Viveka

Alessandria Ogniram's page

86 posts. Alias of Cwethan.


Race

Female Ardande Centaur Pyrokineticist Moot Guard 6 - HP 86/86| AC 24 | F +14 R +10(13) W +13 | Perception +11 | Hero Points 0

Size

Not quite 8'; about a ton

Age

Younger than she acts

Alignment

Harsh

Deity

Cernunnos

Location

Verdun Woods

Languages

Fey, Taldane

Strength 4
Dexterity 0
Constitution 4
Intelligence 0
Wisdom 3
Charisma 1

About Alessandria Ogniram

Ancestry Ardande Centaur
Background Moot Guard
Class Kineticist; Level: 6
Size Large Traits Ardande, Centaur, Humanoid
Associations: Red Order, Verdun Circle, Ogniram clan
Languages: Fey, Taldane
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ABILITY SCORES
STR +4, DEX +0, CON +4 INT +0, WIS +3, CHA +1
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SENSES
Perception: +11 [T]
darkvision, low-light vision
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DEFENSES

HIT POINTS: 86/86
Resistances: Fire 6 (usually)

ARMOR CLASS
AC:
24 (+6 item, +8 proficiency)

Unarmored: [T], Light: [T], Medium: [T], Heavy: [T]

SAVING THROWS
Fortitude: +14 [E]
Reflex: +10 [E] (+3 vs. damage)
Will: +13 [E]

Reactions: Bracers of Missile Deflection (hit but not crit), Counter Element (targeted or in the area of an effect of fire - hazard or enemy)
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OFFENSE

Class DC: 22 [T]

Speed: 25 Movement Types: Normal

Melee Strikes
Kinetic Blast +13 [T]
damage 2d8 (F) (60') (+4 status if AA, +4 circ with weapons)

Ranged Strikes
Kinetic Blast +12 [T]
damage 2d8 (F) (60') (+4 status if AA, +2/4 circ with weapons)

Weapon Proficiencies
Simple: [T], Martial: [U], Other:
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MAGIC

Magic Traditions
Impulse, Divine

Impulse Attack Roll (primal): +13 [T]
Class DC: 22 [T]

Impulses
Base Pyrokinesis
Blazing Wave
Burning Jet
Fire Blast
Extract Fire
Flying Flame
Scorching Column
Thermal Nimbus
Counter Element

Spells
Cantrips: Detect Magic, Guidance
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SKILLS

Acrobatics: +0 [U]
Arcana: +0 [U]
Athletics: +15 [E]
Crafting: +0 [U]
Deception: +1 [U]
Diplomacy: +1 [U]
Intimidation: +11 [E]
Lore Warfare: +8 [T]
Medicine: +11 [T]
Nature: +11 [T]
Occultism: +0 [U]
Performance: +1 [U]
Religion: +11 [T]
Society: +0 [U]
Stealth: +8 [T]
Survival: +11 [T]
Thievery: +0 [U]
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FEATS:

Ancestry Feats and Abilities
Heritage: Ardande
Heritage: Low-Light Vision
Heritage: Darkvision
1st: Ambersoul
5th: Noble Resolve

Skill Feats
Background: Intimidating Glare
2nd: Trick Magic Item
4th: Battle Medicine
6th: Steel Skin

General Feats
3: Toughness

Class Feats and Abilities
Class Feature: Kinetic Gate (Fire)
Class Feature: Kinetic Aura
Class Feature: Channel Elements
Class Feature: Fire Impulse Junction
Class Feature: Base Kinesis
Class Feature: Elemental Blast
1st: Weapon Infusion
1st: Burning Jet
1st: Flying Flame
2nd: Scorching Column
3rd: Extract Element
4th: Thermal Nimbus
5th: Expand the Portal (Aura Junction)
5th: Blazing Wave
6th: Counter Element

Archetype Feats
2nd: Stalwart Defender Dedication
4th: Mountain Skin
6th: Cleric Dedication
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EQUIPMENT

Combat Gear: full plate, bracers of missile deflection, gate attenuator, lesser healing potion, snapleaf, psychopomp mask.
Scrolls:
Other Gear: backpack, bedroll, chalk (10), flint and steel, healer's tools, rations (2), rope, soap, torch (5), waterskin
Not carried:

Magic Items:
Invested Items:
Bulk: 0 (Encumbered at: 7; Maximum at: 12)

Coins: (22 gp)

Fuller Descriptions:
**Class Abilities**

Kinetic Gate: Alessandria's kinetic gate links to the plane of fire, starting her with a single element but giving her greater power with it. When she uses a fire impulse that takes 2 actions or more, she increases the damage die size of fire damage dealt by the impulse by one step.

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

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.

Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).

Elemental Blast
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 against the AC of one creature. Add your Strength modifier 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. 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.

**Class Feats**

Weapon Infusion: F
With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast.
Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep.
Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait.

Burning Jet AA
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.
Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally.
Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne.

Flying Flame AA
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 3d6 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.
Level (+2) The damage increases by 1d6.

Scorching Column: AAA - Overflow

With an upward gesture, you shape a vertical column of extreme heat. The cylinder is 10 feet in diameter and 30 feet high, and the bottom must be within 60 feet of you. Each creature in the area takes 2d6 fire damage with a basic Reflex save against your class DC. The flame remains briefly, making all squares in the column hazardous terrain until the end of your next turn, and you can Sustain the impulse up to 1 minute. A creature takes 3 fire damage each time it moves into one of these squares.
Level (+3) The initial damage increases by 1d6, and the hazardous terrain damage increases by 2.

Thermal Nimbus A Stance
You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type (5). Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type (2). Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus.

Blazing Wave AA Overflow
Flames flow out of you in a cascade, engulfing everyone in a 30-foot cone. Each creature in the area takes 5d6 fire damage with a basic Reflex save against your class DC. A creature that critically fails its save is knocked prone.
Level (+2) The damage increases by 1d6.[/b]

Counter Element R
Trigger You're targeted by or in the area of an effect that has the trait matching your kinetic element and originates from an enemy or hazard.

Your absolute dedication to a single element lets you attempt to gain control over it, even when the element is in service to another entity. You attempt to counteract the effect, using your kineticist class DC – 10 as your counteract check modifier and half this impulse's level rounded up as the counteract rank. If you counteract the effect, you protect only yourself unless you got a critical success on your counteract check.

[s]Level (12th) If you successfully counteract the effect, you can have it target or affect a different creature within 30 feet of you. If you got a critical success on the counteract check, you can choose the effect's targets or entire area.

**Multiclass Feats**

Stalwart Defender Dedication

You have completed your initial training in the ways of a stalwart defender. You gain the Tenacious Stance action.

Tenacious Stance A (stance)
Requirements You are wearing armor; Effect You steady yourself, as tough and immutable as stone. You gain a number of temporary Hit Points equal to half your level (minimum 1) and a +2 circumstance bonus to DCs against being Shoved and Tripped. However, you no longer negate your armor check penalty or Speed penalty for having a high Strength while in this stance. After you leave Tenacious Stance, you lose any remaining temporary Hit Points from the stance, and you become temporarily immune to gaining temporary Hit Points from Tenacious Stance for 1 minute.

Mountain Skin

You become trained in medium and heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in any armor (but not unarmored defense), you also gain that proficiency rank in the armor types granted to you by this feat.

Cleric Dedication (Cernunnos)
You cast spells like a cleric. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for cleric archetype spells is Wisdom, and they are divine cleric spells.

Choose a deity as you would if you were a cleric. You become bound by that deity's anathema and can receive that deity's divine sanctification. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don't gain any other abilities from your choice of deity.

**Ancestry Feats**

Ambersoul
Your elemental heritage is reflected in the oils and fragrances of plants, in tree resin that fossilizes into amber, or in the gentle smell of a flower. Sticky, golden sap runs through your veins instead of blood. Each time a creature deals slashing or piercing damage to you with a melee Strike, your sap coats its weapon or unarmed attack. The creature takes a -1 circumstance penalty on attack rolls with that weapon or unarmed attack until the end of its turn.

Noble Resolve
Once, genies ruled vast kingdoms, and a remnant of that confidence and power is reflected in your strong will. You gain a +1 circumstance bonus to Will saves against effects with the mental trait. Regardless of success or failure, you become aware of the person who used the effect on you if they were visible to you at the time of use.

**Skill Feats**

Intimidating Glare:
Alessandria can Demoralize with a mere glare. When she does, Demoralize loses the auditory trait and gains the visual trait, and she doesn’t take a penalty if the creature doesn’t understand his language.

Battle Medicine:
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Trick Magic Item
You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it.

Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation).

If you activate a magic item that requires a spell attack modifier or spell DC and you don't have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus; if you're legendary, you instead use the expert proficiency bonus.

Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can't use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can't use the item, and you can't try to trick it again until your next daily preparations.

Steel Skin (Stalwart Defender Dedication)
You wear your armor like a second skin, taking comfort in the protection it offers. You don't become fatigued if you sleep while wearing armor.

**General Feats**

Toughness:
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.