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occ:korgan [2026/03/03 17:56] karaanocc:korgan [2026/06/23 18:19] (aktuell) karaan
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 ~~NOTOC~~ ~~NOTOC~~
 {{ :occ:planarscion_undine-1572286301.png?400|}} {{ :occ:planarscion_undine-1572286301.png?400|}}
- 
-/** Level 8 missing: utility wild talent - noch nicht wings of air **/ 
  
 ====== Korgan ====== ====== Korgan ======
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     * 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+9 # Att; 4d6+11 # dmg)     * Burn (max 1 per 3 Level) -> Att +B. Dmg +2B (B1: /roll d20+9 # Att; 4d6+11 # dmg)
-    * PB & Burn (1): /roll d20+10 # Att; 4d6+12 # dmg magic bludgeoning+    * PB & Burn (1): /roll d20+11 # Att; 4d6+12 # dmg magic bludgeoning
   * Kinetic Blade (Infusion, Burn 1): Melee Attack (+2), Dmg: 4d6+4+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+4 # Att; 4d6+12 # dmg)     * Burn (max 1 per 3 Level) -> Att +B. Dmg +2B (B1: /roll d20+4 # Att; 4d6+12 # dmg)
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     * 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+9 # Att; 4d6+2 # dmg)     * 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+    * PB & Burn (1): /roll d20+11 # 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**   * 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     * 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)     * 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+    * PB & Burn (1): /roll d20+11 # 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+2~~ | ~~=3+1~~ || ^ DEX | ~~=14+2+2~~ | ~~=3+1~~ ||
-^ CON | ~~=18+2+2~~ | ~~=4+1+1~~ ||+^ CON | ~~=19+2+2~~ | ~~=4+1+1~~ ||
 ^ INT | 10 | 0 || ^ INT | 10 | 0 ||
 ^ WIS | ~~=12+2~~ | 2 || ^ WIS | ~~=12+2~~ | 2 ||
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 ^ Ref | ~~=6+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~~** |
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 ^ 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) | 1 | __~~=3~~__ | **~~=r23c1+r23c2+r2c2-r55c1~~** |+^ Fly (DEX) | 1 | __~~=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) | 1 | __~~=3~~__ | **~~=r25c1+r25c2+r5c2~~** | ^ Heal (WIS) | 1 | __~~=3~~__ | **~~=r25c1+r25c2+r5c2~~** |
Zeile 77: Zeile 75:
 ^ 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)   * All ranged attacks made with physical weapons suffer a 20% (Enveloping Winds)
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   * 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 =====
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   * 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))
  
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 === Lvl 5 === === 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 **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.
  
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 === Level 6 === === 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.   * **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 === === Level 7 ===
- 
   * **Extended Element** Air   * **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.   * Electric Blast (simple blast (Sp)) Burn 0; Blast Type energy; Damage electricity; You shoot an arc of electricity to shock a single foe.
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 === Level 8 === === 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.   * //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.1772560603.txt.gz · Zuletzt geändert: von karaan