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occ:korgan [2024/06/11 21:34] karaanocc:korgan [2025/12/09 22:41] (aktuell) – [Offensive] karaan
Zeile 5: Zeile 5:
  
   * Chaotic Good, [[https://www.d20pfsrd.com/races/other-races/featured-races/arg-undine/|Undine]] (Outsider(native) / Humanoid(Human), Mostly Human looking, Amphibian, Hydrated Vitality((Fasthealing 2 in water)))   * Chaotic Good, [[https://www.d20pfsrd.com/races/other-races/featured-races/arg-undine/|Undine]] (Outsider(native) / Humanoid(Human), Mostly Human looking, Amphibian, Hydrated Vitality((Fasthealing 2 in water)))
-  * [[http://legacy.aonprd.com/occultAdventures/classes/kineticist.html|Kineticist]] (Water) Level 3+  * [[http://legacy.aonprd.com/occultAdventures/classes/kineticist.html|Kineticist]] (Water & Air) Level 7 (4)
   * Base speed: 30ft (land, swim)   * Base speed: 30ft (land, swim)
   * Darkvision 60ft   * Darkvision 60ft
Zeile 13: Zeile 13:
 ===== Offensive ===== ===== Offensive =====
  
-  * Kinetic Blast (SP, Water): Ranged Attack (within 30ft), Damage: 2d6+2+CON(4) magic bludgeoning+  * Kinetic Blast (SP, Water): Ranged Attack (within 30ft), Damage: 4d6+4+CON(5) magic bludgeoning
     * Point-Blank Shot -> Att +1, Dmg +1     * Point-Blank Shot -> Att +1, Dmg +1
-    * Burn (max 1 per 3 Level) -> Att +B. Dmg +2B((/roll d20+# Att; 2d6+# dmg)) +    * Burn (max 1 per 3 Level) -> Att +B. Dmg +2B (B1: /roll d20+# Att; 4d6+11 # dmg) 
-  * Kinetic Blade (Burn 1): Melee Attack, Dmg: 2d6+2+CON(4) magic bludgeoning +    * PB & Burn (1): /roll d20+10 # Att; 4d6+12 # dmg magic bludgeoning 
 +  * Kinetic Blade (Infusion, Burn 1): Melee Attack (+2), Dmg: 4d6+4+CON(5) magic bludgeoning 
 +    * Burn (max 1 per 3 Level) -> Att +B. Dmg +2B (B1: /roll d20+# Att; 4d6+12 # dmg) 
 +  * Electric Blast: Ranged Attack (within 30ft), Damage: 4d6+CON(5)/magic bludgeoning 
 +    * Point-Blank Shot -> Att +1, Dmg +1 
 +    * Burn (max 1 per 3 Level) -> Att +B. Dmg +2B (B1: /roll d20+9 # Att; 4d6+2 # dmg) 
 +    * PB & Burn (1): /roll d20+10 # Att; 4d6+3 # dmg magic shock 
 +  * Charged Water Blast (SP, Water & Electric): Ranged Attack (within 30ft), Damage: 8d6+8+CON(5) magic 1/2 bludgeoning 1/2 electric **2 Burn** 
 +    * Point-Blank Shot -> Att +1, Dmg +1 
 +    * Burn (max 1 per 3 Level) -> Att +B. Dmg +2B (B1: /roll d20+9 # Att; 8d6+15 # dmg) 
 +    * PB & Burn (1): /roll d20+10 # Att; 8d6+12 # dmg magic 1/2 bludgeoning 1/2 shock
  
 ===== Stats ===== ===== Stats =====
  
-|||||+Kineticist Level |||
 ^ STR | ~~=8-2~~ | -2 || ^ STR | ~~=8-2~~ | -2 ||
-^ DEX | ~~=14+2~~ | ~~=3~~ || +^ DEX | ~~=14+2+2~~ | ~~=3+1~~ || 
-^ CON | 18 | 4 ||+^ CON | ~~=18+2+2~~ ~~=4+1+1~~ ||
 ^ INT | 10 | 0 || ^ INT | 10 | 0 ||
 ^ WIS | ~~=12+2~~ | 2 || ^ WIS | ~~=12+2~~ | 2 ||
 ^ CHA | ~~=8~~  | -1 || ^ CHA | ~~=8~~  | -1 ||
-^ HD | || +^ HD | || 
-^ Hitpoints((Base 8+3xCON+6+6+2xFavClass)) | 34 |  | +^ Hitpoints((Base 8+7xCON+6+6+5+5+4+8+5xFavClass)) | ~~=8+7*r3c2+6+6+5+5+4+8+5*1~~ |  | 
-^ BAB | ||+^ BAB | +2 Burn |
 ^ Melee | ~~=r9c1+r1c2~~ ||| ^ Melee | ~~=r9c1+r1c2~~ |||
 ^ Ranged | ~~=r9c1+r2c2~~ ||| ^ Ranged | ~~=r9c1+r2c2~~ |||
-^ Fort | ~~=3~~ | **~~=r3c2+r12c1~~** || +^ Fort | ~~=5+2~~ | **~~=r3c2+r12c1~~** || 
-^ Ref | ~~=3~~ | **~~=r2c2+r13c1~~** || +^ Ref | ~~=5+2~~ | **~~=r2c2+r13c1~~** || 
-^ Will | ~~=1+1~~ | **~~=r5c2+r14c1~~** || +^ Will | ~~=2+1+2~~ | **~~=r5c2+r14c1~~** || 
-^ Acrobatics (DEX) | __3__ | **~~=r15c1+r15c2+r2c2-r55c1~~** |+^ Acrobatics (DEX) | __~~=3+r0c1/2~~__ | **~~=r15c1+r15c2+r2c2-r55c1~~** |
 ^ Appraise (INT) | 0 | 0 | **~~=r16c1+r16c2+r4c2~~** | ^ Appraise (INT) | 0 | 0 | **~~=r16c1+r16c2+r4c2~~** |
 ^ Bluff (CHA) | 0 | 0 | **~~=r17c1+r17c2+r6c2~~** | ^ Bluff (CHA) | 0 | 0 | **~~=r17c1+r17c2+r6c2~~** |
Zeile 44: Zeile 53:
 ^ Disguise (CHA) | 0 | 0 | **~~=r21c1+r21c2+r6c2~~** | ^ Disguise (CHA) | 0 | 0 | **~~=r21c1+r21c2+r6c2~~** |
 ^ Escape Artist (DEX) | 0 | 0 | **~~=r22c1+r22c2+r2c2-r55c1~~** | ^ Escape Artist (DEX) | 0 | 0 | **~~=r22c1+r22c2+r2c2-r55c1~~** |
-^ Fly (DEX) | | **~~=r23c1+r23c2+r2c2-r55c1~~** |+^ Fly (DEX) | __~~=3~~__ | **~~=r23c1+r23c2+r2c2-r55c1~~** |
 ^ Handle Animal (CHA) | 0 | 0 | **~~=r24c1+r24c2+r6c2~~** | ^ Handle Animal (CHA) | 0 | 0 | **~~=r24c1+r24c2+r6c2~~** |
-^ Heal (WIS) | 1 | __3__ | **~~=r25c1+r25c2+r5c2~~** | +^ Heal (WIS) | 1 | __~~=3~~__ | **~~=r25c1+r25c2+r5c2~~** | 
-^ Intimidate (CHA) | __0__ | **~~=r26c1+r26c2+r6c2~~** || +^ Intimidate (CHA) | __~~=3~~__ | **~~=r26c1+r26c2+r6c2~~** || 
-^ Knowledge (Arcana) (INT) | 1 | __3__ | **~~=r27c1+r27c2+r4c2~~** |+^ Knowledge (Arcana) (INT) | 1 | __~~=3~~__ | **~~=r27c1+r27c2+r4c2~~** |
 ^ Knowledge (Engineering) (INT) | 0 | 0 | **~~=r28c1+r28c2+r4c2~~** | ^ Knowledge (Engineering) (INT) | 0 | 0 | **~~=r28c1+r28c2+r4c2~~** |
 ^ Knowledge (History) (INT) | 0 | 0 | **~~=r29c1+r29c2+r4c2~~** | ^ Knowledge (History) (INT) | 0 | 0 | **~~=r29c1+r29c2+r4c2~~** |
 ^ Knowledge (Local) (INT) | 0 | 0 | **~~=r30c1+r30c2+r4c2~~** | ^ Knowledge (Local) (INT) | 0 | 0 | **~~=r30c1+r30c2+r4c2~~** |
-^ Knowledge (Nature) (INT) | __3__ | **~~=r31c1+r31c2+r4c2~~** | +^ Knowledge (Nature) (INT) | __~~=3+r0c1/2~~__ | **~~=r31c1+r31c2+r4c2~~** | 
-^ Knowledge (Planes) (INT) | | **~~=r32c1+r32c2+r4c2~~** |+^ Knowledge (Planes) (INT) | __~~=3~~__ | **~~=r32c1+r32c2+r4c2~~** |
 ^ Knowledge (Religion) (INT) | 0 | 0 | **~~=r33c1+r33c2+r4c2~~** | ^ Knowledge (Religion) (INT) | 0 | 0 | **~~=r33c1+r33c2+r4c2~~** |
 ^ Linguistics (INT) | 0 | 0 | **~~=r34c1+r34c2+r4c2~~** | ^ Linguistics (INT) | 0 | 0 | **~~=r34c1+r34c2+r4c2~~** |
-^ Perception (WIS) | __3__ | **~~=r35c1+r35c2+r5c2~~** |+^ Perception (WIS) | __~~=3~~__ | **~~=r35c1+r35c2+r5c2~~** |
 ^ Ride (DEX) | 0 | 0 | **~~=r36c1+r36c2+r2c2-r55c1~~** | ^ Ride (DEX) | 0 | 0 | **~~=r36c1+r36c2+r2c2-r55c1~~** |
 ^ Sense Motive (WIS) | 0 | 0 | **~~=r37c1+r37c2+r5c2~~** | ^ Sense Motive (WIS) | 0 | 0 | **~~=r37c1+r37c2+r5c2~~** |
 ^ Sleight of Hands (DEX) | 0 | 0 | **~~=r38c1+r38c2+r2c2-r55c1~~** | ^ Sleight of Hands (DEX) | 0 | 0 | **~~=r38c1+r38c2+r2c2-r55c1~~** |
 ^ Spellcraft (INT) | 0 | 0 | **~~=r39c1+r39c2+r4c2~~** | ^ Spellcraft (INT) | 0 | 0 | **~~=r39c1+r39c2+r4c2~~** |
-^ Stealth (DEX) | __3__ | **~~=r40c1+r40c2+r2c2-r55c1~~** | +^ Stealth (DEX) | __~~=3~~__ | **~~=r40c1+r40c2+r2c2-r55c1~~** | 
-^ Survival (WIS) | | 0 | **~~=r41c1+r41c2+r5c2~~** | +^ Survival (WIS) | | 0 | **~~=r41c1+r41c2+r5c2~~** | 
-^ Swim (STR) | __0__ | **~~=r42c1+r42c2+r1c2-r55c1~~** | +^ Swim (STR) | __~~=3+r0c1/2~~__ | **~~=r42c1+r42c2+r1c2-r55c1~~** | 
-^ Use Magic Device (CHA) | 1 | __3__ | **~~=r43c1+r43c2+r6c2~~** | +^ Use Magic Device (CHA) | 1 | __~~=3~~__ | **~~=r43c1+r43c2+r6c2~~** | 
 | Size Modifier | 0 ||| | Size Modifier | 0 |||
 | AC (Deflection) | 0 ||| | AC (Deflection) | 0 |||
Zeile 73: Zeile 82:
 | AC (Shield)((Shroud of Water, accepted Burn 1)) | 3 ||| | AC (Shield)((Shroud of Water, accepted Burn 1)) | 3 |||
 | AC (Insight) | 0 ||| | AC (Insight) | 0 |||
-^ AC((fighting defensively: Att -4, AC (dodge) +3)) / touch / flat | ~~=10+r44c1+r45c1+r46c1+r47c1+r48c1+r49c1+r50c1+r51c1+r2c2~~ / ~~=10+r44c1+r45c1+r46c1+r47c1+r51c1+r2c2~~ / ~~=10+r44c1+r45c1+r46c1+r47c1+r48c1+r49c1+r50c1+r51c1~~ |||+^ AC((fighting defensively: Att -4, AC (dodge) +3)) / touch / flat | ~~=10+r44c1+r45c1+r46c1+r47c1+r48c1+r49c1+r50c1+r51c1+r2c2~~ / ~~=10+r44c1+r45c1+r46c1+r47c1+r51c1+r2c2~~ / ~~=10+r44c1+r45c1+r46c1+r47c1+r48c1+r49c1+r50c1+r51c1~~ | +1 (Burn) ||
 ^ CMB | ~~=r9c1+r1c2+r44c1~~ ||| ^ CMB | ~~=r9c1+r1c2+r44c1~~ |||
 ^ CMD | ~~=10+r9c1+r1c2+r2c2+r44c1+r45c1+r47c1~~||| ^ CMD | ~~=10+r9c1+r1c2+r2c2+r44c1+r45c1+r47c1~~|||
Zeile 82: Zeile 91:
   * Lvl 1: **Point Blank Shot** (Ranged Attacks: +1 Attack, +1 Damage)   * Lvl 1: **Point Blank Shot** (Ranged Attacks: +1 Attack, +1 Damage)
   * Lvl 3: **Precise Shot** (Ranged Attacks: no -4 mali on ranged attacks into melee)   * Lvl 3: **Precise Shot** (Ranged Attacks: no -4 mali on ranged attacks into melee)
 +  * Lvl 5: **Kinetic Leap** Once per day as a swift action, you can conjure a burst of energy from your kinetic blast to help you jump a long distance, adding a +10 bonus on your Acrobatics check to jump; if you have at least 10 ranks in Acrobatics, the bonus increases to +20. By accepting 1 point of burn, you can use this ability at will until your burn is removed.
 +  * Lvl 7: **Extra Wild Talent** Air's Leap: Element air; Type utility (Su); Level 1; Burn 0; You are always considered to have a running start when jumping, you add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).
  
 ==== Traits ==== ==== Traits ====
Zeile 90: Zeile 101:
   * Money: 26gp   * Money: 26gp
   * Studded Leather (AC 3, max DEX 5, AP -1, 10gp, 15lbs)   * Studded Leather (AC 3, max DEX 5, AP -1, 10gp, 15lbs)
 +  * Dagger
   * Kit: backpack, a belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin   * Kit: backpack, a belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin
 +  * Magic Items
 +    * Belt: CON+2
 +    * Cloak: Cloak of Resistance +2
  
 ===== Kinetics ===== ===== Kinetics =====
  
-  * Burn [3+CON]: **Aktuell: 0**+  * Burn [3+CON]: **Aktuell: 1** (Shroud of Water with burn)
   * Elemental Focus (Su): water (hydrokinesis)   * Elemental Focus (Su): water (hydrokinesis)
-  * **Basic Hydrokinesis** (Element water; Type utility (Sp)Level 1; Burn 0): You 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 prestidigitationWhile you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score. +  * (Level 4, 6): greater Skilled Kineticist (Acrobatics) 
- +  * (Level 6): Internal Buffer (1)((max1))
-==== Utility Wild Talents =====+
  
 === Lvl 1 === === Lvl 1 ===
 Burn, elemental focus, gather power, infusion, kinetic blast Burn, elemental focus, gather power, infusion, kinetic blast
  
 +  * **Basic Hydrokinesis** (Element water; Type utility (Sp); Level 1; Burn 0): You 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. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
   * **Burn** (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. 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. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.   * **Burn** (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. 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. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
   * **Gather Power** (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), 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.   * **Gather Power** (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), 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.
Zeile 118: Zeile 133:
   * **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, weep water from her pores, or experience some other thematic effect. 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 +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls.   * **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, weep water from her pores, or experience some other thematic effect. 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 +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls.
   * **Extended Range** (Type form infusion; Level 1; Burn 1) Your kinetic blast can strike any target within 120 feet.   * **Extended Range** (Type form infusion; Level 1; Burn 1) Your kinetic blast can strike any target within 120 feet.
 +
 +=== Lvl 4 ===
 +  * **Skilled Kineticist** You gain a bonus equal to 1/2 your kineticist level on skill checks with the skills your primary element added to your class skill list, and you can use the Knowledge skill associated with your primary element to identify elementals of your primary element's subtype.
 +
 +=== Lvl 5 ===
 +
 +  * Infusion **Entangling Infusion** Level 2; Burn 2, //Saving Throw Reflex negates (DC 10+2+CON)//, Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.
 +
 +  * **infusion specialization** 1 (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 1.
 +  * **metakinesis (empower)**: (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((All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.)))
 +
 +=== Level 6 ===
 +
 +  * **Elemental overflow** (+2): 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.
 +  * **Internal buffer** (Su) 1: At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn't replenish each day, but the kineticist 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 the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn.
 +  * **Skilled Kineticist** greater (Acrobatics)
 +
 +== Level 7 ===
 +
 +  * **Extended Element** Air
 +  * Electric Blast (simple blast (Sp)) Burn 0; Blast Type energy; Damage electricity; You shoot an arc of electricity to shock a single foe.
 +  * Charged Water Blast (Elements air and water; Type composite blast (Sp)); Burn 2 - Prerequisites electric blast, water blast - Blast Type physical; Damage half bludgeoning, half electricity. You slam a single foe with a stream of electrically charged water.
occ/korgan.1718134475.txt.gz · Zuletzt geändert: von karaan