Sarenrae

"Dawn" Sheva Callister's page

8 posts. Alias of Corsario.


Full Name

Sheva Callister aka Dawn

Race

Human

Classes/Levels

Gestalt Pyrokineticist / Cleric of Sarenrae 15

Gender

Female

Size

Medium

Age

20

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Ignan

Occupation

Prophet General

Strength 11
Dexterity 26
Constitution 26
Intelligence 10
Wisdom 24
Charisma 22

About "Dawn" Sheva Callister

Nation you are from?
Dawn, as she calls herself now, was born on a summer solstice on a small Kingdom in the Sovereign States of Oswell. Sun Valley is a small kingdom where the worship of Sarenrae is dominant, and where the birth of a child with a prominent Birthmark like Sheva Callister's (her birth name) was accepted as a great omen (Her Birthmark trait).
Your thoughts of your home nation:
Sheva was raised by the clerics in the temple, learning about Sarenrae's message of goodness, redemption and healing for everyone. She learned to cherish the freedom and peace of her hometown, and the values of democracy, respect and acceptance of Oswell as a whole. She was trained since birth to become one of Sarenrae's chosen, a weapon in her fight against evil in the world (Her reactionary trait).
Your characters thoughts on the other nations/races before the great war?
She was thought that her mission was to go to other lands, and other peoples, and teach her gospel with actions. Go and show them what Sarenrae's might could do, and unite them in protecting the innocent and vanquishing evil.
Your characters thoughts on them now?
She is saddened by the loss of life and the time it has taken for everyone to set aside their differences, and start working together. But she is a firm believer in their redemption, and the ability of everyone to become better, to unite behind a worthy goal, to prove themselves able to defeat evil.
What your character did before the war/draft?
She was trained for this day, she was honed to become a living weapon, an embodiment of Sarenrae's will and scimitar, a new Dawn for all the good people in all the kingdoms.
What your character did to become recognized during battle?
The young woman, floating in the air on top of a column of fire (Greater Flame Jet), within a nimbus of flames (Elemental Overflow) while flickering flames cover all of her skin and cleric clothes (Flame Shield), leading the troops during assaults, preaching about unity, tolerance, good and faith while hurling great blasts of blue fire attract the attention of many people.
A couple feats she preformed to garner his renown/power:
Defeat a powerful demon to recover her Belt of Physical Might (DEX/CON) +6, and lead one part of the Oswell army against Razeria, defeat them, and then defend the prisoners making sure they weren't mistreated, aiming for a future alliance with Razeria.
Goals, what does you character want to accomplish?
To defeat both the undead and the fiends attacking, while promoting the worship of Sarenrae.
What drives you?
Faith. Hope. Good.
Character Sheet
Note: Every morning she "fills up" her Overflow (5 burn) by starting her Flame Shield Utility Wild Talent, and adding 4 burn to her Searing Flesh Elemental Defense, gaining a nimbus 20' radius if glow and heat (does not burn), +5 to attacks and +10 to damage with her blasts, +4 size bonus to Dexterity, +2 size bonus to Constitution, 25% change of ignoring critical or sneak attacks. Everything is already taken into account in her statistics.
Female Human Gestalt Pyrokineticist / Cleric of Sarenrae 15
NG Medium Humanoid (Human)
Init +14 (+8 Dex + 4 Feat +2 Trait), Senses Perception +30
Aura Aura of Good
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DEFENSE
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AC 29, Touch 23, Flat-Footed 21 (+3 armor, +3 deflection, +8 Dex, +1 insight, +3 natural)
Searing Flesh elemental Defense (+4 burn). If attacked with natural weapons takes 15 damage. x2 if grappled. x2 if takes burn for 1 round. Those last 2 stacks.
Flame Shield utility wild talent. If attacked in melee by a non reach weapon takes 7 damage. Stacks with Searing Flesh.
HP Currently 150 => Base 225 (15d8+129) (+8 CON * 15 = 120 + 9 Favored Class) - 75 Non Lethal damage for 5 Kineticist Burn
Fort +22, Ref +22, Will +21, +2 trait bonus on all saving throws against charm and compulsion effects
Resistances Fire 20 (Fire Domain)
25% chance of negating critical hits and sneak attacks (Kineticist Overflow)
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OFFENSE
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Speed 30 ft.
Blue Flame Composite Blast (Cost 2 burn) 30' Ranged Touch Attack +24 (16d6+20) Energy/Fire
Fire Blast 30' Ranged Touch Attack +24 (8d6+20) Energy/Fire
+1 Attack and Damage within 30' Point Blank Shot Feat
Special Attacks Fire Bolt 30' Ranged Touch Attack +19 (1d6+7) (10/day)
Magic Item Spell-Like Abilities Feather Fall (ring, at will)
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SPELLS
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Prepared Spells
Cleric (CL 15th; concentration +22)
8th-fire storm(DC 27), *incendiary cloud(DC 27)
7th-destruction(DC 24), elemental body iv (fire only), ethereal jaunt, holy word(DC 24)
6th-fire seeds, heal(2)(DC 23), heroes' feast, undeath to death(DC 23)
5th-breath of life(DC 22), command (greater)(DC 22), flame strike(2)(DC 24), forbid action, greater(DC 22), life bubble(DC 22)
4th-blessing of fervor(4)(DC 21), tongues(DC 21), *wall of fire(DC23)
3rd-fireball(DC 22), magic circle against evil(2)(DC 20), magic vestment(DC 20), resist energy (communal)(2)(DC 20), wind wall
2nd-cure moderate wounds(DC 19), early judgment(DC 19), grace, hold person(DC 19), protection from evil (communal)(3)(DC 19)
1st-cure light wounds(DC 18), remove fear(DC 18), remove sickness(DC 18), sanctuary(DC 18), shield of faith(3)(DC 18)
0th-detect magic, guidance(DC 17), mending(DC 17), read magic(DC )
*:Domain spell.
Deity Sarenrae; Domains Fire, Healing
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PYROKINETICIST
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Base Element Fire
Level 7 Expanded Element Fire (gains an extra Wild Talent and the Blue Fire Composite Blast)
Level 15 Expanded Element Fire (gains a +1 to Attack, Damage, Caster Level and Saving Throws DC with blasts)
Form Infusions DC 29 : Base 10 + 8 Spell Level + 8 Dex + 1 Expanded Element + 2 Elemental Focus Fire Feats
Substance Infusions DC 29 : Base 10 + 8 Spell Level + 8 Con + 1 Expanded Element + 2 Elemental Focus Fire Feats
Infusion Specialization: -4 to the total cost of infusions
Maximum Burn per round: 5
Non Lethal Damage per Burn: 15
Maximum Burn per day: 10
Current Burn: 5 (75 Non Lethal damage)
Gather Power: Reduce the Burn cost of the next blast by 2 if a move action and by 3 if a full action.
Internal Buffer: 2 burn (2 maximum)
Metakinesis:
Empower (+50% damage): 1 burn
Maximize (All dice rolls at maximum): 2 burn
Quicken (Blast as swift action): 3 burn
Concentration +22
Overflow: If has burn show a nimbus of fire 20' across (does not burn). Kinetic Blasts get a +1 to attack per burn (max +5) and double the attack bonus to damage. If 3 burn gains a +2 size bonus to 2 physical scores and 5% x burn chance to negate critical hits and sneak attacks. If 5 burn gain a +4 size bonus to one physical score and +2 size bonus to the other 2 physical scores.
Wild Talents
Basic Pyrokinesis Level 1 Basic Utility
Element(s) fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
Extended Range Level 1 Infusion
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.
Searing Flesh Level 2 Elemental Defense
Element(s) fire; Type defense (Su); Level —; Burn 0
Your body becomes painfully hot. 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.
Fire's Fury Level 2 Utility
Element(s) fire; Type utility (Su); Level 1; Burn —
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.
Burning Infusion Level 3 Infusion
Element(s) fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex 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.
Searing Flame Level 4 Utility
Element(s) fire; Type utility (Su); Level 2; Burn —
Prerequisite(s) burning infusion
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.
Draining Infusion Level 5 Infusion
Element(s) universal; Type substance infusion; Level 1; Burn 1
Associated Blasts any simple
Saving Throw Fortitude partial; see text
You can drain elemental energy and matter from your foes to strengthen your next attack. When you use this infusion, your kinetic blast affects only creatures with a subtype matching your kinetic blast's element (for instance, a fire blast would damage only creatures of the fire subtype). Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. Because you are draining energy from the target, your blast doesn't apply your elemental overflow bonuses or Constitution modifier. The target can attempt a Fortitude save to take 1/4 the normal amount of damage. Draining infusion ignores any damage reduction, resistances, and immunities the creature might possess. If at least one creature fails its saving throw against your draining infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1, or by 2 if you have the supercharge ability. If you use draining infusion again before applying this reduction, you still deal the damage from that draining infusion, but the burn reductions don't stack.
Flame Jet Level 6 Utility
Element(s) fire; Type utility (Sp); 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.
Smoke Storm Level 8 Utility
Element(s) fire; Type utility (Sp); Level 3; Burn 0
Saving Throw Fort negates; see text; Spell Resistance no
You transform a source of open flame within 120 feet into a cloud of choking smoke, filling a 20-foot-radius spread and affecting vision like a smokestick. All creatures that begin their turns inside the area become sickened as long as they remain in the smoke and for 1d4+1 rounds thereafter (Fort negates).
Snake Level 9 Infusion
Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts any
Saving Throw none
You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.
Flame Jet, Greater Level 10 Utility
Element(s) fire; Type utility (Sp); Level 5; Burn 0
Prerequisite(s) flame jet
You can use flame jet as a move action and can emanate a mild jet of flame, allowing you to hover without spending an action.
Unraveling Infusion Level 11 Infusion
Element(s) fire; Type substance infusion; Level 5; Burn 3
Associated Blasts blue flame, fire
Saving Throw none
Your kinetic blast burns so hot that it melts away your foe's magical effects. Whenever your infused blast hits a foe and penetrates its spell resistance, you can attempt a caster level check as if using a targeted dispel magic before determining whether the foe takes damage from the blast. You can choose to reduce the blast's damage by half to increase your bonus on the caster level check by 2. If you don't choose a specific spell effect to attempt to dispel, you automatically attempt to dispel effects that would protect the target from fire damage before other spells.
Flame Shield Level 12 Utility
Element(s) fire; Type utility (Sp); Level 5; Burn 1
Prerequisite(s) searing flesh
Flickering flames surround you until the next time your burn is removed. While your searing flesh infusion is active, any creature that strikes you with a melee attack takes an amount of fire damage equal to 1/2 your kineticist level unless it is using a reach weapon. If the creature also takes damage from your searing flesh, it applies fire resistance only once against the total damage from both effects. You also gain the protection from cold of a warm fire shield. An attack that would deal an amount of cold damage equal to at least double your kineticist level (before you applied the protection) freezes away your flame shield after you apply its protection, ending the flame shield early.
Wall Level 13 Infusion
Element(s) universal; Type form infusion; Level 5; Burn 3
Associated Blasts any
Saving Throw none
You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall's squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast).
Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.
Trail of Flames Level 14 Utility
Element(s) fire; Type utility (Sp); Level 5; Burn 0
Saving Throw none; Spell Resistance yes
When you take the withdraw or run action, you can leave a wall of fire in all squares you exit that lasts for 1 round.
Eruption Additional Expanded Element Level 7 Utility or Infusion
Element(s) fire; Type form infusion; Level 3; Burn 2
Prerequisite(s) extended range
Associated Blasts blue flame, fire, magma, steam
Saving Throw Reflex half
Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. An energy blast infused with eruption deals its normal damage to each target, while a physical blast deals half its normal amount of damage. The saving throw DC is Dexterity-based.
Firesight Favored Class Bonus x6 Utility or Infusion
Element(s) fire; Type utility (Su); Level 3; Burn —
You can see through flames and smoke as if they were transparent.
Creatures that are on fire or have the fire subtype never benefit from concealment or total concealment against you.
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TACTICS
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Temporary Effects Magic Vestment (Spell, +3 Armor Bonus to AC)
Every morning takes 4 burn to power up her Searing Flesh Elemental Defense, and 1 burn to Fire Shield.
Total Cost 75 Non Lethal Damage
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STATISTICS
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Used the Focus / Foil Method with 16 1-to-1 point buy method)
Str 11 (Foil 8, +1 Level 4, +2 Kineticist Overload)
Dex 26 (Base 10 + 4 point buy + 1 Level 8 + 1 Level 12 + 6 Belt of Physical Might + 4 Kineticist Overload)
Con 26 (Base 10 + 8 point buy + 6 Belt of Physical Might + 2 Kineticist Overload)
Int 10 (Base 10)
Wis 24 (Focus 18 + 6 Headband of Mental Prowess)
Cha 22 (Base 10 + 2 Human Bonus + 4 point buy + 6 Headband of Mental Prowess)
Base Atk +11; CMB +11; CMD 34
Feats
Craft Wondrous Item
Elemental Focus (Fire)
Greater Elemental Focus (Fire)
Spell Penetration
Greater Spell Penetration
Improved Initiative
Point-Blank Shot
Precise Shot
Selective Channeling
Skills
Acrobatics +14
Appraise +4
Bluff +6
Climb +0
Diplomacy +15
Disable Device +9 (+2 if uses Masterwork Thieves' Tools)
Disguise +6
Escape Artist +12
Fly +8
Handle Animal +7
Heal +11 (+2 if uses Heal Kit)
Intimidate +15
Knowledge (Nature) +7
Knowledge (Planes) +7
Knowledge (Religion) +7
Linguistics +4
Perception +30
Ride +8
Sense Motive +11
Stealth +26
Survival +7
Swim 0
Use Magic Device +20
Traits
Birthmark
Reactionary
Languages
Common
Ignan (Linguistics Rank)
SQ aura, aura of good, bonus feat, channel positive energy (8d6, DC 23, 9/day), healer's blessing, humanoid traits, orisons, rebuke death (10/day), skilled, spontaneous casting,
Gear
Total Equipment cost is 305,000 gp, she is crafting her own Headband of Mental Prowess (45,000 gp "saved") and Cloak of Resistance +5 (12,500 "saved") but cut it out at the limit of 55,000 gp set in the recruitment. The detail of all the costs and weights can be seen in this Character Sheet (that character sheet includes all of the "Cleric" information, but not the Kineticist part).
Gloves of Arrow Snaring (2 charges)
Healer's Kit (10 charges) (2)
Pearl of Power (1st Level) (1 charges)
candle (50)
diamond dust (100 gp) (50)
oil (1 pint flask) (20)
rations (trail/per day) (10)
smokestick (10)
amulet of natural armor +3
eyes of the eagle
jingasa of the fortunate soldier
headband of mental prowess (wis/cha) +6
ring of protection +3
ring of feather falling
sleeves of many garments
gloves of arrow snaring
quick runner's shirt
blazing robes
cleric's vestments
belt of physical might (dex/con) +6
cloak of resistance +5
sandals of quick reaction
belt pouch
coin (gold piece) (59)
coin (silver piece) (9)
fire opal
spell component pouch
ioun stone, dusty rose prism
handy haversack
bedroll
eversmoking bottle
expedition pavilion
holy symbol (platinum)
holy text (expensive) (2)
incense (10)
iron spike of safe passage
rope (silk/50 ft.) (2)
ruby
soap (per lb.)
thieves' tools (masterwork)
waterskin (filled)
Total Encumbrance: 27.86 lbs. LIGHT
Limits: Light Load 38 lbs; Medium Load 76 lbs; Heavy Load 115 lbs.
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SPECIAL ABILITIES
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Good (Ex) You project an overwhelming good aura.

Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal -1d6 points of positive energy damage to undead creatures or to heal living creatures of -1d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 9 times per day.

Domains

Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6+7 points of fire damage. You can use this ability 10 times per day.

Healer's Blessing (Su) All of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Rebuke Death (Sp) You can touch a living creature as a standard action, healing it of 1d4+7 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 10 times per day.

Resistance to Fire (Ex) You may ignore 20 points of Fire damage each time you take fire damage.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting