Full Name |
Tikaani Kesuk |
Race |
Southern Water Tribe |
Classes/Levels |
Gestalt Kineticist/Flowing Mnk 2 HP 24/24 NL11(2) AC 21 Touch 17, FF 17 FDef 24 |
Gender |
Male |
Size |
Medium |
Age |
16 |
About Tikaani Kesuk
Tikaani Kesuk
Human hydrokineticist 2/monk (unchained, flowing monk) 2/gestalt 2 (Pathfinder RPG Occult Adventures 10, Pathfinder RPG Ultimate Combat 58, Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 21, touch 17, flat-footed 17 (+4 armor, +3 Dex, +1 dodge, +3 Wis)
hp 24 (2d10+8)
Fort +6, Ref +6, Will +3
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee unarmed strike +5/+5 (1d6)
Special Attacks flurry of blows (unchained), kinetic blast
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—quenching infusion
. . Blasts—water blast (1d6+4)
. . Utility—basic hydrokinesis, kinetic healer
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Statistics
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Str 10, Dex 16, Con 16, Int 12, Wis 16, Cha 8
Base Atk +2; CMB +2 (+4 trip); CMD 19 (21 vs. trip)
Feats Dodge, Improved Trip, Improved Unarmed Strike, Weapon Finesse
TraitsPro bender, Cautious Warrior
Skills
Acrobatics +10
Climb +4
Escape Artist +7
Heal +8
Knowledge (Bending) +5
Perception +8
Sense Motive +8
Stealth +7
Survival +3 (+5 to avoid becoming lost when using a Mapmaker's Kit as you travel)
Languages Common, Elven
SQ burn (1 point/round, max 6), gather power, redirection, unbalancing counter
Other Gear backpack, bedroll, belt pouch, chalk (10), flint and steel, ink, inkpen, mapmaker's kit[APG], silk rope (50 ft.), soap, string or twine[APG], torch (4), trail rations (5), waterskin, 14 gp, 17 sp, 14 cp
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Special Abilities
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Burn 1/round (2 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Quenching Infusion Your blasts can put out fires
Redirection (2/day, DC 14) (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round
Unbalancing Counter (DC 14) (Ex) At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2
Water Blast (Sp) Level 1; Burn 0