About Glorne VarssonHP:18 AC: 16 Fort: +7; Reflex: +7; Will: +4 Perception: +4; Initiative: +4 Ancestry: Human (Ulfen) Heritage: Skilled. Dagger: +5/+1/-3 1d4+1P; Weapon Traits: Agile, Finesse, Thrown 10 ft., Versatile S
SKILLS: Acrobatics (T; +5); Athletics (T; +4); Crafting (Specialty: Scrimshaw [+1]; T; +5); Diplomacy (T; +4); Lore (Cartography T;+5); Lore (Guild; T; +5); Lore (Pathfinder Society; T; +5)' Lore (Warfare; T; +5); Nature (T; +4); Society (T; +5); Stealth (T; +5); Survival (T; +4)/ ANCESTRY FEATS AND ABILITIES: Skilled Human:
Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill. Skill Choosen: Diplomacy. Natural Skill:
Your ingenuity allows you to learn a widevariety of skills. You gain the trained proficiency rank in two skills of your choice. Skills Chosen; Acrobatics; Athletics. BACKGROUND: Artisan:
As an apprentice, you practiced a particular form of building or crafting, developing a specialized skill. You might have been a blacksmith’s apprentice toiling over the forge for countless hours, a young tailor sewing garments of all kinds, or a shipwright shaping the hulls of ships.
Choose two attribute boosts. One must be to Strength or Intelligence, and one is a free attribute boost. You’re trained in the Crafting skill and the Guild Lore skill. You gain the Specialty Crafting skill feat. Specialty Crafting:
Prerequisites: trained in Crafting
Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. Crafting Specialty Chosen: Scrimshaw. CLASS SKILLS AND FEATS: Kineticist (Hydrokineticist) Single Gate:
Your kinetic gate links to a single elemental plane, starting you with a single element but giving you greater power with it. Choose one element to be your kinetic element, and select two 1st-level impulse feats that have that element’s trait.
In addition, you gain an impulse junction, a benefit that occurs when you use an impulse of the chosen element that takes 2 actions or more. This happens before the other effects of the impulse, unless noted otherwise. You can gain only one impulse junction per round; they are described in full below. Air: Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead. Earth: Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn. Fire: Increase the damage die size of fire damage dealt by the impulse by one step. Metal :Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or non-reach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage). Water: After the impulse’s other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it’s in a body of water. This can’t move the creature into the air. You can choose only a creature that’s willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against. Wood: You gain temporary Hit Points equal to your level that last until the start of your next turn.
Base Kinesis:
2 actions; Impulse; Kineticist; Primal
It’s trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can’t affect an element that’s magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can’t deal damage or cause conditions unless otherwise noted. Generate: You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. Move: Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
Channel Elements:
1 Action; Aura; Kineticist; Primal
Requirements: Your kinetic gate isn’t active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can’t damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you’re knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can’t use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. Elemental Blast:
1 or 2 Action(s); Attack; Impulse; Kineticist; Primal
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. Air 1d6 electricity or slashing, 60 feet
Critical Success The target takes double damage.
Your kinetic aura automatically deactivates if you’re knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can’t use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. Impulses: Ocean’s Balm:
1 action; Healing; Impulse; Kineticist; Manipulate' Primal' ; Vitality; Water
A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean’s Balm for 10 minutes. Level (+2) The healing increases by 1d8, and the resistance increases by 1. Winter’s Clutch:
2 actions; Cold; Impulse; Kineticist; Primal; Water
Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square. Level (+2) The damage increases by 1d4. WATER IMPULSE GATE JUNCTION: Water Impulse Junction:
When you use a water impulse that takes 2 actions or more, after the impulse’s other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it’s in a body of water. This can’t move the creature into the air. You can choose only a creature that’s willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against. Class Feats: Versatile Blasts:
Accessing a wider realm of elemental manifestations, you can make blasts with rare forms of your elements. Add the following damage types to those you can choose for Elemental Blasts of that element: air cold, earth poison, fire cold, metal electricity, water acid, wood poison. Kineticist DC: 15. EQUIPMENT: Artisan's toolkit; backpack; Basic Crafter's Book; Bedroll; Climbing Kit; Clothing (Cold Weather); Dagger; Leather armor; Flint & Steel; Morningstar; Rations 1 Week; 2/2); Repair Toolkit; Tent (Pup); Waterskin (2/2); Writing Set. MAGICAL EQUIPMENT: none. |
