Falconer

Jade Morrow's page

154 posts. Alias of CloakedInSmoke.


Full Name

Jade Morrow

Race

Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5

Classes/Levels

| Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

Gender

F

Size

M

Age

19

Deity

Kassasi

Location

Eredorn

Languages

Common (Eredori), Cornyrian, Thalassic

Homepage URL

https://ibb.co/47N7PB1

Strength 1
Dexterity 3
Constitution 4
Intelligence 0
Wisdom 1
Charisma 0

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
  • The calm before the storm. Cool-headed, yet with a hint of danger. If provoked, she is fierce but remains in control.

Deity: Kassasi
Edicts:
  • Be loyal to your crew.
  • Master yourself & prove yourself to others.
  • Seek treasure and take it once you've found it.
  • Respect the sea.

Anathema:
  • Abandon a crew member
  • Lose control of yourself
  • Pass up the chance to find treasure
  • Give up when faced with a challenge

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
current HP 32
max HP 32
AC 19
Speed 25'
[dice=Fort (E)]1d20+10[/dice]
[dice=Ref (E)]1d20+9[/dice]
[dice=Will (T)]1d20+5[/dice]

____________________
OFFENSE

Weapons
‾‾‾‾
[dice=Dagger]1d20+7[/dice]
[dice=Dagger MAP -4]1d20+7-4[/dice]
[dice=Dagger MAP -8]1d20+7-8[/dice]
[dice=P Damage]1d4+1[/dice]

Impulses

[dice=Elemental Blast]1d20+8[/dice]
[dice=Elemental Blast -5]1d20+8-5[/dice]
[dice=Elemental Blast -10]1d20+8-10[/dice]

Water: Range: 30 ft
[dice=B Damage ◆ + Str(melee)]1d8+1[/dice]
[dice=B Damage ◆◆ + Str + Con (status) (melee)]1d8+1+4[/dice]
[dice=Cold Damage ◆ + Str (melee)1d8+1[/dice]
[dice=Cold Damage ◆◆ + Str + Con (status) (melee)1d8+1+4[/dice]

[dice=B Damage ◆ (ranged)]1d8[/dice]
[dice=B Damage ◆◆ + Con (status) (ranged)]1d8+4[/dice]
[dice=Cold Damage ◆ (ranged)1d8[/dice]
[dice=Cold Damage ◆◆ + Con (status) (ranged)1d8+4[/dice]

Air: Range: 60 ft
[dice=S Damage ◆ + Str (melee)]1d6+1[/dice]
[dice=S Damage ◆◆ + Con (status) (melee)]1d6+1+4[/dice]
[dice=Electricity Damage ◆ + Str (melee)1d6+1[/dice]
[dice=Electricity Damage ◆◆ + Con (status) (melee)1d6+1+4[/dice]

[dice=S Damage ◆ (ranged)]1d6[/dice]
[dice=S Damage ◆◆ + Con (status) (ranged)]1d6+4[/dice]
[dice=Electricity Damage ◆ (ranged)1d6[/dice]
[dice=Electricity Damage ◆◆ + Con (status) (ranged)1d6+4[/dice]

[dice=Cold Damage vs DC 18 basic Ref]2d4[/dice]
____________________
SKILLS

[dice=Acrobatics (T)]1d20+7[/dice]
[dice=Arcana (-)]1d20[/dice]
[dice=Athletics (T)]1d20+5[/dice]
[dice=Crafting (-)]1d20[/dice]
[dice=Deception (-)]1d20[/dice]
[dice=Diplomacy (-)]1d20[/dice]
[dice=Intimidation (T)]1d20+4[/dice]
[dice=Medicine (-)]1d20+1[/dice]
[dice=Nature (T)]1d20+5[/dice]
[dice=Occultism (-)]1d20[/dice]
[dice=Performance (-)]1d20[/dice]
[dice=Religion (-)]1d20+1[/dice]
[dice=Society (-)]1d20[/dice]
[dice=Stealth (T)]1d20+7[/dice]
[dice=Survival (-)]1d20+1[/dice]
[dice=Thievery (-)]1d20+3[/dice]

LORE
[dice=Sailing Lore (T)]1d20+4[/dice]

CLASS DC
Kineticist (T) 18

____________________
Ancestry, Background, Class Feats & Features
‾‾‾‾
Ancestry: Human
Heritage: Versatile Heritage (Bonus general feat)
Background: Deckhand (+Str/Dex & +Free, Acrobatics & Lore: Sailing, Cat Fall)
Proficiencies: Perception (T), Fort (E), Ref (E), Will (T)
Skills: Acrobatics (T) (background), Intimidation (T), Lore: Sailing (T) (background), Nature (T) (kineticist), Stealth (T)
Weapon & Armor: Simple Weapons, Unarmed Attacks (T), Light Armor (T), Unarmored Defense (T)
Kineticist Class DC (T)
Impulse Attack (T), Impulse DC (T)

Ancestry Feats
Incredible Initiative (bonus feat from Versatile Heritage) You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

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
Cat Fall (background skill feat) Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you're a master. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.

Hefty Hauler (2nd level skill feat)
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

Free Archetype Feats
Talisman Dabbler Dedication (2nd level bonus feat)
The classic idea of magic is that of a hoary wizard, poring over a crumbling book of spells. But magic is so much more than that—it is thought, will, and action, and with the right talismans, you can make even the cut of a sword a deeply magical act. This all hinges on the small magical talismans you affix to your gear. You know how to make and use the perfect talismans for any job.

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 Gate: Dual Gate: Air & Water As a kineticist, you've awakened or opened a kinetic gate, a supernatural conduit within your body that can channel elemental forces straight from the elemental planes. Your kinetic gate is a harmonious conduit between two planes, allowing you to combine their elements to give you a versatile set of abilities. Select two elements to be your kinetic elements. Then select two 1st-level impulse feats, one with the trait of the first element and one with the trait of the other.

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
Channel Elements ◆You tap into your kinetic gate to make elements flow around you. Channel Elements has the traits of all your elements. Your kinetic aura activates, and as a part of this action, you can use a ◆ Elemental Blast or a ◆ stance impulse. [air, aura, kineticist, primal, water]

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.
Critical Success The target takes double damage.
Success The target takes full damage.
Level (+4) The damage increases by one die.
[attack, impulse (concentrate), kineticist, primal, {air or water}]

Base Kinesis ◆◆ Range: 30', Bulk: -/L
It's trivial for you to create some of your element or alter a portion of it that already exists. Generate: You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. Move: Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. Suppress: You destroy an existing piece of element. This affects only natural forms of the element, not durable, crafted goods. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). [impulse (concentrate), kineticist, primal, {air or water}]

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)
Trigger You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect.
Requirements You're aware of the hostile effect, and you aren't off-guard against it.
A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once. [impulse (concentrate) , kineticist, primal, water]

Tidal Hands ◆◆ (2nd level class feat)
With an emphatic gesture, you create waves that rush out from you in the shape of your hands. You either form two 15-foot cones that don't overlap or you combine the hands into one 30-foot cone. Each creature in a wave takes 1d8 bludgeoning damage with a basic Reflex save against your class DC. If a creature critically fails, you also push that creature 5 feet.
Level (+2) The damage increases by 1d8.
[impulse (concentrate), kineticist, overflow, primal, water]


Equipment, Money, & Encumbrance Tracking:
EQUIPMENT

Worn (Total Bulk: 3.4)
Studded Leather Armor (1 B)
Dagger [agile, finesse, thrown 10', versatile S] (L B)
Winter Clothing (L B)
Flint & Steel (- B)
Chalk x 1 (- B)
Backpack (- B)
Elixir of Life (Minor) x 1 (L B)
Holy Water (L B)
Waterskin (L B)
Snowshoes (1 B)
Repair Kit (1 B)

Wielded in Battle (Total Bulk: 1)
Steel Shield (1 B)

Invested
n/a

Stowed in Backpack (Effective Bulk: 2 | Total Bulk: 4)
Air Bladder (L B)
Bedroll (L B)
Chalk x 9 (- B)
Compass (L B)
Crowbar (L B)
Eagle Eye Elixir (Lesser) (L B)
Elixir of Life x 2 (Minor) (2L B)
Grappling Hook (L B)
Hooded Lantern (L B)
Mirror (- B)
Normal Clothing (- B)
Oil x 4 (- B)
Playing Cards (- B)
Rations x 2 (2L) [12/14 days]
Rope (L B)
Soap (- B)
Torch x 5 (5L B)
Winter Clothing x 1 (L B)
Net (1 B)
Winter Clothing x 1 (L)
Climbing Kit (1 B)
Miststalker eye
Onyx-and-alabaster chess set (purchased for 2.6 gp)

Stowed at Camp Total Bulk: 0 B

Coin Purse
0 pp 12 gp 1 sp 6 cp

Total Bulk 6 B (4 L)
Encumbered: 8
Max: 13


____________________

Talisman Dabbler Eligible Formulae for Daily Temp Talismans (max Lvl 1)

  • (1) Potency Crystal:
    Usage Affixed to a weapon Bulk -
    Trigger: You make an attack with the affixed weapon, but you haven't rolled yet.
    Activate ◇ [concentrate]
    When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike and until the end of this turn, gaining a +1 item bonus to the attack roll and increasing the damage to two weapon damage dice.

  • (1) Predator's Claw:
    Usage Affixed to a weapon Bulk -
    Trigger: You critically succeed at an attack roll with the affixed weapon.
    Activate ◇ [concentrate]
    When you activate the claw, the triggering attack gains the weapon's critical specialization effect.

  • (1) Wolf Fang:
    Usage Affixed to armor Bulk -
    Trigger: You successfully Trip a foe.
    Activate ◇ [envision]
    When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your Trip. If your Trip would already deal physical damage that doesn’t include an ability modifier, add your Strength modifier to that damage.

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.