About Calah MaarinCalah Maarin:
Race Undine(native aquatic outsider) Alignment True Neutral Gender Female Age 68 Class Kineticist (Hydro) Init +3; Senses Perception +6, Survival +2 DEFENSE:
AC +16, Touch +13, Flat-footed +10 (+3 Armor, +3 Dex) HP 12 Fort +6, Ref +5, Will +2 OFFENSE:
Speed 30ft. land speed, 30ft. swim speed Melee Unarmed Strike -1 1d3-1[nonlethal(min 1)] 20/x2 Bludgeoning Ranged Water Blast +4 1d6+6 30ft. 20/x2 Bludgeoning Special Attacks Pushing Water Blast +4 1d6+6 30ft. 20/x2 Bludgeoning +4CMB STATISTICS:
Str 8(10), Dex 16(14), Con 18, Int 10, Wis 12(10), Cha 8 Base Atk 0; CMB -2; CMD 11 Feats Ranged Tactics Traits Touched by the Sea:You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you. Slippery Step (Undine):You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics checks and Climb checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship. Navigator:You gain a +1 trait bonus on Knowledge (geography) checks, and a +1 trait bonus on Profession (sailor) checks. One of these skills becomes a class skill for you. SKILLS:
Skills Acrobatics +7(9)[1+3+3(+2)], Knowledge(Geography) +5[1+3+1], Perception +6[1+2+3], Profession(Sailor) +7[1+2+3+1], Swim +11[1-2+3+1+8)] Languages Common, Aquan SPECIAL QUALITIES:
Energy Resistance: Cold resistance 5 Darkvision: Undines can see perfectly in the dark up to 60 feet. Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait. Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level. CLASS FEATURES:
Burn:At 1st level, 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. Elemental Focus: At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element. 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. Infusion: At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents. Pushing Infusion
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can't use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push. Kinetic Blast: At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. 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. Kinetic Blasts: Simple Blasts A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. 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. Composite Blasts Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st; energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.
EQUIPMENT AND GOLD:
Load 25.5lb./26lb. Gear Masterwork Studded Leather 25lb. Compass .5lb. 15GP APPEARANCE:
Height 5'1" Weight 130lb. Eye Color Blue Hair Color Dark Sea Green Region of Origin The Shackles Deity Besmara BACKSTORY:
Calah had spent most of her life at sea in one posting or another, but it was always on somebody else's ship. Almost foolhardy in her eagerness, she quickly earned her a reputation for taking chances. She was as good a sailor as any, and was a more than serviceable navigator, but her abilities were overshadowed by her risk-taking. This was reflected in any berth she was offered, and she soon decided that she would have to strike out on her own, and soon. One fine summer day, she took her biggest risk yet. A consortium of minor captains had formed to purchase a sailing ship and a cargo of steel ingots meant to make tools and weapons in Sargava and offered her a partnership. The risks involved were sizable. While transporting their own cargo meant they got to pocket the whole of the profits instead of giving it to some merchant in exchange for a small cut, if anything happened, they would be out the cost of both the cargo and possibly even the ship. Of course, Calah accepted on the spot. She lacked the finances to take part though, so she needed to seek financial backing from elsewhere. She found that backing in the form of Sebastiaan Witting, a man of substantially less than savory reputation rumored to have connections all through the Shackles, including Firegrass Isle. With her new backer fronting her share of the money, Calah signed on as the second mate and navigator of the Flying Cloud, sailing out of Port Peril. Calah charted a course for Eledar and it was smooth sailing from there, with Calah trying to work out how many runs she would have to do before earning enough to repay Witting and then purchase her own ship and crew. Unfortunately, it was not to be. One night shortly before dawn, they were attacked by a ship out of Firegrass Isle. During the fighting, Flying Cloud lost her masts and caught fire, and the last thing Calah remembers of that terrible event was screaming as she was trapped under a section of burning masthead. When she regained consciousness, she was in the ship's boat with a handful of others, and was informed that the Flying Cloud had burned to the waterline. In addition to the horrific burns, the event utterly crushed her confidence and have her a healthy fear of fire. Upon returning to Port Peril she sold her belongings before giving the money earned and her jewelry to Witting as a down payment for what she owed him. After a few months of making minute payments to Witting, Calah went to the Formidably Maid to drown her sorrows, and then went down to the docks to watch the ocean. After the turn her life had taken, she almost welcomed the sharp pain and sudden darkness.
APPEARANCE:
Calah is of average height and weight for her people, with clear blue eyes, dark sea green hair and skin the color of seafoam. Cala has burns on the left side of her head and neck, her left forearm, and the back of her left hand. Though hidden by her clothing, those burns are connected down her side and extend to her back and halfway down her thigh. There are tanlines on her wrists and fingers from where she had long worn bracelets and rings until very recently. Her clothes, while not rich in cut or fabric, were probably very nice when they were new, but are now somewhat shabby, and the fabric is a different color where fancy piping had been removed. |