Galenna Icethrone

Katharina Jokinen's page

95 posts. Organized Play character for Justin L. Warren.


Full Name

Katharina Jokinen

Race

Human (Jadwiga)

Classes/Levels

Hydrokineticist 2 - HP: 21/21 - AC 18/T: 14/FF: 14 - Perception +4 - Fort: +6, Ref: +7, Will: +0 - CMB: +0, CMD: 14 - Speed: 30 - Init: +4 – Burn: 0

Gender

F

Age

24

Alignment

N

Languages

Common, Skald

Strength 8
Dexterity 18
Constitution 16
Intelligence 10
Wisdom 10
Charisma 12

About Katharina Jokinen

PFS Character Information
PFS#: 60133-12
XP: 4
Fame: 7
Prestige: 5 (2 Spent)

Game Statistics
Initiative: +4
Senses: Perception +4
Speed: 30'

AC: 18 (10 + 4 armor + 4 Dex)
Touch: 14 (10 + 4 Dex )
Flat-footed: 14 (10 + 4 armor)
Hit Points: 21 [1x(d8+Con)+ 2 Favored Class HP]
Fort: +6 Ref: +7 Will: +0

Combat:
Base Atk: +1; CMB: +0; CMD: 14

Melee
Dagger: +0 to Hit; Dmg 1d4-1 (P or S); crit 19-20/x2;

Ranged
Cold Blast: +5 to Hit; Dmg 1d6+1; crit 20/x2
or
Dagger: +5 to Hit; Dmg 1d4-1; crit 19-20/x2

Armor
Mithral Chain Shirt: +4 AC, Light Armor, No ACP

Skills:
Skill Ranks Per Kineticist Level: 4 + 0 Int modifier + 1 Human bonus
Acrobatics +4 (0 ranks + 4 Dex)
Appraise +0 (0 ranks + 0 Int)
Bluff +1 (0 ranks + 1 Cha)
Climb -1 (0 ranks - 1 Str)
Craft +0 (0 ranks + 0 Int)
Diplomacy +1 (0 ranks + 1 Cha)
Disguise +1 (0 ranks + 1 Cha)
Escape Artist +4 (0 ranks + 4 Dex)
Fly +4 (0 ranks + 4 Dex)
Heal +0 (0 ranks + 0 Wis)
Intimidate +5 (1 rank + 3 class + 1 Cha)
Knowledge (Nature) +4 (1 rank + 3 class + 0 Int)
Knowledge (Local) +5 (1 rank + 3 class + 0 Int + 1 trait)
Knowledge (Nobility) +2 (1 rank + 0 Int + 1 trait)
Linguistics +1 (1 rank + 0 Int)
Perception +5 (2 ranks + 3 class + 0 Wis)
Perform +1 (0 ranks + 1 Cha)
Ride +4 (0 ranks + 4 Dex)
Sense Motive +0 (0 ranks + 0 Wis)
Stealth +4 (0 ranks + 4 Dex)
Survival +0 (0 ranks + 0 Wis)
Swim +3 (1 rank + 3 class - 1 Str)
Use Magical Device +6 (2 ranks + 3 class + 1 Cha)
Languages: Common, Skald

Feats:

Point-blank shot: +1 to ranged attack rolls and damage rolls if target within 30' (Human bonus Feat)

Precise Shot: No penalty for ranged attacks in melee.(1st level Feat)

Traits:

Civilized: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you. [Social Trait]

Focused Mind: +2 to Concentration checks. [Magic Trait]

Kineticist Abilities:

Weapon and Armor Proficiency: A kineticist is proficient with all simple weapons, as well as with light armor, but not shields.

Elemental Focus: Water

Concentration:: +7

Kinetic Blast:

Cold Blast (Sp): You emit a beam of utter cold to freeze a single foe as a ranged touch attack. If you hit, the target suffers an amount of cold damage equal to 1d6 + 1/2 your Constitution modifier. This damage increases by 1d6 for every 2 kineticist levels you possess beyond 1st. Spell resistance applies.

Kinetic Defense:

Shroud of Water (Su): 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.

Wild Talents:

Basic Hydrokinesis (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. [Bonus Hydrokinesis Utility Wild Talent]

Extended Range (Level 1, Burn: 1) :
Your kinetic blast can strike any target within 120 feet, rather than 30 feet. [Level 1 Infusion]

Slick (Level 1, Burn: 0, DC 14 Ref):
As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess. [Level 2 Utility Wild Talent]

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

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.

Equipment:

Weapons
Dagger [1 lb]

Armor
Mithral Chain Shirt [10 lbs]

Gear
Wand of Infernal Healing (50 Charges)
MW Backpack [4 lbs]
--Sunrod [1 lb]
--Alchemist Fire [1 lb]
--Potion of Cure Light Wounds

Current Gold: 232gp

Total Weight carried: 17 lbs (Light)
Carrying Capacities: 30 lbs / 31-60 lbs / 61–90 lbs
(Masterwork Backpack gives effective +1 on Carrying Capacity Strength)

Scenarios Played:

05-08 The Confirmation (1xp/2pp/430gp)
First Steps Part I (1xp/2pp/417gp)
Module: Master of the Fallen Fortress (1xp/1 pp/479gp)
06-08 The Segang Expedition (1xp/2pp/509gp) [GM Credit]

Boons:

Confirmed Field Agent (From The Confirmation)
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate (From The Confirmation)
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix (From The Confirmation)
The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Alkenstar Prototype (Sovereign Court Faction) (From The Segang Expedition)
Your contacts in Alkenstar have invited you to test an experimental firearm. You may cross this boon off your Chronicle sheet at the beginning of a scenario to gain a musket or pistol (Pathfinder RPG Ultimate Equipment 45–46) and 20 paper cartridges (Ultimate Equipment 42). You must relinquish this firearm (or whatever fragments of it remain, if destroyed) and any leftover ammunition at the end of the scenario. This firearm is modified by one of the following effects of your choice.
Increased Stopping Power: The firearm deals damage as though it were one size category larger.
Intuitive: You may use this weapon as though you were proficient in its use.
Rifling: The range increment of this firearm increases by 50%.

Ragdya’s Blessing (From The Segang Expedition)
Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

[ ] The Court Grows (Baron Bomande Rudyahm or Count Falroun Matsanda; Sovereign Court Faction) (From The Segang Expedition)
You have impressed an influential aristocrat from Alkenstar and taken an important step in recruiting him into the Sovereign Court. You have received a praise-laden letter of reference from your contact, and if you show this letter to an aristocrat native to the Inner Sea region, you gain a +2 bonus on any Diplomacy check made to influence him or her. You may also check the box included with this boon to use the letter in requisitioning a valuable tool while in Alkenstar; acquire any one item worth 150 gp or less (400 gp or less if you earned this boon in Subtier 4–5) for free. The item is a gift and has no resale value. The letter of reference provides no further benefits once you have checked the box, but the boon may grant other benefits in future adventures.

Resources Tracking:

Starting Gold: 150gp
Gold from The Confirmation: 430gp
Gold from First Steps Part I: 417gp
Gold from Master of the Fallen Fortress: 479gp
Gold from The Segang Expedition: 509gp
Total Wealth Earned: 1985gp

Starting Purchases:
Studded Leather 25gp
Backpack 2gp
Alchemist Fire 20gp
Dagger 2gp
Sunrod 2gp

The Confirmation Accounting:
SELL Backpack 2gp
Masterwork Backpack 50gp
Potion of Cure Light Wounds 50gp

First Steps Part I Accounting:
No Changes

Master of the Fallen Fortress Accounting:
Wand of Infernal Healing 2pp
SELL Studded Leather +25gp
Mithral Chain Shirt 1100gp
Alchemist Fire 20 gp

The Segang Expedition Accounting:
No Changes

Total Wealth Expenditures: 1224
Total Prestige Expenditures: 2pp
Current Wealth: 741gp

Sovereign Court Season 6 Faction Card:

[ ] [ ] [ ] Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful
Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).

[ ] Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign
Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.

[ ] Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.

[ ] Sponsor another PC to join your faction. To fulfill this goal that PC must then join the Sovereign Court by spending only
1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks
in any combination of the following skills: Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.

[ ] [ ] [ ] Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future
member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a
different goal.

[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy,
Disguise, Knowledge (nobility), or Sense Motive.

[ ] Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or
preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.

[x] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Sovereign Court Season 9 Faction Card:

[ ][ ][ ] Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).

[ ] Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure.

[ ][ ]Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level.

[ ][ ]Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal.

[ ][ ]Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level.

[ ] Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.

[ ] Participate in an adventure that takes place in Taldor or that involves a prominent organization based in Taldor, such as the Lion Blades or the Ulfen Guard.

[ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Faction: Sovereign Court

PFS# 60133-12