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occ:korgan

Korgan

  • Chaotic Good, Undine (Outsider(native) / Humanoid(Human), Mostly Human looking, Amphibian, Hydrated Vitality1))
  • Kineticist (Water) Level 3
  • Base speed: 30ft (land, swim)
  • Darkvision 60ft
  • Energy Resistance: Cold (5)
  • Languages: Common, Aquan

Offensive

  • Kinetic Blast (SP, Water): Ranged Attack (within 30ft), Damage: 2d6+2+CON(4) magic bludgeoning
    • Point-Blank Shot → Att +1, Dmg +1
    • Burn (max 1 per 3 Level) → Att +B. Dmg +2B2)
  • Kinetic Blade (Burn 1): Melee Attack, Dmg: 2d6+2+CON(4) magic bludgeoning

Stats

STR -2
DEX
CON 18 4
INT 10 0
WIS 2
CHA -1
HD 3
Hitpoints3) 34
BAB 2 +1 Burn
Melee
Ranged
Fort
Ref
Will
Acrobatics (DEX) 3 3
Appraise (INT) 0 0
Bluff (CHA) 0 0
Climb (STR) 0 0
Diplomacy (CHA) 0 0
Disable Device (DEX) 0 0
Disguise (CHA) 0 0
Escape Artist (DEX) 0 0
Fly (DEX) 0 0
Handle Animal (CHA) 0 0
Heal (WIS) 1 3
Intimidate (CHA) 0 0
Knowledge (Arcana) (INT) 1 3
Knowledge (Engineering) (INT) 0 0
Knowledge (History) (INT) 0 0
Knowledge (Local) (INT) 0 0
Knowledge (Nature) (INT) 2 3
Knowledge (Planes) (INT) 0 0
Knowledge (Religion) (INT) 0 0
Linguistics (INT) 0 0
Perception (WIS) 3 3
Ride (DEX) 0 0
Sense Motive (WIS) 0 0
Sleight of Hands (DEX) 0 0
Spellcraft (INT) 0 0
Stealth (DEX) 2 3
Survival (WIS) 0 0
Swim (STR) 0 0
Use Magic Device (CHA) 0 3
Size Modifier 0
AC (Deflection) 0
AC (Enhancement) [Armor, Shield]
AC (Dodge) 0
AC (Natural) 0
AC (Armor) 3
AC (Shield)4) 3
AC (Insight) 0
AC5) / touch / flat / / +1 (Burn)
CMB
CMD
Armor Penalty 1

Feats

  • 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)

Traits

  • The Pessimist: You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar’s Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall. Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.

Gear

  • Money: 26gp
  • 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

Kinetics

  • Burn [3+CON]: 7 Aktuell: 1 (Shroud of Water with burn)
  • Elemental Focus (Su): water (hydrokinesis)

Utility Wild Talents

Lvl 1

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.
  • 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.
  • infusion - Kinetic Blade: Element universal; Type form infusion; Level 1; Burn 1
    Associated Blasts any
    Saving Throw none
    You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.\\You 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 your 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 your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. 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. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.
  • Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and she can't use Vital Strike feats with kinetic blasts. 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 (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
  • 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.

Lvl 2

Elemental defense, utility wild talent

  • Shroud of Water (Element water; Type defense (Su); Level —; Burn 0)
    You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but it remains if you change the shroud's bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.
  • Kinetic Healer (Element aether or water; Type utility (Sp); Level 1; Burn 1; see text)
    Saving Throw none; Spell Resistance yes
    With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast's damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can't be healed by any means until the recipient takes a full night's rest.

Lvl 3

  • 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.
1)
Fasthealing 2 in water
2)
/roll d20+7 # Att; 2d6+9 # dmg
3)
Base 8+3xCON+6+6+2xFavClass
4)
Shroud of Water, accepted Burn 1
5)
fighting defensively: Att -4, AC (dodge) +3
occ/korgan.txt · Zuletzt geändert: 2024/08/20 20:13 von karaan