Female Human Kineticist 1
NG Medium Humanoid (Human)
Senses: Perception +6 (E, +1 Wis).
DEFENSE
AC 17 (T, +2 Dex, +2 item)
HP 20/20 (8 + 1*[8+4])
Void Resistance: ½ level (1).
Fort +9 (E, +4 Con)
Ref +7 (E, +2 Dex)
Will +4 (T, +1 Wis)
OFFENSE
Class DC: 17
{A} Blast +7, d6(+2). 60ft. Fire/Cold. (Add strength if used in melee)
{AA} Blast +7, d6{8}+4(+2). 60ft. Fire/Cold. (Adds con to damage. Also add strength if melee.)
Spd 25 ft
Space 5 ft.; Reach 5 ft.
STATISTICS
Str +2 [background, general]
Dex +2 [general, race]
Con +4 [background, class, general, race]
Int +0
Wis +1 [general]
Cha +0
FEATS
Ancestry:
Natural Ambition [Ancestry 1]: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Class:
Burning Jet [Kineticist 1]: {AA} A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't trigger reactions.
Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally.
Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne.
Flying Flame [Kineticist 1]: {AA} A Tiny shape of flame appears, taking a form of your choice—such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times.
Level (+2) The damage increases by 1d6.
Scorching Column [Kineticist 1]: {AAA} (Overflow) With an upward gesture, you shape a vertical column of extreme heat. The cylinder is 10 feet in diameter and 30 feet high, and the bottom must be within 60 feet of you. Each creature in the area takes 1d6 fire damage with a basic Reflex save against your class DC.
The flame remains briefly, making all squares in the column hazardous terrain until the end of your next turn, and you can Sustain the impulse up to 1 minute. A creature takes 1 fire damage each time it moves into one of these squares.
Versatile Blasts [Natural Ambition]: Accessing a wider realm of elemental manifestations, you can make blasts with rare forms of your elements. Add the following damage types to those you can choose for Elemental Blasts of that element: fire cold.
General:
Canny Acumen [Heritage]: Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Skill:
Progression:
2: Weapon Infusion, 4: Thermal Nimbus, 5: Single gate – Aura junction, 6: Anything – retrain at 9 for Clear as Air, 8: Elemental Overlap, 9: Split the Gate (air) + Cyclonic Ascent, 10: Aura Shaping. {Solar Detonation (8), Clear as Air(6), Lightning Dash (4), Four Winds (1) swap Burning Jet, Aerial Boomerang (1) swap versatile blast}
EQUIPMENT 0 gold 105 silver 0 copper
Studded Leather Armor (30sp)
Adventurer’s Pack: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin. (15sp)
BACKGROUND Energy Scarred:
Exposure to a significant magical event overloaded you with magical energy. Perhaps you were exposed to dangerous levels of magical energy that left you near death, or it built up over long-term exposure to a powerful source of magic.
Choose two ability boosts. One must be Constitution and one is a free ability boost.
Your innate magical trait is primal. Choose acid, cold, electricity, fire, force, void, vitality, or sonic. You are trained in a Lore skill associated with the chosen energy (such as Fire Lore) and you gain resistance to that energy type equal to half your level (minimum 1).
HERITAGE Versatile: Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
CLASS FEATURES Class Features
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Appearance
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Siobhan is and always has been very short, under five feet without her shoes, and has endured her share of taunts about it as a result. Once upon a time her bright green eyes and blonde hair gained her more admiring glances than criticism but now her green eyes are flat and hard and her hair is ragged and lank. She always wears long sleeves and high necked tunics, concealing the burns and scars which cover much of her body. When she was young Siobhan was always tough and simply surviving the last three years has left her body almost unbreakable. Her mind however is a very different thing.
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Background
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Siobhan was born and raised in Falcon’s Hollow, a logging village in Andoran of no importance whatsoever to anyone. When an unnatural plague struck her home she journeyed with her best friend and three companions into Darkmoon Wood to save the village and they succeeded. Almost.
Weakened by the plague, Falcon’s Hollow was defenseless when a chelaxian slaving party rampaged down the River Foam from Isger and attacked. Siobhan never saw her foster mother again and had to watch as her best friend’s limp body was thrown, still bleeding, into the river to drown.
Young, healthy and blessed by Sarenrae Siobhan was given in tribute to a secretive group of Hellknights from the Order of the Gate who needed test subjects for their attempts to fuse diabolic and elemental summoning techniques. Siobhan survived more than a dozen experiments until, changed almost beyond recognition on a level beyond the physical she was transferred, escaped and was finally rescued from the wilderness by the fledgling Hellbreakers organization.
Little more than a shell of her former self Siobhan has lost everything she once knew. Her family, friends, even her faith have gone, leaving behind a broken woman who nurses just enough fire and spite to survive until she can repay the torment inflicted on her threefold.