Harighal

Shalosar's page

12 posts. Organized Play character for Mitch.


Full Name

Male Fetchling Kineticist 1 | HP: 19 | AC: 17/18 |

Race

Fort 8, Ref 7, Will 5 | Per 5 | Stealth 5 | Speed 25’ | Darkvision

Strength 1
Dexterity 2
Constitution 3
Intelligence 0
Wisdom 2
Charisma 1

About Shalosar

Shalosar

Male Fetchling
Kineticist 1
Faction: Horizon Hunters

Str 0+1=1
Dex 0+1+1=2
Con 0+1+1+1=3
Int 0
Wis 0+1+1=2
Cha 0+1=1

HP: 8+8+3=19/19
AC: 10+2+3+2=17/18
Elemental Blast [one-action] 30’, +6, 1d8P/S
[two-action] +3 damage, IMPULSE JUNCTION
Melee: +1 damage, WEAPON INFUSION B/P/S (agile, backswing, forceful, reach, sweep)
Ranged: WEAPON INFUSION B/P/S (100’ & volley 30’, 50’ & propulsive, 20’ & thrown)
Magnetic Pinions [three-action] 60’, +6 (+7 vs armored/metal target), 1d4B + 1d4P, x3
OVERFLOW, IMPULSE JUNCTION
Shard Strike [two-actions] basic Ref save, IMPULSE JUNCTION
Shards: 15’ cone, 1d6S, crit fail - 1d6 persistent bleed
Spines: 30’ line, 1d6P, crit fail - clumsy 1
Dagger: +5, 1d4+1P/S, agile, thrown

Speed: 25’
Languages: Common, Shadowtongue
Darkvision

Acrobatics T 5
Lore (Scribing) T 3
Medicine T 5
Nature T 5
Perception T 5
Religion T 5
Stealth T 5

Fort E 8
Ref E 7
Will T 5
Negative Resistance 1

Unarmed T
Simple weapons T

Unarmored T
Light armor T

Kineticist class DC T 16

Heritage: Deep Fetchling
Your predecessors dwelled in the Shadow Plane’s deepest, most treacherous regions. You might cast a denser shadow, have a slower pulse, or find comfort in the embrace of darkness. You gain cold or negative resistance equal to half your level (minimum 1), chosen when you gain this heritage.

Ancestry Feat: SHROUDED MAGIC
Choose one cantrip from the occult spell list. You can cast this cantrip as an occult innate spell at will, heightened to a spell level equal to half your level rounded up.

SHIELD [one-action]
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action (page 419), giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction (page 262) with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Heightened (+2) The shield’s Hardness increases by 5.

Background: ACOLYTE
You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down, you’ll always carry within you the lessons you learned.
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You’re trained in the Religion skill and the Scribing Lore skill. You gain the Student of the Canon skill feat.

Edicts: bring pain to the world, mutilate your body
Anathema: create permanent or long-lasting sources of light, provide comfort to those who suffer
Domains: ambition, darkness, destruction, pain

Student of the Canon
You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.

Kinetic Gate: Metal

MAGNETIC PINIONS [three-actions] OVERFLOW (kinetic aura deactivates)
Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count toward your multiple attack penalty, but it doesn’t increase until after all the attacks. The metal pieces deal 1d4 bludgeoning damage and 1d4 piercing damage on a hit (or double damage on a critical hit).
Level (+2) Each type of damage increases by 1d4.

SHARD STRIKE [two-actions] (sweeping chain)
Jagged metal shards form in the air and lash out from you. You choose shards or spines, which changes the area, damage type, and critical failure effect. Each creature in the area attempts a basic Reflex save against your class DC. Shards deal 1d6 slashing damage in a 15-foot cone, and a creature that critically fails takes 1d6 persistent bleed damage. Spines deal 1d6 piercing damage in a 30-foot line, and a creature that critically fails is clumsy 1 until the start of your next turn.
Level (+2): The damage increases by 1d6.

IMPULSE JUNCTION, a benefit that occurs when you use an impulse of the chosen element that takes 2 actions or more. This happens before the other effects of the impulse, unless noted otherwise. You can gain only one impulse junction per round
Metal: Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or non- reach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).

KINETIC AURA (spiked chains, One from each wrist)
Through your kinetic gate, elements flow from an elemental plane to orbit your person. The form and appearance of this kinetic aura are unique to you. Examples include a chaotic wind orbiting the body, fragments of floating gravel, colorful wicks of flame, stars of raw metal always changing shape, floating snowflakes, or splinters dancing in the air. If you can channel more than one element, pieces of all your kinetic elements appear in the aura.
You have the Channel Elements action, which lets you activate your kinetic aura.

CHANNEL ELEMENTS [one-action]
Requirements: Your kinetic gate isn’t active.
You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can’t damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.
Your kinetic aura automatically deactivates if you’re knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can’t use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

ELEMENTAL BLAST [one-action] OR [two-actions]
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to
the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
• Metal 1d8 piercing or slashing, 30 feet
Critical Success: The target takes double damage.
Success: The target takes full damage.
Level (+4) The damage increases by one die.

BASE KINESIS [two-actions]
It’s trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can’t affect an element that’s magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.
Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can’t deal damage or cause conditions unless otherwise noted.
• Generate: You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
• Move: Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
• Suppress: You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).

Class Feat: WEAPON INFUSION [free-action]
With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast’s damage type to bludgeoning, piercing, or slashing—whichever suits the weapon shape—and you can choose other alterations depending on whether you make a melee or ranged blast.
Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep.
Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait.

Equipment: 15gp, 6B
Studded leather 3gp, B
Dagger 0.2gp, L
Adventurer’s pack 1.5gp, B
backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Caltrops x3 0.9gp, 3L
Grappling hook 0.1gp, L
Religious symbol (silver skull on black chain around neck) 2gp, L
Healer’s tools 5gp, B / 12.7gp, 3.6B

Appearance. A male Fetchling with chalk-white skin. His eyes and shoulder-length hair are black, and he has several black piercings in his face and ears. A small silver skull hangs around his neck, the black chain looped through the eye sockets. He wears studded leather armor, but his forearms are bare. Stylized chains are branded around both wrists, with circular scars on the backs.