Harrower

Stoma Argento's page

95 posts. Alias of Tharasiph.


Full Name

Stoma Argento

Classes/Levels

Human Hydrokineticist 1...HP: 12/12 | AC: 15 | T: 12 | FF: 13 | CMB +1 | CMD: 14| Fort: +6 | Ref: +4 | Will: +1 |Init:+2| Perc: +5

Gender

Male

Size

Medium

Age

20

Alignment

Neutral

Deity

Gozreh

Location

The Shackles

Languages

Common, Draconic

Strength 12
Dexterity 15
Constitution 18
Intelligence 10
Wisdom 12
Charisma 13

About Stoma Argento

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Hydro Kineticist 1
N Medium Human
Init + 2, Perception +5, Low Light Vision

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Defense
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AC 15, touch 12, flat-footed 13 (+3 Armour, +2 Dex)
hp 12 (1d8+4)
Fort +6, Ref +4, Will +1;
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Offense
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Speed 30 ft
Ranged Cold Kinetic Blast +3 (1d6+2/*2) (Touch 30ft)

Melee Dagger +1 (1d4+1/19-20*2)(PorS)

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Statistics
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Str 12, Dex 15, Con 18, Int 12, Wis 12, Cha 13
Base Atk +0; CMB +1; CMD 15
Languages Common, Draconic

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Feats
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Point Blank Shot (+1 th and dmg in 30ft)
Precise Shot (No -4 into cc)

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Wild Talents
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Basic Hydrokinesis You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation.

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Infusions
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1 - (F)Extended Range - 1 burn, 120ft range.

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Defences
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Traits
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Blood of Dragons - Low Light vision
Besmaras Blessing - Campaign trait.

Favoured Class Bonus - +1 skill point

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Skills:7
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*Swim (Str) +5 (1R)

*Acrobatics (Dex) +6 (1R)
*Stealth (Dex) +2 (0R)

*Kn Nature(Int) +4 (1R)
*Profession Sailor +5 (1R +1 trait]

*Perception (Wis) +6 (1R +1 trait)

*Intimidate(Cha) +5 (1R)

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Magical Gear
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Gear
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Studded Leather Armour (20/25gp)

Dagger (1/2gp)

Masterwork Backpack (2/50gp)
[Contents]
Grooming Kit (1/1gp)
Bedroll (5/1sp)
Flint and Steel (1gp)
Mess Kit (1/2sp)
Signal Whistle

Wandermeal *6 days (3/6cp)
Trail Rations *4 (4/2gp)

Encumbrance: 38 - lbs (43/50 or less is light)
Gold 13gp 4sp 5cp

Racial Abilities

+1 Feat
+1 skill point per level

Infusions:

Extended Range

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any

Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Entangling Infusion***Not Yet***
Element(s) earth or water; Type substance infusion; Level 2; Burn 2
Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm

Saving Throw Reflex negates

Your kinetic blast surrounds your foes in elemental matter.

Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0).

If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Kinetic Blade***Not Yet***

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any

Saving Throw none

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Wild Talents:

Cold Adaptation

Element(s) fire or water; Type utility (Sp); Level 1; Burn 0

You are constantly protected by endure elements against cold temperatures only.

You gain cold resistance equal to twice your current amount of burn.

Kinetic Cover

Element(s) aether, earth, or water; Type utility (Sp); Level 1; Burn 0

You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

Kinetic Healer

Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes

With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast's damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can't be healed by any means until the recipient takes a full night's rest.

Kineticist 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.

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.

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Elemental Overflow (Ex)
At 3rd level, 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.

5th Level
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.

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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).

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Internal Buffer (Su)

At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy.

The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them.

When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn.

She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

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Water

Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.

Class Skills: A hydrokineticist adds Knowledge (nature) and Swim to her list of class skills.

Wild Talents: 1st—basic hydrokinesis, cold adaptation, heat adaptation, icewalker, kinetic cover, kinetic healer, pushing infusion†, quenching infusion†, slick; 2nd—entangling infusion†, veil of mists; 3rd—cold snap, impale†, torrent†, water manipulator, waterdancer; 4th—ice sculptor, spray†, watersense; 5th—chilling infusion†, shimmering mirage, waterdancer (greater); 6th—ice path, suffocate; 7th—cloud†, fragmentation†; 9th—tidal wave.

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Universal

The following wild talents are available to all kineticists.

Wild Talents: 1st—draining infusion†, extended range†, kinetic blade†, kinetic fist†, skilled kineticist; 2nd—skilled kineticist (greater); 3rd—elemental grip, extreme range†, flurry of blasts†, kinetic whip†, mobile blast†, snake†; 4th— expanded defense; 5th—grappling infusion†, kinetic form, spark of life, wall†; 6th—ride the blast; 8th—reverse shift.

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Cold Blast
Element(s) water; Type simple blast (Sp); Level —; Burn 0
Blast Type: energy; Damage cold
You emit a beam of utter cold to freeze a single foe.

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Basic Hydrokinesis
Element(s) water; Type utility (Sp); Level 1; Burn 0
You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

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Defense Wild Talents
A kineticist gains the defense wild talent from her primary element at 2nd level.

Shroud of Water
Element(s) water; Type defense (Su); Level —; Burn 0

You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armour, or float around you and block attacks, functioning as a shield. It grants either a +4 armour bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value.

When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but it remains if you change the shroud's bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armour bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Stomas Story:

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Description:
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Skin: Light Olive Brown
Eyes: Brown
Height: 6'0"
Weight: 180 lbs.

He has a bit of a fearsome look about him, with a shimmer in the air around him occasionally it seems that something favours him.

He generally radiates noticeable cold or is playing with some sort of water wisp in his hands. When he is charged up the ice can be seen forming on his hands and his breathe comes out in fogs.

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Background:
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Stoma is an Ulfen and he was born in Halgrim city in the Lands of the Linnorm kings. As a military brat he was always listening to the stories of the raids of the Ulfen reivers and he like all the other children wanted to go off and fight when he was old enough. As the son of a merchant (Mother Bola) and a City Guard (Father Sturm, injured in a raid) he had alot of options growing up. The local Kurgessian priests were very active in the community and a particular father Sellon took an interest in the local gang/group of children that Stoma was a part of. He helped guide their passion, playfulness and ability to get into all sorts of trouble in meaningful ways.

As he got older Stoma grew into himself and a very impressive specimen he was, extremely agile and tough he was able to get himself into and out of all sorts of situations. The most significant event in his life began as a tingle and over time became a sort of background presence around him, until finally he was able to make contact with the spirits that were attracted to him. Overtime as he learned to communicate with his spirit friends, he was able to find out that they were cold spirits and they taught him how to tap into the essences of the spirits around him and summon them forth into this world in a form that made whatever he directed them at much colder, he can also summon them forth as water. Stoma didn't just want to be a reiver and raider on the seas, he wanted to lead expeditions and be master of his own ship.
Once he discovered his affinity for the water spirits he knew he was destined to be greater than what he was. He began planning ways to make patience progress towards his end goals.

Stoma has finished with a journey to the Widowmaker Isles in the shackles where the bloody gladiatorial competition known as the Carnival of Kurgess is held, he is continuing his journey down the coast he has decided to travel where he may and gain himself enough experience so that next year he can return to the shackles and be able to find a crew of his own. For now though he is ashore and enjoying a relaxing evening in the dockside taverns.