About Taerine Doumont[dice=Perception]1d20+22[/dice] [ spoiler=Status]
--- Favored Class: Kineticist
Attacks:
BAB: +12/+7/+2 Melee: +12/+7/+2 Ranged: +17/+12/+7 CMB: Fire blast:
Blue flame blast: 2 burn
Telekinetic blast:
Fire blade: 1 burn
Blue flame blade: 3 burn
Fire whip: 2 burn; threatens up to 15'
Blue flame blade: 4 burn; threatens up to 15'
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)
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)
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
-Basic pyrokinesis: Burn 0
Infusion (1st): Burning infusion; substance infusion; burn 1
Wild talent (2nd): Fire's fury; burn 0
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
Skills:
7 ranks/level (4 for kineticist, +2 for Int, +1 for human) Acrobatics (17 rank, +3 class skill, +2 Dex, -2 armor)
Diplomacy (7 ranks, +3 class skill)
Escape Artist (11 ranks, +3 class skill, +2 Dex, -2 armor, +5 corset)
Heal (9 ranks, +3 class skill)
Intimidate (17 ranks, +3 class skill)
Knowledge (nature) (7 ranks, +3 class skill, +2 Int)
Perception (17 rank, +3 class skill, 2 Wis)
Stealth (17 rank, +3 class skill, +2 Dex)
Use Magic Device (17 ranks, +3 class skill, +1 Cha)
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)
Pathfinder's Kit (12 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
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:
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