Qari Falexia's page

458 posts. Alias of Gerald.


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 |


Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

About Qari Falexia

Female Tiefling (Kyton-Spawn) HydroKineticist 4
LN Medium Humanoid
72 years old
5' 3", 115 lbs.
Init. +3, Perception +7
Darkvision 60'
AC 15 (+3 Dex, + 2 Armor), touch 13, flat footed 12
HP: 41/41 (4d8 + 16 Con. + 2 Favored Class)
Fort: +8 (Base +4 + 4 Con)
Ref: +7 (Base +4 + 3 Dex)
Will +2 (Base +1 + 0 Wis, +1 Trait)

+2 Dagger, 1d4-1 (19-20/x2)

+6 Sling, (x2), 50' range
+6 Cold Energy blast: 2d6+2 energy damage. Ranged touch attack. If within 30', +1 to attack and to damage from Point Blank Shot. If take 1 burn, then range is extended to 120'.
STR9, DEX17, CON18, INT12, WIS 10, CHA 12

BAB: +3 CMB +2 CMD 15


1. Point Blank Shot. 3. Precise Shot.


4/level + 1/Int =20 ranks, + 1 FC at third and fourth level= 22 total.

Acrobatics +9 (3 ranks + 3 Dex + 3 Class)
Heal +4 (1 rank + 0 Wis + 3 Class)
Intimidate +6 (2 ranks + 1 Cha + 3 Class)
Know. Nature +8 (4 ranks + 1 Int + 3 Class)
Perception +7 (4 ranks + 0 Wis + 3 Class)
Stealth +9 (3 ranks + 3 Dex + 3 Class)
Swim +3 (1 rank - 1 Str + 3 Class)
UMD +8 (4 ranks + 1 Cha + 3 Class)



Undead Crusader--+1 on damage rolls versus undead. +1 trait bonus on Knowledge Religion.
Indomitable Faith --+1 trait bonus on Will saves
Desert Child (Desert)--Benefits: You gain a + 4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.

Hydrokineticist Abilities:


*Elemental Focus (Water) so granted Basic Hydrokinesis Utility Wild Talent. 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: accepts 1d6 point of nonlethal damage per level (that can only be healed by rest) for greater effect, or to use Wild Talent at all. Can only accept one point of burn per round at this level.
*Kinetic Blast: as a standard action, when within 30', can blast a single target. Treated as magic for bypassing DR. Does full damage to swarms.
*Gather Power: as a move action can gather power to reduce burn's cost for a round by one. As a full round action, can reduce by two. For a full round and a move, can reduce by three. This creates a loud, visual display.
*Infusion: infusion wild talents are based on elemental focus. These normally alter kinetic blasts. At first level, chose Extended Range., and level 2, chose Slick, and at level 3, chose Pushing Infusion.
*Elemental Defense--Shroud of Water. Element(s) water; Type defense (Su); Level —; Burn 0. 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.
*Utility Wild Talent: A. Slick--Element(s) water; Type utility (Sp); Level 1; Burn 0. Saving Throw Reflex negates; Spell Resistance no. 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. B. Veil of Mists: Level 2; Burn 0. Disguise self for number of minutes equal to Con bonus. If you accept 1 point of Burn, this lasts until you dismiss it.
*Elemental Overflow (Ex): At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, 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. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
*Pushing Infusion: Element(s) aether, air, earth, or water; Type substance infusion; Level 1; Burn 1. Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water. Saving Throw none. 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.

Racial Traits:

*+2 Con, + 2 Cha, -2 Wis
*Type: Tieflings are outsiders with the native subtype.
*Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
*Speed: Tieflings have a base speed of 30 feet.
*Languages: Tieflings begin play speaking Common and Infernal.
*Energy Resistance: Tieflings have fire resistance 5, cold resistance 5, and electricity resistance 5.
*Spell-like ability: Can cast Web 1/day. Caster level is character level. Save DC is 11 + Cha modifier.
*Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
*Skilled: +2 on Escape Artist and Intimidate.
*Prehensile Tail: can retrieve small, stowed items as a swift action.

Money 36 gold and gems, 7 silver, 2000 gold.



Quick Runner's Shirt, 1000 gold
Apprentice's Cheating Gloves: cast Mage Hand and Prestidigitation at will.

Dagger, 2 gold
Sling, -, -.

Leather Armor, 10 gold

Everyday Worn Items:
Traveler's Outfit, 1 gp, --.
Acid (x2), 20 gold
Backpack, 2 gp
*Canteen, 2 gp
*empty sack, 1 sp
*2 days rations, 1 gp
*Bedroll, 1 sp
*Flint & Steel, 1 gp

Languages Common, Abyssal, Infernal


Qari is a small female tiefling. She has wild dark hair. She is tall and thin, with two tiny horns sprouting from her forehead, showing her heritage. She has a generally pleasant demeanor, but her demeanor can turn just a bit creepy when she talks about her admiration for pain and torture, in most public and private areas of her life. She bears some scars from sessions that might have gotten a bit too rough. She wears dark lace gloves that come up to her elbow to hide some of the longer lasting marks.


. Qari is of Qadiran descent. Her tiefling heritage was definitely not celebrated in her village. However, her ability with cold and water was a gift to her village dealing with the heat of the area. It was truly a gift from the gods. She grew up being shunned because of her heritage and being feted because of her abilities. This strange combination has left some scars, as she wants to be loved but normally expects the opposite.

She was never a particularly religious sort. She is a curious spirit however, and has marched throughout a wide swath of Golarion, trying to figure out more about her abilities.

The lottery has really interested her. There's no telling what might be left in those old dusty buildings to explore. Therefore, she's submitted her name.