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occ:korgan [2025/12/09 20:27] karaanocc:korgan [2026/03/03 21:14] (aktuell) karaan
Zeile 4: Zeile 4:
 ====== Korgan ====== ====== Korgan ======
  
-  * 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 (Goddes: Desna), [[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 7+  * [[http://legacy.aonprd.com/occultAdventures/classes/kineticist.html|Kineticist]] (Water & Air) Level 8 (5)
   * 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 =====
  
-| Kineticist Level | |||+| Kineticist Level | |||
 ^ STR | ~~=8-2~~ | -2 || ^ STR | ~~=8-2~~ | -2 ||
-^ DEX | ~~=14+2~~ | ~~=3~~ || +^ DEX | ~~=14+2+2~~ | ~~=3+1~~ || 
-^ CON | ~~=18+2~~ | ~~=4+1~~ ||+^ CON | ~~=19+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+7xCON+6+6+5+5+4+8+5xFavClass)) | ~~=8+7*r3c2+6+6+5+5+4+8+5*1~~ |  | +^ Hitpoints((Base 8+8xCON+6+6+5+5+4+8+2+6xFavClass)) | ~~=8+8*r3c2+6+6+5+5+4+8+2+6*1~~ |  | 
-^ BAB | | +2 Burn |+^ BAB((+6/+1)) | +2 Burn |
 ^ Melee | ~~=r9c1+r1c2~~ ||| ^ Melee | ~~=r9c1+r1c2~~ |||
 ^ Ranged | ~~=r9c1+r2c2~~ ||| ^ Ranged | ~~=r9c1+r2c2~~ |||
-^ Fort | ~~=5+2~~ | **~~=r3c2+r12c1~~** || +^ Fort | ~~=6+2~~ | **~~=r3c2+r12c1~~** || 
-^ Ref | ~~=5+2~~ | **~~=r2c2+r13c1~~** ||+^ Ref | ~~=6+2~~ | **~~=r2c2+r13c1~~** ||
 ^ Will | ~~=2+1+2~~ | **~~=r5c2+r14c1~~** || ^ Will | ~~=2+1+2~~ | **~~=r5c2+r14c1~~** ||
-^ Acrobatics (DEX) | 6 | __~~=3+r0c1/2~~__ | **~~=r15c1+r15c2+r2c2-r55c1~~** |+^ Acrobatics (DEX) | 6 | __~~=3~~__ | **~~=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+r0c1/2~~__ | **~~=r23c1+r23c2+r2c2-r55c1~~** |
 ^ Handle Animal (CHA) | 0 | 0 | **~~=r24c1+r24c2+r6c2~~** | ^ Handle Animal (CHA) | 0 | 0 | **~~=r24c1+r24c2+r6c2~~** |
-^ Heal (WIS) | | __~~=3~~__ | **~~=r25c1+r25c2+r5c2~~** |+^ Heal (WIS) | | __~~=3~~__ | **~~=r25c1+r25c2+r5c2~~** |
 ^ Intimidate (CHA) | 1 | __~~=3~~__ | **~~=r26c1+r26c2+r6c2~~** || ^ Intimidate (CHA) | 1 | __~~=3~~__ | **~~=r26c1+r26c2+r6c2~~** ||
 ^ Knowledge (Arcana) (INT) | 1 | __~~=3~~__ | **~~=r27c1+r27c2+r4c2~~** | ^ Knowledge (Arcana) (INT) | 1 | __~~=3~~__ | **~~=r27c1+r27c2+r4c2~~** |
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) | | 0 | **~~=r41c1+r41c2+r5c2~~** |+^ Survival (WIS) | | 0 | **~~=r41c1+r41c2+r5c2~~** |
 ^ Swim (STR) | 1 | __~~=3+r0c1/2~~__ | **~~=r42c1+r42c2+r1c2-r55c1~~** | ^ Swim (STR) | 1 | __~~=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) | ||| +| AC (Deflection) | ||| 
-| AC (Enhancement) [Armor, Shield] | ~~=0~~ |||+| AC (Enhancement) [Armor, Shield] | ~~=0+1~~ |||
 | AC (Dodge) | 0 ||| | AC (Dodge) | 0 |||
 | AC (Natural) | 0 ||| | AC (Natural) | 0 |||
-| AC (Armor) | |||+| AC (Armor) | |||
 | 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~~ | +1 (Burn) ||+^ AC((fighting defensively: Att -4, AC (dodge) +3, Longsword wenn gezogen Defensive +1)) / 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~~|||
-| Armor Penalty | |||+| Armor Penalty | ||| 
 + 
 +  * All ranged attacks made with physical weapons suffer a 20% (Enveloping Winds)
  
 ===== Feats ===== ===== Feats =====
Zeile 85: Zeile 94:
   * 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 92: Zeile 102:
  
   * Money: 26gp   * Money: 26gp
-  * Studded Leather (AC 3, max DEX 5, AP -1, 10gp, 15lbs)+  * Studded Leather +1 (AC 3, max DEX 5, AP 0, 10gp, 15lbs)
   * Dagger   * Dagger
 +  *  +1 defending longsword
   * 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   * Magic Items
     * Belt: CON+2     * Belt: CON+2
     * Cloak: Cloak of Resistance +2     * Cloak: Cloak of Resistance +2
 +    * Ring of Protection +1
  
 ===== Kinetics ===== ===== Kinetics =====
Zeile 103: Zeile 115:
   * Burn [3+CON]: 8 **Aktuell: 1** (Shroud of Water with burn)   * Burn [3+CON]: 8 **Aktuell: 1** (Shroud of Water with burn)
   * Elemental Focus (Su): water (hydrokinesis)   * Elemental Focus (Su): water (hydrokinesis)
-  * (Level 4, 6): greater Skilled Kineticist (Acrobatics)+  * (Level 4, 6)((4 skilled kineticist)): greater Skilled Kineticist (Fly)
   * (Level 6): Internal Buffer (1)((max. 1))   * (Level 6): Internal Buffer (1)((max. 1))
  
Zeile 133: Zeile 145:
   * 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 **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.+  * **infusion specialization** 1 (Ex): At 8th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 2.
   * **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.)))   * **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.)))
  
Zeile 140: Zeile 152:
   * **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.   * **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.   * **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 (fly) 
 + 
 +=== 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. 
 + 
 +=== Level 8 === 
 + 
 +  * //expanded defense//: **Enveloping Winds** Air, Type defense (Su); Level —; Burn 0 -- You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant's thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. You can dismiss or restore this effect as an immediate action.
occ/korgan.1765312065.txt.gz · Zuletzt geändert: von karaan