| Race |
Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8) |
About Turmoil's Pregen
OCTARIS
Male water mephit hydrokineticist 4 (Pathfinder RPG Bestiary 203,
Pathfinder RPG Occult Adventures 10)
CN Small outsider (water)
Init +10; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 20, touch 17, flat-footed 14 (+6 Dex, +3 natural, +1 size)
hp 71 (7 nonlethal damage from burn; 7 HD; 4d8+3d10+32); fast healing
2 (in water)
Fort +10, Ref +15, Will +5
DR 5/magic
OFFENSE
Speed 30 ft., fly 40 ft. (average), swim 30 ft.
Melee 2 claws +8 (1d3+1)
Special Attacks breath weapon (15-foot cone, 1d8 acid, Reflex DC 15
half, usable every 4 rounds), elemental overflow +1, kinetic blast
Spell-Like Abilities (CL 6th; concentration +9)
1/hour—acid arrow
1/day—stinking cloud, summon (level 2, 1 water mephit 25%)
Kineticist Wild Talents Known
Defense—shroud of water
Infusions—extended range, pushing infusion
Blasts—water blast +14 (3d6+8)
Utility—basic hydrokinesis, elemental whispersHA, veil of mists
STATISTICS
Str 13, Dex 22, Con 16, Int 8, Wis 9, Cha 16
Base Atk +6; CMB +6; CMD 22
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Toughness
Skills Bluff +13, Diplomacy +6, Disguise +11, Fly +14, Intimidate +6,
Knowledge (planes) +3, Linguistics +0, Perception +5, Stealth +16,
Swim +12, Use Magic Device +16
Languages Aquan, Auran, Common
SQ burn (1 point/round, max 6), elemental whispers, elemental
overflow +1, gather power, mephit’s knack
Combat Gear scroll of dimension door, wand of elemental auraAPG
(4 charges), wand of feather fall (15 charges), wand of grease (5
charges), wand of mage armor (10 charges), wand of tongues
(6 charges); Other Gear belt of incredible dexterity +2, circlet of
persuasion, cloak of resistance +2, spell component pouch, novice
conjurer’s spellbook (contains all 0-level wizard spells plus mage
armor, enlarge person, sleep, summon monster I, and unseen
servant), underwater writing tools (soft coral tablets and etching
knives), 59 gp
SPECIAL ABILITIES
Basic Hydrokinesis (Sp) Octaris 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.
Burn (Ex) Octaris can accept 1 point of burn to add the effects of
extended range or pushing infusion to his water blast (see below).
He can also accept 1 point of burn to increase the shield bonus to AC
that his shroud of water ability grants, or to extend the duration of
his veil of mists ability. His statistics assume that he has spent 1 point
on veil of mists. For each point of burn he takes, he takes 7 points
of nonlethal damage. He can only recover this damage with a full
night’s rest, and it cannot be reduced or
redirected in any way.
Elemental Overflow (Ex) Whenever
Octaris has accepted at least 1 point of
burn, he gains a +1 bonus on attack rolls
and a +2 bonus on damage rolls with his
kinetic blast. This bonus has been factored
in to his statistics.
Elemental Whispers (Su) Octaris has formed
a bond with a fragment of elemental water,
which grants him a +3 bonus to Swim checks. The
fragment rests inside his mind, communicating
with him empathically. It is happiest whenever
Octaris takes bold risks, and grows sulky whenever
he moves close to fire. As long as there are at least 4
gallons of water nearby, Octaris can concentrate to manifest
this fragment in the form of a blue-ringed octopus made of water. If
Octaris does not spend a standard action each round to concentrate
on the manifestation or the octopus takes any damage, the fragment
returns to his mind. When the octopus is not manifested, Octaris gains
the Alertness feat. The octopus’s abilities are listed below. Abilities
that it cannot use on the Plane of Air are omitted.
Blue-Ringed Octopus Init +5; Senses low-light vision; Perception
+7; AC 19, touch 17, flat-footed 14; hp 35; Fort +2, Ref +7,
Will +1; Defensive Abilities improved evasion;
Speed 20 ft., swim 30 ft.; Melee bite +7 (1d2–1
plus poison), Space 2-1/2 ft., Reach 0 ft.; Str 8,
Dex 21, Con 10, Int 2, Wis 13, Cha 3; Skills
Perception +7, Stealth +23, Swim +13;
Poison—injury; save Fort DC 13, frequency 1/round for 6 rounds,
effect 1 Str damage, cure 1 save
Extended Range (Su) By accepting 1 point of burn or using gather
power (see below), Octaris can increase the range of his water blast
to 120 feet for 1 round.
Fast Healing (Ex) Octaris heals 2 points of damage each round as long
as his body is fully submerged in water.
Gather Power (Su) If he has both hands free, Octaris can gather power
as a move action. This creates a loud, visible display in a 20-foot
radius centered on Octaris, and it allows him to reduce the burn cost
of his extended range and pushing infusion talents by 1 point (as long
as he uses the talent in the same round). If he gathers power for a
full round, he can reduce the cost by 2 points (minimum 0). If he does
this, he can also gather power as a move action during his next turn
to reduce the cost by 3.
If Octaris takes damage during or after gathering power but before he
releases his infused water blast, he must succeed at a concentration
check (1d20+7) or lose the gathered energy. The DC is equal to 11 +
the amount of damage Octaris took. If he fails this check, he must
accept 1 point of burn.
Kinetic Blast (Sp) As a ranged attack, Octaris can unleash a water blast
at a single target within 30 feet. He must have one hand free to aim
the blast.
Mephit’s Knack (Ex) As a water mephit, Octaris is naturally talented at
hydrokinesis. His water blast deals damage as if he were a 6th-level
kineticist.
Pushing Infusion (Su) By accepting 1 point of burn or using gather
power, Octaris can attempt a bull rush combat maneuver with a CMB
of +8 to push his target back 5 feet. He can push his target back an
additional 5 feet for each point of burn he accepts (while he cannot
accept more than 1 point of burn per round, he can pay this additional
cost by gathering power).
Shroud of Water (Su) Octaris can surround himself with a shroud of
water that protects him from harm. The shroud can either cover his
body, functioning as armor, or float around him, functioning as a
shield. It grants either a +4 armor bonus to AC or a +2 shield bonus
to AC, and he can change the type of bonus as a standard action.
By accepting 1 point of burn, he can increase the bonus by 1 until
the next time his burn is removed. Any time he accepts burn, he
gains both the armor bonus and the shield bonus for 1 round. He can
dismiss or restore this effect as an immediate action.
Summon (Sp) Once per day as an action that takes 1 round, Octaris can
attempt to summon a water mephit to his location for 1 hour. This
ability has a 25% chance of success. If it succeeds, he summons a
friend of his named Dupralia who knows about his current gambit.
Veil of Mists (Su) Octaris can create a misty veil that functions as
disguise self and lasts for 3 minutes. If he accepts 1 point of burn, this
disguise lasts until he dismisses it or his burn is removed. He begins
the adventure with an ongoing disguise active.
Gear Octaris carries the following gear.
Wand of Elemental Aura Octaris can use this wand to surround himself
in an aura of acid, cold, electricity, or fire for 5 rounds. Creatures
adjacent to him when the spell is cast and at the start of his turn take
2d6 points of damage of the type he selected. Each element produces
an extra effect. A successful DC 14 Reflex save halves the damage
and negates this additional effect.
Acid: sickened, on the following round they take 1 point of acid
damage and remain sickened
Cold: fatigued, cannot make a fatigued creature exhausted
Electricity: staggered for 1 round
Fire: catch fire (Pathfinder RPG Core Rulebook 444).