Holy Guide

Thanis Callibad's page

6 posts. Alias of GMHammer.


Full Name

Thanis Callibad

Race

Human

Classes/Levels

Kineticist/cleric 3

Gender

male

Size

Medium

Age

29

Special Abilities

Devastating Blast

Alignment

True Neutral

Deity

Nethys

Location

Harper's Bay

Languages

Common

Occupation

Mercenary

Strength 14
Dexterity 14
Constitution 18
Intelligence 12
Wisdom 13
Charisma 14

About Thanis Callibad

Thanis Callibad
Human telekineticist 3/cleric* (Pathfinder RPG Occult Adventures 10, 89)
LN Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 30 (3d8+12)
Fort +6, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) or
. . devastating infusion +5 touch (1d8+3) or
. . mwk shortspear +5 (1d6+2)
Ranged light crossbow +5 (1d8+1/19-20)
Special Attacks kinetic blast
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—lore keeper (19)
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—devastating infusion, extended range
. . Blasts—omnicide (10d6+10 each of bludgeoning/cold/electricity/fire/force), telekinetic blast (2d6+6)
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Statistics
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Str 14, Dex 14, Con 16, Int 12, Wis 13, Cha 14
Base Atk +2.25; CMB +4; CMD 17
Feats Dodge, Point-Blank Shot, Rapid Shot
Traits ease of faith, inexorable authority, reactionary
Skills Acrobatics +7, Bluff +0, Diplomacy +7, Disguise +0, Heal +7, Intimidate +8 (+10 when enforcing or pronouncing a lawful judgment that you're legitimately deputed to enforce or pronounce.), Knowledge (history) +4, Perception +7, Sleight of Hand +7, Use Magic Device +8
Languages Common, Elven
SQ burn (1 point/round, max 6), devastating infusion, domain (aeon), elemental overflow +1, gather power, hero points
Combat Gear potion of cure moderate wounds (2), wand of cure light wounds, wand of magic missile; Other Gear mwk chain shirt, crossbow bolts (20), dagger, light crossbow, mwk shortspear, backpack, bedroll, belt pouch, candle (10), flint and steel, golden holy symbol of Pharasma[UE], hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 11 gp
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Special Abilities
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Burn 1/round (3 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Cleric Domain (Aeon)
Devastating Infusion 1d8+3 Shoot blast at target within 30 feet, or make melee attack as kinetic blade.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 19.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Telekinetic Blast (Sp) Level 1; Burn 0

Major Draw Back
Blessed: Faith has seen you through, and something agrees with you. You possess a handful of Divine powers that might help you survive...if you use them with wisdom and courage.
Benefit: You gain the ability to use as a spell-like ability at will. Additionally, once a day they can use a form of [url=http://www.d20pfsrd.com/magic/all-spells/d/daylight]Daylight for a number of rounds equal to your will save. The undead cannot enter it’s range, and are forced to withdraw from it’s area as fast as they can, although it doesn’t harm them. Once used it leaves the user Exhausted for twice as many rounds as it was used.
Drawback: The Divine Forces that have granted you these gifts gave them to you for a reason. You aren’t sure what it is they want, however, and any action might risk them.