Vine Wrangler Elf

Lorqinor Brightcoral's page

601 posts. Organized Play character for JASON RODARTE.


Race

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

About Lorqinor Brightcoral

Lorqinor Brightcoral
Half-elf (Shoreborn) hydrokineticist 2 ( Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (elf, human)
Init +9; Senses low-light vision; Perception +10
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 17 (2d8+4)
Fort +5, Ref +7, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+1/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—shroud of water
Infusions—extended range
Blasts—water blast (1d6+3)
Utility—basic hydrokinesis, heat adaptation
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Statistics
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Str 12, Dex 17, Con 14, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Improved Initiative, Skill Focus (Perception)
Traits deft dodger, elven reflexes
Skills Acrobatics +5 (+1 to jump), Knowledge (nature) +6, Perception +10, Profession (fisherman) +6,
Stealth +5, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Aquan, Common, Elven
SQ burn (1 point/round, max 5), elf blood, gather power
Combat Gear holy water, liquid ice APG; Other Gear leather armor, dagger, backpack, belt pouch,
blanketAPG, torch (10), trail rations (5), waterskin, 1,877 gp
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Special Abilities
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Burn 1/round (2 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a
blast by 2
Heat Adaptation (Sp) Endure elements against fire, and gain Fire Resistance = 2x current burn
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Water Blast (Sp) Level 1; Burn 0

CLONE
Half-elf (Shoreborn) hydrokineticist 5 ( Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (elf, human)
Init +11; Senses low-light vision; Perception +14
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Defense
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AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 38 (5d8+10)
Fort +7, Ref +11, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+1/19-20)
Special Attacks kinetic blast, metakinesis (empower)
Kineticist Wild Talents Known
Defense—shroud of water
Infusions—extended range, pushing infusion, quenching infusion
Blasts—water blast (3d6+5)
Utility—basic hydrokinesis, heat adaptation, icewalker
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Statistics
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Str 12, Dex 20, Con 14, Int 12, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 19
Feats Improved Initiative, Point-Blank Shot, Skill Focus (Perception), Weapon Focus (kineticist blast)
Traits deft dodger, elven reflexes
Skills Acrobatics +13, Knowledge (nature) +6, Perception +14, Profession (fisherman) +7, Profession
(sailor) +6, Stealth +11, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Aquan, Common, Elven
SQ burn (1 point/round, max 5), elemental overflow +1, elf blood, gather power, infusion specialization 1
Combat Gear holy water, liquid ice APG; Other Gear +1 mithral chain shirt , dagger, belt of incredible
dexterity +2 , cloak of resistance +1 , backpack, belt pouch, blanket APG, torch (10), trail rations (5),
waterskin, 2,543 gp
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Special Abilities
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Burn 1/round (5 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a
blast by 2
Heat Adaptation (Sp) Endure elements against fire, and gain Fire Resistance = 2x current burn
Icewalker (Su) Move across wet and icy surfaces without needing to attempt Acrobatics checks.
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
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Pushing Infusion (CMB +5) Your kinetic blasts makes Bull Rush CMB using Con.
Quenching Infusion Your blasts can put out fires
Water Blast (Sp) Level 2; Burn 0