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Julius Armistead's page

No posts. Alias of Darthrancor.


Full Name

Julius "Piglet" Armistead

Race

CG Male Goblin Pyrokineticist 1 _ HP: 12/12, AC: 16 T: 15 FF: 12 _S.M. +0;_ Percep +4, Darkvision 60 ft., Initiative: +10, Fort +6 _ Ref +6 _ Will +0;+2 v. Fear and Emotion, CMD: 11, Speed: 30 ft.

Classes/Levels

Burn 0/7 _ Non-Lethal Damage: 0 _ Active conditions: N/A

Gender

Male

Size

Small

Location

Asylum

Strength 6
Dexterity 18
Constitution 18
Intelligence 10
Wisdom 10
Charisma 8

About Julius Armistead

---===Statistics===---:

Julius “Piglet” Armistead
Male Goblin Pyrokineticist 1
CG Small Humanoid (Goblinoid)
Init +10; Senses Perception +4
-------------------------------=DEFENSE=-------------------------------
AC: 16, Touch: 15, Flat-Footed: 12 (+1 armor, +4 dex, +0 shield,+0 NA,+0 Magic,+1 Size)
HP: 12 {+1d8,+4 Con}
Sanity: 28; Sanity Edge:+0; Sanity Threshold: 14
Fort: +6, {+2 Base,+4 Con}
Reflex: +6, {+2 Base,+4 Dex}
Will: +0;+2,{+0 Base,+0 Wis};+2 v. Fear and Emotion
CMD 11 {+0 Base -2 Str +4 Dex -1 size +0 misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: -3; {+0 Base -2 Str -1 size +0 misc}
Base Atk: +0;
Melee:-1{+0 Base,-2 Str,+1 Size}
Ranged:+5{+0 Base,+4 Dex,+1 Size}

--Melee: Unarmed Strike -1 (1d2-2(1) non-L | Crit: 20/x2)

--Ranged: Fire Blast +5 Touch (1d6+2 Fire | Crit: 20/x2)

-------------------------------=STATISTICS=-------------------------------
Str: 6, Dex: 18, Con: 18, Int: 10, Wis: 10, Cha: 8

-------------------------=Traits=----------------------
Enduring Stoicism: +2 trait ST v. spells or effects w/ fear or emotion descriptors and +1 trait bonus on Intimidate checks.
Reactionary: +2 Init.
----------------=Drawbacks=-----------------

----------------=Race Traits=-------------------
Skilled: +4 Stealth and Ride
Darkvision 60 ft.
Fast Movement: 30 ft. Base Speed.
--------------=Feats=-----------------
1st Level: Improved Initiative: +4 Init.
---------------=Skills=- (7 points; 4 class, 0 INT, 1 FC, 2 Background)---------------
Acrobatics* **(Dex)____+8{+1rank,+4Dex}
Appraise(Int)____+1 {+1rank,+0Int}
Bluff(Cha)____-1 {+0rank,-1Cha}
Climb*(Str)____-2 {+0rank,-2Str}
Craft ** (Int)____+0 {+0rank,+0Int}
Diplomacy(Cha)____-1 {+0rank,-1Cha}
Disguise (Cha)____-1 {+0rank,-1Cha}
Escape Artist*(Dex)____+4 {+0rank,+4Dex}
Fly*(Dex)____+4 {+0rank,+4Dex}
Heal **(Wis)____+0 {+0rank,+0Wis}
Intimidate **(Cha)____+4 {+1rank,-1Cha,+1trait}
Knowledge (Nature) **(Int)____--- {+0rank,+0Int}
Linguistics(Int)____+1 {+1rank,+0Int}
Perception **(Wis)____+4 {+1rank,+0Wis}
Perform(Cha)____-1 {+0rank,-1Cha}
Ride*(Dex)____+5 {+0rank,+1Dex,+4 Race}
Sense Motive(Wis)____+0 {+0rank,+0Wis}
Stealth* **(Dex)____+16 {+1rank,+4Dex,+4 Size,+4 Race}
Survival(Wis)____+0 {+0rank,+0Wis}
Swim* **(Str)____-2 {+0rank,-2Str}
Use Magic Device **(Cha)____+3 {+1rank,-1Cha}

ACP -0

*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-

-=Languages=- Goblin, Common

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Elemental Focus (Fire): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent.
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.
Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can't replace a wild talent that she used to qualify for another of her wild talents.
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), 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.
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 (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.

Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects.

The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.

At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.

---===Wild Talents===---:

Burn: 0/7

Kinetic Blast: Fire Blast Spell Level: 1

Infusions:
-Burning Infusion
1 Burn: Foe catches on fire (DC 15 Ref neg.) and take 1d6 fire dmg / turn plus +2 Atk, DC, and CL v. SR
Lv:1 Substance

Utility:
-Basic Pyrokinesis: You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

-=Carrying Capacity=-
Light 0-15 lb. Medium 16-30 lb. Heavy 31-45 lb.
-=Current Load Carried=- 11.5 lb. (Light Load)
Small Leather Armor (7.5 lbs.)
Backpack (4 lbs.)
- a belt pouch, a blanket, trail rations (5 days), full waterskin (1/8-gal. Water), full waterskin (1/8-gal. Wine).

-=Money=- 40 GP 0 SP 0 CP

---===Background===---:

Julius is an oddity of goblin-kind. After a massive goblin raid decimated the Andoran country side, Gyles Armistead, a cleric of Sarenrae, gathered up the orphans and converted a nearby abandoned farm into an orphanage. It was a moment of mercy that brought Julius to the orphanage, a traveling paladin found the cage that contained the infant Julius and brought him to the orphanage.

Julius learned about his pyrokinetic powers in adolescence and mastered it quickly, to the dismay of his “father” Gyles. While mild-mannered and polite by goblin standards, Julius is still rough around the edges with s small cruel streak, hence his penchant for burning things, that Gyles did everything to train out of him, but some things just can’t be changed.

After watching many of his “siblings” get adopted and going away, Julius decided to strike out on his own as an adventurer.

What he remembers:
-Julius remembers the orphanage, all the people there and memories from growing up there as well as packing up to leave on his adventure.

---===Appearance and Personality===---:

Eyes: Red
Hair: Bald
Skin: Green
Height: 3’
Weight: 36 lb.

While Julius is a goblin, he was raised amongst humans and other civilized peoples, so he has a grasp of manners uncommon to goblins but is still crude in many civilized circles. He has the tendencies to be wild and uncontrolled, which is exaggerated whenever he does anything with fire.

Star-Mad Dream in the Asylum:

Julius's eyes wander his surroundings. When he lights upon the sky his eyes glimmer and a smile crosses his face. Beautiful. But he's not sure why he walks on. It too quiet for city this big. With a deep breath, flames erupt around Julius's hands shedding light as he launches several volleys in many directions to see if there is a reaction. When there is none, "Hōhā!" Goblin: Boring! Walking through the square he runs his hands through the dust in the fountain and sat down. Julius loses himself listening to the music, his eyes locked on the flames dancing around his hands that have shifted to alien colors and its familiar dance fals into rhythm with the mysterious music.
Julius stares directly into the fog, You a strange thingy."What is you?"He calls out. As the unease grows he lightly clenches his jaw and launches a larger gout of fire into the fog. And again and again and again. That's when the real fear sinks in and Julius ran away as fast as he could. Without a second thought Julius dove down the lower path, getting low and in the dark had always saved him while he was growing up... at least, he thinks it was.