Dr Davaulus

Theophilus Flink's page

314 posts. Organized Play character for Cwethan.


Full Name

Theophilus Flink

Race

Human (Varisian)

Classes/Levels

Kineticist (Telekinetic) 4 | HP 39/39 (THP 6/6, NL 4) | Burn 1/7 | AC 18, T 14, FF 14 | F +8, R +8, W +2 | Init +6 | Perc +8

Gender

Male

Size

Medium

Age

27

Special Abilities

Telekinesis

Alignment

CN

Deity

Desna

Location

Korvosa

Languages

Dwarven, Infernal, Taldane, Varisian

Occupation

Fence/Thief

Strength 7
Dexterity 18
Constitution 19
Intelligence 14
Wisdom 12
Charisma 7

About Theophilus Flink

Appearance::
Theophilus has slicked back oily hair, cold eyes, and clothes perpetually stained by food or travel. His rail-thin build rattles around in what clearly used to be someone else's coat before he crookedly stitched in some loops to hold his gear.
Model

Defense::
HP 39
AC 18 (+4 armor, +4 Dex)
CMD 15 (+3 BaB, -2 Str, +4 Dex)

Fort +8 (+4 Base, +4 Con)
Ref +8 (+4 Base, +4 Dex)
Will +2 (+1 Base +1 Wis)


Offense::
Speed 30'
Initiative +6
BAB +3
CMB +1

Telekinetic Blast +9 2d6+8 B/P/S
Spiked Gauntlet +1 d4-2

Skills::
Acrobatics +11 (4 ranks +4 Dex +3 misc)
Disable Device +14 (4 ranks +4 Dex +3 misc +1 trait, +2 Circumstance)
Escape Artist +8 (4 ranks +4 Dex)
Perception +8 (4 ranks +1 Wis +3 misc)
Profession (Merchant)+10 (4 ranks +1 Wis +3 misc, +2 circ)
Sleight of Hand +12 (4 ranks +4 Dex +3 misc +1 trait)
Stealth +11 (4 ranks +4 Dex +3 misc)
Survival + 1(3) (+1 Wis, (+2 Circ. to avoid becoming lost))
Use Magic Device +4 (3 ranks -2 Cha +3 misc)

Special Abilities::
Favored Class: Kineticist, +4 Skill Ranks

Bonus Feat: Theophilus gains an extra feat at level 1

Skilled: Theophilus gains an extra Skill Rank at each level

Burn: Theophilus can overexert himself to channel more power than normal, pushing past the limit of what is safe for his body by accepting burn. For each point of burn he accepts, Theophilus takes 3 points of nonlethal damage. 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. Theophilus can accept only 1 point of burn per round. Theophilus can't choose to accept burn if it would put his total number of points of burn higher than 3 + his Con modifier (7).

Kinetic Blast: As a standard action, Theophilus can unleash a kinetic blast at a single target up to a range of 30 feet. He must have at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. 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

Gather Power: If he has both hands free, Theophilus can gather energy as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on Theophilus, as the energy or matter swirls around him. Gathering power in this way allows Theophilus to reduce the total burn cost of a blast wild talent he uses in the same round by 1 point. Theophilus can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on his next turn by 2 points (to a minimum of 0 points). If he does so, she can also gather power as a move action during his next turn to reduce the burn cost by a total of 3 points. If Theophilus takes damage during or after gathering power and before using the kinetic blast that releases it, he must succeed at a concentration check (DC = 10 + damage taken + effective spell level of his kinetic blast) or lose the energy in a wild surge that forces him to accept a number of points of burn equal to the number of points by which his gathered power would have reduced the burn cost.

Elemental Overflow: Theophilus's body surges with energy whenever he accepts burn, causing unattended objects near him to shift about. In addition, he receives a bonus on his attack rolls with kinetic blasts equal to the total number of points of burn he currently has, to a maximum bonus of +1 for every 3 kineticist levels he possesses (+1). He also receives a bonus on damage rolls with his kinetic blast equal to double the bonus on attack rolls. Theophilus can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time he uses any wild talent, the visual effects and benefits return instantly.

Infusions:
Extended Range (Form Infusion) Burn 1: This infusion increases the range of Theophilus's blasts to 120'.

Pushing Infusion (Substance Infusion) Burn 1+: The momentum of Theophilus's kinetic blast knocks foes back. He may attempt a bull rush maneuver against each target damaged by this blast, using his Constitution modifier instead of his Strength (+9). This infusion can push foes back by a maximum of 5'/burn cost of this infusion.

Wild Talents:
Basic Telekinesis:
This ability is similar to mage hand, except Theophilus can move an object that weighs up to 400 lbs (or 4,000 lbs for up to 4 minutes by spending a burn), and he can move magical objects. Additionally, he can create a container of entwined strands of aether to hold liquids or piles of small objects of the same weight. He can dip the container to pick up or drop a liquid as a move action. In addition, the range of Basic Telekinesis is Medium (140') and the rate of movement is 30'/round. Theophilus can also use his basic telekinesis to duplicate the effects of the open/close cantrip.

Telekinetic Finesse - Burn 0:
Theophilus can perform any sort of fine manipulation he chooses within close range (35'), including attempting Sleight of Hand and Disable Device checks.

Force Ward - Burn 0:
Theophilus constantly surrounds himself with a ward of force. He gains a number of temporary hit points equal to his kineticist level (4).

He always loses these temporary hit points first, even before other temporary hit points. If an attack deals less damage than he still has as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, Theophilus can increase the maximum number of temporary hit points provided by his force ward by half his kineticist level until the next time his burn is removed (2/burn).

For every 2 points of burn he accepts in this way, his force ward’s rate of regeneration increases by 1 hit point per minute. Whenever he accepts burn while using an aether wild talent, Theophilus siphons some of the energy from the aether flowing through him and his force ward recovers a number of temporary hit points equal to his character level, up to its current maximum. He can dismiss or restore his force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

Telekinetic Haul: This alters Theophilus's Basic Telekinesis.

Feats::
Point Blank Shot: Theophilus gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: Theophilus can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on his attack roll.

Weapon Focus (Kinetic Blast)

Traits::
Gold Finger: Theophilus's family comes from a long, proud tradition of housebreaking and thievery. He is a strong part of that tradition. He gains a +1 trait bonus on Disable Device and Sleight of Hand checks, and Disable Device becomes a class skill.

Reactionary: Theophilus was bullied often as a child, but never quite developed an offensive response. Instead, he became adept at anticipating sudden attacks and reacting to danger quickly. He gains a +2 trait bonus on initiative checks.

Equipment::
Mithral Chain Shirt, Spiked Gauntlet, Dagger, Silver Heavy Mace, MW Thieves' Tools, Potion of Cure Light Wounds, Wand of Cure Light Wounds (46), Tanglefoot Bag, Wayfinder, Wand of Endure Elements (44), Masterwork Merchant's Tools [Cold Iron Heavy Mace, Rope, Torches (10), Survival Kit] (Bracketed items kept in a separate sack for passing off to a party member or dropped once combat begins). Back at the lodge: Cold Weather Outfit

Inventory Tracking::
Current Gold: 1728 gp

EARNED
Confirmation - 440
The Merchant's Wake - 516
From Under Ice - 533
Tide of Morning - 571
Tide of Twilight - 571
The Sandstorm Prophecy - 558
Secrets of the Endless Sky - 1280
Caught in the Eclipse - 1362
Bid for Alabastrine - 1257

PURCHASED
Wand of Cure Light Wounds - 2PP (1)
Wayfinder - 1PP (2)
Trade Prince -1PP (2)
Cold Weather Outfit - 8 (3)
Alchemist's Fire x2 - 40 (3)
Mithral Chain Shirt - 1100 (3)
Masterwork Thieves' Tools - 100 (3)
Tanglefoot Bag - 50 (4)
Silver Heavy Mace - 102 (5)
Wand of Endure Elements - 2PP (5)
Masterwork Ledger and Scale (Profession (merchant) - 50 (8)
Belt of Mighty Constitution +2 4000 (8)

CONSUMED
Alchemist's Fire x2 (3)
Cold Iron Morningstar (4)

Prestige and Boons::
Prestige: 13/17
Boons:
Slush Fund: When Theophilus rolls a Day Job check, he always receives at least 50 gp. If he expended gold on tolls, bribes, living expenses or other non-permanent costs during an adventure, The Exchange reimburses him up to the amount he earns on his Day Job check.

Showmanship: Once per adventure, Theophilus can use his bonus for any Craft or Profession skill in place of his bonus for a Disable Device, Knowledge (engineering) or Use Magic Device check as if he were trained in the skill (+9).

Confirmed Field Agent: Having successfully completed and documented his Confirmation, one of the Three Masters has formally recognized him as a field agent and given him a wayfinder engraved with his name and the date of his graduation. He has purchased a Wayfinder for only 1 PP. He reduces the PP cost of any wayfinder enhancement vanities he purchases to modify this wayfinder.

Explore, Report, Cooperate: Theophilus has an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, he may consider whether a particular action he names would help realize the goals of the Pathfinder Society. The GM then informs him whether the action's impact would be positive, negative, or negligible as it pertains to the secondary success condition(s) of the current scenario. This boon may only be used once.

Trade Prince: Theophilus holds the honorific title of "trade prince" and is specialized in Appraise, gaining it as a class skill.

Friend of Janira Gavix: The field agent who oversaw his Confirmation is appreciative of his bravery and camaraderie in the face of danger. She helps Theophilus perform research, granting him a +1 bonus on Knowledge checks attempted while he is at the Grand Lodge

Kelishite Patron: Trade Prince Aaqir al'Hakam recognized in Theophilus the same ambition and skill that earned him the title of trade prince, and he both endorsed Theophilus for promotion and contributes gold to fund his business ventures. The Trade Prince vanity has no fame requirement for Theophilus, and he treats the PP cost of business vanities as though they were 1 less (minimum 2).

Warm Friend in a Cold Land: Theophilus befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever he is in Irrisen, Theophilus can apply a +2 circumstance bonus on all Diplomacy checks. He may additionally bring Uliyara along with him on one mission to any location, allowing her to grant him the effects of this boon outside of Irrisen. If used this way, the boon is crossed off.

Air Affinity x3: Theophilus's connection to elemental air has grown stronger over the course of his recent adventures.

Genie Heritage: My Ifrit, Oread, Sylph, and Undine characters gain assorted benefits.

Oread's Favor: Theophilus has earned the respect of the oread researcher Qiarah.

Uneasy Alliance: Theophilus has accepted Ashasar's offer of alliance with the Concordance.

Foe of All Winds: Striking into the depths of the Plane of Air, Theophilus has defeated the resurrected champion of Hshurha, the Duchess of All Winds. Word spread of how he defied the will of a demigod, and as a result, he gains a +2 circumstance bonus on all Diplomacy and Intimidate checks made against natives of the Plane of Air.

In addition, Theophilus's time on the Plane of Air has granted him some means of control over its natural powers. Once per adventure (three times maximum), Theophilus can cast gust of wind (CL 6), wind wall (CL 8), or wind walk (CL 10).

Chronicles::
182453-7
XP 9

Scenarios: 1. The Confirmation (5-08), 2. The Merchant's Wake (5-21), 3. From Under Ice (6-18), 3. Tide of Morning (0-23), 4. Tide of Twilight (3-05), The Sandstorm Prophecy (8-08), Secrets of the Endless Sky, Caught in the Eclipse (1 PP), The Alabastrine Bid (Needs Money, PP included)