Bloodfire Sorcerer

Bashuk Cinderhand's page

389 posts. Alias of CrusaderWolf.


Full Name

Bashuk Cinderhand

Classes/Levels

CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Strength 12
Dexterity 16
Constitution 20
Intelligence 10
Wisdom 12
Charisma 9

About Bashuk Cinderhand

CG female half-orc Kineticist7

Init +3; Speed 30ft; 80hp
Light0-133lbs Medium134-266lbs Heavy267-400lbs; Drag2,000lbs
Current Weight Carried:
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DEFENSE
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AC19 (+5 chain shirt, +3 Dex, +1 deflection); Touch14, Flat-Footed16

Fort +11, Ref +10, Will +6

CMB +6, CMD20
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OFFENSE
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BAB +5

Kinetic Blast +9 ranged (4d6+2 fire -or- 4d6+10 B/S/P)

Kinetic Blade +9 melee (4d6+2 fire -or- 4d6+10 B/S/P)

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FEATS
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Weapon Focus (Kinetic Blast): +1 attack on attacks with blasts

Precise Shot: no penalty to ranged attacks into melee

Ability Focus (Kinetic Blasts): +2 to DC of blast abilities

Extra Wild Talent: Gain Kinetic Healer as a bonus feat

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SKILLS (4/level)
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Perception +11 (7 ranks, +3 bonus, +1 Wis)

Acrobatics +11 (6 ranks, +3 bonus, +3 Dex, -1 ACP)

Intimidate +11 (7 ranks, +3 bonus, -1 Cha, +2 half-orc)

Knowledge [Religion] +12 (7 ranks, +3 bonus, +2 trait)

Stealth +6 (1 ranks, +3 bonus, +3 Dex, -1ACP)

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TRAITS
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Secret Knowledge: Knowledge (Religion) becomes a class skill & gain a +2 trait bonus to that skll

Indomitable Faith: +1 on Will saves

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LANGUAGES
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Common/Taldane
Orcish

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Class Abilities
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Elemental Focus: Fire (Energy)
Expanded Element: Aether (Physical)

Utility Wild Talents:

Fire's Fury: Lvl1, Burn 0; 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.

Searing Flame: Lvl2, Burn 0; Over time, your burning infusion sears away your foe’s fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe’s fire resistance by an amount equal to the unmodified burn damage; don’t apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level.

These decreases stack, to a minimum resistance of 0.

Flame Jet: Level 3, Burn 0; You shoot a burst of flame behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use flame jet again.

Kinetic Healing: Level 1, Bun 1; With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.

Infusion Wild Talents:

Kinetic Blade: Lvl1, Burn 1; 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.

Extended Range: Lvl1, Burn 1; Your kinetic blast can strike any target within 120 feet.

Burning Infusion: Lvl1, Burn 1 (Ref19 negates); Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

Burn: 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: 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.

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.

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.

Elemental Defense (1): Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.

Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

Basic Telekinesis: Level 1, Burn 0; This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Force Ward: Level --, Burn 0; You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level.

You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed.

If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

Elemental Overload (+2): A kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

Infusion Specialization: Whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0.

Metakinesis: By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell).

Internal Buffer 1: A kineticist’s study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy.

The buffer starts empty and doesn’t replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. 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.

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Ancestry Traits
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Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

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Equipment
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+1 chain shirt
Cloak of Resistance +1
Belt of Constitution +2
Ring of Protection +1

Personality & Background:

The Shattered Fang tribe are one of the larger bands of orcs in Belkzen, respected for their ferocity and notorious for keeping their word—a rarity among the tribes. This reputation for trustworthiness gave them a roll as messengers and intermediaries between warring tribes, and even between the Belkzen and Vigil on those rare occasions when diplomacy was called for. A drunken night of passion between a Shattered Fang shaman and a human mercenary resulted in Bashuk. Unable to care for the babe, Bashuk’s mother fostered her with the Burning Sun tribe—Sarenite orcs scorned for their willingness to accept “weaklings”. As such Bashuk was raised with something rare among her mother's people: a happy childhood.



Raised in the embrace of Sarenrae’s faith, Bashuk embraced the sun goddess and became a lay priestess in the tribe. When as a young girl her ability to command and conjure flames manifested, it was taken as a sign of favor from the goddess’ battle aspect. As a fire-warrior, Bashuk defended the Burning Sun’s holdings from monsters and rival tribes—earning the moniker “Cinderhand” for her favored weapon, a wickedly curved blade make of solid fire. She is respected by her fellows for her courage and generosity of spirit, and is considered a strong contender for replacing Mahja Firehair as chieftain someday, should the older woman fall in battle. 



Tall and rangy, Bashuk’s grey eyes glow with a blazing golden light when she invokes her powers, and the young half-orc keeps her black hair scraped back in a rough ponytail. Brash and brave, Bashuk does not brook disrespect to herself or her people and is unafraid to speak her mind. She’s simultaneously desperate to travel but also terrified of finding out that the world will despise her and leave her adrift, never to see her home or family again.