Female Human

Elska Markova's page

58 posts. Alias of Lazyclownfish.


Full Name

Elska Markova

Race

| HP: 36/36 (3 temp) | AC 19 (T15, FF 15) | CMB: +4 CMD: 14 | F:+8 R:+9 W:+5 | Init +6 | Perception +11, Sense Motive +9, Bluff +2

Classes/Levels

| Speed 20 ft. | Burn 0/6 | Sanity 36/36

Gender

Female Halfling Telekineticist 3

About Elska Markova

Statistics:
Female Halfling Kineticist 3
NG Small Humanoid (Halfling)
Init +6; Senses Perception +11
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DEFENSE
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 dex, +1 size)
hp 36
Fort +8, Ref +9, Will +5 (+2 vs fear)
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OFFENSE
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Speed 20 ft.

Melee Kinetic Blade +7 (2d6+5)

Ranged Kinetic Blast +7 (2d6+5)
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STATISTICS
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Str 8, Dex 18, Con 16, Int 12, Wis 14, Cha 10
Base Atk +2; CMB +4; CMD 14
Traits Vagabond Child, Sensitive Mind, Reactionary
Drawbacks
Naive
Feats Point Blank Shot, Weapon Finesse
Skills (14 points; 12 class, 3 INT, 6 Background)
ACP -0
(3) Acrobatics* +10
(0) Bluff +2
(3) Disable Device* +13
(3) Perception +11
(3) Sense Motive +9
(3) Stealth* +16
(0) Appraise +2
(3) Profession: Cook +8
(3) Sleight of Hand +10

*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Bluff (Secretive Survivor)
+1 Disable Device (Vagabond Child)
+3 Perception (+2 Keen Senses, +1 Sensitive Mind)
+1 Sense Motive (Sensitive Mind)
+2 Stealth (Secretive Survivor)
+1 Appraise (Sensitive Mind)

Languages Common (Taldane), Halfling, Varisian

Special Abilities:

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SPECIAL ABILITIES
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Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Secretive Survivor (Source Inner Sea Races pg. 213) Halflings from poor and desperate communities, most often in big cities, must take what they need without getting caught in order to survive. They gain a +2 racial bonus on Bluff and Stealth checks. This racial trait replaces sure-footed.

Dimdweller (Source Blood of Shadows pg. 4) Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. This replaces Weapon Familiarity.

Burn (Ex): 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.

Gather Power (Su): 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 Overflow (Ex): At 3rd level, 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.

As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Telekinetic Blast
Basic Telekinesis
Extended Range
Force Ward
Telekinetic Finesse
Kinetic Blade

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-19.5 lb. Medium 20-39 lb. Heavy 40-60 lb.
Current Load Carried 14.75 lb.
Mithral Chain Shirt (1100g)(6.25lb)
Thieves' Tools, MW, concealable (190g)(.5lb)
Cloth Pouch with assorted stones (.5lb?)
Survival Kit (5g) 3lbs
Explorer's Outfit (free) 2lbs
Spring-Loaded Wrist Sheath x2 (10g) .5lbs
Silver Dagger (22g) .5lbs
Cold-Iron Dagger (4g) .5lbs
Mirror Ball (100g) 1lb

Money 77 GP 2 SP 0 CP

Background:
Born in Karcau, Elska Markova was always a quiet child. Her father was a chimney sweep and her mother, a housekeeper for various middle-classed human families. A lot of the time, her mother would bring her along to help, but when Elska was a bit older, she was allowed to stay home if she wanted. She was always a studious and diligent child so she began to take on the responsibilities of keeping the house clean and preparing meals while her parents were working. She was even allowed to go purchase ingredients herself! Elska was very proud of her independence, though she wasn't entirely honest with her parents about what she did with her time during the day. It didn't take long to shop after all and there was lots to see in town!

So she spent most of her teenaged years sneaking out during the day to see what sights she could see. At first, she spent all of this time outside, people watching and enjoying the marketplace. One time she even saw a hanging! That was a little bit jarring for her but she was pragmatic; sometimes people did bad things and there were consequences. She didn't catch what the man had done, but she did hear something about him doing magic. She was glad she wasn't magic. She enjoyed her quiet, normal life.

Eventually, she got bold and started sneaking in to see plays and operas. Sometimes she had to coax open windows to slip inside but she had nimble fingers and people didn't pay her any mind. Elska loved the arts, though she didn't have much of a singing voice herself.

Despite all this, Elska was a good child. She was always back in time to have dinner ready and the only reason she didn't tell her parents about her excursions was that they wouldn't understand. One day, however, she lost track of time and when she got home, her parents were sick with worry. Her mother was in tears and at first, her father was relieved. But when that relief faded, her father grew angry. And when the timid Elska didn't have good enough answers for him, he began to yell. Through stammered, tear-soaked apologies and self-affirmations that she would be a "good girl" from now on, her father's uncharacteristic rage didn't let up and Elska didn't know what to do but scream. There was a sudden loud crash and Elska looked through tear-soaked eyes to see her father slumped in a daze against the wall across the room. She didn't do that. No. No way. In the moment's reprieve, she fled to her cot and hid under the covers, repeating a mantra in her head. I'm not magic... I'm not magic... I'm not magic...

After that incident, her parents left her alone about it, but determined to prove to them that she was a good girl; a responsible, studious, normal, not-magic one; Elska got herself a job as the cook at a nearby inn. And if, on occasion during the course of her work, items were a bit closer at hand than she remembered putting them, she attributed it to her poor memory. She definitely wasn't magic. Nope, not one bit.

This is Elska's story. But she doesn't remember any of it.
(yet?)

Appearance and Personality:

Quiet, but not necessarily shy, Elska is above all things, careful. She doesn't draw attention to herself except when she can be sure it is safe to do so. Friendly and compassionate, Elska has the best intentions; and those who earn her trust find themselves with a thorough, selfless ally. She likes to stitch little musical notes into all of her clothing. And she'll discover that she has a small tattoo on the inside of her wrist with the same design.