Bekyva Stormtouched

Kasonya's page

7 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Kasonya Bloodborn

Race

| HP: 29/29 | Burn: 3/3 | AC 23* (T 12, FF 19*) | CMB: +4 CMD: 16 | F:+3* R:+3* W:+2* | Init +3 | Perc +6, SM +6, Bluff +1, Diplomacy -6, Intimidate +6

Classes/Levels

| Speed 30 ft. | Elemental Overflow: +0/+0, Soul Power: 4/4 | Active Conditions: None

Strength 14
Dexterity 15
Constitution 15
Intelligence 19
Wisdom 11
Charisma 8

About Kasonya

Statistics:

Kasonya Bloodborn
Female Tiefling Kineticist (blood kineticist, dark elementalist) 3
NE Medium Outsider (native)
Init +3; Senses Darkvision 60 ft., Perception +6

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DEFENSE
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AC 20, touch 12, flat-footed 16 (+4 armour, +2 Dex, +2 shield, +2 natural)
…+3 AC if take 3 burn at start of day
hp 29 (3d8+6), Burn 0/3
Fort +3, Ref +3, Will +2
…-2 vs. charms and compulsions if promised power
…feather fall (once)
…if frightened, panicked, entangled, paralyzed, or slowed see talismans
Resistance Cold 5, Electricity 5, Fire 5

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OFFENSE
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Speed 30 ft.
Melee dagger +4 (1d4+2/19-20)
Ranged kinetic blast (screaming souls, water) +5 ranged touch (2d6+2 cold)
…wrack (1d6+1 untyped) (30 ft., fort DC 13 for half damage, must have blood)

Infusions (CL 3rd, Concentration +7)
1 Burn—extended range
0 Burn—wrack
Utility Wild Talents (CL 3rd, Concentration +7)
1 Burn—kinetic healer (take burn itself or target)
0 Burn—basic hydrokinesis (create water, purify water, dry wet creatures/objects, make mild currents), deathwatch

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STATISTICS
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Str 14, Dex 15, Con 15, Int 19, Wis 11, Cha 8
Base Atk +2; CMB +4; CMD 16
Traits bloody-minded, exiled scholar, fiend blood, pragmatic activator, suspicious
Drawbacks condescending, pride, power-hungry
Feats armour of the pit, weapon focus (kinetic blast)
Skills Bluff +1 (0R), Diplomacy -6 (0R), Heal +4 (1R), Intimidate +6 (3R), Knowledge (arcana) +11 (3R), Knowledge (local) +8 (1R), Knowledge (planes) +11 (3R), Knowledge (religion) +11 (3R), Perception +6 (3R), Profession (painter) +4 (1R), Profession (torturer) +4 (1R), Sense Motive +6 (3R), Spellcraft +6 (2R), Stealth +8 (1R), Use Magic Device +10 (3R)
(If insulted:-2 diplomacy and sense motive against them)
(9 points; 4 class, 4 INT, 0 race, 1 favoured class)
Abilities blood focus, burn (3), dark studies, elemental defence (shroud of ‘souls’ (water)), elemental overflow, gather power, infusions (extended range, wrack), kinetic blast (water: cold screaming souls), soul power, soul seer, utility wild talents (basic hydrokinesis, kinetic healer)
Languages Common, Abyssel, Draconic, Dwarven, Elven, Infernal

Special Abilities:

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SPECIAL ABILITIES
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Blood Focus (Ex): A blood kineticist must choose water as her primary element and must choose water blast as her first simple blast. All of her infusions granted by this archetype work only on targets with blood and automatically fail if the target is immune to bleed damage.

Burn (Ex): 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.

Dark Studies: A dark elementalist’s base Will save bonus from the kineticist class is equal to 2 + 1/2 her kineticist level, and her base Reflex and Fortitude save bonuses are equal to 1/3 her kineticist level. She gains all Knowledge skills as class skills. A dark elementalist uses her Intelligence modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, her bonus on concentration checks for wild talents, and any other Constitution-based effects of all her wild talents. This alters the kineticist’s class skills and base saving throws and the key ability score of wild talents.

Elemental Overflow (Ex): A kineticist’s body surges with energy from her chosen element whenever she accepts burn, a torrent of tormented spirits to swirl around her. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, number of spirits she’s wracked to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

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): 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.
Extended Range Your kinetic blast can strike any target within 120 feet.
Wrack (Su): A blood kineticist can use her abilities to wrack a target within 30 feet, harming the target by manipulating its blood from the inside. The target takes half the normal damage of the blood kineticist’s blast, and can attempt a Fortitude save to reduce that amount to 1/4 normal damage, but the damage is untyped and ignores damage reduction. This is a 1st-level form infusion that costs 0 points of burn and can be used with water and blood blasts. This ability replaces the 1st-level infusion.

Kinetic Blast - water (blood), energy, cold
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), 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.
…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.

Soul Power: A dark elementalist uses the souls of others to protect herself from the dangers of burn. She can’t choose to accept burn if doing so would raise her total number of points of burn above 3. However, a number of times per day equal to her Intelligence modifier, as a full-round action she can gather up the soul of a sentient creature with a CR equal to or higher than her character level, as long as that creature died in the past minute. When she does, some of her existing burn is unloaded into the departing soul, racking it with unspeakable torment, but reducing her current burn total by 1 point. A soul used in this way cannot be brought back to life as if it died of a death effect. Using a soul like this doesn’t heal the nonlethal damage from that point of burn immediately, but does enable the dark elementalist to heal the nonlethal damage from that point of burn normally.
…At 6th level, racking a soul in this way forces anyone trying to bring the creature back to life to succeed at a caster level check (DC = 10 + the dark elementalist’s kineticist level) or the attempt fails. At 11th level, even if the creature returns from the dead, its soul is so damaged by the agony that it takes 2d6 points of Wisdom damage (or 3d10 points of sanity damage if using the sanity system found on page 12). At 16th level, the soul is destroyed in the process, and the creature can be restored only by a miracle or wish.
…A dark elementalist gains attack and damage bonuses from elemental overflow based on how many times that day she has used soul power to rack a soul, rather than based on her current burn total. For instance, a 9th-level dark elementalist who used soul power to rack three or more souls during the course of the day would add a +3 bonus on attack rolls and a +6 bonus on damage rolls. A dark elementalist does not gain size bonuses to physical ability scores or a chance to ignore critical hits and sneak attacks from elemental overflow. This ability alters burn and elemental overflow and replaces internal buffer.

Shroud of Screaming Souls (water) 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.

Soul Seer - Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

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.
…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.
Basic Hydrokinesis 0 Burn - 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.
Kinetic Healer 1 Burn - With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast’s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can’t be healed by any means until the recipient takes a full night’s rest.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear dagger (2), masterwork silver dagger, potion of false life (3), potion of cure light wounds (10)
Possessions masterwork chain shirt, Soulspeaker (when she’s insulted it replies in Abyssal (“I will devour your heart and feed on your soul!”), talisman of beneficial winds, talisman of warrior’s courage, triskelion talisman, backpack, bedroll, flint and steel, torturer’s tools, painter’s kit, paints, incense urn, incense, rope (50 ft.), victim cards (hand-painted), shrunken heads (5), elaborate dress (3), mother’s skull, blood gem and fang necklace, beaded bone bracelets, feather and bone earrings, leather boots, bone unholy symbol of Shax
Money 484 GP 0 SP 0 CP

Note:

Worships Shax, the Blood Marquis, demon lord of envy, lies, and muder