survival, Stealth, Irrisen Lore
Starting skill feat: Multilingual
Starting equipment: studded leather armor, adventurer’s pack, clothing (winter), compass, healing potion (minor), 5 gp, 1 sp
---

Backstory: As changeling childhoods go, Abadia’s wasn’t so bad, but it wasn’t especially happy by non-changeling standards. Her foster parents (who like her birth parents were from Irrisen, although they lived in Taldor) were well-meaning but emotionally distant, seemingly not quite sure how to handle a child who could potentially become a hag. As Abadia entered adolescence, she became increasingly anxious about whether she would be able to resist the Call (a phenomenon she had learned about mainly from books, because her parents had never clearly explained it to her). This led to her decision to study under a fire kineticist, obsessively meditating on the concept of fire in the hopes of resisting the influence of her winter hag mother. She eventually successfully opened her kinetic gate, but was distressed to discover that she was now channeling the power of water (including ice) as well as fire. Her mentor’s reassurances have made her willing to use both elements for now, but she has not completely purged her anxieties about using the power of ice.

Incidentally, the Summers family named her “Abadia” not because they were devout followers of Abadar, but because she was born in January (Abadius).

Personality: Abadia can be alternately “cold” and “warm,” and her attitudes towards literal cold and warmth also shift back and forth; she is fascinated by snow and cold but worries that enjoying them too much will lead to giving in to the Call, and she loves fire and heat but worries that opening a dual gate instead of a single gate is a sign that the element of fire does not fully accept her.
---

HP: 20
Defenses: AC 17 (15 unarmored), Fort +9 (E), Ref +7 (E), Will +5 (T)
Movement: 25 feet
Class DC: 17 (T); impulse attack +7
Senses: Perception +5 (T), low-light vision
Skills Acrobatics +5 (T), Nature +5 (T), Stealth +5 (T), Survival +5 (T), Society +3 (T), Lore: Irrisen +3 (T), Medicine +2 (U), Religion +2 (U), Thievery +2 (U), Athletics +1 (U)
---

Deflecting Wave ↺
Trigger: You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect.
Requirements: You're aware of the hostile effect, and you aren't off-guard against it.
A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once.

Winter's Clutch ◆◆ (Cold, Impulse, Kineticist, Primal, Water)
Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square.

Burning Jet ◆◆ (Fire, Impulse, Kineticist, Primal)
A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions.

Flying Flame ◆◆ (Fire, Impulse, Kineticist, Primal)
A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times.

Channel Elements ◆ (Aura, Kineticist, Primal)
Requirements: Your kinetic gate isn't active.
You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

Elemental Blast ◆ (Attack, Impulse, Kineticist, Primal)
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack [+7] against the AC of one creature. Add your Strength modifier [+1] to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier [+4]. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
Fire: 1d6 fire, range 60 feet
Water: 1d8 bludgeoning or cold, 30 feet
Critical Success: The target takes double damage.
Success: The target takes full damage.

Base Kinesis ◆◆ (Impulse, Kineticist, Primal)
It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted.
Generate: You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
Move: Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
Suppress: You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.