Katiyana

Helvetica Quinn's page

15 posts. Alias of mourge40k.


Full Name

Helvetica Quinn

Race

Changeling

Classes/Levels

Hydrokineticist (Blood Kineticist) 10/Tatooed Sorceror (Pit-Touched/) 7, Bloatmage 3

Gender

Female

Size

Medium

Strength 12
Dexterity 16
Constitution 20
Intelligence 12
Wisdom 12
Charisma 20

About Helvetica Quinn

Crunchy Bits:
Helvetica Quinn
NE Medium Humanoid (Changeling)
Init +3; Senses Darkvision 60 ft.; Perception + 14

+10 HP Favored Class Bonus

----- Defense -----
AC 23, touch 13, flat-footed 20 (+8 armor, +3 Dex Modifier, +2 Natural Armor), 20% miss chance
hp 170 (10d10+70) - 2 Burn for Shroud of Water, 1 Burn for Shimmering Mirage
Fort +11, Ref +10, Will +8

----- Offense -----
Speed 20 ft.
Melee 2 Claws +8 (1d4+1)
Ranged Simple Water Blast +10 (4d6+15) OR Composite Blood Blast +10 (8d6+21, 2 burn) OR Empowered Water Blast +10 (1.5x[4d6+15], 1 burn)
Space 5 ft.; Reach 5 ft.
Special Attacks
Wrack (Su): At 1st level, a blood kineticist can use her abilities to wrack a target within 30 feet, harming the target by manipulating its blood from the inside. The target takes half the normal damage of the blood kineticist’s blast, and can attempt a Fortitude save to reduce that amount to 1/4 normal damage, but the damage is untyped and ignores damage reduction. This is a 1st-level form infusion that costs 0 points of burn and can be used with water and blood blasts.

Slick (Sp): As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.

Extend Range (Ex): Your kinetic blast can strike any target within 120 feet. 1 Burn

Bleeding Infusion (Su): At 5th level, a blood kineticist can infuse her blasts with a vicious power that causes internal or external bleeding. On a failed Fortitude save, the target takes 1 point of bleed damage for every die of the blast’s damage. A target that fails its saving throw against the wrack form infusion does not receive a saving throw to avoid the bleed damage from bleeding infusion on the same blast. This is a 2nd-level substance infusion that costs 2 points of burn and can be used with water and blood blasts.

Blood Throw Your water/blood blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely. Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn’t fall prone, and it takes half the normal amount of damage from your blast. The movement doesn’t provoke attacks of opportunity. 2 burn

Gut-Wrenching Infusion (Su): At 9th level, a blood kineticist can infuse her blasts with the ability to manipulate her opponent’s insides to the point of impairing their function. On a failed Fortitude save, the target is sickened for 1 minute. A target that fails its saving throw against the wrack form infusion does not receive a saving throw to avoid the sickened condition from gutwrenching infusion on the same blast. This is a 4th-level substance infusion that costs 3 points of burn and can be used with water and blood blasts

Spells (CL 10th; concentration +8)
0-level (At will)— arcane mark, detect magic, message, prestidigitation, read magic, 4
1st-level (7/day)— protection from good, magic missile, ray of enfeeblement (DC 16), charm person (DC 18), shield, deja vu (DC 18)
2nd-level (7/day)- mirror image, anti-summoning shield (DC 17), hideous laughter (DC 19), mirror hideaway, scorching ray
3rd-level (7/day)- pugwampi's grace (DC 20), suggestion (DC 20), haste, unadulterated loathing (DC 20)
4th-level (6/day)- moonstruck (DC 21), terrible remorse (DC 21)
5th-level (4/day)- feeblemind (DC 22)

----- Statistics -----
Str 10, Dex 16, Con 22, Int 12, Wis 12, Cha 18
Base Atk +7; CMB +7; CMD 20
Feats Spell Focus (Enchantment), Varisian Tattoo (Enchantment), Bloatmage Initiate (Enchantment), Point Blank Shot, Precise Shot, Toughness, Improved Familiar (Augur Kyton), Greater Spell Focus (Echantment), Additional Traits
Skills Acrobatics +13, Bluff +18, Intimidate +18, Perception +14, Spellcraft +14, Stealth +13
Languages Common
Racial Traits

Hulking Changeling: A changeling who was born of an annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you inflict with a melee attack.

Claws: A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence. This gives her the claw (1d4) natural attack.

Natural Armor: Hags and their offspring have uncommonly tough skin. A changeling begins play with a natural armor bonus of +1.

Traits

Crime - Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Pain is Pleasure: You have discovered a hint of the dark truths that lay hidden within blood and flesh. You gain a +1 trait bonus on Fortitude and Will saves whenever you have fewer than half your maximum number of hit points.

Shrouded Casting: You have learned the secret to casting some spells without lesser material components. Choose one school of magic when you pick this trait. You can cast spells from that school as if you had the Eschew Materials feat.

Kyton Taken: As a child, you were whisked away to the Plane of Shadow by evangelist kytons for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions. You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of good-aligned outsiders.

SQ

Bloodline Arcana: Whenever you cast a spell, you gain a bonus on Intimidate checks equal to the spell's level for 1 round.

Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.

Varisian Tattoo (Ex): At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.

Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Create Spell Tattoo (Su): At 7th level, a tattooed sorcerer can create a spell tattoo (see page 16) once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.

Corpulence: At 3rd level, a bloatmage becomes so massive that her rolls of fatty, blood-laden flesh grant her a +1 natural armor bonus.

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.

Shroud of Water (Su): You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Elemental Overflow (Ex): At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn.

Infusion Specialization (Ex): At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Metakinesis (Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell.

Internal Buffer (Su): At 6th level, a kineticist’s study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn’t replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Veil of Mists (Su): You create a misty veil over your features, disguising yourself as disguise self for a number of minutes equal to your Constitution modifier. If you accept 1 point of burn, until the next time your burn is removed, each use of this wild talent lasts until you dismiss it.

Blood Tell (Sp): At 6th level, a blood kineticist’s connection to blood allows her to learn much from the blood of another. This works as blood biography, except the blood kineticist suddenly knows the information, rather than having it appear on a parchment. This is a 3rd-level utility wild talent and costs 0 points of burn. She can accept 1 point of burn to reduce the casting time to a standard action instead of 1 minute.

Expanded Element: Water (Su)

Background:
“Ah, good! Finally, I get some attention! I have to say, I appreciate the restraints, but they could definitely stand to be a bit tighter. They aren’t even digging into me at all! Honestly, it’s amazing how little tolerance you Shiners can have for flesh wounds sometimes. That’s alright, though. I’m a patient woman, and I’m sure that I’ll eventually get some proper excitement out of you folks. But let’s worry less about me, and more about those questions you asked earlier!

Who I am seems a good place to start, now doesn’t it? Though why you don’t know that already just baffles me. You think that your little church would have given you a bit more information about who you were hunting before sending you off. Oh well, I guess. The name is Helvetica Quinn, otherwise known as the Splatter Woman, Lady Saltwound, and of course, Our Lady who Walks Gracefully through Pain. Of course, you could have just asked that earlier in the tavern where you grabbed, but apparently that didn’t occur to you, now did it? Can’t say I blame you, though. I am awfully distracting. People love to comment on just how breath-taking I am.

Ah, good! You’re squirming already. Tell me, is it because the thought of me makes you uncomfortable, or because it makes you…. Uncomfortable? Come on now, it’s not like I’ll tell anyone, not where you’re going to send me. Between the abductions, the murders, the manipulations, and the ‘deviants’ that seem to flock around me, I’d be the first to admit that I’ve earned Branderscar. … Fine, have it your way.

And yes, as a matter of fact, I do know what you finally settled upon for charging me with, despite the fact that you sorry lot thinks that I’m not in my right mind. And I think it’s just wonderful! A good old-fashioned witch-burning, something I’ve ‘earned’ with all my talk. Personally not what I would choose, but fire just feels so exquisite upon the skin! And with the way I am, it’ll take me ages to fully go up. Just imagine it. Several well-trained guards, roughly shoving a fair damsel like me along towards a pole, roughly tying me up as I helplessly struggle within their hands. Who knows, maybe one will even become frustrated with my actions, hit me as hard as he can across the face to get a moment of peace so he can just do his job. Then comes the fire, taking me into its grasp like some sort of lover, burning me away piece by piece, forcing me to struggle against my bonds, to arc my back, to cry out-

What’s the matter, Inquisitor? Am I painting too good of a picture for you? Am I making you too excited? How like you Shiners. I show the tiniest bit of appreciation for the gifts that this world has to offer, and you all lose your minds! For all your talk of acceptance, of love, of beauty, the instant you find your god’s ideals challenged, you fall to pieces! That is why I scorn your Shining Lord! Exalt him all you want: In the end, it’s the Midnight Lord who truly shows everything the love it deserves. It doesn’t matter what you do to those who spread that message, to those heretics who dare to decry what your polynamed god stands for! People will understand that, like it or not! Eyes will be opened, Inquisitor, though I may not be the one who opens them.

After all, while your god turned his many blind eyes away from a scared, abandoned little girl, it was followers of the Midnight Lord who took her in. While the world tried to forget a little orphan girl that nobody wanted, they showed her wondrous truths that no others had seen in decades. While you people sneered in disgust at open, dripping wounds, she learned of the wonders of that blood, how to make it do as she willed. While you worked to ease the screams of some, she learned ways to heighten each sensation they felt until their mouths split from their cries. And while you sought to build up minds…. Well, Inquisitor. You’ve seen what’s left after I’ve had my fun. So go ahead. Lock me away, burn me to ash, try to tell yourself that once I’m gone everything will be alright. Keep acting like a child, Inquisitor, and shut your eyes tight to avoid looking at the darkness. Just know that even then, He will be waiting to guide you people to the truth.”
- Final Confession of the criminal Helvetica Quinn, collected by Inquisitor Hazeman (now retired)

Appearance:

Dysoma, Augur Kyton Emmissary of Zon-Kuthon:
LE Tiny outsider (evil, extraplanar, kyton, lawful)
Init +7; Senses darkvision 60 ft., deathwatch; Perception +7
DEFENSE AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 85 (3d10+3); regeneration 2 (good weapons and spells, silver weapons)
Fort +2, Ref +8, Will +4
DR 5/good or silver; Immune cold
OFFENSE Speed 20 ft., fly 50 ft. (perfect)
Melee gore +10 (1d4–1 plus bleed)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks bleed (1d2), unnerving gaze (30 ft., DC 9)
Spell-Like Abilities (CL 6th; concentration +4)
Constant—deathwatch
At will—bleed (DC 8), mage hand, open/close
3/day—inflict light wounds (DC 9)
1/week—commune (CL 12th, 6 questions)

STATISTICS Str 8, Dex 17, Con 12, Int 13, Wis 12, Cha 7
Base Atk +7; CMB +8; CMD 17 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes
Skills Bluff +4, Escape Artist +9, Fly +15, Intimidate +4, Perception +7, Sense Motive +7, Sleight of Hand +9, Stealth +17
Languages Common, Infernal (cannot speak)

SPECIAL ABILITIES
Divine Guidance (Sp): An emissary can cast guidance at will.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Will (Su): Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Domain Influence - Touch of Evil (Sp): Once per day, you can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1).