![]() About IridiaName: Iridia Callus
Background:
Iridia was born to Ermilis and Letia Callus, trackers and hunters who lived outside the settlement of Phaendar 28 years ago. Her early childhood was generally happy, if not always comfortable, as the family lived on their skill in the woods. When times were good there was laughter and cheer, and when times were bad the family cabin stood empty of others for days at a time as her parents were both out seeking the next weeks meat and hides for trade to make sure everyone would make it through the winter. Iridia knew that she was loved and had a safe place she could always come home to, and if there was want in her life she accepted that it was simply a part of living that everyone must go through. That all changed the summer of her 15th year.
Iridia was coming back to the cabin from checking the nearby traps, traps which had been empty, putting her in a worse mood than she would normally be, when she saw the smoke rising in the horizon. Her pulse quickened and she increased her pace until she reached the clearing where her cabin should be. Instead, she saw a group of bandits laughing at the charred remains of her former home; standing over the bodies of her parents which lay there like parody piles of people, no more alive than a wooden puppet or a rabbit killed in a snare. Iridia let out a scream, and as the bandits’ heads turned they were the first ever to witness Iridia manifesting her powers. How much damage Ermilis and Letia had done before Iridia got there she never knew, but when she finally fell there was only a single bandit left. He fled the scene in terror, taking no time to see that this young elemental force was finished, but rather choosing to be sure he retained his own life for as long as he could. When a Chernasardo ranger stopped by to investigate the smoke the next day, she found Iridia still unconscious and brought her back to town. As her family was well known, the townsfolk of Phaendar pitched in to take care of her and nursed her back to health. When she regained consciousness and told her story, omitting certain details she wasn’t yet prepared to believe herself, she saw the nods and looks of sympathy on the faces around her. That sympathy was enough to allow her to regain her health before she started to take care of herself. With her skills in the woods she had learned from her parents, coupled with her newfound control over the air itself, Iridia managed to make a living, and eventually earn enough to hire help in building a new cabin on the spot where the bandits had burned the old one down. She gained a reputation in town as a survivor. Stubborn and tough; not to be bothered with trivial matters. She fostered this reputation where she could. Keeping her powers under wraps for the most part, because who would choose to associate with someone who could shoot blasts of air at a foe just by waving their hand, Iridia isn’t a hermit, but is comfortable by herself. She comes in to town to trade once every week or so and enjoys the company of the regulars at the tavern, but can count her close friends on one hand. Now that the Market Festival has started Iridia is in town to enjoy herself and sell the pelts and extra meat she’s accumulated over the summer. She has no idea that her life is about to change dramatically for the second time.
Daily Resources:
Burn Level: 0 (max 7) Unbreakable Survivor: 1/1 Defense:
AC 10 + 2 Dex +2 Armor = 14 TAC 12 FF 12 HP 8 Kineticist + 4 Con + 3 Toughness = 15 Fort +6 Ref +4 Will +1 Special Defenses: None Offense:
Melee Dagger (P or S) +0 (1d4 /19-20 x2) Ranged Air Blast (B) +3 (1d6 +6/x2, range 30 ft) or 1 burn +2 (1d6 + 5/x2, range 120 ft) Statistics:
-------------------- STR 10 (+0) DEX 14 (+2) CON 17 +2 R = 19 (+4) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) BAB +0 CMB +0 CMD 12 Move 30 feet Powers and Abilities:
Basic Aerokinesis Gather Power: Spend a move action to reduce the cost of a blast wild talent by 1 this round, or spend a full round to reduce the cost of a blast wild talent by 2 next round. Unbreakable Survivor: Once per day recover Con Bonus + Level HP. Feats:
Point-Blank Shot Human Bonus Feat (1): Ranged attacks at 30 ft or less get +1 to hit, +1 damage Toughness Level One (1): +3 HP, +1 HP per level beyond 3rd. Traits:
Orphaned Social: You grew up separated from your birth parents, and had to learn to watch out for yourself. Benefit: You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you. Unbreakable Survivor: Campaign: Over a decade ago, bandits took everything you valued in life and left you barely alive. You managed to rebuild your life in the years since, and your tenacity has made you a local legend.
Skills:
5 ranks + 2 Background + 1 Creation= 8
*Acrobatics +2 Dex +3 Class +1 Rank = +7 (1) Appraise +0 int = +0 Bluff +0 Cha = +0 Climb +0 Str = +0 *Craft +0 Int = +0 Diplomacy 0 (+1 for residents of Phaendar) Disable Device NA Disguise +0 Cha = +0 Escape Artist +2 Dex = +2 *Fly NA Handle Animal NA *Heal +1 Wis +3 Class +1 Rank = +5 (1) *Intimidate 0 (+1 for residents of Phaendar) Knowledge (Arcana) NA Knowledge (Dungeoneering) NA Knowledge (Engineering) NA Knowledge (Geography) NA Knowledge (History) NA Knowledge (Local) NA *Knowledge (Nature) +3 Class +1 Rank = +4 (1) Knowledge (Nobility) NA Knowledge (Planes) NA Knowledge (Religion) NA Linguistics +0 Int +1 Rank = +1 (1) *Perception +1 Wis +3 Class +1 Rank = +5 (1) Perform +0 Cha = +0 *Profession (Trapper) +1 Wis +3 Class +1 Rank = +5 (1) Ride +2 Dex = +2 Sense Motive +1 Wis = +1 Sleight of Hand +2 Dex = +2 Spellcraft NA *Stealth +2 Dex +3 Class + 1 Rank = +6 (1) *Survival +1 Wis +3 Class +1 Rank +1 Trait = +6 (1) Swim +0 Str = +0 *Use Magic Device +0 = +0 Languages:
Common, Hallit Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Kineticist Class Features:
Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields. Elemental Focus (Air) (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent. Basic Aerokinesis: Element(s) air; Type utility (Sp); Level 1; Burn 0 You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time. You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first. 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. Simple blasts are listed with their corresponding elements. 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), 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. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st. Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st. 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): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents. Favored Class Bonus: +1/6 Extra Utility Wild Talent Feat.
Equipment:
ENC: 38 lbs ; Light: 0-33, Medium: 34-66, Heavy: 67 - 100 Weapons: Dagger (1 lb) Armor: Leather (15 lbs, +2 AC, -0 ACP) Mundane Gear: Monk’s Kit (a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.) (22 lbs) Treasure: 15 gp |