Gillman

Prachi Grewali's page

8 posts. Alias of Zorblag.


About Prachi Grewali

Name: Prachi Grewali
Race: Grippli
Type: Humanoid, Grippli, Aquatic
Class: Kineticist (Hydrokineticist)
Sex: Female
Alignment: Neutral
Initiative +3
Perception +5

Background:
Prachi’s village in the swamp had no name that Prachi was aware of. It was simply her home. Her life was unexceptional among the Grippli that lived there, but this didn’t bother her at all. She probably would have lived out an uneventful life had it not been for the bombs.

Prachi’s village itself was far too small and out of the way to take a direct hit, but that did nothing to protect it from the green enemy when it finally rolled through the swamp. It hit when Prachi was swimming, hunting for aquatic prey to bring back to the village. She’d just gotten her hands on a nice fat fish and come to the surface as the green mist descended. She dropped the fish in a panic, but not before it’s essense became a part of her.

Quickly pulling herself from the water with a strange new hesitation she ran to the village to see what had happened. When she arrived she saw found her family and friends as confused as she was, but seemingly none the worse for wear.

This state didn’t last long. The sickness and death started almost immediately, with no apparent rhyme or reason. It took the young, the old, the healthy and the frail at whim. Those that didn’t succumb to it began to change. Prachi found herself drawn more and more to the water. Grippli naturally spend some time submerged, but Prachi took this to new, unheard of levels. She needed to swim, often for hours at a time. She found that she could stay underwater longer and longer, until eventually she had no need to surface at all. Her mouth began to change, and she found that she could draw the life force directly from the fish she still harvested for those that remained in the village.

For Prachi, water was life. As her bond grew even stronger she found that she could feel it flowing around her, almost through her. With a subtle move she could manipulate it, cause it to flow where it didn’t before. It was when the zombies attacked the village that she learned she could weaponize it.

Prachi was underwater, or course, when the horde first came upon the village. The grippli there, already suffering from sickness and hunger were too shocked to mount any sort of defense. When Prachi heard the screams she swam as quickly as she could to see what was happening. The sight of the rotting human corpses tearing her people apart and feasting on their brains nearly broke her, but she instinctively called to the water to blast them where they stood. The water responded.

It was too little to save her village, and as she lashed out the zombies took notice and turned to devour her as they had her people. Seeing no other option she dove back in the water and swam as she never had before. Her tears mixed with the waters of the swamp around her as she left the only home that she’d ever known in search of some sort of sanity.

Now, months later, Prachi has managed to make her way to Lastwall, following rivers and lakes where she can, sneaking across the land when she most. She has exchanging food, grisly tales and wild rumors with the survivors she’s come across. People speak of a haven, a sanctuary. People speak of a place called Prevail. She doesn’t know what will come next, but this step of Prachi’s journey is done. Now is the time to try to rejoin a community and make the best of what’s left of the world. She can only hope that the name Prevail is apt.


Daily Resources:

Burn Level: 0 (max 6)

Defense:

AC 16: 10 + 3 Dex +2 Armor +1 Size
TAC 14
FF 13
HP 15: 8 Kineticist + 3 Con +3 Toughness +1 FCB
Fort +5 Ref +5 Will +1
Special Defenses: None

Offense:

Melee
Dagger (P or S) -1 (1d4 -1/19-20 x2)
Ranged
Water Blast (B) +4 (1d6 +4/x2, range 30 ft) or 1 burn +4 (1d6 + 4/x2, range 120 ft)

Statistics:

--------------------
STR 8 (-1); 10 -2 R
DEX 16 (+3); 14 +2 R
CON 16 (+3); 16
INT 10 (+0); 10
WIS 12 (+1); 10 +2 R
CHA 10 (+0);
BAB +0 CMB -2 CMD 11
Move 30 feet, Climb 20 feet, Swim 30 feet, Swamp Stride
Senses: Darkvision 60 feet

Powers and Abilities:

Basic Hydrokinesis: Create and purify water at will, cause currents, prestidigitation to dry
Gather Power: Spend a move action to reduce the cost of a blast wild talent by 1 this round, or spend a full round to reduce the cost of a blast wild talent by 2 next round.
Lamprey Mouth: when doing weapon damage while grappling deal 1d2 con damage and heal 1d4 hp

Feats:

Improved Grapple Mutation (1)
Toughness Level One (1): +3 hp, +1 per level after level 3

Mutations:

Caught in a green energy wave while pulling in a fish, your DNA mingled with its and left you with several fishy attributes.

Greater: Lamprey Mouth: You gain improved grapple as a bonus feat.
Benefit: When you maintain a grapple, if you deal weapon damage you can also suck the enemies blood dealing an additional 1d2 con damage and heal yourself for d4 health.

Lesser: Gills
[/b]Benefit:[/b] Gain swim as a class skill, and breathe underwater and gain the aquatic subtype in addition to your normal race.

Bad: Obsessive: When presented by a common place item or situation, you must make a Will Save DC 12 + 1/2 character level to avoid doing something obsessive compulsive.
Obsession:Whenever you see water of a swimmable depth, you immediately head toward it and jump in, regardless of the danger, and stay in for at least 10 minutes, and longer is better! Being unable to go into the water will give you the fascinated condition. If this happens in battle, you get a new will save each turn.


Skills:
4 ranks + 2 Background = 6
*Acrobatics +7: +3 Dex +3 Class +1 Rank (1)
Appraise +0: +0 int
Bluff +0: +0 Cha
Climb -1: -1 Str
*Craft (Jewelry) +4: +0 Int +3 Class +1 Rank (1)
Diplomacy +0: +0 Cha
Disable Device NA
Disguise +0: +0 Cha
Escape Artist +3: +3 Dex
Fly NA
Handle Animal NA
*Heal +1: +1 Wis
*Intimidate +0: +0 Cha
Knowledge (Arcana) NA
Knowledge (Dungeoneering) NA
Knowledge (Engineering) NA
Knowledge (Geography) NA
Knowledge (History) NA
Knowledge (Local) NA
*Knowledge (Nature) NA
Knowledge (Nobility) NA
Knowledge (Planes) NA
Knowledge (Religion) NA
Linguistics NA
*Perception +5: +1 Wis +3 Class +1 Rank (1)
Perform +0: +0 Cha
*Profession (Fisherman) +5: +1 Wis +3 Class +1 Rank (1)
Ride +3: +3 Dex
Sense Motive +1: +1 Wis
Sleight of Hand NA
Spellcraft NA
*Stealth +11 (+15 in marshes and forested areas): +3 Dex +3 Class + 1 Rank +4 Size (1)
Survival +1: +1 Wis
*Swim +4: -1 Str +3 Class +1 Rank (1)
*Use Magic Device NA

Languages:

Common, Grippli

Racial Traits:

Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.

Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.

Weapon Familiarity: Gripplis are proficient with nets.

Darkvision: Gripplis can see perfectly in the dark up to 60 feet.


Kineticist Class Features:

Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Water) (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.

Basic Hydrokinesis: Element(s) water; Type: utility (Sp); 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.

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Kinetic Blast (Sp) (Water): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements.

As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.

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.

Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.

Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.

The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Infusion: Extended Range: Type: form infusion; Level 1; Burn 1; Associated Blasts: any; Saving Throw: none. Your kinetic blast can strike any target within 120 feet.

Favored Class Bonus: +1 HP.


Equipment:

Weapons: Dagger
Armor: Leather (+2 AC, -0 ACP)
Mundane Gear: Monk’s Kit (a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin), Artisan’s Tools (Jewelry), Fishing Kit
Treasure: 9 gold, 5 silver