Sorshen

Kirana te Urupa's page

31 posts. Organized Play character for Mr Tea.


Race

| Female Human Kineticist 3 | AC 19 | HP 47/47 | P +6 F +11 R +10 W +8 | Def. Expl.:Scout | | ◆ | ◇ ◈ | ↺ |

Classes/Levels

| Bumped stats | AC 20 | HP 67/67 | P +7 F +12 R +11 W +9 | Def. Expl.:Scout | | ◆ | ◇ ◈ | ↺ |

Gender

| Bumped skills | Acrobatics +10 | Athletics +9 | Diplomacy +7 | Lore: Absalom +8 | Lore: Aroden +8 | Lore: Sailing +8 | Lore: PFS +8 | Nature +8 | Religion +8 |

About Kirana te Urupa

Kirana te Urupa, former priest of Aroden
Kineticist 3
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Kirana had a great life. She was born in the 4410s in the metropolis of Absalom into a wealthy family that served in the city bureaucracy and had a sideline with merchant ships around the Inner Sea. She was led into the Church of Aroden as a means of bolstering her family and as someone with an adventurous spirit she joined the around-a-century-old Pathfinder Society.

It was amazing. She had comrades, she channelled the divine power of the God of Humanity. She began a tempestuous relationship with another Pathfinder, having two children in her late twenties, and began to spend less time in the field.

Just over five years later, she answered a call to investigate an anomaly and her world imploded. She tried to hold a tear in reality together and failed. It all went black.

When she awoke, things were bad. There was a gaping hole inside her soul. Her divinely granted abilities were gone. She fell into despair. Luckily for her, she managed to stumble back to the Grand Lodge and they took her in. Fellow Pathfinders were able to help her calm down and explain the year. It took a while for her to even contemplate the death of her God. They helped her find out what happened to her family. Learning that both her children led good lives and she had descendants in Absalom was a watershed moment and gave her the chance for renewal.

She set about finding something to replace her god-focus. In the end it was the plane of water that soothed her. Her mind became whole again and her physical abilities grew. She was ready to restart her life. She started doing fieldwork again, although with a hefty amount of scepticism for the divine. The only thing that really troubles her is that she has started to be able to channel divine energy again in a small way and she doesn’t know why.

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NG
Medium
Human
Versatile Heritage. Time Traveller
Humanoid
Perception +6;
Languages Taldane, Kelish, Osiriani
Skills Acrobatics +8, Athletics +7, Diplomacy +5, Lore: Absalom +6, Lore: Aroden +6, Lore: Sailing +6, Lore: PFS +6, Nature +6, Religion +6
Str +0, Dex +3, Con +4, Int +1, Wis +1, Cha +0
Items Leather, Wayfinder, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Caltrops, Clothing (Fine), Sling Bullets (10), Hat of Disguise, Feather Token (Ladder), Gate Attenuator (Water, Snowball), 75.89 gp
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AC 19; Fort +11, Ref +10, Will +8
HP 47
Deflecting Wave Trigger You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect. Requirements You're aware of the hostile effect, and you aren't off-guard against it. A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once.
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Speed 25 feet
Melee Staff +5 (Two-Hand d8), Damage 1d4 B
Melee Spiked Gauntlet +5 (Agile, Free-Hand), Damage 1d4 P
Trick Magic Item (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
Winter's Clutch (Cold, Impulse, Kineticist, Primal, Water) Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square. Level (+2) The damage increases by 1d4.
Tidal Hands (Impulse, Kineticist, Overflow, Primal, Water) With an emphatic gesture, you create waves that rush out from you in the shape of your hands. You either form two 15 foot cones that don't overlap or you combine the hands into one 30-foot cone. Each creature in a wave takes 1d8 bludgeoning damage with a basic Reflex save against your class DC. If a creature critically fails, you also push that creature 5 feet. Level (+2) The damage increases by 1d8.
Ocean's Balm (Healing, Impulse, Kineticist, Manipulate, Primal, Vitality, Water) A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes. Level (+2) The healing increases by 1d8, and the resistance increases by 1.
Channel Elements (Aura, Kineticist, Primal) Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
Elemental Blast (Attack, Impulse, Kineticist, Primal) With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Air 1d6 electricity or slashing, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet • Fire 1d6 fire, range 60 feet • Metal 1d8 piercing or slashing, 30 feet • Water 1d8 bludgeoning or cold, 30 feet • Wood 1d8 bludgeoning or vitality, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die.
Base Kinesis (Impulse, Kineticist, Primal) It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
Bend Time (Occult, Transmutation) Frequency once per day; Trigger Your turn begins; Effect You are quickened this turn. You can use your extra action to Stride
Extract Element (Impulse, Kineticist, Primal) You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC. Critical Success The creature is unaffected. Success The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first. Failure As success, but the creature takes full damage. Critical Failure As failure, but the creature takes double damage. Level (+2) The damage increases by 1d4.
Wayfinder (Uncommon, Evocation, Invested, Magical) Activate command; Effect The wayfinder is targeted by a 1st-level light spell.
Gate Attenuator (Invested, Magical) Activate (concentrate) Frequency once per day; EffectThe gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you’re a kineticist and the spell’s element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element’s trait if it doesn’t already have it: air - gust of wind, earth - pummeling rubble, fire - dehydrate, metal - thunderstrike, water - snowball, or wood - flourishing fauna.
Focus Spells (1 points) Lay on Hands Range touch; Targets 1 willing living creature or 1 undead creature Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round. Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

Additional Feats Blessed One Dedication, Breath Control, Toughness

Additional Specials Impulses, Kinetic Aura, Kinetic Gate (Single Gate), Kineticist Element (Water), Water Impulse Junction