Ameiko

Kyomi Oha Yashia's page

16 posts. Organized Play character for Johnny_Panic.


Full Name

Kyomi Oha Yashia

Race

kitsune

Classes/Levels

Kineticist - Overwhelming Soul [L1] AC 15, T 13, FF 12 | F +3*/R+6/W+1 | HP 8/8 | CMB +0, CMD 13 | Init +3 | Perception +7 | Condition: None

Gender

Female

Size

m

Age

18

Special Abilities

Shape Change.

Alignment

CG

Languages

Common, Infenal

Strength 11
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 12
Charisma 16

About Kyomi Oha Yashia

Kineticist - Overwhelming Soul [L1]

1: Player name: GM Panic
2. Character name: Kyomi Oha Yashia
3. Class and Level: Kineticist - Overwhelming Soul [L1]
4. PFS#: 27215-4
5. Faction: Sovereign Court
6. Day Job: Profession(Acting): 1d20 + 8 ⇒ (6) + 8 = 14 gp PC
7: XP[2] PP[4]

Init +3; Senses: low-light vision; Perception +6
[Move 30']

STATISTICS
20 Points
Str [11][+0][10][03p][-2Race]
Dex [16][+3][16][05p][+2Race]
Con [10][+0][12][00p]
Int [14][+2][14][05p]
Wis [12][+1][12][02p]
Cha [16][+3][14][05p][+2Race]

OFFENSE
Base Atk +1;
RA +3 [+0BAB+3Dex]
MA +0 [+0BAB+0Str]
CMB +0; CMD 13

Weapons
Cod Iron Dagger TH+4 [DMG 1d4] x2 R20'
Bite TH+4 [DMG 1d4] x2 R20'
Energy blasts RTA TH+3 DMG[1d6+1][Magic][Fire][120']

DEFENSE
AC 15/19*, touch 13/15* flat-footed 12/16*
(10 +2Armor +3Dex, +0dodge, +0natural, +0size)

HP 8/8 1x(1d8+con0)
Fort [+03][+3Class+0Con]
Ref, [+06][+3Class+3Dex]
Will [+01][+0Class+1Wil]

Defensive Abilities

[Race]

[class]

Feats

Race

Levels
1:Weapon Finesse (Combat)
The gadget spec URL could not be found
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Item's
1:

Campaign
1:

Weapon Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.

[class]

Traits
1:Lesser Noble [‎Regional]
You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.

2:Reckless [Combat]
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield.
Benefits: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

DrawBack
1:

Skills
Skill Ranks per Level: 1x[4 + 2Int modifier +1FC] = [7]

< [Class Skills] [^ Kn skills can use]

+08 Acrobatics*(+3dex, +1rank +3Class +1treat)<
+02 Appraise(+2int, 0rank +0class)
+07 Bluff(+3cha, +1rank +3class)<
+00 Climb*(+0str, 0rank)
+02 Craft(all)(+2int, +0rank +0class)
+08 Diplomacy(+3cha, +1rank +3class +1trait)<
+00 Disable Device (+2int, +0rank +0class)
+17 Disguise(+3cha, 1rank +3class +10 Race)<
+03 Fly (+3dex, +0rank +0Class)
+03 Escape Artist(+3dex, 0rank +0class)<
+01 Heal (+1wis +0rank +0class)
+03 Intimidate(+3cha, +0rank +0class)
+02 Linguistics(+2int +0rank +0class)
+06 Perception(+1wis, +2rank +3class)<
+06 Profession(Actor) (+2int +1rank +3class)<*[Day Job]
+03 Ride (+3Dex 0ranks)
+03 Perform (+3Cha +0Rank)
+01 Sense Motive(+1wis, +0rank +0class)
+03 Sleight of Hand(+3dex, +0rank +0class)<
+02 Spellcraft(+2int, 0rank +0class)<
+07 Stealth(+3dex, +1rank +3class)<
+01 Survival(+1Wis 0rank)
+00 Swim (+0Str 0rank)
+03 Use Magic Device(+3cha, +0rank +0class)

^Knowledge (Arcana)(Int)____+0{+0rank,+2Int +0class}
^Knowledge (Dungeoneering)(Int)____+0{+0rank,+2Int +0class}
^Knowledge (Engineering)(Int)____+0{+0rank,+2Int +0class}
^Knowledge (Geography)(Int)____+0{+0rank,+2Int +0class}
^Knowledge (History)(Int)____+0{+0rank,+2Int +0class}
^Knowledge (Local)(Int)____+0{+0rank,+2Int +0class}
^Knowledge (Nature)(Int)____+6{+1rank,+2Int +3class}<
^Knowledge (Nobility)(Int)____+7{+1rank,+2Int +3class +1trait}<
^Knowledge (Planes) (Int)____+0{+0rank,+2Int +0class}
^Knowledge (Religion) (Int)____+0{+0rank,+2Int +0class}

+03 Concentration (+2int +1CL)

languages Known -
Common + Sylvan

Special Abilities

Race Kitsune
Standard Racial Traits
Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed: Kitsune have a base speed of 30 feet.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Magical Racial Traits

Change Shape (Su)
A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Fast Shifter (Su)
You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic.

Natural Weapons (Ex)
In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Senses Racial Traits
Low-Light Vision:
Kitsune can see twice as far as humans in conditions of dim light.

Class: Kineticist - Overwhelming Soul L1
Kineticist - Overwhelming Soul

BAB+0
Saves +F3/R+3/W+0
Alignment: Any.
Hit Die: d8.
Parent Classes: Alchemist and rogue.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks per Level: 4 + Int modifier.
The kineticist’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).

Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Su) [Fire]
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.
Fire (Pyrokinesis), She gains her selected element’s basic utility wild talent (basic Basic Pyrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.

Basic Pyrokinesis
Element(s) fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

Fire
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.

Class Skills: A pyrokineticist adds Escape Artist and Knowledge (nature) to her list of class skills.

Wild Talents: 1st—basic pyrokinesis, burning infusion†, cold adaptation, fan of flames†, fire sculptor, fire’s fury, heat adaptation; 2nd—searing flame; 3rd—eruption†, firesight, flame jet, heat wave, smoke storm, torrent†; 4th—flash infusion†; 5th—flame jet (greater), flame shield, trail of flames, unraveling infusion†; 6th—brilliant infusion†; 7th— explosion†, pure-flame infusion†; 9th—from the ashes.

Mind Over Matter (Ex)
An overwhelming soul uses her Charisma modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitutionbased wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitutionbased effects of all her wild talents. She adds Bluff and Diplomacy to her list of kineticist class skills. This ability alters the kineticist’s class skills and the key ability score of wild talents.

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 Cha modifier. The kineticist uses her Cha 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.

Mental Prowess (Su) [1]
An overwhelming soul’s mind is strong enough to protect her body from the stress of channeling the elements. However, in exchange, she is unable to push her limits quite as far as other kineticists. She can’t choose to accept burn, though she can use wild talents with a burn cost if she can reduce that cost to 0 points with abilities such as gather power and infusion specialization. If she would be forced to accept burn against her will (for example, if she fails a concentration check), instead of taking burn she takes 1 temporary negative level, which never kills her and can’t be removed with restoration or greater restoration, but which disappears automatically after 24 hours. At 6th level, once per day, she can reduce the total burn cost of any wild talent by 1. She can use this ability an additional time per day at 10th level and every 4 levels thereafter.
This ability alters burn and replaces internal buffer.

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), 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.

Kinetic Blasts
Kinetic blasts comprise simple and composite blasts.
Simple Blasts A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast.

Physical blasts
Are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

Energy blasts
Are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Fire Blast [1d6+1][120'r]
Element(s) fire; Type simple blast (Sp); Level —; Burn 0
Blast Type: energy; Damage fire
You unleash a gout of flickering fire to burn a single foe.

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.

:1 Extended Range
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

Equipment

Starting cash [100+105gp]

Clothing
Uniform [See Armor]

Weapons:
-:Cold Iron Combat Knife 4gp 1lb

Armor:
Leather armor [Well made] 15lb 10gp
Includes Fine boots, leather breeches, a belt, a shirt, gloves, jacket, and Hat. The belt includes several loops or rings for tying pouches.

Belt: Belt
Body: Undergarments
Chest:-
Eyes: -
Feet: Fine boots 3gp
Hands: -
Head: Hat
Headband:-
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

None slotted Items
On belt

pouch 1 1gp [1/5lb]
-:Whistle, signal 8sp --lb
-:Money
-:Family letters and letters of Reference go --lb

MW Back-pack 2lb 10gp
Food 4 days / clothing, Lockpickset 25gp.

-=Carrying Capacity=- .
L-0-38lb M-39–76lb H-77–115lb
-=Current Load Carried=- 33lb [L]
Starting cash
-=Money=- 610GP 2 SP 8 CP

10mins backstory:

Five things about her background
1. Kyomi Oha Yashica was a foundling and raised by an old clan whose garden farming lands were once expansive. Now reduced to a townhouse and merchant warehouse.

2. As a child it became clear she was a gifted actor, and she from will little was said of that, as she kept human-looking most of the time.
3. She has magic gifts and is good with such.
4. She can be very emphatic
5. To make a way in life, she undertook contract work as a actor and in cases where the coin is good other.

Two Goals
1. To learn as much as she can, she loves knowledge and problems.
2. Become immortal.

Two Secrets [One known/one unknown]
1. She once uncovered a plot to kill her Brother, the now head of the clan. She switched whine with the poison to the plotters and her brother drank it. It was they that died, she then spent 3 mouths killing off one by one the ones that did not die then. Her brother knows nothing of this, but her sister does.
2. It was her sister at the heart of the plot, but she dropped it and dropped the others in it, once she found Kyomi telling her of it.

Three People [2 friends 1 enemy]
1. Lady Gloriana Morilla, Leader of the Sovereign Court
2. Black Heart Reena, I female elf gang boss, who hired Alya once. They like each other and have sent some time in each other's company.
3. The Orc smuggler "Offolrog", Zal uncovered his undergraund smuggling root and passed the information on. Offolrog has said he will kill Alya should he ever get his big green hands on her.

Three Memories
1. Eating grapes and hearing a funny play.

2. Standing on the deck of a ship in harbor, a large half-orc coming at her. Sword out, face of teeth and anger. She taking two steps to the left and waiting. His breath as he came close, lifting his word, her counting. He stops looking at her, as if to ask Why are you counting then she gets to zero and the small spell she has set you sent the fool over the side.
3. A night on the town with Black Heart Reena, getting drunk and into a bar fight. Hiring a bard and singing rude songs all night.