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About Giri the OniFemale Kitsune Pyrokineticist 1
Defense::
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) HP 12 (1d8+3+1) Fort +5 [2], Ref +6 [2], Will +2 [0] Defensive Abilities Searing Flesh (1) Offense::
Speed 30 ft. Melee kinetic blade -2 (1d6+1) Melee cestus or dagger -2 (1d4-2) Ranged kinetic blast +4 (1d6+1) Statistics::
Str 6, Dex 18, Con 16, Int 12, Wis 12, Cha 10 Base Attack +0; CMB -2; CMD 12 Feats: Point Blank Shot [1] Skills (5 Ranks) Bluff +5 [1]; Climb +2 [1]; Kn. Planes +5 [1]; Perception +5 [1]; Stealth +8 [1] Languages Common, Kitsune Traits Indomitable Faith (Faith) - +1 to Will Saves; Extremely Fashionable (Equipment) - You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Bluff) is a class skill for you. Racial Traits Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks; 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 and can remain in this form indefinitely; Superior Shapeshifter: Some talented kitsune take more naturally to shapeshifting than magic, and develop that gift. They gain Fox Shape as a bonus feat at 1st level, ignoring its prerequisites. This racial trait replaces kitsune magic.; Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage; Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light. SQ Elemental Focus (Pyrokinesis), Kinetic Blast, Wild Talent, Burn, Elemental Defense, Combat Gear Cestus, Dagger, Chain Shirt Other Gear Masterwork Backpack, Medium Tent, Trail Rations (x10), Bedroll, Heavy Blanket, Silk Rope 50 ft., Ioun Torch, Holy Water (x3), Yak with Pack Saddle Character Wealth 150 GP Remaining Gold 0 GP Special Abilities::
Weapon and Armor Proficiency Kineticists are proficient with all simple weapons and light armor, but not shields. 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) as a bonus wild talent. See Elements 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.
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.
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.
Elemental Defense (Su) At 2nd level, a kineticist gains her element's defense wild talent.
Fire Attacks - Touch AC:
Melee: [dice=Fire Kinetic Blade] 1d20-2 [/dice] [dice=Damage] 1d6+1[/dice] Ranged:
Sources:
Race: Gnome - CRB Alternate Racial Traits: Dirty Trickster - Inner Sea Races; Vivacious - Inner Sea Races Class(es): Fighter - CRB Archetype(s): Eldritch Guardian - Familiar Folio; Martial Master - ACG Feats: Dirty Fighting - Dirty Tactics Toolbox Traits: Unpredictable - UCamp.; Prankster - Dirty Tactics Toolbox Weapons: All CRB except Gnome Pincher - Melee Tactics Toolbox Armor: All CRB Gear: All CRB Spells: N/A Familiar: Wallaby - CRB
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