Vailea

Faywen Marisal's page

337 posts. Alias of Losonti.


Full Name

Faywen Marisal

Race

CMD19 | F +14 R +13 W +7 | Spd 40/Swim 50 | Init +6 | Perc +10 |

Classes/Levels

Acrobatics +11, Appraise +2, Arcana +3, Fly +10, Geography +6, History +8, Nature +10, Perception +10, Stealth +14, Swim +11, Use Magic Device +9 | Burn: 3/8 | Active Conditions: None

Gender

TN Female Undine Hydrokineticist 6 | 74/74-18 HP | AC27 T16 FF22 |

Size

Medium

Age

70

Special Abilities

Hero Points: 2

Alignment

N

Deity

Gozreh

Languages

Aquan, Auran, Common, Thassilonian

Occupation

Treasure Hunter

Strength 8
Dexterity 20
Constitution 22
Intelligence 12
Wisdom 12
Charisma 10

About Faywen Marisal

Reference image

Background:
At a height of just over four and a half feet, Faywen Marisal towers over the halflings, gnomes, and small children of Magnimar, but not much else. Even so, her marid ancestry makes her stand out in any crowd. As an undine, Faywen's seafoam green skin, emerald hair, glassy, ice-blue eyes and pointed, fin-like ears set her apart from the other residents of the City of Monuments. Like most of her kind, Faywen tends to braid her hair tightly and wears clothing that won't billow or tangle when swimming underwater. Her clothing favors dark shades of blue with silver accents.

While all undine have a powerful and deep connection to the sea, Faywen's goes further even than most. Rare even among her own people, Faywen can breathe water as easily as air and manipulate its currents, and her newly developing abilities as a hydrokineticist feel like a blessing from Gozreh herself.

Faywen lives in the district of Beacon's Point with her parents Dhem and Sadhun. Dhem, her father, is a priest of Gozreh, and has raised Faywen to be a devout follower of the Wind and Waves. Sadhun, her mother, is a historian specializing in Thassilonian history, an interest she also passed on to her daughter. Faywen herself makes a living by diving into the waters off the coast near the Irespan and searching for artifacts that others can't reach without magical aid.

It's after receiving a letter from a friend in Sandpoint describing the goblin attacks and related trials that Faywen decides to set out for the small village. Between the undead, organized goblins, and who knows what else, there is clearly something unnatural going on and she feels compelled by her god to investigate.

Faywen
Female Undine kineticist 6
TN Medium outsider (native, aquatic)
Init +6, Senses darkvision (60 ft.); Perception +10
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DEFENSE:

AC 27, touch 16, flat-footed 22 (+6 armor, +5 Dex, +4 shield, +1 deflection, +1 natural armor)
hp 74 ((6d8)+36)
Fort +14, Ref +13, Will +7
Resistances cold 5
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OFFENSE:

Speed 30 ft. Swim 30 ft.
Melee Water kinetic blade +12 (3d6+9)
Ranged Water kinetic blast +12 (3d6+13) 30/120ft
Infusions Extended Range (Form), Kinetic Blade (Form), Spindle (Form, DC18 Reflex)
Wild Talents Kinetic Healer, Slick (DC17 Reflex), Waterdancer
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STATISTICS:

Str 8, Dex 20, Con 22, Int 12, Wis 12, Cha 10,
Base Atk +4; CMB +3; CMD 19
Feats Precise Shot, Weapon Focus (Kinetic Blast), Ability Focus (Kinetic Blast)
Skills Acrobatics +11, Appraise +2, Fly +10, Knowledge (Arcana) +3, Knowledge (Geography) +6, Knowledge (History) +8, Knowledge (Nature) +10, Perception +10, Stealth +14, Swim +11, Use Magic Device +9
Background Skill Appraise 1x, Knowledge (Geography) 5x, Knowledge (History) 6x
Traits Indomitable Faith, Scholar of the Ancients,
Languages Aquan, Auran, Common, Thassilonian
Combat Gear potion of reduce person, potion of remove fear, potion of cure light wounds (2), potion of protection from evil, potion of shield of faith, acid flask, alchemist's fire
Other Gear cloak of resistance +3, explorer's outfit, +2 mithral chain shirt, backpack (masterwork), +1 ring of protection, +1 amulet of natural armor, +2 belt of mighty constitution, cracked dusty rose prism ioun stone, snakeskin tunic 1,960 gp
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RACIAL ABILITIES:

+2 Dexterity, +2 Wisdom, -2 Strength
Undines are both perceptive and agile, but tend to adapt rather than match force with force.

Amphibious (Ex)
You have the aquatic subtype, but you can survive indefinitely on land.

Amphibious (Ex)
Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

Darkvision
Undines can see in the dark up to 60 feet.

Energy Resistance
Undines have cold resistance 5.

Hydrated Vitality (Ex)
An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per day per level with this ability, after which it ceases to function. This racial trait replaces water affinity.

Languages
Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Medium
Undines are Medium creatures and receive no bonuses or penalties due to their size.

Native Outsider
Undines are outsiders with the native subtype.

Normal Speed
Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

TRAITS:
Indomitable Faith
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Scholar of the Ancients
Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

CLASS FEATURES:
Basic Hydrokinesis
Element water; Type utility (Sp); Level 1; Burn 0 You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

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.

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% x 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 (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. The descriptions of infusions begin on page 17.

Infusion Specialization (Ex): At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

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.

Metakinesis (Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Shroud Of Water
Element water; Type defense (Su); Level -; Burn 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but it remains if you change the shroud's bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Simple Blasts
A kineticist gains a simple blast from her primary element at 1st level-some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. 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.

Water
Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.
Class Skills: A hydrokineticist adds Knowledge (nature) and Swim to her list of class skills.
Wild Talents: 1st-basic hydrokinesis, cold adaptation, heat adaptation, icewalker, kinetic cover, kinetic healer, pushing infusion, quenching infusion, slick; 2nd-entangling infusion, veil of mists; 3rd-cold snap, impale, torrent, water manipulator, waterdancer; 4th-ice sculptor, spray, watersense; 5th-chilling infusion, shimmering mirage, waterdancer (greater); 6th-ice path, suffocate; 7th-cloud, fragmentation; 9th-tidal wave.

Water Blast
Element water; Type simple blast (Sp); Level -; Burn 0 Blast Type physical; Damage bludgeoning You slam a single foe with a stream of water.

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.

WILD TALENTS/INFUSIONS:
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.

Kinetic Blade
Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power. You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Kinetic Healer
Element water; Type utility (Sp); Level 1; Burn 1; see text Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.

Slick
Element water; Type utility (Sp); Level 1; Burn 0
Saving Throw Reflex (DC 16) negates; SR no
As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.

Spindle
Element universal; Type form infusion; Level 2; Burn 2
Associated Blasts any
Saving Throw Reflex (DC17) negates (see text)
You throw a long, roughly 5-foot-by-10-foot spindle of elemental matter or energy (or nearby unattended objects in the case of telekineticists) up to 30 feet away, damaging all creatures and objects within any two adjacent 5-foot squares unless they succeed at a Reflex save. An energy blast infused with spindle deals its normal damage to each target, while a physical blast infused with spindle deals half its normal damage to each target. The saving throw DC is Dexterity-based.

Waterdancer
Element water; Type utility (Sp); Level 3; Burn 0
You call forth a current of water to increase your speed and allow you to swim with ease, as if under the effects of slipstream with unlimited duration.

Blast codes:
[dice=Water blast with 3 Burn]1d20+12[/dice]
[dice=Bludgeoning]3d6+13[/dice]

[dice=Water blast with 3 Burn (Deadly Aim)]1d20+10[/dice]
[dice=Bludgeoning]3d6+17[/dice]

[dice=Water blast Kinetic blade with 3 Burn]1d20+12[/dice]
[dice=Bludgeoning]3d6+9[/dice]

[dice=Water blast Kinetic blade with 3 Burn (Power Attack)]1d20+10[/dice]
[dice=Bludgeoning]3d6+13[/dice]