Survivor

Lily Freefield's page

319 posts. Alias of Matthais777.


Race

HP 43/43 4 NL I AC 14 T12 FF12 I CMB +2 CMD 14 I F +9, R +6, W +3 I Init +8 I Percep +8 Sense Motive +2

Gender

NG Female Human Kineticist 4

Deity

Halcamora, Lady of Ripe Bounty

Strength 10
Dexterity 14
Constitution 19
Intelligence 10
Wisdom 14
Charisma 10

About Lily Freefield

Lily Freefield
Human Kineticist 3
LN Medium humanoid
Init +8; Senses Perception +6
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DEFENSE
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AC 18, touch 12, flat-footed 16 (Dex+2 Armor +4 Natural Armor +2)
hp 43 4NL
Fort +9, Ref +6, Will +2

Flesh of Wood
Source Occult Origins pg. 8
Element wood; Type defense (Su); Level —; Burn 0
Your skin toughens like timber, turning aside some blows. You gain a +1 enhancement bonus to your existing natural armor bonus. By accepting 1 point of burn, you can increase this enhancement bonus by 1. For every 3 levels beyond 2nd, you can accept 1 additional point of burn to further increase this enhancement bonus by 1 (to a maximum of +7 at 20th level). Whenever you accept burn while using a wood wild talent, First Worldenergy causes your full natural armor bonus to apply to your touch AC for 1 round. You can dismiss and restore this effect as an immediate action.

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OFFENSE
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Speed 30 ft.
Melee Kinetic Blade - "Nature's Spear!"

[dice=Spear of Nature!]1d20+3+1[/dice]
[dice=Damage]2d6+4+2[/dice]

Ranged Wood Blast 30ft Element Wood Physical; Damage B/S/P 1d6+1+4

[dice=Wood Blast]1d20+3+2+1+1[/dice]
[dice=Damage]2d6+4+2+2+1[/dice]

Special Attacks
Burn Limit – 7 Current Burn – 1
Infusion Burn 1 Extended Range 120 ft

Kinetic Blade
Source Occult Adventures pg. 20 (Amazon)
Talent Link Link
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

Merciful Foliage- No penalty for non-lethal attacks.

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STATISTICS
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Str 10, Dex 14, Con 18, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +2; CMD 14
Skills: Acrobatics +8 Handle Animal +6 Heal +9 Knowledge Nature +6 Perception +9 Profession (Farming) +7 Swim +4 (+5 Ring, +2 Feat = +11)
Untrained Skills:Bluff 0 Climb 0 Diplomacy 0 Disable Device 2 Disguise 0 Escape Artist 2 Fly 2 Intimidate
Knowledge (Other than Nature) 0, Linguistics 0 Ride 2 Sleight of Hand 2 Spellcraft 0 Stealth 2 Survival 2 Use Magic Device 0

Feats: Point Blank Shot, Precise Shot, Aquatic Combatant

Traits: Reactionary, Healthy, Bellis Honey Harvester

Basic Phytokinesis - You can prune and otherwise garden plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the sift cantrip

Elemental Whispers
Source Horror Adventures pg. 57
Talent Link Link
Element universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you emphatically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.

Elemental Overflow (Ex): At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
Additional benefits at level 6 on

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Familiar
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Blossoms

Rabbit Sage Familiar CR 1/6
N Tiny animal
Init +3; Senses low-light vision; Perception +1
Defense
AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size +1 Natural Armor)
hp 17
Fort +8, Ref +5, Will +2
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Offense
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Speed 50 ft.
Melee bite –2 (1d3–4)
Space 2-1/2 ft., Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 9, Int 8, Wis 12, Cha 5
Base Atk +2; CMB +1; CMD 7 (11 vs. trip)
Feats Run
Skills Stealth +15; Racial Modifiers +8 Acrobatics when jumping
Knowledge, Untrained acts as trained +1
Knowledge, Trained Arcana +5 Dungeoneering +5, Engineering +5 Geography +5, Planes +5 Nature +5 History +5, Religion +5

Rabbits are burrowing herbivores with short tails, long ears for sensing predators, and powerful hind legs that allow them to leap quickly to safety in an emergency. They are frequently confused with rodents, but can be distinguished thanks to their two sets of incisor teeth, which are positioned one behind the other. An average rabbit is between 8 and 20 inches long and weighs 1 to 4 pounds.

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GEAR
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Chain Shirt 25 lbs.
Survival Kit 4 lbs.
Emergency Dagger 1lb.

Weight On hand - 30Lbs

Encumbrance values - Light: 33 lbs. or less Medium:34–66 lbs. Heavy: 67–100 lbs.

On Ship

Dungeoneering Kit 25 lbs.

Andoran Soil - 200 lbs
Plant Food Mix- 10 LBs
Crop seeds - 100 lbs
Experimental seeds - 10 pounds

Available Gold 20