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About Nex HammerstreamNex Hammerstream
Backstory:
Born in a small Undine community near mechitar Looked too much like a human and was shunned by my people and never named Only ever loved by my elder brother, but couldn't protect me Left eventually and wandered north --> got name from country of Nex Learned how to brew alcohol when I reached Absalom Trying very hard to blend in as a human 71 years old Black hair, blue eyes, blue water tattoos LG Male Undine Sacred Fist 1 Kineticist 13 Init +9; Darkvision 60ft; Perception +24 DEFENSE AC 27, Touch 21, flat footed 21 (+7 armour, +5 Dex, +0 natural, +0 deflection, +4 Wis +1 dodge, +0 insight +0 luck) hp 216 Fort +22, Ref +19, Will +15 Resist: cold X; evasion OFFENSE Speed 40 ft.* ; Swim 50ft Space 5ft.; Reach 5 ft. STATISTICS Str 10, Dex 22, Con 26, Int 10, Wis 18, Cha 7 [20 Point Buy] Base Attack +11; CMB +12; CMD 40 CLASS ABILITIES SACRED FIST - Blessings 4/day Nobility = +2 attck, skill, ability or saves/ 1 minute Liberation = freedom of movement 1 round - LG aura - Add Wisdom to AC and CMD - Unarmed Strike: 1d10 KINETICIST - Elemental Focus (water) --> basic hydrokinesis - Burn 3/round --> 9 max - Kinetic Blast = 8d6+8+Con physical OR 8d6+1/2 Con elemental Composite Blast = 16d6+16+5 OR 16d6+1/2 Con elemental - Supercharge: -2/move, -3/full, -4/full+move - Elemental Defense: +6 armour OR +4 shield. 1 burn = +1 AC. Use water wild talent = +shield bonus - Elemental Overflow +5: 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. +2 to two ability scores at 3+ burn - Infusion Specialization: At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels. - Internal Buffer (2): sacrifice 1 point of burn to fill a buffer for a future day - Metakinesis: 1 burn Empower; 2 burn Maximize; 3 Quicken - Expanded Element (water): At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element’s simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts for additional rules for and descriptions of composite blasts. She doesn’t gain the defense wild talent of the expanded element. If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate. VARIANT MULTICLASSING MONK - Can't wear armour/shields - Evasion - Ki Pool (20) = bypass DR/Lawful Make one additional attack at his highest attack bonus when making a flurry of blows attack, or Increase his speed by 20 feet for 1 round, or Give himself a +4 dodge bonus to AC for 1 round. BLASTS/WILD TALENTS/INFUSIONS:
BLASTS Cold Blast: cold damage Water Blast: bludgeoning damage COMPOSITE BLASTS Ice Blast (2 burn): ice and piercing INFUSIONS (total -4) Kinetic Fist (1 burn): no action, all attacks +1d6/3d6 blast damage Extended Range (form, 1 burn): extends blast range to 120ft. Entangling Infusion (substance, 2 burn): When blast with infusion deals damage, foe becomes entangled for 1 minute. Remove this condition as standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing damage to the entangling matter = double kineticist lvl (hardness 0). If foe was already entangled and fails save a second time, becomes rooted to the ground and can't move. Impale (form, 2 burn): You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn’t continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage. Spray (form, 3 burn): You diffuse your kinetic blast to spray out wildly. All creatures and objects in a 30-foot cone take half your normal amount of blast damage. The saving throw DC is Dexterity-based. Chilling (substance, 3 burn): Your kinetic blast chills your foes to the bone, making their movements sluggish. Whenever an infused blast deals cold damage to a foe, that foe is staggered for 1 round if it fails a Fortitude save. Grappling (substance 3 burn): Your cloud, deadly earth, or wall blast grows tendrils that hold your enemies in place. Whenever a creature takes damage from the infused blast, you can attempt a combat maneuver check to have the blast grapple that opponent. Your bonus on this check is equal to 2 + your kineticist level + your Constitution modifier (treat the blast as a Huge creature). The blast only grapples opponents; it can’t perform other functions of grapple maneuvers such as pinning or moving the opponent. If the blast is already grappling an opponent, it receives a +5 bonus on its combat maneuver check to maintain the grapple, as normal. You can use this infusion only if you also use the cloud, deadly earth, or wall form infusion. Cloud (form, burn 4): You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 120 feet of you. All creatures and objects within the cloud when you create it automatically take 1/4 the normal amount of damage from your blast with no saving throw. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. Your cloud obscures vision as obscuring mist. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again. WILD TALENTS Basic Hydrokinesis: You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score. Kiinetic Healer (1 burn):With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast's damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can't be healed by any means until the recipient takes a full night's rest. Heat Adaptation: endure elements for hot climates, fire resistance = 2/burn Icewalker: You can move across wet and icy surfaces without needing to attempt Acrobatics checks due to slipperiness, including across areas under the effects of the slick wild talent. Additionally, you are immune to seasickness. Waterdancer*: You create a low-cresting wave of water that carries the target. along the surface of water or the ground. When moving across level ground, the target's speed increases by 10 feet. If going downhill, speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill. While swimming, the slipstream increases the target's swim speed by 20 feet—if the target does not have a swim speed, this spell grants a swim speed of 20 ft. Ice Sculptor: You can sculpt ice and snow into new shapes, as the spell stone shape but affecting ice and snow instead of stone. Shimmering Mirage (1 burn): Your shroud bends light, creating a shimmering mirage. While your shroud of water is active, attacks against you suffer a 20% miss chance due to concealment until the next time your burn is removed. Ice Path: You freeze water vapor in the air, allowing you to travel above the ground as air walk by walking along the ice, and leaving a path of ice behind you that lasts for 1 round before it melts. Suffocate: You use aether to choke a creature within 120 feet, air to create an area of unbreathable air around it, or water to fill its throat with water. If your target needs to breathe, it must hold its breath for as long as you concentrate. On each of its turns, it can attempt a Fortitude save in order to speak, but it can breathe only if your concentration breaks, you leave the 120-foot range, or you break line of effect. You can accept 1 point of burn when activating this wild talent in order to expel the air from your target’s lungs. If you do so and the target fails its first Fortitude save, it becomes disabled and is reduced to 0 hit points, and on its second failed Fortitude save, it falls unconscious and is reduced to –1 hit points. Kinetic Revivification: You can bring an ally who died within 1 round back from the dead with your kinetic healer wild talent similarly to the breath of life spell, except the ally regains the normal number of hit points from the kinetic healer utility wild talent instead of the amount healed by breath of life. An ally revived in this way takes 1 point of burn + any points of burn from the kinetic healer utility wild talent (if you choose to have the ally take points of burn instead of taking it yourself). Kinetic Restoration: You recover from 1d4 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution). This also eliminates any fatigue that you suffer, and improves an exhaustion condition to fatigued. If you have the kinetic healer utility wild talent, you can use both kinetic restoration and kinetic healer on the same target with one standard action. FEATS 1st: Weapon Finesse Bonus: Improved Unarmed Strike Bonus: Mobility 5th: Opening Volley 9th: Pummelling Style 13th: Pummelling Charge CLASS SKILLS:
Acrobatics (Dex), Climb (Str), Craft (Int), Dimplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Cha), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha) Skill Points
TRAITS:
1st: Quain Martial Artist +1 damage with unarmed strikes 2nd: Reactionary You gain a +2 trait bonus to Initiative LANGUAGES:
Aquan, Common RACIAL TRAITS:
- Swim Speed 30ft. - Energy Resistance = Cold 5 - Amphibious Subtype - Hydrated Vitality = fast healing 2/lvl rounds a day GEAR:
COMBAT ALL ON AMULET Amulet of Mighty Fists (+2 agile, conducting) Cloak of Resistance +3 Ring of Deflection +3 Monk's Robe Jaunt Boots +6 Dex +4 Con +4 Wis SURVIVAL 50ft. rope 1 torch 30 rations winter gear |