Ikrimah

Jedah Dohma's page

78 posts. Organized Play character for Sethran.


Full Name

Jedah Dohma

Race

| HP: 13/13 | Non-Lethal: 1 AC: 15 (13 Tch,12 Fl) | CMB: -1, CMD: 12 | F: +5, R: +5, W: +2 | Init: +3 | Low-Light ; Darkvision (10') | Perc: +6, SM: +2

Classes/Levels

| Speed 30ft | Re-roll (+2) 0/1 | Burn: 1/6 | Active conditions: None.

Gender

Male Vudrani Kineticist (Fire)/1

Size

Medium

Age

17

Alignment

Neutral

Deity

Vudrani Gods

Location

Wherever the road takes them

Languages

Common, Vudrani

Occupation

Fire-Performer

Strength 9
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 14
Charisma 7

About Jedah Dohma

Character Sheet Template:

Jedah Dohma

Human (Vudrani) / Kineticist (Fire) /1

Neutral Medium Humanoid (Human)

Init +3; Senses: Low-Light, Darkvision 10’ Perception +6; Sense Motive +2

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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)

HP - 13

Fort +5, Ref +5, Will +2 ; +2 vs mind affecting effects.

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Offense
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Speed 30ft.

Melee: C.I Cestus - -1 ; d4 - 1 ; B/S 19-20/x2 or

Ranged: Fire Blast (Touch) 30' ; +3 (+1) ; D6 + 2

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Statistics
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Str 9, Dex 16, Con 18, Int 10, Wis 14, Cha 7

Base Atk +0 ; CMB -1; CMD 12

Feats: Point Blank Shot, Precise Shot

Traits: Brevoy Bandit, Latent Psion

Skills: (4) Acrobatics (1) +7, Escape Artist (1) +7, Perception (1) +6, Profession (Fire Performer) (1) + 10,

Languages: Common, Vudrani

SQ :

Combat Gear: C.I Cestus (10gp), M/W Chain Shirt (250),

Misc. Gear: Kineticist’s Kit (This kit includes a backpack, a belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin.) – 8gp, Entertainer’s Outfit -3gp, Patchwork cloak – 5gp, Hot Weather outfit (Free), Cold Weather outfit (8gp), 311gp

Wands and the Like: Wand of CLW 50/50 W/ Spring-loaded Wrist sheath (2PP + 5gp)

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Special Abilities
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Racial:
Draconic Heritage: At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain Darkvision with a range of 10 feet and low-light vision.

They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the Draconic bloodline with these feats.

Traits:

Brevoy Bandit: You fled the persecution of Brevoy authorities and wound up in Mivon. Whether or not you are guilty of your alleged crimes, you seek to build a new life amid new neighbors. Choose one Profession skill and one ability score other than Wisdom. You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill.

Latent Psion: The power to affect the world with the mind is very much a reality in your distant homeland. Although you may not even have been born in Vudra, this power remains potent in your mind as well and protects you from mental assault. You gain a +2 trait bonus on saves against mindaffecting effects.

Class:

Wild Talents(DC - 10 + Talent Level + CON (3)):

Elemental Focus (Su): Pyro-kinesis. Basic Pyrokinesis:

You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

Burn (Ex) (Max 6): 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) (Fire, Magic): 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.

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) (DC- 10 + DEX + Blast Level):

Burning Infusion (Burn-1, Level-1): Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished.

Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.