Senethar

Grainne Mhaol's page

92 posts. Organized Play character for AeonsShadow.


Full Name

Grainne Mhaol

Race

Undine

Classes/Levels

Kineticist(Kinetic knight)-5 | hp 45/45 | AC 22+ (See abilities) T 11 FF 21 | CMD 15 | F +7 R +8 W +1 | Spd 25' | Init +4 | Perc 6 (Darkvision), SensM 6 |

Gender

Female

Size

M

Age

28

Occupation

"Sailor"

Strength 8
Dexterity 18
Constitution 19
Intelligence 12
Wisdom 10
Charisma 10

About Grainne Mhaol

(Con is TECHNICALLY 20 as she Automatically takes one burn as she must "Attune her shield" to use her abilities and gains a +1 size bonus to her Con.)

Defensive ability
Shroud of Water(Elemental Bastion version)

By accepting burn, she increases the enhancement bonus of her armor or attuned shield by an equal amount (to a maximum of +5).

Offensive abilities
kinetic blade 1B
Makes a blade of elemental power. Attacks currently for Touch AC with cold damage. Disappears at the end of the attack

Kinetic Rush 2B(3B for Whip)
You use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. You gain a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does. If you have the kinetic whip infusion, you can manifest a kinetic whip instead of a kinetic blade at the end of your movement by increasing the burn cost of this infusion by 1. The blade or whip vanishes instantly after the rush.

Kinetic Whip 2B
This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip’s usual damage.

Entangling infusion
Saving Throw Reflex negates
Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Pushing infusion
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.

Utility Abilities
Slick (1 round grease at will. 1b to make last lvl/rounds)

Cold Adaption (constantly protected by endure elements against cold temperatures only. Gain cold resistance equal to twice my current burn.)