human male kineticist 1
CG medium humanoid (human)
Init +1; Senses Perception +4
-------------------- AC 14, touch 10, flat-footed 13 (+3 armor, +1 Dex)
hp 15 (1d8+7)
Fort +5, Ref +6, Will +0
-------------------- Speed 30 ft.
Melee kinetic blade +3 (1d6+1+3)
Unarmed strike +3 (1d4+3)
Ranged kinetic blast +1 (1d6+1+3)
Special Attacks ability 1 (uses per)
Spells (CL 1; concentration +4):
-------------------- Str 16, Dex 12, Con 16, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +3;CMD 14
Feats WP: simpl; AP: light; toughness (1st), improved unarmed strike (hbf)
Traits caravan guard, mathematical prodigy (engineering)
knowledge (dungeoneering) +6=+2+1+3
knowledge (local) +3=+2+1+0
knowledge (engineering) +7=+2+1+3+1
profession (architect) +4=+0+1+3
profession (caravan guard) +4=+0+1+3
craft (blueprints) +6=+2+1+3
Languages common, terran, dwarven
SQ burn (6) gather power, Fav Class Bonus: +1 HP
Combat Gear studded leather; Other Gear gear 1
Misc Gear backpack, belt pouch, blanket, trail rations (5 days), waterskin, artisan’s clothes, mess kit, traveler’s clothes, architect’s sketchbook (re-purposed journal), two sticks of charcoal, 7 gp
-------------------- Element Focus (earth) Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.
Class Skills: A geokineticist adds Climb and Knowledge (dungeoneering) to her list of class skills.
Element(s) earth; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing
You shape earth into clumps or shards and send them flying at a foe.
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.
Basic Geokinesis (Sp)
Element(s) earth; Type utility (Sp); Level 1; Burn 0
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 sift cantrip.
Description and Personality:
Baeldwyn is a short human man with a deformed body leaving him gnarled and hunchbacked. He has messy brown hair and muddy brown eyes. What he lacks in dexterity due to his deformity he makes up for it in strength. And intelligence.
Baeldwyn tends to be rather dirty with horrible manners enjoys a good fight and is incredibly rude. All of that leads many to dismiss him as a freak and treat him badly. Baeldwyn doesn’t care what they think of his looks, he knows he is hideous looking and so doesn’t care about his outwards appearance. He never carries a weapon instead relying on his fists and control over the very earth in a fight.
Despite his rude and cantankerous exterior Baeldwyn is very bright with a natural head for numbers. He has a mind capable of great creation and carries around a book that he draws designs in for different buildings he would like to one day build. He is also actually a caring person deep down, though he shows his affection crudely like so many things.
Baeldwyn was born in a small town in some country or another. He doesn’t really know nor care where it was as he ran away from an uncaring place when he was twelve. He ended up on the streets of Riddleport where he remained independent of the gangs and was generally left to his own devices after he showed them he wasn’t someone who would be an easy target.
Early on he showed great promise at mathematics but Baeldwyn’s attempts to join the Cyphermages never worked out as they wouldn’t take someone as hideous as him. He eventually began to draw, fanciful building, and then figured out ways to make them work. In the end he became something of an architect and builder, particularly once he began to find control over the earth, and started to make a bit of a name for himself.
Baeldwyn eventually tired of life in Riddleport and was hired by a man named Sandru to work as a caravan guard and since it gave the cantankerous man a chance to travel and see potential new architecture he did the best he could, well enough that Sandru took a liking to him and taught him a bit about survival along the way. Reaching Sandpoint Baeldwyn’s reception wasn’t great, which was normal, but it felt good to see someplace new and he thought he might like it there though he did yearn to see more of the world. Little did Baeldwyn know his chance would come sooner than he expected.