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About BageCharacter Concept:
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Notes on Character and Creation ----------------------- Use Gestalt for a Kineticist/Unchained Monk character. Max hp. Renamed Aasimar to saiyan, but otherwise used aasimar with the following alternate racial traits: heritage-angel, deathless spirit, immortal spark, and scion of humanity. Renamed Pride of the Diamond Empire to Pride of the Saiyan Race. Scouter (Wondrous Item: Eyes) - Lenses of Situational Sight, but with only a green lense. Does not have a time limit before losing its magical properties. -----------------------
After finishing high school and heading out into the job world, Bage quickly lost his childish edge as he faced the reality and limits called 'life'. He became another member of society, another 'average joe'. It was just another day when it all changed. Bage was simply walking across the street when a race fishtailed around the corner. As the car slammed into him, he just he at least wouldn't have an average death. So he was surprised when he started to wake. Am I not dead yet? A voice suddenly resounded, fading in and out. "Please...not too late...survive!...the Seal...destroy ...can't die!" As the voice died out, Bage felt a warmth embrace him. Time seemed to melt away, as a strange, yet familiar, smell began to almost entice him to somehow far, far away. The smell of woods and games. Of sticks and swords. Of lightsabers and super saiyans. It was the smell of youth, something Bage had almost completely forgotten about. Yet it came back to him like it was yesterday. The drive to play. To be. To create. The desire to be anything he wanted. Where had this passion gone to? What had driven his childhood from him before? The feeling that anything could be accomplished, that he could be the one to accomplish it. When had he stopped believing in that? His questions went unanswered as his senses began to return to him. Sitting up, Bage looked around to see an old forest surrounding him. The kind of forest that begged for adventure. And- Wait. What is this? What is THIS!? Bage was no longer Bage. Well, he was, his body was just...different. He had bulging muscles and...a saiyan suit? Yes, he was wearing a saiyan suit. "If this is a prank... Ah, forget it. Best. Prank. Ever!" -----------------------
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Unlike his perviously average human build, Bage is now a rather built looking saiyan. Somehow. Bage now has long, dark-blue, saiyan-like hair...so, permenent bedhead? A light-weight set of saiyan clothing, not too thick, but flexible. Has a TP etched into it for some reason. Huh. The getup even came with a scouter. Pretty cool. -----------------------
Added Extra plot hook for usage at DM's discretion. Stat Block:
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Bage ----------------------- Male Half-Saiyan Kineticist/Unchained Monk Level 20 Age 22; Skin White LG Medium humanoid (human, saiyan) Init +9; Senses Dark Vision, Perception +26 -----------------------
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Special Options
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Traits
Feats
Skills (80 ranks - 4/lv class)
Favored Class Bonuses
Languages
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Inventory Weight and Load Wealth -----------------------
Burn (Ex) - Accepting a burn deals 20 nonlethal damage that can't be reduced or redirected. Can accept up to 6 burn per round, to a max total burn of 10. Elemental Overflow (Ex) - You glow a golden sheen whenever you accept burn. While shining, you gain a bonus on attack rolls with kinetic blasts equal to your burn up to +6 and twice that bonus on damage rolls with kinetic blasts. At 3 points of burn, +2 to two physical ability scores of your choice. Chance to ignore the effects of a critcal hit or sneak attack equal to your burn times 5%. At 5 points of burn, +4 to a physical ability score and +2 to the other two. At 7 points of burn, +6 to a physical ability score, +4 to another, and +2 to the last one. Can stop the visual effect by concentrating for a full round, but loses all benefits as well. Immediately resumes when more burn is accepted. Fast Movement - +60 to base movement. Flurry of Blows - Full-Round Action to make two extra attacks with highest bab. Gather Power and Supercharge (Su) - Gather power as a move action to reduce the burn of a wild talent by 2 points, a full round action to reduce one on the next turn by 3 points, or a full round action and your move action on the next turn to reduce it by 5 points. Doing so creates a loud, visble display in a 20ft radius of you. If you take damage before releasing, succeed a concentration check (using Con mod) of DC (10 + the damage + SL of wild talent) or lose the energy and accept burn points equal to amount it would have reduced. Improved Evasion - No damage on a successful Ref save, half on a fail. Internal Buffer (Su) - As a full-round action, accept 1 burn to add 1 point to your Internal Buffer, up to a max of 3 points. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn. Metakinesis (Su) - Add power to kinetic blasts:
Metakinetic Master (Su) - Maximize -1 burn. Omnikinesis (Su) - 1 burn to use any blast wild talent; 1 burn as a standard to change a wild talent to another of the same category for 24 hours; elemental requirements are ignored with this ability. Perfect Self - Treated as an outsider for spells and magical effects; DR 10/chaotic; can still be revived; perfect calm state to restore 1 ki point per 10 minutes. Purity of Body - Immune to diseases. Still Mind - +2 on saves against enchantment spells Stunning Fist - Gain Stunning Fist as a bonus feat, and choose any one condition to inflict instead of the usual: stun 1 round, fatigued, sickened 1 min, staggered or paralyzed 1d6+1 rounds, or permenantly blind or deafen the target. Timeless Body (Ex) - No penalities to ability scores for aging, and no magically aging; still dies of old age. Tongue of the Sun and Moon (Ex) - Can understand and speak with any living creature. Unarmed Strike - Unarmed strikes deal 2d10 damage. Ki and Style Strikes:
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Ki ----------------------- Ki Pool - 13/day If pool has 1 remaining, unarmed strikes are treated as magic weapons, cold iron, silver, lawful, and adamantine. Ki Powers
Diamond Soul - 2 points - Gain SR 30 for 20 rounds as a swift. Flurry - 1 point - Extra attack on flurry of blows as swift. Insightful Wisdom - 2 points - Allow ally to reroll an attack or saving throw. Ki Guardian - Varies - Spend as many points as chosen allies to roll a saving throw for them; failing any causes your character to autofail theirs as well. Ki Volley - 2 points - When spell or SLA fails to penetrate SR from diamond soul, send the spell back to its caster. One Touch - At least 1 remaining - Standard to make an unarmed strike as a touch attack; add 10 to damage; spend 1 point to double bonus damage. Quivering Palm - 4 points - Standard action to make an attack; if attack deals damage, it is successful. As a free action, will the target to die once within 20 days to force a Fort DC 23 or it dies. Sudden Speed - 1 point - +30 base speed for 1 min as a swift. Wholeness of Body - 2 points - Heal 1d8+20 as a standard action. -----------------------
Flying Kick - Move up to 60ft, using blows during the movement freely, and ending the movement with a kick against an adjacent foe. Knockback Kick - Kick, making a free combat maneuver with current bab if it hits. If maneuver is successful, foe is knocked back 10 ft + 10 ft per every 5 extra it succeeds, up to 60 ft total. Shattering Punch - Punch, bypassing any DR or hardness possessed by target. Spin Kick - Kick at flat-footed AC; unusable against creatures that cannot be caught flat-footed. Wild Talents:
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Elements ----------------------- -Take a standard action unless otherwise noted. -DC's are 17 + talent's spell level Elemental Focus
Air - Expanded at 7th
Aether - Expanded at 15th
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Physical - ranged - 10d6+17 - No SR applied to attack
Electric Blast - Element: air; SL -; Blast Type: energy; Damage: electricity Fire Blast - Element: fire; SL -; Blast Type: energy; Damage: fire Telekinetic Blast - Element: aether; SL -; Blast Type: physical; Damage: bludgeoning, piercing, or slashing Throw an item of up to 80 lbs at target; hit deals damage to both target and item. Composite Blast Talents
Physical - ranged - 20d6+17 - No SR applied to attack
Aetheric Boost - Element: aether; SL -; Burn 1; Blast Type: same as simple energy blast Infuse a simple energy blast with aether for additional +1 dam/die to the blast. -----------------------
Natural and unarmed attacks against you cause 5 fire damage to attacker. Grappled creatures take 10 fire damage at the end of each turn. Increase damage by 5 for 1 burn up to 7 times until your burn is removed. Accepting burn for fire wild talents causes damage from this talent to double for 1 round. Dismiss or restore as an immediate action. -----------------------
You are immune to altitude sickness, and gain an amount of electricity resistance equal to twice your current amount of burn. Elemental Grip - Element: universal; Type: utility (Sp); SL 3; Burn 0
You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate. Expanded Defense
Choose an element you selected with expanded element. You gain that element’s defense wild talent. You can take this wild talent multiple times, choosing a different element each time. Fire’s Fury
When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack. From the Ashes
When you are about to fall unconscious or die from hit point damage, as an immediate action you can burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise in the square where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per kineticist level you possess. Foxfire
You surround a creature with glowing flames that outline it, as per faerie fire. If you use foxfire with positive energy, the flames don’t give off heat. If you use it with fire, the flames still aren’t hot enough to deal damage immediately, but the illuminated creature counts as being under the effects of severe heat and must succeed at a Fortitude save against nonlethal damage after 10 minutes. A creature can extinguish the foxfire automatically as a full-round action. Heat Wave
You create an aura of shimmering heat that distorts the area around you. Until the next time your burn is removed, you can begin or end the heat aura as a swift action. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, all attacks made by creatures within 5 feet of you suffer a 20% miss chance due to concealment. You are immune to these effects, as are those immune to fire or benefiting from endure elements. Ride the Blast
You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray). Spell Deflection
You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell that could be affected by spell turning, roll 1d10?1 and determine the effects of the spell as if you had spell turning with that many spell levels remaining. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10?1 at a time) before ending early. Telekinetic Deflection
You can deflect your foes’ attacks, as the spell deflection with a duration of 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. Wings of Air
You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action. -----------------------
Reduce the total burn cost that infusions add to a single blast by 5. Chain - Element: air; Type: form; SL 5; Burn 3
If it hits, attempt another ranged touch attack against a target within 30 ft of first target dealing 1d6 less. Continue until you run out of dice, fail to deal damage, or miss. Cannot hit the same target twice. Dazzling Infusion - Element: fire or wood; Type: substance; SL 1; Burn 1; Saving Throw: Will - Negates
If it hits, foe makes a Will save or is dazzled for 1 minute. Reduce damage by half to increase DC by 2. Detonation - Element: fire; Type: form; SL 4; Burn 3; Saving Throw: Reflex - Half Damage
Flames explode outward from your body, dealing your blast damage to all creatures and objects within a 20foot radius. Explosion - Element: fire; Type: form; SL 7; Burn 4; Saving Throw: Reflex - Half Damage
Create an explosion of fire within 120 feet of you with a radius of 5, 10, 15, or 20 ft. All creatures and objects within the explosion take your blast’s damage. Extended Range - Element: universal; Type: form; SL 1; Burn 1
Increase range of attack to 120 ft. Flurry of Blasts - Element: universal; Type: form; SL 3; Burn 2
Shoot five blasts as if at first level at targets within a 15 ft radius circle up to 120 ft away from you. Any blast that hits a target that has already been hit adds 1d6 damage. Physical - 1d6+8 or 2d6+8
Focused Blast - Element: universal; Type: form; SL 2; Burn 2
+1 to attack and CL to overcome SR. Increase burn by 2 to increase bonus to attack by 1, up to +5 to attack for 10 burn. Reduce damage by half to reduce burn by half. Kinetic Fist - Element: universal; Type: form; SL 1; Burn 1
Use as part of an attack action, charge action, or full-attack action to add damage to all natural and unarmed attacks until the beginning of your next turn.
Half Saiyan (16 RP):
Standard Racial Traits
? Ability Score Racial Traits (0 RP): Half-saiyans gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. ? Type (0 RP): Half-Saiyans are humanoids with the human and saiyan subtypes. ? Size (0 RP): Half-Saiyans are Medium creatures and thus receive no bonuses or penalties due to their size. ? Speed (0 RP): Half-Saiyans have a base speed of 30 feet. ? Languages (0 RP): Half-Saiyans begin play speaking Common and Saiyan. Feat and Skill Racial Traits
Offense Racial Traits
Senses Racial Traits
Magical Racial Traits
Other Racial Traits
Alternate Racial Traits
Background Racial Traits
? Emotionally Driven (Racial: Half-Saiyan): Your emotions are constantly enhanced from your mixed heritage, and your temper shortened as well.
? Pride of the Saiyan Race (Racial: Saiyan): You take pride in your heritage of the proud saiyan warriors and scoff at others’ attempts to frighten you.
? Tailed Combat (Racial: Saiyan): You have been trained to fight while protecting your tail, making it more difficult for others to exploit your weakness.
Super Saiyan States:
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Super Saiyan -------------------- Activate: Use the class feature Gather Power as a Full-Round Action. Benefits
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