Tournament Champion

Marioc of the Sea's page

196 posts. Organized Play character for Anthorg.


Full Name

Marioc of the Sea

Race

| HP: 47/47 (NL 0) | AC: 17, T: 14, FF: 13 | CMB: 2, CMD: 15 | F: +8, R: +8, W: +2 | Init: +4 | Perc: +8, SM: +1

Classes/Levels

| Speed 30ft | Burn: 7/7 | Active conditions: none

Gender

M NG Human Hydrokineticist 4

Size

M

Age

16

Special Abilities

Gather Power

Alignment

NG

Languages

Common

Strength 9
Dexterity 18
Constitution 19
Intelligence 10
Wisdom 13
Charisma 16

About Marioc of the Sea

Appearance
Marioc looks like a sailor, wearing a bandana on his head and light armor. He doesn’t carry any weapons and always looks like he is thirsty, with a dry mouth and skin. He always seems either serious or smirking.

Background
Marioc of the Sea was born on a ship during a storm. His mother did not survive the delivery and none of the crew knew which of them was the father. The sailors took care of the baby as if they were all its father. However, without a mother’s milk, the baby was doomed.

It took them two weeks to reach land where they found a milk maid for the baby, but they felt it was too late. The captain Catun ordered the ship to sail and to leave the baby behind, to prevent the crew being present at the baby’s demise. He did not count on the baby’s endurance.

Marioc’s first days sailing without a mother’s milk were harsh, and his vulnerability opened up a special connection with the elemental plane of water. He spent years on the sea, afraid to lose his connection to the water. Only when his powers began to manifest, did he find the courage to discover life away from the ocean. He started in Andoran, going up the river foam river.

Personality
Marioc has a kind heart, always remembering his origins and the hardships of the sea. He thinks he can help people with his water powers and will always try to. Since people don’t usually like him, he doesn’t try to talk to them much. However, he is a good listener and likes to hear people’s problems when they open to him. And because of this, his relationships are usually long lasting and he does everything he can to preserve this.


Basic Info:

STR 9, DEX 18, CON 19, INT 10, WIS 13, CHA 16
Human

Male

Medium Size

NG Kineticist (hydro) 4

BaB +2

Init +4; Senses: Perception +7, Sense Motive +1

CMB +2 (3BaB -1strength)

CMD 15 (3BaB -1strength +3dexterity +10)

Favored Class Kineticist +4 (+4 HP)

Defense

AC 17, touch 14 flat-footed 13 (+4 Dex +3 Armor) (add +2 shield when active)

HP 47 (8 (lvl 1) + 15 (3*5Level) + 16 (4*4Con) + 4 Feat + 4 Fav class)

Fort +8 (+4 base +4 Con)

Ref +8 (+4 base +4 Dex)

Will +2 (+1 base +1 Wis)

Offense
Speed 30 ft

Ranged touch cold kinetic blast +6 (1d6+2) 30ft (add -1/+2 when using deadly aim)

Space 5 ft, Reach 5 ft
Elemental overflow +1

Hydrokinecis:

CL 4

Concentration (Kineticist level + Con + trait): +9 (add 4 when grappled, pinned, in violent weather or entangled)

Basic talents available:
Basic Hydrokinesis
Cold blast
Shroud of Water

Infusions:
Extended range
Entangling

Utility wild talents
Slick (DC 15)
Kinetic Cover

Traits, feats, skills and languages:

Traits:
Desperate resolve: You are adept at casting spells even in the most precarious situations. You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.
Armor expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Feats:
Lvl 1 - Precise Shot
Human - Toughness
Lvl 3 - Deadly aim

Skills (4 class +1 Human = 5 ranks/level):
ACP: 0
Acrobatics +9 (3 Ranks +3 Dex +3 CS)
Knowledge (nature) +7 (4 Ranks +3 CS)
Stealth +10 (4 Ranks +3 Dex +3 CS)
Swim +3 (1 Ranks -1 Str +3 CS)

Perception +8 (4 Ranks +1 Wis +3 CS)
Use Magic Device +10 (4 Ranks +3 Cha +3 CS)


Background skills:
Background skills:

Craft (boats) +7 (+4 Rank +3 CS)
Lore (fish) +7 (4 Rank +3 CS)

Languages: Common

Equipment:

Magical gear

Normal gear
- Studded leather
- Backpack
- Grappling hook
- Hooded lantern
-- Oil x1
- Belt pouch
- Hemp rope
- Sewing needle
- Waterskin

Money left: 46.4

Money transactions:

Money tracked in gp. Sp and cp are tracked in decimals

Spent
Starting gear - 13.6

Earned
60gp - Starting money

Race abilities:

Ability Score Modifiers: 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). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class abilities:

Elemental Focus (Water): 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.

Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Burn: 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: 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: 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: 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.

Elemental Defense: At 2nd level, a kineticist gains her element’s defensive wild talent.

She must select the expanded defense utility wild talent to gain the defensive wild talent of any element she gains via the expanded element class feature.

Elemental overflow: 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.

As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits.

Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.

At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.