Silent Enforcer

Aoife Altneyn's page

48 posts. Organized Play character for d'Eon.


Full Name

Aoife Altneyn

Race

Human

Classes/Levels

Chaokineticist 1 | HP 15/15 (0) | Burn 0 | AC 15, T 13 , FF 12 | F +6, R +5, W +3 | Init +3 | Perc +5 | Soul Drinker 1/1

Gender

Female

Size

Medium

Alignment

Neutral

Languages

Taldane

Strength 10
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 12
Charisma 8

About Aoife Altneyn

Appearance:

Defense:
HP 15
AC 15 (+2 armor, +3 Dex)
CMD 13 (+0 BAB +0 Str +3 Dex)

Fort +6
Ref +5
Will +3

Offense:
Speed 30'
Initiative +3
BAB +0
CMB +0

Negative blast +3 1d6+2 ×2 negative energy 30'
Negative katar +3 1d6+2 ×2 negative energy

Cestus +3 1d4 19-20/×2 b or p

Skills:
Acrobatics +7 (1 rank +3 Dex +3 misc)
Intimidate +3 (1 rank -1 Cha +3 misc)
Knowledge (dungeoneering) +4 (1 rank +0 Int +3 misc)
Perception +5 (1 rank +1 Wis +3 misc)
Stealth +7 (1 rank +3 Dex +3 misc)

Special Abilities:
Favored Class: Kineticist, +1/6 Wild Talent

Burn: 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. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 7 (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.

Negative Blast: 0 Burn. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet as a ranged touch attack. She must have at least one hand free to aim the blast. Counts as magic for bypassing DR, does full damage to swarms.

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.

Kinetic Blade: 1 Burn. 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. The kinetic blade doesn't add the damage bonus from elemental overflow.

Basic Chaokinesis: 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.

Feats:
Toughness: +3 HP.

Weapon Finesse: Use Dex bonus to hit with finesse weapons.

Traits:
Soul Drinker: There is a dark hunger in you that rejoices when you or an ally slays a foe. Once per day when an enemy creature is killed, as an immediate action, you can gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.

Vengeful: Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.

Indomitable Will: +1 trait bonus to Will saves.

Common Buffs:

Equipment:
leather armor, cestus, backpack, belt pouch, blanket, torches (10), trail rations (5 days), waterskin, monk's outfit

Encumbrance
Light 0-33 lbs
Medium 34-66 lbs (42.5 lbs)
Heavy 67-100 lbs
Lift 200 lbs Push/Drag 500 lbs

Inventory Tracking:
1,057 gp

Purchased
Wayfinder - 1 PP

Consumables
10 torches
5 rations

Prestige and Boons:
2 XP
3 Prestige
4 Fame

Defender of Time: You may use this boon when you create a new Pathfinder Society character to grant your new character one of the following as a bonus feat: Courageous, Indomitable Will, or Resilient.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Impressive Find: The Pathfinder Society is impressed with your discoveries in Tian Xia. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be immediately spent or be lost. When you use this boon, cross it off your Chronicle sheet.

Legacy of a Princess: You have found the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rui's dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle sheet.

[][][] Sun Shogun Talismans: Your return of the sovereign dragon scroll case to Shokuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom
(900 gp), talisman of good fortune (1,680 gp), or talisman of warrior's courage (450 gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box.
Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet.