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Di'iz Eman ("Dizzy"), Strix Kineticist


jkason

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Dizzy.png.47a483db4e78bff317dc99e4c32da566.pngDi'iz Eman ("Dizzy")



Ancestry: Strix
Heritage: Nighglider
Background: Unsponsored
Class: Kineticist (Air)
Potential Party Roles: Scouting / lookout, mobility / group mobility, damage, grumpy grunts

Perception +5; Low-Light Vision Darkvision
Languages Common, Strix
Skills Acrobatics +5, Arcana +3, Athletics +1, Intimidation +3, Lore: Academia +3, Lore: Strix +3, Nature +5, Society +3, Stealth +5, Thievery +5
Str +1, Dex +2, Con +4, Int +0, Wis +2, Cha +0
Items Sankeit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap (2), Clothing (Explorer's), Compass, Earplugs, Fishing Tackle, Mug, Signal Whistle


AC 17; Fort +9, Ref +7, Will +5
HP 20


Speed 25 feet
 

Weapon Infusion action_free_black.png (Infusion, Kineticist)

With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait.

Aerial Boomerang action_double_black.png (Air, Impulse, Kineticist, Primal)

A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang. On your next turn, you can use a single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it. Level (+2) The damage increases by 1d4.

Four Winds action_double_black.png (Air, Impulse, Kineticist, Primal)

Mimicking the anemoi - monarchs of the four winds - you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its Speed. If it has a fly Speed, it can instead Fly up to half its fly Speed. Level (10th) The targets move up to full Speed instead of half.

Channel Elements action_single_black.png (Aura, Kineticist, Primal)

Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

Elemental Blast action_single_black.png (Attack, Impulse, Kineticist, Primal)

With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Air 1d6 electricity or slashing, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet • Fire 1d6 fire, range 60 feet • Metal 1d8 piercing or slashing, 30 feet • Water 1d8 bludgeoning or cold, 30 feet • Wood 1d8 bludgeoning or vitality, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die.

Base Kinesis action_double_black.png (Impulse, Kineticist, Primal)

It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).


Additional Feats Intimidating Glare, Nightglider Strix, Strix Lore
Additional Specials Air Impulse Junction, Impulses, Kinetic Aura, Kinetic Gate (Single Gate), Kineticist Element (Air Element), Wings (Strix)

History:

As Di'iz passed the edges of childhood, he heard the voice on the wind. That would seem to be expected for a Strix living in high, windswept mountains. But Di'iz didn't hear the call of spirits like the shamans, or the whispers of powers like the witches. This was not a voice carried by the wind, but the wind itself. Primal, visceral. For all that the Strix called the wind home, the fact Di'iz claimed to feel the wind's will was strange and new. It smacked of the power of outsiders. Outsiders were dangerous. 

It didn't feel dangerous, though. It felt exhilarating. Di'iz couldn't give it up. Every mishap he had as he tried to control his abilities only made things worse. He couldn't prove to his people that his powers were benevolent this way. He needed to learn about this power somewhere his mistakes wouldn't pile tenfold against him.

He left home, following the wind over land and water to the south, to Magaambya. It was not an easy path. The people he met gave him even less trust than the wary gaze of his homeland. He could find no sponsor to the school. He didn't need one. He had the wind at his back and in his hollow bones. He would use it to rise. 

Edited by jkason (see edit history)
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