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About Lum ThalaeFemale Nagaji (sacred) Kineticist 3 {air/water}
Str +1, Dex +3, Con +4, Int +0, Wis +1, Cha +0
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AC 20 (22 with shield) HP 46 Fort +11 (E)
+2 circumstance bonus to her Fortitude or Reflex DC against attempts to Grapple or Trip her. This bonus also applies to saving throws against effects that would grab, restrain, or knock her prone. +1 circumstance bonus vs inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead. --------------------
Melee ◆ Elemental Blast +10; Air 1d6+1 S or E / Water 1d8+1 B or C
Melee Tail: +8; 1d6+1 B; [brawling, finesse, unarmed] Ranged ◆ Elemental Blast +10; Air 1d6 S or E 60 feet / Water 1d8 B or C 30 feet
============================================ Class Features and Class Feats Kinetic Gate (Dual Gate): Air and Water Kinetic Aura: Through your kinetic gate, elements flow from an elemental plane to orbit your person. The form and appearance of this kinetic aura are unique to you. Examples include a chaotic wind orbiting the body, fragments of floating gravel, colorful wicks of flame, stars of raw metal always changing shape, floating snowflakes, or splinters dancing in the air. If you can channel more than one element, pieces of all your kinetic elements appear in the aura. Channel Elements: ◆ Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element(s) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. Base Kinesis: ◆◆ It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted.
Elemental Blast ◆ OR ◆◆ [Attack, Impulse, Kineticist, Primal, Air or Water]
The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
>> Critical Success: The target takes double damage.
Four Winds: ◆◆ [Air, Impulse, Kineticist, Primal]
Ocean’s Balm: ◆ [Healing, Impulse, Kineticist, Manipulate, Primal, Vitality, Water]
Level (+2) The healing increases by 1d8, and the resistance increases by 1. Aerial Boomerang: ◆◆ [Air, Impulse, Kineticist, Primal]
On your next turn, you can use a ◆ single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it. Level (+2) The damage increases by 1d4. Deflecting Wave ↩[Impulse, Kineticist, Primal, Water]
-------------------- Skills
Pathfinder Lore +5 T
Skill Feats: Cat Fall: (Background) Your catlike aerial acrobatics allow you to cushion your falls. Acrobatic Performer: (2) You’re an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It’s almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action. Breath Control: (Ancestry) You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating (= 225 rounds). You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead. -------------------- General Feats, Ancestry Feats, and Misc Abilities Sacred Nagaji: You stand out from most nagaji, with the upper body of a beautiful human and the lower body of a green or white snake. Legends claim your ancestors were faithful snakes uplifted by Nalinivati rather than nagaji created by the goddess. Instead of a fangs unarmed attack, you have a tail attack that deals 1d6 bludgeoning damage, is in the brawling weapon group, and has the finesse and unarmed traits. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Grapple or Trip you. This bonus also applies to saving throws against effects that would grab you, restrain you, or knock you prone. Water Nagaji: Much like a water naga, you’ve formed a connection to a sacred or pristine body of water, either as a home or a place to protect. You gain the Breath Control general feat as a bonus feat and a swim Speed of 10 feet. Low light vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light. Deckhand background: [The rolling waves of the high seas, the constant sway of the deck underfoot, and the creaking heights of a ship’s rigging are as familiar to you as solid ground. You might have worked on a simple fishing boat, Languages:
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-------------------- Items: Gate Attenuator, Marvelous Miniature (ladder), Wayfinder from Rain in Cloudy Day, wooden shield, studded leather armor, adventurer’s pack Pathfinder Provisions: lesser healing potion OR 2nd rank scroll of heal |