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Kyoku Lady of Storms's page

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About Kyoku Lady of Storms

Kyoku, Lady of Storms
Ancestry: Human; Heritage: Skilled; Background: Deckhand
Class: Kineticist 20

Perception +33 [M] (+2 initiative); Low-Light Vision, Darkvision

Skills Acrobatics +35 [L], Arcana +24 [T], Athletics +26 [T], Crafting +22 [U], Deception +21 [U], Diplomacy +21 [U], Intimidation +21 [U], Lore: Sailing +24 [T], Medicine +28 [T], Nature +26 [T], Occultism +24 [T], Performance +21 [U], Religion +30 [E], Society +24 [T], Stealth +39 [L], Survival +26 [T], Thievery +35 [L]

Attributes Str +4, Dex +5, Con +7, Int +2, Wis +4, Cha +1

Items +3 Greater Resilient Explorer's Clothing, Gate Attenuator (Major), Greater Boots of Bounding, Robe of Eyes, Armbands of the Gorgon, Ring of Maniacal Devices, Goggles of Night (Greater), Wildwood Ink (Major), Ring of Energy Resistance (Major) - Cold, Ring of Energy Resistance (Major) - Acid, Wands (Longstrider [2nd], Restoration [4th], Endure Elements [5th], See Invisibility [5th]), Five-Feather Wreath (Major), Thurible of Revelation (Moderate), Marvellous Medicines, +2 Greater Striking, Cold Iron, Returning, Greater Fearsome Javelin

AC 44 (10 +26 [Prof] +3 [Armour] +5 [Dex])
Fort +37 (+28 [Prof] +7 [Con] +2 [Item]) - Greater Juggernaut
Ref +31 (+24 [Prof] +5 [Dex] +2 [Item]) Evasion
Will +32 (+26 [Prof] +4 [Wis] +2 [Item])
Bonus: +2 status versus sleep, poison or paralysis

HP 328 [8 [Human] +140 [Con] +160 [Class] +20 [Toughness])

Speed: 40 ([25 base +5 Fleet +10 Boots; 50 with Longstrider])
Immunities: Air, Electricity, Water, Fire; Resistances: Acid 15, Cold

Ranged javelin +31 for 3d6+6 P

Air Elemental Blast:
1 Action: +37, 5d6 electricity, cold or slashing, 60’
2 Actions: +37, 5d6+7 electricity, cold or slashing, 60’

Water Elemental Blast:
1 Action: +37, 5d6 B, Cold or Acid, 30’
2 Actions: +37, 5d6+7 B, Cold or Acid, 30’

Kinetic Impulses: Impulse DC45; Impulse Attack +37

Aerial Boomerang: 60’ line, 11d4 slashing, last square damages those who end their turn in it. Recall with 1 action on following turn, returns in straight line provided within 60’

Clear as Air (O, SU): Greater invisibility,, using again within 10 minutes makes you concealed

Cyclonic Ascent: Fly speed 30 or own speed for 10 minutes, going up isnt difficult terrain, remain in the air if you used an air impulse, give up to 5 extra creatures a fly speed of 30 or their speed

Flinging Updraft: Target within 60’ jumps 135’, unwilling creatures get to save

Four Winds: Four targets within 30’ of you stride or fly full speed

Lightning Dash (O): Move 55’ in straight line, can pass through enemies, doesnt provoke reactions, 7d12 electricity

Ocean’s Balm (M): One action, Heal 10d8 and give 11 fire resistance for 1 minute, DC10 flat check to put out persistent fire, immune for 10 minutes

Return to the Sea: 5 willing creatures get feet to fins for 10 minutes, +1 status bonus to AC and saves versus aquatic, amphibious or water creatures, ignore water effects on bludgeoning and slashing attacks

Ride the Tsunami (O): 3 actions, 60’ cone or 120’ line, 10d10 B, push 10 or 20, Swim in straight line to any point in the area

Rising Hurricane (O): 3 actions, 30’ D, 60’ H cylinder within 120’, 6d6 B, fortitude save, fail and lift creature, move 5’ and drop causing falling damage unless can fly

Sea Glass Guardians (ST): 1 action, Stance, you and allies in aura gain +1 status bonus to AC and saves, if any target critically hit or critically fails a save and is still above 0HP heals for 6d8+16 and stance ends, use d10’s if in water

Storm Spiral (O)l: 3 actions, 20’ burst within 60’, 7d12 electricity +1d10 sonic, fail and deafened until end of next turn (or 1 minute on crit fail). Metal creature or armour imposes -1 penalty on save.

Whisper on the Wind: Send massage anywhere on the planet or plane of air

Ancestry Feats: Natural Ambition [Weapon Infusion], Clever Improvisor, Multitalented [Rogue], Advanced General Training [Canny Acumen - Perception], Bounce Back

General Feats: Fleet, Incredible Initiative, Toughness, Legendary Sneak, Tumbling Theft

Skill Feats: Cat Fall, Trick Magic Item, Slippery Prey, Nimble Crawl, Kip Up, Swift Sneak, Foil Senses, Aerobatic Mastery, Acrobatic Performer, Quick Squeeze, Steady Balance, Godless Healing, Experienced Smuggler

Class Feats: Weapon Infusion, Versatile Blast [Air - cold, Water - acid], Four Winds, Aerial Boomerang, Whisper on the Wind, Lightning Dash, Oceans Balm, Rising Hurricane, Clear as Air, Cyclonic Ascent, Flinging Updraft, Effortless Impulse, Sea Glass Guardians, Nourishing Gate, Return to the Sea, Storm Spiral, Ride the Tsunami, Kinetic Pinnacle

Class Choices: Single Gate [Air], Air Impulse Junction [Before or after using 2+ action impulse, stride or fly half speed or step], Fork the Path [Water, 5th]. Expand the Portal [9th, Air Gate Skill Junction - Experienced Smuggler, Stealth], Expand the Portal [13th, Water Gate Resistance Junction - Immune to fire and water effects], Expand the Portal [17th, Air Gate Resistance Junction - Immune to electricity and air effects]

Class Abilities: Kinetic Aura, Elemental Blast, Base Kinesis, Channel Elements, Extract Element, Double Reflow Elements, Final Gate [Channel Elements at start of turn as a free action if Gate isnt active]