Sandpoint Cleric

Aviaun Koski's page

26 posts. Alias of derpdidruid.


Race

Male Dhampire Chao-kineticist 1 | HP: 9/9 | AC: 14 (14 Tch, 10 Fl) | CMB: +1, CMD: 15 | F: +1, R: +4, W: +2 | Init: +4 | Perc: 0, SM: 0 | Speed 30ft

About Aviaun Koski

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Race Dhampire (Vetala-Born)
Gender Male
Age 140
Alignment Neutral evil
Class Dark elementalist kineticist
Init +4 ; Senses Perception +0, Darkvision 60ft, Low-light vision
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DEFENSE
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AC +14, touch +14, flat-footed +10
Hp 9
Fort +1, Ref +4, Will +2
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OFFENSE
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Speed 30
Melee N/A
Ranged Kinetic blast (Negative energy) +4 1d6+4
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STATISTICS
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Str 12, Dex 18, Con 13, Int 18, Wis 11, Cha 9
Base Atk +0 CMB +1; CMD 15
Feats Blood drinker (Human)
Traits Kidnapper
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SKILLS
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Skills Acrobatics +8, Appraise +8, Escape artist +8, Acrobatics +8, Stealth +8, Knowledge planes +8, Knowledge Local +8, Knowledge religion +8, Knowledge history +8, Stealth +8, Linguistics +5
Backround skills Knowledge nobility +8, Artistry (Contracts) +8
Languages Common, Aklo, Dwarven, Infernal, Celestial, Elvish
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SPECIAL ABILITIES
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Dark studies: A dark elementalist’s base Will save bonus from the kineticist class is equal to 2 + 1/2 her kineticist level, and her base Reflex and Fortitude save bonuses are equal to 1/3 her kineticist level. She gains all Knowledge skills as class skills.

A dark elementalist uses her Intelligence modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, her bonus on concentration checks for wild talents, and any other Constitution-based effects of all her wild talents.

Soul Power: A dark elementalist uses the souls of others to protect herself from the dangers of burn. She can’t choose to accept burn if doing so would raise her total number of points of burn above 3. However, a number of times per day equal to her Intelligence modifier, as a full-round action she can gather up the soul of a sentient creature with a CR equal to or higher than her character level, as long as that creature died in the past minute. When she does, some of her existing burn is unloaded into the departing soul, racking it with unspeakable torment, but reducing her current burn total by 1 point. A soul used in this way cannot be brought back to life as if it died of a death effect. Using a soul like this doesn’t heal the nonlethal damage from that point of burn immediately, but does enable the dark elementalist to heal the nonlethal damage from that point of burn normally.

At 6th level, racking a soul in this way forces anyone trying to bring the creature back to life to succeed at a caster level check (DC = 10 + the dark elementalist’s kineticist level) or the attempt fails. At 11th level, even if the creature returns from the dead, its soul is so damaged by the agony that it takes 2d6 points of Wisdom damage (or 3d10 points of sanity damage if using the sanity system found on page 12). At 16th level, the soul is destroyed in the process, and the creature can be restored only by a miracle or wish.

A dark elementalist gains attack and damage bonuses from elemental overflow based on how many times that day she has used soul power to rack a soul, rather than based on her current burn total. For instance, a 9th-level dark elementalist who used soul power to rack three or more souls during the course of the day would add a +3 bonus on attack rolls and a +6 bonus on damage rolls. A dark elementalist does not gain size bonuses to physical ability scores or a chance to ignore critical hits and sneak attacks from elemental overflow.

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INFUSIONS
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Pulling infusion: Your kinetic blast pulls foes toward you. Attempt a drag combat maneuver check against each target damaged by your infused blast (the blast always drags the foe closer to you), using your Constitution modifier instead of your Strength modifier to determine your CMB. This infusion can pull a foe a maximum of 5 feet. You can increase the maximum distance pulled by 5 feet per additional point of burn accepted.
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SQ
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Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Weakness: Vetala-born take a -1 penalty to their caster level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.

Spell-Like Abilities (Su): A Vetala-born can use Comprehend languages three times per day as a spell-like ability.

Basic chaokinesis: Lightly control light and gravity.
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EQUIPMENT AND GOLD
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On person: Nothing
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APPEARANCE
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Height 6'6
Weight 130
Eye Color Light red
Hair Color Black
Deity Asmodaus
Favorite color White
Favorite meal Blood sausage