Kari Surfdancer's page

526 posts. Alias of PCScipio.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

About Kari Surfdancer

Kari Surfdancer
Female gnome hydrokineticist 4/oracle 4/gestalt 4 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Occult Adventures 10, 91)
NG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +11
AC 20, touch 15, flat-footed 16 (+3 armor, +4 Cha, +2 shield, +1 size)
hp 39 (4d8+16)
Fort +7, Ref +7, Will +4 (+4 vs. charm and compulsion); +2 vs. illusions
Defensive Abilities bond to the land[ARG]
Speed 20 ft.
Melee brass knuckles +7 (1d2-2)
.........kinetic blade +8 (2d6+6)
Special Attacks kinetic blast +8 (2d6+7)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Oracle Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—barkskin, cure moderate wounds, lesser restoration
. . 1st (7/day)—bless, charm animal (DC 15), cure light wounds, liberating command[UC], shield of faith
. . 0 (at will)—detect magic, ghost sound (DC 15), guidance, light, mage hand, mending, read magic, stabilize
. . Mystery Nature
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—extended range, kinetic blade
. . Blasts—water blast (2d6+8)
. . Utility—basic hydrokinesis, skilled kineticist, skilled kineticist, greater
Str 6, Dex 16, Con 16, Int 12, Wis 10, Cha 19
Base Atk +3; CMB +0; CMD 14
Feats Extra Revelation[APG], Point-Blank Shot, Precise Shot, Weapon Finesse
Traits expert explorer, irrepressible
Skills Acrobatics +6 (+2 to jump), Climb +1, Craft (carpentry) +7, Diplomacy +11, Handle Animal +5, Heal +4, Knowledge (history) +6, Knowledge (nature) +8, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +2, Perception +11, Profession (fisherman) +7, Ride +6, Sense Motive +4, Spellcraft +6, Stealth +10, Survival +5, Swim +3; Racial Modifiers +2 Perception, +2 Profession (fisherman)
Languages Aquan, Common, Gnome, Goblin, Sylvan
SQ gather power, gnome magic, mental prowess, mind over matter, oracle's curse (haunted), revelations (bonded mount, natural divination, nature's whispers)
Magic Items Ring of Ferocious Action, Aquatic Cummerbund
Other Gear studded leather, brass knuckles[APG], dagger, belt pouch, chalk (5), flint and steel, ink, inkpen (2), journal[UE], masterwork carpentry tools, measuring cord (10 ft.) (2), paper (9), powder[APG], spell component pouch, trail rations (3), waterskin, 4 gp, 6 sp, 5 cp
Stored Gear buoy (2), fishing net (2), fishing tackle, hammock, hot weather outfit, grooming kit, mess kit, playing cards, iron pot, ink, inkpen (2), journal[UE], masterwork carpentry tools, measuring cord (10 ft.) (2), paper (9), powder[APG], silk rope, soap (20), trail rations (13), 500 ft twine
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bond to the Land (Water) +2 dodge bonus in selected terrain.
Extended Range Kinetic blast has range of 120ft.
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
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Kinetic Blade (Light Weapon) Create a blade of pure energy.
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.
Mental Prowess (Su) You can't accept burn unless you can reduce the burn to zero.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Natural Divination (2/day) (Su) You can gain a bonus to a save, skill check, or initiative roll which must be used within 24h.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Water Blast (Sp) Level 2; Burn 0

Kari grew up in a small fishing village northeast of Sandpoint. Her childhood was spent playing on the on and around the beach: collecting sea shells, examining the creatures in the tidal pools and playing various games with the other children.

As she grew older, she helped her parents on their fishing boat; she proved to have an uncanny knack for predicting the best fishing spots, based on her observations of the flight patterns of birds. She tried to explain her reasoning to her mother and father, but neither they, not anyone else, could understand how she was doing it. Other strange things started happening around her: things going missing and later being found in unusual spots, and unexplained sounds with no plausible cause.

One day, she caught sight of a 4 inch tall, winged man, making off with a spool of thread. She called after him, but he disappeared. Later, she spotted him again, putting the spool into the larder. This time, he stayed to talk, and told her that his clan was protecting her from evil spirits. Despite her protests that she didn't need protecting (she had her parents for that), the fey creature was insistant that he and his relatives continue to watch over her. Ever since then, these tiny creatures have followed her, never visible to anyone else, making her life difficult by constantly moving things, for reasons known only to themselves. Although mostly a nuisance, she learned that she could coax them into moving small objects for her, if she asked nicely.

When Kari grew into an adult, she left her home village, eager to see new places and have new experiences. She travelled north along the coast of the Varisian Gulf, fishing and foraging in the wild to feed herself, exploring sea caves and observing marine life. One day, as she travelled along the west of the Fogspear Mountains, she saw a magnificent male wolf. When she continued on her way, the animal followed her. She left some food for it, which it ate gladly, but when she tried to approach it, it retreated into the underbrush and vanished. This continued for several days, until finally the beast allowed her to come closer. She formed a bond with the animal, which seemed unusually intelligent, and named him Hrolf. Over time, she learned to ride the wolf, and he has served as her mount ever since.

Over the next few years, Kari wandered up and down the coast of Varisia, exploring wonderful untamed places, and marvelling at the ruins of ancient Thassilonian contruction. A few months ago, while visiting a town to trade for supplies, she met a merchant and got to talking. The man mentioned an ambitious attempt to establish a colony in the islands far to the west, in the partially sunken remains of the shattered Aztlanti continent. Intrigued by the opportunity to explore new lands and traces of the lost Azlant civilization, she made the long journey to Almas, to see if she could join the expedition. When she go there, she found that she had missed the departure of the first wave of colonists, but that a follow up ship was set to leave in a few weeks time. She arranged an interview, and explained to the recruiter how her diverse skills, and bond with nature. could help the new colony.

Outgoing and fun-loving, Kari is focused on seeking out new experiences and places, almost to the point of obsession; unconsciously, fear of The Bleaching drives her forward. Despite her gregarious nature, she also needs regular periods by herself, surrounded by nature, to recharge.

Kari is 3'3" tall, 34 lbs, with green hair and green eyes. She fixes her locks in place with a seashell-adorned hair clip.