Catfolk

Amaris Kumaria's page

3 posts. Alias of Stargazer Starpanthress.


Full Name

Amaris Kumaria

Race

Kitsune

Classes/Levels

Level 2 Kineticist (air) | Max HP 21 | Current Burn taken 0 | AC 16,Touch 13, FF 13 | F+6 R+6 W+0 | CMB +1 CMD 14 | Init +3 | Perception +6

Gender

Female

Size

Medium

Age

27

Alignment

Chaotic Good

Languages

Common, Sylvan, Draconic

Occupation

Baker

Strength 10
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 10
Charisma 10

About Amaris Kumaria

Amaris Kumaria
Female kitsune Aerokineticist level 2
CG Medium humanoid; subtypes - kitsune and shapechanger

Change Shape A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Init +3; Perception +6; low light vision(kitsune trait); Speed 30 ft.

Stats:
Str 10, Dex 16, Con 16, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +1, CMD 14
Skills Acrobatics +7, Escape Artist +3, Fly +6, Knowledge Nature +5, Linguistics +1, Perception +6, Profession(Baker) +4, Ride +3, Sense Motive +2, Stealth +8, Use Magic Device +5
Languages Common, Sylvan, Auran

Defense:
AC 16, Touch 13, Flat foot 13
HP 21
Fort +6, Reflex +6, Will +0, +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Elemental Defense Enveloping Winds (see Kineticist abilities)

Offense:
Base Atk +1; CMB 1; CMD 14
Light Crossbow Atk Bonus +4 ; Damage 1d8(P); Critical 19-20/x2; Range 80 ft;
if within 30ft: +5 to hit, and dmg 1d8 +1
Dagger Damage 1d4(P or S); Critical 19-20/x2; Range 10 ft.;
Electric Blast Type: Ranged Touch; Atk bonus +4; Damage electrical, 1d6 +1; Range 30ft;
Can extend range to 120ft at cost of 1 point of burn.
Traveler's Kettle Atk bonus +1; Damage 1d6(B); x2 Crit
(+1 fire dmg if filled with boiling water)
Bite(kitsune form) Atk bonus +1; Damage 1d4(P); x2 Crit

Equipment:

Armor/Attire Masterwork Studded Leather; Bandolier; Belt pouch(2); Dancer's Garb; Artisan's Outfit (baking); Traveler Outfit
Weapons Light Crossbow; Crossbow bolts (20);Dagger; Traveling Kettle
Potions/Alchemical Cure Light Wounds(2); Endure Elements; Shard Gel (2); Tanglefoot Bag
Miscellaneous Masterwork Backpack; Hammock; Blanket; Bedroll; Canteen; Rope, silk(50ft);Dartboard Set; Tea Ceremony Set; Tea(Ceremonial); Tea(common); Masterwork Artisan's tools(baking); Linguist's Codex(std)
Donkey Saddle(pack); Feed(x7)
Money 221 gold

Special Traits/Feats:
Blood of Dragons(Race) +2 trait bonus on saving throws against effects that cause sleep or paralysis.
The Star Gazer(cosmic) With her head in the clouds, the Stargazer sees far-off events, but misses the pitfalls directly before her. When rolling initiative as part of a surprise round, take a –2 penalty on initiative checks, but gain a +2 luck bonus to AC during all surprise rounds.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet
Alertness +2 to Perception and Sense motive checks(From Elemental Whispers Wild talent)

Kineticist abilities:
Elemental Focus: Air
Basic Aerokinesis
- Create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons).
- 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.

Kinetic Blast: Electric blast - You shoot an arc of electricity to shock a single foe.
Element air; Type simple blast (Sp); Burn 0; Blast Type energy; Dmg Type electricity; Range 30';
All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction.

Elemental Defense: Enveloping Winds Element air; Type defense (Su); Burn 0;
- You can dismiss or restore this effect as an immediate action.
- You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks.
- By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round.

Infusions
Extended Range - Your kinetic blast can strike any target within 120 feet.
Element universal; Type form infusion; Level 1; Burn 1; Associated Blasts any; Saving Throw none

Utility Wild Talents
Elemental Whispers Element universal; Type utility (Su); Level 1; Burn 0; Familiar Form Chuspiki
- You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar.
- You gain the Alertness feat and the special abilities granted by a familiar of that type.
- As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.

Background Info:

Human form:
Hair Silver colored, kept tied back in a loose braid that ends at her waist; Eye Color Sky Blue; Skin tone Pale, prone to blushing; Body Type Slender; Age appearance late twenties

Kitsune Form Note:Rarely revealed.
Fur color Silver and white; Eye Color Gold; Number of tails 1, silver with golden tip

She never really fit in with her clan, her curiosity always driving her to explore outside the safety of her village. She was naive in how the world saw her kind, always wandering in her true form despite warnings from her family. It was a chance encounter with some slavers that sparked her Kineticist abilities to life. She was able to get away thanks to a sudden electric burst that caught the 2 men off guard and knocked them out, allowing her to get away. Their taunts about their plans for her still haunt her to this day.

Afraid of her new found powers, and of the slavers potentially finding her again, she took to using her human form to better blend in with those around her. Whenever she had free time, she would work on controlling her powers in private, not wanting to draw too much attention to herself. While testing her aerokinesis, a couple chuspikis glided down to ride her breeze, and helped her to not only better control her power, but also taught her Auran, so she could better converse with other air creatures.

Eventually she found a cafe run by a kindly old woman, that specialized in teas and desserts. The woman saw the potential in Amaris, and took her under her wing, even though the dancer's outfit that served as her uniform did give her pause at first. She spent a few years at the cafe, enjoying the positive reactions of the patrons who sampled her latest confections. The uniform came to feel like second nature to her, even purposely doing a little dance as she presented the patrons with their orders, of course the extra tips when she did so didn't hurt.

When her Mentor passed on, she decided it was time to move on and travel once more. One of her regular customers suggested she try going to Belhaim as he felt her talents would be well received there. She had heard about the settlement from other customers, and it sounded like a nice and peaceful place to settle for a bit. With a light step, and her trusty tea kettle in tow, she made her way toward her next adventure.