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I am open to all ideas my friends. I'm mostly interested in seeing a diversity of ideas as my image of the character may shift to a degree based on what I can learn here.

He has to have a deep love of nature which is why I immediately went to ranger, and his animal companion (Bear) will play a significant role.


avr wrote:

How high is high level? 10th or 20th?

If you're looking at something like 'ranger, but more magical' then the hunter class might fit. They also focus on the animal companion more intensely than a ranger.

If arcane magic is the exact flavour of magic you like and the ranger class is essential then arcane archer (e.g. ranger 1 / wizard 6 / eldritch knight 2 / arcane archer 10) or arcane trickster (e.g. poison darter ranger 4 / wizard 1 {w/accomplished sneak attacker feat}/ arcane trickster 10) can certainly work.

Incidentally if you're in the USA or your schedule is compatible with USA time zones then there are online games via Roll20 or similar which you might like to get into. It can be easier than finding a group you like in the same city.

Higher level the better. I'm very open as he will primarily be used in writing. Maybe brought to the roleplaying world if I ever DM down the road but simply looking to learn anything interesting the gives off the vibe I have for this character in my mind.


So I haven't been playing in a loooooong time due to my group having dissipated on account of mixed schedules. I'm trying to get back into writing and a lot of my inspiration comes from D&d/Pathfinder. I have a character concept in mind for someone whose essentially a guardian of a forest. I'm thinking ranger/arcane archer; ranger/arcane trickster; or something along those lines.

He basically guides the PC/Main party towards a rare interaction with the "Dryad Queen" who delivers information on what the PC's mission entails, where to journey to, and prepares them with an unexpected surprise.

This character is high level with connections across the continent, though he's but a young prodigy. Hope to see some creative builds that'll inspire me to take this character to the next level :)


So I'll be starting a 5th lvl nightblade-path of the bloodied chain.
Have not received info on how much gold etc we are starting with.

Nightblade - https://www.d20pfsrd.com/classes/3rd-party-classes/ascension-games-llc/nigh tblade/

Specific Path - https://www.d20pfsrd.com/classes/3rd-party-classes/ascension-games-llc/nigh tblade/paths/path-of-the-bloodied-chain/

Looks to me to be a control/fear build concept but I have no idea how to make it efficient.

Race: Kitsune

Rolls (not adjusted by class):

16
12
13
10
17
12

If I'm forgetting any info please let me know as I am quite a bit rusty XD


Tips on useful starting items? Starting lvl 2 with 500 gold


I guess I should have specified. On what order would I use my abilities to maximize effectiveness? Dazzling display into umbral shackles? Or vice versa? Also I think there was a spell called shadow anchor or something that would entrap someone within my umbral shackles.


Str 12-2=10
Dex 14+2=16
Con 12
Int 12
Wis 10
Cha 16+2=18

Look reasonable?

Could you explain an example of how in combat I best utilize the fear factor?


Tips on utilizing the 21 point buy?


Yeah that's my only concern. There are only gonna be 1 or 2 other pc's so I'm hoping I get a ninja or something :D


Got ya. My only concern is how specifically to be relevant with damage or is it going to be entirely map control?


Also with high dex should I be considering combat reflexes? And why short sword? Any particular reason?


Some further info: A guide for the class

http://www.giantitp.com/forums/showthread.php?418529-Into-the-Darkness-a-Gu ide-to-the-Nightblade


Alright so I haven't played in FOREVER and finally found a campaign. Desperately need help optimizing a build as this class isn't common enough class for me to look up builds for.

http://www.d20pfsrd.com/classes/3rd-party-classes/ascension-games-llc/night blade/paths/path-of-the-bloodied-chain/

Only stipulation is the character has to be Kitsune. It's a 21 point buy. The character's concept is to become fear incarnate and take down those who abuse their power to bring suffering to the weak and less fortunate.


Purchase made this can be closed now :)


Got ya. I will be doing my best not to follow standard ooh goblin stat blocks first and try and throw in less common creatures. But I completely agree with the importance of the first bestiary so that will be one of the three I get. So 100% sure I will be getting 1 and 4.

The last one is up for debate. Just looking for people's favorite ones. I may just go for 6 as the last one as Chromantic suggested that it has some info that is not yet as easily accessible online.


Hmmm... Well I really want the pictures is the problem with using the PRD.


I have 5. I'm about to buy 4 and 3. What is everyone's favorite? I have to buy 4 hands down. 3 is up for debate. I don't have them to look over to see which I prefer as I am purchasing through Amazon.


So I went to my first PFS session in person (second pfs session in general). I would have loved it if not for two seven year old kids joining in and simply being beyond annoying and having little attention span or respect for other players.

From the sounds of it they will start showing up at all of the local events... Awesome. Where can I get info on how/when to play through roll20? I know I've joined a pfs through there a loooooooong time ago.


PossibleCabbage wrote:

How about an absurdly efficient healer, like a kitsune wrecking mysticism dual life spirit guide oracle or an oradin?

The problem with healers is that bad ones are terrible, not that good ones aren't fun.

I'm currently beginning pathfinder for the first time not doing random homebrew and am trying to make an oradin. Mind shooting me some tips on effective building of it? It's half elf and lvl 1 (only played one session).


Well it's wasn't entirely horrible. I'm going to have to see if there is a way to find out if those kids will be attending future sessions bc that part was an awful experience.

I do love where my character is going though. Mostly in part to the deity recommended to me. I didn't have time after finishing the sheet to do a backstory but when reading about the deity it mentions that she will sometimes carve a rune into a mortal compelling them with an urge to destroy evil. Basically played my character as if he was inconvenienced and reluctant to fight against the evil but couldn't help but follow the compelling urge.

His deity partaken in self mutilation etc and her followers do the same (tattoos) counting as such. Once my guy is officially an oradin and he's taking the damage dealt to his companions, he will obviously magically heal himself forcing the scars to disappear. His "self mutilation" will come in the form of retracing scars he takes from memorable battles so as to not forget and remind himself that he isn't invincible.

Thoughts?


Attention spans...


*face palm*

.... two 7 year old kids just showed up :(


What would be the least hindering curse?


I took a note in caps to change it right before lvl 2 so I think I'll be alright now lol.


With my luck I would completely forget to change the feat lol. If I forget to change it would they let me after that point or is it strictly no?


Louise Bishop wrote:

Play a Pre-Gen.

Get credit to add towards the character you have more time to design.

Plus Pre-gens comes with gear to use and abuse.

I prefer to just play the first 3 sessions with Pre-gens so when I make my Level 2 character I will have not wasted a single Gold piece yet and would have full PPs to spend as needed.

Sooo... What are PPs?


Thank you and I really appreciate it guys. It's gonna be a learning experience and I'm excited to get started :)


Firebug wrote:

I'd suggest not going below 16 for your attack stat if you actually want to use your 2h sword effectively. If fact, if you were doing a rebuild as suggested at level 2, if start with an 18 Str (including your +2 bonus for race) a 14 Con, 13 Cha, 12 Dex, 10 Wis/Int. Cha only helps for smite at level 1, and take toughness instead of fey foundling because you don't have a way to heal yourself yet.

At level 2, 16 Str, 14 Con, 16 Cha (Including +2 race), 7 Wis, 12 Dex, 12 Int(since you wanted skill points) is just fine. Also remember you can use your favored class bonus for skill points, or hit points.
You could also consider 2 odd stats, to add a +1 to at 4 and 8.

*Cough* ninja also gives 8 skill points per level *cough*

Fey Foundling can only be taken at lvl 1 so I have to take it.


I'm gonna keep the Wis dumped bc I get to add my cha plus I got an alternate half elf trait that gives +2 to will saves. I'm thinking maybe something like...

STR 16
DEX 12
CON 14
INT 12
WIS 7
CHA 14 +2

Does that work?


Firebug wrote:
Your stats were correct... If you weren't adding in the +2 bonus from your race yet. IE you actually meant you had a 16 before you added your race bonus to Charisma, and after race, you have an 18.

As wonderful as an 18 charisma would be... I really don't want to get 1 skill point/level. If I increase my Int to 10 how would you allot the remainder?


Going to go with the paladin first two levels and with the Vildeis god. Please enlighten me on best attributes for the 20 point buy then bc I'm not familiar with working the point buy system I've always rolled.

How would you adjust the stats I presented (please not if already adding the +2 racial bonus or not)

Also: starting equipment?


Just edited. Not familiar with the gods. Any recommendations there?


Trying to build a half-elf Oradin (paladin oracle)

What class should I take first level? I'll have to take Fey Foundling as my first feat. Stats expected to look like:
STR 16
DEX 10
CON 14
INT 9
WIS 7
CHA 16 (with the +2 racial bonus)

Basically gonna weild a 2 handed weapon plus armor. If not familiar with concept of the Oradin basically creates a life-link that takes damage done to allies on to myself instead then uses lay on hands as swift action to heal myself instead of chasing them around the map, allowing me to still fight in the same round.

Also I know nothing of religion so recommendations on what god to follow?


They don't have any weird rules that would stop 2 ppl from playing together from the same laptop do they? As far as online games go.


Well I have played about 4 characters but they have all been home brew so it wouldn't be my first character, just my first one within pfs. And two of my favorites have been kitsune but I thought you needed some kinda points to use them last i looked into pfs?


So my pathfinder group is falling apart due to time conflicts. I have only played home brew campaigns in the past and definitely prefer the availability of 3rd party options but right now I just want to play... If anybody could give me tips on what they would recommend to play in pfs or how to start it up it would be greatly appreciated!


So I am going to be creating some new characters and doing some home roleplays with my fiance. I am looking for interesting ideas and to see what class/concepts people most enjoyed playing.

Currently I have only played three characters but my newest is quickly beginning to be my favorite. He is a Kitsune Nightblade, Path of the Bloodied Chain (yes it's 3rd party). Basically his goal is to assassinate his ancestor (my first character who was a badass ninja consumed by a demonic blade).

My goal with him as a character is to become a vigilante that personifies fear incarnate. He is very wicked in his ploys to punish those who cause suffering to others. He has abilities that are shadow-based which allow him to alter the level of darkness, trap people in an area of altered darkness, and scare the living shit out of them while wielding a scythe and casting shadow magic for dmg.

Basically as a child his family was outcast due to their infamous ancestor bringing them disgrace in the community. Him and his sister were constantly bullied and roughed up by the other kids. One day they were chased deep into the forest to an area that is forbidden. He had distracted the attention from his sister to save her and after being caught the other kids went to far this time, beating him to the brink of death. From that state he is contacted by a demon offering to grant him powers simply for bringing others suffering.

The children began freaking out and gathered in a circle talking about how they had gone too far this time and didn't know what to do with this body. As this was happening Hisoka (my character) began to raise back up overcome with a maddness and newfound power. Shadow-like chains formed from the ground as the area grew darker. The chains shot out at the other children, dragging them, constricting, and sufficating them to a slow death.

Upon waking from this maddness, Hisoka realized what he'd done and that this place was no longer home for him. He ran as far as he could, finding himself in a rundown suburb and began to learn more about life and the suffering of others. From here he decided that it would be his life's mission to bring justice to those who cause suffering as well as his ambition to assassinate his grandfather.

(The demon he spoke with happened to be his grandmother's father as his grandmother is tiefling)

But yeah he has been a complete badass to play ^_^


It is a home brew and I have pirahna strike which is essentially the dex version of power attack. Therefore my GM allowed it to apply as such.

And truth be told I'm not sure what route to take my character. I wanted him to have aoe fears as his main fighting but I guess my character sheet went poof so... yeah. Thanks mythweavers.


Bump.


Somebody help me!!! :D


My mind is tellin me nooooooo, but my body, my boooddyyyy is tellin me buuuump


Alright so I believe the route I was advised a long time ago had to do with cornegun smash or something. Here is a link to my character currently.

http://www.myth-weavers.com/sheet.html#id=919003

Note, I have a teammate that can cast darkness and my entire team has darkvision. I was looking at a spell that traps people in an area of low light or darker vision as well to go along with my Umbral Shackles ability.

Any advice on how I can make my character more useful would be great!


What feats on what level? Not sure which order to do them.


I love the idea of the spectral mount, but taking 2 levels in another class will devastate my magic using potential won't it?


So I take soulless gaze twice in order to get the second level of it correct?


Hmmm. I will begin without the dip. My GM is a fairly new GM and I may be able to slide by still moving in my dazzling display round otherwise if I cannot get away with it I'll consider dipping or I might not just for role play sake even though that will leave me slightly less optimized.


My bad. I was on two hours of sleep and I'm not sure what I was thinking. But I'm thinking about the dazzling display because most of my characters actions will probably be illusion/touch attack based spells so I don't see much opportunity in pushing a damage route. Figured get a reach weapon and combat reflex for AoO's and focus spells/intimidates on my turn.


Did you read anything about the class I posted? It has multiple class specific things regarding intimidation.

http://www.d20pfsrd.com/classes/3rd-party-classes/ascension-games-llc/night blade

http://www.d20pfsrd.com/classes/3rd-party-classes/ascension-games-llc/night blade/paths/path-of-the-bloodied-chain


Alright, so I have narrowed this down quite a bit. Since I'm a crowd control/debuff class, I'm going to go with a reach weapon to use for AoO's while spending my turn utilizing my spells, intimidate, etc. I may try go a cmb route if that is worth it so

Potential Feats: Need to drop about 6 of them to be at the # I receive by 20th lvl.

Acrobatics Spellcaster
Agile Maneuvers
Arcane strike
Armor focus
Combat Reflexes
Cornugon smash
Dazzling Display
Disheartening Display
Dodge
Gory finish
Mobility
Moonlight Stalker
Piranha Strike
Weapon specialization - Scythe
Damnnation Feats: Soulless Gaze (taking two of them)

Magical Items:
Have yet to research this for intimidation purposes so please let me know if you know of anything good :)


silverrey wrote:
This and this make a nasty combo.

This actually works perfectly with my character's backstory and lineage. I am highly considering this although I need to start looking into how many feats I am allotted and how to begin setting them in order.

Full Name

Ahti Grimall

Race

Changeling

Classes/Levels

Kineticist 1

Size

Medium

Age

18

Alignment

Neutral Evil

Deity

Arshea

Languages

Common, Aklo

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 12

About Ahti

Kineticist 1
Hit Dice: 1d8+2+1
Hit Points: 13

Height: 5'5 Weight: 124lbs
Hair: Black Eye: Blue

Fortitude: +2 = 0(Base)+2(Con)
Reflex: +4 = 2(Base)+2(Dex)
Will: +1 = 0(Base)+1(Will)

Base Attack Bonus: +0
Combat Maneuver Bonus: +0
Combat Maneuver Defense: 12

Armor Class: 13 =10(Base)+0(Armor)+2(Dex)+1(Natural Armor)
Touch: 12 Flat-Footed: 11

Kinetic Blast +2 (1d6+ cold, x2, 30ft)
2 Claws +2 (1d4, x2, PS)
Club +0 melee or +2 ranged (1d6, x2, 10ft, B)
Feats: Weapon Finesse(lv1)

Changeling Race:
–2 Constitution, +2 Wisdom, +2 Charisma: Changelings are frail, but possess a sharp wit and unnatural beauty.

Sea Lungs: A changeling with a sea hag mother can survive underwater for longer than usual. You gain the ability to hold your breath for a number of rounds equal to three times your Constitution score instead of two.

Claws: A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence. This gives her the claw (1d4) natural attack.

Natural Armor: Hags and their offspring have uncommonly tough skin. A changeling begins play with a natural armor bonus of +1.

Darkvision: Changelings can see in the dark up to 60 feet.

Languages: Changelings begin play speaking the primary language of their host society and Common. Changelings who have high Intelligence scores can choose from among the following bonus languages: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Traits:
Amoral Mercenary: You have always looked after yourself fist, and done whatever you need to do to survive. You’ve killed before, and you’ll kill again, but you don’t lose sleep over it. If it’s you or them, you invariably choose yourself. You follow no code, unless it’s doing whatever brings you to the top. Of course, sometimes you have to work with others, and that’s fie too, as long as the pay is right—whatever it takes to get the job done.

With the current unrest in Cheliax, it’s starting to look like a good deal to work with House Thrune. You know Thrune rewards those who serve it well, and there’s no one else in Cheliax who can offer the power, prestige, and money that Thrune can. You’ve got a keen eye for what makes a good arrangement and when to walk away from a bad deal. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, as an immediate action once per day, you can shift your effective alignment so that you are considered neutral instead of evil for the purpose of good effects that target evil creatures (such as holy smite or a paladin’s smite evil ability). Your alignment does not actually change when you use this ability. You must be neutral evil to take this trait.

Demoralizing Presence: Your very existence is unsettling to your foes. You gain a +2 trait bonus on Intimidate checks made to demoralize opponents.

Pain Is Pleasure: You have discovered a hint of the dark truths that lay hidden within blood and flesh. You gain a +1 trait bonus on Fortitude and Will saves whenever you have fewer than half your maximum number of hit points.

Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Kineticist Class Features:
Elemental Focus (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.

Ahti has picked water as her element, and has the cold energy kinetic blast instead of the water blast.

Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

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.

Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

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.

Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Infusions:
Lv1: Kinetic Blade
Source Occult Adventures pg. 20
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

Equipment: Backpack(2gp), Waterskin(1gp), Bedroll(1sp), Blanket(5sp), Beltpouch(1gp), Explorer's Outfit(free), tricorn(2sp), four days of trail rations(2gp)

Coins: 3 gold, 2 silver

The Doubly Cursed:
Ahti has, for most of life, known only one parent. A father. A man who found Ahti on his doorstep one cold winter morn with a note explaining that the nightmare he'd had months ago that had plagued him for a week was no such thing. Or, more truthfully, that the nightmare had been real. Given the circumstances though, Ahti's father kept the babe and raised it like he had his others long ago.

For years they lived on the edge of town, the farmer and his half-blind child. The she came back. Mother came back. Ahti's memories are not quiet clear, but... the pain is. The pain of a parent lost, torn to pieces to give Ahti the chance to run and keep the same from happening to his beloved child.

Since then Ahti has stayed cold-hearted and traveling, collecting rare herbs from forests and selling them when she can. Now her constant travel has brought her to Longacre, where her eventual employment by the Hellknights gave her some security and allowed her to stay in one place for more than a few weeks.

10 minute Background:

-Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

1) Of average height and weight, Ahti doesn't appear physically intimidating. Perhaps it's her eye patch and single, piercingly cold blue eye...
2) She does not like more than casual physical contact and avoids it if possible.
3) No matter how hot it gets, don't expect her to lose her cloak for comfort. And NEVER ask her to wear a dress if you can help it.
4) Despite her cold and unforgiving nature Ahti treats young children with a tenderness that is warm and caring, especially if they are orphans or have signs of abuse.
5) For unknown reasons she keeps a simple bauble -a tiny spider wrapped around a marble- on a chain around her neck.

-Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Finding a way to drive off or outright kill her mother, a winter hag with a near obsessive interest in Ati.
2) I'd like it if Ahti could get over her trust issues enough to marry or have another form of family.

-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) PM sent to the GM for this one.
2) The bauble she carries around her neck has a mysterious connection to one of the Eldest.

-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.

1) Durgren Flagonsson: An aging human that many joke is half-dwarf. He owns the tavern in Longacre that Ahti stays at and enjoys the extra security her icy abilities grant when sobering up drunks(or simply knocking them out).
2) Razule Yrrum: The half-elven alchemist and apothecary Ahti sells herbs to and (reluctantly)trusts to patch her up every now and then.
3) Her mother, a winter hag. Incredibly hostile.

-Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Ahti isn't really missing one eye, but rather uses the eye patch to try and hide the fact she's a changeling.
2) She has a sweet tooth, and often chills whatever dessert she is about to eat.
3) She is definitely a “tom boy” in every sense of the term.