About Atma Leere
A very short and overall petite young woman, Atma has long white hair held back by a black headband-like accessory. At seventeen, one would assume she's naive, but sadly, this is not the case. Many consider Atma to be rather pretty, perhaps unnervingly so, despite often being devoid of expression. She's typically dressed in an Academae librarian uniform which some mumble resembled a lacy, gothic maid's costume with a raised eyebrow in the Head Librarian's direction. The saving grace was the modest length of the rather suspect "uniform."
Atma tends to appear as if her mind is somewhere else entirely and speaks with little to no emotion. She often raises her hands to her mouth when she speaks which some find cute and others rather annoying. It is a nervous habit she has to hide her fangs which often unnerve others. She is rather tactless sometimes, but can speak very well when she needs something. Her sedate tone of voice borders on monotone, but it quickly escalates into extreme emotiveness when she begins to use her inborn kinetic powers.
Her eyes begin to glow red, and her fangs seem to become even more prominent as the energy of the void fills her hands. In extreme cases she has acquired a rather hysterical seeming smile while her glowing eyes seem to widen to unnatural size. It's surely just a trick of the void magic she utilizes. Surely.
Female vetala-born dhampir (ajibachana) chaokineticist 9 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Occult Adventures 10, 89)
CE Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
AC 18, touch 13, flat-footed 15 (+3 Dex)
hp 97 (9d8+45)
Fort +10, Ref +9, Will +3 (+1 vs. emotion effects); +1 insight bonus vs. abjuration, +1 insight bonus vs. conjuration, +1 insight bonus vs. divination, +1 insight bonus vs. enchantment, +1 insight bonus vs. evocation, +1 insight bonus vs. illusion, +1 insight bonus vs. necromancy, +1 insight bonus vs. transmutation, +2 vs. disease and mind-affecting effects
Defensive Abilities fortification 5%, negative energy affinity; Resist negative energy 2, undead resistance
Weaknesses weakness to consecrate
Speed 30 ft.
. . devastating infusion +14 (1d8+6), EO 3 Burn +15 (1d8+7)
. . unarmed strike +9/+4 (1d3+1 nonlethal), EO 3 Burn +10/+5 (1d3+1 nonlethal)
. . bite +9 (1d4+1), EO 3 Burn +10 (1d4+1)
. . devastating infusion +14 (1d8+6), EO 3 Burn +15 (1d8+7)
. . gravity blast +10 (5d6+11) Burn 0, EO 3 Burn +14 5d6+18
. . negative blast +10 [touch] (5d6+4 negative energy) Burn 0, EO 3 Burn +14 5d6+10
. . void blast (10d6+16 ½ bludgeoning/ ½ negative energy) Burn 2, EO 3 Burn +14 (10d6+23)
Special Attacks : kinetic blast, metakinesis (empower, maximize)
Spell-Like Abilities (CL 1st; concentration +2)
. . 3/day—comprehend languages
Kineticist Wild Talents Known
. . Defense—emptiness
. . Infusions—devastating infusion, extended range, extreme range, kinetic fist
. . Blasts—gravity blast (5d6+11), negative blast (5d6+4 negative energy), void blast (10d6+16)
Str 12, Dex 16, Con 18, Int 15, Wis 10, Cha 12
Base Atk +6; CMB +7; CMD 20
Feats Blood Drinker (elf)[ARG], Toughness, Two-weapon Fighting, Unusual Origin (dhampir), Weapon Finesse, Weapon Focus (kineticist blast), Weapon Specialization (kineticist blast)
Traits bloodthirsty, bruising intellect, unidentifiable appeal
Skills Acrobatics +15, Diplomacy +5 (+6 to influence those attracted to you), Disguise +8, Escape Artist +14, Intimidate +14, Knowledge (arcana) +3, Knowledge (dungeoneering) +6, Perception +12, Stealth +15, Use Magic Device +15; Racial Modifiers +2 Escape Artist, +2 Use Magic Device
Languages Abyssal, Common, Draconic
SQ burn (3 points/round, max 7), cruelty, devastating infusion, elemental overflow +3, emptiness, ever-present threat, expanded element (void), flurry of devastation, gather power, infusion specialization 2, internal buffer 1, resist level drain
Combat Gear pallid crystal, runeward tattoo (abjuration), runeward tattoo (conjuration), runeward tattoo (divination), runeward tattoo (enchantment), runeward tattoo (evocation), runeward tattoo (illusion), runeward tattoo (necromancy), runeward tattoo (transmutation), vampiric gloves[UE]; Other Gear +1 elf-defiant glamered mithral chain shirt, ring of sustenance, secure paypack, sleeves of many garments[UE], bedroll, belt pouch, blanket[APG], chest, small (treasure), chewing stick, comb (0.2 lb), copy of a key[UE] (2), grooming kit, hairbrush (0.3 lb), mirror, nail file (0.1 lb), scissors (0.3 lb), skeleton key[UE], soap, sponge, tooth powder (0.1 lb), 2,110 gp, 8 sp
Burn 3/round (9 nonlethal/burn, 7/day) - 0/7
Comprehend Languages (3/day) - 0/3
Unusual Origin (Dhampir, 1/day) - 0/1
Vampiric gloves (3/day) - 0/3
Blood Drinker (elf) +1 CON checks and saves and 5 temp hp (15 max.) after drinking blood of chosen creature type.
Burn 3/round (9 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Darkvision (60 feet) You can see in the dark (black and white only).
Devastating Infusion 1d8+6 (Light Weapon) Shoot blast at target within 30 feet, or make melee attack as kinetic blade.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Emptiness (Su) +1 to Will saves vs. emotion effects.
Energy Resistance, Negative energy (2) You have the specified Energy Resistance against Negative Energy attacks.
Ever-Present Threat (Su) You threaten all foes within your natural reach.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Flurry of Devastation (Su) For 1 burn, make full attack of devastating infusions against targets within 120 feet.
Fortification 5% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Gravity Blast (Sp) Level 4; Burn 0
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Fist (3d6 blast damage) Your natural and unarmed attacks do extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Negative Blast (Sp) Level 4; Burn 0
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Unusual Origin (Dhampir, 1/day) Deal additional 1d4 bleed damage to target struck by natural bite attack.
Void Blast (Sp) Level 4; Burn 2
Weakness to Consecrate -1 CL when affected by consecrate, hallow, or a similar effects.
Old CoCT Backstory:
It may come as no surprise that, initially, a life of what the law called crime awaited the offspring of a vetala-born dhampir called Atma Leere. Her human mother died shortly after Atma's birth as is common for the situation, and Atma's blood relatives were rather displeased to be saddled with such a tainted child. Her childhood was a miracle in that she even had one. She was never treated kindly or with love, and she was frequently beaten or given little food. None of her family ever understood what kept them from giving Atma to one of the churches or the orphanage or...the bottom of the well. However around the age of eight or so, Atma realized there was no place for her and ran away.
The streets were no kinder to a young girl, but she fared probably better than she aught due to her somewhat feral appearance. The fangs didn't hurt that image at all. They really started to grow in after she ran away. Atma was never sure if it would have happened all along or if all the raw meat of the rats and other vermin she caught to survive made it happen. Regardless, she lived in the gutters and the dark alleys and stayed well away from the temples. Not after that kindly priest almost killed her with his warm, soothing touch...
Thinking about the touch of positive energy always made Atma shudder, but she couldn't deny that the event had pulled something out of her, something which has now come to define everything she knows.
Something had come to her aid and blasted the poor old man trying to kill her through a wall. Her power was loud and flashy, but effective. The fact that it made her think of the night, the stars, and the space between them, well...whatever. Stars were good. Atma liked them better than the sun. She liked to watch them and try to remember every one of them. She had gotten fairly good at recalling most of their paths through the night sky. The stars were trustworthy; they always maintained predictable patterns. Order...it was nice.
Then a man approached her. He had heard of her strange dark powers and wanted her to use them on people. Use them to hurt and destroy...on people that had never hurt Atma. Somehow it would help him, but once Atma learned his name, she knew better. Gaedren Lamm was a fiend, and those who lived in the shadows knew he was no good. But many people who didn't do as he asked ended up hurt or missing...or dead.
But Atma didn't care about that. She had the void. He'd even heard about her powers, so he knew. He knew she was better left alone. She bared her fangs at him and said, No! For a while it seemed like everything was fine, but suddenly two men approached her in the night. One was dressed in weird robes, and the other...it was the old man from years ago! She tried to run, but the world got strange. She got sleepy for a second, but then realized someone was using magic on her. In fear, she used her powers wildly.
Atma still doesn't remember everything about that night, but there was no doubting the results: she was defeated. She had awoken in a cell of some kind, and occasionally visited by the two men. One was a cleric of Shelyn and the other a teacher at the Academae. They asked her a lot of questions, and were very wary of her at first (well, she did throw bolts of gravity power at them that first day they came into the room), but soon it seemed they were very excited about her. They brought her out of the cell after a time where she discovered she was in a deep underground part of the Academae's library.
They wanted to study her and her abilities. They informed her that Gaedren Lamm had informed them a female vampire was running loose with strange dark powers in the slums. The old cleric of Shelyn, Jenven, had remembered his encounter with a young girl who had not reacted to being healed very well. He chuckled and showed Atma the scar she had given him. He had never allowed it to be healed as a reminder to be more careful as not every poor soul needed healing without consent.
While basically a prisoner at the Acadamae library, the wizard Garis Klesel and Jenven treated her well, and observed her as she attempted to learn about her powers. Garis said that he believed she was a special person born with "kinetic powers" able to somehow tap into the energy of places like the Negative Energy Plane, possibly due to her dhampir heritage. He wasn't sure, however.
After a few years at the Acadamae where Garis had her employed as a librarian which suited Atma wonderfully, Atma's life resembled nothing like her old one. She found she had a thirst to read and learn; she didn't know why. The ancient texts intrigued her the most, so she quickly mastered several old and dead languages simply to read the older books and scrolls. Garis often admonished her for losing track of time and her surroundings with playful tugs on her white locks.
Jenven managed to convert Atma into the worship of Shelyn, but before he could convince Garis to allow her to come to the temple of Shelyn, Jenven's age caught up to him, and he died. After the funeral, Garis told Atma that now that his friend had passed on, Garis had promised to take Jenven's ashes to a place where their former adventuring comrades' remains were all buried. He left leaving Atma at the Acadamae making provisions for her to keep her modest room and position intact while he was away.
It had been three years now, and the Acadamae staff was now trying to determine how to handle Garis' effects, and what to do with his pet dhampir. And then it happened. Oblivious Atma, shelving some books and counting inventory had suddenly heard a student whisper something about Gaedren Lamm...
While it had turned out well enough, Atma recalled that Gaedren Lamm had essentially tried to have her killed.
She felt a surge of void energy begin to coalesce in her hand as she thought about seeing the man pay for his crimes. Yes, she was going to need something else if Garis never returned. Another purpose.
She gathered her meager belongings, and left the Acadamae that night. Somehow, she would find the evil that was Gaedren Lamm and do what needed to be done.
Even in the dark of night, anyone watching would have been able to see the glowing red eyes and the white-fanged smile of Atma Leere as she contemplated the void's justice...death.