Mithral Scarab

Hope DuMorne's page

371 posts. Alias of Drogeney.


Classes/Levels

gravity blast +12 (13) (5d6+5+5+1d8); Neg Blast (5d6+2+1d8); Void B (10d6+10+5+1d8) DC 21 | Int Buff 1 | Burn 4/7 | Neg eng res 2 (4) & +1 (2) will vs emo & 5 (10)%+25% (EO)=35& negate crit/sneakA | Elem Over +3 atk +6 dmg; +2 con&dex; BoF +2 atk/AC

Gender

half-elf female kineticist 9 | HP 51/89 (60/98), N/L 54, THP 0, 5 bur, 0 int buffer | AC 20 (21), TAC 15 (16), FF 16 | F +11 (12), R +10 (11), W +4 | CMB +6, CMD 22 (21) | Init +6 | Low-light vis, Darkvision 60ft; Per +13 |

About Hope DuMorne

Build:

Hope DuMorne
female half-elf chaoskineticist 9
CN Medium Humanoid (human, elf)
Init +5; Senses Low-light Vision; Perception +13
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 89 (9d8+50)
Fort +11, Ref +9, Will +4
elven immunities
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Offense
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Speed 30 ft.
Melee dagger +6 (1d3 19-20/x2)
Ranged gravity blast +9 (5d6+5+4+1d8)
Special Attacks ability 1 (uses per),
Spells (CL 9; concentration +13):
1st (n/day)—spell 1
0 (at will)—spell 1
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Statistics
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Str 10, Dex 17, Con 21, Int 12, Wis 8, Cha 14
Base Atk +6/+1; CMB +6;CMD 20
Feats WP: smpl; AP light; pbs (1st), skill focus (perception) (rbf), precise shot (3rd), delay blast (5th), expanded metiakinesis (ectoplasmic) (7th), ability focus (kinetic blast) (9th)
Traits time lost, criminal
Skills
acrobatics +15=+3+9+3
intimidate +14=+2+9+3
escape artist +15=+3+9+3
knowledge (dungeoneering) +13=+1+9+3
perception +13=-1+3+9+2
stealth +15=+3+9+3
Background Skills
appraise +10=+1+9+0
sleight of hand +16=+3+9+3+1
Languages common, elven, aklo
SQ Fav Class kineticist/rogue
Combat Gear dagger;
Magic Gear
+2 studded leather (4160)
belt of physical might (dex & con) +2 (10000)
Lesser Esoteric Diadem (Onyx) (18000)
ring of prot +1 (2000)
amulet of nat armor +1 (2000)
Other Gear gear 1
Misc Gear backpack, bedroll, belt pouch, flint and steel, mess kit, soap, torches (10), trail rations (5 days), waterskin, traveler’s clothes, 3233.98 gp
Carrying Capacity

31lbs
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Special Abilities
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Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Criminal Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (sleight of Hand)
Time Lost You have a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks. Twice per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll.
Delay Blast Prerequisites: Base attack bonus +3, kinetic blast class feature.

Benefit: When you use a kinetic blast, you can specify a number of rounds between 1 and 5. When that number of rounds has passed, the kinetic blast takes effect at the beginning of your turn. In the interim, you can take a standard action that provokes attacks of opportunity to cause the blast to take effect earlier than you initially selected. If you delay another blast while you already have a delayed blast pending, the previous delayed blast dissipates harmlessly.

You must make any decisions you would make about the delayed blast—including designating target positions, choosing infusions, and determining or shaping the area—when you first use the blast. The blast originates from your position at the time you used the blast, not your current position when the blast takes effect, and it targets the position or area you had specified (which may or may not include any targets). A delayed blast radiates an aura of magic appropriate for its spell level even while it is delayed, and during that time, it can be dispelled by dispel magic.
Burn 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.
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. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Gather Power 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.
Element (void) A chaokineticist adds Knowledge (dungeoneering) and Escape Artist to her list of class skills.
Emptiness
Talent Link Link
Element void; Type defense (Su); Level —; Burn 0
Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects. By accepting 1 point of burn, you can increase the resistance to negative energy by 2, the chance to ignore critical hits and sneak attacks by 5%, and the bonus on Will saves against emotion effects by 1 until the next time your burn is removed. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow to a maximum of 100%. When you accept burn while using a void wild talent, your bonus on Will saves applies against all mind-affecting effects for 1 round. You can dismiss and restore this effect as an immediate action.
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. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.
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.


Kinetic Blast:
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. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.
Gravity Blast
Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning
You manipulate gravity to distort and buffet your foe’s body.
Negativs Blast
Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage negative energy
You blast your foe with negative energy. This blast and its composite blasts never heal creatures, even if they would normally be healed by negative energy (though such creatures still take no damage).
Void Blast
Element void; Type composite blast (Sp); Level —; Burn 2
Prerequisite primary element (void), expanded element (void)
Blast Type physical; Damage half bludgeoning, half negative energy
You call forth the power of the void to annihilate your foe.

Infusions:

Substance Infusions
Pushing Infusion
Element aether, air, earth, void, water, wood; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw none
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.
Weighing Infusion
Element(s) void; Type substance infusion; Level 2; Burn 2
Associated Blasts gravity, void
Saving Throw Reflex negates

This infusion functions as entangling infusion, except it entangles and immobilizes a foe by increasing its weight, rather than surrounding it 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.
Form Infusions
Extended Range
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.
Singularity
Element void; Type form infusion; Level 4; Burn 3
Associated Blasts gravity, negative, void
Saving Throw Reflex half
You create a growing singularity. Choose a grid intersection within 30 feet. All creatures and objects in a 5-foot-radius burst centered on the intersection take 1/4 your blast’s normal amount of damage (or half damage for a negative blast). On your next turn, the singularity deals damage in a 10-foot-radius burst, and on your turn after that, it deals damage in a 15-foot-radius burst. The DC is Dexterity-based.


Wild Talent:

Basic Chaoskinesis
Element void; Type utility (Sp); Level 1; Burn 0
You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature’s carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump. Each benefit lasts 1 hour or until you use basic chaoskinesis again.
Elemental Whispers Element(s) universal; Type utility (Su); Level 1; Burn 0

You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.
Eyes of the Void: You gain darkvision with a range of 60 feet (if you already have darkvision, your darkvision’s range increases by 30 feet).
Gravity Control
Element void; Type utility (Sp); Level 3; Burn —
You shoot a burst of anti-gravity behind you as a standard action, propelling you up to 60 feet in a straight line, including into the air; any movement upward costs double. If you end your turn mid-air, you fall on your next turn unless you use gravity control again.
No BreathThe kineticist does not breathe and is immune to effects that require breathing (such as inhaled poison). This does not give you immunity to cloud or gas attacks that do not require breathing, and you can survive in the vacuum of space.


Description:
Hope DuMorne is a young woman of half-elven decent. She is more willow than most half-elves due to being three-quarters elf. Her skin is dusky and her hair dark as night and her eyes a vivid amber. She has a rather curvy figure and wears rather abbreviated leather armor that covers her back but leaves most of her front bare, a deeply hooded cloak that leaves her face in shadows and boots that reach midway up her thighs. She has a pair of spiky pauldrons that have some chains attached to them which wrap around her body in a decorative fashion. The whole ensemble is a mixture of dark and light gray. She carries a dagger at her waist but no other obvious weapons.

Personality:
Hope is a woman haunted by her past and the call of the void. She is alone, feels isolated from everyone, and constantly deals with the whispers of the void trying to tempt her further into the darkness. While she seems cold and frightening in the depths of her soul Hope wants someone to care about her, to help her, but she doesn’t know how to ask for it. She yearns to find her home again but feel like it will never happen.

Of even greater importance is that Hope feels out of place, out of her own time, but she doesn’t know why or how it happened. She simply woke up one day and things were...different. She caught the occasional flash of what would happen or come across someone who looks younger than they should be, she doesn’t realize that they are different instead attributing it to the influence of the void.


Background:
Hope DuMorne was born fourteen years ago in the town of Sandpoint. Her mother went on to become one of the Sihedron Heroes and during her travels left Hope in the care if her Auntie Krysta, a crystal dragon who was involved in the events as well. When the threat was ended and her mother returned Hope was raised with great love but as she grew up she began to feel a pull towards darkness, towards the space between the stars, and she didn’t know why.

Eventually Jessica told her daughter about her father, the elven wizard Tal, and how he was somehow connected to the void. It explained much but helped very little as the alien beings called to her. Jessica did all that she could to help Hope but in the end she only drove her daughter away.

Not long after learning of her father Jessica was called away on a mission and Hope was left in the care of her Auntie K. Hope lover her Aunt K, the dragon who had watched over her through her and took care of her like she was the most precious treasure in the world, and it was only a week or so after Jess left that Hopes life changed forever. That night as she slept time began to twist and bend, space warped around her, and the Void tried to steal her away. What happened next Hope can't quite recall but she knew she was made to live in a place of chaos and madness for some time as the Void tried to warp her to their ends...they failed. Hope managed to get away and ended up in near the town of Roderick's Hollow unsure of where she was or how she had gotten there.

Hope had many memories that she couldn't recall very well, like she had spent years somewhere, and was now all grown up. She felt lost and adrift, she didn't even know how long she was gone because she didn't know what the year was when she was taken. With no other recourse Hope tried to make a place for herself in Rodrick's Hollow but she never quite fit in. She was plagued by nightmares and paranoia and had troubles getting close to anyone over the next year. She managed to get by doing odd jobs and with the occasional theft when she was desperate enough to chance it. She became known as a ner-do-well and corrupting influence and most people began to avoid her making her even more isolated than before.

Hope wanted out of this town but she had no means to leave it, she wanted to find her home but didn't know where it was, she wanted someone to help her, to pull her out of the mess she was now in but who would provide it. Was there anyone who would save her from her nightmare and help guide her back to being a person once again? Little did she know that that time would come very soon.

Hope DuMorne

Post in the making:

Hope was glad the fighting was over and actually found herself feeling a bit sorry for the halfling at being abandoned. She could have told her this would happen but that seemed to be a waste of effort. Besides, her mother would be dissappointed in her if she had done so and she very much wanted to make her mother proud of her when she found her.

The discussion of getting the water bothered Hope but she decided that it wasn't worth worrying about. They could simply step off the ship and someone could fill them up magically if needed.