About Jade Morrow◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction JADE MORROW Backstory:
Jade grew up on the decks of the Stormweaver, the brigantine her father captains, working alongside the pirate crew and her two brothers to ply the seas from the Free Isles. It wasn’t a safe life, but their mother died with the birth of Jade and, having no other family in the Free Isles, Captain Jep Morrow reluctantly brought his children aboard to learn the trade, though he would make them hide in the captain’s quarters during raids while they were young. As she grew up, she learned to fight alongside her brothers, although she didn’t progress beyond hand-to-hand fighting and simple weapons. Her father taught her navigation and how to pilot the ship.
Everything was going swimmingly (pun intended) until in her early teens, the ship encountered a heavy storm and a conflux of elemental energies poured into her in a flash of lightning and rain. Her strange new powers gave her control over both air and water, and while initially the crew thought that her abilities might be a boon from Kassasi (especially given her ability to heal with water), the swirling aura of raindrops and lightning sparks which came to life spontaneously around her frequently and preceded her use of her abilities began unnerving the crew. Her father reluctantly dropped her off in Eredorn until she could develop better control under the tutelage of a sha’ir in the Majlis al-Sha’ir. She’s lived in Eredorn for 5 years now, honing her abilities. Her father’s ship is now a month overdue for its promised arrival in Eredorn. She heard of sightings of storms near its likely course up north of the Themis Reaches. She can’t give up hope that her father and brothers are still alive somehow, and she’s eager to find a ship north to discover their fate. Problem is, the allowance her father had given her to provide for her living is running out. Good news is she hears about an expedition north which requires sailing experience… Appearance:
Jade is a 19-year-old woman with light skin, freckles, red hair, and jade-green eyes. She wears leather armor, a knee-length skirt, and leather boots. She is unarmed except for a dagger at her belt, more for utility than battle. Her kinetic aura is a perpetual swirling storm, with clouds, rain, and occasional sparks of lightning. Personality (RP reference):
Attitude
Deity: Kassasi Edicts:
Anathema:
Likes: travel, treasure, rum, wind, water, sailing, sea shanties Dislikes: Staying indoors or in one place too long, grog (Why would you water down rum?), bullies, animals (other than a ship's cat) Crunch:
Ancestry Human
Background Deckhand Languages Common (Eredori), Cornyrian Class Kineticist 2 (Dual Gate: Air & Water) ____________________ SENSES [dice=Perception (T)]1d20+5[/dice] DEFENSE
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Weapons
Impulses [dice=Elemental Blast]1d20+8[/dice]
Water: Range: 30 ft
[dice=B Damage ◆ (ranged)]1d8[/dice]
Air: Range: 60 ft
[dice=S Damage ◆ (ranged)]1d6[/dice]
[dice=Cold Damage vs DC 18 basic Ref]2d4[/dice]
[dice=Acrobatics (T)]1d20+7[/dice]
LORE
CLASS DC
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Ancestry Feats
1st: Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Skill Feats
Hefty Hauler (2nd level skill feat)
Free Archetype Feats
You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them. Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span. Kineticist Feats & Features
Kinetic Aura Through your kinetic gate, elements flow from an elemental plane to orbit your person. The form and appearance of this kinetic aura are unique to you. If you can channel more than one element, pieces of all your kinetic elements appear in the aura. Your kinetic aura is a 10-foot emanation where pieces of all your kinetic elements flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. 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. Impulses An impulse is a special type of magical action available to kineticists, allowing them to wield or shape their element into diverse and powerful forms. To wield an element, you must have your kinetic aura active and have a free hand, as described in the impulse trait. You automatically gain Elemental Blast and Base Kinesis impulses. Abilities that restrict spellcasting also apply to impulses. All impulses have the [concentrate] trait unless otherwise specified. ACTIONS
IMPULSES Ocean's Balm ◆ (natural ambition bonus class feat) A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes. Level (+2) The healing increases by 1d8, and the resistance increases by 1.[healing, impulse (concentrate), kineticist, manipulate, primal, vitality, water] Elemental Blast ◆-◆◆ With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kintetic 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 ◆◆ Elemental Blast, you gain a status bonus to the damage 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.
Base Kinesis ◆◆ Range: 30', Bulk: -/L
Four Winds ◆◆ (air impulse feat) Mimicking the anemoi--monarchs of the four winds--you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its speed. If it has a fly Speed, it can instead Fly up to half its fly Speed. Level (10th): The targets move up to full Speed instead of half. [air, impulse (concentrate), kineticist, primal] Winter's Clutch ◆◆ (water impulse feat) Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square. Level (+2): The damage increases by 1d4. [cold, impulse (concentrate), kineticist, primal, water] Deflecting Wave ⟳ (1st level class feat)
Tidal Hands ◆◆ (2nd level class feat)
Equipment, Money, & Encumbrance Tracking:
EQUIPMENT
Worn (Total Bulk: 3.4)
Wielded in Battle (Total Bulk: 1)
Invested
Stowed in Backpack (Effective Bulk: 2 | Total Bulk: 4)
Stowed at Camp Total Bulk: 0 B Coin Purse
Total Bulk 6 B (4 L)
____________________ Talisman Dabbler Eligible Formulae for Daily Temp Talismans (max Lvl 1)
The Green King proclaimed her rune to be Raidho. The crone explained it as: "Raidho is the path, the way, the journey, and the inner compass of righteousness that sees one through to its end. Those who wander but are not lost, who knock and have it opened for them, who ride the wind and the waves to distant shores, these are its children." The crone's ritual gave Jade the following effect: You treat cold weather as one step less severe, stacking with clothing, ancestry feats, and other magical effects. When the mist stalker used Jade's kinetic gates to return to Yomul, it left behind an understanding of Thalassic, enabling her to speak it. |