Suit of Keys

Rab-rab Bunnis's page

488 posts. Alias of RabbitAlmiraj.


Full Name

Rab-rab Bunnis

Race

| HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1

Classes/Levels

Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

Gender

Female Gnome Kineticist 5

Size

Small

Age

47

Alignment

NG

Languages

Common, Gnome, Sylvan

Strength 8
Dexterity 16
Constitution 17
Intelligence 10
Wisdom 10
Charisma 12

About Rab-rab Bunnis

Statistics:

Rab-rab Bunnis
Female Gnome Kineticist 5
NG Small Humanoid (gnome)
Init +3; Senses Low-light vision, Perception +2

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DEFENSE
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AC 16, touch 14, flat-footed 13 (+2 armour, +3 Dex, +0 shield, +1 size)
hp 42 (5d8+15)
Fort +7, Ref +7, Will +1* (+1 if an animal is w/in 30 ft.)
…+2 vs. illusions, fear, despair, warm and hot weather
…+2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (aerokinesis)
...constant air bubble
Defensive Abilities Enveloping Winds (physical ranged attacks 20% chance to miss her), Feather Fall

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OFFENSE
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Speed 20 ft.
Melee dagger +3 (1d3-1/19-20)
Ranged air blast +8 (3d6+6)

Spell-like Abilities (CL 5th, Concentration +6)
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
1/day (when in a desert)—create water, cure light wounds, know direction, stabilize
At Will—basic aerokinesis

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STATISTICS
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Str 8, Dex 16, Con 17, Int 10, Wis 10, Cha 12
Base Atk +3; CMB +1; CMD 14
Traits Know the land, Animal friend
Feats Point-blank shot, Precise Shot, Weapon Focus (kinetic blast)
Skills Acrobatics +11, Climb +4 (0R), Handle Animal +9, Knowledge (nature) +9, Perception +2, Survival +9, Stealth +15
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
Abilities burn, elemental defence (enveloping winds), elemental focus (air), elemental overflow, eternal hope, fey magic, gather power, gnome magic, illusion resistance, infusion (extended range, focused blast, pushing infusion), infusion specialization (1), keen senses, kinetic blast (air blast), metakinesis (empower), utility wild talent (air's leap, air shroud, basic aerokinesis)
Languages Common, Gnome, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Air Blast: Physical, bludgeoning damage; 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 on page 12), 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.

Air's Leap (Su): Utility Wild Talent, Level 1, Burn 0
You are always considered to have a running start when jumping, you add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).

Air Shroud (Su): Utility Wild Talent, Level 1, Burn 0
You are always surrounded by air, as air bubbleUC. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.

Animal Friend (trait): Rab-rab's long been a friend to many among Katapesh’s animal life, and feels safer when there are animals nearby. She gains a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward her) is within 30 feet, and Handle Animal is always a class skill for her.

Burn (Ex): 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. (Max Burn: 6)

Elemental Overflow (Ex): 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.
...As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Enveloping Winds (Su): 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.

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list (desert). The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. A gnome can take this trait in place of obsessive.

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.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Infusions: 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.

...Extended Range: 1 BURN - Your kinetic blast can strike any target within 120 feet.

...Focused Blast: 2 BURN - You focus your blast in a concentrated attack. You gain a +1 enhancement bonus on your attack roll with the blast and your caster level check to overcome spell resistance. You can increase the burn cost of this infusion by 2 to increase the enhancement bonus by 1, to a maximum of +5 for 10 burn. You can reduce your blast’s total damage by half to reduce the burn cost of this infusion by half as well.

Pushing Infusion: 1 BURN - 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. (+2 bull rush)

Infusion Specialization (Ex): 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.

Know the Land (trait): Your familiarity with the plants and animals of a variety of environments gives you a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you. (survival)

Metakinesis (Su): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Utility Wild Talents: Unless otherwise noted, the DC for a saving throw against a wild talent (infusion and utility) is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

Basic Aerokinesis: 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.

Proficiencies: simple weapons, light armour

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear dagger, potion of expeditious retreat, potion of cure moderate wounds (2) (1)
Possessions ring of climbing, ring of feather fall, leather armour, backpack, bedroll, fancy rabbit kite (10 gp value, 1 lb.), hot-weather clothes, pet (jackrabbit named Jack; tricks: come, heel), trail rations (4), waterskin (2), winter blanket
Carrying Capacity
Light 0-20 lb. Medium 21-40 lb. Heavy 41-60 lb.
Current Load Carried 13.75 lbs. (+3 lbs if carrying Jack)
Money 29 GP 9 SP 0 CP

Background:

Rab-rabs and her brother, Min, are gnomes. They like to travel and see the world. They both really like the hot weather, so they have been in the desert a long time. She has a little pet jackrabbit named Jack that she loves very much. Rab-rabs has always seen pictures in the wind. When she got older she could make the air do what she wanted—sort of! She can make nice breezes to keep herself or her jackrabbit cool. It’s really handy for flying kites, which is her favourite thing to do! Other than cuddle Jack. She can also make the wind shoot at her enemies!

Appearance and Personality:

Rab-rabs is a happy gnome who always thinks everything will work out fine. She has pink coloured hair, and pink coloured eyes. She likes to play with her pet jackrabbit, fly kites, and explore new places.