Izmiara, The Insatiable Queen

Taerine Doumont's page

265 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Taerine Doumont

Classes/Levels

Human Kinetecist (pyrokineticist) 17

Gender

F

Size

Medium

Age

33

Alignment

LN

Deity

Asmodeus

Location

Kintargo, Cheliax

Languages

Common, , Giant, Ignan, Infernal

Strength 10
Dexterity 20
Constitution 26
Intelligence 14
Wisdom 14
Charisma 10

About Taerine Doumont

[dice=Perception]1d20+22[/dice]

[ spoiler=Status]
HP 250/250; Burn (max 12)/non-lethal damage 0/0; Internal Buffer: 3/3
AC 34, touch 20, flat-footed 29; CMD 32
Fort +23, Ref +20, Will +15
Effects: Force Ward (0/17 temp hp); 0/150 stoneskin
[/spoiler]

---

Favored Class: Kineticist
Initiative: +2
Speed: 40 feet

Attacks:

BAB: +12/+7/+2
Melee: +12/+7/+2
Ranged: +17/+12/+7
CMB:

Fire blast:
[dice=Fire blast (ranged touch)]1d20+18[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]9d6+3+3d6[/dice]
Critical: 19-20/9d6+3 dmg
Elemental overflow? (up to +5 to hit/ +10 dmg)
Pure flame? (ignores SR; 4 burn)

Blue flame blast: 2 burn
[dice=Blue flame blast (ranged touch)]1d20+18[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]18d6+3+3d6[/dice]
Critical: 19-20/18d6+3 dmg
Elemental overflow? (up to +5 to hit/ +10 dmg)
Pure flame? (ignores SR; 4 burn)

Telekinetic blast:
[dice=Telekinetic blast]1d20+18[/dice]
[dice=Damage (bludgeoning, piercing or slashing)]9d6+15[/dice]
Critical: 19-20/9d6+15 dmg

Fire blade: 1 burn
[dice=Fire blast (melee touch)]1d20+17[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]9d6+3[/dice]
Critical: 20/x2
Pure flame? (ignores SR; 4 burn)

Blue flame blade: 3 burn
[dice=Fire blast (melee touch)]1d20+17[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]18d6+3[/dice]
Critical: 20/x2
Pure flame? (ignores SR; 4 burn)

Fire whip: 2 burn; threatens up to 15'
[dice=Fire blast (melee touch)]1d20+17[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]9d6+3[/dice]
Critical: 20/x2
Pure flame? (ignores SR; 4 burn)

Blue flame blade: 4 burn; threatens up to 15'
[dice=Fire blast (melee touch)]1d20+17[/dice]
[dice=Caster level check (vs SR)]1d20+17+4[/dice]
[dice=Fire damage]18d6+3[/dice]
Critical: 20/x2
Pure flame? (ignores SR; 4 burn)

Defense:

AC: 34 (+9 armor, +5 deflection, +5 Dex, +5 natural)
Touch: 20
Flat-footed: 29
CMD: 32
Armor: Celestial armor (+3 chainmail, Armor Bonus: +9; Max Dex: +8; Check Penalty: -2; Type: light; Weight: 20 lbs.)

Fortitude save: [dice=Fortitude]1d20+23[/dice] (10 base, +8 Con, +5 cloak)
Reflex save: [dice=Reflex]1d20+20[/dice] (10 base, +5 Dex, +5 cloak)
Will save: [dice=Will]1d20+15[/dice] (5 base, +2 Wis, +2 feat, +1 trait, +5 cloak)

Class abilities:

Weapon and Armor Proficiency: Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus: Fire

Wild talents: Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

Burn (Ex): 17 pts. non-lethal per pt. of burn; can accept up to 5 burn/round; maximum 12

Kinetic Blast (Sp): 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. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. 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.

Gather Power (Su): If she has both hands free, 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): 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.

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. 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 +5. 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.

Infusion Specialization (Ex): At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 5. This can’t reduce the total cost of the infusions used below 0.

Metakinesis (Su): 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). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

Internal Buffer (Su): The kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 3 points total. 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.

Expanded Element (Su): Aether (7th), Fire (15th)
At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element’s simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element. She doesn’t gain the defense wild talent of the expanded element. If the kineticist’s expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.

Supercharge (Su): At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

Composite Specialization (Su): At 16th level, a kineticist becomes more adept at creating composite blasts. She reduces the burn cost of all composite blasts by 1 point.

Wild Talents and Infusions:

Kinetic blasts
- Fire blast (9d6+3 fire damage; SR applies)
- Telekinetic blast (9d6+15; bludgeoning, piercing, or slashing)
- Blue flame blast (18d6+3 fire damage; burn 2; SR applies)

Defense talents
- Searing flesh
- Force Ward

-Basic pyrokinesis: Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
-Basic telekinesis: Burn 0

Infusion (1st): Burning infusion; substance infusion; burn 1
Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.
Infusion (3rd): Extended range; form infusion; burn 1
Your kinetic blast can strike any target within 120 feet.
Infusion (5th): Kinetic blade; form infusion; burn 1
Infusion (9th): Kinetic whip; form infusion; burn 2
Infusion (11th): Wall infusion; form infusion; burn 3
You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall’s squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.
Infusion (13th): Eruption; form infusion; burn 2
Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. The pillar affects all creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground. Saving throw is Dex-based (DC 23).
Infusion (17th): Pure Flame; substance infusion; burn 4
Your infused blast ignores spell resistance.

Wild talent (2nd): Fire's fury; burn 0
When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.
Wild talent (4th): Searing flame; burn 0
Over time, your burning infusion sears away your foe’s fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe’s fire resistance by an amount equal to the unmodified burn damage; don’t apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level. These decreases stack, to a minimum resistance of 0.
Wild talent (6th): Firesight; burn 0
You can see through flames and smoke as if they were transparent. Creatures that are on fire or have the fire subtype never benefit from concealment or total concealment against you.
Wild talent (8th): Expanded defense (aether)
Wild talent (10th): Spark of life; burn 0
Wild talent (12th): Kinetic healer; burn 1*
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.
Wild talent (14th): Suffocate; burn 0
Wild talent (15th; fire): Ride the blast; burn 0
Wild talent (15th; feat): Telekinetic invisibility; burn 0
Wild talent (16th): Reverse shift; burn 0*
You reverse the flow of your connection to the planes, sending your body into the Ethereal Plane as ethereal jaunt. As long as you concentrate on reverse shift, you remain on the Ethereal Plane; after a number of consecutive rounds spent on the Ethereal Plane equal to your kineticist level (and every such interval thereafter), you must accept 1 point of burn. Once you return to the Material Plane, you cannot use reverse shift again for a number of rounds equal to the number of rounds you spent on the Ethereal Plane.

Feats and traits:

Toughness (bonus human): +17 hp
Weapon Focus (1st): Kinetic blasts (+1 to hit)
Iron Will (3rd): +2 Will saves
Spell Penetration (5th): +2 to overcome SR
Elemental Focus (7th): +1 DC to fire spells/effects
Combat Reflexes (9th): 2 attacks of opportunity/round
Greater Spell Penetration (11th): +2 to overcome SR
Improved Critical (13th): Kinetic blast
Extra Wild Talent (15th): Telekinetic invisibility
Kinetic Counter (17th): Use kinetic blast to counter cold abilities

Traits/Drawback
Indomitable Faith: +1 to Will saves
Focused Mind: +2 to Concentration checks
Pride (drawback): When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Skills:

7 ranks/level (4 for kineticist, +2 for Int, +1 for human)

Acrobatics (17 rank, +3 class skill, +2 Dex, -2 armor)
[dice=Acrobatics (+5 while jumping)]1d20+20[/dice]

Diplomacy (7 ranks, +3 class skill)
[dice=Diplomacy]1d20+10[/dice]

Escape Artist (11 ranks, +3 class skill, +2 Dex, -2 armor, +5 corset)
[dice=Escape Artist]1d20+19[/dice]

Heal (9 ranks, +3 class skill)
[dice=Heal]1d20+12[/dice]

Intimidate (17 ranks, +3 class skill)
[dice=Intimidate]1d20+20[/dice]

Knowledge (nature) (7 ranks, +3 class skill, +2 Int)
[dice=Knowledge (local)]1d20+12[/dice]

Perception (17 rank, +3 class skill, 2 Wis)
[dice=Perception]1d20+22[/dice]

Stealth (17 rank, +3 class skill, +2 Dex)
[dice=Stealth]1d20+22[/dice]

Use Magic Device (17 ranks, +3 class skill, +1 Cha)
[dice=Use Magic Device]1d20+20[/dice]

Gear:
410,000
Magical Gear
- Belt of physical might*, +6 Con, Dex (90,000 gp)
- Celestial armor (fly, 1/day) (22,400 gp)
- Ring of protection+5 (50,000 gp)
- Cloak of resistance +5 (25,000 gp)
- Amulet of natural armor +5 (50,000 gp)
- Greater kineticist's diadem (98,000 gp)
- Major ring of energy resistance (cold) (28,000 gp)
- Boots of striding and springing (5,500 gp)
- Corset of the vishkanya, 10 rds/day (3,000 gp)
- Bracelet of second chances, 7 beads (15,750 gp)

Handy haversack (2,000 gp)
- 2 wands of cure light wounds (50 charges each) (1,500 gp)
- Wand of obscuring mist (50 charges) (750 gp)
- Wand of see invisibility (25 charges) (2,250 gp)
- Wand of lesser restoration (50 charges) (4,500 gp)
- Wand of endure elements (47 charges) (750 gp)
- 2 scrolls of teleport (2,250 gp)
- 3 scrolls of stoneskin, CL 7th (2,100 gp)

Pathfinder's Kit (12 gp)
Dagger (2 gp)

404,450 spent...

Racial abilities/Advancement:

+2 to One Ability Score: Applied to Constitution.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

FCB: All to HP
Attribute bonuses: All to Con

Background:

"The Devil's daughter." That's what her mother called her, and that's what she believed. After all, while she may have been growing up in Corentyn's West Drenches, was she not blessed with power over Infernal flame? If not a gift of her never-seen father, what other explanation could there be?

And so, once she came of age, she went to claim her birthright, marching up to the doors of the city's Grand Cathedral to Asmodeus and presenting herself. The minor cleric laughed in her face ... right up until she lit it on fire. Seen by the other clerics, the teenage girl was taken in and given a spot, trained as an elite agent of the church.

Now fully grown -- though no less sure that she is the Devil's daughter -- Taerine has traveled much of the world performing tasks in Asmodeus' name. When a rebellion broke out in Pezzarch, it was Taerine who was sent to help put it down. When the Hellknights marched in the most recent crusade against the Worldwound, it was Taerine who accompanied them, facing down demon after demon.

Now, with rumors of Iomedaeans launching some sort of Glorious Reclamation and more trouble in Kintargo, Taerine has been sent by the church to track down tales of a powerful Irriseni item to claim it for Cheliax and help ... calm ... these latest instances of unrest.

Story details: