Jarl of the North Wind

Omnia Kahlo's page

62 posts. Organized Play character for RePete.


Race

HP: 23 (-0); NL Burn (0)| AC 15, T 13, FF 12 | CMD: 12 | F: +7, R: +6, W: +3; Acid, Electric, Sonic Resist 5; +2 vs Polymorph

Classes/Levels

|Move: 30ft | Folio Re-Roll (3 star) 1/1; Quibble 1/1 | Perc: +7, SM: +4; Darkvision | Init +9

Gender

Ganzi 2 | Mods: None

About Omnia Kahlo

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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Race: Ganzi
Gender: Male
Age:
Alignment: Chaotic Neutral
Class: Terra Kineticist 2
Init +9; Senses Perception +6 (Darkvision 60ft)

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Wands:
CLW (50)
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Elemental Defense:

Urban/Ethereal Plane(Aether):

-Force Ward-
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

Hill/Mountain/Plains/Plain of Air (Air):

-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.

Undergound/Plane of Earth (Earth):

-Flesh to Stone-
Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.

Desert/Plain of Fire (Fire):

-Searing Flesh-
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.

Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.


Cold/Swamp/Water/Plane of Water (Water):

-Shroud of Water-
You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Forest/Jungle/The First World/Positive Energy Plane (Wood):

-Flesh of Wood-
Your skin toughens like timber and can turn aside some blows. You gain a +1 enhancement bonus to your existing natural armor bonus. By accepting 1 point of burn, you can increase this enhancement bonus by 1. For every 3 levels beyond 2nd, you can accept 1 additional point of burn to further increase this enhancement bonus by 1 (to a maximum of +7 at 17th level). Whenever you accept burn while using a wood wild talent, phytokinetic power causes your full natural armor bonus to apply to your touch AC for 1 round. You can dismiss and restore this effect as an immediate action.

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Wild Talents/Infusions:

Wild Talents/Infusions:

Urban/Ethereal Plane(Aether):

--Basic Telekinesis-Level 1-Burn 0-
---This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

---Infusion(s)---
---Pushing Infusion - Level 1 - Burn 1-- No Save
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

---Kinetic Healer—
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.


Hill/Mountain/Plains/Plain of Air (Air):

--Basic Aerokinesis-Level 1-Burn 0-
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.

---Infusion(s)---
---Thundering Infusion - Level 1 - Burn 1-- Fort DC 14
Your lightning brings with it a peal of thunder. Whenever your infused blast hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn’t deal damage.

---Air Cushion—
You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.


Undergound/Plane of Earth (Earth):

--Basic Geokinesis-Level 1-Burn 0-
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

---Infusion(s)---
---Pushing Infusion - Level 1 - Burn 1-- No Save
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

---Kinetic Cove—
You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.


Desert/Plain of Fire (Fire):

--Basic Pyrokinesis-Level 1-Burn 0-
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

---Infusion(s)---
---Fan of Flames - Level 1 - Burn 1--Reflex DC 13 for half-
Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. The saving throw DC is Dexterity-based.

---Heat Adaptation—
You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn.


Cold/Swamp/Water/Plane of Water (Water):

--Basic Hydrokinesis-Level 1-Burn 0-
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.

---Infusion(s)---
---Extended Range - Level 1 - Burn 1--No Save-
Your kinetic blast can strike any target within 120 feet.

---Slick—
As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.


Forest/Jungle/The First World/Positive Energy Plane (Wood):

--Basic Phytokinesis-Level 1-Burn 0-
You can prune and otherwise tend plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the sift cantrip. By concentrating, you can detect plants within 120 feet as if using detect animals or plants.

---Infusion(s)---
---Photokinetic Infusion - Level 1 - Burn 1--No Save-
Your blast damages living creatures with light. This deals normal damage to undead creatures but also deals minimum damage (1 point of damage per d6, can’t be increased by the 9th-level improvement to metakinesis) to living creatures. Undead creatures that are particularly vulnerable to sunlight, such as vampires, take 1 extra point of damage per die from the infused blast.

---Wood Healer—
This functions as kinetic healer, but you must base the amount of healing on your positive blast, not wood blast. A phytokineticist with positive blast as her first blast qualifies for the kinetic chirurgeon archetype and gains this utility talent instead of kinetic healer. This wild talent counts as kinetic healer for prerequisites for selecting other kineticist wild talents.

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OFFENSE
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Speed 30 ft, BAB +1, CMB +9

Melee
Dagger -1 (1d4-2/19-20x2) 10ft Range

Ranged

All Blasts have a base range of 30ft and count as magic weapons

Urban/Ethereal Plane (Aether):

Telekinetic Blast +4 (1d6+5/x2) B/P/S

Hill/Mountain/Plains/Plain of Air (Air):

Electric Blast +4 vs Touch (1d6+2/x2) Electric

Undergound/Plane of Earth (Earth):

Earth Blast +4 (1d6+5/x2) B/P/S

Desert/Plain of Fire (Fire):

Fire Blast +4 vs Touch (1d6+2/x2) Fire

Cold/Swamp/Water/Plane of Water (Water):

Cold Blast +4 vs Touch (1d6+2/x2) Cold

Forest/Jungle/The First World/Positive Energy Plane (Wood):

Positive Blast +4 vs Touch (1d6+2/x2) Positive Energy

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Special Abilities
Quibble: Will DC 10 For most ganzis, the influence of chaos is relatively subtle and manifests as an ability to infect others with entropy and unexpected luck (be it good luck or bad). Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 20 feet, forcing it to reroll a single d20 roll it has just made. The target must take the second result, even if it is worse. A ganzi can use this ability after the target has rolled but must use it before the GM declares whether the roll was a success or failure. Unwilling creatures can resist a ganzi’s quibble with a successful Will save (DC = 10 + half the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect.
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STATISTICS
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Str 7, Dex 16, Con 18, Int 11, Wis 14, Cha 9
AC Calc: 3 Dex +2 Armor
HP Calc 1) 12; 2) 9; +2 FCB
Feats: 1) Improved Initiative
Traits: Reactionary (+2 Initiative), Indomitable Faith (+1 Will)
Favored Class: 1-2 HP
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Skills:

[dice=Acrobatics]1d20+3[/dice]
[dice=Appraise]1d20+0[/dice]
[dice=Bluff]1d20-1[/dice]
[dice=Climb]1d20-2[/dice]
[dice=Craft (Anything)]1d20+0[/dice]
[dice=Diplomacy]1d20-1[/dice]
[dice=Disguise]1d20-1[/dice]
[dice=Escape Artist]1d20+3[/dice]
[dice=Fly]1d20+3[/dice]
[dice=Heal]1d20+2[/dice]
[dice=Intimidate]1d20-1[/dice]
[dice=Knowledge (Geography)]1d20+1[/dice]
**[dice=Perception]1d20+7[/dice]
[dice=Perform (Any)]1d20-1[/dice]
**[dice=Profession (Solutions Consultant)]1d20+7[/dice]
[dice=Ride]1d20+3[/dice]
[dice=Sense Motive]1d20+4[/dice]
*[dice=Stealth]1d20+7[/dice]
[dice=Survival]1d20+4[/dice]
[dice=Swim]1d20-2[/dice]
**[dice=Use Magic Device]1d20+4[/dice]

Languages: Common, Protean
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EQUIPMENT AND GOLD
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On person: MWK backpack, 50ft Silk Rope, 4 days Trail Rations,Waterskin, Lamellar Cuirass Armor, Dagger, Potion of CLW, 2 Acid Flask, 1 Anti-Plague, 1 Anti-Toxin
Left at Lodge: None
Starting GP: 1455 gold
Purchased: none
Gained In Session: None Yet
Weight Carried: 26 lbs
Carrying Capacity: Light (26), Medium (53), Heavy (80), LoH (80), Lift (160), Drag/Push (400)
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APPEARANCE
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Height
Weight
Eye Color
Hair Color
Skin Tone
Region of Origin
Deity
Favorite meal

PFS Boons:

Chronicle Info:

Player: RePete
Character Name: Omnia Kahlo
PFS #: 126566-21
Faction: The Concordance
XP: 3
Prestige: 4
Fame: 6
Day Job: [dice=Profession Solutions Consultant]1d20+6[/dice]
Funds: 1455g
Normal Progression

Spent: None So Far


Gear Desires:

All of it! RAWR