Ramidreju

Kite Dancing on Wind's page

4 posts. Organized Play character for Hmm.


Race

HP 70 / 70 | AC 22 (23/25) | F + 13 R +10 W +13 | Perc +11 |

Classes/Levels

40 Speed | Hero Points 2/3 | Active Conditions: ---

Gender

Kite | 820-2014 | Agender Leaf Leshy Kineticist 5 | Portrait

About Kite Dancing on Wind

Kite met Haru in the woods one day, and decided to be his sorcerer's familiar. They have been best friends ever since!

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BOT ME!
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Favorite Exploration Activities
[dice=Search (Perception)]1d20+9[/dice]

Saves
[dice=Fortitude E]1d20+13[/dice]
[dice=Reflex E]1d20+10[/dice]
[dice=Will E]1d20+13[/dice]

Skills

[dice=Perception T]1d20+11[/dice]

[dice=Acrobatics T]1d20 +8[/dice]
[dice=Athletics E]1d20+12[/dice]
[dice=Lore (Spirit) T]1d20 + 8[/dice]
[dice=Lore (Pathfinder) T] 1d20+8[/dice]
[dice=Nature T]1d20 + 11[/dice]
[dice=Religion E]1d20+13[/dice]
[dice=Survival T]1d20+11[/dice]

Ageless Spirit Skill (can be changed daily)
[dice=Survival T]1d20 + 11[/dice]

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Favorite Weapon Attacks and Macros

◈ Channel Elements (can include 1-action impulse or blast)

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Gate Attenuator +1 item bonus to impulse attack modifier

Air

◈ [dice=Ranged Air Blast (Electricity or Slashing, 60 ft.,)]1d20 +11 +1 [/dice]
[dice=Electric / Slashing damage] 2d6 + 0[/dice]

◈◈ [dice=Ranged Two-Action Air Blast (Electricity or Slashing, 60 ft.,)]1d20 +11 +1 [/dice]
[dice=Electric / Slashing damage] 2d6 + 4[/dice]

◈ [dice=Melee Air Blast (Electricity or Slashing)]1d20 +11 +1 [/dice]
[dice=Electric / Slashing damage] 2d6 + 2[/dice]

◈◈ [dice=Melee Two-Action Air Blast (Electricity or Slashing)]1d20 +11 +1 [/dice]
[dice=Electric / Slashing damage] 2d6 + 2 + 4[/dice]

◈◈ [dice=Aerial Boomerang (Slashing, 60ft. line)]3d4[/dice]

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Wood

◈ Hardwood Armor

◈ Raise Shield

◈ [dice=Ranged Wood Blast (Bludgeoning or Vitality, 30 ft.,)]1d20 +11 +1 [/dice]
[dice=Bludgeoning / Vitality damage] 2d8 + 0[/dice]

◈◈ [dice=Ranged Two-Action Wood Blast (Bludgeoning or Vitality, 30 ft.,)]1d20 +11 +1 [/dice]
[dice=Bludgeoning / Vitality damage] 2d8 + 4[/dice]

◈ [dice=Melee Wood Blast (Bludgeoning or Vitality)]1d20 +11 +1 [/dice]
[dice=Bludgeoning / Vitality damage] 2d8 + 2[/dice]

◈◈ [dice=Melee Two-Action Wood Blast (Bludgeoning or Vitality, 30 ft.,)]1d20 +11 +1 [/dice]
[dice=Bludgeoning / Vitality damage] 2d8 + 2+ 4[/dice]

◈◈ [dice=Hail of Splinters (piercing damage) DC 20 Reflex]3d4[/piercing]
[dice=Hail of Splinters (persistent damage)]3d4[/dice]

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Non-Magic

◈ [dice=Longspear (reach, 2 hands)]1d20 +10 [/dice]
[dice=Piercing damage] 1d8 + 2[/dice]

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CHARACTER DETAILS
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Organized Play Number: 820-2014

Experience, Reputation, Adventure List, Equipment, Level: See ITS
Chronicles: See Kite’s Character Chronicle Folder

Nationality: Minkai
Birthplace: Forest of Spirits
Age: Unknown
Gender & Pronouns: They, Them
Height: 3’
Weight: 3 bulk
Physical Appearance: Leafy Hedgehog

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Ancestry (Heritage) Leshy (Leaf)
Background Willing Host
Class: Kineticist
Archetype: None
Size small plant leshy
Alignment;
Deity Shumunue
Languages (including home region): common, sylvan, tien
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SENSES
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Perception: See Header
Special Senses: low-light vision
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DEFENSES
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See Header
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OFFENSE
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Class DC: 20 [T]

Speed: 30

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T]
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MAGIC
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Magic Traditions

Tradition (Primal): Kineticist

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SKILLS
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See Bot Me section at top

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BACKGROUND
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WILLING HOST BACKGROUND
RARE

You speak to spirits only you can perceive: wispy shreds of lost souls, household guardians, ancestral spirits, and other entities. You can negotiate with these beings, allowing them into your body to impart knowledge or aid in a task for the price of a favor. Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. You're trained in the Spirit Lore skill. You gain the Host Spirit action.

Host Spirit (exploration, necromancy, occult)
Frequency once per day; Effect You attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so. You're trained in the skill just long enough to make that single check (to a maximum of 10 minutes). Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can't Host Spirit again until you've performed the favor. If you haven't completed it after 24 hours, you're fatigued until the obligation is fulfilled.

Organized Play Clarifications from 3-98 Boon
If you select the Willing Host background, use the following clarifications to streamline play. For organized play purposes, the spirit doesn't ask for things that are beyond your means or that would be disruptive to the flow of the adventure (for example, they don't require you to provide a gourmet meal while your group is on the road). Since organized play games typically do not track the costs of every meal that characters eat, you do not need to pay additional money to procure sensory experiences for the spirits. You can choose to spend money on the spirits' requests for roleplaying reasons if you wish.

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ABILITY SCORES
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Ancestry Leaf Leshy Con, Wis, Str, -Int
Background Willing Host Con, Wis
Class Kineticist Con
Free Str, Con, Int, Wis
Five Str, Dex, Int, Wis

Ability Score Summary:

Str 14 AF5
Dex 12 5
Con 18 ABCF
Int 12 -AF5
Wis 18 ABF5
Cha 10

STR +3, DEX +1, CON +4, INT +1, WIS +4, CHA +0

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FEATS:
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Ancestry Feats and Abilities

Special 1st: Leshy Small, low-light vision

PLANT NOURISHMENT You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).

Heritage 1st: Leaf Leshy

Your body is made mostly from natural foliage, and like a leaf tumbling from a tree, you land from falls with particular grace. You take no damage from falling, regardless of the distance you fall.

1st: AGELESS SPIRIT FEAT 1
LESHY

You remember more about your previous incarnations than most leshys. During your daily preparations, you can meditate upon fragmentary memories of your past lives to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.

5th: LESHY GLIDE [one-action] FEAT 5
LESHY

Prerequisites leaf leshy heritage or Cat Fall skill feat

Using your own leaves, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.

Skill Feats

Level 2: PILGRIM'S TOKEN FEAT 1
GENERAL SKILL

Prerequisites trained in Religion, follower of a specific religion You carry a small token of protection from a site holy to your faith. You gain a wooden religious symbol for your deity for free. As long as this religious symbol is in your possession, when you tie an adversary's initiative roll, you go first. If you lose this religious symbol, you must purchase or Craft a replacement and attune it. Such a token usually costs at least 1 sp, and the attunement takes 10 minutes of prayer. You can also attune a different religious symbol with the same amount of time, but you lose the benefit of the previous religious symbol.

Level 4: UNDERWATER MARAUDER FEAT 1
GENERAL SKILL

Prerequisites trained in Athletics You've learned to fight underwater. You are not off-guard while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water.

General Feats
3rd: Fleet

Class Feats and Abilities

ELEMENTAL BLAST [one-action] OR [two-actions]
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
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.

Dual Gate Your kinetic gate is a harmonious conduit between two planes, allowing you to combine their elements to give you a versatile set of abilities.
Air & Wood

CHANNEL ELEMENTS [one-action]
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.

Feat 1st: WHISPER ON THE WIND [one-action] FEAT 1
AIR AUDITORY ILLUSION IMPULSE KINETICIST LINGUISTIC PRIMAL

You speak in a whisper, a soft wind carrying your words far away. This has the effect of the message spell with a range of 500 feet, and it can target only a creature surrounded by air. If you start your message with the target's name, you and the target don't need to be able to see each other, nor do you need line of effect.
Level (4th) The range is 1 mile.
Level (14th) The range is planetary plus the Plane of Air.

1st: FRESH PRODUCE [one-action] FEAT 1
HEALING IMPULSE KINETICIST PLANT PRIMAL VITALITY WOOD

You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an Interact action to regain 1d4 + 1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can't eat another piece of produce. Produce not consumed by the start of your next turn withers away.
Level (+2) The healing increases by 1d4+5, and the resistance increases by 2.

1st: (Paid for with Kineticist Class Feat) HARDWOOD ARMOR [one-action] FEAT 1
IMPULSE KINETICIST PRIMAL WOOD

Wood and bark grow over your body like armor. This hardwood armor is medium armor but uses your highest armor proficiency. The wooden armor's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength 14; Bulk 1; Group wood TV. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the hardwood armor are replicated onto it. When you use this impulse, you can also create a wooden shield in a free hand. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes broken or leaves your grasp. The armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends.

Wooden Shield +2 AC, Hardness 3, HP 12, BT 6

Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.

2nd: HAIL OF SPLINTERS [two-actions] FEAT 1
IMPULSE KINETICIST OVERFLOW PRIMAL WOOD

A fusillade of jagged splinters flies from you. Creatures in a 30-foot cone take 1d4 piercing damage and 1d4 persistent bleed damage with a basic Reflex save against your class DC.
Level (+2) Each type of damage increases by 1d4.

4th: SAFE ELEMENTS FEAT 4
KINETICIST

Elements are wild and dangerous, but you've found ways to reduce their risk. When you Channel Elements or use a stance impulse that affects your kinetic aura, you can designate a number of creatures up to your Constitution modifier (minimum 1 creature). Choose whether they are immune to the benefits of your kinetic aura or immune to its damage and drawbacks. You don't have to be able to see a creature to designate it, nor does it need to be in your kinetic aura, but you can't designate a creature that's unnoticed by you. In addition, you gain the Pacifying Infusion action. Pacifying Infusion [one-action] (infusion) If your next action is an impulse, it gains the nonlethal trait. If it has an area, you can exclude creatures you've designated with Safe Elements from its effects.

5th: Air Aura Junction You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable.

5th: TIMBER SENTINEL [two-actions] FEAT 1
IMPULSE KINETICIST PLANT PRIMAL WOOD

A slim, symmetrical tree travels from the Plane of Wood. You conjure a tree within 30 feet, as a protector tree (SoM) spell of a rank equal to half your level rounded up. If you use this impulse again, any previous one ends, and an ordinary tree remains.

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EQUIPMENT
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See ITS

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FUTURE PLANS
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Level 1 Ancestry and background, attribute boosts, initial proficiencies, kinetic gate, kinetic aura, impulses (Elemental Blast, Base Kinesis), kineticist feat
Level 2 Whisper in the Wind or Hail of Splinters, skill feat
Level 3 Extract Element, general feat, skill increase, Will expertise
Level 4 Safe Elements, Underwater Marauder
Level 5 Ancestry feat (Leshy Glide), attribute boosts (STR DEX INT WIS), gate's threshold (air gate aura junction +10 to speed), Impulse, skill increase (Nature)
Level 6 Flinging Updraft, skill feat
Level 7 General feat, kinetic durability, kinetic expertise, skill increase