White Estrid

Ky'ang's page

49 posts. Organized Play character for Heofthehills.


Full Name

Ky'ang

Race

Human (Kellid)

Classes/Levels

Kineticist Level 1

Gender

AC: 14 T: 12 FF: 12 | Fort +5 Ref +4 Will +1 | HP: 11/17 | Burn: 6/6 | Heal +5 | Intimidate +7 | Know(Nature) +5 | Perception +7 | Stealth +6 | Init +2 |

Age

20

Alignment

NG

Location

Wanders

Languages

Common, Kellid

Occupation

Healer

Strength 12
Dexterity 14
Constitution 17
Intelligence 12
Wisdom 12
Charisma 12

About Ky'ang

Abilities:

Burn (Ex): At 1st level, a kineticist can overexert herself
to channel more power than normal, pushing past the
boundaries that are safe for her body. Some of her wild
talents offer her the option to accept burn in exchange for a
greater effect. For each point of burn she accepts, a kineticist
suffers one point of nonlethal damage per character level.
This damage cannot be removed by any means without a
full night’s rest. A full night’s rest removes all burn and
all associated nonlethal damage. A kineticist incapable
of suffering nonlethal damage cannot accept burn, and a
kineticist can’t choose to accept more than 1 point of burn
in a single round. This limit rises to 2 points of burn at
6th level, and it rises by 1 point of burn for every 3 levels
thereafter. A kineticist can never choose to accept burn if
it would put her total points of burn over her Constitution
modifier + 3, though she can be forced to accept more burn
from a source outside her control.
If she has both hands free, as a move action, a kineticist
can visibly gather energy or elemental matter around her,
allowing her to reduce the total burn cost of a blast wild talent
used in the same round by 1 point (to a minimum of 0
points). If she takes any damage while gathering power
and before the kinetic blast that releases it, she must make
a concentration check (DC = 10 + damage dealt + effective
spell level of her kinetic blast) or lose the energy in a wild
surge that deals her 1 point of burn.

Cold Blast (Sp): You emit a beam of utter cold to freeze a
single foe as a ranged touch attack. If you hit, the target
suffers an amount of cold damage equal to 1d6 + 1/2 your
Constitution modifier. This damage increases by 1d6 for every 2 kineticist levels you possess beyond 1st. Spell
resistance applies.

Kinetic Healer
Element aether or water; Type Sp; Level 1; Burn 1; see text
Prerequisites kineticist level 1st
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature for an amount
equal to your kinetic blast’s damage. Instead of paying the burn
cost, you can cause the recipient to take 1 point of burn. If
you choose to do so, the recipient suffers 1 point of nonlethal
damage per Hit Die he possesses that cannot be recovered by
any means until he takes a full night’s rest.

Equipment:

Leather Armor
Dagger (+1 to hit, 1d4+1)
Wand of CLW
Backpack
Deluxe Dungeoneering Kit

Quick Details:

Feats

Tribal Scars: Night Hunt (+6 HP and +2 Perception/Survival)
Point Blank Shot

Traits

Glint-Tongued (+1 to Charisma checks with Ulfen, +2 to Intimidate)
Focused Disciple (+2 on Saves vs Charms and Compulsions)

Combat:

+1 Dagger 1d4+1
+3 Ranged Touch Cold Blast 1d6+2 (Range 30', always in PBS range)