Undine

Siyokoy Sa Lupa's page

89 posts. Organized Play character for Frozen Frost.


Race

HP 44/44, AC 19 (20 w ◆ Hydraulic Deflection), Fortitude** +11, Reflex** +9, Will** +9, Perception* +7 (darkvision), Stealth +2 |

Classes/Levels

Speed 20 ft, Swim 30 ft | Exploration Activity Search | Active Conditions --- | ◆◇↺

Gender

[S02-06] Male Ancient Scale Azarketi Hydrokineticist 3 | Bonuwat Wavetouched |

About Siyokoy Sa Lupa

----------

PFS INFORMATION:
PFS #: 2403787-2037
(Legacy) Lore: Pathfinder Society* +5
Faction: Horizon Hunters

Chronicles & Boons
Level 1
1 Boon: Azarketi Ancestry
2 Q14 The Swordlord's Challenge
3 S04-99 Blessings of the Forest (GM)
4 Boon: Queens Gratitude
5 Boon: Wayfinder
6 B12 Somewhere Below
7 B03 Shadows and Scarecrows
8 S99-01 The Second Confirmation (GM)

Level 2
9 S05-01 Intro: Year of Unfettered Exploration
10 S03-01 Intro: Year of Shattered Sanctuaries (GM)
11 Boon: Rugged Mentor (Horizon Hunters)
12 S06-00 Salt of the Ocean (GM)
13 Boon: Abendego's Cannon

Level 3

----------

BOTTING INSTRUCTIONS:
Siyokoy will Channel Elements to open his elemental gate and proceeds to blasting enemies with Elemental Blast and using Hydraulic Deflection as his last action if needed.
◆ Channel Elements - [dice=Elemental Blast Impulse Attack]1d20+10[/dice] | [dice=Damage]1d8[/dice] B or cold
◆ Ocean Balm - Touch a willing living creature. It regains [dice]2d8[/dice] Hit Points and gains resistance 3 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes.
↺ Deflecting Wave - [ooc][smaller]Trigger You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once.

OFFENSE & DEFENSE
◇ Weapon Infusion – change damage type to P or S; add agile, backswing, forceful, reach, or sweep trait for melee; add range increment 100 ft and volley 30 ft trait, range increment 50 ft and propulsive trait, or range increment 20 ft and thrown trait.
Ranged ◆ or ◆◆ [dice=Elemental Blast Impulse Attack]1d20+10[/dice] | [dice=Damage]1d8[/dice] B or cold (+4 if 2-action Elemental Blast)
Ranged ◆ Extract Element (vs creatures w Water trait) DC 19 Fortitude save vs [dice]2d4[/dice] untyped damage
Armor Sankeit (Laminar) AC Bonus +2 Dex Cap 3
Shield ◆ Hydraulic Deflection - +1 circumstance bonus to AC until the start of your next turn.

If he would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect and is aware of the hostile effect and is not Off-Guard against it,
↺ Deflecting Wave (gains Bludgeoning / Slashing resistance 3 or Acid or Fire resistance 6. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once)

----------

CHARACTER INFORMATION
Name: Siyokoy Sa Lupa
Ethnicity, Heritage & Ancestry: Ancient Scale Azarketi
Background: Bonuwat Wavetouched Home Region: Mwangi Expanse Nation: Bloodcove Languages: Common, Algollthu
Sub-Class & Class: Hydrokineticist Level: 3
Gender: Male Size & Reach: Medium (5 ft) Speed: 20 ft, Swim 30 ft

----------

STATS & SKILLS (* indicates Proficiency Level)
STR +1, DEX +2, CON +4, INT +0, WIS +2, CHA +0
HP 44/44, AC 19 (20 w ◆ Hydraulic Deflection), Fortitude** +11, Reflex** +9, Will** +9, Perception* +7 (darkvision)
Acrobatics* +7
Arcana +0
Athletics* +6 – Underwater Marauder – Prerequisites trained in Athletics. You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
Crafting +0
Deception +0
Diplomacy +0
Intimidation +0
(Legacy) Lore: Pathfinder Society* +5
Lore: Ocean* +5
Medicine** +9 - ◆ Battle Medicine – Prerequisites trained in Medicine. Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Nature* +7
Occultism +0
Performance +0
Religion* +7
Society +0
Stealth +2
Survival +2
Thievery +2

----------

OFFENSE & DEFENSE
Ranged ◆ or ◆◆ Elemental Blast Impulse Attack +10 Damage 1d8 B or cold (+4 if 2-action Elemental Blast)
Ranged ◆ Extract Element (vs creatures w Water trait) DC 18 Fortitude save Damage 2d4 untyped among others
Ability ◇ Weapon Infusion – change damage type to P or S; add agile, backswing, forceful, reach, or sweep trait for melee; add range increment 100 ft and volley 30 ft trait, range increment 50 ft and propulsive trait, or range increment 20 ft and thrown trait.
Armor Sankeit (Laminar) AC Bonus +2 Dex Cap 3
Shield ◆ Hydraulic Deflection – Drawing moisture from the atmosphere, you create a disc of hovering water that deflects attacks. You gain a +1 circumstance bonus to AC until the start of your next turn.
Ability ↺ Deflecting Wave - Trigger You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once.

----------

SPELLS (* denotes Signature Spells)
Kineticist DC 19 Max Focus Points 0

----------

GEARS & ITEMS
Invested Items: Wayfinder, Gate Attenuator
Worn Items: Sankeit, Healer’s Tools, Climbing Kit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 3.0 (Encumbered 6.0, Maximum 11.0)

----------

FEATS
Level 1
Ancestry Feat ◆ Hydraulic Deflection – Drawing moisture from the atmosphere, you create a disc of hovering water that deflects attacks. You gain a +1 circumstance bonus to AC until the start of your next turn.
General Feat (from Heritage) Ancient Scale Azarketi - Your lineage stems from azarketis who remain dedicated to their deep-sea roots. Divorced from land society, you're a foreigner to any world above a thousand fathoms deep. You gain darkvision. Your body is dotted with phosphorescent spots that emit a guiding light and help you communicate. The spots—located primarily on your face, arms, and hands—illuminate a 10-foot radius around you with dim light. You can activate, deactivate, or change the arrangement of lights as an action, which has the concentration trait.
Skill Feat (from background) Underwater Marauder – Prerequisites trained in Athletics. You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
Class Feat Extended Kinesis – Prerequisites Base Kinesis. You've refined the control you can exert over your elements. Add the following options to Base Kinesis. Proliferate You cause an existing element to expand. This works like the generate option, except that you can either create an equal quantity of the element in the same square as its source or in an adjacent square, or cause the element to expand to fill its square (making a flame bigger or turning a twig into a small tree, for example). After you proliferate an element, it reacts to the environment naturally—water you proliferated into thin air would splash back down, for example. This affects only natural forms of the element, not durable, crafted goods. Regulate (air, fire, metal, or water only) You change the temperature of an existing element, making it colder or warmer. This can snuff out a flame or turn water to ice or steam. After this change, the element cools or warms naturally unless you Sustain the impulse. An item that gets cold or hot enough (as determined by the GM) can be used as an improvised weapon that deals 1 cold damage or 1 fire damage in addition to the damage the GM determines for the improvised weapon. Sculpt (earth, metal, or wood only) Reshape an existing element into a small object of a design you choose. It looks crude and artificial on close examination. The sculpted element can be shaped into a functional short tool (or a long tool if your Base Kinesis can affect 1 Bulk or greater). It's too fragile and artificial to be used as a weapon or have any monetary value.

Ancestry Feature Hydration – While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a –1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.
Class Feature Kinetic Gate – As a kineticist, you've awakened or opened a kinetic gate, a supernatural conduit within your body that can channel elemental forces straight from the elemental planes. You can choose either a single gate (one element) or dual gate (two elements) at 1st level. When selecting an element for your kinetic gate, you can pick from six elements—air, earth, fire, metal, water, and wood. Elements you can channel are referred to as your kinetic elements. Your kinetic elements function even in environments where they normally wouldn't. For example, you could use fire actions underwater even though that's normally not possible, and you could create air in a vacuum. Your kinetic gate gives you impulse feats, magical actions that let you shape and control your elements in awesome ways. You can select more impulse feats using your kineticist class feats, as described under Impulses. At higher levels, the gate's threshold class feature gives you more impulse feats and lets you choose whether to improve with one element or access new kinetic elements. > Single Gate – [ooc][smaller] Your kinetic gate links to a single elemental plane, starting you with a single element but giving you greater power with it. Choose one element to be your kinetic element, and select two 1st-level impulse feats that have that element's trait. In addition, you gain an 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; they are described in full below. > Water – After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.
Class Feature Water Impulse Feat > ↺ Deflecting Wave – Trigger You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect. Requirements You're aware of the hostile effect, and you aren't off-guard against it. A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once.
Class Feature Water Impulse Feat > ◆ Ocean’s Balm – [ooc][smaller] A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes. Level (+2) The healing increases by 1d8, and the resistance increases by 1.

Class Feature Water Impulse Junction – After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.
Class Feature Kinetic Aura – 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.
Class Feature ◆◆ Base Kinesis – 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 Feature Kinetic Aura – 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.
Class Feature ◆ Channel Elements – 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.
Class Feature ◆ or ◆◆ Elemental Blast – 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. Air 1d6 electricity or slashing, 60 feet. Earth 1d8 bludgeoning or piercing, 30 feet. Fire 1d6 fire, 60 feet. Metal 1d8 piercing or slashing, 30 feet. Water 1d8 bludgeoning or cold, 30 feet. Wood 1d8 bludgeoning or vitality, 30 feet. Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die.

Level 2
Class Feat ◇ Weapon Infusion – 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.
Skill Feat ◆ Battle Medicine – Prerequisites trained in Medicine. Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Level 3
General Feat Ancient Paragon – ◆ Perfect Dive – You dive into the water with exceptional skill and connection to the waves, urging the water itself to cushion your fall. You intentionally Leap or otherwise fall into the water, taking no falling damage regardless of the distance.
Class Feature Will Expertise – Your mental defenses grow stronger. Your proficiency rank for Will saves increases to expert.

Level 4
Class Feat ◆◆ Return to the Sea – You adapt a creature to living and moving in water. Target a willing creature within 30 feet. For 10 minutes, it gains the effects of a feet to fins spell, can breathe water, and gets a +1 status bonus to AC and saves against any creature with the amphibious, aquatic, or water trait. In addition, its attacks ignore the effects water normally has on bludgeoning and slashing attacks. If you use Return to the Sea again, any existing one ends.
Skill Feat Slippery Prey

Level 5
Ancestry Feat Marine Ally
Class Feature Impulse Feat > Winter’s Clutch
Class Feature Gate’s Threshhold > Expand the Portal > Aura Junction

----------

20241107