Without a word, Chenaii moves to her allies. Her unkempt hair flowing in the wind as she moves. When she gets to the party, she tarts a barrage of strikes at the creature attacked by Kaytlin. The air in her hand lashes at the creature in near the eastern wall like a whip, slashing at the flesh. Note you all get +10 ft movement speed for the round if you start in the 10ft aura emanation. ◆ Stride; ◆ Elemental Blast; ◆ Elemental Blast (MAP-4) VS Yellow - Elemental Blast - Ranged Air +10 / 1d4 Slashing ( agile, air, range increment 120 feet, versatile B ): 1d20 + 10 ⇒ (20) + 10 = 301d4 ⇒ 4
Elemental Blast:
ELEMENTAL BLAST [one-action] Traits: EVOCATION IMPULSE KINETICIST PRIMAL With a wave of your hand, you swing or hurl elemental matter at a foe. Make a melee or ranged Strike using your gathered element. The damage die, damage type, and the traits for both the melee and ranged version of each elemental blast are listed in Table 1–2 on page 6. If you make a melee Strike, you add your Strength modifier to the damage as normal, as the element is more intense when physically closer to your inner gate. Though it’s not actually an unarmed attack, an elemental blast uses your proficiency with unarmed attacks, gets any bonuses and penalties that apply to unarmed attacks, and uses weapon damage dice and weapon traits in the same way an unarmed attack does. The blast can benefit from runes granted by handwraps of mighty blows. If you have weapon specialization, the blast gains extra damage as if it were an unarmed attack. Elemental blasts have unique critical specializations; if you gain critical specialization in an elemental blast, its effects are listed under critical element (page 7). Impulse Trait: mpulse: The primary magical actions kineticists use are called impulses. To use an impulse action, you must have an element gathered, which is typically done with the Gather Element kineticist action. The element must be appropriate to the element trait of the impulse you use; for example, you must have water gathered to use an impulse that has the water trait. Using an impulse requires gesturing and focusing on your powers. The impulse trait also means the action has the concentrate and manipulate traits unless another ability changes this.
Chenaii remains by the door. She holds her right-hand palm skywards and concentrates for a short moment. Her hair and clothes swirl in the wind as she does so - a small ball of whirling dust gathers above her palm. She focuses further, and the ball in her hand expands to envelop a larger area around her. BakBat suddenly senses that the wind is always at his back, pushing him forward wherever he wishes to move. Mechanics : Fair Winds - a 10 ft emanation aura surrounding Chenaii, providing tailwind to her allies, and hindering foes. The area becomes difficult terrain for enemies, but provides +10 ft movement speed to any ally that starts their turn within the 10ft emanation around Chenaii. "Time to go in?", she winks at the goblin arcanist. ◆ Gather element (Air)
Gather Element:
GATHER ELEMENT [one-action]
Traits : CONJURATION KINETICIST MANIPULATE PRIMAL Requirements You have a hand free. You draw forth elemental matter through your inner gate from one of the six planes. Choose one element you can channel. A mass of that element appears in your open hand. Your hand is occupied by the element you’ve channeled, and you can’t use it for anything other than elemental impulse abilities to shape and direct the gathered element. You can use the Release basic action to cause the element to dissipate. Using an action that has the overflow trait (page 4) also causes the element to dissipate. You can have only one element gathered at a time, and Gathering an Element again causes any element you’ve already gathered to dissipate. The element is in a pure form with its typical physical properties. For example, gathered air ruffles your clothes and hair, fire sheds light like a torch, and water is fresh and drinkable. You can Gather an Element, hold it, and use it even in environments where this normally wouldn’t be possible. For example, you could gather fire while underwater and use it to fuel fire impulses, even though normally fire actions can’t be used underwater, or gather air and use it for air impulses in a vacuum. The Gather Element action gains the trait of the element you gather. Fair Winds:
Fair Winds (Air) / 2 Actions / FAIR WINDS [two-actions] FEAT 1 Traits: AIR, CONJURATION, IMPULSE, KINETIC AURA, KINETICIST, PRIMAL Winds swirling around you provide a tailwind to speed you and your allies and a headwind to harry your foes. Squares in the aura are difficult terrain for your enemies. You gain a +5-foot status bonus to your land Speed. Any of your allies that start their turn in the aura gain a +10-foot status bonus to their land Speeds until the end of their turn. These bonuses also apply to fly Speeds for creatures that have them. Kinetic Aura Trait:
Kinetic Aura: Impulses that create an elemental aura around you have this trait. They have the aura trait, and follow some additional rules. First, any kinetic aura is a 10-foot emanation unless you have an ability that changes its size. Second, if you already are in a kinetic aura, it takes you 1 action fewer to use a different kinetic aura impulse with the same elemental trait. This can’t reduce the impulse below 1 action. A kinetic aura lasts until you get knocked out, until the encounter ends, or until you use a new kinetic aura, whichever comes first. You can use a kinetic aura only in encounter mode, and after you create a kinetic aura, you can’t use another kinetic aura for 1 round Impulse Trait: Impulse: The primary magical actions kineticists use are called impulses. To use an impulse action, you must have an element gathered, which is typically done with the Gather Element kineticist action. The element must be appropriate to the element trait of the impulse you use; for example, you must have water gathered to use an impulse that has the water trait. Using an impulse requires gesturing and focusing on your powers. The impulse trait also means the action has the concentrate and manipulate traits unless another ability changes this.
Chenaii reaches for a set of tools on her belt. "I mean if we want to get inside, I suppose. It's a lead...", she states reluctantly and pulls out two pins before kneeling next to the lock. Rolls: Not sure how many rolls we need, so doing multiple. I can use a hero point. Let me know if needed.
Pick a Lock: 1d20 + 8 ⇒ (10) + 8 = 18 Pick a Lock: 1d20 + 8 ⇒ (13) + 8 = 21 Pick a Lock: 1d20 + 8 ⇒ (15) + 8 = 23 Pick a Lock: 1d20 + 8 ⇒ (7) + 8 = 15
With her slender frame and height barely over 5 ft, Chenaii seems like a wee half-orc girl in her mid-to-late teens. For an unaware observant, she might be just that - a half-breed kid with a bald head and a bizarre face mask strapped to her belt. She wears sandals and mud-stained, loose linen breeches held by a leather belt that seems older than the wearer. "Hm... Missing from this morning, as in, not found in their quarters in the morning, or did someone see the gnome today and -then- they disappeared?"
Hello everyone, I will be joining this game to playtest the kineticist class in a PbP, so that I have more information for the playtest survey. The deadline for said survey is on September 5th, so the best possible outcome would be to be finished by Septmeber 4th (timezones). If not, it's no biggie, I would just have more 'data' to use. Quote:
The full playtest document can be found HERE, if you need anything referenced. I will try to explain the actions related to the new class as best as I can with OOC tags or in a spoiler if the description would be too long. The only notable item I have purchased are Handwraps of Mighty Blows (+1), but without a striking rune. So just a plain old +1 to attacks. Other than that, the character is mostly built for utility. Having a +10 ft movement aura and a skill that allows a willing creature to be moved 30 ft. I changed the profile of this alias to include the relevant 2e skills/feats/stats. Don't mind the backstory/bio if you will be looking at it. It's not related to this game in particular. This is an old alias made for a game that never happened, and the backstory just stayed there. Let me know if you have any questions. There are new traits in the playtest, so if you need them referenced, here they are: Impulse: The primary magical actions kineticists use are called impulses. To use an impulse action, you must have an element gathered, which is typically done with the Gather Element kineticist action. The element must be appropriate to the element trait of the impulse you use; for example, you must have water gathered to use an impulse that has the water trait. Using an impulse requires gesturing and focusing on your powers. The impulse trait also means the action has the concentrate and manipulate traits unless another ability changes this. Kinetic Aura: Impulses that create an elemental aura around you have this trait. They have the aura trait, and follow some additional rules. First, any kinetic aura is a 10-foot emanation unless you have an ability that changes its size. Second, if you already are in a kinetic aura, it takes you 1 action fewer to use a different kinetic aura impulse with the same elemental trait. This can’t reduce the impulse below 1 action. A kinetic aura lasts until you get knocked out, until the encounter ends, or until you use a new kinetic aura, whichever comes first. You can use a kinetic aura only in encounter mode, and after you create a kinetic aura, you can’t use another kinetic aura for 1 round. Overflow: Powerful elemental impulses have the overflow trait, indicating any element you’ve gathered is consumed in the impulse. When you use an impulse that has the overflow trait, any element you have gathered disappears after your action. Channeling your element to this limit means you can use only one overflow impulse per round, even if you Gather Element again.
That would be a pretty bad design for an adventure, unless that's a niche they wanted to fill. Nevertheless I am not familiar with it, so no idea. I wouldn't want to impose that on the game, however. Kobolds it is, then. Edit: From what I read, the PCs are just masquerading as students while solving a case of missing academy members.
A negative trait, basically. Usually, it is permitted to pick up an extra trait as a trade-off if you take a drawback as well. That's why I'm asking. To know whether I should remove some (or all) or not. I have the following. Fate's Favored (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Pragmatic Activator (Magic): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier Seeker (Social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Scarred (Drawback): An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks. -
Hey there! I have a long-term campaign pbp itch that could use some scratching. With that said, I would like to apply for this table - if you'd have me, that is. Applying with this character. Profile is set up, but if there are questions, I'll answer happily. Some tweaking will be necessary, but nothing drastic. Mostly just gear and one trait removal.
Thanks for the kind words. In that case, I will consider the application completed. Unless you want anything else to add. The spell spoiler will come up after the first daily prep. As for weapons, it's not something I'd use, really. Unless absolutely necessary. I'll leave the profile as it is for now, and wish good luck to everyone who applied!
GM Nightfiend wrote: Whoops, missed this part. As CampinCarl9127 stated. Starting point is undeclared. For background generation, anywhere in Golarion is acceptable. Fair enough. Left it open-ended for that purpose. Feel free to check the profile for the backstory. Just finished the first draft. Thanks for the reply Carl, I must have missed it- somehow. Made a write-up with your post in mind.
Hey there! So I stumbled upon this cube once, and a few moments later - here we are! I would like to submit my witch for this role. Crunch is done (just finished), but I'll need to come up with some fluff in the upcoming days. Just wanted to say 'Hi', so... Hi! And also to ask a question. Any idea where on Golarion will this game be happening? Asking for tie-in purposes. Thanks! PS: Love the recruitment process. |