Pontia Runario

Magdalyn Varus's page

99 posts. Organized Play character for The Voice of Mag.


Race

Female LG Chelaxian Human Kineticist 1 | HP 13/13 | AC:18 T:14 FF:14 | CMD 12 | Fort+6 Ref+7 Will+3 | Init +4 | Perception +5, Sense Motive +1, Low-Light Vision | Burn: 0

About Magdalyn Varus

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MY STORY SO FAR
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Click here to see Magdalyn!

Chapter 0: My Story (150gp)

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INFORMATION
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Magdalyn Varus
Pathfinder Society# 291919-1
The Dark Archives
Progression Slow

Medium Female Lawful Good Chelaxian Human (Humanoid)
Levels Kineticist 1
Favored Class Kineticist
-Level 1 FCB: +1 HP
Languages Common
Initiative +4
Senses Low-Light Vision (Heart of the Fey)

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STATS
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Strength 7
Dexterity 18 (+2 Racial Ability)
Constitution 18
Intelligence 8
Wisdom 13
Charisma 7

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DEFENSE
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AC 18, Touch 14, Flat-footed 14
HP 13
Fort +6
Ref +7 ( +1 Heart of the Fey)
Will +3 (+1 Indomitable Faith, +1 Heart of the Fey)
CMD 12

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OFFENSE
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Speed 30 Feet / 6 Spaces
BAB +0
CMB -2
Melee Kinetic Blade (+4 Attack), (1d6+5 / 20x2) (+1 Physical Blast)
Ranged Kinetic Blast (+5 Attack) (+1 PBS), (1d6+6 / 20x2) (+1 Physical Blast, +1 PBS) Range: 30ft

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INVENTORY
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Carrying Capacity / (Basic Chaokinesis Carrying Capacity)
Light 0-23lbs. / (0-34lbs.)
Medium 24-46lbs. / (35-69lbs.)
Heavy 47-70lbs. / (70-105lbs.)
Current Load Carried Medium / (Light): 34lbs.

Total Career Wealth Acquired 150gp
Remaining Wealth 1 GP 3 SP 4 CP

Equipped Gear
Chain Shirt (100gp, 25lbs.)

Items
Bell (1gp, --)
Candle (1cp, --)
Candle (1cp, --)
Chalk (1cp, --)
Charcoal (5sp, --)
Earplugs (3cp, --)
Fishhook (1sp, --)
Flint and Steel (1gp, --)
Lamp (1sp, 1lb.)
Lamp Oil (1sp, 1lb.)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Parchment (2sp, --)
Sewing Needle (5sp, --)
Signal Whistle (8sp, --)
Silk Rope, 50ft. (10gp, 5lbs.)
Thieves' Tools (30gp, 1lb)
Tindertwig (1gp, --)
Trail Rations (5sp, 1lb.)
Wooden Holy Symbol (1gp, --)

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SKILLS
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Armor Check Penalty -1 (-2 Chain Shirt, +1 Sargavan Guard)
Skill Ranks Per Level 3

Legend:
-*Armor Check Penalty Applied.
-Class Skills.
-Skill can only be used Trained.

Acrobatics* +3
Appraise -1
Bluff -2
Climb* -3
Craft -1
Diplomacy -2
Disable Device +5 (1 Rank)
Disguise -2
Escape Artist* +3 (Class Skill From Void Element)
Fly* +3
Handle Animal -2
Heal +1
Intimidate -2
Knowledge (Arcana) -1
Knowledge (Dungeoneering) -1 (Class Skill From Void Element)
Knowledge (Engineering) -1
Knowledge (Geography) -1
Knowledge (History) -1
Knowledge (Local) -1
Knowledge (Nature) -1 (Class Skill From Heart of the Fey)
Knowledge (Nobility) -1
Knowledge (Planes) -1
Knowledge (Religion) -1
Linguistics -1
Perception +5 (1 Rank)
Perform -2
Profession +5 (1 Rank)
Ride* +3
Sense Motive +1
Sleight of Hand +4
Spellcraft -1
Stealth* +3
Survival +1
Swim* -3
Use Magic Device -2

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TRAITS AND FEATS
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Human Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Background Traits
Sargavan Guard: You served in the Sargavan Guard, either as a colonial sub-praetor or as a native Mwangi regular, and have grown accustomed to marching in hot temperatures while wearing armor.
When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.
Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
You gain a +1 trait bonus on Will saves.

Feats
Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.
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.
Point-Blank Shot: You are especially accurate when making ranged attacks against close targets.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

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

Elemental Focus (Su): Void
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. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.

Burn (Ex):
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

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. Simple blasts are listed with their corresponding elements.

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.

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.

Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements.

Most composite blasts are either physical or energy blasts, like simple blasts.

Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.

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

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.

At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

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KINETICIST POWERS
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Basic Chaokinesis:
Element Void; Type Utility (Sp); Level 1; Burn 0

You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature’s carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.

Each benefit lasts 1 hour or until you use basic chaokinesis again.

Gravity Blast:
Element Void; Type Simple Blast (Sp); Level —; Burn 0
Blast Type Physical; Damage Bludgeoning

You manipulate gravity to distort and buffet your foe’s body.

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INFUSIONS
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Kinetic Blade
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 nonreach, 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.