Seltyiel

Amartinez's page

Organized Play Member. 4 posts (95 including aliases). 5 reviews. No lists. No wishlists. 2 aliases.


Silver Crusade

1 person marked this as a favorite.

Hey, I just wanted to submit Connie LaSombra, Human Telekinetic for the game :3

stats:

Connie LaSombra
Female Human (Psychokineticist 1)
CN Medium Humanoid (Human)
Init +3 Senses

DEFENSES

AC 16 (+3 Dex, +3 Armor)
HP 10 (1d8+2)
FORT +4 REF +5 WILL +3

OFFENSE

Spd 30 ft
Melee: Cold Iron Baton (Club) +3 (1d6/20/x2 Bludgeoning)
* Kinetic Blade +3 (1d6+3/20/x2 Bludgeoning)
Ranged: Telekinetic Blast (using darts as ammo) (1d6+3/20/x2/Bludgeoning)
* Darts +3 (1d4/20/x2 Piercing) Range 20

STATS

STR 11 CON 14 DEX 16 INT 12 WIS 16 CHA 12
BAB +0 CMB +0 CMD 13
Feats: Point-Blank Shot (Human Bonus), Weapon Finesse, Psychic
Favored Class Bonus: Skill point
Sensitivity (Class Bonus)
Traits: , Criminal, Armor Expert, Sensitive Mind
Drawbacks: Umbral Unmasking
Inventory: Studded Leather
Skills (Trained): Disable Device (+7), Perception (+8), Sense Motive (+8), Appraise (+8), Stealth (+7), Acrobatics (+7)
Occult Unlocks: Psychometry, Read Aura, Prognostication,
Languages: Common, Varisian
SQ: Bonus Feat (Human, Class), Emotional Intensity, Mind Burn, Elemental Focus (Aether) Gather Power, Infusion (Kinetic Blade), Kinetic Blast

If allowed, I was hoping to take the alternate racial trait Fey Magic.

description:
Description: Connie stands only a hair above five feet, joking that she is simply due for a growth spurt (despite being in her early 20’s). Her long, olive face seems ready to smile at the slightest chance, and she flicks a bracelet of silver coins around her wrist while she walks. Her hair sticks out messily from under cap she rarely removes; a long jacket completes her usual attire, hiding her from the cold, as well as the baton from eyes that would see her merely as prey.

Opening Scene:
Opening Scene Reaction: Whoever was following Connie, she was sure she hadn’t lifted anything from them. At least, that’s what kept repeating in her head as she slowly made her way through the freakish city. As far as reassuring thoughts went, this was far from the top, she was sure of it. Something in the back of her head told her it may not be the wisest thing to stick around and explain it to her stalkers - not that the broken city was any more inviting. Whatever had happened here, it’d left it a frightful, mad place, full of half-forgotten ghosts, and symbols that pained her to stare too long at. Her shadow flickered about her feet as she strode just far enough in from the mist that she could break sight from it, only for it, and the footsteps, to stay hot on her heels. A sturdy iron baton hung at her side, and for a moment - just a moment - she envisioned meeting her pursuers head-on. The palpable feeling of dread that clutched at her bones when she stood her ground convinced her that was a particularly poor decision, sending her flying through the streets. Of course, no matter how many twists and turns she took, the mist and its inhabitants were always right behind her, all the way to a split in the path. Without hesitation, she charged uphill, something almost tugging at her limbs, urging her further and further forward...

Silver Crusade

1 person marked this as a favorite.
wynterknight wrote:

Speaking of Spheres Of Power, I thought it had a number of interesting things that could be ported over to the kineticist in general and the aetherkineticist in particular. Divided Mind especially opens up a lot of cool options, but Dancing Weapons lets you use melee weapons at a distance, and Quick Catch gives you the ability to use your telekinesis reactively. Some of these things feel like they could be implemented as utility talents, but many are balanced by the use of spell points, which are much less punitive than burn.

I'm actually sort of torn now between kineticist and SoP symbiat focusing on telekinesis; SoP telekinesis offers interesting options (plus the ability to branch out into other spheres), but certain things (blasting and maneuvers, primarily) are much less effective than what the kineticist offers.

I find that I'm in a similar boat; I love the mechanics of the Kineticist (as well as telekinetic Disable Device being *much* less costly to gain), but I can never ignore how much more flexible SoP is. However, I know they're expanding with handbooks; Destruction is actually in the works right now, and (via Patreon) I'm super excited about it :3

One of the key things? The writer has set up a point-buy system to construct your own blasts. So, you want to be a telekinetic blaster? Fine. Take the Force Blast talent, but each time you buy another talent from Destruction, you can use the build-a-blast chart to say "OK, this does force damage, costs 1 spell point, and instead of knocking prone, it attempts a combat maneuver: disarm." Now you have good blasting capability, but also sort of a trick shot feel to it.

Or switch it out for Bull Rush, or Immobile, or whatever you want, really. There's actually an archetype for the Mageknight that essentially uses a blast form like whips, and can do CMB with them.

I wanted to post a link to the doc (recently they decided to let the writers post on other forums and such with the playtests), but I wasn't sure if that'd be kosher for *me* to do it. I think I've seen it floating around these forums though.

Also, there's a telekinetic handbook already out. It doesn't give it much in the way of blasting, but it does add some *super* nifty things for a pure Telekinetic :3