Darius Finch

Akir's page

1 post. Alias of Thecooldudenextdoor.


About Akir

Statistics for Akir :
Male human kineticist 1
N Medium Humanoid (human)
Init +3; Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC: 18, touch 14, flat-footed 14 (+4 armor, +4 dex, +0shield,+0 NA,+0 Magic)
hp: 15 {+1d8,+5Con}
Fort: +7, {+2Base,+5Con+}
Ref: +6 {+2Base,+4Dex+ }
Will: +4,{+0Base,+2Wis+2 trait}
CMD: 13
------------------------------
OFFENSE
------------------------------
Speed: 30 ft.
CMB 0
Base Atk: +0
Melee:+0{+0Base,+0Str}
Ranged:+3{+0Base,+3Dex}

--Melee: +3
Kinetic Blade: +4
Damage: 1d6+9

--Ranged:+3
Kinetic Blast: +4
Damage: 1d6+6
------------------------------
STATISTICS
------------------------------
Str: 10 , Dex: 18, Con: 20, Int: 12, Wis: 14, Cha: 12

------------------------
Traits: earning your freedom, Indomitable Will,
---------------
Drawbacks: N/A
----------------
Alt. Race Traits: +2 to another AS (dex)
-------------
Feats: weapon finesse,
----------------

--------------
Skills 5/lvl
-----------
Acrobatics: 1
Perception: 1
Sense Motive: 1
Survival: 1
Stealth: 1
Know. Local: 1
Profession guard:1
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, dwarven, halfling, Orc, giant

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES AND SPELLS
------------------------------
Burn (Ex):

At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Kinetic Blast (Sp)

At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.

As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

if she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Water Blast:

Element(s) water; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning

You slam a single foe with a stream of water.

Kinetic Blade:

Element(s) 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 nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) 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. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

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 (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of 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 blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Basic Hydrokinesis:

Element(s) water; Type utility (Sp); Level 1; Burn 0

You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

Extended Range:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------

Arms and Armor: Chain shirt, Buckler

Misc: Backpack, belt pouch, 150ft silk rope, 1 waterskins, 20 rations, flint and steel, grappling hook, Mug, Focus,
Magical items:
Magical Consumables:

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 3 GP 29 SP 0 CP

background:

Akir was born in the dry, harsh plains of Katapash. He lost his father when he was 5, and, after discovering his powers over water and ice at the age of 7, was given into slavery by his mother, not out of spite or greed but hope that he would at least have a chance at a better life. Akir’s ability to create and somewhat control water almost guaranteed his usefulness, especially during travels. As it was, Akir was indeed valued and so more taken care of than other slaves however he had been too young to understand why his mother seemingly abandoned him, and now 10 years later after changing masters thrice he wants to be the master of his own destiny. Now he has that chance, his latest master, a kind, gentle, elderly man released the lad while on his death bed. He has since signed on as a caravan guard, something he knows, however this time, it was his choice. Who knows, maybe he could finally meet his birth mother somewhere on the road and find out why he was left into slavery.

So, not much here, however hopefully this will help clear up just what type of person he is. He is after all, very young.

Loyalty, or Honesty?: “ I dunno, I’ve always been trained to be loyal to my masters, but they also said I should never lie, can I not pick both?”
Compassion, or Justice: “Compassion, as my late Owner always said, you catch more flies with honey. Though, can’t say why he wanted to catch so many flies though.
Charity, or teaching: “Teaching, I prefer to know how to do something, then let someone do it for me, doesn’t everyone?”
Love, or Fear: “Love obviously! Fear only leads to hate, and hate, as my late master said, only leads to rebellion. “
Obedience, or free thinking: [b]”Free thinking, I hated not being able to do what I wanted or even say what I thought. No one should have to be obedient to another.”
[b]Pride, or Greed:
“um, do I have to pick one? I don’t like either but I’d say greed, at least then I know I’ll be comfortable.”
Group, or Individual: “Individual, the worlds made of individuals, some are more important than others, group good isn’t always the best.”

What is Right? What is wrong?
“I honestly don’t know. I mean, I’ve been taught that obeying is right, but that’s probably only for slaves, or ‘household workers’. I think right is just doing what that voice in your held tells ya, and wrong is doing the opposite.”

finally, answer this question as your character would
You see your most cherished companion in mortal danger, you have the means to save them however, if you choose to do so you will in their place send a group of several other people you do not know to their doom. What, do you do?

I save both, how? Easily I figure out a way to do it!... even if it costs me my life.