Amarisa-LizzieV
Name: Amarisa
Player: LizzieV
Game Thread: https://elliquiy.com/forums/index.php?topic=294504.0
System: Pathfinder
Character sheet
Basic Information
- Character Name
- Amarisa
- Player Name
- LizzieV
- Alignment
- Neutral
- Diety
- Provides offerings to several
- Character Race
- Elan
- Age
- 22
- Height
- 5'0"
- Weight
- 89 lbs
- Eyes
- Golden
- Hair
- Blonde
- Size
- Medium
- Speed
- 30'
- Experience Points
- 10240
- Total Level
- 4
Character Class Information
- Class and Level - Gestalt
- Vitalist (Sadist, Life Leech) 4 / Kineticist (Roil Dancer) 4
- Favored Class(es)
- Vitalist
- Favored Class Bonus
- +1 hit point or +1 skill point or 1 power point
Ability Scores
Strength | 10 (+0) | 10 point buy + 0 racial + 0 level + 0 misc |
Dexterity | 14 (+2) | 14 point buy + 0 racial + 0 level + 0 misc |
Constitution | 14 (+2) | 14 point buy + 0 racial + 0 level + 0 misc |
Intelligence | 14 (+2) | 14 point buy + 0 racial + 0 level + 0 misc |
Wisdom | 19 (+4) | 16 point buy + 2 racial + 1 level + 0 misc |
Charisma | 10 (+0) | 10 point buy + 0 racial + 0 level + 0 misc |
Maximum Load | 100 lbs | |
Lift Overhead | 100 lbs | (equal to Maximum Load) |
Lift | 200 lbs | (equal to Maximum Load x2) |
Drag or Push | 500 lbs | (equal to Maximum Load x5) |
Combat Statistics
Hit Points | 48 | (32 Class, 8 Con, 8 feats) |
Base Attack (BAB) | +3 | (3 Class) |
Initiative | +3 | (2 Dex + 1 misc) |
Base Melee | +3 | = | 3 BAB + 0 Str + 0 misc |
Base Melee Finesse | +5 | = | 3 BAB + 2 Dex + 0 misc |
Base Ranged | +5 | = | 3 BAB + 2 Dex + 0 misc |
Combat Maneuver Bonus (CMB) | +3 | = | 3 BAB + 0 Str + 0 misc |
Combat Maneuver Defense (CMD) | +15 | = | 10 + 3 BAB + 0 Str + 2 Dex |
Armor Class | 15 | = | 10 base + 3 armor + 0 shield + 2 Dex |
Touch AC | 12 | = | 10 base + 2 Dex |
Flat-Footed AC | 13 | = | 10 base + 3 armor + 0 shield |
Saving Throws
Fortitude | +7 | = | 4 Class + 2 Con + 1 misc |
Reflex | +7 | = | 4 Class + 2 Dex + 1 misc |
Will | +9 | = | 4 Class + 4 Wis + 1 misc |
Racial Abilities and Features
Ability Score Increase: +2 Wisdom
Aberrant Blood
Aberrant Nature
Naturally Psionic
Resistance
Resilience
Repletion
Psionic Aptitude
Class Abilities and Features
Collective - She can connect willing minds through psychic bonds. As a standard action she may join a number of willing targets into the collective equal to her Wis mod or 1/2 her level, whichever is higher. She must have line of sight to each target, each target must have at least a wisdom score of 1, and all targets must be within long range (400' + 40' per level). She is always a member of her collective and does not count against the limit.
She may remove a member as a free action on her turn and a member may voluntarily leave as a free action on their turn. Any member whose wisdom score drops to zero or moves out of range is automatically removed. The collective is suppressed inside a null psionics field. Any benefits gained from being a member are lost immediately when they are removed. She is aware of the status of her collective and can, roughly, sense the presence of every member.
She can manifest some powers through the collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal she can manifest the power on a member of the collective regardless of the range of the actual power although other non-range restrictions apply. Any network power may also be manifested in this way.
Soul thief Power - Gains collapse in addition to normal powers known
Exquisite Agony - When a member of the collective dies instead of making a save to avoid damage, gain temporary power points equal to the hit dice of the creature killed. These power points last a number of rounds equal to Wisdom modifier and do not stack with each other or other forms of temporary power points.
Lingering Pain - Any time she inflicts hit point damage and is maintaining psionic focus it also causes bleed damage equal to half her level unless the target makes a Fort Save (DC 10 + 1/2 class level + Wis Mod)
Transfer Ailment - Can transfer the blinded, dazed, dazzled, deafened, fatigued, frightened, sickened, shaken, or staggered condition from one member of the collective to another as a standard action. If used on an unwilling target the recipient of the effect can make a successful save to resist (see unwilling participant feat). This may be used a number of times per day equal to 3 + Wis Mod and may only be used on creatures with a constitution score. This power may not be used on a creature with a total number of hit dice less than 1/2 her level. It can only transfer 'temporary conditions' e.g. this can transfer the 'permanent' blindness from a spell but not the blindness of a creature that has lost it's eyes permanently.
Unwilling Participant - Gain Unwilling Participant feat. In addition, when any creature in the collective against their will makes a save vs an effect over the collective they suffer a -2 penalty to resist the effect
Drain Health - She can steal Hit Points from members of her collective and transfer them to other members of the collective as a standard action. One member of the collective takes damage equal to double her level + her wisdom mod and the other member heals the same amount. If used on an unwilling target a successful will save halves the damage. This may only be used on creatures with a con score and only on creatures with at least 1/2 her level in hit dice.
Spirit of Many - Gains extra powers when manifesting powers with the network descriptor. These powers may be manifested on any member of the collective even if the target is out of the power's range or would normally be immune to the power. Whenever it is manifested on only members of the collective it loses the mind-affecting descriptor (if it had it) and bypasses any power resistance (although it still provokes attacks of opportunity as usual) . Network powers manifested on only members of the collective never allow saving throws, changing the saving throw entry to 'none' although if the power specifies subsequent saving throws those may be attempted normally. In addition the following augment may be used on all network powers - Augment For every additional power point you spend you may choose an additional target so long as the target is a member of your collective
Medic Powers - The following powers gain the Network descriptor when manifested: all powers of the healing sub-discipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor
Collective Healing - Whenever a willing member of the collective could regain hit points or ability damage she may choose to redirect all the healing to one or more other willing members as a free action. This can transfer instantaneous healing (spells/powers such as body adjustment or cure), healing from ongoing healing effects (fast healing and the like), or even points gained from rest. The type of healing (positive/negative energy, construct repair, etc) remains unchanged from the original source to determine who or what can be healed). Wounds may be healed through this if at full health if it us from healing effects such as potion, powers, or other types of effects.
Telepathy - All willing members of the collective can communicate telepathically even if they do not share a common language. Psionic creatures who are willing members may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. This ability may be deactivated or reactivated at will as a swift action.
Powers - She knows a number of powers and may manifest them without preparing them ahead of time. When she gains power points daily after rest she may rotate known powers for new ones from the vitalist list. DC for powers is 10 + power level + Wis mod Power Points - 31 Powers Known (max level 2nd) - 3 per day from vitalist list
Burn - She can overexert herself to channel extra power by accepting burn or as a requirement for some powers, depending on the power being used. For each point of burn accepted she takes 1 point of nonlethal damage per level. This damage cannot be healed by any means other than a full nights rest which removes all burn and associated nonlethal. Nonlethal from burn may not be reduced or redirected and if she cannot take nonlethal she cannot accept burn. She may only accept 1 point of burn per round. Maximum amount of burn is 3 + con modifier.
Elemental Focus - Air, gain access access to wild talents and class skills
Basic Aerokinesis - Level 1; Burn 0; She can create a light breeze that blows a creature or object in the direction of her choice that follows the target wherever it goes. The breeze gives a +2 on saves vs very hot conditions, severe heat, breath weapons, cloud vapors, and gasses (cloudkill, inhaled poisons, etc). Only one breeze may be active at one time. This breeze does not function without air or while underwater.
This may also be used to make it harder to detect by scent. Up to Con mod creatures/objects may always count as being downwind for the purposes of tracking for 1 hour or until the ability is used again.
Gather Power - Gather power costs 1 point of animus to use it as a move action or 2 points for a full round action. When gathering power is used as a move action she can recover a single expended maneuver. When she spends a full round action gathering power she recovers her Con mod in maneuvers. In addition gathering power reduces the total burn cost of a blast by 1 for a move action, 2 for a full-round action, or 3 for a full-round action followed by a move on the next turn. If she takes damage during or after gathering power but before releasing it with a kinetic blast she has to make a concentration check DC 10 + damage taken + effective spell level or lose the energy and take burn equal to the amount that would have been reduced. Burn may not be reduced below 0
Extended Range Infusion - Element Universal; Type Form; Level 1; Burn 1; Kinetic blast can strike at a range of 120'
- Kinetic Blast
- Electric Blast - Burn 0 - Type Energy - Damage electricity - 1d6 + 1/2 con mod
Elemental Defense - Enveloping Winds; Burn 0 - Can surround herself with whirling air, crackling arcs of electricity, or both to protect vs ranged attacks. All ranged attacks made with physical weapons have a 20% miss chance except for massive weapons such as thrown boulders or ballista. This miss chance increases by 5 for every 5 levels past 2nd. This miss chance may be increased by 5 until the next time burn is removed by accepting 1 point of burn. You may increase this chance up to a maximum of 75%. Whenever accepting burn while using an air wild talent the winds may affect non-physical ranged attacks (ray attacks, etc) for 1 round. This may be dismissed or restored as an immediate action.
Air's Leap - Element Air; Type Utility; Level 1; Burn 0; Always considered to have a running start while jumping. Add level to acrobatics check to jump. She jumps twice as far or high than the results of the check indicate, can accept 1 point of burn to double the distance again (to a total of x4).
Elemental Overflow +1 - Accepting burn causes a visual effect. In addition she receives a +1 to her attack rolls with kinetic blasts and a +2 to damage rolls for each point of burn to a maximum bonus of +1 for every 3 levels. She can suppress the visual effects and bonuses by concentrating for 1 full round and the next time any wild talent is used the visuals and benefits return instantly.
Penetrating Infusion - Element Air; Type Substance; Level 2; Burn 2; Count target's cold, electricity, or fire resist as if it were 5 points lower. For each additional burn accepted the reduction is increased by 5 more points.
Maneuvers - Disciplines available are Elemental Flux, Mithral Current, Solar Wind, and Thrashing Dragon. Maximum Maneuver level 1. Maneuvers Known 5: Arcane Shield, Spark Strike, Swift Current, Tidal Blade, Following Wake, Elemental Strike Maneuvers Readied 4 Stances Known 1: Elemental Nimbus, Embrace the Elements
Animus - She starts combat with 1 + Con mod animus at her first turn and gains a point at the start of every turn after. The animus persists for one minute after the last enemy is defeated or the encounter ends.
At the end of any round where she initiates a maneuver she adds an additional point of animus to her pool. Some abilities require animus to use. Animus can be spent to augment a maneuver with kinetic blade in the following way in addition to her other powers.
Fight Fire with Fire - When she initiates a maneuver using a kinetic blade and would take burn from the blast or infusions applied she may spend animus to reduce the burn by 1 for every 2 points of animus spent. She can spend any amount of animus this way but regardless she cannot go over the normal maximum of burn gained in one round
Ignition Surge - When she initiates a maneuver that normally allows multiple attacks she can spend animus to make additional attacks with the kinetic blade. For every 3 points of animus spent she can make up to one additional attack with a kinetic blade. She can spend as much animus as she wants when augmenting a maneuver this way, potentially allowing multiple attacks with multiple kinetic blades if she has a maneuver that allows it.
She can also take burn to fuel maneuvers that have an animus augment. When she initiates such a maneuver, she can accept 1 point of burn to augment further. She is treated as having spent 1 additional point of animus, even over normal maximum augment.
Focused Flux - Elemental focus carries over to elemental flux and solar wind. Regardless of the current active element, anytime a maneuver or stance of those disciplines refers to an energy type it uses electricity instead. Non-damage effects are not adjusted.
Kinetic Blademaster - She gains the use of the kinetic blade. She can use it as part of initiating any martial maneuver that use weapons, including counters that require attack rolls, and reduces the burn cost by 1. If the maneuver allows multiple attacks with weapons she may use the kinetic blade multiple times to create the appropriate amounts of weapons. She is treated as having drawn the kinetic blade during the maneuver for purposes of Mithral Current. Full attack maneuvers count as allowing two weapons.
Any single kinetic blade can only be used for one attack unless augmented for a maneuver unless used with ignition surge. If a maneuver allows or requires a ranged attack or thrown weapon the kinetic blade may be used as a thrown weapon with a ranged increment of 30'.
Skills and Languages
Your maximum ranks in a skill are equal to your total level. Class skills with at least 1 skill rank in them gain a +3 "class" bonus. [c] denotes a class skill. ^ denotes a skill that cannot be used untrained.
[c] Acrobatics : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [ ] Appraise : +02 0 ranks + 2 Int + 0 class + 0 misc [c] Artistry : +02 0 ranks + 2 Int + 0 class + 0 misc [c] Autohypnosis : +10 3 ranks + 4 Wis + 3 class + 0 misc [c] Bluff : +00 0 ranks + 0 Cha + 0 class + 0 misc [ ] Climb : +00 0 ranks + 0 Str + 0 class + 0 misc - 0 armor [c] Craft: : +02 0 ranks + 2 Int + 0 class + 0 misc [c] Diplomacy : +07 4 ranks + 0 Cha + 3 class + 0 misc [ ] Disable Device ^ : +-- 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [ ] Disguise : +00 0 ranks + 0 Cha + 0 class + 0 misc [ ] Escape Artist : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [c] Fly : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [ ] Handle Animal ^ : +04 1 ranks + 0 Cha + 3 class + 0 misc [c] Heal : +04 0 ranks + 4 Wis + 0 class + 0 misc [c] Intimidate : +06 3 ranks + 0 Cha + 3 class + 0 misc [ ] Know: Arcana ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Dungeon ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Engineer ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Geography ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [c] Know: History ^ : +06 1 ranks + 2 Int + 3 class + 0 misc [c] Know: Local ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [c] Know: Nature ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Nobility ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Planes ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [c] Know: Psionics ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Religion ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [c] Linguistics ^ : +09 4 ranks + 2 Int + 3 class + 0 misc [c] Lore ^ : +-- 0 ranks + 2 Int + 0 class + 0 misc [c] Perception : +11 4 ranks + 4 Wis + 3 class + 0 misc [c] Perform: Dance : +07 4 ranks + 0 Cha + 3 class + 0 misc [c] Profession: : +04 0 ranks + 4 Wis + 0 class + 0 misc [ ] Ride : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [c] Sense Motive : +12 4 ranks + 4 Wis + 3 class + 1 misc [ ] Sleight of Hand ^ : +-- 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [c] Spellcraft ^ : +09 4 ranks + 2 Int + 3 class + 0 misc [c] Stealth : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [c] Survival : +04 0 ranks + 4 Wis + 0 class + 0 misc [ ] Swim : +00 0 ranks + 0 Str + 0 class + 0 misc - 0 armor [c] Use Magic Device ^ : +-- 0 ranks + 0 Cha + 0 class + 0 misc
Languages : Taldane (Common), Elven, Draconic, Dwarven, Sylvan, Goblin, Gnome
Traits and Feats
Traits
- Fight through the pain (racial)
- Gain +2 to autohypnosis to resist caltrop wounds, stabilize, or resist secondary effects of poisons
- Perceptive Talent
- While maintaining psionic focus gain a +1 initiative and +1 sense motive
- Sword Scion (Campaign)
- +1 trait bonus with all attacks and combat maneuvers with her kinetic blade
Feats
Psionic Talent (Racial) - Gain 2 power points
Unwilling Participant (Bonus) - She may attempt to force a living creature into her collective as a standard action. The target gets a will save DC 10 + 1/2 level + wis to resist. If the save is failed they may attempt the save every 24 hours thereafter but is otherwise unable to leave the collective unless she allows it.
If she expends her psionic focus using the feat the action to force a creature into the collective is reduced to a move action.
Creatures forced into her collective by this feat are considered willing for all collective related effects unless they succeed another will save DC 10 + 1/2 level + wis. If the save is successful they resist that specific effect but are still a member of the collective.
Psionic Body (Level 1) - Gain 2 hp for each psionic feat
Enlarged Collective (Level 3) - The range of the collective becomes long range. At 12th level this changes to unlimited. At 16th this changes to planar. At 19th level if a member would be removed due to dying or wisdom being dropped to zero they remain for 24 hours.
Attacks Reference
Name of Attack | Attack Rolls | Damage |
Kinetic Blade | +6 | 2d6+1 |
Kinetic Blast | +5 | 2d6+1 |
Money and Equipment
Armor - Leather +1 |
Belt |
Body |
Chest |
Eyes |
Feet |
Hands |
Head |
Headband |
Neck |
Ring #1 |
Ring #2 |
Shield |
Shoulders - Cloak of Resistance +1 |
Wrists |
Other Equipment : Backpack, belt pouch, blanket, fling and steel, iron pot, rope, soap, torches x10, trail rations x13, waterskin, mess kit, grooming kit, bedroll, Alchemist's Fire x2, strange stag amulet (20gp), Potion of Cure Light Wounds, Potion of Cat's Grace, Potion of Spider Climb, Potion of Blend, unknown non-magic liquid with wolf on the label (got from Kressle)
Loot to Store on Horse: Masterwork Dagger x4, Masterwork Handaxes x2, Studded Leather Armor, Leather Armor x4, Longbow x4, 80 Arrows, Short Sword x4, pair of silver earrings (200 gp), Wooden music box (120 gp), Bundles of fur x3 (75 gp ea), 8 bottles of liquor for stag lord (20 gp each), various knick-knacks (200 gp)
- Money
- 0 Platinum Pieces
- 1121 Gold Pieces
- 8 Silver Pieces
- 0 Copper Pieces
Equipment Stored at Trading Post: Masterwork Leather Armor, Dagger, Masterwork Composite Longbow (+2), Arrows x80, Leather Armor x3, Longbow x3, Short sword x3