Kisegar

Estara Potts's page

33 posts. Organized Play character for Wei Ji the Learner.


Full Name

Estara 'Star' Potts

Race

Half-Orc

Classes/Levels

Kin 7/URog1

Gender

F

Size

M

Age

28

Special Abilities

Basic TK, Burn, Darkvision 90', Extended Range, TK Blast, K Blast, Point Blank Shot

Alignment

TN

Deity

Brigh

Location

Alkenstar

Strength 10
Dexterity 20
Constitution 20
Intelligence 10
Wisdom 12
Charisma 8

About Estara Potts

L2:
Estara 'Star' Potts
Female half-orc telekineticist 2 (Pathfinder RPG Occult Adventures 10)
N Medium humanoid (human, orc)
Init +4; Senses darkvision 90 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 21 (2d8+8)
Fort +6, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy mace +1 (1d8) or
longsword +1 (1d8/19-20) or
unarmed strike +1 (1d3 nonlethal) or
whip +1 (1d3 nonlethal)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—force ward
Infusions—extended range
Blasts—telekinetic blast (1d6+4)
Utility—basic telekinesis, kinetic healer
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 15
Feats Point-Blank Shot
Traits indomitable faith, nimble fingers, keen mind
Skills Acrobatics +8, Appraise +2, Disable Device +11, Knowledge (engineering) +5, Perception +6 (+8 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Sleight of Hand +8, Stealth +8; Racial Modifiers +2 Appraise, scavenger
Languages Common, Orc
SQ burn (1 point/round, max 6), gather power, orc blood
Combat Gear alchemist's fire (2); Other Gear darkleaf cloth lamellar (leather) armor[UC], heavy mace, longsword, whip, belt pouch, blanket[APG], blanket[APG], concealable thieves' tools, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], soap, torch (2), trail rations (2), waterskin, 418 gp, 4 sp, 5 cp
--------------------
Special Abilities
--------------------
Burn 1/round (2 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Darkvision (90 feet) You can see in the dark (black and white only).
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Telekinetic Blast (Sp) Level 1; Burn 0

L8:

Estara Potts
Female half-orc telekineticist 7/Unchained Rogue 1
N Medium humanoid (human, orc)
Init 5; Senses darkvision 120 ft.; Perception +17
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 22 (+6 armor, +1 deflection, +5 Dex, +1 natural, +4 shield)
hp 90 (8d8+47)
Fort 12 (+2 circumstance bonus vs. hot weather), Ref 14, Will 8; +1 Luck bonus vs. traps
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +1 (1d4 B) or
. . mwk cold iron aldori dueling sword +6 (1d8 S/19+) or
. . mwk silver morningstar +6 (1d8 B & P) or
. . unarmed strike +10 (1d3 B nonlethal) or
. . whip +10 (1d3 S nonlethal)
Ranged electric blast +10 touch (4d6+2 E) or
. . telekinetic blast +10 (4d6+9 B or P or S)
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—bowling infusion, extended range, pushing infusion
. . Blasts—aetheric boost (), electric blast (4d6+2 E), telekinetic blast (4d6+9 B or P or S)
. . Utility—basic aerokinesis, basic telekinesis, kinetic healer, self telekinesis, telekinetic finesse
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 20, Int 10, Wis 12, Cha 8
Base Atk +5; CMB 5; CMD 21
Feats Iron Will, Ironhide[APG], Point-Blank Shot, Precise Shot, Weapon Finesse
Traits indomitable faith, nimble fingers, keen mind
Skills Acrobatics +11, Disable Device +20 (+25 to disarm traps), Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (engineering) +10, Knowledge (local) +6, Linguistics +4, Perception +17, Profession (engineer) +7, Sense Motive +5, Sleight of Hand +10, Stealth +10, Survival +1 (+6 when tracking, +3 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Swim +4, Use Magic Device +8; Racial Modifiers +2 Knowledge (local)
Languages Aquan, Common, Orc
Combat Gear oil of daylight (2), scroll of lesser restoration, lesser restoration, lesser restoration, wand of cure light wounds, wand of endure elements (30 charges), acid (2), alchemist's fire (2), antiplague[APG] (2), antitoxin (2), holy water (15), vermin repellent[UE] (4); Other Gear +2 darkleaf cloth lamellar (leather) armor[UC], +2 darkwood heavy wooden shield, mwk cold iron aldori dueling sword[ISWG], mwk silver morningstar, whip, belt of physical might +2 (Dex, Con), cloak of resistance +1, golembane scarab, handy haversack, lenses of detection, ring of protection +1, trapspringer's gloves[UE], traveler's any-tool[UE], basic maps (major landmarks only), blanket[APG], blanket[APG], concealable thieves' tools[UI], courtier's outfit, flint and steel, hot weather outfit[APG], ink, inkpen, jewelry[UE], knife, utility (0.5 lb), marbles[APG], mess kit[UE], soap, spider's silk rope (100 ft.)[APG], trail rations (9), umbrella[UE], waterskin (2), 3 pp, 2,079 gp, 5 sp, 7 cp
--------------------
Special Abilities
--------------------
Aetheric Boost (Sp) Level 0; Burn 2
Bowling Infusion Blast also trips foes.
Burn 2/round (8 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Darkvision (120 feet) You can see in the dark (black and white only).
Electric Blast (Sp) Level 0; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Expanded Element
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Ironhide
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Orc Blood
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pushing Infusion (CMB +10) Your kinetic blasts makes Bull Rush CMB using Con.
Sacred Tattoo +1 to all saves.
Self Telekinesis (Sp) Propel self any direction up to 60 ft. in a line, if midair, fall next turn unless used again.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Telekinetic Blast (Sp) Level 0; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Estara was a gutter-dwelling urchin with a talent for taking machines, locks, and other things apart in the city of Alkenstar.

One day, she attempted to break into the home of an inventor and smith named Hogan Potts. Attempted is the best word, because his ingenious lock defeated not only her picks, but managed to trap her long enough for him to assess her.

Rather than turn her over to the authorities, though, Hogan took Estara under his wing, and over time taught her what she could manage to learn about engineering and respect for the tolerance of machinery.

This went on for years, until Hogan eventually adopted Estara shortly before her seventeenth birthday. She was late getting back to the shop after he'd sent her to buy a sensible outfit for her birthday and found him missing with nary a trace of his most recent work, a promising device that might have the capability of emulating certain magical spells.

Shortly thereafter, she had to close the shop -- while she'd learned a bit from Hogan, she wasn't nearly the engineer he was, and she really wasn't good with people.

During that process, members of the Aspis Consortium abducted her and subjected her to experiments based on the very device her adoptive father was designing before his disappearance. This left her marked, and eager for vengeance.

That opportunity came when members of an obscure library of one of the world's prominent exploration societies came to her rescue.

They only had one 'fee' for her rescue, and that was to join an exploration of a newly discovered ruin in the River Kingdoms. After the successful completion of that mission, she now finds herself working for the Pathfinder Society, and also curious as to how far her 'powers' will take her...