Monkey

Jamiroquai Bangobi's page

111 posts. Organized Play character for JAF0.


Full Name

Jamiroquai Bangobi

Race

Vanara terrakineticist / 2 | -21

Classes/Levels

skills:
acro 8, climb 11, diplo +0/5*, heal 4, intim 5, perc 9, prof: plumber 9, sm 8, stealth 3, umd 5

Gender

HP 23/23; AC 14 12t 12f; saves: f 7, r 5, w 0; bab 1, melee +1, ranged +3; cmb 1, cmd 13; init +cmb 1, cmd 12; init +2; burn 0; wclw 50; folio reroll 1/1 |

Size

M 4'8" 100lbs, golden fur

Age

17

Special Abilities

+5 diplo bonus to all interactions with carnival crew and performers

Location

pfs # 52335-21

Languages

common, vanaran, sylvan

Strength 10
Dexterity 15
Constitution 18
Intelligence 12
Wisdom 10
Charisma 8

About Jamiroquai Bangobi

Jamiroquai Bangobi
Male vanara terrakineticist 2
N Medium humanoid (vanara)
Init +2; Senses low-light vision; Perception +5
—————
Defense
—————
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 23 (2d8+10)
Fort +7, Ref +5, Will +0
—————
Offense
—————
Speed 30 ft. (20 ft. in armor), climb 20 ft.
Melee dagger +1 (1d4/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—searing flesh, terrakinetic defense
Infusions—extended range
Blasts—fire blast (1d6+2 fire)
Utility—basic pyrokinesis, fire's fury
—————
Statistics
—————
Str 10, Dex 15, Con 18, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Point-Blank Shot
Traits child of nature, unintentional linguist
Skills Acrobatics +6 (+2 to jump), Climb +6, Intimidate +3, Knowledge (nature) +3, Perception +5, Stealth
+5, Survival +4 (+6 to find food and water), Use Magic Device +3; Racial Modifiers +2 Acrobatics, +2
Stealth
Languages Aklo, Aquan, Common, Vanaran
SQ burn (1 point/round, max 7), gather power, prehensile tail, terrakinesis, terrakinetic defense, woodland
stride
Combat Gear wand of cure light wounds (50 charges) , acid (2), alchemist's fire (5); Other Gear leather
armor, dagger, light crossbow, backpack, bedroll, blanket APG, flint and steel, silk rope (50 ft.), trail rations
(4), waterskin, 136 gp
—————
Special Abilities
—————
Burn 1/round (2 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Climb (20 feet) You have a Climb speed.
Extended Range Kinetic blast has range of 120ft.
Fire Blast (Sp) Level 1; Burn 0
Fire's Fury (Su) Add elemental overflow bonus to fire blasts
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
Terrakinesis (Fire) Elemental Focus, Kinetic Blast, and Utility Wild Talents element depends on current
terrain.
Terrakinetic Defense Burn invested in elemental defense carries over when element changes.
Woodland Stride (Ex) Move through undergrowth at normal speed.

********************

racial features:

Ability Score Racial Traits: Vanaras are agile and insightful, but are also rather mischievous. They gain +2 Dexterity, +2 Wisdom, and –2 Charisma.
Type: Vanaras are humanoids with the vanara subtype.
Size: Vanaras are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Vanaras have a base speed of 30 feet and a climb speed of 20 feet.
Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages.
Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
Low-Light Vision: A vanara can see twice as far as a human in dim light.
Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

traits:

Defensive Strategist (religion) Your study has trained you in defensive strategy. Benefit(s) You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.

Awakened from Stasis (regional) You recently awakened in a strange vault with no memory of how you got there, surrounded by sleeping creatures of every shape and size in smooth glass eggs, all watched over by uncommunicative crab-like automatons. Benefit(s) As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.

feats:

point blank shot +1 hit/dmg with ranged attacks within 30'

kineticist class features:

Weapon and Armor Proficiency Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (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 can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.

Wild Talents A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

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.

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.

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.

Elemental Defense (Su) At 2nd level, a kineticist gains her element’s defense wild talent.

Psychokineticist archetype features:

Emotional Intensity (Ex) A psychokineticist uses his Wisdom modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, his bonus on concentration checks for wild talents, and other Constitution-based effects of all his wild talents.

He can’t use any of his wild talents whenever he would be unable to use a spell with an emotion component, and if he ever gains immunity to charm, compulsion, emotion effects (even if such immunity extends only to a subcategory of these effects like fear effects or compulsion effects from creatures of certain alignments), he loses all his kineticist abilities. This includes effects that he previously activated that normally last until the next time his burn is removed, like elemental defenses, though he still keeps all his penalties from burn. He can always choose to ignore such immunities when he would normally gain them, even if they are granted by another class feature (such as the paladin’s aura of courage), but once he decides whether or not to ignore an immunity he would have gained, the choice cannot be changed.

A psychokineticist adds Sense Motive to his list of class skills and gains Psychic Sensitivity as a bonus feat.

This ability alters the kineticist’s class skills and the key ability score of wild talents.

Mind Burn (Ex) A psychokineticist’s mind strains when he overtaxes himself. He takes a –2 penalty on Will saves, Wisdom checks, and Wisdom-based skill checks for each point of burn he has accepted, rather than taking nonlethal damage from burn. He can accept an amount of burn equal to his Wisdom modifier (rather than 3 + his Wisdom modifier). Otherwise, his burn works just like a normal kineticist’s.

This ability alters burn.

Mental Overflow (Ex) A psychokineticist’s elemental energy sends strange elemental humors and planar echoes through his brain instead of reshaping his body with matter from his element. Instead of gaining size bonuses to physical ability scores from elemental overflow, he gains alchemical bonuses to his mental ability scores in equal amounts (a +2 alchemical bonus to two mental ability scores at 6th level if he has at least 3 points of burn; a +4 alchemical bonus to one mental ability score and a +2 alchemical bonus to the other two at 11th level if he has at least 5 points of burn; and a +6 alchemical bonus to one mental ability score, a +4 alchemical bonus to another, and a +2 alchemical bonus to the last at 16th level if he has at least 7 points of burn).

A psychokineticist doesn’t gain a chance to negate critical hits and sneak attacks based on his burn.

Otherwise, his elemental overflow works just like a normal kineticist’s.

This ability alters elemental overflow.

basic Hydrokinesis:

Element(s) water; Type utility (Sp); Level 1; Burn 0

You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

basic Water Element talents:

Water

Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.

Class Skills: A hydrokineticist adds Knowledge (nature) and Swim to her list of class skills.

Wild Talents: 1st—basic hydrokinesis, cold adaptation, heat adaptation, icewalker, kinetic cover, kinetic healer, pushing infusion†, quenching infusion†, slick; 2nd—entangling infusion†, veil of mists; 3rd—cold snap, impale†, torrent†, water manipulator, waterdancer; 4th—ice sculptor, spray†, watersense; 5th—chilling infusion†, shimmering mirage, waterdancer (greater); 6th—ice path, suffocate; 7th—cloud†, fragmentation†; 9th—tidal wave.

wild blast talents:

Kinetic Blasts Kinetic blasts comprise simple and composite blasts.

Simple Blasts A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option.

When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. 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.

Wild Defense Talents:

At 2nd level, a kineticist gains her element’s defense wild talent.

Wild Infusion Talents:

Infusion wild talents change the way kineticists use their kinetic blasts.

Wild Utility Talents:

A kineticist can select a wild talent at each even level, provided she meets the prerequisites.

Kineticist Wild Talents Known:

Blasts:

Water Blast Element(s) water; Type simple blast (Sp); Level —; Burn 0 Blast Type: physical; Damage bludgeoning
You slam a single foe with a stream of water

Defense:

Shroud of Water Element(s) water; Type defense (Su); Level —; Burn 0

You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value.

When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Infusions:

Pushing Infusion Element(s) aether, air, earth, or water; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw none

The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

Utility:

Extended Range Element(s) universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none

Your kinetic blast can strike any target within 120 feet.

equipment:

clothing
leather armor
pack
rations x5
alchemist fire x5
waterskin
bedroll
50' silk rope
flint/steel/tinderbox
dagger
sap
acid flask x2
wand of clw

harrow reading from murder's mark:

The woman holds forth a deck of cards.

You do nothing my dear... it is the cards that do all from here. Your fate will be laid bare by the magic within them.... let us see what they hold for you.

She shuffles the deck several times and then plays out a card on the table.
This card represents you, and your role in times ahead.

She flips over the card and stops for a moment, raising her eyebrow.

The Paladin? One who stands strong in the face of adversity. Auspicious.

She then pulls a few cards and places it on the table.

This represents your past and what is held within it.

She flips it over and swallows slightly.

Oh dear... a opposed Big Sky. This symbolizes a monumental disaster, an entire nation is torn to the ground, a day of happiness and freedom turned to ash... something in your past truly caused you to suffer...

She looks at him carefully and flips over the next couple of cards.

Hmm... a perfectly aligned Teamster. Something is driving you on, not something personal, an outside force. This force intends good for you, but it merely drives you forward, and to what end you'll meet, in the end all that matters to the Teamster is that you go forward.

Then she flips over a final few cards.

And now, your future... Hm, the Liar, but it is misaligned. Your future is fairly unclear, full of doubts, but of this, I can be certain... unrequited love, obsession, and pain lie in your future if you are not wary of the Lamia, the one who will bring dark love into your life.

She pulls the cards together and looks at the little monkey.

The cards say you are strong and will stand, they say you have suffered deeply in the past, they say that you are driven forward by forces beyond your control and that a dangerous love and betrayal await you in the future. Keep these things in mind, and embody the paladin that you represent. Stay strong, face adversity, and win through in the end.