His Mighty Girthness Chief Rendwattle Gutwad

Beetly's page

173 posts. Alias of Ellioti.


Active conditions: 3 Burn, Enveloping Winds (35% miss chance for ranged), Elemental Overflow (+2/+4, +2 Dex/Con), 15% chance to ignore crit/sneak

About Beetly

Male Goblin kineticist 7
TN Small humanoid (goblinoid)
Init +7, Senses darkvision (60 ft.); Perception +12
AC 25, touch 17, flat-footed 19 (+5 armor, +5 Dex, +1 size, +2 shield, +1 deflection, +1 natural)
hp 86 (1d8 + 6 Con + 1 fcb)
Fort +13, Ref +13, Will +7
Speed 30 ft.; Fly 60 ft.
Melee spiked gauntlet +12 (1d3-1)
Melee Kinetic Blade (fire) +14 vs. touch (4d6+3)
Ranged Air blast +14 (4d6+14, bludgeoning)
Ranged Fire blast +14 vs. touch (4d6+7, fire)
Ranged Plasma blast +14 (8d6+18, half bludgeoning/half fire)
Str 8, Dex 19+1+2, Con 18+2+2, Int 10, Wis 14, Cha 5
Base Atk +5; CMB 3 (Pushing Inf +11); CMD 19
Feats Roll With It, Weapon Finesse, Barroom Brawler, Additional Traits


Skills per Level: 4
Skills total (ranks +class +ability +bonus)
Acrobatics +25 (7 +3 +6 +9) (racial, boots)
Climb +3 (0 +0 -1 +4)
Escape Artist +10 (4 +0 +6)
Fly +19 (1 +3 +6 +9) (small, Fly spell, good maneuverability)
Linguistics +1 (1 +0 +0)
Perception +12 (7 +3 +2)
Sense Motive +7 (1 +3 +2 +1)
Stealth +14 (1 +3 +6 +4)
Ride +6 (0 +0 +6)
UMD +7 (6 +3 -3 +1)

SQ Internal Buffer 1, Burning Infusion DC 19 Reflex
Traits Indomitable Faith, Narrows Survivor, Lessons of Chaldira, Dangerously Curious
Languages Goblin, Common
Combat Gear potion of cure moderate wounds, potion of Touch of the Sea, potion of feather step, potion of Grease CL 2 (in wrist-sheath), partial wand of see invisibility (10 charges, in wrist-sheath), potion of good hope, potion of Resist Energy (Fire)
Other Gear small monk's outfit, Darkleaf Cloth Leather Lamellar +1, +1 Buckler, spiked gauntlet, CoR +2, AoNA +1, RoP +1
Basic Aerokinesis Element air; Type utility (Sp); Level 1; Burn 0; You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can have only one such breeze active at any one time. You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.
Basic Pyrokinesis Element(s) fire; Type utility (Sp); Level 1; Burn 0; 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.
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.
Air Blast Element(s) air; Type simple blast (Sp); Level —; Burn 0; Blast Type: physical; Damage bludgeoning
You batter a single foe with a gust of air.
Fire Blast Element(s) fire; Type simple blast (Sp); Level —; Burn 0; Blast Type: energy; Damage fire
You unleash a gout of flickering fire to burn a single foe.
Plasma Blast Element(s) air and fire; Type composite blast (Sp); Level —; Burn 2; Prerequisite(s) air blast, fire blast
Blast Type: physical; Damage half bludgeoning, half fire
You launch a gust of air and then use your fire to superheat the gust into plasma just as it strikes a single foe.
Enveloping Winds You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round.
You can dismiss or restore this effect as an immediate action.
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.
Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Narrows Survivor You spent your childhood in the infamous Narrows district of Oppara. Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Lessons of Chaldira Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Dangerously Curious You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Simple Blasts A kineticist gains a simple blast from her primary element at 1st level-some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
Pushing Infusion Burn 1; The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
Tree Runner (Ex) You gain a +4 racial bonus on Acrobatics and Climb checks.
Air’s Reach When using air blasts, air wild talents, or composite blasts that include air, double the blast’s effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast’s effective range, not the area of effect for infusions like cloud and cyclone.
Elemental Overflow At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist 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 the kineticist uses any wild talent, the visual effects and benefits return instantly.
Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn.
Extended Range Burn 1; Your kinetic blast can strike any target within 120 feet.
Air Cushion Burn 0; You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.
Infusion (Kinetic Blade) Burn 1
You form a weapon using your kinetic abilities. You create a non-reach, 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.
infusion specialization 1 At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
metakinesis (empower) At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell).
Internal Buffer At 6th level, a kineticist’s study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn’t replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.
Wings of Air The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, You can call it forth again as a standard action.
Expanded Element Fire
Burning InfusionBurn 1; Saving Throw Reflex negates
Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.
1: clw potion, studded leather
2: sell studded, mw chain shirt, potions of shield of faith, mw buckler
3: sell mw chain, darkleaf Lamellar, cloak of resi, potion of Touch of the Sea, potion of Hide from Animals, spiked gauntlet, combat-trained Goblin dog (50), exotic military saddle (60)
4: shield +1, armor +1, CMW potion, sof potion, Feather Step potion, combat-trained Goblin dog
5: Ring of Prot +1, Amulet of NA +1, potion of CMW, potion of Grease CL 2
6: Boots of Elvenkind, Belt of Mighty Constitution +2, potion of Grease CL 2, 2x spring-loaded wrist sheath, combat-trained Goblin dog
7: upgrade cloak of Resi (3000), retrain Electric Blast into Air Blast (5*10*6=300), retrain Thundering into Pushing Infusion (5*10*6=300), pay sage (30), retrain Iron Will into Additional Traits (5*10*6=300), retrain 4 skill ranks (5*10*6*4=1200), partial wand of see invisibility (10 charges, 450), potion of good hope (750), potion of Resist Energy (Fire) (300)