Falconer

Eilyne's page

388 posts. Alias of Drogeney.


Gender

female human phytokineticist (overwhelming soul) 2 | HP 16/17 | neg lvl 0 | AC 13; F 11; T 12 | F +5; R +5; W +0 | CMB +1; CMD 13 | Init +2 | Per +5 | dagger +! (1d4 19-20/x2) | wood blast +3 (1d6+1+4) | pbs/prec s

Languages

Terran=Bengali

About Eilyne

Eilyne Build:

Eilyne
female human phytokineticist (overwhelming soul) 2
CN Medium humanoid
Init +2; Senses Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (2d8+4)
Fort +5, Ref +5, Will +0
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4 19-20/x2) and
Ranged wood blast +3 (1d6+1+4)
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Statistics
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Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +1;CMD 13
Feats WP simple; AP: light; point blank shot (1st), precise shot (hbf), deadly aim (bf)
Traits unbreakable survivor, child of nature, Friend of the Fey
Favored Class kineticist +1 sp
Skills
Diplomacy +9=+4+2+3
Heal +5=+0+2+3
Intimidation +9=+4+2+3
Knowledge (nature) +5=+0+2+3
Perception +5=+0+2+3
Survival +7=+0+2+3+2
Background Skills
Linguistics +1=+0+1+0 (bs)
Profession (herbalist) +5=+0+2+3 (bs)
know (geography) +5=+0+2+3
Languages sylvan, common, terran
Combat Gear ammo 1 (n); Other Gear gear 1
Misc Gear backpack, a bedroll, a belt pouch, a flint and steel, a mess kit, soap, trail rations (5 days), and a waterskin, explorer’s outfit, 0 gp, 8 sp
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Special Abilities
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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.
Child of Nature You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.
Friend of the Fey You gain a +2 trait bonus on Diplomacy checks against fey creatures.
Element Focus Kineticists who share a strong bond with the power of primordial life are referred to as Phytokineticists.
Class Skill(s): A phytokineticist adds Knowledge (nature) and Handle Animal to her list of class skills.
Basic Manipulation: Phytokineticists gain basic phytokinesis.
Simple Blast: A phytokineticist gains wood blast as a simple blast wild talent. She can use all of the infusions listed below with wood blast and its composites Defense: A phytokineticist’s defense wild talent is flesh of wood.
Wild Talents: 1st—basic phytokinesis, kinetic cover, pushing infusion, *, roots; 2nd—entangling infusion, *, merciful foliage, woodland step; 3rd—brachiation, impale, *, thorn flesh, warp wood; 4th—greensight, plant disguise, shape wood, toxic infusion*; 5th—plant puppet, wild growth, woodland step (greater); 6th—deadly earth, *, green tongue; 7th—toxic infusion (greater)*; 8th—forest siege, wood soldiers.
Universal talent Option Wild Talents: 1st—draining infusion†, extended range†, kinetic blade†, kinetic fist†, skilled kineticist; 2nd—skilled kineticist (greater); 3rd—elemental grip, extreme range†, flurry of blasts†, kinetic whip†, mobile blast†, snake†; 4th— expanded defense; 5th—grappling infusion†, kinetic form, spark of life, wall†; 6th—ride the blast; 8th—reverse shift.
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.
Mental Prowess An overwhelming soul’s mind is strong enough to protect her body from the stress of channeling the elements. However, in exchange, she is unable to push her limits quite as far as other kineticists.
She can’t choose to accept burn, though she can use wild talents with a burn cost if she can reduce that cost to 0 points with abilities such as gather power and infusion specialization. If she would be forced to accept burn against her will (for example, if she fails a concentration check), instead of taking burn she takes 1 temporary negative level, which never kills her and can’t be removed with restoration or greater restoration, but which disappears automatically after 24 hours. At 6th level, once per day, she can reduce the total burn cost of any wild talent by 1.
She can use this ability an additional time per day at 10th level and every 4 levels thereafter.
This ability alters burn and replaces internal buffer.
Mind over Matter An overwhelming soul uses her Charisma modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitutionbased wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitutionbased effects of all her wild talents.
She adds Bluff and Diplomacy to her list of kineticist class skills.
This ability alters the kineticist’s class skills and the key ability score of wild talents.
Unbreakable Survivor Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.
Flesh of Wood
Element wood; Type defense (Su); Level —; Burn 0
Your skin toughens like timber and can turn aside some blows. You gain a +1 enhancement bonus to your existing natural armor bonus. By accepting 1 point of burn, you can increase this enhancement bonus by 1. For every 3 levels beyond 2nd, you can accept 1 additional point of burn to further increase this enhancement bonus by 1 (to a maximum of +7 at 17th level). Whenever you accept burn while using a wood wild talent, phytokinetic power causes your full natural armor bonus to apply to your touch AC for 1 round. You can dismiss and restore this effect as an immediate action.

Blasts:

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.
Wood Blast Element wood; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, slashing, or piercing
You lash out with boughs, vines, or a deluge of stinging blooms.

Infusions:

Infusions 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.
Extended Range
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

Utility Talents:

Basic Phytokinesis
Element wood; Type utility (Sp); Level 1; Burn 0
You can prune and otherwise garden plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the sift cantrip.
Woodland Step (Su)
Element wood; Type utility (Su); Level 1; Burn 0
You gain woodland stride, as per the druid ability (may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment). Due to your ability to manipulate plants, you can attempt a caster level check (DC = 11 + the spell’s caster level) as a standard action to also ignore magically manipulated plants (but not creatures of the plant type).

Description:

Eilyne is an attractive young human woman of about eighteen years of age. She has long red hair, a ruddy complexion from lots of time spent under the sun, and carries only dagger for protection. When in town to sell herbs to the local apothecary she is often found wearing a set of explorer’s clothing but stories claim she has been scene in the woods by travelers and mistaken for a dryad since they claim she was wearing leaves for clothing in a most revealing fashion. When she speaks her words are heavily accented with the lilting tongue of the fey.

Personality:

Eilyne is a strange woman, from a young age she was fascinated by plants and upon the massacre of her village by bandits of some kind she was taken in by a dryad who heard the wailing toddler and took pity on her. While Eilyne is a human she identifies more strongly with the fey, particularly dryads, and has a strong reverence for nature leaving her at odds with her human heritage. In point of fact she doesn't believe she is human even if, somewhere deep down, she knows that she is and tends to avoid the issue when someone presses her on it. She is friendly and warm, most of the time, so long as people aren’t hurting the plants needlessly. Some have worried that she might be a threat to wood cutters but quite the opposite, she has been known to help them find the old and dying trees, the ones that wouldn’t last much longer, and when they aren’t available simply plants new trees in place of those the village cuts down for it’s needs. When Eilyne becomes agitated or angry the plants around her tend to rustle and shake giving away her state of mind. If one pays enough attention it can be possible to notice other similar occurrences from other emotions and read her current frame of mind from the resulting sounds.

Background:

Eilyne was born in a small village in the Fangwood, a village that was razed by bandits when she was a toddler. She couldn’t remember her parents, or if she had siblings, her only parent was a local dryad, Kissiae, who took her in after the village was destroyed. Eilyne spent most of her childhood Her first language was sylvan and she thought of herself as a dryad like her mother. Her mother raised her well, despite the difference in race, and saw Eilyne as her true daughter. The girl Eilyne grew up playing with some friendly fey and her mother's "pet" earth elemental that Eilyne called 'Rocky'.

It wasn’t until she began to enter adolescence that Eilyne knew the truth of her origins. Kiassiae felt that Eilyne’s progress towards adulthood meant she needed to know and it led to a very strained time between them. To add to their problems Eilyne began to demonstrate the power to control plants and was resistant to learning to control them. In the end Eilyne became so angry at her mother that she lashed out without meaning to and hurt her mother badly. In horror and fear of what she had done Eilyne fled despite Kiassiae’s pleading with her to come back. She ran so far, and so fast, in blind horror, that she couldn’t find her way back again.

Now alone Eilyne learned how to fend for herself. She began to learn how to control her powers to defend herself and eventually found her way to the area around Phaendar. Along the way she made contact with local druids and learned about the worship of Gozreh and became an adherent of the nature god. She began to appear around Phaendar two years ago and proceeded to sell various plants with medicinal properties to the village apothecary to make some money. The fact that she was being ripped off never dawned on her, she had no true sense of the worth of the things she brought in, but it likely wouldn’t have bothered her anyway. She began to wear normal clothing at this time and also provided help to woodcutters, helping them find the trees that would be least detrimental to cut down, or planting new trees in place of the old ones when the previous method wasn’t feasible. She had recently finished collecting plants and had returned once more to town to sell them then decided to stay the night in the inn before heading back out again. Little did she know just what was going to happen before the morning…


Goals and Fears:

Goals
1.) Eilyne hopes to make a living for herself gathering various herbs and acting as a guide in the woods near the town of Phaendar.
2.) Eilyne hopes to re-unite one day with the dryad who raised her,

Fears
1.) Eilyne is afraid of being alone, she always had her mother and regrets having run away, now she has no one and it hurts.
2.) Eilyne fears the way her Mother will react on seeing her again after the way she left things and she fears repeating what happened before.