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About Master of the Seas and StormsRacial 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
Spell Pool: 18 spell points; replenish after 8 hours rest Elemental Focus: Air
Blasts
Burn
Gather Power
Incanter Specialization [seaborn bloodline]
Elemental Defense
Elemental Overflow
Infusion Specialization
Metakinesis
Internal Buffer
Traits, Feats, and Skills:
Traits: spirit sense [faith] orphaned [social] Feats:
Skills (4 + Int):
Background Skills:
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]
Weather
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
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)
Fort +15 (+6 base +6 Con +3 resist)
Air Blast +15, 4d6+15 B; 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 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.
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