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occ:korgan [2025/12/09 20:42] – [Stats] 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 6+  * [[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: 3d6+3+CON(5) 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 (B1: /roll d20+# Att; 3d6+10 # dmg) +    * Burn (max 1 per 3 Level) -> Att +B. Dmg +2B (B1: /roll d20+# Att; 4d6+11 # dmg) 
-    * PB & Burn (1): /roll d20+# Att; 3d6+11 # dmg +    * PB & Burn (1): /roll d20+10 # Att; 4d6+12 # dmg magic bludgeoning 
-  * Kinetic Blade (Infusion, Burn 1): Melee Attack (+2), Dmg: 3d6+3+CON(5) 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+3 # Att; 3d6+10 # dmg) +    * Burn (max 1 per 3 Level) -> Att +B. Dmg +2B (B1: /roll d20+4 # Att; 4d6+12 # dmg) 
 +  * Electric Blast: Ranged Attack (within 30ft), Damage: 4d6+CON(5)/2 magic bludgeoning 
 +    * Point-Blank Shot -> Att +1, Dmg +1 
 +    * Burn (max 1 per 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 =====
Zeile 30: Zeile 37:
 ^ WIS | ~~=12+2~~ | 2 || ^ WIS | ~~=12+2~~ | 2 ||
 ^ CHA | ~~=8~~  | -1 || ^ CHA | ~~=8~~  | -1 ||
-^ HD | || +^ HD | || 
-^ Hitpoints((Base 8+6xCON+6+6+5+5+4+4xFavClass)) | ~~=8+6*r3c2+6+6+5+5+4+4*1~~ |  | +^ Hitpoints((Base 8+7xCON+6+6+5+5+4+8+5xFavClass)) | ~~=8+7*r3c2+6+6+5+5+4+8+5*1~~ |  | 
-^ BAB | | +2 Burn |+^ BAB | | +2 Burn |
 ^ Melee | ~~=r9c1+r1c2~~ ||| ^ Melee | ~~=r9c1+r1c2~~ |||
 ^ Ranged | ~~=r9c1+r2c2~~ ||| ^ Ranged | ~~=r9c1+r2c2~~ |||
Zeile 38: Zeile 45:
 ^ Ref | ~~=5+2~~ | **~~=r2c2+r13c1~~** || ^ Ref | ~~=5+2~~ | **~~=r2c2+r13c1~~** ||
 ^ Will | ~~=2+1+2~~ | **~~=r5c2+r14c1~~** || ^ Will | ~~=2+1+2~~ | **~~=r5c2+r14c1~~** ||
-^ Acrobatics (DEX) | | __~~=3+r0c1/2~~__ | **~~=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 46: 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~~** |
Zeile 58: Zeile 65:
 ^ 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) | 2 | 0 | **~~=r41c1+r41c2+r5c2~~** | ^ Survival (WIS) | 2 | 0 | **~~=r41c1+r41c2+r5c2~~** |
 ^ Swim (STR) | 1 | __~~=3+r0c1/2~~__ | **~~=r42c1+r42c2+r1c2-r55c1~~** | ^ Swim (STR) | 1 | __~~=3+r0c1/2~~__ | **~~=r42c1+r42c2+r1c2-r55c1~~** |
Zeile 85: Zeile 92:
   * 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 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 141: Zeile 149:
   * **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.   * **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)   * **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.1765309379.txt.gz · Zuletzt geändert: von karaan