Kostchtchie

Master of the Seas and Storms's page

638 posts. Alias of Giant Halfling.


Full Name

Unknown

Race

perception (lowlight-vision) +19, sense motive +6 | initiative +6 |

Classes/Levels

spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Gender

HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 |

Alignment

Neutral

Languages

Common

Strength 10
Dexterity 22
Constitution 22
Intelligence 10
Wisdom 22
Charisma 8

About Master of the Seas and Storms

Racial Abilities:

Skinwalker [seascarred]
Humanoid [shapechanger]
+2 Wis, -2 Int
lowlight vision
+2 perception
SLA (3/day)- charm animal (aquatic only)
Change Shape- take on hybrid form (standard action) or humanoid form (swift action) at will. In hybrid form, gain +2 Con and one of the following: 1d6 bite; ferocity; breathe water; or 30' swim speed

Class Abilities:

Kineticist/Incanter 8

Casting Tradition
Elemental Channeling- Elemental channelers learn to draw raw elemental energy into their bodies and shape it to create magical effects. This gathering of power is obvious to anyone watching, and wearing armor of any sort interferes with the channeler's abilities. Elemental channelers gain one extra spell point at every odd level [drawbacks- magical signs, somatic casting (2)]

Spell Pool: 18 spell points; replenish after 8 hours rest

Elemental Focus: Air
Expanded Element: Water

Blasts
- air: 4d6+10 bludgeoning; ranged attack (no SR)
- cold: 4d6+3 cold; ranged touch attack (SR applies)
- blizzard: 8d6+16 half B, half cold; ranged attack (no SR); burn 2

Burn
- accept up to 2 points of burn/round; 9 points maximum

Gather Power
- gather energy to reduce burn cost of blast; must have both hands free, creates 20'R visible display; move action= -1 burn, full round= -2 burn, full round + move= -3 burn

Incanter Specialization [seaborn bloodline]
water blast- target is knocked prone and (optionally) pushed 5' away; ranged touch attack, 30' range; DC 20 Ref negates; 9/day
aquatic adaptation- gain 30' swim speed

Elemental Defense
enveloping winds- physical ranged attacks suffer 25% miss chance (not massive weapon like boulders or ballista); when accepting burn for an air talent, applies to rays also for 1 round
shroud of water- ice and water grant +5 armor bonus or +3 shield bonus; accept burn to increase by +1/point of burn (no more than +50% original bonus)

Elemental Overflow
- gain bonus to hit with blasts equal to current burn (max +2)
- gain bonus to blast damage equal to double attack bonus
- at 3 burn, gain +2 size bonus to Dex and Con
- chance to ignore critical hit or sneak attack equal to current burn x5%

Infusion Specialization
- when applying infusions to blasts, reduce cost by 2

Metakinesis
- accept 1 burn to empower a blast (as empower spell feat)

Internal Buffer
- accept 1 burn to add 1 point to internal buffer (max 1 point); does not reset when resting; spend buffer point to reduce a burn cost by 1


Traits, Feats, and Skills:

Traits:
spirit sense [faith]
orphaned [social]

Feats:
1- toughness
2- precise shot
2I- bonus talent [lengthened weather]
3- point blank shot
4- spell penetration
4I- bonus talent [greater size]
5- greater spell penetration
6- extra wild talent [windsight]
7- extra wild talent [expanded defense]
8- extra wild talent [entangle]
8I- bonus talent [extended range]

Skills (4 + Int):
fly +17 (8 ranks +3 class +6 Dex)
knowledge [nature] +11 (8 ranks +3 class +0 Int)
perception +19 (8 ranks +3 class +6 Wis +2 race)
survival +18 (8 ranks +3 class +6 Wis +1 trait)

Background Skills:
lore [costal weather] +11 (8 ranks +3 class +0 Int)
profession [sailor] +17 (8 ranks +3 class +6 Wis)

Languages: Common


Spheres and Talents:

Destruction
- destructive blast: 4d6 bludgeoning; standard action; touch or ranged touch (medium); bypass DR/magic; spend 1 spell point to increase to 1d6/level
electric blast- deal electric damage instead of bludgeoning; targets in metal armor suffer -3 AC
energy wall- spend 1 spell point to create wall; 20' tall by 20'/level long; lasts 1 round/level; deals blast damage to anyone passing through (creatures in path at creation get Ref save for half damage)
explosive orb- spend 1 spell point to create 15'R burst (Ref half)
extended range- increase range from close to medium
thunder blast- deal sonic damage instead of bludgeoning; deafen target for 2d4 rounds (Fort negates)

Nature [water]
- vortex: create spinning vortex in body of water. 5' wide by 15' tall; 1d8+4 damage for passing through (Ref half); medium or smaller creatures must save to move out (suffer damage 1/round while stuck), can only move 1/2 speed; duration=concentration (spend 1 spell point to persist for 1 round/level without concentration)
- fog: create fog that blocks vision; 15'R, centered within close range, concealment at 5', total concealment beyond; duration=concentration (spend 1 spell point to persist for 1 round/level without concentration), requires rain, mist, or 5+ cubic feet of water
- freeze: spend spell point to freeze one 5'x5'x1" square/level, or coat 1 wet medium creature/level in ice (Ref negates); creature unable to move and takes 1 cold damage/coat each round, must make Str/escape check as full-round action to escape (DC=15 +1/coat), or ally can break free (3 hp/coat)
wave- spend 1 spell point to bull rush targets in 50' line (must start in water, can extend up to 15' out of water); CMB=CL +Wis mod

Weather
- control weather: control weather within long range, up to severity 4; changes manifest 1 level of severity/round; duration=concentration (spend 1 spell point to persist for 1 hour/level)
cold lord- control cold up to severity 5; can create eye in center of effect up to 80'D
greater size- increase area from medium to long
greater weather- spend 1 spell to alter 2 weather categories at once, or 2 points to alter 3 categories
lengthened weather- increase persistent duration from minutes to hours
rain lord- control precipitation up to severity 5; can create eye in center of effect up to 80'D
severe weather- spend 1 spell point to increase severity of weather controlled by 1
storm lord- when controlling storm (precipitation 4+ and wind 4+) choose where lightning strikes occur
wind lord- control wind up to severity 5; can create eye in center of effect up to 80'D; change wind direction up to 90 degrees, or create downdraft (out from center), updraft (in toward center), or swirling winds (circling center)


Wild Talents:

Infusions
extended range- increase blast range to 120'; 1 burn
draining- drain elemental energy from target; blast only affects creature with matching subtype, targets touch AC, does not add Con bonus, allows Fort save for 1/4 damage, ignores resistance/immunity; if creature falls save, reduce burn cost by 1 for blast used before end of next turn
snake- blast can travel around obstacles/cover (120' max); 2 burn
cyclone- air or blizzard; deal 1/2 normal blast damage in 20'R burst (centered on self); Ref for half; 3 burn
entangle- blizzard or cold; blast entangles target for 1 minute (Ref negates), can escape with successful Str/escape artist check (DC=blast DC), or by dealing 16 damage to ice; if hit with second entangling blast (and fails save again) trapped in place; 2 burn

Utility Wild Talents
basic aerokinesis- breeze grants target +2 to save vs severe heat, breath weapons, and gasses/vapors; make 6 targets always count as being downwind for scent effects for 1 hour
air cushion- constant feather fall; treated as 1 size larger for wind effects
aerial adaptation- immune to altitude sickness; gain electricity resistance equal to double current burn
wings of air- constant fly (standard to activate if dispelled)
windsight- see through mist and fog; can see if standing downwind a number of feet equal to wind's speed in mph
basic hydrokinesis- create or purify water (as create water or purify food and drink) or dry creature (as prestidigitation); create currents (strength equal to Con score)
body of air- transform into gas (as gaseous form); cannot use kinetic blasts in gas form


Equipment:
+2 Dex and Con belt
+2 Wis headband
+2 ring of protection, +1 amulet of natural armor
+3 cloak of resistance

Combat Stats:

Str 10
Dex 22 (16 +2 @4&8 +2 bonus +2 belt)
Con 22 (16 +2 race +2 bonus +2 belt)
Int 10 (12 -2 race)
Wis 22 (14 +2 race +4 bonus +2 headband)
Cha 8

HP: 136 (8d8 +8 bonus +48 Con +8 toughness +8 fcb)
AC: 26 (10 +7 armor +1 natural +6 dex +2 deflection)
touch 18, flat-footed 20; CMD: 24

Fort +15 (+6 base +6 Con +3 resist)
Ref +15 (+6 base +6 Dex +3 resist)
Will +15 (+6 base +6 Wis +3 resist)

Air Blast +15, 4d6+15 B; range 30'
Cold Blast +15 (touch), 4d6+8 cold; range 30'


Background:

Remembered History
The Master of the Seas and Storms remembers very little of his life before awakening in Kisarta, and he can't remember the order or timeline of what memories he does have. He remembers flying over open waters, driving the wind before him and leaving rain and storms in his wake. He remembers plummeting what felt like an impossible distance and crashing into the crushing depths of the sea. And he remembers being in the midst of a massive storm when a shaft of green light tore through him.

Forgotten History
The Master of Seas and Storms was a kami--a powerful spirit--with dominion over the wind and waves along the coast and islands of Rokugan. He was free and capricious, granting the winds that drove commerce and the storms that cost lives as the whim struck him. Eventually, one of his unexpected storms claimed the life of the beloved wife of a powerful and vengeful shugenja, Hikari Tsumana. Hikari devoted himself to the study of the void, and to his quest for revenge. In time, he grew so powerful that he was able to surprise the unsuspecting kami and cast him down, stripping him of much of his power and imprisoning him in the body of a shark. The fallen Master swam the seas for many years as a mostly mindless beast before what power he had left was able to change him to a mostly human form. He could think once again, but his memories were jumbled and the cause of his fall unclear to him. Driven by instinct more than anything, he began to practice exerting influence over wind and water and weather again. Although nowhere near his former might, the powers came back to him quickly. Unfortunately, that would be his undoing. Rumors reached Hikari Tsumana of a nameless man in Friendly Traveler Village (in the Junkin province) who had crawled out of the sea and could control the weather. The vengeful shugenja could not be certain the man had anything to do with the kami he had cast down, but he wasn't about to take any chances, so he traveled to the village. When he arrived, he saw a man with shark-like skin surrounded by swirling winds and driving rain, and he disintegrated the man.

The Master of the Seas and Storms final thought was 'Who is this man, and why is this happening to me?'


Appearance:
The Master of the Seas and Storms stands just over six feet tall with broad shoulders and a lithe, almost sleek physique. He has a thick, gray skin reminiscent of a shark's and beady, black eyes. Even his teeth are broad and pointed like an ocean predator's. Although he sometimes dismisses them in polite company, wind and water usually swirl around him like a protective shell.