Manshoon

Evil DM's page

28 posts. Alias of Evil Genius.


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Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Hi all. One system I will be using is a centralized place we can see the list of PCs, a link to the current battle grid, and also a initiative chart (which I will update constantly). It will be on the profile of this alias (which I will use in the actual game thread as my posting alias).

EDIT: Oh, and I've been playing around with Google Docs for the spreadsheets. It should work out pretty well aside from the fact that I can't seem to find a way to get the cells to all be squares without manually resizing them... It might also require all of you to have a (free) account with google...


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

As the entire camp of blackscale and poison dusk lizard folk begin jumping up and grabbing their weapons, ready to meet their perceived threat, Mender places his hand on Aldren's armor and releases a flow of magic into the metal, infusing it with bear's endurance. "You will need this added stamina in the fight to come."

Aldren gains a +4 enhancement bonus to Constitution for 5 minutes.

Roll initiative, so after everyone in the party takes an action in the surprise round, we can start the actual battle! :)


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Mender nods. "If we could use the furred creature for that purpose, it would lessen the danger we ourselves would face..."

For Shinus (forgot to give this bit of knowledge earlier):

Spoiler:
Shinus knows that Girallons are highly dangerous, wild-tempered, and quite hard to tame.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Hathir's knowledge:

Spoiler:

Hathir does not know what the white-furred thing is, but he knows the tauric creature is a dracotaur, a draconic hybrid creature with the ability to spit a gob of fiery spittle with a range increment of 20 feet. Being related to dragons, it is immune to paralysis and sleep.

Shinus's knowledge:

Spoiler:

Shinus knows the white-furred beast is a girallon, a magical beast that has the ability to rend the flesh of those he hits with multiple claw attacks.

The vegetation is about 30 feet away from the walls of temple save the front side, where a large clearing accompanies the portico that juts out towards the lizardfolk camp. The largest huts are nearest to the portico, only about 40 feet to the south-southwest of the tip of the 55 foot long covered portico. The small huts are further away, about 100 feet to the southeast of the portico.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

For Shinus:

Spoiler:
The trail continues from the cliff northeast towards the temple. Two short trails lead off from the main trail towards two clusters of huts. The cluster on the southeast side of the trail leading to the temple is comprised of small huts, barely big enough to fit a human comfortably. Near the small huts, you see two of the halfling-sized poison dusk lizardfolk near a campfire. One seems to be brewing something over the fire and the other sits chopping up what appear to be mushrooms arranged on a small table made from a tree stump.

The second cluster of huts, on the northwest side of the trail, is comprised of large huts that could fit a number of humans each. Over by the large huts, two ogre-sized blackscale lizardfolk sit cutting up what appears to be the body of a six-legged, gaunt panther with two tentacles jutting out from its shoulderblades.

A large cage stands just to the west of the cluster of large huts. The large, white furred beast inside grips the cage with what looks like four big hands, shaking it violently. (Knowledge [nature or arcana] to identify)

Up on the temple's portico, two blackscale lizardfolk stand at either side of a creature with the upper torso of a powerfully-built reptilian humanoid and the lower body of a four-legged wingless dragon. (Knowledge [arcana] to identify the tauric creature.)


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

There seems to be two different sorts of creatures down in the camp: the smaller poison dusk lizardfolk and a blackscaled, ogre-sized variety. Right now, they seem to be oblivious to your presence... though they might spot you at any moment. The shrubbery Kaezen has hidden in would be a good place to plan your assault.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Everyone travels down the road a bit, and a signal from Kaezen clues you in on his location. You all can see the edge of a cliff up ahead. A small trail winds down it towards a large clearing where the jungle gives way to an open space dominated by a huge stone structure. The Temple of Kha'shazul is a mass of vine-choked granite walls and columns. Two stone domes mark either end of its oblong shape, and a columned portico juts out from the temple's entrance. Steam billows from somewhere within the temple, venting through high open windows 20 feet above the ground.

Situated in front of the temple are two clusters of about 4 thatched huts each, one group composed of much larger huts than the other. Movement and lines of campfire smoke can be seen among the huts, and a large metal cage is visible near the group of large huts.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

For Hathir:

Spoiler:
From what you can tell, these vials do not contain magical potions. They all seem to be filled with the same brownish, foul-smelling brew.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

for Mender:

Spoiler:
From what you can deduce, the amulet is the only magical object that was found on the leader.

for Kaezen:

Spoiler:
The trail slowly widens and eventually (about 120 feet from the ambush site) reaches a cliff about forty feet in height. A narrow trail winds down the cliff face and continues on another couple hundred feet towards a large clearing. Resting in the middle of the clearing is a large stone temple with a column-lined portico and two domes at either end. Steam rises out of open windows on the roof.

Situated in front of the temple are numerous thatched huts, movement visible among them. The huts are situated in two sets of four. One set of huts is much larger than the other set, and what appears to be a large metal cage with a large something inside sits near them.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Yep, you have the map.

For Mender:

Spoiler:
The map shows that you are only a short distance away from a cliff that overlooks the small valley that the Temple of Kha'shazul is located in.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

For now, you seem to be alone in the jungle aside from the constant hum of insects and calls of animals.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

As you walk out of Sevvin's office, you catch sight of of red-haired, stodgily-dressed man in his late thirties leaning nonchalantly against the wall opposite of gnome's door. The Mark of Passage is displayed prominently on left forearm, and numerous wands dangle from his leather belt. He holds an envelope in his hands.

For those that have met him before, this is Jasser d'Orien, one of the more senior explorers in the Acquisitions Directorate.

The Orien heir nods, then holds out the envelope. "Lightning rail tickets. I've secured you passage on the Royal Karrnath Express to Vedykar. It leaves tomorrow morning, 6:00 AM. From Vedykar, you'll need to take the land route to Vulyar - a gnome artificer by the name of Kerrin Wainrell will give you a ride on his elemental cart - and then you'll take the Eastern Lightning Rail line to Gatherhold on the Talenta Plains. You'll need to seek out a guide to get you across the Plains and then the Blade Desert to the Ravencull Pass through the Endworld Mountains. From there, you should be able to follow the map to Adderport and then to your destination."


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Sevvin nods. "You're to search the temple for any ancient relics, preferably magic ones. Don't go and activate anything that looks dangerous, though. We'd prefer to have the artifacts... and you... and the world... back in one piece. We have reason to believe - from the previous owner of the map and from the draconic inscriptions on the map itself - that the ruin dates back to what's known as the Age of Demons. So, you'll be dealing with ancient, and possible quite powerful, items. Our organization is very interested in ancient magic, as you probably well know. So, it is imperative that you search this temple and report back with your findings. To that end..."

The gnome opens a drawer in his desk and pulls out a rectangular box and a small, green pouch. "Inside this pouch are two sending stones. Use one of them once you find any relics, or if you are turning back empty handed." He slides the bag across the table toward you all. "The box contains a few vials of antitoxin, in case you run afoul of the local inhabitants." He pushes the box over by the pouch.

He looks around at the party, and throws a wry grin at Hathir. "Is your mission clear, or must I explain it some more?"


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Knowledge (Local): Hathir knows that in the region of Q'barra called New Galifar, laws are typical of those in the Five Nations: in the region known as Hope, laws are for the most part non-existent, the social situations changing from place to place.

Knowledge (History): 70 years ago, settlers from across Khorvaire, sick of the war and the greed and ambition rampant in the Five Nations, gathered to form an immense flotilla of ships. They traveled along the east coast of Khorvaire seeking to create a new land where the spirit of old Galifar could be recreated in peace. This land became Q'barra.

A Knowledge(geography) or Knowledge(nobility and royalty) check could also be made.

The gnome looks over at Shinus. "The Twelve have no recorded sightings of half-dragons, but they've been rumored to exist for as long as anyone can remember. I'm sure many of our number would be highly interested in solid proof that such creatures are not just the stuff of legends... and I'm sure your order would be interested in such things as well."

Sevvin's begins to gaze around at the group and he scratches his wispy-haired head for a moment. He then smiles mysteriously. "Yes... Kaezen would be a great leader. However, a certain member of a certain house has asked me for a favor."

Sevvin's eyes stop on the warforged. "My suggestion for leader is... Mender."


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Sevvin looks up, adjusting his tiny spectacles. "Very well, I will tell you." The gnome rolls his treatise up and slides it into one of the many scroll cases on his table. He then picks up a different scroll case and begins casually rolling in his hand.

"Some of our operatives recently came into the possession of map that leads to an ancient temple in the Q'barran jungle, south of the great volcano of Haka'torvhak. The previous owner of the map had been doing research on this temple - the Temple of Kha'shazul - and had discovered that it occupies a place where an ancient demon was cast down long ago. He found that such places were guarded, according to old lizardfolk legends, by half-dragon beasts. Somewhere beneath the temple, we believe, is a crypt belonging to one such ancient creature, along with relics of that time. We want those relics."

Sevvin removes the cap of the scroll case in his hands and pulls out an old map. He unfurls it onto the table, and you can see it is a map of Q'barra marked with a trail from Adderport to the Temple of Kha'shazul.

"I have gathered you together because you are some of the best our organization has to offer, and the dangers of the jungle are great. I have arranged transport for you to Adderport. From there, you are to follow the trail marked on the map in order to reach the Temple. This is a simple exploration and artifact gathering mission... I don't think you should have many problems aside from the possibly hostile lizardfolk population of the jungle. Any questions?"


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5
Hathir d'Thuranni wrote:
Yay! Flashback :) ...and yeah, sorry. he's kind of a snob.

Hehe, I wouldn't expect anything less from an evil character :)

Sevvin chuckles, but you can't quite tell if he's laughing at Hathir or the treatise he's reading. A few moments pass, and then he speaks softly without looking up, a slight twinge of a sneer passing briefly over his lips. "I knew you were going to say something like that, Thuranni."


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Even though Mender can see them, they all have concealment from the warforged (and anyone else not right next to them) due to the jungle undergrowth. So, could you roll a 20% miss chance? We'll say that you have to get a 21 or higher on the d100 roll.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

The amulet-wearing poison dusk groans and attempts to stand up. Kaezen takes advantage of the lizardfolk's momentary lack of defense and trips the poison dusk again, following up with a powerful kick to the lizardfolk's abdomen.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Kaezen's furious assault knocks the wind out of the downed lizardfolk, who grunts and spits out a curse. "Taakha z'ga!"
If you speak Draconic:

Spoiler:
Roughly translated: <Damn you!>
[ooc][/ooc]


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

The easternmost poison dusk suddenly drops his bow and staggers, propping himself up against the tree before tumbling to the side, eyes closed and tongue lolling out of his maw. He appears to be asleep.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

The poison dusk dives out of the way of the blast, taking minimal burns.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

The lizardfolk's legs are swept out from under him, and he falls face-first into the dirt.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5
Aldren d'Deneith wrote:
Fort save: 12 + 7 = 19

You succeed on your saving throw.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

Round 2

Everyone but Mender sees the following:

Spoiler:
The two poison dusk lizard folk without amulets draw their composite longbows back and each fire a single shot at Aldren d'Deneith, after which the one on the west side of the road moves fifteen feet to the west, and the one on the east side of the road moves fifteen feet to the north.

Another two arrows fly with a hiss from the underbrush, and one hits the Deneith heir.

Aldren takes 6 damage, and must make a Fort save.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5
Kaezen d'Orien wrote:

DM Questions:

** spoiler omitted **

Did Shinus Fiery Burst one of the Lizardmen?

Answers:

Spoiler:
Yep, unfortunately I ran out of time for my last post and had to go somewhere, so I wasn't able to type everything out. I'm back now and plan on reacting to your actions.

The amulet-wearing lizardfolk, not seeing the hidden Orien heir, leaves himself open for attack as he moves through the underbrush.

(As a reminder: All the lizardfolk have concealment due to the underbrush.)

Flying overhead, Shinus spots the enemy lizardfolk, which you all believe to be members of the tribe of poison dusk lizardfolk the group of lizardfolk pilgrims told you about a few days back, which must mean you are close to the temple.

(Shinus may shoot his fiery blast at any of the lizard folk within range, which would be all of them.)

Mender's bolt goes wide and is lost within the underbrush.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5
Kaezen d'Orien wrote:
With my spot check earlier, did I detect where the arrows are coming from?

Unfortunately, nobody was able to see where the arrows came from exactly, but you know that they all came from the jungles ahead of you, from both sides of the trail. On your turns I'll need to you all to make some more spot checks.

Hathir saves vs. the poison.

Initiative Order:

Unknown A - 22
Hathir and Shinus - 15
Kaezen - 14
Aldren - 13
Unknown B - 6
Mender - 3

Another volley of arrows flies out from the thick foliage, this time consisting of four arrows that are targeted at the heavily armored Deneith heir. The arrows seem to be coming from the same place as before: a little ways up and off the path. Three of the small arrows fail to do any damage, but one arrow manages to plunge into an unarmored part of his leg. Blood wells up around the arrow and oozes down to the dark brown earth beneath Aldren's feet. Soon, the injured leg begins to burn and throb as the poison on the arrow's tip seeps into the Deneith heir's veins.

Aldren takes 5 damage and must make a Fort save, and it is now Hathir's turn (Even though you both rolled exactly the same, I'm going with Hathir first only because his name comes first in the alphabet).


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

A hiss of air follows a volley of small arrows fired from the brush. You hear your unseen assailants shifting within the foliage, but can see no sign of them.

A pair of arrows fly out of nowhere at Aldren but bounce harmlessly off his armor. Another arrow strikes Hathir, piercing through the elf's shiftweave garment and into his flesh. Mere moments later, a feeling of intense sickness grips the illusionist.

Hathir takes 8 damage, and must now make a Fortitude save. Everyone roll initiative, and take a moment to describe where you are standing in relation to the rest of the party.


Male Human Rogue 4 / Game Designer 1 / Dungeon Master 5

If the map is correct, you should be almost to the Temple after following the trail through the dense Q'barran jungle for many long days. The hot sun beats down upon you through the canopy above, and the drone of insects and calls of various jungle animals fill the air. As you slap another swarm of insects away, you notice that the trail ahead grows noticeably wider, and is mostly clear of debris and undergrowth. Two birds, both with vibrant red and purple plumage, take to the air from a nearby tree and fly off.

Make spot checks!

Full Name

Omarani

Race

Garundi

Classes/Levels

2nd Level Kineticist| HP 22/22 | AC 17 | T 13 | FF 14 | CMD 14 | Fort +7 | Ref +6 | Will +1 | Init +3 | Perc +6 | Burn - 0/7

Gender

Male

Size

Medium

Age

34

Special Abilities

Burn; Elemental Focus; Gather Power; Infusions; Kinetic Blast; Elemental Defense

Alignment

Neutral Good

Deity

Sarenrae

Location

Absalom

Languages

Taldane, Osiriani, Kelish, Varisian, Ancient Osiriani

Homepage URL

Character Sheet

Strength 10
Dexterity 16
Constitution 18
Intelligence 12
Wisdom 12
Charisma 7

About Omarani

Omarani
Male Human Kineticist 2
Neutral Good Humanoid
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Armor)
hp 22
Fort +7, Ref +6, Will +1
Defensive Abilities Searing Flesh
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Quarterstaff +1 (1d6+1/x2)
Dagger +1 (1d4+1/19-20/x2)
Ranged
Flame Blast +5 (1d6+3/x2) 30 ft.
Dagger +5 (1d4+1/19-20/x2) 10 ft.
Special Attacks Flame Blast, Burning Infusion
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 18, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 14
Feats Point-Blank Shot
Skills Acrobatics +7, Climb +0, Craft (Cartography) +7, Diplomacy +3/+5, Escape Artist +3, Knowledge (Geography) +8, Knowledge (Local) +7, Knowledge (Nature) +5, Linguistics +2, Perception +6, Sense Motive +1, Stealth +7, Survival +1/+5, Swim +0
Languages Taldane (Common), Osiriani, Kelish, Varisian, Ancient Osiriani
SQ Burn, Elemental Focus (Fire), Gather Power, Infusions, Kinetic Blast (Flame Blast), Elemental Defense (Searing Flesh)
Other Gear Quarterstaff, Spring-Loaded Wrist Sheath (Dagger), Mithral Shirt, Sleeves of Many Garments, Adventurer Outfit, Masterwork Backpack (Bedroll, Silk Rope (50 ft.), Sewing Needle, String (50 ft.), Thread (50 ft.), Fishhook (2), Flint & Steel, Halfling Trail Rations (4), Waterskin), Belt Pouch (Alexandrite Gem glows as affected by Continual Flame Heightened to 3rd level), Belt Pouch (Wayfinder), Bandolier (Potion of CLW (2), Potion of Reduce Person (2), Wand of Cure Light Wounds (50)), Masterwork Artisan Tools (Cartograpy)
--------------------
Traits
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Affable: You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. Benefit: You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Proper Training: Your time at the Grand Lodge of Absalom has served you well. Benefit: Choose either Knowledge (geography) or Knowledge (history). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
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Special Abilities
--------------------

Kineticist Features:
Elemental Focus (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.

Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

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.

Kinetic Blast (Sp): 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 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. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

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.

Infusion (Su): 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.

Elemental Defense (Su): At 2nd level, a kineticist gains her element’s defense wild talent ( the descriptions of defense wild talents begin on page 16).

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Standard Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits:
Unstoppable Magic: Humans from civilizations built upon advanced magic, such as Geb or Nex, are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait.
Wayfarer: Humans maintain the largest trade networks on Golarion and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.


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Background:

Description:
Reference Image
Height 6'3" Weight 180
Skin Dark Eyes Purple Hair White

Omarani is a tall Garundi with slender torso and broad shoulders. His eyes are a cloudy purple color and his short hair is the bright white commonly seen in his people. He may have once been handsome, but terrible burn scars creep up his neck towards his jaw-line; as well as cover his hands and forearms up to the elbow on both arms. He typically keeps an orange and blue kapenia scarf wrapped around his neck up to his jaw to hide his scars from the view of most people as he realizes it often makes people uncomfortable. He also keeps his hands covered with soft, cat-skin leather gloves. Despite his

PFS Character Information:

PFS#: 13693-8
Faction: Grand Lodge
XP: 4
Fame: 8
Prestige: 4/8
Inventory Tracking Sheet
Scenarios:
First Steps, Part 1 [1 XP, 2 PP, 417gp, 0gp Day Job] Chronicle Sheet
- Boons: None.

The Confirmation [1 XP, 2 PP, 430gp, 0gp Day Job] Chronicle Sheet
- Boons:
- Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
- Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
- Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

The Wounded Wisp [1 XP, 2 PP, 430gp, 0gp Day Job] Chronicle Sheet
- Boons:
- Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
- Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

The Consortium Compact [1 XP, 2 PP, 510gp, 0gp Day Job] Chronicle Sheet
- Boons:
- 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 your 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.