Changeling

Ilistra Ignatius's page

462 posts. Alias of Stalwart.


Gender

Pyrokineticist (HP 65/77; Nonl: 7, AC: 19, T: 15, FF: 15; CMB +4, CMD 18; F +10, R +10, W +3; Perc: +13; Burn: 1/7 Buffer 1)

Strength 8
Dexterity 18
Constitution 17
Intelligence 14
Wisdom 10
Charisma 14

About Ilistra Ignatius

Female Ifrit Kineticist 6 / Commoner 1
CN Medium outsider (native)
Init +8; Perception +13 Darkvision 60'
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DEFENSE
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AC 19, touch 15, flat-footed 15
(armor +4, Dex +4 Deflection +1)
hp 77 (1d6 + 6d8 + 21)
Fort +10, Ref +10, Will +3
Resist Fire (5) Resist Cold (2x burn)
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OFFENSE
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Spd 30 ft.
Dagger +4 (1d4-1 19-20/x2)
Fire Blast: Ranged touch +9 (3d6+2 fire)
Crossbow: +9 (1d8 /x3)

Combat Options:
Elemental Focus (Su): Fire (pyrokinesis)
Element fire; Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage fire
Metakinesis (empower) 1 burn

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STATISTICS
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Str 8 (-1), Dex 18 (+4), Con 17 (+3), Int 14 (+2), Wis 10 (0) Cha 14 (+2)
Base Atk +5; CMB +4; CMD 18
Feats: Endurance (B), Point Blank Shot, Precise Shot, Improved Initiative, Kinetic Leap, Extra Wild Talent
Skills: Acrobatics +13*, Craft (cooking) +6, Intimidate +12, Knowledge (geography) +3, Knowledge (Nature) +12, Knowledge (local) +8, Linguistics +4 Lore (Apollonian native tribes) +5, Perception +13, Sense Motive +2, Stealth +14, Survival +12

Skill breakdown:

Acrobatics: 7 rank + 4 Dex + 3 FCB = 14
Intimidate: 7 rank + 2 Cha + 3 FCB = 12
Kno (Nat): 7 rank + 2 Int +3 FCB = 12
Kno (Local): 6 rank 2 Int = 8
Perception: 7 rank 0 Wis +1 trait + 3 alertness +2 FCB = 13
Stealth: 7 rank + 4 Dex + 3 FCB = 14
Survival: 5 rank, 0 Wis +1 trait +3 FCB +3 fam = 12
4 + 6 + 6 + 6 + 7 + 7 + 7 = 43
BACKGROUND SKILLS
Knowledge (geography) 2 rank +2 Int = 4
Linguistics 2 rank +2 Int = 4
Craft (cooking) 1 rank +2 Int +3 FCB = 6
Lore (Apollonia native tribes) 3 rank + 2 Int = 5

Traits: Veteran Jungle Guide, Unflappable Arrogance
Languages: Common, Ignan, Polyglot, Terran, Auran, Aquan
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit's level; DC 13).
Fire Affinity: Ifrit kineticists with the elemental (fire) bloodline treat their Constitution score as 2 points higher for all kineticist class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level
SQ: Wild Talents:
BASIC PYROKINESIS Element 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.

FIRE'S FURY
Element fire; Type utility (Su); Level 1; Burn —

When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

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.

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.

Elemental Defense (Su): At 2nd level, a kineticist gains her element's defense wild talent.
SEARING FLESH Element fire; Type defense (Su); Level —; Burn 0

Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

Cold Adaptation
Element fire or water; Type utility (Sp); Level 1; Burn 0

You are constantly protected by endure elements against cold temperatures only. You gain cold resistance equal to twice your current amount of burn.

INFUSION SPECIALIZATION
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.

Infusions
BURNING INFUSION Element 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.

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.

PENETRATING INFUSION
Element air, fire, or water; Type substance infusion; Level 2; Burn 2
Associated Blasts blue flame, cold, electric, fire
Saving Throw none

The intensity of your blasts allows you to break through your foes’ resistances. Treat your foe’s cold, electricity, or fire resistance as if it were 5 lower for the purpose of determining the infused blast’s damage; this doesn’t stack with the reduction from searing flame.

You can increase the burn cost of this infusion to further reduce the foe’s resistance against the infused blast by 5 per additional point of burn accepted. This has no effect on creatures with immunity.

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.

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.

Flame Jet
Element fire; Type utility (Sp); Level 3; Burn 0

You shoot a burst of flame 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 flame jet 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.

Tough as Rocks: Serfs are expected to be hardy laborers. They gain a +1 racial bonus to Fortitude saves, and the Endurance feat. In addition, serfs heal hit point and ability damage at double the normal natural healing rate (2 hp/character level per day, and 2 points to all damaged ability scores per day).

Traits:

Unflappable Arrogance: The DC to demoralize you with the Intimidate skill increases by 5. If an opponent’s Intimidate check would be high enough to cause you to become demoralized for more than 1 round, you are instead demoralized for only 1 round.

Veteran Jungle Guide: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you.

Gear: Studded leather, dagger, kineticist's kit, 900 gp of piercings, tattoos and tribal jewelry

Kineticist's Kit:

Price 8 gp; Weight 22 lbs.
This kit includes a backpack, a belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin.

Cloak of the hedge wizard:
This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.

Abjuration: at will—resistance; 1/day—endure elements, shield

Jackal spirit totem
Bluff, Perception, Sleight of Hand
Once per adventure for the duration of the Serpent’s Skull Adventure Path, the PC can channel the power of her totem spirit as a move action and gain a +5 sacred bonus on any associated skill check, or use wild empathy to communicate with creatures of the animal species related to her totem spirit.

66 gp

2,411.92 gp

Encumbrance
Light: 26, Medium: 53, Heavy: 80

Weight: 20+1+22=43 lbs (21 without backpack)

Appearance:

Ilistra has the dusky skin of Ifrit, though with more of a brown tint due to her native parentage. She is thin and lithe. She could be strikingly attractive by Ifrit standards, but she effects a native dress and hair style with piercings, tattoos and native jewelry.

Background:

Roughly eighteen years ago, on the Grave of the Serpent, a native warlord united numerous tribes together to drive off the colonists. It was a bloody period of vicious fighting, with atrocities committed by both sides.

A young field commander named Rotilius Havelar was given a command during this conflict, frequently taking troops into the jungle on sorties to retaliate for the hit-and-fade tactics of the natives. As an Ifrit, he had an affinity with fire and frequently burned down huge swathes of the jungle and put many villages to the torch.

Havelar's troops would occasionally occupy a few of the larger villages during lengthy campaigns and effectively enslave the women and children of the villages during the occupation. One of Havelar's native servants caught his fancy, and he kept her with him for several months. Havelar was faced with a dilemma when it became obvious she was pregnant. Though it pained him, since he began to have genuine feelings for the girl, he ultimately decided to leave her behind when it became time for him to withdraw his forces back to Apollonia rather than deal with a bastard child in the colony.

The death of the tribal warlord signified the end of the fighting, and a tenuous peace developed between the natives and the colonists. For his service and the ultimate success at quelling the native revolution, Havelar was named general and given control of the entire defense force at the garrison of Apollonia.

The native woman that Havelar fancied, Ikala, gave birth to a girl that showed the Ifrit parentage of her father. She named her Ilistra, meaning "shining bright" in the Ignan tongue that she was taught by Havelar. As she raised Ilistra, she instructed her in both the Polyglot tongue of the People of the Grave, as well as the language of the colonists.

Ilistra grew up among the natives, even though she was not truly accepted as one of them. Her father was notorious, and it wasn't a secret that she was the daughter of the Demon with the Torch. It was a harsh childhood, with only her mother truly loving her.

That all changed when her pyrokinetic powers began to manifest in adolescence. After a number of fires accidentally started by her powers that burned down several structures, the natives decided to banish her. Ikala brought her out of the village and through the jungle back to Apollonia.

Ikala presented Ilistra before General Havelar and demanded he acknowledge her as his daughter. However, given his new station and the dishonor his indiscretion brought upon him, he rebuffed her and sent Ikala away. However, in a strange fit of maganimity, he did allow her to work in the hot kitchens of the garrison as a servant.

Ilistra had nowhere else to go, so really had no choice. Whatever hope that she would get special treatment because her father was the general of the garrison was thoroughly dashed. What's more, Havelar seemed to especially disdain her for her pyrokinesis.

In the kitchens, she was treated as even below the other servants for being a native half-breed bastard. They called her Ilistra Ash, after the common name for bastards of Igna. However, Ilistra adopts the Ignan word for Ash, Ignatius.

In the kitchens of the garrison, she is given the worst jobs and is forced to endure the attentions of the soldiers who see her as less than a person for being half-native and not a citizen. She's been assaulted on several occasions, able to fight off the unwanted advances by her body's ability to become burning hot. That, however, doesn't help so much against Sulis and other Ifrits.

notes:

Freeman’s Brotherhood: Composed of notorious
insurrectionists, the Freeman’s Brotherhood works
throughout Outerwall distributing funds and food where
they are needed. Within the district, its members enjoy the
status of folk heroes and are highly recognizable to the general
populace, though none would ever reveal their identities to
those outside the Slums. The Brotherhood maintains no
specific location, but instead moves throughout the district,
relying on the efforts of community members to provide
them with shelter and meeting places.
Their leader's name is Umargo, or so you have heard
The Brotherhood’s primary
goal is to instill terror in the hearts of foreigners,
merchants, and others they believe stand behind the
slave trade.
Outerwall is the native slum outside the town's walls
Most of your former co-workers/co-slaves were probably from there, or have/had family living there