![]()
About YattleDefense::
HP 105
AC 26 (+6 armor, +6 Dex, +1 Size, +2 Natural Armor, Deflection +1) CMD 21 (+6 BaB, -1 Str, +6 Dex, -1 Size, +1 Deflection) Fort +14 (+6 Base, +6 Con, +2 Res)
Offense::
Speed 20', Fly 30' (poor)
Initiative +16 (6 Dex, 4 Familiar, 4 Improved Init, 1 stone, 1 trait) BAB +6 CMB +5 Kinetic Blast +16 (Magma: 10d6+35; Fire 5d6+12; Earth 5d6+17)
Skills::
Acrobatics +18 (9 ranks +6 Dex +3 misc)
Fly +14 (9 ranks, +6 Dex, +2 size, -4 Maneuverability, +1 competence) Knowledge (geography) (6 ranks, +1 Int) Linguistics (6 ranks, +1 Int) Perception +23 (9 ranks, +2 Wis, +3 class, +2 racial, +2 feat, +5 competence) Sense Motive +4 (+2 Wis, +2 feat) Sleight of Hand +12 (6 ranks, +6 Dex) Stealth +22 (9 ranks, +6 Dex, +3 class, +4 size) Use Magic Device +17 (9 Ranks, +3 Cha, +3 class, +2 competence) Special Abilities::
Favored Class: Kineticist, +3 HP, +1 (6/6) extra burn removed when gathering power (included)
Fey: Yattle is a fey. Small: Yattle is small and gains a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks. Photosynthetic Vision: The tendrils of Yattle’s symbiotic vines wrap around their face like a leafy mask. The vines supplement their vision with photosynthetic receptors, giving them a +2 racial bonus on Perception checks. Photosynthetic vision replaces low-light vision. Natural Armor: Yattle has a +1 natural armor bonus. Whimsical Outlook: Yattle can use their unusual mentality as a defense against efforts to control their mind. Once per day when Yattle attempts a Will saving throw, they can roll the saving throw twice and use the better result. They must decide to use this ability before attempting the saving throw. Tree-Born: Yattle takes after their tree ancestors, standing more firmly but moving more slowly than other gathlains. They have no Constitution penalty but have a base speed of 20 feet and a fly speed of 30 feet (clumsy maneuverability). Burn: Yattle can overexert themself to channel more power than normal, pushing past the limit of what is safe for their body by accepting burn. For each point of burn they accept, Yattle takes 9 points of nonlethal damage. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Yattle can accept only 3 points of burn per round. Yattle can't choose to accept burn if it would put their total number of points of burn higher than 3 + their Con modifier (9). Kinetic Blast: As a standard action, Yattle can unleash a kinetic blast at a single target up to a range of 30 feet. They 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 Gather Power: If they have both hands free, Yattle can gather energy as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on Yattle, as the energy and matter swirls around them. Gathering power in this way allows Yattle to reduce the total burn cost of a blast wild talent they use in the same round by 2 points. Yattle can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on their next turn by 3 points (to a minimum of 0 points). If they do so, they can also gather power as a move action during their next turn to reduce the burn cost by a total of 4 points. If Yattle takes damage during or after gathering power and before using the kinetic blast that releases it, they must succeed at a concentration check (DC = 10 + damage taken + effective spell level of his kinetic blast (4)) or lose the energy in a wild surge that forces them to accept a number of points of burn equal to the number of points by which their gathered power would have reduced the burn cost. Elemental Overflow: Yattle's body surges with energy whenever they accept burn, causing them to glow with a nimbus of fire, and smell of freshly turned loam. In addition, they receive a bonus on their attack rolls with kinetic blasts equal to the total number of points of burn they currently have, to a maximum bonus of +3. They also receive a bonus on damage rolls with their kinetic blast equal to double the bonus on attack rolls (+6). Yattle can suppress the noticeable 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 they use any wild talent, the visual effects and benefits return instantly. Whenever Yattle has at least 3 points of burn, they gain a +2 size bonus to two physical ability scores of their choice (Dex, Con - included). They also gain a chance to ignore the effects of a critical hit or sneak attack equal to 5% x their current burn. Infusion Specialization: Whenever Yattle uses one or more infusions with a blast, they reduce the combined burn cost of those infusions by 2. Metakinesis: Yattle has the ability to alter their kinetic blasts by accepting burn. By accepting 1 point of burn they can Empower their blast, and by accepting 2 points of burn they can Maximize them. Internal Buffer: Yattle's study of their body and the elemental forces that course through it allow them to form an internal buffer to store extra energy. The buffer starts empty and doesn’t replenish each day, but Yattle can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. Once they add points to their buffer, they remain indefinitely until they spend them. When they would otherwise accept burn, Yattle can spend 1 point from their buffer to avoid accepting 1 point of burn. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn Yattle can accept in a single turn. Infusions:
Extended Range (Form Infusion) Burn 1: This infusion increases the range of Yattle's blasts to 120'.
Kinetic Blade (Form Infusion) Burn 1: Yattle can form a weapon using their kinetic abilities. Yattle can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with their kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals their kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not their Strength modifier). The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow. Spindle (Form Infusion) Burn 2: Yattle can throw a long, roughly 5' by 10' spindle of elemental matter or energy up to 30' away, damaging all creatures and objects within any two adjacent 5' squares unless they succeed at a Reflex save (DC 20/22). Earth and magma spindles deal 1/2 normal damage. Eruption (Form Infusion - Fire & Magma only) Burn 2: Yattle's kinetic blast can erupt from the ground in a pillar centered anywhere within 120' of them. The pillar affects all creatures and objects in a 10' radius cylinder that extends 40' above the ground. Magma eruptions deal 1/2 damage. Entangling (Substance Infusion - Earth & Magma only) Burn 2: Yattle's kinetic blast can surround their foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute, Reflex negates (DC 20/22). The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (DC 20/22) or by dealing 18 damage to the entangling matter. If a foe is already entangled and fails its save against a second instance of this infusion, they are rooted in place as though anchored to an immobile object. Wild Talents:
Basic Pyrokinesis (Level 1, Burn 0): Yattle can use their inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light they 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 Geokinesis (Level 1, Burn 0):
Searing Flesh - Burn 0:
Flesh of Stone - Burn 0 (3 Burn Currently Accepted, Expanded Defense):
Elemental Whispers (Level 1, Burn 0):
Fire's Fury (Level 1, Burn -):
Elemental Grip (Level 3, Burn 0, SR):
Feats::
Point Blank Shot: Yattle gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: Yattle can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on their attack roll. Elemental Focus (Fire): +1 DC to [Fire] spells etc. Improved Initiative: +4 to Initiative Extra Wild Talent (Entangling Infusion) Traits::
Affinity for the Elements: Yattle adds 1 to the DC of saving throws made to resist their [Fire] spells.
Arcane Temper: Yattle has quick reactions and fierce concentration. They gain a +1 trait bonus on concentration and initiative checks. Indomitable Faith: Yattle's faith has never been popular, but they have never abandoned it. They gain a +1 trait bonus on Will saves. Impatient: Yattle loves leaping into battle at the earliest opportunity, and it frustrates them to wait for others to act. Yattle can’t delay or ready actions, and if they are the last of your allies to act in a round of combat, they take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks. Equipment::
Mithral Chain Shirt +2, Cestus +2, 23k
Stats
|