Garuda-Blooded Aasimar

Jaidu's page

208 posts. Alias of Dorian 'Grey'.


Full Name

Jaidu

Race

Azarketi

Classes/Levels

Kineticist (Water/Air) 11 Male | HP 174/174| AC 31(32) | Fort(M)+23* Ref(M)++18* (+3 Bulwark) Will(E)+18| Perception(E)++17 Low-light | Current effects :

Gender

Male

Size

M

Age

20

Location

Hiding Out

Languages

Common, Alghollthu, Elven, Abyssal

Strength 19
Dexterity 10
Constitution 20
Intelligence 14
Wisdom 14
Charisma 14

About Jaidu

Crunch:

Jaidu
Ancestry Azarketi Heritage Mist Breath Background Demon Hunted (see below)
Class Kineticist 11 Deity Gozreh
Alignment ? Size M Traits Uncommon Amphibious Azarketi Humanoid
Perception(E)+17 (+2 Initiative) Senses: Low-light
Languages Common, Alghollthu, Elven, Abyssal
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AC(T) 31(32) Fort(M)+23 (juggernaut), Ref(M)+18 (+3 Bulwark )(evasion), Will(E)+18

Resistances & Immunities
*Deflecting Wave (see below)
* +1 circumstance bonus to all saving
throws against mental effects

HP 174
Class DC(E) 30
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Speed 30' Swim 15' Fly 30'
Melee(E)

Ranged(E)
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Str 19 Dex 10 Con 20 Int 14 Wis 14 Cha 14
Skills
Athletics(M)+24, Arcana(T)+16, Diplomacy(E)+18, Intimidation(M)+22, Nature(T)+15, Occultism (T)+15, Society(T)+16, Warfare Lore(M)+20
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Ancestry Feats & Abilities

* Hydraulic Deflection(1st; Ancestry)
Drag Down (5th; Ancestry)
Riptide (9th; Ancestry)

Skill Feats

Intimidating Glare (1st; Background)
Titan Wrestler (2nd; Skill)
Battle Planner (4th; Skill)
Intimidating Prowess (6th; Skill)
Terrifying Resistance (8th; Skill)
Additional Lore (Warfare) (10th; Skill)

General Feats

Toughness (3rd)
Fleet (7th)
Incredible Initiative (11th)

Kineticist Abilities and Feats
Kinetic Aura 20'
Kinetic Gate: Water
Single Gate Impulse
*After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.
Channel Elements
Elemental Blast
2 Actions
Melee +22 3d8+4+5 bludgeoning, slashing, cold, Electricity
Ranged +22 3d8+2+5 bludgeoning, slashing, cold, Electricity Range 30, 50,60,100 feet
Thrown +22 3d8+4+5 bludgeoning, slashing, cold, Electricity Range 20 feet

Weapon Infusion
Melee Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep.

Ranged Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait.

Base Kinetics
Extract Elements
Will Expertise (Level 3)
Gate's Threshold (5th)
Fork the Path: Air
Kinetic Durability (Level 7)
Kinetic Expertise (Level 7)
Gate's Threshold (9th)
Expand the Portal: Air
Impulse Junction (Single Gate)
Level 1
Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.
Perception Expertise (Level 9)
Kinetic Quickness (Level 11)
Reflow Elements (11th)

Water/ Air Kineticist Feats (Impulses)

Deflecting Wave (1st; Kineticist)
Ocean's Balm (1st; Kineticist)
Weapon Infusion (1st; Kineticist)
Winter's Clutch (2nd; Kineticist)
Winter's Sleet (4th; Kineticist)
Safe Elements (5th; Kineticist)
Four Winds (6th; Air Kineticist)
Cyclonic Assent 8th; Air Kineticist)
Flinging Updraft (9th; Air Kineticist)
Aura Shaping (20') (10th; Kineticist)
Effortless Impulse (12th; Kineticist)
Nourishing Gate (14th; Kineticist)
Imperious Aura (16th; Kineticist)

Free archetype

Champion dedication (2nd; FA)
Champion Cause Liberation
Devotion Spell (Lay on Hands (4th; Champion dedication)
Champion Reaction (6th; Champion dedication)
Champion Resiliency (8th; Champion dedication)
Sentinel dedication (10th; Sentinel dedication)

------------------------------------------------------------------------
Focus Spells 1/1
Lay on Hands

Spell
Pressure Zone 1/1

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Gp 3215/ 96 Sp 5

Items
Explorer's outfit
+2 Resilient Fullplate (1433gp)
Adventures pack (1gp 5sp)
Gate Attunemenor (Air), Greater (1400gp)
Mage's Hat (50gp)
Lifting Belt (80gp)
Glasses of Sociability (60gp)
Pristine Epithets (125gp)

Bulk

DEMON HUNTED BACKGROUND:

During the first war against Tanglebriar, when the elves
returned to Kyonin to fight against Treerazer, many
heroes rose to prominence while reclaiming their ancestral
homeland from demonic occupation. Some of those heroes’
tales are still told today. The legend Kyloss Syndar in
particular, whose bravery against Treerazer’s minions came
to a glorious end as he single-handedly slew the demonic
hydra Slithermaw and died of his wounds, has always
loomed large in your mind, as you can trace your lineage
back through the generations to this storied hero. Whether
you carry that link with pride and strive to live up to his
legacy or instead have felt hounded by a family history
you’d rather leave behind in hopes of building something
of your own, the demonic armies of Tanglebriar don’t care.
Demons live longer than elves, and many who clashed
against Kyloss still live today. They have at times made
your life difficult, to say the least. Whether you’ve lived
life on the run, lost a family member to demonic attack, or
simply endured the frightening sensation of being stalked,
Treerazer and his agents believe your bloodline should be
wiped out. Your focus in honing your skills in combat, the
force of your personality, or simply remaining ready to fight
for your life at a moment’s notice, have shaped you into an
increasingly dangerous foe against demonkind.
Choose two ability boosts. One must be to Charisma or
Strength, and one is a free ability boost.
You’re trained in the Intimidation skill and the Warfare
Lore skill. You gain the Intimidating Glare skill feat. In
addition, you gain a +1 circumstance bonus to all saving
throws against mental effects. For 1 minute after you
witness a demon suffer from having its sin vulnerability
triggered, this increases to a +2 circumstance bonus.