Dwarf Wizard

Bumi Gruntek's page

62 posts. Organized Play character for BartonOliver.


Full Name

Bumi Gruntek 132377-17

Race

hp 13/13 | AC 18 | FF 15 | T 13 | CMD 13 | Fort +6 | Ref +5 | Will +3 | Init +3 | Perception +6 | Sense Motive +2 | Movement 20ft

Classes/Levels

Tracked Resources:
Wand of Cure Lt. 49/50

Gender

Male Dwarf Kineticist (Earth) 1

Size

M

Special Abilities

+2 to saves versus Spells, SLAs, and Poisons

Alignment

LN

Deity

Torag

Languages

Dwarven, Common

Occupation

Miner

Strength 10
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 14
Charisma 6

About Bumi Gruntek

Male Dwarf Kineticist (Earth)
LN Medium humanoid (dwarven)
Init +3; Perception +6 | Darkvision 60ft.

Background:

Hailing from Taggoret in the Five King's Mountains. Bumi has been a miner most of his life. He's been to the top of Emperor's Peak and nearly the bottom of the Lava tunnels in search of good veins to mine. (Nearly 35,ooo ft. of elevation difference) It doesn't matter to him if it;s iron, mithril, or gold, he'll find it and get it out of the rock. This has gotten him a bit of a reputation as an explorer.

Bumi is a devoted follower of Torag. He figures miners are basically burrowing animals and thus must be sacred to Torag. In fact he believes the Father of Creation to be the source of his earth based powers, and doesn't understand why more miners don't have them. Though, he makes a great miner on many a morning Bumi daydreams (over a bowl of mushroom porridge with a side of bacon, bacon obviously being preferable to sausage) of becoming a great Dwarven Engineer and Artisan.

On a recent trade expedition to Druma, Bumi met a number of traders under the banner of Trade Prince Aaqir Al'Hakam, and has joined the Pathfinder Society to do some 'venturing while he's still 'young.'

Bumi stands 4'0", and weighs 192 lbs, and is 55 years young.

Defense
-------------------------------
AC 18 (+4 armor, +1 shield, +3 Dex); Touch 13; Flat-Footed 15; CMD 13 (+4 to AC vs. Giants)
hp: 13 (1d8+4, 1 FCB)
Fort 6, Ref 5, Will 3 (+2 vs. Spells, SLAs, and Poisons)

Offense
-------------------------------
Melee
Heavy Pick +0 (1d6)
Ranged
Earth Blast +3 (1d6+5)
Special
Blast Counts as B, P, or S.
+1 vs. Giants (Giant Hunter)
Gather Power
Infusion - Pushing Infusion
Basic Geokinesis

------------------------------------------------------------------
Stats STR 10, DEX 16, CON 18, INT 10, WIS 14, CHA 6
BAB +0, CMB +0, CMD 13

FEATS Point-Blank Shot

Traits Indomitable Faith(+1 to Will Saves), Defensive Strategist (not flat-footed in combats before acting)

SkillsACP = -1 Climb +3*, Knowledge(dungeoneering) +4, Perception +6, Profession(Miner) +6 *=ACP included as a -1

Languages Common, Dwarven

Combat Gear mwk Chain Shirt, mwk Buckler, Antiplague, Air Crystals, heavy pickother gear mining equipment (mwk tool (day job)), mwk backpack, silk rope, crowbar, pitons *4, bedroll, blanket, earplugs *10, flint & steel, grappling hook, marbles, mess kit, trail rations *2, applejack (gal.), dungeoneering kit

GP on hand: 5, Fame 2, Prestige 0

Alternate Racial Traits:

Giant Hunter, Mountaineer, Rock Stepper

Kineticist Class Features:

Kineticist

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.

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.

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; see Infusion on page 12), 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. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

Pushing Infusion = The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

Basic Geokinesis = You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the siftAPG cantrip.

Sessions:

Wounded Wisp (GM)

Faction Journal Cards: