Woman

Kioku's page

52 posts. Alias of Slayde77.


Full Name

Kioku

Race

| HP: 17/17 | AC: 14 (12 Tch, 12 Fl) | CMB: 0, CMD: 12 | F: +2, R: +3, W: +3 | Init: +2 | Perc: +6, SM: +6

Classes/Levels

| Speed 30ft | Arcane Reservoir: 4/6, Phrenic Pool: 4/4 | Active conditions: None| Image|

Spells::
1st DC 15: Psychic - 4/4 Arcanist - 2/3

Gender

Female CG Aasimar (Human Looking) Amnesiac Psychic/Psychic Blood Arcanist 3

Size

Medium

Age

19

Alignment

CG

Location

Asylum

Languages

Abyssal, Common, Draconic, Elven, Gnome, Sylvan

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 16

About Kioku

Basics:
AC: 14
Touch: 12 Flat: 12
CMD: 12

HP: 17/17 (dead at -12)

BAB: +1
CMB: +0
Fort: +2 (+2 spells by evil)
Ref: +3 (+2 spells by evil)
Will: +3 (+2 spells by evil)

Init: +2
Speed: 30'

Racial traits:

Darkvision: Aasimar can see perfectly in the dark for up to 60 feet.
Celestial Resistance: Aasimar have acid resistance, cold resistance 5, and electricity resistance 5.
Crusading Magic: These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
FCB: Add +1 psychic spell known 1 lower level.

Class Features:

Weapon and Armor Proficiency: Arcanists/psychic are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Arcane Reservoir (Su): The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Phrenic Pool (Su): The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Psychic Discipline: Rebirth
Past-Life Memories (Ex): You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.

Mnemonic Esoterica (Ex): Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.

Detect Thoughts (Sp): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

Phrenic Amplifications
Overpowering Mind (Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

Bloodline Arcana (Psychic): Your arcanist spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.

Bloodline Power (Psychic):
Psychic Strike(Su): At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your arcanist level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 arcanist levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Mental Resistance (Ex): At 3rd level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 9th level, this bonus increases to +4.

Feats and Traits:
Feats
Logical Spell: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher than the spell’s actual level.

Spell Penetration: +2 to Spell Penetration Rolls

Traits
Driven by Guilt: You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion.

You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.

Magical Lineage (Remove Fear): When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Wayang Spellhunter (Battering Blast): When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Basic Attacks:

dagger: +0, 1d4-1 damage, crit 19-20/x2, pierce or slash
light crossbow: +3, 1d8 damage, crit 19-20x2, pierce

Skills (*class skill):

+2 Acrobatics
+3 Bluff*
-1 Climb
+9 Diplomacy 3r
+3 Disguise
+2 Escape Artist
+2 Fly*
+0 Heal
+3 Intimidate*
+10 Knowledge (Arcana)* 1r
+10 Knowledge (Dungeoneering)* 1r
+6 Knowledge (Local)*
+6 Knowledge (Nature)*
+14 Knowledge (Planes)* 3r
+10 Knowledge (Religion)* 1r
+6 Perception* 3r
+2 Ride
+6 Sense Motive* 3r
+12 Spellcraft* 3r
+2 Stealth
+0 Survival
-1 Swim
+9 Use Magic Device* 3r

Background
+4 Appraise*
+10 Craft (Alchemy)* 3r
+5 Knowledge(Engineering)*
+5 Knowledge(Geography)*
+5 Knowledge(History)*
+5 Knowledge(Nobles)*
+10 Linguistics* 3r
+0 Perform
-- Profession*

Spells:
Spells/Day (Arcanist): 4/0th, 2/1st (3 cast)
Concentration: +5
Spellbook:
0th - Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidgitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
1st - Color Spray, Ear-Piercing Scream, Hypnotism, Infernal Healing, Mage Armor, Magic Missile, Mount, Silent Image, Vanish, Web Bolt
Spells Prepared:
0th - DC 14 Acid Splash, Detect Magic, Prestidigitation, Read Magic, Mage Hand
1st - DC 15 Color Spray, Magic Missile, Mage Armor

Spells/Day (Psychic): 6/1st
Concentration: +5
Spells Known:
0th - Detect Psychic Significance, Lullaby, Sift, Stabilize, Telekinetic Projectile (Mnemonic Esoterra [Spiritualist])
1st - Remove Fear, Burst of Insight, , Ill Omen, 1x Amnesiac Slot

Equipment:

Encumbrance: 66/66 lbs
Gear:
Inventory Sheet

Money:
PP: 0
GP: 0
SP: 8
CP: 0

Hero Lab Output:

Kioku
Female peri-blooded aasimar (emberkin) blood arcanist 3/psychic (amnesiac) 3/gestalt 3 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 8, 77, Pathfinder RPG Bestiary 7, Pathfinder RPG Occult Adventures 60, 104)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 17 (3d6+3)
Fort +2, Ref +3, Will +3; +2 vs. mind-affecting, +1 trait bonus vs. spell effects from evil creatures
Resist acid 5, cold 5, electricity 5
--------------------
Offense
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Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks arcane reservoir (2/6), consume spells, phrenic amplifications (overpowering mind[OA], will of the dead[OA]), phrenic pool (1 points)
Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day—pyrotechnics (DC 15)
Bloodline Spell-Like Abilities (CL 3rd; concentration +7)
. . 6/day—psychic strike (1d6+1)
Psychic Spell-Like Abilities (CL 3rd; concentration +7)
. . 1/day—detect thoughts (DC 14)
Psychic (Amnesiac) Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—burst of insight[OA], ill omen[APG], remove fear
. . 0 (at will)—detect psychic significance[OA], lullaby (DC 14), sift[APG], stabilize, telekinetic projectile[OA]
. . Psychic Discipline Rebirth
Blood Arcanist Spells Prepared (CL 3rd; concentration +7)
. . 1st (5/day)—color spray (DC 15), mage armor, magic missile
. . 0 (at will)—ghost sound (DC 14), mage hand, open/close (DC 14), prestidigitation, read magic
. . Bloodline Psychic
--------------------
Statistics
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Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 16
Base Atk +1; CMB +0; CMD 12
Feats Logical Spell[OA], Spell Penetration
Traits driven by guilt, magical lineage, wayang spell hunter
Skills Craft (alchemy) +10, Diplomacy +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +12, Knowledge (religion) +8, Linguistics +10 (+12 to use the automatic writing skill unlock, +14 to decipher communication with haunts), Perception +6, Sense Motive +6, Spellcraft +12, Use Magic Device +9; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Sylvan
SQ amnesia spell slots, amnesia spell slots, bloodline (psychic[OA]), bloodline arcana (use thought and emotion components instead of verbal and somatic), crusading magic, repressed memories, scion of humanity[ARG], spell recollection
Other Gear leather armor, crossbow bolts (20), dagger, light crossbow, arcanist starting spellbook, automatic writing planchette[OA], backpack, bedroll, ink, inkpen, prismatic crystal[OA], spell component pouch, 8 sp
--------------------
Special Abilities
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Amnesia Spell Slots Recall a spell from the psychic list.
Amnesia Spell Slots (1st-Level spells, 1/day) Recall a spell from the psychic list.
Arcane Reservoir +1 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Crusading Magic These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Logical Spell You can eschew emotional components by exercising logic.

Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Phrenic Pool (1/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Psychic Strike (1d6+1, 6/day, DC 14) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken
Rebirth Your mind is forged from the most powerful memories of a multitude of lifetimes. You have fragmentary knowledge of your prior lives and can leverage the experience gained during these lifetimes into raw psychic power.
Repressed Memories Your past is blank slate, your memories gone.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Spell Recollection (1/hour) (Ex) Recollect a spell from the psychic spell list.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.

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The GM in Yellow 20 Questions:

1. Guilty/Remorse, though at the start of the campaign she can't remember why
2. Those who know her but aren't friendly - Unease as nothing is hidden from her.
Those she calls friends - calm/relaxed as they know she will do what she can to help them
3. Kioku needs companionship most. She can sense the thoughts of others making relationships difficult. Therefore having people she can count on is important to her
4. Her goal, even if she doesn't know it is to forgive herself. The guilt and remorse she feels drives her
5. She feels she can accomplish her goal by helping people as much as she. It is her belief that this will clear her conscience and wipe the books clean of her guilt.

6. Kioku was born in Tien. She lived a simple life as the daughter of a craftsman. Kioku was ostrasized as a young child as she constantly heard voices which scared her. Unknown to her at the time, these voices were the thoughts of those around her. (Possible plot hook, maybe one of these voices wasn't some one elses thoughts but that of an "Elder god").
7. Kioku was forced to grow up fast due to her gifts. She and a young boy quickly became friends and together they helped train her psychic abilities, including building a wall to block out the thoughts of others. Her parents may have cared for her physical needs, but she was forced to take care of her emotional needs
8. Values Kioku holds sacred: Honesty, Loyalty, Kindness to others. Growing up with the ability to read thoughts and emotions of others, Kioku has found she values honesty above all as she knows when she is being lied to. In this sense it annoys her as now she needs to know why. Along the same vein, she values loyalty as betrayal is just another form of dishonesty.
9. Kioku dresses casually in flowy clothes that emphasize comfort. Her hair is worn loose and flows to the small of her back.
10. Kioku doesn't have a lot of means. After her accident, she fled Tien with not much but the clothes on her backand has been doing odds and ends just to get by. She is good at using her gifts as a means to calm people

11. Kioku enjoys twilight. The color of the skies after the sun dips below the horizon, the smell of the fresh night air and the coolness on her skin, and most of all the quietness of everything at that time.
12. Without knowing too much of the campaign it is difficult to have opionions on aspects of local society. In general, her values would drive her opinions on things.
13. I think this question is better answered as what is her anti-comfort zone. Kioku despises chaos and noise. While she is better at keeping thoughts out chaos and noise can make it more difficult to focus which further drives up they chaos in her mind in an endless feedback loop
14. A young boy (I can provide a name or you can) and love interest in the town she grew up in had the most impact on her life. They grew close and fell in love. Kioku accidentally permanently maimed or killed him with an errant psychic blast during a fit of anger.
15. I'm not a fan of this question as I feel quirks emerge dynamically as the character is played.

16. I believe the character belongs in Strange Aeons. I think her psychic nature thematically fits in well with the story. Further, I feel the trauma of her past and the guilt and remorse it causes plays well with the themes as well
17. Kioku is a support/damage dealer. I plan to play the Psychic half of her as a support character and possibly party face while the arcanist aspect will be focused on damage dealing via force spells such as Magic Missile and Battering Blast. Area control may also happen via typical mage spells. Her build starts with her just focusing on knowledge arcana, but I feel as she levels she will put other points where needed.
18. I also feel this is a difficult question to answer without knowing the rest of the party. There may be ways to tie things together with someone else selected. Kioku is looking for companionship and friendship so she will do what she can to help others.
19. I think I'll answer by answering each subquestion. In PbP I tend to prefer character immersion as I think the interparty relationships add a lot. I definitely prefer colorful descriptions. My posts are almost always from the point of view of the character with action being described third person. I typically include lots of inner thoughts.
20. Kioku would prefer to die of old age, with someone she cared deeply about with her. However, as a player I could see the heroic sacrifice while protecting someone she cared for to be a fitting end.


The GM in Yellow Fluff:

Appearance
Kioku appears as a lithe Human. Her Aasimar ancestory is recessed. She is fairly tall, standing at 5'9". Kioku has fair skin and her eyes are sky blue. Her hair is worn long and loose and is a deep black, almost as if it is absorbing the light around it. Kioku's garb tends to be loose and flowy. Image

Personality
As a child, Kioku was extremely shy. She kept hearing voices which she didn't understand were the thoughts of those around her. As she aged and learned to build a wall in her mind against the voices, Kioku began to grow into her own. She developed a very outgoing personality. She was inquisitive and extremely friendly. After the accident, Kioku turned inward and closed herself off, afraid that she might hurt someone again.

Who was Kioku
Kioku came into being as a young child. Growing up as a child she consistently heard voices of the thoughts of those around her. She learned to build a psychic wall to shield herself from these thoughts. Shortly after this, Kioku confided in a young boy she liked that she had certain gifts. The boy pushed her to train and hone her skills while she herself was hesitant. However, she relented and they would work together to refine her psychic gifts. During this time, the two of them fell in love. One day, however, a fit of anger crossed Kioku and she lost control of her powers and unleashed a psychic blast permanently maiming/killing her love. In despair and guilt she fled Tien looking to start over.

About Me:
Time Zone: Eastern

How many Games: So, if you look at my profile you will see 3 active games. However, if you look further, you will see it is only one active game. The first game is a Wrath of the Righteous game. I think there was a 9-10 person party in that game. I quickly found that I don't enjoy games that have that large of a party. As such I dropped from the game, fairly early. The second game is an Iron Gods game. The game recently started but the GM is has been largely gone and we haven't even done the first encounter yet. While the game is technically active, I would not be surprised if the game is shut down soon. The final game is a Hell's Rebels game and it is currently active.