Vhalhisstre Vexidyre

Melania Mezzanotte's page

321 posts. Alias of Fiendish Zen.


Race

aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft

Classes/Levels

skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

About Melania Mezzanotte

Melania

*****
Melania Mezzanotte aka Midnight

F Extra-terrestrial (Auroran) LG Air Kineticist/Paladin (Temple Champion) 3

Languages: Common, Auroran

Init +3 = +3 (Dex)
*Perception +6 = +3 (ranks) +3 (class skill) +0 (Wis)

DEFENSE
AC 20 =10 +3 (Dex) +6 (Armour) +1 (Natural) touch 13, flat-footed 17
Ballistic AC 16 =10 +3 (Dex) +3 (Armour) +0 dodge +0 deflection, flat-footed 13

HP 40 10+6+6 (class) +12 (Con) +3 (Toughness) +3 (FCB)

Fort +10 =3 (class 3) +4 (Con) +2 CHA +1 ABP
Ref +9 =3 (class 3) +3 (Dex) +2 CHA +1 ABP
Will +6 =3 (class 3) +0 (Wis) +2 CHA +1 ABP

CMD 16 = 10 +3 (BAB) +0 (Str) +3 (Dex)

OFFENSE
Speed 30' (60' flight, average)
BAB +3
CMB +3 = 0 +3 (BAB) +0 (Str)

Peacekeeper gauntlet
Melee: Attack +3 = 3 (BAB) +0 (Str) Dmg 1d4 (20/x2)

Kinetic Blast: Electric
Ranged: Attack +6 = 3 (BAB) +3 (Dex) Dmg 2d6+2 (20/x2) : 0 Burn

STATISTICS
S: 10 D: 16 C: 18 I: 10 W: 10 C: 15

SKILLS (4 * 3 class)
Diplomacy +7 (2 ranks +3 class +2 attribute + Misc)
Fly +9 (3 ranks +3 class +3 attribute + Misc)
Knowledge (meta) +6 (3 ranks + 3 class + 0 attribute + Misc)
Perception +6 (3 ranks +3 class +0 attribute + Misc)
Sense Motive +4 (1 ranks +3 class +0 attribute + Misc)

SPECIAL ABILITIES
Trait (regional): Awakened from Stasis (only requires 2 hours of rest)
Tough as nails (starting boon): Toughness feat and +1 Natural armor
Darkvision (60 ft): You can see in the dark (black and white only).
FEAT (1): Point Blank Shot
FEAT (boon): Toughness
FEAT (3): Precise Shot

Weapon and armour proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): (1/day) A paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Divine Grace (Su): a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su): (3/day, 1d6) Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Su): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin.
Sickened: The target is no longer sickened.

Elemental focus (Su): Air

Kinetic Blast (Sp): Electric Blast (2d6+2 ranged touch, energy: lightning)

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.

Enveloping Winds: You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant's thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round.

You can dismiss or restore this effect as an immediate action.

Elemental Overflow (Ex): 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.

Wild talents

Infusion: Extended Range (form infusion: Level 1: Burn 1): Your kinetic blast can strike any target within 120 feet.

Infusion: Snake (form infusion: Level 3: Burn 2): You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover (even total cover). You can choose a path that leads into squares you cannot see.

Utility: Basic aerokinesis: You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can have only one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

Utility: Air Shroud (Level 1: Burn 0): You are always surrounded by air, as air bubble. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.

Notes:

Temple Champion?
Domain: Protection(Defence subdomain)
Depends how Divine Bond interacts with kinetic blast - ask JZ

Next utility:
voice of the wind

Costume based on PK armour, but as she gets ABP, she incorporates elements/tech from her armor in to her costume

Campaign rules:
Auroran racial ability progression
Alien race 3rd level: +2 RP = improve flight to 60 ft, average

Automatic Bonus Progression:
level 1 = nothing
level 2 = nothing
level 3 = Resistance +1

GEAR/POSSESSIONS

Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-26-0 lb.
Current Load Carried 0 lb.

Costume (reflavored breastplate)
+6 armor, +3 max dex, -4 ACP

Resource Points
+1 RP = 1
+2 RP = 3

Fame
+2 Fame = 2
+1 Fame = 3
[url=http://paizo.com/campaigns/DawnOfLegendsAPFSuperheroSaga/gameplay&page=27#1334]+1 Fame[/url = 4

Background:

Under the wise guidance of a visionary leader, hundreds of years ago the Aurorans experienced a golden age of exploration, and were able to settle most of their home system, a sprawling civilisation of a dozen planets, asteroids and space stations. Forging peace treaties with their neighbors and pouring their resources in to civil works heralded an era of technological advancement and wonder.

All that came to an end when the visionary leader was assassinated by unknown parties and several different factions arose to try and assume his mantle. The resulting political and societal turbulence fractured the race and split them both geographically and ideologically. There are those who seek to continue the work of the visionary, maintaining the status quo, another who sees the visionary's work as a good start but who now want to capitalise on the advancements they've made to conquer other systems, and even those who wish to close their borders and become isolationist, eschewing the rest of the galaxy and its problems.

Originally not much more than an archaic holdover of the law from a more primitive time, the Peacekeeper corps was on the verge of being retired as a whole when the visionary was assassinated. Since then they have stepped up under the fierce and dedicated leadership of Grand Chancellor Marik to become a balancing force dedicated to enforcing peace and are possibly the only element in the current geo-political landscape preventing the situation escalating in to open conflict. Their black and red armor now stands as a symbol of discipline and calm, and where they broker peace deals, none dare break treaty for fear of the might of the whole corps coming crashing down on them. Thus far, the Grand Chancellor has played a clever game and not allowed any of the warring factions to gain the upper hand.

Born on a Peacekeeper asteroid colony-habitat, Melania lived her whole life inside a military paradigm. Marked from a young age as a candidate for the elite Special Tasks And Rescue unit, Melania was on the fast track to becoming one of the paragons of her race. Whilst every Auroran is able to manipulate ionic energy enough to escape gravity, she also has the one-in-a-million genetic quirk that allows her to channel that energy in other ways as well, making her a powerhouse of a peace officer. Passing her training with flying colours, her first assignment was as escort to a visiting dignitary that was meeting with the Grand Chancellor himself. Within a day of arrival, Melania was on the run in a damaged Peacekeeper Star Prowler, a cryptoquantum-locked filedrive clutched in one hand and the dignitory's dying words echoing around her head. Branded a traitor to her race with an alpha level capture notice hanging over her, she fled to the furthest reach of space the ship could manage.

Despite her story seeming writ large before her, to become one of the greatest Peacekeepers in history, Melania had stumbled on the greatest secret the Peacekeepers had; the Chancellor himself had been instrumental in the assassination of the visionary and had agents in every faction who's sole purpose was to keep them at odds with each other, enforcing the need for the Peacekeepers forever. Knowing that the Chancellor will never rest in his search for her and the proof she had in her possession, Melania has left everything she's ever known and is trying to find her feet on her own.

After plotting a course taking her through several wormholes to throw pursuit off her trail, her Prowler managed to limp in to Earth's solar system, its systems eventually failing as she tried to land in an unpopulated area off the Meditteranean coast. Knowing full well that Earth would have its own champions and defenders, she simply sat on the cockpit of her starfighter and waited to be picked up.

The need to be a part of a greater whole has driven her to work closely with the government, as she recognised the need for her to have friends in her new home, and that she too could make a positive difference to their world. She wouldn't call herself a hero, her understanding extends to her own strong sense of duty to do good, obey the law and for those who are strong to protect those who can't help themselves, and it is this that drives her. As a PR exercise, she has adopted a costume and a new identity, no-one aside from her government handler knows who she really is or where she has come from. And even then, they know only the briefest outline of the very dangerous truth.

She is a recent newcomer to the superhero scene, and has yet to do much of note. She wants to help where she can, but is not keen on becoming famous.

As Auroran eyes lack a distinct iris or pupil, her solid amethyst eyes make it impossible to pass as human, so she lives a somewhat public identity and tries to simply keep her head down wherever she can. Whilst she receives basic accommodation from the government as a part of her deal with them, she is currently looking at ways to get her own place, essentially a difficult proposition given her lack of a normal day job and desire to keep under the radar. In her leisure time she has greatly enjoyed learning about Earth's music (a far cry from the stark military-style anthems that passed for such that she heard back home), and whilst a somewhat niche and low-paying gig, she has no small amount of fame in some of the local clubs as a DJ.

Auroran (12 RP):

Aberration (3 RP)
Darkvision 60 ft
Standard attributes (0 RP)
+2 CON, +2 CHA, -2 WIS
Aurorans are tough and friendly, but these qualities tend to make them lack common sense and as a race they have a low boredom threshold.
Flight (6 RP)
(40 ft, poor maneuverability)
Moon-Touched Damage Resistance (3 RP)
Members of this race gain DR 5/silver

Q's for JZ
Does kinetic blast count as a weapon for divine bond to enhance or should she adopt a archtype that swaps it out?