Sabriyya Kalmeralm

Klio of Crystalholme's page

22 posts. Alias of Lindley Court.


Race

HP: 8/20, AC 18, Perception +3, FORT +6, REF +4, WILL +6| she/they

Classes/Levels

Hero Points: 0/3 | Divine Spark: Hands of the Wildling | Status: +1 item bonus vs disease and poison

About Klio of Crystalholme

Defense:
Maximum Hit Points: 20

AC:

Fort +6 (E)
Ref +4 (T)
Will +6 (E)

Offense:
Speed 25ft
Perception +4 (T)

Fist +6 [Agile, Finesse, Nonlethal, Unarmed] (1d4+3 B)
Gemstone Fist +6 [Agile, Finesse, Modular (B, P, or S), Unarmed] (1d6+3 Modular; when divine spark is in hands of the wilding, deal 1 additional spirit OR bludgeoning [water] splash, which Klio is immune to)

Attributes and General Feats:

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

Shield Block
Toughness

Skills and Skill Feats:

Acrobatics +4 (T)
Arcana +6 (T)
Athletics +6 (T)
Crafting +6 (T)
Medicine +4 (T)
Occultism +6 (T)
Religion +4 (T)
Survival +4 (T) [+1 circumstance bonus in Aquatic terrain]

Sailing Lore +6 (T)

Terrain Expertise - Aquatic (1st Level)

Ancestry Options:
Heritage: Crystevolved. Your ancestors lived among kashrishi and, through psychic resonance, you bear the crystal horn of that ancestry. Only creatures without the kashrishi trait can take the crystevolved heritage. You gain the crystevolved and kashrishi traits in addition to any others you have, and can choose from cystevolved feats whenever you could take an ancestry feat. You gain the glowing horn ability of the kashrishi ancestry.

Heritage Feature: Glowing Horn. Your horn reacts to psychic energy by softly glowing. The horn emanates dim light in a 10-foot emanation until the start of your next turn whenever you use an occult action you gained from an ancestry feat, cast an innate occult spell, or Cast a Spell that has the mental trait.

Ancestry Feat (1st level): Fight of Jewels [Crystevolved, Lineage] You have numerous warlike crystalline growths, made for battle in a way that the average crystevolved’s empathic gemstones simply aren’t. You gain a gemstone unarmed attack that deals 1d6 damage and has the agile, finesse, modular (B, P, or S) and unarmed traits.

Class Features:

Divine Spark
Humble Strikes
Body Ikon: Skin Hard as Horn. Tempered in your spirit, your very skin is as a suit of armor, though a single location on your body remains unprotected, a curse and a challenge within your legend. During your daily preparations, you can strike your skin lightly with an object that deals bludgeoning, slashing or piecing damage to habituate your skin against this type of injury, attuning the ikon to that damage type.

Immanence: When your skin houses your divine spark, you gain resistance to the attuned damage type equal to half your level. This resistance doesn’t apply against critical hits, which successfully find your unprotected spot.

Transcendence [one-action]: Your skin becomes virtually unbreakable. Until the start of your next turn, you have resistance equal to your level to the chosen damage type. During this time, if a creature attacking you using a weapon dealing the same damage type as your resistance misses you or hits you but deals no damage due to your resistance, the weapon clangs wildly off your skin. This painful reverberation makes the attacking enemy off-guard and gives it a –2 circumstance penalty to attacks with that weapon until the start of the enemy’s next turn.

Weapon Ikon: Hands of the Wilding.Tattooed fists, savage claws, or even powerful gauntlets—you swing each with the fury of an animal from the woods.

Immanence: Strikes with your hands of the wildling deal an additional 1 spirit splash damage per weapon damage die. You are immune to this splash damage.

Transcendence [two-actions]: You lash out with both arms, rending all before you. Each creature in a 15-foot cone must succeed at a basic Reflex save against your class DC or take spirit damage equal to your normal Strike damage with your hands of the wildling. You can choose to swing with abandon, which imposes a –2 circumstance bonus to enemies’ saving throws, but causes you to become off-guard until the start of your next turn.

Worn Ikon: Horn of Plenty. Whether a bag, gourd, wallet, cornucopia, or similar food receptacle, this ikon recalls the harvest and hearth. The receptacle can store up to 1 Bulk of potions and elixirs, but no other items. The receptacle can’t be opened except by the ikon’s immanence and transcendence abilities.

Each day during your daily preparations, the ikon produces one temporary elixir of life. You can choose to have it make a different elixir or potion you know the formula for. The level of any elixir or potion created by the horn must be your level or lower. The number of elixirs the horn creates increases to two at 8th level and three at 16th level, and you can choose each item individually. These temporary items vanish the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary elixir or potion has no value.

Immanence: The horn of plenty shimmers, allowing access to the stored consumables inside. You can Interact to draw a consumable and drink it in a single action while your divine spark rests within the horn. Other creatures can’t access the contents unless you allow them to.

Transcendence [one-action]: The horn of plenty allows you to transfer the effects of potions and elixirs to your allies. You Interact to draw a consumable from the horn and then Interact to drink it. Rather than nourishing yourself, the item’s effects are transferred to a willing ally within 60 feet, as if they had consumed it themself. If the consumable restores Hit Points, you can choose to divide the amount it restores between you and the ally freely (after rolling dice to determine the amount).

Class Feats:

Class Feat (1st Level): Energized Spark. The energy of your spirit manifests as crackling lightning, the chill of winter, or the power of an element. Choose one of the following traits: air (slashing), cold, earth (bludgeoning), electricity, fire, metal (slashing), poison, sonic, vitality, void, water (bludgeoning), or wood (piercing). You can choose for any spirit damage dealt by your exemplar abilities to instead gain the trait and deal the corresponding damage type.

Trait Chosen: Water (bludgeoning)

Equipment:
Lattice Armor, Adventurer’s Pack, Minor Elixir of Life x2

Inventory Tracking:
Current Currency: 1gp, 5sp

Backstory:
Klio is a human whose grandparents were from Iblydos but left when the behemoth Ousmariku changed everything at the start of the Age of Lost Omens. Said grandparents crossed the Obari Ocean and settled on Crystalholme, a kashrishi settlement on an island near Nex. Klio liked spending time with the kashrishi but didn't have any particular drive or pull to adventure beyond some short sailing expeditions.

That is, until a small shard of Gorum's armor fell on their small island and amplified the psychic resonance of all the kashrishi, causing Klio to become a crystevolved and exemplar in the same moment, a crystal horn growing from their head as silver rain fell over them.

Now they're trying to figure out more about the myth-speaking and hero-gods their parents shared stories of, and traveled across the Obari to Iblydos in pursuit of their family's history while carrying the mark of the land they grew up in.