Elven Wizard

Lailani's page

46 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Gender

AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex) hp 33 (3d8+15) Burn 2 NL Dmg 6 Fort +7, Ref +6, Will +1; +2 vs. enchantments

About Lailani

Name Here
Pearl elf kineticist 3
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 33 (3d8+15) Burn 2 NL Dmg 6

Fort +7, Ref +6, Will +1; +2 vs. enchantments

Defensive Abilities elemental defense (shroud of water), elven immunities; Immune sleep

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Offense
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Speed 30 ft., swim 30 ft.

Melee spear +2 (1d8/×3)

Ranged water blast +5 (2d6+6 and Bull Rush +6) +1 hit/dmg within 30', +1 hit/dmg w/ Feel the Burn

[dice=Attack]1d20+5[/dice]
[dice=Damage]2d6+6[/dice]
[dice=Bull Rush]1d20+6[/dice]

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Statistics
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Str 10, Dex 16, Con 18, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15

Feats Point-blank Shot, Precise Shot

Skills Perception +6, Stealth +9, Swim +8

Languages Common, Elven

SQ burn, elemental focus (water), feel the burn, kinetic blast, wild talents (pressurized blast infusion, slick)

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Special Abilities
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Burn 1/round (3 nonlethal/burn, 7/7) 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 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.

Feel the Burn +1 (Ex) At 3rd level, a kineticist’s body surges with energy from her chosen element when she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, take on an earthen skin tone, or experience some other thematic effect. In addition, she receives a bonus on all attack and damage rolls with her kinetic blast equal to the total number of points of burn she is currently suffering, to a maximum of +1 for every 3 kineticist levels.

Kinetic Blast (Sp) At 1st level, a kineticist chooses one of her element’s simple blast wild talents. The kineticist can unleash her kinetic blast at a range of 30 feet at will. A kinetic blast requires at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction.

By using wild talents called infusions, a kineticist can alter her kinetic blast to suit her whims. Substance infusions alter a kinetic blast’s inner nature to cause an additional effect, while form infusions change the outer nature of the blast, causing it to manifest in a completely different way. You can use any of the blast wildtalents you know in conjunction with no more than one associated form infusion and no more than one associated substance infusion at a time.

Pressurized Blast Infusion You build up water inside yourself and then release it with increased pressure. Make a Bull Rush combat maneuver attempt against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier (CMB +6). This infusion can push a foe back by a maximum of 5 feet. You cannot use this infusion with a form infusion that causes your kinetic blast to lack a clear direction to push, such as cloud.

Shroud of Water (+4 armor or +2 shield, + 1/burn) (Su) As an immediate action, you surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or f loat around you and block attacks, functioning as a shield. It grants either a +4 armor bonus or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time you recover burn. This increase stacks with multiple uses, but can never cause the bonus to rise by more than 50% of its starting value. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it.

Slick (DC 15) (Sp) You call forth slippery water or ice to confound your foes. As a standard action, you can use your slick for any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.

Water Blast (Sp) You slam a single foe with a stream of water as a ranged attack. If you hit, the target suffers an amount of bludgeoning damage equal to 1d6+1 + your Constitution modif ier. This damage increases by 1d6+1 for every 2 kineticist levels you possess beyond 1st. Spell resistance does not apply.

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GEAR/POSSESSIONS
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Location: On Persons

Carrying Capacity Light:33 lbs. Medium:66 lbs. Heavy:100 lbs.

GP:113 GP 0 SP 0 CP

spear - 2 GP
ring of sustenance - 2,500 GP
Sleeves of Many Garments - 200 GP
Ioun Torch - 75 GP
Traveler's Anytool - 250 GP
silk rope - 10 GP

Weight:13 lbs.