Female Human Kineticist (Terrakineticist) 1
CG Medium Humanoid
Init +6; Senses Perception +6
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
Fort +5, Ref +4, Will +2; -1 when last of your allies to act in a round of combat., +1 trait bonus vs. language-dependent and sonic effects
Speed 30 ft.
Cold Iron Dagger +0 (1d4/19-20)
Light Mace +0 (1d6)
:ongspear +0 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Kineticist Wild Talents Known
Defense—flesh of wood, terrakinetic defense
Blasts—wood blast (1d6+4)
Str 10, Dex 14, Con 16, Int 10, Wis 14, Cha 14
Base Atk +0.75; CMB +0; CMD 12
hard to kill
Knowledge (history) +1
Knowledge (local) +1
Profession: Deputy +6
SQ basic phytokinesis, burn (1 point/round, max 6), gather power, impatient, terrakinesis
Other Gear leather armor, cold iron dagger, light mace, longspear, backpack, bedroll, blanket[APG], canteen[UE], flint and steel, glassblowing tools, hemp rope (50 ft.), manacles, wrist sheath, spring loaded, 4 gp, 4 sp
Basic Phytokinesis (Sp) Garden plants within 30 ft. without tools. Search wooded and plant-heavy areas from a distance with sift. Detect plants within 120 ft.
Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Extended Range Kinetic blast has range of 120ft.
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
Impatient Can't delay or ready action. -1 on ability checks, attack rolls, saving throws, and skill checks.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Terrakinesis (Wood) Elemental Focus, Kinetic Blast, and Utility Wild Talents element depends on current terrain.
Wood Blast (Sp) Level 0; Burn 0
Life in Grundy was great for Calli McDaniel.
Well, except for the fact that sometimes strange monsters came into town. And there was that time that the vegetables out in the gardens become sentient and wanted to know how everyone's day was going. Oh and the time her neighbor down the street, whom she'd known all her life, suddenly decided to form a death cult consisting of middle-aged fathers.
Other than all of that, life in Grundy was pretty good. Most of the long-time residents had learned to take the strange happenings that often befell the town in stride, simply shrugging and going about their day or taking shelter when things got rough. Usually the mayor and his deputies could take care of things anyway.
Calli had largely learned to take these things in stride as well, having grown up in Grundy. But the town's strangeness sometimes manifested itself in more subtle ways, granting some of its residents unusual powers or mutations. And she was one such resident, having been born with the ability to channel the power of the elements and to bend and shape them to her will. It's only been in the last couple of years that she's really been able to start getting a handle on them though, prompting her to apply for a position as one of Grundy's uniquely-gifted deputies...
A large semi-independent trading town, Grundy began as a tenuous little outpost right on Talendar's western border and situated right on the Damas River. Despite its location within the great kingdom the town leadership, led by a mysterious individual known only as the Black Marquis, largely paid only lip service to their king.
This all changed with the arrival of the great meteor from the sky and the troubles that came with it when it landed right in Grundy's proverbial backyard. Albert Grundy, a grizzled but good-hearted half-elf, stepped up to handle the town's troubles when the Black Marquis would not. It wasn't long until the town locals had enough with their uncaring and inattentive 'mayor' and forced him out, leaving Albert Grundy as its new mayor and renaming the town in his honor.
In the few decades since then it has drawn a host of wildly varying residents. Those seeking a new life, others looking to escape their past, scholars and mages seeking to study the meteor, pilgrims and holy warriors, Grundy has all these and more. Grundy is home to around 1,300 permanent residents and manages to move a remarkably varied number of goods in spite of its somewhat remote location compared to other centers of trade within Talendar. The town has also learned to be very self sufficient, boasting a startling number of craftsmen and artisans.
All in all, Grundy is a fairly comfortable, bustling place to visit or even settle down in. But ever since the meteor strike strange and unusual things sometimes happen in and around the town...