Sajan Gadadvara

Kam Yuen's page

142 posts. Organized Play character for philipjcormier.


Full Name

Kam Yuen

Race

Human (Tien-Dan)

Classes/Levels

PyroKineticist/2 [Init: +2; Perc: +7] [HP: 19/19] [AC: 15/12/13] [Saves: 6/5/2] [CMB: +2; CMD: +14/12] [Burn taken: 0/6] [Non-lethal taken: 0/12] [Active Conditions:]

Gender

Male

Size

m 5'6" 150#

Age

20

Alignment

NG

Deity

Apsu

Languages

common; draconic; ignan; tien-da

Strength 13
Dexterity 14
Constitution 17
Intelligence 10
Wisdom 14
Charisma 10

About Kam Yuen

HP: 19 AC: 15/12/13 Init: +2
SAVES: 6/5/2
BAB: 1 CMB: +2 CMD: 14/12

Dagger: +2(+3)(+4); 1d4+1(+1); (19-20/x2); 10'
Morningstar: +2; 1d8+1; (20/x2)
Fire Blast: +3(+4); 1d6+1(+1) Fire; (20/x2)

SKILLS: Craft(Sculpture, wood)(+5); Knowledge(Nature)(+5); Linguistics(+2); Perception(+7); Sense Motive(+8); UMD(+4).

FEATS: Point-Blank Shot: +1H/+1D within 30';
Precise Shot: no -4 penalty for shooting into melee combat.

TRAITS: Armor Expert: ACP: -1; Observant: Sense Motive: +1 and now Class Skill.

CLASS: Elemental Focus (Su): fire (pyrokinesis):

Simple Blasts:(SP): 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. Fire Blast: Element fire; Type: simple blast (Sp); Blast Type: energy; Damage: fire; You unleash a gout of flickering fire to burn a single foe.

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. 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.

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). This ability can never reduce the burn cost of a wild talent below 0 points.

Elemental Defense (Su):(2L) Searing Flesh: Element: fire; Type: defense; Burn 0: Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times. Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

Infusion:(Su): Extended Range: Element: universal; Type: form infusion; Burn 1; Saving Throw none: Your kinetic blast can strike any target within 120 feet.

Cold Adaptation:(SP): Type: utility; Burn: 0; You are constantly protected by endure elements against cold temperatures only. You gain cold resistance equal to twice your current amount of burn

Wild Talents: Basic Pyrokinesis: Element: fire; Type: utility (Sp); Level 1; Burn 0: 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.

MAGIC ITEMS: Potion of Cure Light Wounds(4/4); Ioun Torch; wand of Cure Light Wounds(50/50).

EQUIPMENT: Dagger; Morningstar; Studded Leather Armor; Artisan Tools(Sculpture; wood); backpack(masterwork); bedroll; belt pouch; cold weather outfit; Holy Symbol(Apsu; silver); trail rations(4/4); waterskin.

FLARE: School: evocation [light]; Casting Time: 1 standard; components: V
Range: close (25 ft. + 5 ft./2 levels)
Effect: burst of light
Duration: instantaneous
Saving Throw: Fortitude negates; Spell Resistance: yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

LIGHT: School: evocation [light]; Casting Time: 1 standard;
Components: V, M/DF (a firefly)
Range: touch
Target: object touched
Duration: 10 min./level
Saving Throw: none; Spell Resistance: no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

SPARK: School: evocation [fire]; Casting Time: 1 standard;
Components V or S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one Fine object
Duration: instantaneous
Saving Throw: Fortitude negates (object); Spell Resistance: yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.