Sunlord Thalachos

Natalya 'the Firebird''s page

440 posts. Alias of Nikolaus de'Shade.


Race

|HP: 194/194 | AC: 30 | F: +23+, R: +20+, W: +21 | Nature +17, Acr +18, Perc +19 [21 for init], Med +23, Ath +25, Stealth +24[26 for init]

Classes/Levels

| Speed 30ft | KB +22, 3d6(+5), 60ft. | HeP: 1/1 | Active conditions:

Alignment

CG

About Natalya 'the Firebird'

Impulses & Actions, Class DC 31:

{A} KB +23, 3d6 [+2 damage in melee]
{AA} KB +23, 3d6+5 [+2 damage in melee]

{A} Channel Elements – activate kinetic aura (5-20ft emanation). Also get a {A} KB or stance.

{A} Stance: Thermal Nimbus – Cold/Fire, Allies and I gain resist = lvl, any character in aura takes damage from element = ½ lvl.
{A} Stance: Ghosts in the Storm - Self and allies within kinetic aura gain +2 status bonus to Reflex saves and Acrobatics checks. When an affected creature uses a move action, it's concealed, and its Strikes gain the shock rune until start of its next turn.

{AA} Flying Flame – 30ft line drawn as I choose. Enemies take 6d6 fire/cold, basic ref vs. class DC.
{AA} Four Winds - Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to its Speed. If it has a fly Speed, it can instead Fly up to its fly Speed.
{AA} Lightning Dash - Propel yourself forward in a 40-foot line. You can move through creatures during this movement, doesn't trigger reactions that are triggered by movement. Each creature you move through takes 4d12 electricity damage, basic Reflex save vs. class DC.
Return to your normal form in the final square. If in the air, fall unless you have a fly Speed.
{AA} Clear As Air - Become invisible until the end of your next turn. Can Sustain. If you use a hostile action, become concealed instead of invisible. If you activate your kinetic aura, the impulse conceals its elements, though any special effects of your aura might give away your location.
This impulse weakens if you use it too frequently. Using it again within 10 minutes makes you concealed instead of invisible.
{AA} Cyclonic Ascent - Gain a fly Speed equal to your land Speed or 30 feet, whichever is greater, for 10 minutes. Can move upward without treating it as difficult terrain. Can remain in the air at the end of your turn if used an air impulse during that turn, even if you didn't use a Fly action that turn.

{AAA} Solar Detonation – Detonation fills a 20-foot burst within 60 feet of you. Each creature in the area takes 6d6 fire damage, plus 2d6 vitality damage if it has void healing, and can become dazzled or blinded depending on the result of its Reflex save. The light from Solar Detonation is sunlight for creatures with a particular vulnerability to sunlight. Each creature that attempts a save becomes temporarily immune to being dazzled or blinded by Solar Detonation for 10 minutes, but not the impulse's other effects.
Unaffected//half damage and dazzled until start of my next turn// full damage and blinded until start of my next turn// double damage and is blinded for 1 minute.

{R} Air Cushion - Slow up to five target's fall to 120 feet per round. Ends when targets reach the ground, and targets take no damage from the fall. The cushion expires if the creature doesn't reach the ground within 1 minute, but any distance doesn't count for any damage the creature would take from the fall. You can't use Air Cushion again while you have one in effect.
{R} Deflect Arrows - You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles.

Female Human-Sylph Kineticist 12
CG Medium Humanoid (Human, Sylph)

Senses: Perception +19 (E, +3 Wis). Low-light Vision, Darkvision.

Initiative: +21 (Perception)/+24 (Stealth)

DEFENSE
AC 30 (T, +3 Dex, +3 item)
HP 194/194 (8 + 12*[8+5+1] + 6*3)
Resist Air, Cold, Electricity, Fire: 11.

Fort +23+ (M, +5 Con)
Ref +20+ (E, +4 Dex)
Will +21 (M, +3 Wis)

OFFENSE
{A} Kinetic Blast +23, 3d6. 60ft. Fire/Cold/Elec/Slash. [+2 damage in melee]
{AA} Kinetic Blast +23, 3d6+5. 60ft. Fire/Cold/Elec/Slash. [+2 damage in melee]

Spd 30 ft
Space 5 ft.; Reach 5 ft.

SPELLS
Focus Points: 2/2
Wholeness of Body (Lvl 6)
Ki Rush (Lvl 6)

Invisbility (Lvl 2)
Gust of Wind (Lvl 2)

STATISTICS
Str +4 [ancestry, lvl 1/5/10]
Dex +4 [background, lvl 1/5/10]
Con +5 [ancestry, background, class, lvls 1/5/10]
Int +0
Wis +3 [lvl 1/5/10]
Cha +0

FEATS

Ancestry:
Elemental Eyes, Swift, Djinn Magic

Class:
Air Cushion, Flying Flame, Four Winds, Versatile Blasts, Thermal Nimbus, Lightning Dash, Clear As Air, Cyclonic Ascent, Solar Detonation, Aura Shaping, Ghosts in the Storm.

Monk Dedication, Monk Resiliency, Ki Rush, Wholeness of Body, Deflect Arrows, Perfection's Path

Skill:
Toughness, Battle Medicine, Stitch Flesh, Slippery Prey (easier to Escape), Swift Sneak (full speed sneaking), Kip Up (stand from prone as free action).

General:
Incredible Initiative, Canny Acumen (Perception), Diehard.

SKILLS
Acrobatics +25 (M, +4 Dex, +2 item)
Athletics +18 (T, +5 Str)
Medicine +23 (M, +3 Wis, +2 item)
Nature +17 (T, +3 Wis)
Stealth +24 (M, +4 Dex, +2 item)

LANGUAGES
Common, +1.

EQUIPMENT
287 gold 0 silver 0 copper
Greater Gate Attenuator (1400gp)
Gate Attenuator (60gp)
Greater Healer's Gloves (700gp) [4d6+15 healing]
+1 Resilient Studded Leather (503gp)
Thunderblast Slippers (650gp)
Greater Clandestine Cloak (900gp) [{AA} 5th level Non-detection for 8hrs]
Greater Enveloping Light Tattoo

BACKGROUND
Shielded Fortune: You’ve always been tougher than your peers. At some point in your past, you had a particularly close call with death—be it from a near-fatal accident, a fight gone horribly wrong, a close call with illness, or something similar, yet you quickly recovered. You may or may not believe you’re more fated to face unexpected hardship in your life, but regardless, you know you can take what destiny has to dish out.
This background is associated with the suit of Shields
Fated Not To Die {Free}. 1/day. Trigger: you are dying.
Effect: Draw a Harrow card and automatically lose the dying condition. Remain unconscious at 0HP. If card drawn was a Shield, gain d6+lvl HP and wake up.

HERITAGE
Sylph: You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.

CLASS FEATURES
Dual Gate: Air/Fire.
Gate Junction - Air Resistance: Resist lvl vs. Air and Electricity. Become Immune at 17th level.
Gate Junction - Fire Resistance: Resist lvl vs. Cold and Fire. Become Immune at 17th level.
Reflow Elements: Reselect an impulse once per day.

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Appearance
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Personality
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Background
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Natalya was born in Thuvia - the daughter of a pair of Ulfen Guard who were abandoned there when the Taldan princeling they were guarding ran out of money and took his own life after failing to acquire a dose of the Sun Orchid Elixir. Marooned far from home the pair began a new life running a small caravan post in the desert and started a family.

One day Natalya was playing at the local oasis and discovered a beautiful rock. It was a deep red with strange swirls and so large that the girl could barely get her arms around it. Naturally it became 'her' rock and she hid it in a cave and cherished it greatly. Until the day she died.

One day Natalya was hiding in her little cave from the heat of the afternoon sun while her father fetched water. A hungry pack of gnolls descended on the oasis with their hyenas and as Natalya's father rallied a defense a particularly cowardly gnoll slipped away and found a little girl trapped in a cave.

Equipped with only her belt knife Natalya fought bravely but lasted only a few seconds before the gnoll stabbed her with its crude spear and left her blood pooling all over her favourite rock.

Natalya woke up just as the sun was going down to find herself snuggled next to a young bird who was about as large as she was. The phoenix whose egg Natalya had been inadvertently caring for had returned just in time to drive off the gnoll tribe and its powerful magic restored Natalya to life in thanks for her bravery.

Although Natalya has never again met the phoenix who saved her, or the chick she considers something between a close friend and a sibling, the touch of the firebird's magic has left an indelible mark. Control over fire and air have come to Natalya as naturally as breathing since her rebirth, combined with a sense of wanderlust that has drawn her across the deserts, from the edge of the Arcadian Ocean to the shores of Jalmeray and as far south as the lush jungles of Mwangi. Now Natalya finds herself in Absalom, as good a place as any to go somewhere new.