Adowyn

Maria Tampere's page

177 posts. Alias of Green Smashomancer.


Full Name

Maria Tampere

Race

Human barbarian

Classes/Levels

Kineticist/3

Gender

Female

Size

Medium

Age

19

Special Abilities

Wizard dropout powers, almost spellcasting

Alignment

Lawful Neutral

Deity

Mud

Languages

Common, Draconic, Terran

Homepage URL

She's over here!

Strength 11
Dexterity 20
Constitution 20
Intelligence 11
Wisdom 12
Charisma 10

About Maria Tampere

Maria:

Maria Tampere
Female Human Kineticist/3
Lawful Neutral Medium Humanoid (Human)
Init +5; Perception +7
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Defense
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AC 18, flat-footed 18, touch 15 (+3 armor, +5 Dex)
hp 36 (3d8 +15 +3)
Fort; +8 Ref; +8 Will +2
Defensive Abilities: Defensive Strategist
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Offense
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Speed: 30 ft.
Melee: Kinetic Blade +6 (2d6 + 7; x2)/ OR Overflow Blade +7 (2d6 + 9)
Ranged: Earth Blast +7 (2d6 + 8; x2) 30 ft./ OR Overflow Blast +8 (2d6 + 10)
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Statistics
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Str 11, Dex 20, Con 20, Int 11, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 16
Feats: Point-Blank Shot, Weapon Finesse, Precise Shot.
Traits: Armor Expert, Defensive Strategist
Skills: Acrobatics +11, Linguistics +2, Perception +7, Profession (Barrister) +7, Stealth +11, Use Magic Device +6
Languages: Common, Draconic
Special Qualities: Rocks
Combat Gear: Studded Leather, ...rocks.
Misc: 10 gp.
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Special Abilities
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Infusion: Kinetic Blade. Use Earth Blast as melee weapon. Does not count as wielded, cannot make attacks of opportunity. Burn (1)

Elemental Overflow (ex): At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her and her equipment to be encompassed in a thin sheath of hardened metal-like earth. The effect turns out similarly to a suit of armor, complete with a face obscuring helmet. 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.

Utility: Basic Geokinesis. Can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

Ten Minute Background:

STEP 1: Five things about yer whatever.

1. Maria Tampere was born in a city far from Greywater Hollow, Gargoyles End.
2. Maria grew up as the largest girl in any room her age. she tends to try to keep her presence scarce after years of teasing from the other kids about her "boy-ish" size.
3. Upon the age of 15 a small glimmer of magical potential was misidentified as an untapped wellspring of power inside her. A kindly wizard soon took her under his wing.
4. Over the course of her training Maria started to notice that while she was able to harness some kind of power, it was far more limited in scope than what was expected of a mage, but nearly inexhaustible.
5. On the schoolyard she was always picked first for games of siegeball, and that constant awareness helped her stay alert when the ball was in play. Usually at "unsafe" speeds. But what do adults know? 10 miles per hour is no fun. 50 is what the teenagers play at.
6. Never excelling in academia to begin with should have been a sign that Wizardry wasn't a course she had a solid footing in. Yet, Nirman the Bronze wasn't deterred. No, he instead was crushed to death by a collapse in a cave after Maria misjudged a blast just a hair too much.
7. She is about ready to "accidentally" perform an encore on the next person who makes one too many rock puns within earshot of her.
8. Since the collapse she has taken up residence at the Order of Soriels guildhall. Maria is determined to give Nirmans legacy the good word it deserves.
9. Wins all the drinking games.

STEP 2: GOALS
1. I think it would be cool to get Maria inducted into some official high-prestige Mage order to honor her mentor.
2. Maria could possibly get Siegeball instated as an official national sport if the fighting ever dies down.

STEP 3: ITS A SECRET TO EVERYBODY. One secret of Marias, one involving her she doesn't know. So not everybody.
1. Maria has yet to explain exactly why she is no longer training as a Wizard.
2. Maria was imbued with her powers in the same ceremony conducted by a powerful Noble Oread by the name of Winchester Raum. The same ceremony tied her power to the construct Halphas, as he was formed simultaneously from the same primordial energies. One cannot exist without the other. As this occurred during her birth, she doesn't know the connection between the two.

STEP 4: Three people tied to the character, two friendly, one hostile. Through blood, romance, or honor. Preferably not all three.
1. Halphas, the artificial creation of Nirman, and former house servant. It (though usually he to simplify speech) has focused its ire on the one who killed the man which gave it purpose. This Brass colored construct seeks revenge for the death of his master, and has hunted all over Idris for Maria. (Base Class/? | Living Monolith)
2. Bartholomew Regiegn. Childhood friend of hers, difference is; He went on to actually be a wizard. They keep in contact, but she's been too mortified by mortality rates among her mentors to tell him why she isn't practicing anymore. He has a habit of acting meekly in groups which they initially bonded over. (Wizard Diviner/?)
3. Mazen the Unbound. An Orcess who very deliberately chose not to kill Maria when they crossed paths on the road not long after Nirman the Bronze died. This wouldn't be so noteworthy save that Mazen drew attention to that fact upon meeting eyes for the first time. The local wildlife, bandits and slightly rude caravaneers were less lucky. Maria was allowed to accompany the orc all the way to Greywater Hollow. Along the way Mazen occasionally made attempts to wax philosophically with Maria. It seemed to have been an attempt to communicate beyond grunts and gestures. Not much seemed to have stuck, but the younger girl was just happy Mazen still didn't want to kill her. (Magus 9)

STEP 5: Thanks for the Memories. All three of them.

1. Loved playing the game Siegeball with her friends back home. It was a made-up game, but she still remembers all the rules Bart came up with.
2. When Maria was 13 she saved up the money to go to a concert held by her favorite local bard, Fifty-Fingered Frank. The experience was nice, but looking back she really hates his music.
3. "To take life is an inevitability in this world. Take control of what you can. Destroy what you must." This is one of the few things Maria does remember standing out among Mazens oddly eloquent, yet impenetrably foreign monologues.

STEP 6: $%^@#@^$FFFFFF......