Geokineticist (Elemental Annihilator) 1| HP 13/13 NL 0/7 | AC 19 TO 14 FF 15 | F +6* R +6* W +3* | CMD 12* | Init +4 | Perc +3* DV
Gender
Female
Size
Medium
Age
43
Alignment
Chaotic Neutral
Deity
Atheist
Languages
Common, Dwarven
Occupation
Mercenary
About Barad Boulderplate
Goal:
While still young, and somewhat poor, Barad loves gemstones and precious rocks in general.
She wants to acquire a legendary gemstone known as the Heart of the Iron Peaks, a fist‑sized violet crystal rumored to be buried in the mountains north of Numeria.
It’s not only about wealth — it’s also about proving she can claim something beautiful in a world that’s only ever given her scraps.
Reputation:
Barad is known as “the girl who survived the scrap‑pit collapse.”
She is a mercenary, usually travelling with "cleanup" crews (many times, in the criminal side of law...) to "remove" loose ends.
Years ago, a junk‑heap in the slums of Hajoth Hakados collapsed, burying several scavengers.
Barad clawed her way out through the rubble — literally — and walked away without a word.
People whisper that “she’s too stubborn to die,” “stone bends for her,” “she’s got iron in her bones.”
Home:
Barad comes originally from the more urban parts of Numeria, an orphan from the poorest slums.
When not traveling in her mercenary missions, she rents a tiny stone‑walled room carved into the side of an abandoned smelting tunnel beneath Hajoth Hakados.
It’s damp, cramped, barely furnished, but quiet... And the walls are stone, which is comforting, familiar, and grounding for her.
She sleeps on a bedroll, keeps her gear in a crate, and has a single shelf where she stores the few gemstones she’s scavenged.
Signature Item:
Barad carries a jagged, fist‑sized shard of violet skymetal‑glass she scavenged from a crashed Numerian ruin.
It’s sharp, heavy, irregular, and beautiful in a dangerous way. It's faintly warm when she channels earth energy through her kineticist powers.
She keeps it in her spring‑loaded wrist sheath, melted to the hilt of a dagger. It’s not magical — yet — but it’s the closest thing she has to a treasure.
People who know her recognize it instantly.
Problem:
Barad owes a dangerous Numerian crime‑syndicate a debt she cannot pay. She once worked as a cleanup operative for them — burning evidence, silencing witnesses — but she walked away after a job went bad... And they didn’t forget.
Now she’s hiding, broke, taking any job she can - including with the Pathfinder Society - and she knows they’ll come for her eventually.
Secret:
Barad once killed the wrong target...
A job in Numeria went sideways. She was told to eliminate a “loose end” — a man who supposedly knew too much about a smuggling ring.
She did the job cleanly, but afterward she learned the man was innocent... A father who was trying to expose the syndicate, not work for it.
Barad has never forgiven herself, neither she ever speaks of it. If this well hidden truth came out, both the law and the syndicate would want her dead.
Character Sheet:
Barad Boulderplate
Female dwarf geokineticist 1 (Pathfinder RPG Occult Adventures 10, 89)
CN Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 natural)
hp 13 (1d8+5)
Fort +6, Ref +6, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +4 (1d4-2/19-20) or
. . devastating infusion +5 (1d8+4) or
. . unarmed strike +4 (1d3-2 nonlethal)
Ranged earth blast +4 (1d6+5)
Special Attacks hatred, kinetic blast
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—devastating infusion
. . Blasts—earth blast (1d6+5), omnicide (10d6+10 each of bludgeoning/cold/electricity/fire/force)
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Statistics
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Str 7, Dex 18, Con 18, Int 7, Wis 16, Cha 5
Base Atk +0; CMB -2; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Weapon Finesse
Traits blighted physiology (numeria), expert duelist
Skills Acrobatics +6 (+2 to jump), Appraise -2 (+0 to assess nonmagical metals or gemstones), Perception +3 (+5 to notice unusual stonework), Stealth +6, Survival +3 (+5 to avoid becoming lost); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ burn (1 point/round, max 7), devastating infusion, gather power
Combat Gear caltrops; Other Gear chain shirt, dagger, wayfinder[ISWG], backpack, flint and steel, silk rope (50 ft.), trail rations (5), waterskin, wrist sheath, spring loaded, 24 gp, 6 sp
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Tracked Resources
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Burn 1/round (1 nonlethal/burn, 7/day) - 0/7
Dagger - 0/1
Light (At will) - 0/0
Trail rations - 0/5
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Special Abilities
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Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Devastating Infusion 1d8+4 (Light Weapon) Shoot blast at target within 30 feet, or make melee attack as kinetic blade.
Earth Blast (Sp) Level 0; Burn 0
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
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.