Vimanda

Everbloom's page

262 posts. Organized Play character for meloriel.


Full Name

Everbloom

Race

| HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6

Classes/Levels

| Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Gender

Female Kitsune Kineticist 3

Size

Medium

Alignment

CN

Deity

Green Faith

Languages

Common, Sylvan

Strength 10
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 11
Charisma 14

About Everbloom

Statistics:

PFS # 276820-4
Faction: Dark Archives
Experience 7
Fame 14, Prestige Points 12

Everbloom
Female Kitsune Kineticist 3
CN Medium Humanoid (kitsune, shapechanger)
Init +3; Senses Low-light vision, Perception +6

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DEFENSE
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AC 18, touch 13, flat-footed 15 (+4 armour, +3 Dex, +1 natural, +0 shield)
hp 27 (3d8+9)
Fort +7, Ref +8, Will +2
...If become frightened or panicked, she is shaken instead (usable once)
...If she fails a saving throw against an effect that would cause him to become entangled, paralyzed, or slowed, he receives a second saving throw. If he succeeds at the second saving throw, the wearer instead gains the benefits of longstrider for 5 rounds (usable once)

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OFFENSE
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Speed 30 ft.
Melee bite +2 (1d4)
Ranged wood blast +5 (2d6+5) (bludgeoning, piercing or slashing)
Spell-like Abilities (CL 3rd, Concentration +5)
3/day—dancing lights
Utility Wild Talents (CL 3rd, Concentration +6)
0 Burn--Basic Phytokinesis

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STATISTICS
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Str 10, Dex 16, Con 16, Int 10, Wis 11 (13), Cha 14
Base Atk +2; CMB +2; CMD 15
Traits Deft Dodger, Know the Land
Feats Point-blank Shot, Precise Shot
Skills Acrobatics +11, Bluff +2, Diplomacy +2, Intimidate +6, Knowledge (arcana) +4, Knowledge (nature) +4, Perception +6, Sense Motive +0, Stealth +10, Survival +7
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
Abilities Agile, basic phytokinesis, burn, change shape, elemental defence (flesh of wood), elemental focus (wood), elemental overflow, gather power, infusion (extended range, pushing infusion), kinetic blast (wood blast), kitsune magic, natural weapons, utility wild talent (woodland step)
Languages Common, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.

Basic Phytokinesis (Sp): 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. By concentrating, you can detect plants within 120 feet as if using detect animals or plants.

Burn (Ex): 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. (Burn: 1 nonlethal, Maximum 6)

Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Deft Dodger (trait): Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Elemental Defence (Su): 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.

Elemental Focus (Wood): Phytokineticists share a strong bond with the First World, and channel the power of primordial life. There is no “Elemental Plane of Wood”; instead, pockets of vital energy form when the Elemental Planes grind against the borders of the First World. A phytokineticist adds Knowledge (nature) and Handle Animal to her list of class skills.

Elemental Overflow (Ex): 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.

Gather Power (Su): If she has both hands free, 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.

Infusion (Su): 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.

...Extended Range: Level 1, Burn 1, Your kinetic blast can strike any target within 120 feet.
Pushing Infusion: Level 1, Burn 1, Saving throw None. The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

Kinetic Blast (Sp): A kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element (wood). 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 on page 12), 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.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Wood Blast: You lash out with boughs, vines or a deluge of stinging blooms. Simple, physical blast. Deals bludgeoning, slashing or piercing damage

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Know the Land (trait): Your familiarity with the plants and animals of a variety of environments gives you a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you. (Survival)

Utility Wild Talents:
...Woodland Step (Su): You gain woodland stride, as per the druid ability. She 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. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. Due to her ability to manipulate plants, she 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).

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear potion of cure light wounds (4), potion of cure moderate wounds (1), holy water (4), smokestick (2), potion of invisibility, lesser talisman of warriors courage (1), triskelion talisman
Possessions masterwork chain shirt, cloak of resistance +1, backpack, charcoal (2), flask (2), flint and steel, journal, silk rope (50 ft.), trail rations (6), waterskin
Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 26 lbs.
Money 1601 GP 9 SP 10 CP

Gear Details:

Lesser Talisman These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman’s effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust.
...Talisman of Warrior’s Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.
...Triskelion Talisman: This bronze talisman is carved in the shape of three interlocking spirals. When the wearer fails a saving throw against an effect that would cause him to become entangled, paralyzed, or slowed, he receives a second saving throw. If he succeeds at the second saving throw, the wearer instead gains the benefits of longstrider for 5 rounds. Faint transmutation; CL 3rd; longstrider, remove paralysis.


Temporary Gear:

Boons:

Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.

[] Infernal True Name: You have learned the true name of the Irrica family’s devil. Check the box that precedes this boon as a swift action to give one devil you can see within 60 feet the sickened condition for 1 hour. Alternatively, you may check the box that precedes this boon to give one creature of the devil subtype you have summoned the effects of a heroism spell for 1 minute. Once this box is checked, you have earned the enmity of devils everywhere. This may have a specific effect in later scenarios.

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off you Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

The Many Fortunes of Grandmaster Torch: You owe Grandmaster Torch a favour (two of them)—which he plans to redeem in the future. When he calls in this favour, you are obligated to fulfill this request so long as it doesn’t violate any moral restrictions of your race, class, or alignment.

[] [] [] Student of the Twelve Rites: You have recovered several tablets of the Twelve Rites from the monk Shinri and her agents. The blasphemous knowledge contained within these ever-shifting tablets is dangerous to ponder too long, but you can tap into it briefly to learn Shinri’s abilities.
You can use this knowledge to replace some of your own abilities with Shinri’s. You can check a box before this boon to retrain one of your feats with one of Shinri’s using the retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into one of the following feats takes 2 days, rather than 5: Combat Reflexes, Dodge, Eschew Materials, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Sorcerous Strike, Stunning Fist, or Weapon Focus. If you are a spontaneous spellcaster you can check a box before this boon to retrain one of your spells known into one of Shinri’s spells using retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into one of the following spells takes 1 day per spell level rather than 2: dispel magic, feather fall, levitate, mirror image, or spider climb.
Alternatively you can check a box before this boon to use feather fall as a spell-like ability, using your character level as your caster level. If you are at least 3rd level you can check two boxes to cast levitate, mirror image, or spider climb. If you are at least 5th level, you can check all three boxes to cast dispel magic.

Well-Earned Reward: Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp).

Completed Scenarios:

#7-10: Consortium Compact
GM Credit: #9-10: Signs in Senghor
#06: Black Waters
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GM Credit: #14: The Many Fortunes of Grandmaster Torch
#2-11: The Penumbral Accords
GM Credit: Quest: phantom Phenomena
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9-16: Fallen Family, Broken Name - IN PROGRESS

Background:

Everbloom doesn’t know where she was born—her parents are but a foggy memory, a scent, a sound, and nothing more. She grew up in the woods, wild and free, as the animals do. She made friends with the fey, and hunted for her food with her own jaws. It was glorious, but as time passed and her powers manifest, she grew bored. The trees and wilds were a part of her—there was no denying that—but she was always yearning for something more.

One day a group of furless beings came into her patch of woods. They wore strange clothes and carried strange tools and spoke even stranger words. They dug and scribbled in their little hunks of pulp. Everbloom watched them from afar, and when her curiosity overcame her she snuck into their camp.

They caught her, of course, but their leader—Reynald, as she later learned he was called—insisted she join them. He was fascinated with her, and she with them. He taught her to speak common, and had her help find the treasure they were searching for. He taught her of his organization—the Pathfinders—and the wonders they discovered. And he spoke of his faction—the Dark Archives—pathfinders who collect and unlock the secrets of the darkest, most dangerous relics. Everbloom was fascinated. And when Reynald’s job was done he asked her to come with him. She agreed. And her life changed forever.

Everbloom learned to read and write under Reynald’s tutelage, training as a Pathfinder under his care, until she was old enough and skilled enough to join the organization officially. She moved to Absalom—a stinky, busy place, but exciting—and finished her training quickly. Now complete and a Pathfinder in her own right, as well as a member of the Dark Archives, Everbloom is ready to discover the hidden wonders of this world, and collect a few powerful artifacts of her own.

Appearance and Personality:

Everbloom is a wild and curious kitsune, who rarely ever shifts into her human form. Her fur (or hair) is an orangy-brown, with bits of leaves and flower petals constantly tangled in its length. She’s swift and light of frame. Everbloom is curious, impulsive and easily bored. She’s easily enthralled in a task, then suddenly moves onto the next task just as easily.

Although kind on the surface, Everbloom isn’t as benevolent as she seems. She’s well aware that nature isn’t just beautiful life, it’s also danger and death—this outlook makes her somewhat callous and uncaring. She works well with her teammates, but sometimes can unnerve them with her strange mannerisms and penetrating gaze.