Amiri

Anadorita Garimos's page

151 posts. Alias of Oceanshieldwolf.


Full Name

Anadorita Garimos

Race

HP 12/12 | AC: 15/T 12/ FF 13 | Fort: +5 [+7 vs polymorph]; Ref: +4; Will: +1 [+3 vs mind affecting] | Init: +2 | Per +5 ; SM: +7 | Spd 30 ft. |

Classes/Levels

CMB: +2 CMD 14 | Darkvision 60ft | Acid/Electricity/Sonic Resistance 5 | Burn/Round: 1; Burn Capacity: 6

Gender

Female NG Ganzi Kineticist (Chaokineticist) 1 |

Size

M

Age

19

Special Abilities

Kinetic Blast, Gather Power, Basic Chaokinesis, Infusion Wild Talent: Dampening Infusion

Alignment

CG

Deity

None

Location

Heldren

Occupation

Local ne'erdowell

Strength 14
Dexterity 14
Constitution 16
Intelligence 9
Wisdom 12
Charisma 14

About Anadorita Garimos

Quick View Stats for Combat:
Status: Badly Injured
HP: 12/ 3
AC:15, 12 touch, 13 flat-footed
Saves: Fort: +5 ; Reflex: +4 ; Will: +1
BAB + 0
CMB +2 CMD14

Initiative: +2 (+2 Dex)
Conditions:
Spells/Judgments in Effect:
Currently wearing:
Items in Hand: xx (+2 Str, + 0 BAB)

Background:
xxx.

CRUNCH:

Ability Scores Score (bonus) [point buy] [racial] [level up]
Str : 14 (+2) [5]
Dex: 14 (+2) [5]
Con: 16 (+3) [5] [+2 Ganzi]
Int: 9 (-1) [1] [-2 Ganzi]
Wis: 12 (+1) [2]
Cha: 14 (+2) [2] [+2 Ganzi]

DEFENSE:
AC: 15 touch 12, flat-footed 13 (+ 3 armor, + 2 dex, +0 size)
HP: 12 (Full first level = 8, +3 Con, +1 Favored Class)
Fort +5 (2 + 3), Ref +4 (2 + 2), Will +1 (0 + 1) [+3 vs mind affecting]

OFFENSE:
Initiative: +2 (+2 Dex)
Speed 30 ft
Base Atk: +0

Melee:
+2 Weapon 1d8 +3, x2 (+2 Str, 0 BAB,)

+2 Dagger 1d4 +2, 19-20 x2 (+2 str, +0 BAB,)

Ranged:
+3 Kinetic Blast 1d6 + 4, x2 (+2 Dex, +0 BAB, +1 Weapon Focus) (+1 Physical Blast, +3 Con)

CMB: +2 (+0 BAB, +2 Str) CMD: 14 (10, +0 BAB, +2 Str, +2 Dex)

Favored Class Bonus Hit points

Feats:

Weapon Focus: Kinetic Blast

Traits:

Family Trade
Benefit(s): Choose one skill. All family members with this trait must choose the same skill and it is always a class skill for you. When you are within 60 feet of a family member with this trait, you gain a +2 trait bonus on checks with this skill.

Cynical Ear
Neither honeyed tongues or righteous wrath move you much.

Benefit(s): Add 2 when determining your Hit Dice for Intimidate checks, and increase the DC for all Diplomacy checks against you by 2.

SKILLS:

The kineticist’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).

The chaokineticist adds Knowledge (dungeoneering) and Escape Artist to her list of class skills.

Skill Ranks per Level: 4 + Int modifier.

Skills: (4 ranks – 4 Class, -1 int, +2 Background skills)
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/Yes, +3/0/+2 = +2 *#
Appraise (Int)/No/0/-1 = -1
Bluff (Cha)/No/0/+2 = +2
Climb (Str)/No/0/+2 = +2 *
Background Craft (tattoo) (Int)/Yes, +3/1/-1= +2
Diplomacy (Cha) /No/0/+2 = +2
Disable Device (Cha)/No/0/+2 = +2 *#
Disguise (Dex)/No/0/+2 = +2
xxxxxEscape Artist/No/xx/+xx = +xx *
Fly (Dex)/No/0/+2 = +2 *
Handle Animal (Cha)/No/0/+2 = +2
Heal (Wis)/No/0/+1 = +1
xxxxxIntimidate (Cha) /Yes, +3/1/+2 = +6
Knowledge (dungeoneering) (Int) /Yes, +3/0/-1 = -1 #
Linguistics (Int) /No/0/-1 = -1 #
xxxxxxPerception (Wis)/Yes, +3/1/+1 = +5
Perform (Cha) /No/0/+2 = +2
Background Profession (brewer) (Int) /Yes, +3/1/-1= -1 #
Ride (Dex)/No/0/+2 = +2 *
xxxxxSense Motive (Wis)/Yes, +3/1/+1 = +7 [+2 from Ganzi]
Sleight of Hand (Dex)/No/0/+2 = +2 *#
Spellcraft (Int)/No/0/-1 = -1 #
Stealth (Dex)/Yes, +3/0/+2 = +2 *
Survival (Wis)/Yes, +3/0/+1 = +3 [+2 from Ganzi]
Swim (Str)/No/1/+2 = +2
Use Magic Device (Cha) /Yes, +3/0/+2 = +2 #

Languages: Common, Protean

GANZI RACIAL TRAITS:

Ability Score Modifiers: Ganzis are passionate, creative, and resilient, but they have difficulty focusing on intellectual pursuits. They gain +2 Constitution and Charisma, but suffer –2 to Intelligence.

Size: Ganzis are Medium creatures and have no bonuses of penalties due to their size.

Speed: Ganzis have a base speed of 30 feet.

Senses: Ganzis have darkvision 60 feet.

Maelstrom Resistance: Ganzis have acid resistance 5, electricity resistance 5, and sonic resistance 5, and they gain a +2 racial bonus on saving throws against spells of the polymorph subschool.

Skilled: Ganzis gain a +2 racial bonus on Sense Motive and Survival checks.

Languages: Ganzis begin play speaking Common and one of the following: Abyssal, Celestial, or Protean. Ganzis with high Intelligence scores can select any of those languages as bonus languages, along with Aklo, Aquan, Auran, Ignan, Sylvan, or Terran.

Ganzi Oddity:
Racing Mind (Ex) A ganzi whose lineage is linked to hunduns might inherit an aspect of the outsiders’ chaotic minds. The ganzi’s churning vortex of thoughts bolsters it against mental attacks, granting the ganzi a +2 bonus on Will saves against mind-affecting effects.

CLASS ABILITIES

Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Su):

At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.

Wild Talents:

A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

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. Simple blasts are listed with their corresponding elements.

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.

Each simple blast is either a physical blast or an energy blast.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements.

Most composite blasts are either physical or energy blasts, like simple blasts.

Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.

Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

Gravity Blast:

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

Blast Type physical; Damage bludgeoning

You manipulate gravity to distort and buffet your foe’s body.

Basic Chaokinesis:

Element void; Type utility (Sp); Level 1; Burn 0

You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature’s carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.

Each benefit lasts 1 hour or until you use basic chaokinesis again.

Gather Power:

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.

Infusion (Su):

At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels.

By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.

Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.

The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Infusion Wild Talent: Dampening Infusion:

Element void; Type substance infusion; Level 1; Burn 1
Associated Blasts negative, void
Saving Throw Will negates

Your kinetic blast swirls with darkness, making it harder for your foes to see. This otherwise functions as dazzling infusion: Your kinetic blast shines brightly, making it harder for your foes to see. If your blast hits a foe (and penetrates SR if applicable), that foe must succeed at a Will save or be dazzled for 1 minute, whether or not it takes damage from the blast. You can reduce the blast’s damage by half to increase the DC of this save by 2.

GEAR:

Starting funds: 60 gp
Weapons:
Morningstar 1d8 x2 (B,P), 8 gp, 6 lbs
Dagger 1d4 19-20, (P, S) 2cp 1 lb.

8.0.2 gp., 7 lbs.

Armor:
Studded Leather Armor, AC +3; Max Dex +5, ACP -1, ASF 15%, 20 lbs., 25 gp 

25 gp., 20 lbs.

Miscellaneous:
Bedroll 1sp, 5lbs.,
Backpack 2gp, 2lbs.
Blanket, winter, 5 sp, 3lbs.,
Caltrops 1gp, 2lbs.
Chalk, 1cp,
3 x pint oil (flask), 3sp, 3 lbs.,
2 belt pouch, 2 gp, 1 lb,
Flint and steel, 1gp
Hammer, 5sp, 2 lbs.,
Rations 2 days, 2 gp, 5sp 5 lbs.,
2 x Pitons. 2 sp, 1 lb
Signal whistle, 8 sp,
Tattooing tools, 5 gp, 5lbs
Whetstone, 2cp, 1 lb
Waterskin, 1gp, 4lbs,

16.9.3 gp., 30 lbs.

Total equipment cost: 48.80
Weight:
Weapons (7 lbs), Armor (20 lbs), misc (30 lbs),
57 lbs Capacity: 58 lbs. or less = light load. Load: