Seagull

Wispil Higgins's page

164 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Wispil Higgins

Race

HP 102/102 | AC 22 | F +18 (Juggernaut) R +14 W +14 | Perc +12 (+14 Ini.) |1st: 2/2, 2nd: 1/1, 3rd: 1/1

Classes/Levels

speed 20 ft | focus 0/0| Hero 3 | Active Conditions:

Gender

male (he/him) awakened goose kineticist 8

About Wispil Higgins

Wispil Higgins
Kineticist 8

Perception +12 (+14 Initiative); Low-Light Vision
Languages Common, Fey, Muon, Thalassic
Skills Deception +14 (T), Intimidation +18 (M), Lore: Curse +10 (T), Lore: Fey +11 (T), Medicine +12, Nature +12, Occultism +12,
Performance +14, Religion +12, Survival +12
Str +0, Dex +1, Con +4, Int +1, Wis +2, Cha +4
Items Unarmored, Healer's Gloves, Gate Attenuator, Pendant of the Occult, Emetic Paste (Lesser), Everburning Torch, Ring of Sigils, wonderous figurine (jade serpent), spacious pouch

AC 22; Fort +18 (Juggeranut), Ref +14, Will +14
HP 102
Speed 20 feet

[dice=Kinetic Blast (water, 30 ft.)[ 1d20+17[/dice[ for [dice=bludgeoning/cold[ 2d8(+4)[/dice[
[dice=Kinetic Blast (wood, 30 ft.)[ 1d20+17[/dice[ for [dice=bludgeoning/vitality[ 2d8(+4)[/dice[

Class DC: 26

Impulses:

◆◆Dash of Herbs: A small cloud of medicinal herbs heal a creature. The type of herbs depends on which malady you decide to treat: confused, disease, poison, sickened, or injuries. Target one living creature within 30 feet, who regains 2d8+4 HP and can attempt a new save against one malady of the chosen kind. If you chose injuries, instead increase the healing dice to d10s. The creature becomes temporarily immune to Dash of Herbs for 10 minutes.

Alternatively, you can add the herbs to a dish of food being prepared for up to six people. Creatures who partake in the meal gain the benefits. The herbs' healing effects wear off if not eaten within an hour, though their flavor remains.
Level (+2) The healing increases by 1d8.

◆◆Timber Sentinel (Impulse, Kineticist, Plant, Primal, Wood) A slim, symmetrical tree travels from the Plane of Wood. You conjure a tree within 30 feet, as a protector tree spell of a rank equal to half your level rounded up. If you use this impulse again, any previous one ends, and an ordinary tree remains.

◆Fresh Produce (Healing, Impulse, Kineticist, Plant, Primal, Vitality, Wood) You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an Interact action to regain 1d4 + 1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can't eat another piece of produce. Produce not consumed by the start of your next turn withers away.
Level (+2) The healing increases by 1d4+5, and the resistance increases by 2. (3d4+11, 6)

◆◆Tumbling Lumber (Impulse, Kineticist, Primal, Wood) A slew of logs eject from the Plane of Wood and slam into your enemies. They roll in a 10-foot-wide, 30-foot-long line. Non-magical difficult terrain on any ground the logs roll over is smashed flat; greater difficult terrain remains. Each creature in the area takes 2d8 bludgeoning damage and might be moved by the logs, depending on its Reflex save against your class DC.
--Critical Success The creature is unaffected.
--Success The creature takes half damage.
--Failure The creature takes full damage and is pushed out of the line in the most direct path available.
--Critical Failure The creature takes double damage and is knocked prone.
Level (+3) The damage increases by 1d8.

◆◆Tidal Hands (Impulse, Kineticist, Overflow, Primal, Water) With an emphatic gesture, you create waves that rush out from
you in the shape of your hands. You either form two 15‐foot cones that don't overlap or you combine the hands into one 30-
foot cone. Each creature in a wave takes 1d8 bludgeoning damage with a basic Reflex save against your class DC. If a
creature critically fails, you also push that creature 5 feet. Level (+2) The damage increases by 1d8. (3d8

◆Ocean's Balm (Healing, Impulse, Kineticist, Manipulate, Primal, Vitality, Water) A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes.
Level (+2) The healing increases by 1d8, and the resistance increases by 1. (3d8, 4)

◆ or ◆◆Elemental Blast (Attack, Impulse, Kineticist, Primal) With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed
for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you
gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
• Air 1d6 electricity or slashing, 60 feet
• Earth 1d8 bludgeoning or piercing, 30 feet
• Fire 1d6 fire, range 60 feet
• Metal 1d8 piercing or slashing, 30 feet
• Water 1d8 bludgeoning or cold, 30 feet
• Wood 1d8 bludgeoning or vitality, 30 feet
Critical Success The target takes double damage.
Success The target takes full damage.
Level (+4) The damage increases by one die. (2dX)

◆◆Base Kinesis (Impulse, Kineticist, Primal) It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the
following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted.
• Generate: You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
• Move: Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
• Suppress: You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).

◆Extract Element (Impulse, Kineticist, Primal) You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to
your impulses, depending on its Fortitude save against your class DC.
--Critical Success The creature is unaffected.
--Success The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity
the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally
would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first.
--Failure As success, but the creature takes full damage.
--Critical Failure As failure, but the creature takes double damage. Level (+2) The damage increases by 1d4. (3d4)

◆◆◆Sanguivolent Roots: Blood-drinking vines grow from the ground in a 15-foot burst within 120 feet. Each living enemy in the area has its blood drained, taking 3d6 piercing damage with a basic Fortitude save against your class DC. Each time the vines drink blood, living creatures in the area who aren't your enemies regain HP equal to half the damage a single creature took; calculate this using the highest damage a single creature took. This is a healing vitality effect. Your enemies with void healing in the area take vitality damage in the same amount as the healing. The vines last until the end of your next turn, and you can Sustain the impulse. The first time you Sustain the impulse on subsequent turns, you can repeat the effect.
Level (+2) The damage increases by 1d6.

Actions:

◆ Take Flight (Awakened Animal) Prerequisites flying animal heritage Frequency once per round Though it's not fully effective, much of your ability to fly has stayed with you. You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren't on solid ground at the end of this movement, you fall.

◆Channel Elements (Aura, Kineticist, Primal) Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one)
flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

◆Healer's Gloves (Invested, Magical) Activate Healer's Touch (manipulate) Frequency once per day; Effect You soothe the
wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a healing vitality effect. You
can't harm undead with this healing.

◆◆Gate Attenuator (Invested, Magical) Activate (concentrate) Frequency once per day; Effect The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you’re a kineticist and the spell’s element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or
our impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element’s trait if it doesn’t already have it: air - gust of wind, earth - pummeling rubble, fire - dehydrate, metal - thunderstrike, water - snowball, or wood - flourishing flora.

◆Ring of Sigils (Arcane, Invested) Activate Track Sigil (concentrate, detection) Frequency once per 10 minutes; Effect You
detect the general direction toward the most recent sigil you created using the ring. This activation fails if the sigil is more
than 5 miles away or if there's lead or running water between you and the sigil.

Occult Known Spells DC 24, attack +14; 3rd shared invisibility, 2nd blistering invective, 1st fear, sure strike (2 slots); Cantrips phase bolt, tame (3rd)
Focus Spells (0 points) Protector Tree (AC 10, 30 HP)

Ancestry Feats
Take Flight
Sea Legs
Strong of Wing

Archetype Feats
Bard Dedication (Zoophonia Muse)
Basic Bard Spellcasting
Basic Muse's Whispers (Bestial Snarling)
Occult Breadth

Class Feats
Fresh Produce
Ocean's Balm
Tidal Hands
Timber Sentinel
Tumbling Lumber
Voice of the Elements
Dash of Herbs
Sanguivolent Roots

General Feat
Ancestral Paragon
Incredible Initiative

Skill Feats
Charming Liar
Continual Recovery
Intimidating Glare
Ward Medic
Terrified Retreat

Other Features
Flying Animal
Gate's Threshold (Level 5) (Expand the Portal), Junction (Water Impulse Junction), Kinetic Aura, Kinetic Gate (Dual Gate), Kineticist Element (Water Element), Kineticist Element (Wood Element, Kinetic Durability, Kinetic Expertise