| HP 17/17 | AC 18 | Fort +8 Ref +8 Will +3 | Perception 3; Low-light & Darkvision
Gender
Status:
About Hellewen
Description wrote:
Slight elf. Uses long dark bangs to conceal most distinctive feature, brown-blue heterochroma. Dresses in robes with many sashes in natural colours plus grey-white.
Background:
Hellewen grew up in Absalom's Foreign District – though her earliest memories are of a far more forested land. Her parents, spice merchants, seldom spoke of their homeland across the seas. It was something to be shunned, spoken of in hushed voices. With time she'd come to realize it had something to do with her witch-marked heritage, not quite like her elven peers.
City life didn't quite feel right for Hellewen and she'd slip away to the cities few parks. When she grew older and bolder; outside the walls. Nature's vibe was much more her speed. The singing birds, the smell of leaves; the soft breeze. Her parents hardly approved but with hearty promises to stay safe – and on the island – they eventually saw eye to eye.
Most days Hellewen plies her trade as an herbalist. Her parents taught her the basis of handling plants, herbs and spices; the rest she picked up here and there. Preferring to wandering to gardening she mainly forages seasonal wild plants around the island. Understanding – predicting – the weather is very useful for such endeavours and she met Wrin that way. Odd methods Hellewen couldn't quite grasp; but they seemed effective. And she was a hoot to be around, so double win.
In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn't work with valet or similar abilities that require a command, if you're capable of riding your familiar, or similar situations.
Manual Dexterity wrote:
It can use up to two of its limbs as if they were hands to perform manipulate actions.
Minion wrote:
Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures.
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Ancestry Feats:
GM Perk wrote:
A number of times per day equal to your Constitution modifier (minimum 1), you may channel the power of your changeling heritage feat's granted cantrip into your Elemental Blast, increasing the latter's damage by 1d4 electrical damage.
Channel Elements:
[one-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.
Impulse Junction (Air):
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.
Level 1 - 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.
Impulses:
Impulse wrote:
The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the concentrate trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait.
Impulses are magical, and though they aren't spells, some things that affect spells also affect impulses. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature's bonus to saves against spells) also apply to impulses.
Elemental Blast wrote:
[one-action] or [two-actions]
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
Earth 1d8 bludgeoning or piercing, 30 feet
Fire 1d6 fire, 60 feet
Metal 1d8 piercing or slashing, 30 feet
Water 1d8 bludgeoning or cold, 30 feet
Wood 1d8 bludgeoning or vitality, 30 feet
Critical Success The target takes double damage.
Success The target takes full damage.
Level (+4) The damage increases by one die.
Base Kinesis wrote:
[two-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.
Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
Air Cushion wrote:
[reaction] Air Impulse Kineticist Primal
Trigger A creature within 60 feet is falling.
Air currents flow upward to slow the target's fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn't reach the ground within 1 minute, but any distance it fell during that minute doesn't count for any damage the creature would take from the fall. You can't use Air Cushion again while you have one in effect.
Level (8th) The range is 120 feet, and you can create cushions for up to 5 falling creatures with one reaction.
Note/alteration: "Air Cushion can affect up two creatures at a time, provided that one of the two is incapable--by reason of unconsciousness or otherwise being rendered immobile--of movement under its own power and is being carried by the other creature for the duration of the fall."
Aerial Boomerang wrote:
[two-actions] Feat 1
Air Impulse Kineticist Primal
A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang.
On your next turn, you can use a single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it.
Level (+2) The damage increases by 1d4.
Note: May shoot a shorter line then 60' as per GM this post