Goblin

Bupkis's page

1,412 posts. Alias of PCScipio.


Race

Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

About Bupkis

[Bupkis
Male goblin telekineticist 12 (Pathfinder RPG Bestiary 156, Pathfinder RPG Occult Adventures 10)
N Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 29, touch 17, flat-footed 23 (+7 armor, +6 Dex, +5 shield, +1 size)
hp 159 (12d8+96)
Fort +17, Ref +20, Will +12
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +17/+12 (1d3-1/19-20) or
. . dagger +17/+12 (1d3-1/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with aetheric boost, 10 ft. with cold blast, 10 ft. with telekinetic blast)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Kineticist Wild Talents Known
. . Defense—force ward, shroud of water
. . Infusions—bowling infusion, extended range, extreme range, kinetic blade, kinetic whip
. . Blasts—aetheric boost (), cold blast (1d6+2 cold), telekinetic blast (1d6+11)
. . Utility—basic hydrokinesis, basic telekinesis, elemental whispers, expanded defense (shroud of water), heat adaptation, kinetic healer, self telekinesis, self telekinesis, greater, telekinetic finesse
--------------------
Statistics
--------------------
Str 8, Dex 24, Con 21, Int 10, Wis 10, Cha 8
Base Atk +9; CMB +7; CMD 24
Feats Alertness, Extra Wild Talent[OA], Iron Will, Point-Blank Shot, Precise Shot, Weapon Finesse, Weapon Focus (kineticist blast)
Traits roll with it, vagabond child (urban)
Skills Acrobatics +15, Craft (carpentry) +10, Disable Device +23, Escape Artist +17, Heal +4, Knowledge (engineering) +15, Knowledge (geography) +1, Linguistics +4, Perception +19, Perform (comedy) +0, Ride +11, Sense Motive +2, Sleight of Hand +11, Stealth +24; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Giant, Goblin, Orc
SQ burn (4 points/round, max 8), elemental overflow +4, expanded element (water), gather power, infusion specialization 3, internal buffer 2, supercharge
Combat Gear alchemist's fire; Other Gear +3 mithral chain shirt, cestus[APG], crossbow bolts (500), dagger, sling bullets (50), belt of incredible dexterity +2, cloak of resistance +4, handy haversack, bedroll, blanket[APG], feed (per day) (12), flint and steel, silk rope (50 ft.), thieves' tools, trail rations (100), waterskin, winter blanket, donkey, bit and bridle, riding saddle, saddlebags, 7,023 gp, 6 cp
--------------------
Special Abilities
--------------------
Aetheric Boost (Sp) Level 6; Burn 2
Bowling Infusion Blast also trips foes.
Burn 4/round (12 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elemental Whispers (Su) Element universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a famil
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
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
Heat Adaptation (Sp) Endure elements against fire, and gain Fire Resistance = 2x current burn
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Kinetic Whip (Light Weapon) Form a kinetic blade with reach.
Kinetic Whip Cold Blast (Sp) Level 6; Burn 0
Kinetic Whip Telekinetic Blast (Sp) Level 6; Burn 0
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Self Telekinesis (Sp) Propel self any direction up to 60 ft. in a line, if midair, fall next turn unless used again.
Self Telekinesis, Greater (Sp) Use self telekinesis as move action, hover without spending an action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Supercharge (Su) Increase effectiveness of gather power by 1.
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.

--------------------
Basic Telekinesis(Su)
Element(s) aether Type utility(Sp) Level 1 Burn
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Telekinetic Blast
Element(s) aether Type Simple Blast (Sp) Level - Burn 0
Blast Type: physical Damage bludgeoning, piercing or slashing

You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).

You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

Extended Range
Element(s) universal Type form infusion Level 1 Burn 1

Your kinetic blast can strike any target within 120 feet.

Telekinetic Finesse
Element(s) aether Type utility Level 1 Burn 0

You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Roll with it Once/day, negate critical from giant subtype (weapon or slam attack only). Must not be denied Dex to AC.

Kinetic Blast attack bonus: BAB(5)+dex(6)+size (1)+elemental overflow(2)=14 (note: dex increased by elemental overflow)
Kinetic Blast damage: 4d6+4+con(4)+(2xelemental overflow(2))=12
Kinetic Blade damage: 4d6+4+con(4)=8

Background:
Bupkis was born into the Ram Chaser goblin tribe in the northern Mindspin mountains. At an early age, other goblins noticed that things moved by themselves in his presence. Whispers grew that he was possessed. Fearing that he might be next on the menu, Bupkis fled the tribe and never returned.
Without the safety of the tribe, he made his way to human settlements, where he could scavenge for food, and count on the Longshanks to keep predators and orcs at bay. He eventually ended up at Trunau, which seemed to offer the best protection. He would sneak in, and use his telekinetic powers to cause loaves of bread or scraps of meat to float through the air towards his hiding spot.
One day, Bupkis saw a young human girl playing outside, with no adult nearby. He had been so very lonely for so long; maybe he could make her laugh. He came out of his hiding spot, careful not to get to close, lest he scare her away. She just stared at the funny looking creature with big ears. Bupkis picked up a stick using his mental powers, and launched at his own head, falling down in an exaggerated, comic fashion. The little girl smiled, so he did it again. The girl's mother came out of the house to see what her daughter was doing, so Bupkis had to retreat and hide again.

Seasons passed, years passed, and the girl grew older. Bupkis saw the girl every now and then, and made her laugh with his antics. He lived for those moments; they made his loneliness more bearable. He learned that her name was Alicia. He listen to the people in town and talked with Alicia, gradually learning to speak common. She was the only friend he'd ever had.

Alicia's family were merchants. On market days they tended their stall at the Barter Stones. One fall market day, a raiding band of orcs came to grab what plunder they could, before the town Defenders could respond. Bupkis was nearby; he never missed market days, because he could see his friend.

That day the lookout was lax, and the raiders got quite close to the market, before they were spotted. Traders and townsfolk ran in panic as the alarm was sounded, and orcs ran through the stalls. Bupkis was filled with fear for Alicia's safety; he had to do something! Hiding behind a vegetable stand, he picked up a rock with his mind, and launched it at the nearest orc. The villain was closing in on a woman just a few steps behind Alicia, when the rock slammed into its shoulder. Surprised and angry, the orc turned and chased him. He dodged out of the way, scrambling through the maze of tables, and threw another rock at it. The commotion confused the other orcs, and delayed them long enough for the a group of guards, led by Patrol Captain Rodrik Grath, to arrive and drive them off.

Before this point, Bupkis had been very good at remaining unnoticed, but his concern for Alicia had caused him to throw caution to the wind. He had been spotted, but luckily for him, Rodrick had realized what had distracted the orcs, and that lives had been saved. Bupkis was cornered by the guards, but Rodrik ordered them to spare the little goblin.

Rodrik took a liking to Bupkis, and made sure he could get enough to eat without stealing, in exchange for a promise to defend the town if it came under attack again. The Patrol Leader also arranged for a place in a shed for Bupkis to sleep, so he didn't have to camp out beyond the walls. Bupkis now had two friends! Rodrik introduced him to his brother Kurst and some of the guards; if they had any reservations about a goblin in the town, they kept their concerns to themselves, deferring to Rodrik's persuasive manner. He continued to visit Alicia; he would amuse her with his slapstick routine, and she would play games with him (these were a lot nicer than the goblin games played back in his former tribe).

A few months later, Rodrik asked Bupkis if he would like to come and see something special: a Hopeknife ceremony. The goblin was curious; Alicia, now 9 years old, would be going through the same initiation in 3 years time. The idea of Alicia having to actually use a Hopeknife for it's intended purpose was abhorrent to him. If the town came under attack, he would just have to make sure she didn't have to.