Halfling

Hanabi Sendo's page

22 posts. Organized Play character for JakBlitz.


Full Name

Hanabi Sendo

Gender

Male Halfing Kineticist 1 |HP 12/12 |AC 18/T 15/FF 15 | F+7/R+9/W+2 | CMB - 2 | CMD 12|Init +6 | Perc +5

Strength 8
Dexterity 18
Constitution 16
Intelligence 10
Wisdom 8
Charisma 14

About Hanabi Sendo

Hanabi Sendo
Halfing Kineticist (Pyrokenisist) 1
CN Small Humanoid
Init +6; Senses Low-Light Vision.; Perception +5
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Defense
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AC 18, touch 13, flat-footed 15 (+4 Dex, +4 Armor, +1 Size)
hp 11 (1d8+2+1)
Fort +4, Ref +2, Will +4
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Offense
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Speed 30 ft.
Ranged Touch Fire Blast +5 (1d6+2/x2) (PBS +1/+1)

Infusions:

Burn 1 – Burning Infusion (DC 14 Ref or 1d6 Ongoing Fire Damage, +2 Attack, DC and CL vs On Fire Creatures)

Melee Quaterstaff +0 (1d6-1)
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Statistics
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Str 8, Dex 18, Con 16, Int 10, Wis 8, Cha 14
Base Atk +0; CMB -2; CMD 12
Feats Point Blank shot
Traits Fate's Favoured and Reactionary
Alternative Racial Trait Fleet of Foot
Skills Intimidate +6, Knowledge Nature +4, Perception +5, Use Magic Device +6, Stealth +8; Racial Bonus + 2 Perception, +4 Stealth
Languages Common, Halfling
Other Gear Chain Shirt, dagger, Kineticist Kit
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Special Abilities
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Elemental Focus (Su):

At 1st level, a kineticist chooses one primary element on which to focus. Hanabi has selected fire (pyrokinesis). He gains her selected element's basic utility wild talent (basic pyrokinesis) as a bonus wild talent.
Basic Pyrokinesis
Element(s) fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

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. 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.

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.


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):

Burning Infusion
Element(s) fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates
Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

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