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Aiden has become somewhat excited by this news, tempered as it is by the attack on a small party. Rather than travel across the world to see cold lands with this allegedly frozen water, the land had come to him! I should probably find this mercenary first, though. I need to be prepared for whatever attacked his group. Walking downstairs into the common room of the inn he was staying at, he looked down at his flowing desert robes. Come to think of it, exactly how much colder is "colder than the Windswept Wastes"? ![]()
Juliette Aulamaxa wrote:
In all likelihood, I probably will, but I'd like to know what else is available first. ![]()
Hotaru of the Society wrote:
Your spreadsheet is awesome. Should I just edit "Yes" For the column under Race Feat for my character? There aren't enough racial feats for Fetchlings to get eight (they only get six, two of which ?I can't qualify for until level 9+). Mordred said they'd add more if there weren't enough, so I'm waiting to see what gets added to choose (assuming I'm selected, of course). ![]()
Still have to do a full background, but I do have this done: Ten-Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 1) Arim escaped the plane of shadow and sought refuge on the prime material 2) He was trained in infiltration and assassination by the shadow plane's counterpart to the Guild of Wonders in Shadow Absalom 3) His main weapon is a curved sword strapped diagonally across his back, with the hilt positioned on his right side at roughly waist height. 4) Despite his true calling, he is currently working as a thief-taker 5) Arim cultivates a false persona of boisterous good cheer, all the better to keep his working identity or identities unrecognizable. Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Personality:
Arim acts very outgoing and extroverted, but while he has many friendly acquaintances, he lacks actual friends. Internally, he is very suspicious of everybody based on his prior work, and doesn't let anybody get too close. He is very dependable, and has something of a reputation for honesty and finishing his contracts...with the exception of Ash's apprehension. Party Role:
Arim is something of an expert in sneaking around and getting into places where he's not supposed to be. He's useful to the party in that he can do the traditional over-the-wall-sneaky-sneaky brand of infiltration, but he's also effective with disguises and simply walking through the front door like he belongs there. If we decide in the future that one or more assassinations need to happen, he should be very good at that as well (At least he will be at level ten or so). Depending on who else is selected, he may be useful in generating leads and other information, as well. He is essentially a skillmonkey. Any issues? Also, do you want us to stat out/create the nemesis, or will you be doing that? ![]()
Hotaru of the Society wrote: Services has all of the information you need for that. As the DM said, it's not something to be overly worried about, though, unless you choose for it to be. :) Lodging is not what I meant by housing. I meant that Sharn had costs for apartments and standalone houses of various sizes. I can't help but worry about it. The speed of pbp means I overthink everything to the nth degree. ![]()
After doing some more reading on the associated mechanics for poisons, I think I'm going to take the trapfinding instead. If nothing else, the crafting system for poisons appears to be borked beyond belief. Edit:
MordredofFairy wrote:
Understood. I think I can work that into the backstory. Is the cost of housing listed somewhere? I think the only time I've seen such a thing was in Sharn: City of Towers. ![]()
Nissim Siverto wrote:
This is a good point and generates a question on my part. Since at least some of the characters are natives to the city and the rest are stuck there for the duration, how is housing/lodging handled and how secure are they? The natives should have zero issue leaving things at home, until they bring suspicion down upon themselves and get raided, but the transients don't really have that option. Would you leave your belongings in a common room or a private room at an inn that have very little in the way of entry control? Edit:
MordredofFairy wrote:
The weapon is a non-issue, I can just take a short sword instead. I only grabbed the wakizashi because I'm proficient with it and using a curved blade fit the mental image I had of the character. I'm not too worried about far eastern fluff, either. I'll have an explanation regarding training in the background, but I'm more focused on stealth and infiltration ability than pointlessly flipping around and screaming attack names. I'm torn on the trapfinding. On the one hand, I think it's pretty much necessary. On the other hand, I anticipated using poisons rather heavily (or at least as heavily as I can afford) for taking down single/important targets. I guess I'd like some input on that. What's everybody else think? ![]()
MordredofFairy wrote: @spade: You picked up a second campaign trait from mummy's mask...thats not possible, unfortunately. I also can't see which boon you picked? Otherwise looks fine at first glance. Crap, you're right. Ninjas don't get trap finding, so I was trying cover for that shortcoming. I'll pick something else. For the boon, I was going to go with the free racial feats. Edit: I' think I'll take adaptable flatterer as me second trait. Adaptable Flatterer (Fetchling): You gain a +1 trait bonus on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you. ![]()
I'm done mechanically. This is definitely not the character I originally intended to roll up, but after reading the player's guide, I thought this could be fun. I'll do the fluff in the next few days. Arim Senka:
Class: Ninja 1 Alignment: CG Size: Medium Race: Fetchling Type:Outsider (native) Age: 26 Height: 5'10" Weight: 108lb. Init: +4; Senses: Perception: +6 Defense:
AC:17 , Touch: 14, Flat-Footed: 13(+3 armor, +4 Dex) HP: 8 Fort: +0 Ref: +2 Will: +0 Racial: Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5. Offense:
Speed: 30ft. Melee: Wakizashi +4 1d6 18-20/x2 P/S Deadly Dagger +4 1d4 19-20/x2 P/S Ranged: Dagger +4 1d4 19-20/x2 10ft. P/S Class Abilities:
Racial Abilities:
Skilled:Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks. Darkvision:Fetchlings can see perfectly in the dark up to 60 feet. Low-Light Vision:In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light. Spell-Like Abilities (Sp):A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. Statistics:
Str: 10, Dex: 18(16), Con: 10, Int: 14, Wis: 12(14), Cha: 16(14) BAB: +0 CMB: 0 CMD: 14 Adventuring Skills: Acrobatics +7[1+3+4-1], Bluff +7[1+3+3], Climb +3[1+3-1], Diplomacy +7[1+3+3], Disable Device +10[1+3+4+2+1-1], Disguise +7[1+3+3], Escape Artist +7[1+3+4-1], Linguistics +6[1+3+2], Perception +6[1+3+2], Sense Motive +6[1+3+2], Stealth +10[1+3+4+1+2-1] Background Skills: Craft (Alchemy) +6[1+2+3], Sleight of Hand +9[1+4+3-1+2] Feats: Weapon Finesse Languages: Common, Draconic, D'ziriak (understanding only, cannot speak), Infernal Traits: Historian of the Rebellion: You’ve long been interested in the legacy of the Silver Ravens—a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil War. There’s frustratingly little information today about the group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or destroyed by government agents, but you’ve managed to pick up a tidbit here and there. Most of your knowledge isn’t so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments throughout history, both in Cheliax and beyond. Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. Trap Finder:You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Equipment: Armor: Studded Leather 20lb. Weapon: Wakizashi 2lb., Dagger 1lb. Gear: Masterwork thieves' tools 2lb. Alchemy crafting kit 5lb. Masterwork Backpack 4lb. Canteen 1lb. pickpockets' outfit 3lb. 38lb. equipment equals 38lb. light load limit.
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I think I'm pretty much done, mechanically. Anybody see any glaring errors? Also, does anybody have any suggestions for favored enemy? I'd hate to pick something useless. Aiden Semper:
Classes: Pyrokineticist 1//Ranger 1 Alignment:Chaotic Good Size: Medium Type (Race): Humanoid (Human) Age: 21 Height: 6'4" Weight: 185lb. Init: +5; Senses: Perception: +6 Defense:
AC: 18, Touch: 13, Flat-Footed: 15(+5 armor, +3 Dex) HP: 18[d10(hit die)+4(con mod)+3(toughness)+1(favored class bonus)] Fort: +6 Ref: +5 Will: +2 Offense:
Speed: 30ft. Melee: Scimitar +0 1d6-1 18-20/x2 Ranged: Fire Blast +5(vs. Touch) 1d6+3 30ft. 20/x2 Fan of Flames (Fire Blast) 15ft. cone 1d6+3 DC: 14 Ref for half Special: 1st Favored Enemy (PLACEHOLDER) Special Abilities:
Burn (Ex):At 1st level, 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. Elemental Focus (Su):At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element. 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. Infusion (Su):At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. 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. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.
Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. The saving throw DC is Dexterity-based. Kinetic Blast (Sp):At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. 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), 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. Kinetic Blasts Kinetic blasts comprise simple and composite blasts. A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. 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. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st; energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st. Favored Enemy (Ex):At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track (Ex):A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex):A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Statistics:
Str: 8, Dex: 16, Con: 18(16), Int: 10, Wis: 12, Cha: 10 BAB: +1 CMB: 0 CMD: 12 Skills: Climb: +0[1-1+3-3], Heal +5[1+1+3], Knowledge Geography +5[1+3+1], Knowledge (Nature) +4[1+3], Perception +5[1+1+3], Stealth +4[1+3+3-3], Survival +5[1+1+3] Feats: Point Blank Shot, Toughness Languages: Common Traits: Reactionary, Restless Wayfarer (local) Equipment: Armor: Chain shirt Shield: Buckler Weapon: Scimitar Gear: Backpack, belt pouch, waterskin, cold weather outfit, piton x4, hammer, bedroll, blanket, silk rope 50ft., sunrod x10, wooden holy symbol Money: 13gp, 5sp ![]()
Rolls
Rerolls Mk I:
Rerolls Mk II:
Hm. No real downsides with this set. I know what class I want to play, but let's see what AP is chosen, first. End Result:
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And now the fluff is done, as well. Backstory:
Calah had spent most of her life at sea in one posting or another, but it was always on somebody else's ship. Almost foolhardy in her eagerness, she quickly earned her a reputation for taking chances. She was as good a sailor as any, and was a more than servicable navigator, but her abilities were overshadowed by her risktaking. This was reflected in any berth she was offered, and she soon decided that she would have to strike out on her own, and soon.
One fine summer day, she took her biggest risk yet. A consortium of minor captains had formed to purchase a sailing ship and a cargo of steel ingots meant to make tools and weapons in Sargava and offered her a partnership. The risks involved were sizeable. While transporting their own cargo meant they got to pocket the whole of the profits instead of giving it to some merchant in exchange for a small cut, if anything happened, they would be out the cost of both the cargo and possibly even the ship. Of course, Calah accepted on the spot. She lacked the finances to take part though, so she needed to seek financial backing from elsewhere. She found that backing in the form of Sebastiaan Witting, a man of substantially less than savory reputation rumored to have connections all through the Shackles, including Firegrass Isle. With her new backer fronting her share of the money, Calah signed on as the second mate and navigator of the Flying Cloud, sailing out of Port Peril. Calah charted a course for Eledar and it was smooth sailing from there, with Calah trying to work out how many runs she would have to do before earning enough to repay Witting and then purchase her own ship and crew. Unfortunately, it was not to be. One night shortly before dawn, they were attacked by a ship out of Firegrass Isle. During the fighting, Flying Cloud lost her masts and caught fire, and the last thing Calah remembers of that terrible event was screaming as she was trapped under a section of burning masthead. When she regained consciuosness, she was in the ship's boat with a handful of others, and was informed that the Flying Cloud had burned to the waterline. In addition to the horrific burns, the event utterly crushed her confidence. Upon returning to Port Peril she sold her belongings before giving the money earned and her jewelry to Witting as a down payment for what she owed him. After a few months of making minute payments to Witting, Calah went to the Formidably Maid to drown her sorrows, and then went down to the docks to watch the ocean. After the turn her life had taken, she almost welcomed the sharp pain and sudden darkness. Appearance:
Calah is of average height and weight for her people, wiclear blue eyes, dark sea green hair and skin the color of seafoam. Cala has burns on the left side of her head and neck, her left forearm, and the back of her left hand. Though hidden by her clothing, those burns are connected down her side and extend to her back and halfway down her thigh. There are tanlines on her wrists and fingers from where she had long worn bracelets and rings until very recently. Her clothes, while not rich in cut or fabric, were probably very nice when they were new, but are now somewhat shabby, and the fabric is a different color where fancy piping had been removed. Motivation:
Calah desires to return to sea both for the sea in and of itself, and she desperately needs to earn the money to repay her backer. After being shanghaied, her goal is to get free, since being pressganged is unlikely to fill her coffers. Three Questions: Favourite Color- Midnight Blue Favourite Meal- A nice filet of Spot with potatos and cornbread. Theme Tune- Maybe Falling Down by Duran Duran? It seems to encapsulate the whole "life falling apart" thing rather well. I don't really know anything thematically appropriate.
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CampinCarl9127 wrote:
Thank you. It looks far more neat, now. ![]()
I think my character is mechanically done. The sheet was originally more compact, but the forums seem to wig out over nested spoiler tags. All that's left should be the fluff, but let me know if there's anything wrong or missing so far. Calah Maarin:
Undine(native aquatic outsider) True Neutral Female 68 Kineticist (Hydro) Init +3; Senses Perception +6, Survival +2 DEFENSE:
AC +13, touch +13, flat-footed +10 (+0 Armor, +3 Dex) Hp 12 Temp hp [0] Fort +6, Ref +5, Will +2 OFFENSE:
Speed: 30ft. land speed, 30ft. swim speed Melee Unarmed Strike -2 1d3-2[nonlethal(min 1)] 20/x2 Bludgeoning Ranged: Water Blast +4 1d6+6 30ft. 20/x2 Bludgeoning Special Attacks: Pushing Water Blast +4 1d6+6 30ft. 20/x2 Bludgeoning +4CMB STATISTICS:
Str 8(10), Dex 16(14), Con 18, Int 10, Wis 12(10), Cha 8 Base Atk 0; CMB -2; CMD 11 Feats Point Blank Shot Traits Touched by the Sea:You’ve always felt the call of the sea and your blood surges with the ebb and f low of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you. Slippery Step (Undine):You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics checks and Climb checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship. Navigator:You gain a +1 trait bonus on Knowledge (geography) checks, and a +1 trait bonus on Profession (sailor) checks. One of these skills becomes a class skill for you. Drawback Burned:You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.) SKILLS:
Skills Acrobatics +7(9)[1+3+3(+2)], Knowledge(Nature) +4[1+3], Perception +6[1+2+3], Stealth +7[1+3+3], Swim +3(11)[1-2+3+1(+8)] Background Skills Knowledge(Geography) +5[1+3+1] Profession(Sailor) +7[1+2+3+1] Languages Common, Aquan SPECIAL QUALITIES:
Energy Resistance: Cold resistance 5 Darkvision: Undines can see perfectly in the dark up to 60 feet. Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait. Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level. CLASS FEATURES:
Burn:At 1st level, 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. Elemental Focus:At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element. Gather PowerIf 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. InfusionAt 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. 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. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents. Pushing Infusion
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. Kinetic Blast:At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. 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), 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. Kinetic Blasts: Simple Blasts A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. 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. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Composite Blasts Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st; energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st. EQUIPMENT AND GOLD:
60GP ____________________________________________ Load Gear APPEARANCE: Height: 5'1" Weight 130lb. Eye Color Blue Hair Color Dark Sea Green Region of Origin: The Shackles Deity: Besmara ![]()
Here's my sheet. sheet: Harkin Ballard Male Human Kineticist(Aero) 1 Chaotic-Good Medium Humanoid(Human) Init +5; Perception +5 Defense
Offense Speed: 30ft.
Special Burn (Ex): At 1st level, 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.
Elemental Focus: Air
Class Skills: An aerokineticist adds Fly and Knowledge (nature) to her list of class skills. Wild Talents: 1st—aerial adaptation, air cushion, air shroud, air's leap, air's reach, basic aerokinesis, gusting infusion†, pushing infusion†, thundering infusion†, voice of the wind; 3rd—aerial evasion, celerity, engulfing winds, magnetic infusion†, torrent†, windsight, wings of air; 4th—cyclone†; 5th—air shroud (greater), chain†, windsight (greater); 6th—suffocate, wind manipulator; 7th—cloud†; 8th—weather master. Infusion: Extended Range Element(s) universal; Type form infusion; Level 1; Burn 1
Your kinetic blast can strike any target within 120 feet. Kinetic Blasts
Air Blast Element(s) air; Type simple blast (Sp); Level —; Burn 0
You batter a single foe with a gust of air. Statistics Str: 10, Dex: 16, Con: 16(18), Int: 10, Wis: 12, Cha: 8
Traits
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