Planar Alchemical Catalyst

Okku Akke's page

No posts. Organized Play character for Diaz Ex Machina.


Full Name

Okku Akke

Race

HP: 13/13 | AC: 16 (14 Tch, 12 Fl) | CMB: +1, CMD: 15 | Fort: +3, Ref: +6, Will: +3 |

Classes/Levels

Init: +4 | Perc: +9, SM: +3 | Speed 30ft | Balanced Offensive: 1/1 | Active conditions: None.

Gender

Male N Tengu Aerokineticist (Elemental Ascetic) 1 |

About Okku Akke

Background:

For all his life Okku felt like an outcast. Born in Cheliax from a couple of escaped tengu slaves, everywhere he went he felt out of place, and his ability to summon the winds when emotions overwhelmed him wasn't helping too. Everything changed when he met a Pathfinder, a monk who took the youngling with him and taught him to channel his emotions and control them. When they went separate ways Okku decided to follow his in teacher's step and went to Absalom and joined the Society.

Statblock:

Okku Akke
Male tengu aerokineticist 1 (Pathfinder RPG Bestiary 263, Pathfinder RPG Occult Adventures 10, 90)
N Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +9
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 13 (1d8+5)
Fort +3, Ref +6, Will +3
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Offense
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Speed 30 ft.
Melee unarmed strike +1 (1d3+1) or
. . bite -4 (1d3)
Special Attacks elemental flurry, kinetic blast
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—gusting infusion (DC 11), kinetic fist
. . Blasts—air blast (1d6+2)
. . Utility—basic aerokinesis
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Statistics
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Str 12, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +1; CMD 15
Feats Improved Unarmed Strike, Toughness
Traits air-touched, balanced offensive
Skills Acrobatics +8, Fly +8, Perception +9, Stealth +10; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Tengu
SQ burn (1 point/round, max 4), elemental wisdom, gather power, glide[ARG], swordtrained
Combat Gear potion of cure light wounds (2); Other Gear leather armor, backpack, belt pouch, blanket[APG], torch (10), trail rations (5), waterskin, 32 gp
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Special Abilities
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Air Blast (Sp) Level 0; Burn 0
Burn 1/round (1 nonlethal/burn, 4/day) Burn HP to gain greater effects on your wild talents.
Elemental Flurry -1/-1 (Su) When using kinetic fist, you can make a flurry of blows, as the monk.
Elemental Wisdom (Su) You can use Wisdom instead of Constitution for wild talents.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Glide DC 15 Fly check to fall safely from any height.
Gusting Infusion (DC 11) Blast also acts as Gust of Wind
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Fist (1d6 blast damage) Your natural and unarmed attacks do extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Boons:

Coming soon!