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Ashara, Lizardfolk (Cliffscale), Water Kineticist [Medic]


Ryfte

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Ashara'Rusa Chua'Kaolo
ANCESTRY (HERITAGE)
Lizardfolk (Cliffscale)
BACKGROUND
Field Medic
CLASS (ARCHETYPE)
Kineticist
CONCEPT
A small cliffscale lizardfolk water kineticist. A highly mobile ranged and secondary melee damage dealer that can keep a group healed to full (all day long) and handle multiple opponents with her impulse powers. Flexibility is the word here, besides just being a fun, more lighthearted, lizardfolk.
DESCRIPTION / PERSONALITY
Ash, the shortened version of her name that she primarily uses, especially with the scaleless, is an empathetic young female lizardfolk. Always concerned with the care of those in need, particularly the wounded, she goes out of her way to assist them, even complete strangers. Its why she became a field medic and followed the Way of the Water, for which she had a marked affinity.
She's quite small for a lizardfolk who are typically about the same size as a larger human. Her tribe, a cliffscale species is instead much smaller, slender and lithe, almost identical in size to that of a typical gnome but with a long slender tail of course. Her scales are a sandy tan and gray with darker mottled spots and her hands, feet, fingers, and toes allow her to scale sheer surfaces with ease. Most of her clothing is tan or a shade of gray-brown, her favorite color, and tends towards being short and non-binding or custom fitted, allowing her a freedom of movement more restrictive clothing simply won't.
 
 
 
DETAILS
Why did your character join Traxler's Dragoons?
Ash was a diminutive newt when their village was freed by a squad of dragoons just over a decade ago. A bandit group had taken over the area and been terrorizing the trade routes that ran nearby. Using their small village as a base of operations the bandits had killed nearly a third of their small population. The dragoons gave them back their freedom, killing many of the bandits in the process and capturing the rest. They even had a pair of dragoons, an engineer, Kaitlin Morran, and a medic, Goram Blackwell, who stayed there for the next few months. Kaitlin, the engineer, helped them build more secure entry points at the top of the cliffs and escape routes into the ocean cave tunnels below. The idea was to help prevent that sort of thing from happening again and give the older and younger people a way to escape safely. Goram, the medic, taught their healer a great deal more about using more advanced medicine and helped with the wounded. Ash, always interested in healing, had been fascinated by the new methods Goram taught, and dreamed of becoming a dragoon and helping people ever since.
What is a personal goal your character has separate from the work of the Dragoons?
Ash wants people, no matter who they are or where they're from to have access to medical treatment, support from someone who knows how to help the wounded or sick. She's interested in teaching what she can and learning from those she meets.
What does your character dislike about themself?
She knows that she isn't as quick at picking up some things as others are, especially book-learning and similar knowledge. This can frustrate her sometimes, especially knowing that there is a lot of medical knowledge stored in such a manner. Reading for her is a chore, she tends to avoid it if she can, and she finds it much easier to learn by example.
What biases or prejudices does your character have?
The bandit leader that took over her village when she was a child was a large, brutal, orc. Ash, even to this day, has a deep seated fear of orcs and is uncomfortable with half orcs due to this childhood trauma. It takes her a lot of willpower to deal with half orcs in general although working with them over a long term tends to mitigate her unease as she begins to consider them more like their human side; less like the "monster" that had a large part of her village slaughtered.
What is something your character regrets?
Like many individuals whom are survivors of a violent situation, Ash feels a sense of guilt for surviving while so many others weren't so lucky. She still feels like she should have done something, even if it was only to help the wounded and not confront their attackers. This drives her to be a better medic and do anything she can for others.
How does your character's lowest attribute manifest itself? How obvious is it to others?
It's clear to those who have spent any substantial time around the small lizardfolk woman that she has difficulty reading. Not only that but she often mixes up her letters when writing, seeming to jumble them up, flipping letters. Ash actually has dyslexia but has no idea what it is, merely that it is difficult for her to read and write.
A Token from Home.
Her "coat" is a custom crafted and fitted garment that Lona'Macu, her village tanner / armorsmith crafted for her when she left home. Its inner lining is comprised of tough, flexible, thicker eelskin pieces fitted specifically to her with an outer layer of looser fitting material. The inner lining has embedded wooden thongs that an outer layer can be hooked onto giving the armored inner lining piece the ability to be worn with different styles of outer clothing on top of it. She can wear it without an outer covering but then it is clearly "leather" armor although it is quite beautiful, both from a crafting and decorative perspective. Lona'Macu etched in ocean tribal markings across the entire surface of the piece as well as embedding shaped eel cartilage in various raised patterns and subtle ridges.
 

 

STATBLOCK

Pathbuilder Sheet Link

SHEET

Ashara RusachuaKineticist 2


NG, Small, Lizardfolk, Cliffscale Lizardfolk, Humanoid

Perception +6;
Languages None selected
Skills Acrobatics +6, Athletics +6, Lore: Lizardfolk Lore +3, Lore: Warfare +3, Medicine +8, Nature +6, Survival +6
Str +2, Dex +2, Con +4, Int -1, Wis +2, Cha +0
Items Armored Coat


AC 18; Fort +10, Ref +8, Will +6
HP 32


Speed 25 feet
Ocean's Balm action_single_black.png (Healing, Impulse, Kineticist, Manipulate, Primal, Vitality, Water) detailsA blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes.

Level (+2) The healing increases by 1d8, and the resistance increases by 1.

Tidal Hands action_double_black.png (Impulse, Kineticist, Overflow, Primal, Water) detailsWith an emphatic gesture, you create waves that rush out from you in the shape of your hands. You either form two 15‑foot cones that don't overlap or you combine the hands into one 30-foot cone. Each creature in a wave takes 1d8 bludgeoning damage with a basic Reflex save against your class DC. If a creature critically fails, you also push that creature 5 feet.

Level (+2) The damage increases by 1d8.

Winter's Clutch action_double_black.png (Cold, Impulse, Kineticist, Primal, Water) detailsGleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square.

Level (+2) The damage increases by 1d4.

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.
Battle Medicine action_single_black.png (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
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 Breath Control, Cliffscale Lizardfolk, Combat Climber, Lizardfolk Lore, Medic Dedication, Medical Researcher
Additional Specials Aquatic Adaptation, Claws, Impulses, Kinetic Aura, Kinetic Gate (Single Gate), Kineticist Element (Water Element), Water Impulse Junction

 

 

 

Edited by Ryfte (see edit history)
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Thank you, for the kudos and the invite. I'm slowly getting the hang of what works / doesn't work here on BALDR, lol. Discovered recently that we can actually apply background images to container objects... which I'll start taking advantage of as well, heh. 👍

Edited by Ryfte (see edit history)
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descriptionLilly is a small, slender fleshwarp. She mostly resembles a very young halfling lass except for her face. Her head is shorter that what normally would be expected, without having a lower jaw at all. Her eyes are half again larger than typical for the size of her head. Her nose is extremely flat and much longer than most but joined along the bottom. It works much like the gills of a fish in that it has vertical flaps of skin that resemble slender vents. She has no mouth and her voice comes through the air vents of her "nose" instead.

She favors black and gray clothing colors.

WiP
| application | pb sheet
spacer.pngAshara'Rusa Chua'Kaolo, a.k.a. "Ash"
Female, Neutral Good, Small Lizardfolk (Cliffscale), Kineticist 2


AC: 18 | HP: 32/32 | S/D/C/I/W/C: +2/+2/+4/+0/+1/+0 | F/R/W: +10/+8/+5 | Move: 25' | Senses: Perception +5
Expert: Acrobatics +8
Trained: Athletics +6, L:Lizardfolk +4, L:Rope +4, Nature +5, Stealth +5, Society +4, Survival +5
Untrained: 
Arcana -1, Crafting -1, Deception +0, Diplomacy +0, Intimidate +0, Medicine +1, Occult -1, Performance +4, Religion +2, Thievery +2

Ash smiled a bit sadly as they entered the small village. A small group of children were playing in the field nearby and it brought back memories of her home for a few moments. The sad look faded quickly with the laughter of the children drifting through the air and lightening her mood. She was looking forward to resting her feet at the inn ahead that looked like it also served as the tavern in this village, like so many others. * ...even if the ale is warm I'll take an extra large mug... * She thought about the past three days on the road. The dry, dusty road, and the slow, seemingly endless trudge their trip had turned into after their cart and mounts had been stolen in the early morning hours.

She rubbed the back of her hands on her head for a moment, her fingers tapping lightly as she itched her scales. "Hopefully this place will have a tub I can use, unlike the last one! A cool bath would be nice" Ash could create her own bath anywhere really but a pool of water on this terrain merely turned into muddy slew and she certainly wasn't interested in soaking in that, regardless of how dry the road had been! Her tail beat at the ground softly as she anticipated the luxury that hopefully lay ahead.


OoC

Summary: ???

Reaction: ??
Action 1: ???
Action 2: ???
Action 3: ???


Offenses:
Lizardfolk Claws (+6; 1d4+2 slashing; Unarmed, Agile, Finesse, Lizardfolk)
Weapon Infusion: Elemental Blast: Water: Melee (+8; 1d8+2 b, p, s, or cold; One of: agile, backswing, forceful, reach, sweep)*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8 b, p, s, or cold; ri 100', volley 30')*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+1 b, p, s, or cold; ri 50', propulsive)*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+2 b, p, s, or cold; ri 20', thrown)*
* Note: A weapon infusion attack made using two actions instead of a single action adds your Constitution modifier to the damage roll (i.e. +4) as a status modifier in addition to any other modifiers. A critical success with an elemental blast deals double damage. The damage improves every +4 levels by one die.


Impulses (Attack +8, DC 18):
Ocean's Balm action_single_black.pngspacer.png (--; --; touch; --; Single willing target. Heals 1d8 hp and gainst resistance 2 to fire for 1 minute. Temporarily immune to this ability for 10 minutes.)
Tidal Hands action_double_black.png (--; 1d8 b; 2 15' cones or 1 30' cone; Ref DC 18; Can push targets 5' on a critical fail.)
Winter's Clutch
action_double_black.png (--; 2d4 cold; 10' burst within 60'; Ref DC 18; Area becomes difficult terrain.)

 

Edited by Ryfte (see edit history)
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