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About Kite Dancing on WindPROFILE Kite met Haru in the woods one day, and decided to be his sorcerer’s familiar. They have been best friends ever since! ★ ---- ★ ---- ★ ---- ★ Bot Me!:
Favorite Exploration Activities
Saves
Skills [dice=Perception T]1d20+7[/dice] [dice=Acrobatics T]1d20 +4[/dice]
Ageless Spirit Skill
★ ---- ★ ---- ★ ---- ★ Favorite Weapon Attacks and Macros ◈ Channel Elements (can include 1-action impulse or blast) ★ ---- ★ ---- ★ ---- ★ Air ◈ [dice=Ranged Air Blast (Electricity or Slashing, 60 ft.,)]1d20 +8 [/dice]
◈◈ [dice=Ranged Two-Action Air Blast (Electricity or Slashing, 60 ft.,)]1d20 +8 [/dice]
◈ [dice=Melee Air Blast (Electricity or Slashing)]1d20 +8 [/dice]
◈◈ [dice=Melee Two-Action Air Blast (Electricity or Slashing)]1d20 +8 [/dice]
◈◈ [dice=Aerial Boomerang (Slashing, 60ft. line)]2d4[/dice] ★ ---- ★ ---- ★ ---- ★ Wood ◈ Hardwood Armor ◈ Raise Shield ◈ [dice=Ranged Wood Blast (Bludgeoning or Vitality, 30 ft.,)]1d20 +8 [/dice]
◈◈ [dice=Ranged Two-Action Wood Blast (Bludgeoning or Vitality, 30 ft.,)]1d20 +8 [/dice]
◈ [dice=Melee Wood Blast (Bludgeoning or Vitality)]1d20 +8 [/dice]
◈◈ [dice=Melee Two-Action Wood Blast (Bludgeoning or Vitality, 30 ft.,)]1d20 +8 [/dice]
◈◈ [dice=Hail of Splinters (piercing damage) DC 18 Reflex]1d4[/piercing]
★ ---- ★ ---- ★ ---- ★ Non-Magic ◈ [dice=Longspear (reach, 2 hands)]1d20 +6 [/dice]
★ ---- ★ ---- ★ ---- ★ PFS Number: 820-2014
Nationality: Minkai
★ ---- ★ ---- ★ ---- ★ Ancestry (Heritage) Leshy (Leaf)
SENSES
Perception: See Header
DEFENSES
See Header ____________________ OFFENSE
Class DC: XX [T] Speed: 25 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
MAGIC
Magic Traditions Tradition (Primal): Kineticist ____________________ SKILLS
See Botting Spoiler. ____________________ BACKGROUND
WILLING HOST BACKGROUND
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)
Organized Play Clarifications from 3-98 Boon
____________________ ABILITY SCORES
Ancestry Leaf Leshy Con, Wis, Str, -Int
Ability Score Summary:
Str 14 AF Dex 10 Con 18 ABCF Int 10 -AF Wis 16 ABF Cha 10 STR +2, DEX +0, CON +4, INT 0, WIS +3, CHA +0 ____________________ FEATS:
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
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: Feat Name Skill Feats Level 2: Feat name
General Feats
Class Feats and Abilities ELEMENTAL BLAST [one-action] OR [two-actions]
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.
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.
CHANNEL ELEMENTS [one-action]
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
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.
1st: FRESH PRODUCE [one-action] FEAT 1
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.
1st: (Paid for with Kineticist Class Feat) HARDWOOD ARMOR [one-action] FEAT 1
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: (Future Paid for with Kineticist Class Feat) HAIL OF SPLINTERS [two-actions] FEAT 1
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.
4th: Feat Name or Dedication ____________________ EQUIPMENT
____________________ FUTURE PLANS
Level 1 Ancestry and background, attribute boosts, initial proficiencies, kinetic gate, kinetic aura, impulses (Elemental Blast, Base Kinesis), kineticist feat
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